TY - JOUR
T1 - Pokémon GO in Melbourne CBD
T2 - a case study of the cyber-physical symbiotic social networks
AU - Wang, Derek
AU - Wu, Tingmin
AU - Wen, Sheng
AU - Liu, Donghai
AU - Xiang, Yang
AU - Zhou, Wanlei
AU - Hassan, Houcine
AU - Alelaiwi, Abdulhameed
PY - 2018/5
Y1 - 2018/5
N2 - The recent popular game, Pokémon GO, created two symbiotic social networks by location-based mobile augmented reality (LMAR) technique. One is in the physical world among players, and another one is in the cyber world among players’ avatars. To date, there is no study that has explored the formation of each social network and their symbiosis. In this paper, we carried out a data-driven research on the Pokémon GO game to solve this problem. We accordingly organised the collection of two real datasets. For the first dataset, we designed a questionnaire to collect players’ individual behaviours in Pokémon GO, and used maps of Melbourne (Australia) to track and record their usual playing areas. Based on the data that we collected, we modelled the formation of the symbiotic social networks in both physical world (i.e. for players) and cyber world (i.e. for avatars) as well as interactions between players and Pokémon GO elements (i.e. ‘bridges’ of the two worlds). By investigating the mechanism of network formation, we revealed the relatively weak correlation between the formation processes of the two networks. We further incorporated the real-world pedestrian dataset collected by sensors across Melbourne CBD into the study of their symbiosis. Based on the second dataset, we examined the changes of people's social behaviours in terms of most visited places. The results suggested that the existence of the cyber social network has reciprocally changed the structure of the symbiotic physical social network.
AB - The recent popular game, Pokémon GO, created two symbiotic social networks by location-based mobile augmented reality (LMAR) technique. One is in the physical world among players, and another one is in the cyber world among players’ avatars. To date, there is no study that has explored the formation of each social network and their symbiosis. In this paper, we carried out a data-driven research on the Pokémon GO game to solve this problem. We accordingly organised the collection of two real datasets. For the first dataset, we designed a questionnaire to collect players’ individual behaviours in Pokémon GO, and used maps of Melbourne (Australia) to track and record their usual playing areas. Based on the data that we collected, we modelled the formation of the symbiotic social networks in both physical world (i.e. for players) and cyber world (i.e. for avatars) as well as interactions between players and Pokémon GO elements (i.e. ‘bridges’ of the two worlds). By investigating the mechanism of network formation, we revealed the relatively weak correlation between the formation processes of the two networks. We further incorporated the real-world pedestrian dataset collected by sensors across Melbourne CBD into the study of their symbiosis. Based on the second dataset, we examined the changes of people's social behaviours in terms of most visited places. The results suggested that the existence of the cyber social network has reciprocally changed the structure of the symbiotic physical social network.
KW - Augmented reality
KW - Pokémon GO
KW - Social network
UR - http://www.scopus.com/inward/record.url?scp=85023598360&partnerID=8YFLogxK
U2 - 10.1016/j.jocs.2017.06.009
DO - 10.1016/j.jocs.2017.06.009
M3 - Article
AN - SCOPUS:85023598360
VL - 26
SP - 456
EP - 467
JO - Journal of Computational Science
JF - Journal of Computational Science
SN - 1877-7503
ER -