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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Heidelberg, Germany, Online, September</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Learning Social Skills and Accruing Social Capital through Pervasive Gaming</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sampsa Rauti</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Samuli Laato</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tarja Pietarinen</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dept. of Future Technologies University of Turku</institution>
          ,
          <addr-line>20014 Turku</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Dept. of Teacher Education University of Turku</institution>
          ,
          <addr-line>20014 Turku</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>15</volume>
      <issue>2020</issue>
      <abstract>
        <p>There are several implicit benefits to formal school education. One the most important is the learning of social skills i.e. how to behave, interact meaningfully and form social bonds with other people. However, there are multiple situations where the learning of social skills can be disrupted, e.g. bullying or the recent COVID-19 pandemic that forced schools to transition into distance education. In this work, we investigate the potential of pervasive games (PGs) to teach social skills and help acquire social capital. Using the theoretical viewpoints of affordance lens and Pierre Bourdieu's theory of capital, we argue that PGs are able create meaningful activities that not only help learn social skills, but can scaffold social bonding and increase social capital. We identify six social affordances in the PG Pokémon GO and show the game teaches a wide variety of social skills ranging from negotiation and bartering to group interaction. Our findings have implications on designing educational pervasive games that teach social skills and accrue social capital.</p>
      </abstract>
      <kwd-group>
        <kwd>pervasive games</kwd>
        <kwd>implicit learning</kwd>
        <kwd>social capital</kwd>
        <kwd>social capital theory</kwd>
        <kwd>social skills</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Pervasive games (PGs) transform the real world into a playing field [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. As such, they
fundamentally differ from movies and video games, which portray a fictional world,
disconnected from the paramount reality, through a screen [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. Because of the unique
characteristics of PGs, they offer several natural opportunities for education that are not
present in other types of games [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. The focus of this study is on the learning of social
skills, which PGs have been found to support through common goals and activities [
        <xref ref-type="bibr" rid="ref10 ref33 ref36 ref4">4,
10, 33, 36</xref>
        ]. As a novel perspective, we further argue that playing multiplayer PGs can
increase players’ social capital.
      </p>
      <p>
        The learning of social skills is crucial for human development, and societies need to
focus constant attention on ensuring the youth are learning these skills. Currently, youth
in several developed countries have been reported to increasingly suffer from severe
social withdrawal [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]. In addition, the recent COVID-19 pandemic has forced schools
to shut down and switch to distance learning solutions, impairing students' interaction
options with each other [
        <xref ref-type="bibr" rid="ref13 ref18">13, 18</xref>
        ]. Addressing the current lack of social learning
opportunities for the youth and preparing for similar future scenarios is crucial. Third, in the
increasingly polarized and ideologically stratified globalized world, understanding
others and getting along with people that have widely different opinions is ever important.
While previous work have suggested that PGs such as Pokémon GO may help with
some of these issues [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ], more detailed discussion on the topic is missing. We
contribute to this field of research by demonstrating that PGs can be used for two distinct but
connected purposes that help with social withdrawal: (1) learning of social skills; and
(2) acquiring of social capital. Accordingly, we formulate two research questions:
─ RQ1: What affordances do PGs offer for learning social skills?
─ RQ2: How can these affordances lead to acquiring social capital?
      </p>
      <p>The rest of this study is structured as follows. First, we introduce the theoretical lens
of the current work. Second, we briefly describe our research process before continuing
to analyzing social affordances of our selected case PG. Then, we demonstrate how the
identified affordances can be used to acquire social capital. We conclude our work with
discussing the limitations of our study and future work.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Theoretical lens of the current study</title>
      <sec id="sec-2-1">
        <title>Affordance lens</title>
        <p>
          Affordances refer to interaction opportunities that a certain object offers. The word was
originally introduced by James Gibson in 1977 [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], but was later adapted to the
human-computer interaction (HCI) context by Donald Norman [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]. Norman slightly
varied Gibson's definition of the term, conceptualizing affordances to concern perceived
interaction opportunities, not all interaction opportunities as originally proposed by
Gibson. By doing so, Norman tied affordances to the individual characteristics of the
human actor [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ] and this conceptualization has been widely adopted to use in HCI
research. In this work we focus on affordances as defined by Donald Norman.
