<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Do primal instincts explain engagement in location-based games?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Samuli Laato</string-name>
          <email>samuli.laato@utu.fi</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Bastian Kordyaka</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sampsa Rauti</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sonja M. Hyrynsalmi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marianna Hoikkala</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tarja Pietarinen</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Teemu D. Laajala</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mauri Paloheimo</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nobufumi Inaba</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sami Hyrynsalmi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Lappeenranta-Lahti University of Technology LUT</institution>
          ,
          <addr-line>Lahti</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Tampere university</institution>
          ,
          <addr-line>Pori</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Siegen</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Turku</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>1</fpage>
      <lpage>3</lpage>
      <abstract>
        <p>Location-based games (LBGs), where the user's physical location is a central part of gameplay, have become popular since the commercial success of Pokémon Go. The extant literature has focused to explain the success of LBGs by focusing on aspects of gratification and reasons to start, continue and quit playing. This study departs from the previous work by using a focus group method and hypothesizing that primal instincts developed during the evolutionary period of hunter-gatherer living-such as territorial behavior-can play a role in players' actions, potentially enhancing engagement and motivation. The manifestation of territorial behavior in LBGs can occur via persistent need to control specific virtual locations in the game world. Initial results indicate that territorial behaviour could impact player engagement in the games. This study presents a conceptualization on how territorial instincts influence player engagement in LBGs and provides a theoretical background for future studies.</p>
      </abstract>
      <kwd-group>
        <kwd>Location-based Games</kwd>
        <kwd>Primal Instincts</kwd>
        <kwd>Engagement</kwd>
        <kwd>Territorial Behavior</kwd>
        <kwd>Evolutionary Psychology</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Location-based games (LBGs) rose to prominence in 2016 with the launch of Pokémon
GO even though some LBGs had already gained popularity previously, such as
Zombies, Run! [
        <xref ref-type="bibr" rid="ref33">34</xref>
        ] and Ingress [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. LBGs are often referred to as augmented reality (AR)
games as they create a virtual world on top of the real world [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. The immersion of the
virtual game world can be increased by, for example, using real maps in the game, using
the mobile device’s camera to display game objects in the real world and connecting
virtual points of interests (PoIs) with real world objects [
        <xref ref-type="bibr" rid="ref19 ref34">19, 35</xref>
        ].
      </p>
      <p>
        Having the two world exist in parallel, the real and the virtual, has many
peculiarities and properties, including affordances for social interaction [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and encouraging
exercise [
        <xref ref-type="bibr" rid="ref33">34</xref>
        ] but also safety and security issues [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In LBGs player’s actions are not
confined within the game world but influence reality [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. Thus, in addition to LBG
developers and players, also other groups such as restaurant owners have been
interested in understanding the games as a phenomenon to boost their business [
        <xref ref-type="bibr" rid="ref24 ref25">26, 25</xref>
        ].
      </p>
      <p>
        Previously, for instance Alha et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], Hamari et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and Rasche et al. [
        <xref ref-type="bibr" rid="ref30">31</xref>
        ] have
studied why people play LBGs. The studies conducted surveys targeting specifically
Pokémon GO players and then extrapolated their findings to cover similar other games.
Alha et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] used open replies from 2,612 participants to derive answers to why
players start playing, keep playing and quit playing Pokémon GO following the study by
Rasche et al. [
        <xref ref-type="bibr" rid="ref30">31</xref>
        ]. Hamari et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] on the other hand, identified seven dimensions of
gratification (enjoyment, challenge, competition, nostalgia, socializing, outdoor
activity and trendiness) and measured correlations to identify player’s intentions to reuse to
explain player engagement.
      </p>
      <p>
        As LBGs augment a virtual world on top of the paramount reality [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], it has been
theorized that the games are capable of leveraging human instincts in a unique way to
keep players engaged [
        <xref ref-type="bibr" rid="ref26">23, 27</xref>
        ]. Nevertheless, only a few studies have addressed or
discussed the possibility of primal instincts influencing player engagement in LBGs, and,
are not included in the popular previously suggested and verified models [
        <xref ref-type="bibr" rid="ref1 ref11 ref30">1, 11, 31</xref>
        ].
This motivates this study, which aims to understand whether primal instincts or
unconscious impulses, with a focus on territoriality, play a role in LBG player engagement.
      </p>
      <p>
        To investigate this research objective, we follow the process proposed by Lewis [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]:
this study uses a focus group method [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] in order to create falsifiable hypothesis on
primal instincts influence on LBGs’ engagement. The focus group discussion addresses
primal instincts in relation to the game mechanics—as defined by Sicart [
        <xref ref-type="bibr" rid="ref32">33</xref>
        ]. The
findings are interpreted by using theories and principles of evolutionary psychology [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
The most popular LBGs — Ingress, Pokémon Go and Harry Potter: Wizards United
(HPWU) — in terms of generated revenue, amount of active installs and their playing
communities are observed.
