DEPARTMENT OF PSYCHOLOGY - Monk Prayogshala Working Paper # 2021-02 January, 2021

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DEPARTMENT OF PSYCHOLOGY - Monk Prayogshala Working Paper # 2021-02 January, 2021
Monk Prayogshala Working
                                  Paper # 2021-02

                                    January, 2021

HOW TO CATCH ‘EM ALL?
AN INVESTIGATION OF
PERSONALITY AND GAMEPLAY
STYLES IN POKÉMON GO

Hansika   Kapoor

Anirudh   Tagat

Sampada    Karandikar

Arunima   Ticku

                        DEPARTMENT OF
                          PSYCHOLOGY
DEPARTMENT OF PSYCHOLOGY - Monk Prayogshala Working Paper # 2021-02 January, 2021
How to Catch ‘Em All? An Investigation of Personality and

                              Gameplay Styles in Pokémon GO

                                          Hansika Kapoor
                      Department of Psychology, Monk Prayogshala, Mumbai, India

                                         Anirudh Tagat
                      Department of Economics, Monk Prayogshala, Mumbai, India

                                       Samapda Karandikar
                      Department of Psychology, Monk Prayogshala, Mumbai, India

                                          Arunima Ticku
                      Department of Psychology, Monk Prayogshala, Mumbai, India

                    Address correspondence to Hansika Kapoor at hk@monkprayogshala.in

The Psychology Working Papers are a series of ongoing research outputs from the Department of Psychology, Monk®
Prayogshala®. The purpose of making these papers publicly available is to initiate dialogue and receive feedback on the
preliminary work presented. The views and opinions expressed therein are those of the authors and do not necessarily reflect
those of Monk Prayogshala, any supporting agencies, or any of its associated entities.

Monk® Prayogshala® is a Section 8 company registered under the Indian Companies Act, 2013. The contents of this
document are the Intellectual Property of Monk® Prayogshala ® (Sec. 25), a company incorporated under the provisions of
the Companies Act, 1956 and having its registered office at 4114, Oberoi Garden Estates, C Wing, Next to Chandivali
Studios, Powai, Mumbai 400 072, India. (C) Monk® Prayogshala®, 2011-2020. All rights reserved. The recipient of this
document is not permitted to copy, make available, sell, disclose, publish, disseminate or otherwise transmit the information
contained in this document without prior permission from Monk® Prayogshala®.

We are thankful to administrators and moderators of r/PokemonGO subreddit for assistance with data collection. This paper
has not been peer-reviewed; it is to be presented as a poster for the 2021 Annual Convention of the Society for Personality
and Social Psychology.
PERSONALITY AND POKÉMON GO                                                                         2

How to Catch ‘Em All? An Investigation of Personality and Gameplay
                      Styles in Pokémon GO

                                             Abstract

Pokémon GO, released in 2016, is an augmented reality video game requiring players to move

around in the real world and catch Pokémon to complete their collection. As multiple self- and

other-beneficial strategies can be used to advance in the game, the present study investigated

personality and behavioral correlates of four kinds of gameplay: independent, social-dependent,

active, and invested. A multinational sample of current Pokémon GO players was recruited (N =

516, Mage = 28.83 years, SD = 9.25) and responded to measures of bright and dark personality traits,

as well as a questionnaire on Pokémon GO gameplay behaviors. Results indicated that older

players and those with multiple accounts were more likely to engage in most forms of gameplay,

whereas women were less likely to be active players. Among personality traits, psychopathy was a

strong predictor of independent, social-dependent, and invested gameplay; agreeableness

explained social-dependent strategies; conscientiousness was associated with being a regular

player; and fairness contributed to spending more money on the game (invested gameplay).

Limitations and suggestions for future research are discussed.