        </p>
        <p>
          Affordances can be divided further into sub-categories, one of which is social
affordances. Uyanik et al. define social affordances as "affordances whose existence
requires the presence of humans" [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ]. Bringing this to the context of PGs, social
affordances can be conceptualized to be game mechanics which require other players to
work. For example, player vs player battles (PVP) or cooperative game mechanics fit
this criteria. By definition, the social affordances can, however, be more than just game
mechanics [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]. Most importantly, as PGs are played in the real world, the games
facilitate face-to-face interaction and encounters with people who are not playing [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
As such, almost any task in PGs, which takes players to areas where there are other
people, can be conceptualized to have the social affordance of facilitating encountering
other people.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Bourdieu's theory of capital</title>
        <p>
          Social affordances can be seen as tools to gather capital. In his book The Forms of
Capital [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], Pierre Bourdieu distinguishes between social capital, economic capital, and
cultural capital. According to Bourdieu, the notion of capital refers to sums of specific
assets that have been put to productive use. Seen from Bourdieu's point of view,
learning social skills and making use of social affordances is a deliberate construction of
sociability in order to accrue social capital. While Putnam and other authors [
          <xref ref-type="bibr" rid="ref24 ref28">28,24</xref>
          ]
often stress social networks and connections among individuals, we adopt Bourdieu's
approach that emphasizes more individualistic view of social capital. In our view, this
reflects individual player's natural desire to gather achievements in pervasive games,
compete with other players and gain respect from their peers.
        </p>
        <p>In this study, we argue that several social affordances in PGs directly affect the
player's social capital, and players actively (subconsciously or not) seek to increase their
capital by making use of these affordances related to both game mechanics and
voluntary social interaction between players.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Previous work on the social affordances of pervasive games</title>
      <p>
        Recent scholarly work on the social features of PGs has been profiled mainly by
research on two global-scale location-based games: Ingress [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ] and Pokémon GO [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
An intervention study by Ruiz-Ariza et al. [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] on Pokémon GO showed players to
have better social relationships than non-players. Furthermore, players preferred to play
in social groups when given the choice. Another recent study on Ingress and Pokémon
GO found players to form social in-groups that are impacted by their team choice [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
Pokémon GO can facilitate group formation processes also in the short run through
game mechanics such as raids [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Ewell et al [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] demonstrated how playing the
Pokémon GO was associated with increased vitality and life satisfaction. Most importantly,
playing increased interaction and conversation with both friends and strangers [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
Based on Kim et al., the positive impact of PGs on social interaction and community
belonging may be amplified by the feeling of presence while playing [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        Another interesting aspect about PGs such as Ingress and Pokémon GO is that they
give players the opportunity to practice contributing to society in the form of
crowdsourcing. PGs have been used for crowdsourcing, for example, in the following
ways: (1) the collection and validation of land cover data [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]; (2) photographing urban
architecture [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]; (3) detecting open parking slots and informing other people about
them [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]; and (4) the developing a database of virtual points of interest (PoIs) which
correspond to real world objects [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
      </p>
      <p>
        Ingress player communities have been shown to be altruistic towards perceived
ingroup members [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] and foster negative feelings towards perceived outgroup members
[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. The stratification into social subgroups is caused by an artificial divide of players
into static teams [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Ingress players can get together for small events such as item
farms or for large operations that require planning in advance such as creating big fields
[
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. Ingress teams (factions) have been shown to also collaborate with one another, for
example, in creating field art or meeting up at large events called anomalies [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ].
Because of the ingroup and outgroup setup that Ingress provides, members of the same
faction are more likely to form social bonds with one another [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. This demonstrates
how PGs may increase social interaction by implementing a competitive setup and
challenges which require cooperation to complete [
        <xref ref-type="bibr" rid="ref30 ref4">4, 30</xref>
        ].
