

Pervasive play, immersion and story: Designing interference. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI♀6), 417-426. Interweaving mobile games with everyday life. Marek Bell, Matthew Chalmers, Louise Barkhuus, Malcolm Hall, Scott Sherwood, Paul Tennent, Barry Brown, Duncan Rowland, Steve Benford, Mauricio Capra, and Alastair Hampshire.Journal of Geography in Higher Education 28, 3: 397-410. Walking as an aesthetic practice and a critical tool: Some psychogeographic experiments. In Pervasive Games: Theory and Design, Markus Montola, Jaakko Stenros, and Annika Waern (eds.). Free-to-Play Games: Professionals' Perspective. Kati Alha, Elina Koskinen, Janne Paavilainen, Juho Hamari, and Jani Kinnunen.The findings are useful for academics and industry practitioners for studying and designing location-based augmented reality game experiences. Interestingly, the augmented reality features, safety issues or the free-to-play revenue model did not receive considerable feedback.

The positive experiences are related to movement, sociability, game mechanics, and brand while the negative experiences emerge from technical problems, unequal gaming opportunities, bad behavior of other players and non-players, and unpolished game design.

We explore the game experiences through a qualitative survey (n=1000) in Finland focusing on the positive and the negative aspects of Pokémon GO as told by the players. After the game was launched globally in July 2016, it quickly became the most successful mobile game in both popularity and revenue generation at the time, and the first location-based augmented reality game to reach a mainstream status. Pokémon GO is a location-based augmented reality mobile game based on the Pokémon franchise.