Keywords: augmented reality; Big Five; Dark Triad; gaming; Pokémon GO
PERSONALITY AND POKÉMON GO                                                                              3

How to Catch ‘Em All? An Investigation of Personality and Gameplay Styles in Pokémon GO

        Pokémon GO, a new addition to the Pokémon (short for Pocket Monsters) games, allows

you to participate in a virtually simulated scavenger hunt that takes place in real locations. With a

rating of 4.2 on Google Play Store, and a download count of 1,41,96,493 as of January 2021

(Pokémon GO – Apps on Google Play, n.d.), it has taken the gaming world by a storm. In its first

week, it became the most downloaded app in history (Clark & Clark, 2016). According to Digital

Stat, the game gained 26 million active daily users who use it for longer periods of time than

Facebook, Twitter, and Snapchat combined (Clark & Clark, 2016).

        The Pokémon franchise had its inception as a gaming magazine, in the early 1980s in

Japan. This trend was the brainchild of Satoshi Tajiri, the writer, and Ken Sugimore Tajiri, the

illustrator. The logic of the game is that you start out with a single monster, with an aim

encapsulated by the tell-tale tagline of the game: “Catch ‘em all.” The game became widely

popular in Japan and eventually, in other countries. In 2016, Niantic, in collaboration with The

Pokémon Company, developed an augmented reality game based on its preceding storylines.

Pokémon GO can be played on smartphones and tablets, and uses the device’s GPS such that

your real life location is linked with the virtual location of various Pokémon. The device can then

be used to scan one’s surroundings to find a superimposed animation of a Pokémon on the screen.

The players’ aim is to capture the Pokémon into a Pokéball (Madnani, 2016).

        Augmented reality games like Pokémon GO have become an important component of

people’s lives; the gaming industry had approximately two billion users worldwide in 2015, and this

number is projected to grow to over three billion users by 2023 (Number of active video gamers

worldwide from 2015 to 2023 (in billions), 2021). With researchers asserting the role of augmented

reality games as “third places,” they are being accepted widely in the forum of research on human
PERSONALITY AND POKÉMON GO                                                                                   4

behavior. One such study was conducted by Colwell (2007), who suggested that such games

fulfilled the following needs: ‘companionship,’ ‘prefer to friends,’ ‘fun challenge,’ and ‘stress relief.’

Yang and Liu (2017) identified factors that contributed to motivating one to play the game: fun,

escapism, nostalgia, friendship maintenance, relationship initiation, and achievement. These

games are also shown to help players get in touch with their ideal self as it allows one to display

ideal-self characteristics during play (Przybylski et al., 2012).

        Moving away from the appeal of the games, research has also addressed their impact on

one’s life, finding that playing Pokémon GO has significant correlations with higher physical

activity levels, more socialization, and better mood on the days of gameplay (Marquet et al., 2017).

Few researchers have also studied the integration of personality and Pokémon GO gameplay. For

example, Tabacchi et al. (2017) found that early users of the game were high on introversion,

agreeableness, and conscientiousness; those highly involved in the collection aspects of the game

(such as catching more Pokémon) were high on extraversion and emotional stability, but less

agreeable; and overall, one’s level of proficiency in the game was linked with openness. While

there is a dearth of research addressing the dark side of personality in the context of Pokémon

GO, few studies have linked the dark triad with problematic online gaming (POG). Specifically,

Kircaburun et al. (2018) found that while the total effect of Machiavellianism and psychopathy on

POG was not significant, the former was indirectly associated with POG via escape, competition,

and fantasy motives and the latter via competition and skill development. Further, narcissism was

linked with using online gaming facilities as a means of escape (Tang et al., 2020).

        Prosocial behavior has also been observed in the online space, wherein altruism and

reciprocity play significant roles (C.-C. Wang & Wang, 2008). Some have put the onus of

cooperativeness on game features that induce we-intentions. This can be done by positively

increasing group norms, social identity, joint commitment, attitude towards cooperation, and
PERSONALITY AND POKÉMON GO                                                                               5

anticipated positive emotions (Morschheuser et al., 2017). On the other hand, cheating is also

observed (Consalvo, 2005), including in Pokémon Go (Paay et al., 2018).

