Competition, Cooperation and Community: an Ethnographic Study of Gamified Persuasion with Augmented Reality Game Ingress in the Arctic Fennoscandia
Abstract
Augmented reality (AR) games is an emerging genre of moving games. In this article we have studied the persuasive factors of Ingress that motivate the players to go out and move. Based on the qualitative ethnographical study, we have identified three distinguishable factors that increase physical activity (PA) among Ingress players: competition, cooperation and community. The study is largely based on material acquired in the Finnish Arctic region, where the climate and environmental conditions are sometimes challenging for AR gameplay. Despite the Arctic challenges –– such as vast distances, darkness, cold and snow –– Ingress players have demonstrated remarkable perseverance and activity while playing the game in difficult conditions.
Keywords: Ingress, Ingress Prime, persuasion, physical activity, gamification, augmented reality.
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