      </p>
      <p>
        In addition to social skills, PGs can naturally support the learning of other skills as
well. For example, PGs which feature a real world map based navigational interface
can naturally teach cartography, navigation and geography [
        <xref ref-type="bibr" rid="ref20 ref8">8,20</xref>
        ]. If the game further
features virtual PoIs that are connected to real world objects, the game can direct
players to learn about these objects [
        <xref ref-type="bibr" rid="ref17 ref19">19, 17</xref>
        ]. With regards to exercise, the games have been
shown to foster mild exercise in the form of walking from place to another to complete
in-game tasks [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Overall, PGs hold the potential to naturally facilitate social
interaction, exercise and the learning of cartography [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] and can have holistic positive effects
on players' social connectedness, quantity of social interaction and well-being [
        <xref ref-type="bibr" rid="ref10 ref15 ref36">10, 15,
36</xref>
        ]. However, the specific affordances, game mechanics and related processes through
which these are achieved require further investigation.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Methodology</title>
      <p>
        Methodologically our study follows ethnographic research [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. As participant
observation research, ethnography relies on researchers actively following, and sometimes
also participating in, the observed activities [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. This enables researchers to obtain an
inside view into the observable phenomenon in a real world environment - an advantage
over laboratory environment experiments, where participants' actions are influenced by
their knowledge of them being tested. On the other hand, ethnography has been
criticized for lacking rigor and being susceptible to bias [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. This may be countered to a
degree by supplementing the research with interviews, surveys and other methods [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
Nonetheless, ethnography remains one of the best methods for studies requiring
participant observation research, specifically because it allows longitudinal observations in a
real world environment. Prasad confirms that ethnography may be harnessed to study
information technologies and their users as well [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. Accordingly, ethnography is a
suitable method for the current study [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
      </p>
      <p>
        Among available PGs such as Orna, Ingress and Pokémon GO [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ], we focus in
particular on Pokémon GO and its players, due to the game's popularity both among
players and among researchers. The social aspects of the game have already been
studied (e.g. [
        <xref ref-type="bibr" rid="ref16 ref36 ref4">4, 36, 16</xref>
        ]), and this body of research can be used to support ethnographic
findings.
      </p>
      <p>
        The authors of this work cumulatively participated in over 1500 social raids, have
all played Pokémon GO since launch in July 2016 and have reached the max level (40)
in the game. In addition, the authors actively participated in social activities and
discussions about the game with players. From this standpoint, we focus on evaluating
how the game can enable players to (1) learn social skills; and (2) accrue social capital.
We analyze our observations of in-game interaction opportunities from the perspective
of the social capital theory [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] with supplementary reasoning derived from the
affordance theory [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ].
5
5.1
      </p>
    </sec>
    <sec id="sec-5">
      <title>Ethnographic findings</title>
      <sec id="sec-5-1">
        <title>Social play in Pokémon GO</title>
        <p>
          Our initial focus was on all multiplayer game mechanics in Pokémon GO, as they fit
the criteria of what can be considered a social affordance [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ]. These mechanics include
trades, sending gifts, raids and battles, as they all enable players to directly interact in
the game world with other trainers. In addition, there are indirect ways to interact such
as through observing other players in gyms or lures they have placed - these can even
be used to follow or stalk other players [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ]. In trades, players exchange pokémon. The
more connections (i.e. friends) players have, the more possibilities they have for
obtaining rare pokémon and regional species through trading. In raid battles [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], the most
powerful Pokémon (such as the legendary or mythical ones) are impossible to defeat
individually, nudging players to cooperate with each other. Battles are about a combat
and a competition between the pokémon trainers, and about showing the quality of each
trainer’s collection of pokémon. These social features have led to the creation of special
social groups among those players, who are connecting with other players in order to
gain knowledge as well as practical benefits in-game. Unofficial battle league
competitions have been arranged around the globe. After the introduction of the PVP battle
league, trading has also been increasingly connected to battling, as pokémon can be
traded with other players to strengthen the battling team. In early 2020, some new
pokémon were added as a battle rewards to the PVP league, making trading and battling
elements even more intertwined than before. These kinds of connected motivations
where players benefit from social interaction at multiple levels are commonplace in
Pokémon GO. In addition to the discussed game mechanics, there are "external" social
elements related to and supported by Pokémon GO. One such example are community
events where players get together to play the game and participate in discussion about
it. GO Fest is a series of annual events around the globe, when players are gathered in
a specific real world location to play together with other trainers. The events give
participating players rare pokémon and memorable moments. In 2020, the global pandemic
turned these events as one global virtual GO Fest that is available for all players around
the globe at their home.
        </p>
        <p>
          Since its launch in 2016, Pokémon GO has shifted, at least partially, from a child or
family oriented game towards a more serious and organized constitution of adult
players and player communities. Pokémon GO have gathered players together in many
social channels such as Facebook, Twitter and Instagram, and there are countless groups
related to local as well as global communities in various communication channels e.g.