      </p>
      <p>The rest of this paper is structured as follow. Section 2 reviews the work on
evolutionary psychology, which defines the basis for this work. Section 3 reviews the
research approach and Section 4 the results. Sections 5 and 6 gives discussion and
conclusions of the study, respectively.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <p>
        Evolutionary psychology explores the human mind from the presumption that as we
have evolved, our brain has adapted for survival in those environments our ancestors
lived in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Many theories arise from this axiom, however, they can be difficult to
verify with conventional studies [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Whether evolutionary psychology is falsifiable
branch of science has been a source of constant debate since its conception and despite
studies arguing for evolutionary psychology as a science [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], criticism towards it
remains [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. However, evolutionary psychology has been successfully utilized in creating
testable hypothesis [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] and can give insights and ideas into how the human brain could
work.
      </p>
      <p>
        Evolutionary psychology has been suggested to be a meta-theory to explain why
games have been played all over the world for centuries [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Playing and games are
not merely tricks to fool our brain, but playing is in fact natural human behavior through
which important life skills can be learned [
        <xref ref-type="bibr" rid="ref29">30</xref>
        ]. Game developers can use the principles
of evolutionary psychology to create game mechanics that leverage the unconscious
part of the human mind to keep players engaged. One particularly popular approach is
to look at what kinds of instincts might have developed when living in hunter-gatherer
societies.
      </p>
      <p>
        The hunter-gatherer society past of humans has been used to generate theories
regarding territorial behavior and social relationships among others [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. When
discussing games that are location-based, territoriality is particularly relevant. Compared to
territorial behavior in animals, humans are more complex with various interpretations
on human territoriality circulating in psychology [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. There exists many definitions for
the term, with psychologists defining it as (1) defending a geographical area, (2)
reserving resources in certain location for the exclusive use of their own group and (3) any
space-related intolerance [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In his work from 1970, Pastalan talks about territorial
behavior in humans as follows: “A territory is a delimited space which an individual or
group uses and defends as an exclusive preserve. It involves psychological
identification with the place, symbolized by attitudes of possessiveness and arrangements of
objects in the area" [
        <xref ref-type="bibr" rid="ref27">28</xref>
        ].
      </p>
      <p>
        Recent studies have provided evidence that the human mind may be more attuned to
remembering locations related to survival, such as locations of food sources and
nutrition [
        <xref ref-type="bibr" rid="ref23">24</xref>
        ]. Consequently, it can be suggested that LBG players are likelier to remember
real world locations where they find digital goods in the virtual world, which can
contribute to the observed increase in place attachment of LBG players [
        <xref ref-type="bibr" rid="ref24">25</xref>
        ]. Many popular
LBGs such as Pokémon GO and Ingress contain gameplay about controlling virtual
objects located in the real world, and, to test how this affects players, Papangelis et al.
[
        <xref ref-type="bibr" rid="ref26">27</xref>
        ] introduced a game about controlling virtual areas and interviewed the twelve
participants afterwards. In their study, participants started to refer to the territory close to
their residence as their “home territory" or “home base" and protect it from other
players.
      </p>
      <p>
        On top of these findings, enjoyment with the game and social relationships in LBGs
have been found to positively influence place attachment of LBG players [
        <xref ref-type="bibr" rid="ref24">25</xref>
        ]. Neural
science has shown the human brain to learn to predict future rewards based on prior
positive experiences [
        <xref ref-type="bibr" rid="ref31">32</xref>
        ], providing another viewpoint on how place-attachment and
territorial behavior in LBGs can emerge. Thus, due to the way the human brain has
evolved, LBG game mechanics affording players to control virtual objects can lead to
an impulse to protect objects located in perceived home turf, and boost engagement as
a result.
3
3.1
      </p>
    </sec>
    <sec id="sec-3">
      <title>Research approach</title>
      <sec id="sec-3-1">
        <title>Research process</title>
        <p>
          The aim of this work is to explore and understand how the hunter-gatherer evolutionary
history of humans might have birthed instincts which explain a part of player
engagement in LBGs, complementing the results and findings of previous studies on player
engagement in LBGs [
          <xref ref-type="bibr" rid="ref1 ref11 ref30">1, 11, 31</xref>
          ]. Particular focus is on territorial behavior, which LBGs
can invoke in a unique way compared to other games [
          <xref ref-type="bibr" rid="ref26">23, 27</xref>
          ].
        </p>
        <p>
          Focus group method, as guided by Kontio et al. [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], is used as a vehicle to explore
how LBGs may invoke primal instincts. We used a computer-aided single focus group
consisting of nine participants. The focus group discussion was moderated by the first
author of the study and the group discussion observations were written down by the
moderator. Drawing from the ethnographic observations and interpretations of the
participants, each of them was asked whether they have witnessed identified behaviour
personally in each of the studied game in themselves, their team members and in
members of the enemy teams.