        Research has successfully addressed various aspects of online gaming, ranging from topics

such as personality, behavior, and motivation. However, one gap in literature that warrants further

research is the interaction of personality and specific types of gameplay. Whereas previous

research has provided various insightful results regarding gameplay, certain issues remain

unaddressed. First, different personality traits can be associated with and predict different kinds of

gameplay - such as gameplay that involves playing with others, as opposed to playing by yourself.

Second, there is a dearth of research regarding how one’s personality translates to self- or other-

beneficial gameplay. This study also intends to examine the darker side of personality in the

context of augmented reality gaming behavior. The links between personality and gameplay have

been explored, and the existence of self- and other-beneficial gameplay has been established. The

present research is proposed to fill this gap in literature by analyzing the gameplay styles and

personality correlates of Pokémon GO (PoGo) players. This game was selected due to the

diversity and latitude in gameplay that is afforded to its players, wherein individuals with different

social preferences can choose to interact with and continue playing the game without significant

hindrances to progress.

        Thus, the current study aims to investigate:

   RQ: Which personality factors are related to specific PoGo gameplay behaviors involving other

   people versus playing by yourself?

        In addition to self- and other-beneficial gameplay styles, we also considered active

(regular) and invested styles; the latter involved behaviors like spending real money to buy in-

game items.
PERSONALITY AND POKÉMON GO                                                                           6

                                             Method

Participants and Procedure

        Data were collected online using multiple-site entry methods (Reips, 2002) via Qualtrics.

Participants were invited from popular forums where PoGo players interact, such as the subreddit

r/pokemongo as well as social networking sites. A total of 516 individuals (208 women, 289 men, 18

gender unspecified; Mage = 28.83 years, SD = 9.25, range: 18–86) from 40 countries participated in

the study (about 54% from the USA). Approximately 74% of all participants reported completing

at least a high school degree, and 54% were currently employed while 26% were currently students.

Participants were required to be over the age of 18 years and current Pokémon GO players; no

other exclusion criteria were applied.

Measures

Pokémon GO Gameplay

        Participants answered questions pertaining to the duration for which they had been playing

PoGo, and how many accounts they had. Thereafter, they responded to 34 items describing

various gameplay behaviors and noted the frequency of engaging in each behavior in the past 6

months on a scale of 1 = not at all to 5 = very often (Appendix A). Nine items measured

independent gameplay (e.g., “How often do you raid by yourself?”); twelve assessed social-

dependent gameplay (e.g., “How often do you battle with other trainers?”); seven were indicators

of active gameplay (e.g., “How often do you get your 7-day Research Breakthrough?”); and 3

items were indicators of invested gameplay (e.g., “How often do you spend real money to buy

items from the In-Game Shop?). The scales were internally consistent: independent ɑ = .81; social-

dependent ɑ = .81; active ɑ = .82; and invested ɑ = .75. Composite indicators of independent,
PERSONALITY AND POKÉMON GO                                                                           7

social-dependent, regular, and invested gameplay were computed and used in subsequent

analyses.

International Personality Item Pool (IPIP)

        The Big Five factors of extraversion, agreeableness, conscientiousness, emotional stability,

and intellect/imagination were measured through the IPIP 50-item scale, in its 5-point Likert

format (Goldberg et al., 2006; 1 = very inaccurate to 5 = very accurate). The internal consistency of

the scales was high: extraversion ɑ = .91; agreeableness ɑ = .82; conscientiousness ɑ = .83;

emotional stability ɑ = .89; and intellect/imagination ɑ = .77.

Values in Action - Fairness (VA-fairness; Peterson & Seligman, 2004)

        This scale comprised 9 items assessing the extent to which individuals consider justice to

be an important value that can be applied to themselves, assessed on a 5-point Likert scale (1 =

very inaccurate to 5 = very accurate); the scale was internally consistent, ɑ = .74.

Short Dark Triad (SD3)

        This 27-item measure (Jones & Paulhus, 2014) was administered to assess the dark

personality traits of narcissism, Machiavellianism, and psychopathy. Participants rated the extent to

which they agreed with the items on a 5-point Likert scale (1 = disagree strongly to 5 = agree

strongly); the scales had good internal consistency: narcissism ɑ = .70; Machiavellianism ɑ = .76;

psychopathy ɑ = .72.