Discord, Telegram and WhatsApp [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. These communities serve as information
exchange channels related to issues concerning Pokémon GO, uniting players of all ages
and social backgrounds. As Pokémon GO draws heavily on the main Pokémon
franchise [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], it is already familiar and hence approachable for many. This easiness might
be one of the reasons why the game has become so popular, along with the pervasive
game elements. Thus, Pokémon GO connects in its social affordances to a wider
franchise context [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] as well as past experiences of players.
5.2
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>Social play in Ingress</title>
        <p>
          Compared to Pokémon GO, Ingress had at the time of the study significantly less active
players. The game differs from Pokémon GO in many ways even though the two share
several similarities [
          <xref ref-type="bibr" rid="ref16 ref32">16, 32</xref>
          ]. Ingress has its own unique backstory and lore which
connects the game world to the real world. The features that encourage interaction and
social bonds between players can be summarized as: (1) resource gathering (i.e.
farming) and item exchange; (2) operations aimed at building large control fields over a
certain area in order to gain multiple Mind Units (MU) either local or more global; (3)
controlling territory and (4) social events, First Saturdays, Anomalies and Mission
Days. Resource gathering and territory control can be regarded as the most basic
ingame goals, and while these can be done alone, it is much more efficient to do so in a
group. A group of players can upgrade portals (i.e. PoIs) to yield better resources. Thus,
unity and cooperation benefit all members of the same faction. Resource exchange
assists in combat against agents in the opposite faction. Operations for building large
control fields gathers players together. Defending against these big operations can be
organized and shared as well.
        </p>
        <p>In addition to the main game, Ingress includes decoding challenges, solving of which
requires cooperation and intense knowledge of the game. Due to the COVID-19
pandemic, the global decoding challenge "Tessellation" of 2020 turned into a virtual
decoding challenge, uniting players virtually through the internet. Due to the special
composition of Ingress, the game attracts a different set of players than Pokémon GO. Based
on our observations, several of the players interested in Ingress lore and participating
in Anomalies and the decoding challenges are also interested in things such as science
fiction and information science. Unsurprisingly, there is a proportion of Ingress players
who never take part in these external game-related activities.
5.3</p>
      </sec>
      <sec id="sec-5-3">
        <title>Categorizing the social affordances in PGs</title>
        <p>
          As Bhattacharya et al., demonstrate, the social affordances in PGs are complex and
facilitate not only the primary social activity, but also related activities [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. We found
that Pokémon GO, and by extrapolation other PGs, can nudge people towards social
interaction, enabling interaction also outside the game context. One useful way to think
about these affordances is to place them on the axis of synchronous versus
asynchronous. Synchronous affordances are such as trading or raiding where people need to be
in the same place at the same time, while asynchronous affordances are those where
players have temporal freedom i.e. they interact but not necessarily at the same time
(e.g. online chats). Furthermore, it is useful to separate between location-based and
nonlocation-based (dimensional freedom) social affordances. For example, GO Battle
League and online group chats can be accessed regardless of location, but most other
types of gameplay require being in a specific physical location. Using this kind of a
categorization, the social affordances of Pokémon GO are sorted and displayed in
Figure 1.
        </p>
        <p>The main difference between the social affordances of Ingress and Pokémon GO is
that Pokémon GO contains a higher number of synchronous location-based social
affordances. Yet, this does not mean that the magnitude of social interaction facilitated
by the game would automatically be greater. Below we list seven social affordances of
Pokémon GO, and next we discuss how each of these can be used to accrue social
capital.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Learning Social Skills and Accruing Social Capital by</title>
    </sec>
    <sec id="sec-7">
      <title>Pervasive Gaming</title>
      <p>
        In this section, we go through the social affordances identified in the previous section
using the theoretical lens of Bourdieu [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. We look at how these affordances can be
used for two purposes: (1) the learning of social skills; and (2) accruing social capital.
      </p>
      <p>
        Trading. Introduced with link cables already in 1996, trading pokémon is an
important part of the Pokémon franchise [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In Pokémon GO, trading pokémon often
happens face-to-face and improves barter and negotiation skills as players try to reach
an agreement on a reasonable trade. Players may also gain respect and increase their
social capital by distributing rare pokémon to others through trades.
      </p>
      <p>
        Raiding. In raids, where trainers team up to fight a powerful raid boss, players learn
group formation and social skills [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Raids are generally a good place to get to know
other players. Helping other to take down tough raid bosses and giving advice on the
vulnerabilities of the raid boss increases the player's social capital.
