Pokémon Go and its success factors: design of a theoretical model
DOI:
https://doi.org/10.18046/j.estger.2019.152.3265Keywords:
Pokémon Go, Pokémon, competitive advantage, success factors, theoretical model.Abstract
Pokémon Go is a downloadable game based on localization that caused a collective hysteria during its launch in 2016. This article, through documentary research, aims at designing a theoretical model based on Pokémon Go’s success factors. Five success factors were identified: 1. nostalgia, 2. free download, 3. continuous updates, 4. gaming dynamics, and 5. healthy implementation of micropayments. The theoretical model designed can influence the development of subsequent strategic models that help decision makers in the strategic organizational direction. In addition, the present theoretical contribution can be capitalized by the academic community to analyze in depth the market of electronic applications in subsequent empirical research.
Downloads
References
Aguilera, A. y Riascos, S. C. (2009). Direccionamiento estratégico apoyado en las tic. Estudios Gerenciales, 25(111), 127-143. http://dx.doi.org/10.1016/S0123-5923(09)70074-9
Allison, A. (2003). Portable monsters and commodity cuteness: Pokémon as Japan’s new global power. Postcolonial Studies, 6(3), 381-395. http://dx.doi.org/10.1080/1368879032000162220
Bainbridge, J. (2013). ‘It is a Pokémon world’: The Pokémon franchise and the environment. International Journal of Cultural Studies, 17(4), 399-414. http://dx.doi.org/10.1177/1367877913501240
Berque, D., Chiba, H., Hashizume, A., Kurosu, M. y Showalter, S. (2018). Cuteness in Japanese design: Investigating perceptions of kawaii among American college students. Advances in Intelligent Systems and Computing, 774, 392-402.
Boyes, E. (2007). UK paper names top game franchises. GameSpot UK. Recuperado el 28 de septiembre de 2018 de: Recuperado el 28 de septiembre de 2018 de: https://www.gamespot.com/
Butcher, L., Sung, B. y Raynes-Goldie, K. (2018). Gotta catch ‘em all: invigorating Pokémon through an innovative brand extension. Journal of Brand Management, 26(3), 227-239. http://dx.doi.org/10.1057/s41262-018-0120-6
Clark, A. M. y Clark, M. T. G. (2016). Pokémon Go and Research: Qualitative, Mixed Methods Research, and the Supercomplexity of Interventions. International Journal Of Qualitative Methods, 15(1), 1-3. http://dx.doi.org/10.1177/1609406916667765
Colley, A., Thebault-Spieker, J., Lin, A. Y., Degraen, D., Fischman, B., Häkkilä, J.,…Schöning, J. (2017). The Geography of Pokémon GO: Beneficial and Problematic Effects on Places and Movement. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 1179-1192. http://dx.doi.org/10.1145/3025453.3025495
David, F. R. (2013). Conceptos de administración estratégica. México D.F., México: Pearson Educación.
de Souza y Silva, A. (2006). From Cyber to Hybrid: Mobile Technologies as Interfaces of Hybrid Spaces. Space and Culture, 9(3), 261-278. http://dx.doi.org/10.1177/1206331206289022
Demetrovics, Z., Urbán, R. Nagygyörgy, K. Farkas, J., Zilahy, D., Mervó, B.,… Harmath, E. (2011). Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behavior Research Methods, 43(3), 814-825. http://dx.doi.org/10.3758/s13428-011-0091-y
Dorward, L. J., Mittermeier, J. C., Sandbrook, C. y Spooner, F. (2017). Pokémon Go: Benefits, Costs, and Lessons for the Conservation Movement. Conservation Letters, 10(1), 160-165. http://dx.doi.org/10.1111/conl.12326
Dumay, J. C. (2012). Grand theories as barriers to using IC concepts. Journal of Intellectual Capital, 13(1),4-15.http://dx.doi.org/10.1108/14691931211196187
Esguerra, G. A. y Contreras, F. (2016). Liderazgo electrónico, un reto ineludible para las organizaciones de hoy. Estudios Gerenciales, 32(140), 262-268. http://dx.doi.org/10.1016/j.estger.2016.08.003