        </p>
        <p>All focus group participants were active players and members of local LBG
communities. The background of the focus group was varied, involving both males and
females, players from both Ingress teams, players from all three Pokémon GO teams and
included both high performing players and casual players. The age of the participants
was between 20s and 50s, and all had experience from at least one of the studied LBGs,
whereas three had played all three of them including HPWU. Furthermore, each
participant had at least two years of experience with LBGs with many having participated in
in-game social events and community-wide joint-efforts.</p>
        <p>During the discussions, various potential human instincts which can be harnessed
for increasing engagement were raised for discussion. These included social impulses
such as the fear of missing out, and other unconscious impulses such as enjoyment from
uncertainty, in addition to the already discussed territoriality. The most commonly
agreed themes were then queried from all members individually whether they had
personal experience of observed actions. Based on the discussions, the one primal instinct
that gained the most support and was identified to be unique to LBGs in comparison to
other video games was the territorial protection instinct.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Case games</title>
        <p>
          In this study, we focus on the three most popular, measured by total turnover [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]
LBGs: Ingress, Pokémon GO and Harry Potter: Wizards Unite. All of these games are
produced by the same company, Niantic, Inc., and they use the same geographical
point-of-interest database [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ], which makes the games more comparable with one
another.
        </p>
        <p>In Ingress, PoIs called portals are captured. Three portals can be linked together to
form fields. The area inside the field turns to the colour of the players’ team. The portals
can be destroyed by the enemy, or they can decay naturally in the course of a week.</p>
        <p>However, portals can be recharged by players and holding them and controlling virtual
geographical areas is one of the primary goals of the game.</p>
        <p>
          Pokémon GO offers more varied gameplay. The main idea of the game can be seen
to move around to find Pokémon and engage in a minigame to capture them. Some of
the PoIs in the game are called gyms, which players can fight over and control. For the
interested reader, the game mechanics of Pokémon GO are explained in more detail, for
example, in the following studies [
          <xref ref-type="bibr" rid="ref1 ref11">1, 11</xref>
          ].
        </p>
        <p>HPWU is the latest of the three observed games and was released in summer 2019.
Similarly to Pokémon GO, the game is about moving around to find traces which can
be collected once clicking them and completing a minigame. However, contrary to the
other observed games, the game contains only cooperative multiplayer features and
generic usage of PoIs, with no game mechanics allowing players to control virtual objects.</p>
        <p>Finally, it is important to make a distinction between controlling territory because
the game instructs to do so, and controlling territory as a personal, derived goal from
the game mechanics. Thus, territorial behavior was defined as feeling a sense of
ownership over a virtual location and taking action in defending simply for the sake of
controlling the object– even feeling anxiety when it was held by the other team.
Consequently, territorial behavior could be observed via circumstantial evidence such as
players movement patterns over periods longer than a month, but also more directly by
hearing players discuss their feelings related to the subject.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Results</title>
      <p>The focus group agreed there were two levels of variance in player behavior and
propensity in LBGs. First, playing patterns varied between players. Second, there was
dayto-day variance in the movement of the same players. Despite this, certain propensity
patterns emerged and a list of raw observations made by the focus group about players’
geographical propensity are listed below:
– Players’ movement patterns in the game remained relatively static from day to
day.
– Areas of play were tied to the location of players’ residence and recurring daily
activities.
– Players showcased a sense of ownership over specific virtual locations.
– Players avenged either alone or together with team members if their perceived
‘home area’ was attacked.
– Players changed their playing area sometimes based on in-game events or
personal or cooperative endeavors.
– Players reacted differently on losing a virtual location based on who the
attacker was.</p>
      <p>
        Several members of the focus group had observed that active Ingress players had
recurring routes and relatively fixed areas of play. The playing areas were strongly
influenced by the location of the players’ residence and recurring daily activities, which
aligns well with previous studies [
        <xref ref-type="bibr" rid="ref14 ref5">5, 14</xref>
        ]. Both Ingress and Pokémon GO players were
found to change their playing location based on events in the augmented game world.
At least pokestops, gyms, Pokémon spawns and raids were found to effect the routes of
Pokémon GO players, whereas Ingress provided more complex reasons for chagiing
routes including both individual and cooperative endeavours.