      </p>
      <p>Lures. Lures benefit all players by attracting pokémon and often help players to find
and meet each other, increasing communication between players. Setting up lures helps
players gain respect, as these items cost money in the in-game shop. This also shows
how economic capital can be transformed into social capital with the help of social
affordances in the game.</p>
      <p>Random encounters. Random encounters with other trainers also regularly lead to
social interaction and verbal communication between the players, as they may exchange
information about the game and achievements or engage in in-game activities together.
For example, giving tips about location of rare pokémon or sharing experiences in
general can boost player's social capital.</p>
      <p>Sharing achievements. Especially high achieving players often share screen
captures of their achievements to local chat groups. For example, Figure 2 shows a
screenshot from a player who has managed to complete 1337 raids. This image was received
in the chat and several other players congratulated the player and acknowledged his
achievement. Pokémon GO also shares many achievements between the players
automatically, which prompts comparison between players and also explicitly makes part
of the accrued social capital visible to everyone.</p>
      <p>Teamwork. The three teams (Mystic, Valor and Instinct) present in Pokémon GO
encourage the players to engage in teamwork. This also prompts the players in the same
team to build groups, plan actions together and work for a common goal. By working
for the group and making sacrifices for the team, recognition and social capital is
gained.</p>
      <p>Crowdsourcing. Ingress and Pokémon GO offer players the opportunity to
contribute to their games by submitting and reviewing portals. Players may accrue social
capital by creating new in-game PoIs for other players to enjoy.</p>
      <p>
        Additional examples. Above, gaining social capital has in many cases been depicted
through altruistic acts. It is worth noting, however, that Bourdieu often presented social
capital in negative light, explaining how it expedites segregation and formation of
different classes in society [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In the same manner, high achieving players with social
capital can create groups that exclude and dominate other players. Consequently, some
players may be prevented fro accruing social capital and learning social skills
effectively. Still, as we have seen, game mechanics encourage teamwork and social
interaction with anyone.
      </p>
      <p>Finally, the identified social affordances in Pokémon GO and the skills they scaffold
are summarized in Table 1.</p>
    </sec>
    <sec id="sec-8">
      <title>Conclusions</title>
      <sec id="sec-8-1">
        <title>Limitations</title>
        <p>We used two theoretical approaches, the affordance lens and Bourdieu's theory of
capital to understand how PGs can scaffold the learning of social skills and boost social
capital of their players. As the work was theoretical, empirical verification will be
needed to confirm our conceptualization. However, there are also limitations that need
to be taken into account in our analysis. First, the social affordances of PGs were not
searched for systematically, but instead, were obtained through a combination of
observing extant academic literature and ethnography. Second, we did not estimate the
magnitude or outcomes of the affordances, merely their potential for teaching
interaction skills and accruing social capital.
7.2</p>
      </sec>
      <sec id="sec-8-2">
        <title>Alternative Viewpoints and Comparison to Previous Work</title>
        <p>
          Our findings slightly deviate from previous work. Vella et al. [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ], identified three main
social outcomes of playing Pokémon GO: (1) strengthening ties; (2) being an icebreaker
in social conversations; and (3) sense of belonging. They showed shared passion,
integration of the game to the real world and outdoor playing to lead to social
connectedness [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ]. Our findings support this analysis, but provide additional evidence of how
PGs can be used to connect with other players and accrue social capital. Bhattacharya
et al. [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], focused on an individual group-based game mechanic raiding, and used the
theory of small groups as complex systems to understand how group formation
processes in Pokémon GO operate. Our study adds to this literature by conceptualizing
accruing social capital as a motivation for players to socialize and engage with
cooperative features. Social capital helps to explain both behavior of players and its
ramifications when it comes to social affordances.
7.3
        </p>
      </sec>
      <sec id="sec-8-3">
        <title>Future Work and Outlook</title>
        <p>Bourdieu's theory of capital introduces two forms of capital which we did not look at
in this study: (1) economical; and (2) cultural. As both are relevant for PGs, future work
can expand by analyzing the role of these in pervasive gaming. Our argument that PGs
are used not only for learning social skills, but for accruing social capital, has broad
implications for the social nature of games and learning. Instead of focusing solely on
the teaching of skills, educational institutes could bring more attention to social capital
and other forms of non-tangible assets that go beyond learning and cognition. We posit
that PGs show enormous potential for uniting people for meaningful interaction and
they deserve the attention of both scientists and practitioners.</p>
      </sec>
    </sec>
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