        The Balanced Inventory of Desirable Responding Short Form (BIDR-16; Hart et al.,

2015)

        This 16-item scale assessed whether participants were responding in a socially desirable

manner, on a 7-point Likert scale (1 = strongly disagree to 7 = strongly agree). The BIDR was

internally consistent, ɑ = .76.

Moral Foundations Questionnaire (MFQ; Graham et al., 2011)
PERSONALITY AND POKÉMON GO                                                                             8

        The MFQ is based on the Moral Foundations Theory (Graham et al., 2013), which

proposes that humans are guided by five universal moral pillars: care, fairness, loyalty, authority,

and purity. In this study, six items pertaining to the Fairness foundation were used to assess the

overall concern of participants towards being fair to others. Three items required participants to

indicate the relevance of certain considerations (e.g., whether or not someone acted unfairly) in

deciding whether something was right or wrong on a 6-point Likert scale (0 = not at all relevant; 5 =

extremely relevant). Three items assessed moral judgments of fairness (e.g., “Justice is the most

important requirement for a society), on a 6-point Likert scale (0 = strongly disagree; 5 = strongly

agree). The moral relevance scale was internally consistent, ɑ = .74, whereas the moral judgements

scale was not, ɑ = .44. Therefore, the latter scale was not used in subsequent analyses.

                                               Results

        Table 1 displays the descriptive statistics of the gameplay indices and psychometric

instruments used. Gender differences between men and women indicated that women were more

agreeable, whereas men were more emotionally stable, had higher Dark Triad traits, and were

more likely to be regular PoGo players. Table 2 displays correlations between types of gameplay

and personality/behavioral measures. Multiple hierarchical linear regressions were used to assess

the influence of demographics and personality on various types of Pokémon GO gameplay:

demographics (Step 1: age, gender, education, employment); PoGo characteristics (Step 2:

duration played, number of accounts, falsifying or ‘spoofing’ location); personality (Step 3: Big

Five); and behavior and personality (Step 4: MFQ fairness, VA fairness, Dark Triad, social

desirability); all regressions included country fixed effects to account for any location-specific

differences. Results of the full models are displayed in Table 3.
PERSONALITY AND POKÉMON GO                                                                            9

        The combination of demographic characteristics and personality-behavior variables

explained about 21% of variance in independent gameplay, about 31% of variance in social-

dependent gameplay, and 23% of variance each in active and invested gameplay. Being older and

more educated predicted playing independently; women were less likely to be active players as

compared to men; but being older predicted more active and invested gameplay. Having more

accounts predicted all types of PoGo gameplay positively. Among personality traits,

agreeableness predicted social-dependent gameplay; conscientiousness contributed to more

active gameplay; and fairness predicted more invested gameplay. Psychopathy explained variance

in all types of PoGo gameplay, except active gameplay, indicating that this may be a consistent

personality trait among PoGo trainers (see also Figures 1 and 2).

                                              Discussion

        Pokémon GO is a novel and dynamic game worth examining within personality and

behavioral contexts, in particular on account of it being an augmented-reality (AR) game that

overlays gameplay on the real world. Furthermore, the game allows individuals with diverse

personalities to interact with and presumably enjoy playing the game, in the process accumulating

XP (Experience Points) and levelling up. In terms of the ultimate stated aim of the game (‘Gotta

catch em all,’ referring to having a collection of all unique Pokémon), it is possible that players

benefit from interaction and cooperative gameplay. Indeed, there is no one behavior or strategy

that enables progressing through the game, but various combinations of gameplay that can be

beneficial to oneself or others, sometimes even in equal measure. Although much of the research

on this augmented reality game has been done with reference to impacts on physical activity (e.g.,

Howe et al., 2016; Nigg et al., 2017), the present study examined personality and behavioral

characteristics of PoGo trainers. Specifically, we aimed to understand the contribution of different
PERSONALITY AND POKÉMON GO                                                                            10

bright (Big Five, fairness) and dark personality traits (Dark Triad) toward four types of PoGo

gameplay styles.