      </p>
      <p>Especially in Ingress, but to some degree also in Pokémon GO, players sought to
gain control of a geographical territory and protect it. Cases were observed in both
games where players changed their regular movement patterns to recapture a PoI from
the opposing team when they had invaded their territory or even avenge an enemy
player by attacking their territory in the game. The manifestation of this kind of
territorial behavior varied between games.</p>
      <p>A few focus group members argued that before the gym system of Pokémon GO was
reworked in June 2017, and before the game added cooperative possibilities between
members of different teams, a stronger divide and a stronger sense of ownership over
virtual locations existed. Observations were presented about “wars" in Pokémon GO
between players and teams, which mostly ended after the gym system was changed.
Both Pokémon GO and Ingress had examples of players rallying teammates to their
help to protect territory or avenge lost territory.</p>
      <p>Territorial behaviour was divided into three categories in the discussion: territorial
behavior in (1) participants themselves, (2) their teammates and (3) members of the
enemy team. Most focus group members, as shown in Table 1, agreed that both Ingress
and Pokémon GO had provoked territorial protection instincts whereas no territorial
behavior was observed among HPWU players. These results highlight the importance
of game mechanics for player behavior and show that it is problematic to generalize
results on a single LBG to cover all seemingly similar games.</p>
      <p>Both Pokémon GO and Ingress game mechanics allowed cooperative fighting over
virtual locations. On some occasions players battling over the same areas were even
witnessed to ask their opponents to switch teams and join their side. There were also
moments recorded where players were hostile towards each other due to conflict over
a virtual location. Players who felt ownership over certain locations and defended them
with pride felt joyful when successful but resentment towards their opponent when
unsuccessful.</p>
      <p>
        Not all LBGs induce territorial behavior as empirically observed in the current study.
HPWU uses mostly the same PoIs as Ingress and Pokémon GO, but the game only gave
very generic purposes for them. Without any unique characteristics of PoIs or the ability
to capture and “hold" the PoI in the player’s name, the feeling of an enemy invading
territory did not manifest in players. Other factors influencing the magnitude of the
territorial protection instinct can be (1) perceived importance of location, (2) the quality
of the virtual object and (3) attachment to the place [
        <xref ref-type="bibr" rid="ref19 ref24">19, 25</xref>
        ]. The reasons for territorial
behavior given by the players with whom the focus group members were in contact
with, included: avenging lost portals, gaining advantage in-game and upholding their
reputation.
5
5.1
      </p>
    </sec>
    <sec id="sec-5">
      <title>Results</title>
      <sec id="sec-5-1">
        <title>Key findings</title>
        <p>We summarise our observations into the following three points:
– First, the results from the focus group discussions suggest primal instincts,
primarily the territorial protection instinct, can be used to explain a part of
player engagement in LGBs.
– Second, the results hint that not all LBGs can be treated equally at least in the
context of the variable presence of the territorial protection instinct, which
contest some of the generalizations of the extant literature.
– Third, the results provided preliminary empirical evidence that instincts
evolved during the hunter-gatherer history of the human race can be harnessed
by video game developers more broadly to engage and motivate players.
5.2</p>
      </sec>
      <sec id="sec-5-2">
        <title>Limitations</title>
        <p>
          The chosen research method [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ] has several risks of bias. Firstly, the participants only
obtain knowledge from their perspective which is limited by geographical, practical,
social and other factors. Secondly, a positive confirmation bias, where researchers
selectively see phenomenon supporting their initial perception can occur. Thirdly, only
three LBGs were observed, and as territoriality was found to vary between the games,
more research linking game mechanics to player propensity is required.
5.3
        </p>
      </sec>
      <sec id="sec-5-3">
        <title>Generating a hypothesis and future work</title>
        <p>
          Previous studies have used both qualitative and quantitative methods to study why
people play the LBG Pokémon GO and extrapolated their findings to predict player
engagement in other similar LBGs [
          <xref ref-type="bibr" rid="ref1 ref11 ref30">1, 11, 31</xref>
          ]. This study theorises that the extant
literature could be expanded by involving unconscious impulses labeled primal instincts to
explain a part of the engagement in LBGs. As particular focus of this study was on
territorial behavior, further discussion on its relevance in modern society is required.
        </p>
        <p>
          In current western society, despite humans occupying residencies which they
perceive as theirs, ownership of streets, parks and other locations is shared. In fact,
behavior where a person tries to take control over a public place for themselves is not
accepted. While the virtual world and reality co-exist, players are able to behave in the
virtual world in ways which would not be acceptable in the real world. This includes
territorial behavior [
          <xref ref-type="bibr" rid="ref26">27</xref>
          ], which can cause negative feelings towards other players and
in the worst possible cases, real life violence.