Fernandez, M. (2018). EA Posts Poor Sales for ‘Star Wars: Battlefront II,’ Teases Return of Microtransactions. Variety. Recuperado el 31 de octubre de 2018 de: Recuperado el 31 de octubre de 2018 de: https://variety.com/2018/digital/news
Frith, J. (2013). Turning life into a game: Foursquare, gamification, and personal mobility. Mobile Media & Communication, 1(2), 248-262. http://dx.doi.org/10.1177/2050157912474811
Frith,J. (2017). The digital “lure”: Smal lbusinesses and Pokémon Go. MobileMedia & Communication, 5(1), 51-54. http://dx.doi.org/10.1177/2050157916677861
Gallego, M. D., Bueno, S. y Terreño, J. F. (2016). Motivaciones y barreras para la implantación del comercio electrónico en España: un estudio Delphi. Estudios Gerenciales, 32(140), 221-227. http://dx.doi.org/10.1016/j.estger.2016.08.002
González, A. (2018). Medallas y bonificaciones de captura en Pokémon GO. VANDAL. Recuperado el 02 de noviembre de 2018 de: Recuperado el 02 de noviembre de 2018 de: https://vandal.elespanol.com/guias/guia-pokemon-go/
González, C. H. (2010). E-Stakeholders: Una aplicación de la teoría de los Stakeholder a Los Negocios Electrónicos. Estudios Gerenciales, 26(114), 39-57. https://doi.org/10.1016/S0123-5923(10)70101-7
Google Maps (2014). Google Maps: Pokémon Challenge. [Archivo de video]. Recuperado el 20 de septiembre de 2018 de: Recuperado el 20 de septiembre de 2018 de: https://www.youtube.com/
Graells-Garrido, E., Ferres, L., Caro, D. y Bravo, L. (2017). The effect of Pokémon Go on the pulse of the city: a natural experiment. EPJ Data Science, 6(23), 1-19. http://dx.doi.org/10.1140/epjds/s13688-017-0119-3
Gulden, T. (2018). Engagement by lamination of autopoietic concentric interaction systems in games: A study of football and Pokémon GO . Human Technology, 14(1), 96-134. http://dx.doi.org/10.17011/ht/urn.201805242753 000484938
Hernández, A. (2018). Reggie afirma que la verdadera competencia de Nintendo es el tiempo, no Sony ni Microsoft. Nintenderos. Recuperado el 27 de octubre de 2018 de: Recuperado el 27 de octubre de 2018 de: https://www.nintenderos.com/2018/10
Hernández, R., Fernández, C. y Baptista, P. (2010). Metodología de la investigación. México: McGraw Hill
Humphreys, L. y Wilken, R. (2015). Social media, small businesses, and the control of information. Information, Communication & Society, 18(3), 295- 309. http://dx.doi.org/10.1080/1369118X.2014.989249
Hussain, W. M. H. W. (2018). Augmented reality games (arg) and Pokémon Go: Preventing hikikomori in Malaysia. International Journal of Civil Engineering and Technology, 9(5), 1128-1135.
Iwata Asks(s.f.). Pokémon HeartGold Version & SoulSilver Version. Nintendo. Recuperado el 20 de septiembre de 2018 de: Recuperado el 20 de septiembre de 2018 de: http://iwataasks.nintendo.com
Keogh, B. (2017). Pokémon Go, the novelty of nostalgia, and the ubiquity of the smartphone. Mobile Media & Communication, 5(1), 38-41. http://dx.doi.org/10.1177/2050157916678025
Khalis, A. y Mikami, A. Y. (2018). Who's Gotta Catch ‘Em All?: Individual differences in Pokémon Go gameplay behaviors. Personality and Individual Differences, 124, 35-38.
Kim, D. H., Kim, S. y Song, D. (2018). Can Pokémon GO catch brands? The fit effect of game characters and brands on efficacy of brand communications. Journal of Marketing Communications, 1-16. http://dx.doi.org/10.1080/13527266.2018.1471614
Kondamudi, P. R., Protano, B. y Alhoori, H. (2017). Pokémon Go: Impact on Yelp restaurant reviews. WebSci 2017 - Proceedings of the 2017 ACM Web Science Conference, 393-394. http://dx.doi.org/10.1145/3091478.3098861
Lalot, F., Zerhouni, O. y Pinelli, M. (2017). "I Wanna Be the Very Best!" Agreeableness and Perseverance Predict Sustained Playing to Pokémon Go: A Longitudinal Study. Games for Health Journal, 6(5), 271-278. http://dx.doi.org/10.1089/g4h.2017.0051
Mago, Z. (2017). New trends of marketing communication based on digital games. European Journal of Science and Theology, 13(6), 171-182.
