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Casual and Hardcore Player Traits and Gratifications of Pok\'emon GO, Harry Potter: Wizards Unite, Ingress

Human-Computer Interaction · Submitted 26 Feb 2021

abstract compiled · 2026-09-23 · no language-model review

The authors' main claim Our findings (1) illustrate an association between player satisfaction and social aspects of the studied games, (2) explicate how the core-loops of the studied games impact the expressed gratifications and the affine traits of players, and (3) indicate a strong distinction between hardcore and casual players based on both traits and gratifications.

how it is stated · asserted 0.93 read the record →

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arXiv ID2103.00037 (version 2)
Pith IDZRUUQLSW, Pith's permanent record of this paper and its review
CitationJohn Dunham, Konstantinos Papangelis, Nicolas LaLone, Yihong Wang. "Casual and Hardcore Player Traits and Gratifications of Pok\'emon GO, Harry Potter: Wizards Unite, Ingress." arXiv:2103.00037 (2021). https://pith.science/paper/ZRUUQLSW
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The paper's own sentences, arranged. Each label is drawn from a closed vocabulary; the number beside it is the probability the classifier gave that label. Numbers in the tables are the authors', checked by code. No sentence in this record was written by a model.

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Compiled by classifier-1.13.0 via TypeSafe API, question bank abstract-p1-20260923, 2026-09-23: 1 request, 4,992 input tokens.

What the abstract itself states, as probabilities: claims first 0.44 · states limitation 0.07 · human participants 0.97 · controlled comparison 0.03 · randomized assignment 0.02 · states quantitative result 0.62 · compares with prior results 0.10 · mentions code or data availability 0.02.

The abstract, sentence by sentence

arXiv listing abstract v2. Results and the main claim are underlined; .

Location-based games (LBG) impose virtual spaces on top of physical locations. Studies have explored LBG from various perspectives. However, a comprehensive study of who these players are, their traits, their gratifications, and the links between them is conspicuously absent from the literature. In this paper, we aim to address this lacuna through a series of surveys with 2390 active LBG players utilizing Tondello's Player Traits Model and Scale of Game playing Preferences, and Hamari's scale of LBG gratifications. Our findings (1) illustrate an association between player satisfaction and social aspects of the studied games, (2) explicate how the core-loops of the studied games impact the expressed gratifications and the affine traits of players, and (3) indicate a strong distinction between hardcore and casual players based on both traits and gratifications. Overall our findings shed light into the players of LBG, their traits, and gratifications they derive from playing LBGs.

background contribution method result interpretation main claim

What the classifier reports for each sentence. The number is the probability it gave the label.
#sentencerolethe authors' own workstates the main conclusionstrength
s0 Location-based games (LBG) impose virtual spaces on top of physical locations. background 1.00 0.04 0.01 asserted 1.00
s1 Studies have explored LBG from various perspectives. background 1.00 0.03 0.01 asserted 1.00
s2 However, a comprehensive study of who these players are, their traits, their gratifications, and the links between them is conspicuously absent from the literature. gap 1.00 0.04 0.03 asserted 1.00
s3 In this paper, we aim to address this lacuna through a series of surveys with 2390 active LBG players utilizing Tondello's Player Traits Model and Scale of Game playing Preferences, and Hamari's scale of LBG gratifications. method 0.71 0.83 0.03 asserted 0.92
s4 Our findings (1) illustrate an association between player satisfaction and social aspects of the studied games, (2) explicate how the core-loops of the studied games impact the expressed gratifications and the affine traits of players, and (3) indicate a strong distinction between hardcore and casual players based on both traits and gratifications. result 1.00 0.97 0.88 asserted 0.93
s5 Overall our findings shed light into the players of LBG, their traits, and gratifications they derive from playing LBGs. interpretation 0.93 0.90 0.33 asserted 0.99

What kind of paper the classifier reports this is: empirical study 1.00 · evidence from observation or experiment 0.98.

What was examined, and what was not

sources read
  • arXiv listing abstract v2
not examined
  • full text
  • figures and tables
  • references and citing sentences
  • relations to other papers
levels run
  • P abstract
not run
  • S sections
  • T body sentences
  • C citations
  • R cross-paper relations

Every quoted sentence on this record is the authors'. Every label is from Pith's closed vocabulary, with the probability shown beside it. Every number in the measurements table is the authors', checked by code. Record as JSON

The paper
Original abstract

Location-based games (LBG) impose virtual spaces on top of physical locations. Studies have explored LBG from various perspectives. However, a comprehensive study of who these players are, their traits, their gratifications, and the links between them is conspicuously absent from the literature. In this paper, we aim to address this lacuna through a series of surveys with 2390 active LBG players utilizing Tondello's Player Traits Model and Scale of Game playing Preferences, and Hamari's scale of LBG gratifications. Our findings (1) illustrate an association between player satisfaction and social aspects of the studied games, (2) explicate how the core-loops of the studied games impact the expressed gratifications and the affine traits of players, and (3) indicate a strong distinction between hardcore and casual players based on both traits and gratifications. Overall our findings shed light into the players of LBG, their traits, and gratifications they derive from playing LBGs.

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