        </p>
        <p>
          Evolutionary psychology suggests there can be many fine-tuned instincts which
resonate with our brain, even without us being necessarily aware they exist, which can
influence behavior and cause, for example, aggression [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. Jungian psychology shares
this epistemic belief [
          <xref ref-type="bibr" rid="ref28">29</xref>
          ] and provides examples of narratives which resonate with our
consciousness. As stories and movies can display these narratives [
          <xref ref-type="bibr" rid="ref28">29</xref>
          ], so can games,
especially when games involve reality in the gameplay as LBGs do. Despite the above
mentioned negative side-effects of territorial behavior in LBGs, the competitive and
motivating element it brings to the game might be a big factor in player engagement as
predicted by previous studies [
          <xref ref-type="bibr" rid="ref35">36</xref>
          ].
        </p>
        <p>Territorial instincts are proposed to explain some of the motivations to play that are
unique to LBGs, and e.g. territorial behavior is something that players themselves can
overlook as it is not an instinct modern humans are perhaps even aware they possess.
Also, vice versa – the developers might not fully acknowledge its role in the design of
LBGs. Based on the observations and subsequent analysis, the relationships
surrounding place attachment and territorial behavior are formulated in Fig. 1. This model shows
the empirically observed relationships between place attachment, territorial protection
instinct, pride of possession of virtual objects and the conflict between players
concerning those objects. Territorial instinct can lead to battle over the ownership of PoIs,
which can result in place attachment and gratifications from conquering and owning
the PoI. These two can further fuel the instinct to protect territory, as the sense of
ownership players feel towards the locations increases.</p>
        <p>
          The model presented in Fig. 1 serves as a starting point for creating a hypothesis of
player engagement in LBGs involving primal instincts. Hamari et al. [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] studied the
influences of the gratification elements into the intention to reuse and, therefore,
intention for in-app purchases. We argue that previous work could be supplemented by
including the influence of territorial behavior, and, therefore, propose an extension to
Hamari’s model as illustrated in Fig. 2. To test the proposal, we plan to conduct an
online survey aimed at LBG players. This survey will be used, as guided by Lewis [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ],
to identify correlation values of the proposed model and consequently either verify or
falsify the proposed addition to the LBG player engagement model. One particular issue
for such a research is through what kinds of survey methods can territorial behavior be
identified.
        </p>
        <p>
          Finally, territorial protection instincts raise up the question of the LBGs’ ‘dark side’,
ie. unintentional unethical behaviour caused by the game design [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. The focus group
addressed cases of neglecting family or work due to the need to ’play’ and ’protect
territory’. It was also noted that some players had lost sleep, had been driving past speed
limit and resorted to energy drinks to stay awake, all in the pursuit of territorial
superiority over fellow players.
6
        </p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Conclusions</title>
      <p>Due to the immersive design of LBGs where reality and the augmented world are mixed
together, the games can invoke dormant primal instincts in players. This work
addressed the objective to understand whether primal instincts explain a part of
engagement in LBGs. The focus group study provided preliminary evidence in how territorial
control instinct can influence the propensity of LBG players – and, consequently, also
engagement in these games. Further work for addressing this goal is proposed. The
game mechanics of Ingress and Pokémon GO—but not HPWU’s—support gameplay
which manifests as territorial behavior. Players are able to derive gratification from
controlling virtual territory, and can be hostile towards players who challenge their
territory. This hostility mostly manifests in the game world, however, cases were
identified where in-game conflict caused players to think ill and talk negatively of their
opponents. Finally, this study provided examples of how evolutionary psychology could
be harnessed in the design of games to boost engagement and motivation and laid a
theoretical foundation for future studies on territorial behavior among LBG players. It
also reminds game designers and players of their biological reality and acts as
cautionary commentary advising to be aware of the dormant instincts which still live inside us
due to the complex process of evolution.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Alha</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Koskinen</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Paavilainen</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hamari</surname>
          </string-name>
          , J.:
          <article-title>Why do people play location-based augmented reality games: A study on pokémon go</article-title>
          .
          <source>Comput. Hum. Behav</source>
          <volume>93</volume>
          ,
          <fpage>114</fpage>
          -
          <lpage>122</lpage>
          (
          <year>2019</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Ayers</surname>
            ,
            <given-names>J.W.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Leas</surname>
            ,
            <given-names>E.C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dredze</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Allem</surname>
            ,
            <given-names>J.P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Grabowski</surname>
            ,
            <given-names>J.G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hill</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          :
          <article-title>Pokémon goa new distraction for drivers and pedestrians</article-title>
          .
          <source>JAMA Intern. Med</source>
          .
          <volume>176</volume>
          (
          <issue>12</issue>
          ),
          <fpage>1865</fpage>
          -
          <lpage>1866</lpage>
          (
          <year>2016</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Barkow</surname>
            ,
            <given-names>J.H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Cosmides</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tooby</surname>
            ,
            <given-names>J.:</given-names>
          </string-name>
          <article-title>The adapted mind: Evolutionary psychology and the generation of culture</article-title>
          . Oxford University Press, USA (
          <year>1995</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Buss</surname>
            ,
            <given-names>D.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Shackelford</surname>
            ,
            <given-names>T.K.</given-names>
          </string-name>
          :
          <article-title>Human aggression in evolutionary psychological perspective</article-title>
          .