Majorek, M. y Vall, M. du (2015). Ingress: An Example of a New Dimension in Entertainment. Games Cult, 11(7-8), 667-689. http://dx.doi.org/10.1177/1555412015575833
McCrea, C. (2017). Pokémon’s progressive revelation: Notes on 20 years of game design. Mobile Media and Communication, 5(1), 42-46. http://dx.doi.org/10.1177/2050157916678271
Needleman, S. E. (2016a). ‘Pokémon Go’ Adds Starbucks Stores as Gyms and PokéStops. The Wall Street Journal. Recuperado el 18 de octubre de 2018 de: Recuperado el 18 de octubre de 2018 de: https://www.wsj.com/articles/
Needleman, S. E. (2016b). ‘Pokémon Go’ Ends Its Reign at No. 1. The Wall Street Journal. Recuperado el 19 de noviembre de 2018 de: Recuperado el 19 de noviembre de 2018 de: https://www.wsj.com
Needleman, S. E. y Zakrzewski, C. (2017). A Year After ‘Pokémon Go,’ Where Are the Augmented-Reality Hits? The Wall Street Journal. Recuperado el 13 de octubre de 2018 de: Recuperado el 13 de octubre de 2018 de: https://www.wsj.com/articles
Orosz, G., Zsila, Á., Vallerand, R. J. y Böthe, B. (2018). On the Determinants and Outcomes of Passion for Playing Pokémon Go. Frontiers in Psychology, 9, 316. http://dx.doi.org/10.3389/fpsyg.2018.00316
Pokémon Go (2019). Niantic support. Niantic, Inc. Recuperado el 14 de febrero de 2019 de: Recuperado el 14 de febrero de 2019 de: https://support.pokemongo.nianticlabs.com/hc/es
Porter, M. E. (2009). Ventaja competitiva. Creación y sostenimiento de un desempeño superior. México: Grupo Editorial Patria.
Pyae, A. (2018). Understanding the role of culture and cultural attributes in digital game localization. Entertainment Computing, 26, 105-116. http://dx.doi.org/10.1016/j.entcom.2018.02.004
Rasche, P., Schlomann, A., Schäfer, K., Wille, M., Bröhl, C., Theis, S. y Mertens, A. (2018). Pokémon Go - an Empirical User Experience Study. En: Ahram, T. y Falcão, C. (Eds). Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2017. Advances in Intelligent Systems and Computing (pp. 179-185). Cham: Springer. http://dx.doi.org/10.1007/978-3-319-60639-2_18
Rauschnabel, P. A., Rossmann, A. y tom Dieck, M. C. (2017). An adoption framework for mobile augmented reality games: The case of Pokémon Go. Computers in Human Behavior, 76, 276-286. http://dx.doi.org/10.1016/j.chb.2017.07.030
Serrano, G. (2017). Competencias directivas y virtudes: un camino a la excelencia. Estudios Gerenciales, 33 (143), 208-216. http://dx.doi.org/10.1016/j.estger.2017.03.004
Smith, C. (2018). 95 Amazing Pokémon Go Stats. Recuperado el 25 de octubre de 2018 de: Recuperado el 25 de octubre de 2018 de: http://expandedramblings.com/index.php/pokemon-go-statistics/
Steinkellner, K. (2016). Pokémon Go Players Stampede Central Park in Search of Rare Vaporeon. Vulture. Recuperado el 21 de octubre de 2018 de: Recuperado el 21 de octubre de 2018 de: http://www.vulture.com/2016/07
Stern, J. (2016). ‘Pokémon Go ’: Why You Should Play. The Wall Street Journal. Recuperado el 25 de octubre de 2018 de: Recuperado el 25 de octubre de 2018 de: https://www.wsj.com/articles/
Sucasas, A. L. (2014). Crear algo que aman todos los niños del mundo abruma. El País. Recuperado el 28 de octubre de 2018 de: Recuperado el 28 de octubre de 2018 de: https://elpais.com/cultura
Surman, D. (2009). Pokémon 151: Complicating kawaii. En: Hjorth, L. y Chan, D. (Eds.). Gaming cultures and place in Asia-Pacific (pp. 158-178). New York: Routledge.