        In general, older players were more likely to play the game independently, actively, and

spend money on the game. This is consistent with research indicating how childhood brand

nostalgia (of the Pokémon brand) can influence intentions to play PoGo as an adult (Harborth &

Pape, 2020). Similarly, nostalgia was a prominent motivator to play Pokémon GO (Yang & Liu,

2017; Zsila et al., 2018). Women were less likely to engage in active and regular gameplay, in line

with earlier work (Zsila et al., 2018). In addition, gameplay in Pokémon GO is largely driven by

registering for and operating a single account, but players may create and use multiple accounts,

potentially each belonging to a different team (notably this is against Niantic’s terms of service;

Niantic, 2019). A greater number of PoGo accounts was associated with a higher likelihood of all

forms of gameplay; multiple accounts were also positively related to cheating in the game, like

spoofing one’s location (see also Paay et al., 2018).

        Among personality variables, higher levels of psychopathy were observed among players

who engaged in independent, social-dependent, and invested gameplay. Psychopathic individuals

exhibit traits of callousness, manipulation, deceit, and thrill-seeking. Such individuals are also

impulsive in their actions; however, past research has indicated that impulsivity was not related to

motives to play PoGo (Zsila et al., 2018). Alloway and Carpenter (2020), for example, found that

playing Pokémon GO had no effect on empathy (which is closely linked to psychopathic traits),

on account of the realism the game offers as well as the different styles of gameplay that one

could use to progress through the game. It is also important to note that among gameplay

behaviors involving battling or raiding, psychopathy was strongly and positively correlated with

battling other trainers (r = .13, p = .003, Bonferroni-corrected). This is argued to be one of the

more confrontational aspects of the game where players combat with each other to gain rewards.
PERSONALITY AND POKÉMON GO                                                                             11

Although it would be misleading to term PoGo as a violent videogame, past literature has

identified associations between psychopathy and aggressive gameplay (e.g., Walther et al., 2012).

        Despite the influence of dark traits, agreeableness played an important role in contributing

to social-dependent gameplay. To successfully engage in gameplay that is dependent on others,

one may have to necessarily be more pleasant and friendly, suggesting a dual role of bright and

dark dispositional traits affecting PoGo gameplay. This aspect is underscored by other work on

Pokémon GO that suggests greater interaction with others is central to the gameplay (Aal &

Hauptmeier, 2020; Hamari et al., 2019). For instance, one aspect of social-dependent gameplay is

coordinating with other trainers to organize ‘raids,’ with a powerful Pokémon as a reward

(Baranowski & Lyons, 2020; Bhattacharya et al., 2019). However, organizing more players for a

raid serves a dual purpose: one’s own gain (XP, other rewards), but also that of others. Thus, it is

important to be able to engage effectively with other trainers, particularly as the largest XP

rewards come in the form of upgrading friendship levels and raids (with more difficult raids

requiring more players guaranteeing higher XP and rewards). In terms of being a regular and

active player, conscientiousness contributes to gameplay behaviors like getting streaks and walking

regularly to achieve more in-game rewards. Last, fairness was associated with more invested

gameplay, indicating that some considered spending real money to purchase in-game items as

being an above-board means to progress in the game, as compared to cheating (Internicola &

Thomasen, 2017; Paay et al., 2018). This means that invested gameplay could be perceived as a

fair way to progress through the game, consistent with work on similarly modeled ‘freemium’

games (L. Wang et al., 2020).

Limitations and Future Research
PERSONALITY AND POKÉMON GO                                                                           12

        To the best of the authors’ knowledge, this was the first study to examine different

categories of Pokémon GO gameplay that may be associated with different personality and

behavioral characteristics. However, the investigation was not without limitations. First, we were

unable to capture any information about trading within PoGo, which is a primary way to interact

with other players. Future research can assess how specific preferences for trading can be

associated with different personality and behavioral features. Second, the data was collected

between May and July 2020, amidst the COVID-19 pandemic and at a time when the game was

undergoing changes to permit gameplay from home. However, the instructions specifically

required participants to respond on the basis of their regular gameplay experience and not with

reference to the past few weeks. Third, we did not have information on existing and active

communities within which gameplay was coordinated and communicated. For instance, some

cities and districts have PoGo communities on Facebook or Discord to coordinate social aspects

of gameplay. Future research can consider including information on the same to increase the

richness of interpretations drawn from the data.