          <source>Clin. Psychol. Rev</source>
          .
          <volume>17</volume>
          (
          <issue>6</issue>
          ),
          <fpage>605</fpage>
          -
          <lpage>619</lpage>
          (
          <year>1997</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Colley</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Thebault-Spieker</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lin</surname>
            ,
            <given-names>A.Y.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Degraen</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fischman</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Häkkilä</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kuehl</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Nisi</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Nunes</surname>
            ,
            <given-names>N.J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Wenig</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          , et al.:
          <article-title>The geography of Pokémon Go: beneficial and problematic effects on places and movement</article-title>
          .
          <source>In: CHI 2017</source>
          . pp.
          <fpage>1179</fpage>
          -
          <lpage>1192</lpage>
          . ACM (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Duntley</surname>
            ,
            <given-names>J.D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Buss</surname>
            ,
            <given-names>D.M.</given-names>
          </string-name>
          :
          <article-title>Evolutionary psychology is a metatheory for psychology</article-title>
          .
          <source>Psychol. Inq</source>
          .
          <volume>19</volume>
          (
          <issue>1</issue>
          ),
          <fpage>30</fpage>
          -
          <lpage>34</lpage>
          (
          <year>2008</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Edney</surname>
            ,
            <given-names>J.J.</given-names>
          </string-name>
          :
          <article-title>Human territoriality</article-title>
          .
          <source>Psychological Bulletin</source>
          <volume>81</volume>
          (
          <issue>12</issue>
          ),
          <volume>959</volume>
          (
          <year>1974</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Finco</surname>
            ,
            <given-names>M.D.:</given-names>
          </string-name>
          <article-title>I play, you play and we play together: Social interaction through the use of pokémon go</article-title>
          .
          <source>In: Augmented Reality Games I</source>
          , pp.
          <fpage>117</fpage>
          -
          <lpage>128</lpage>
          . Springer (
          <year>2019</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Gannon</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          :
          <article-title>A critique of evolutionary psychology</article-title>
          .
          <source>Psychology, Evolution &amp; Gender</source>
          <volume>4</volume>
          (
          <issue>2</issue>
          ),
          <fpage>173</fpage>
          -
          <lpage>218</lpage>
          (
          <year>2002</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Guenther</surname>
            ,
            <given-names>M.G.</given-names>
          </string-name>
          :
          <article-title>Bushman and hunter-gatherer territoriality</article-title>
          .
          <source>Zeitschrift für Ethnologie (H. 1/2)</source>
          ,
          <fpage>109</fpage>
          -
          <lpage>120</lpage>
          (
          <year>1981</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Malik</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Koski</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Johri</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Uses and gratifications of pokémon go: Why do people play mobile location-based augmented reality games? Int</article-title>
          .
          <string-name>
            <given-names>J.</given-names>
            <surname>Hum</surname>
          </string-name>
          .-
          <source>Comput. Interact</source>
          <volume>35</volume>
          (
          <issue>9</issue>
          ),
          <fpage>804</fpage>
          -
          <lpage>819</lpage>
          (
          <year>2019</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>Heinzen</surname>
            ,
            <given-names>T.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gordon</surname>
            ,
            <given-names>M.S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Landrum</surname>
            ,
            <given-names>R.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gurung</surname>
            ,
            <given-names>R.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dunn</surname>
            ,
            <given-names>D.S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Richman</surname>
            ,
            <given-names>S.:</given-names>
          </string-name>
          <article-title>A parallel universe: Psychological science in the language of game design</article-title>
          .
          <source>In: Gamification in education and business</source>
          , pp.
          <fpage>133</fpage>
          -
          <lpage>149</lpage>
          . Springer (
          <year>2015</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <surname>Hyrynsalmi</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Smed</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kimppa</surname>
            ,
            <given-names>K.K.</given-names>
          </string-name>
          :
          <article-title>The dark side of gamification: How we should stop worrying and study also the negative impacts of bringing game design elements to everywhere</article-title>
          .
          <source>In: 1st GamiFIN Conference</source>
          . vol.
          <year>1857</year>
          , pp.
          <fpage>96</fpage>
          -
          <lpage>109</lpage>
          . CEUR-WS (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <surname>Juhász</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hochmair</surname>
            ,
            <given-names>H.H.</given-names>
          </string-name>
          :
          <article-title>Where to catch 'em all?-a geographic analysis of pokémon go locations</article-title>
          .