Tang, A. K. Y. (2017). Key factors in the triumph of Pokémon GO. Business Horizons, 60(5), 725-728. http://dx.doi.org/10.1016/j.bushor.2017.05.016
Tran, K. M. (2018). Families, resources, and learning around Pokémon Go . E-Learning and Digital Media, 15(3), 113-127. http://dx.doi.org/10.1177/2042753018761166
Vaterlaus, J. M., Frantz, K. y Robecker, T. (2018). “Reliving my Childhood Dream of being a Pokémon Trainer”: An Exploratory Study of College Student Uses and Gratifications Related toPokémon Go . International Journal of Human-Computer Interaction, 35(7), 1-9. http://dx.doi.org/10.1080/10447318.2018.1480911
Wang, C. y Kuo, C. (2018). The Formulation of Hybrid Reality: Pokémon Go Mania. En: Antona, M. y Stephanidis, C. (Eds). Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments. UAHCI 2018. Lecture Notes in Computer Science (pp. 160-170). Cham: Springer . http://dx.doi.org/10.1007/978-3-319-92052-8_13
Williamson, J. W. (2016). Will the ‘Pokémon’ be Heroes in the Battle Against Physical Inactivity? Sports and Exercise Medicine Open Journal, 2(1), 13-14. http://dx.doi.org/10.17140/SEMOJ-2-133
Wu, L. y Stilwell, M. A. (2018). Exploring the marketing potential of location-based mobile games. Journal of Research in Interactive Marketing, 12(1), 22-44. http://dx.doi.org/10.1108/JRIM-06-2017-0041
Yang, C. C. y Liu, D. (2017). Motives Matter: Motives for Playing Pokémon Go and Implications for Well-Being. Cyberpsychology, Behavior, and Social Networking, 20(1), 52-57. http://dx.doi.org/10.1089/cyber.2016.0562
Yang, X. y Wenxia, M. (2017). Information management issues and business model analysis of O2O games: A review of Pokémon Go. 2017 3rd International Conference on Information Management (ICIM), 132-135. Conferencia llevada a cabo en Chengdu, China. http://dx.doi.org/10.1109/INFOMAN.2017.7950361
Yaseen, S. G., Dajani, D. y Hasan, Y. (2016). The impact of intellectual capital on the competitive advantage: Applied study in Jordanian telecommunication companies. Computers in Human Behavior, 62, 168-175. http://dx.doi.org/10.1016/j.chb.2016.03.075
Zach, F. J. y Tussyadiah, I. P. (2017). To Catch Them All—The (Un)intended Consequences of Pokémon GO on Mobility, Consumption, and Wellbeing. Information and Communication Technologies in Tourism 2017, 217-227. http://dx.doi.org/10.1007/978-3-319-51168-9_16
Zairi, M. (2000). Managing customer satisfaction: a best practice perspective. The TQM Magazine, 12(6), 389-394. http://dx.doi.org/10.1108/09544780010351670
Zakrzewski, C. (2017). Betting Big on Mobile Augmented-Reality Games. The Wall Street Journal. Recuperado el 11 de noviembre de 2018 de: Recuperado el 11 de noviembre de 2018 de: https://www.wsj.com/articles
Zsila, Á., Orosz, G., Bőthe, B., TóthKirály, I., Király, O., Griffiths, M. y Demetrovics, Z. (2018). An empirical study on the motivations underlying augmented reality games: The case of Pokémon Go during and after Pokémon fever. Personality and Individual Differences, 133, 56-66. http://dx.doi.org/10.1016/j.paid.2017.06.024
Downloads
Published
Issue
Section
License
Articles are the sole responsibility of their authors, and will not compromise Icesi’s University principles or policies nor those of the Editorial Board of the journal Estudios Gerenciales. Authors authorize and accept the transfer of all rights to the journal, both for its print and electronic publication. After an article is published, it may be reproduced without previous permission of the author or the journal but the author(s), year, title, volume, number and range of pages of the publication must be mentioned. In addition, Estudios Gerenciales must be mentioned as the source (please, refrain from using Revista Estudios Gerenciales).