Differential exercise patterns between ‘hardcore’ and ‘casual’ players of Pokémon GO and Harry Potter: Wizards Unite

Kathleen Yin, Matthew D. Lee, Kiran Ijaz, James Smith, Louise A. Ellis

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We report data from an online mixed-methods survey that assessed the exercise routine and play experiences of players for Pokémon GO (PGO) and Harry Potter: Wizards Unite (HPWU), two augmented reality (AR) games that encourage outdoor walking. Both games significantly increased the extent of exercise for players, however exercise patterns differed between the two games’ player bases, with further variations between self-identified ‘hardcore’ and ‘casual’ players. Players also reported on key design differences between the games that had a major influence on their outdoor walking behaviour. We propose that these findings could
highlight design practices that can affect exercise outcomes in exergames in future works.
Original languageEnglish
Title of host publicationGames for Change Asia-Pacific Journal
EditorsViktor Arity, Dale Linegar, Stefan Schutt, Gillian Vesty
Place of PublicationPittsburgh, PA
PublisherETC Press
Number of pages27
ISBN (Electronic)9781794883413
ISBN (Print)9781794887992
Publication statusPublished - 28 Oct 2021
EventGames for Change Asia-Pacific Festival - Virtual, Melbourne, Australia
Duration: 5 Oct 20217 Oct 2021


ConferenceGames for Change Asia-Pacific Festival

Bibliographical note

Copyright the Publisher 2021. Version archived for private and non-commercial use with the permission of the author/s and according to publisher conditions. For further rights please contact the publisher.


  • Serious game
  • exergame
  • Pokémon GO
  • Harry Potter: Wizards Unite


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