          <source>Geo-spatial information science 20</source>
          (
          <issue>3</issue>
          ),
          <fpage>241</fpage>
          -
          <lpage>251</lpage>
          (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <surname>Karpashevich</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hornecker</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dankwa</surname>
            ,
            <given-names>N.K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hanafy</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fietkau</surname>
          </string-name>
          , J.:
          <article-title>Blurring boundaries between everyday life and pervasive gaming: an interview study of ingress</article-title>
          .
          <source>In: Proc. 15th International Conference on Mobile and Ubiquitous Multimedia</source>
          . pp.
          <fpage>217</fpage>
          -
          <lpage>228</lpage>
          . ACM (
          <year>2016</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          16.
          <string-name>
            <surname>Ketelaar</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ellis</surname>
            ,
            <given-names>B.J.:</given-names>
          </string-name>
          <article-title>Are evolutionary explanations unfalsifiable? evolutionary psychology and the lakatosian philosophy of science</article-title>
          .
          <source>Psychological Inquiry</source>
          <volume>11</volume>
          (
          <issue>1</issue>
          ),
          <fpage>1</fpage>
          -
          <lpage>21</lpage>
          (
          <year>2000</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          17.
          <string-name>
            <surname>Kontio</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bragge</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lehtola</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          :
          <article-title>The Focus Group Method as an Empirical Tool in Software Engineering</article-title>
          , pp.
          <fpage>93</fpage>
          -
          <lpage>116</lpage>
          . Springer London, London (
          <year>2008</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          18.
          <string-name>
            <surname>Laato</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hyrynsalmi</surname>
            ,
            <given-names>S.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Paloheimo</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Online multiplayer games for crowdsourcing the development of digital assets the case of ingress</article-title>
          .
          <source>In: ICSOB 2019</source>
          . pp.
          <fpage>358</fpage>
          -
          <lpage>372</lpage>
          . Springer (
          <year>2019</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          19.
          <string-name>
            <surname>Laato</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Pietarinen</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rauti</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Laine</surname>
            ,
            <given-names>T.H.</given-names>
          </string-name>
          :
          <article-title>Analysis of the quality of points of interest in the most popular location-based games</article-title>
          .
          <source>In: CompSysTech 2019</source>
          . pp.
          <fpage>153</fpage>
          -
          <lpage>160</lpage>
          . ACM (
          <year>2019</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          20.
          <string-name>
            <surname>Laato</surname>
            .,
            <given-names>S.</given-names>
          </string-name>
          , Pietarinen.,
          <string-name>
            <given-names>T.</given-names>
            ,
            <surname>Rauti</surname>
          </string-name>
          .,
          <string-name>
            <surname>S.</surname>
          </string-name>
          , Paloheimo.,
          <string-name>
            <given-names>M.</given-names>
            ,
            <surname>Inaba</surname>
          </string-name>
          .,
          <string-name>
            <given-names>N.</given-names>
            ,
            <surname>Sutinen.</surname>
          </string-name>
          , E.:
          <article-title>A review of location-based games: Do they all support exercise, social interaction and cartographical training?</article-title>
          <source>In: Proceedings of the 11th CSEDU</source>
          . pp.
          <fpage>616</fpage>
          -
          <lpage>627</lpage>
          . INSTICC,
          <string-name>
            <surname>SciTePress</surname>
          </string-name>
          (
          <year>2019</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          21.
          <string-name>
            <surname>Lewis</surname>
            ,
            <given-names>D.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Al-Shawaf</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Conroy-Beam</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Asao</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Buss</surname>
            ,
            <given-names>D.M.</given-names>
          </string-name>
          :
          <article-title>Evolutionary psychology: A how-to guide</article-title>
          .
          <source>American Psychologist</source>
          <volume>72</volume>
          (
          <issue>4</issue>
          ),
          <volume>353</volume>
          (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          22.
          <string-name>
            <surname>Liberati</surname>
          </string-name>
          , N.:
          <string-name>
            <surname>Phenomenology</surname>
            ,
            <given-names>Pokémon</given-names>
          </string-name>
          <string-name>
            <surname>Go</surname>
          </string-name>
          , and
          <article-title>other augmented reality games</article-title>
          .
          <source>Hum. Stud.</source>
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          24.
          <string-name>
            <surname>Montola</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Stenros</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Waern</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Pervasive games: theory and design</article-title>
          CRC Press.
          <article-title>(</article-title>
          <year>2009</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          25.
          <string-name>
            <surname>Nairne</surname>
            ,
            <given-names>J.S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Pandeirada</surname>
            ,
            <given-names>J.N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gregory</surname>
          </string-name>
          , K.J.,
          <string-name>
            <surname>Van Arsdall</surname>
            ,
            <given-names>J.E.</given-names>
          </string-name>
          :
          <article-title>Adaptive memory: Fitness relevance and the hunter-gatherer mind</article-title>
          .