        In sum, considering the significant role played by psychopathy in Pokémon GO gameplay,

it is recommended to examine this trait and its categorizations of primary and secondary

psychopathy in explaining specific gaming behaviors. Understanding the association between

these traits and gameplay may also better situate work on mental health benefits (e.g. lower

anxiety) associated with gameplay in the past.
PERSONALITY AND POKÉMON GO                                                                          13

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PERSONALITY AND POKÉMON GO                                                                            14

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PERSONALITY AND POKÉMON GO                                                                       15

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PERSONALITY AND POKÉMON GO                                                                       16

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PERSONALITY AND POKÉMON GO                                                                    18

Table 1

Summary Statistics

                                    Overall             Male             Female

 Variable                    Mean       SD       Mean      SD     Mean      SD     t-test

 Duration played             3.07       1.24     3.10      1.22   3.03      1.27   0.66

 No. of accounts             1.35       0.76     1.41      0.84   1.27      0.62   2.01

 Spoof location              1.14       0.55     1.15      0.58   1.12      0.51   0.64

 Extraversion                2.70       0.91     2.79      0.91   2.57      0.89   2.51

 Agreeableness               3.87       0.62     3.76      0.63   4.02      0.58   -4.55***

 Conscientiousness           3.37       0.70     3.35      0.69   3.39      0.72   -0.48

 Emotional Stability         2.91       0.83     3.10      0.83   2.66      0.77   5.68***

 Intellect / Imagination     3.84       0.55     3.85      0.57   3.84      0.53   0.09

 MFQ Fairness                5.00       0.79     4.91      0.85   5.11      0.70   -2.65

 VA-Fairness                 4.13       0.52     4.08      0.53   4.20      0.49   -2.38

 Machiavellianism            3.02       0.70     3.14      0.71   2.85      0.65   4.80***

 Narcissism                  2.56       0.64     2.70      0.63   2.36      0.61   6.07***

 Psychopathy                 2.08       0.65     2.25      0.63   1.85      0.59   7.25***

 Social desirability         4.00       0.77     4.04      0.77   3.94      0.77   1.46

 Independent Gameplay        3.76       0.64     3.81      0.63   3.69      0.66   2.07

 Social Gameplay             2.68       0.62     2.73      0.65   2.62      0.58   2.04

 Active Gameplay             3.96       0.73     4.06      0.70   3.81      0.74   3.92***

 Invested Gameplay           1.89       0.82     1.83      0.80   1.99      0.84   -2.13

 Observations                        497                289               208

Note: Bonferroni corrections applied to p-values, *** p < .002.
PERSONALITY AND POKÉMON GO                                                                                                                     19

Table 2

Zero-order correlations between gameplay styles and personality/behavior variables