          <source>Psychological Science</source>
          <volume>20</volume>
          (
          <issue>6</issue>
          ),
          <fpage>740</fpage>
          -
          <lpage>746</lpage>
          (
          <year>2009</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          26.
          <string-name>
            <surname>Oleksy</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Wnuk</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Catch them all and increase your place attachment! The role of location-based augmented reality games in changing people-place relations</article-title>
          .
          <source>Comput. Hum. Behav</source>
          <volume>76</volume>
          ,
          <fpage>3</fpage>
          -
          <lpage>8</lpage>
          (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          27.
          <string-name>
            <surname>Pamuru</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          ,
          <article-title>Khern-am nuai</article-title>
          , W.,
          <string-name>
            <surname>Kannan</surname>
            ,
            <given-names>K.N.</given-names>
          </string-name>
          :
          <article-title>When virtual meets real: The effect of poké- mon go on local restaurants</article-title>
          .
          <source>Proc. ICIS conference</source>
          (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          28.
          <string-name>
            <surname>Papangelis</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Metzger</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sheng</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Liang</surname>
            ,
            <given-names>H.N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chamberlain</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Khan</surname>
            ,
            <given-names>V.J.:</given-names>
          </string-name>
          <article-title>Get off my lawn!: starting to understand territoriality in location based mobile games</article-title>
          .
          <source>In: Proc. 2017 CHI Conference Extended Abstracts</source>
          . pp.
          <fpage>1955</fpage>
          -
          <lpage>1961</lpage>
          . ACM (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          29.
          <string-name>
            <surname>Pastalan</surname>
            ,
            <given-names>L.A.</given-names>
          </string-name>
          :
          <article-title>Privacy as an expression of human territoriality</article-title>
          .
          <source>Spatial behavior of older</source>
          people pp.
          <fpage>88</fpage>
          -
          <lpage>101</lpage>
          (
          <year>1970</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          30.
          <string-name>
            <surname>Peterson</surname>
            ,
            <given-names>J.B.</given-names>
          </string-name>
          :
          <article-title>Maps of meaning: The architecture of belief</article-title>
          .
          <source>Routledge</source>
          (
          <year>2002</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          31.
          <string-name>
            <surname>Petter</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Barber</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Barber</surname>
            ,
            <given-names>C.S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Berkley</surname>
            ,
            <given-names>R.A.</given-names>
          </string-name>
          :
          <article-title>Using online gaming experience to expand the digital workforce talent pool</article-title>
          .
          <source>MIS Quarterly Executive</source>
          <volume>17</volume>
          (
          <issue>4</issue>
          ) (
          <year>2018</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref31">
        <mixed-citation>
          32.
          <string-name>
            <surname>Rasche</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Schlomann</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mertens</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Who is still playing pokemon go? a web-based survey</article-title>
          .
          <source>JMIR serious games 5</source>
          (
          <issue>2</issue>
          ),
          <year>e7</year>
          (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref32">
        <mixed-citation>
          33.
          <string-name>
            <surname>Schultz</surname>
          </string-name>
          , W.:
          <article-title>Multiple reward signals in the brain</article-title>
          .
          <source>Nat. Rev. Neurosci</source>
          <volume>1</volume>
          (
          <issue>3</issue>
          ),
          <volume>199</volume>
          (
          <year>2000</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref33">
        <mixed-citation>
          34.
          <string-name>
            <surname>Sicart</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Defining game mechanics</article-title>
          .
          <source>Game Studies</source>
          <volume>8</volume>
          (
          <issue>2</issue>
          ), n (
          <year>2008</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref34">
        <mixed-citation>
          35.
          <string-name>
            <surname>Southerton</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Zombies, run! rethinking immersion in light of nontraditional gaming contexts</article-title>
          .
          <source>In: Transmedia Practice: A Collective Approach</source>
          , pp.
          <fpage>131</fpage>
          -
          <lpage>141</lpage>
          .
          <string-name>
            <surname>Brill</surname>
          </string-name>
          (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref35">
        <mixed-citation>
          36.
          <string-name>
            <surname>Tregel</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Raymann</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Göbel</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Steinmetz</surname>
          </string-name>
          , R.:
          <article-title>Geodata classification for automatic content creation in location-based games</article-title>
          .
          <source>In: Joint International Conference on Serious Games</source>
          . pp.
          <fpage>212</fpage>
          -
          <lpage>223</lpage>
          . Springer (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref36">
        <mixed-citation>
          37.
          <string-name>
            <surname>Vorderer</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hartmann</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Klimmt</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Explaining the enjoyment of playing video games: the role of competition</article-title>
          .
          <source>In: Proceedings of the 2nd international conference on Entertainment computing</source>
          . pp.
          <fpage>1</fpage>
          -
          <lpage>9</lpage>
          . Carnegie Mellon University (
          <year>2003</year>
          )
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>