                                        1        2          3          4         5          6          7         8          9         10
 1.Duration played                      1
 2. No. of accounts                   0.03        1
 3. Spoof location                   -0.03     0.14***       1
 4. Extraversion                     0.07       0.08       0.06        1
 5. Agreeableness                    0.06       0.01       0.02     0.29***       1
 6. Conscientiousness                0.07      -0.02      -0.06     0.10**     0.18***       1
 7. Emotional Stability              0.08       0.02       0.03     0.20***     0.07     0.29***        1
 8. Intellect / Imagination           0.03     0.00        0.03     0.29***    0.28***    0.18***     0.09        1
 9. MFQ Relevance                    0.06       0.01      -0.04      0.07      0.27***     0.03     -0.09**    0.22***       1
 10. IPIP Fairness                   0.07      -0.06       0.03      0.06     0.49***    0.35***    0.22***    0.25***   0.25***        1
 11. Machiavellianism                0.00       0.05      0.12***   -0.09     -0.30***   -0.15***   -0.18***   -0.11**    -0.02     -0.37***
 12. Narcissism                      0.04       0.08      0.10**    0.64***    0.09**      0.08      0.21***   0.27***    -0.07      -0.03
 13. Psychopathy                      0.03     0.15***     0.09     0.13***   -0.30***   -0.27***   -0.21***   -0.09**   -0.14***   -0.37***
 14. Social desirability             0.00      -0.03      -0.04     0.19***    0.15***   0.40***    0.52***    0.16***    -0.01     0.44***
 15. Independent Gameplay            0.04      0.19***    -0.02     0.13***     0.05      0.10**     0.04      0.16***     0.02      0.00
 16. Social Gameplay                 0.08      0.31***     0.05     0.17***    0.11**      0.06       0.01      0.07      -0.04      0.06
 17. Active Gameplay                 0.02      0.18***    -0.07     0.14***     0.02      0.13***    0.09**    0.12***    -0.03       0.03
 18. Invested Gameplay               0.09      0.21***    -0.01      0.02      0.11**    -0.002     -0.09**     0.10**    0.04       0.11**
PERSONALITY AND POKÉMON GO                                                                                    20

                                       11        12        13         14        15        16       17    18
 1.Duration played
 2. No. of accounts
 3. Spoof location
 4. Extraversion
 5. Agreeableness
 6. Conscientiousness
 7. Emotional Stability
 8. Intellect / Imagination
 9. MFQ Relevance
 10. IPIP Fairness
 11. Machiavellianism                   1
 12. Narcissism                      0.21***      1
 13. Psychopathy                    0.55***    0.33***       1
 14. Social desirability            -0.38***   0.11**    -0.33***      1
 15. Independent Gameplay             0.06      0.06      0.10**     0.07        1
 16. Social Gameplay                  0.05     0.15***    0.15***   0.12***   0.52***      1
 17. Active Gameplay                 -0.01      0.07       0.05     0.10**    0.74***   0.54***    1
 18. Invested Gameplay               -0.02      0.00       0.05      0.01     0.25***   0.34***   0.27   1

Note. *** p < .001, ** p < .01, *p < .05
PERSONALITY AND POKÉMON GO                                                                              21

Table 3

Hierarchical regression analysis with personality and behavioral variables predicting gameplay styles

                                                              Gameplay Style
                                                     Social-
VARIABLES                               Independent Dependent               Active         Invested

Age (years)                                0.0435*         0.0304          0.0611**        0.0488*
                                           (0.0176)        (0.0199)        (0.0186)        (0.0239)
Age2                                     -0.000422        -0.000283     -0.000699**       -0.000409
                                         (0.000222)      (0.000269)      (0.000226)      (0.000317)
Female (Gender)                             -0.105        -0.00843         -0.270**         0.0998
                                          (0.0805)        (0.0656)         (0.0865)        (0.0909)
Prefer not to say (Gender)                 -0.0278          -0.243          -0.322         -0.0773
                                           (0.214)         (0.168)         (0.209)         (0.305)
Other (Gender)                             0.0838          0.0789           -0.291          0.104
                                           (0.190)         (0.192)         (0.224)         (0.240)
Education (years)                          0.0443*        -0.00181          0.0412        -0.00907
                                          (0.0201)         (0.0182)        (0.0232)        (0.0267)
Employment                                -0.00933         0.00635         0.00650         -0.0273
                                          (0.0184)         (0.0169)        (0.0210)        (0.0209)
Duration Played                            0.00195          0.0195        -0.00933          0.0279
                                          (0.0227)         (0.0217)        (0.0270)        (0.0297)
No. of accounts                            0.146***        0.189***        0.150***         0.153*
                                          (0.0399)        (0.0403)         (0.0407)        (0.0649)
Spoof location                             0.00746         0.00760         -0.0555        -0.000489
                                          (0.0577)        (0.0565)         (0.0655)        (0.0981)
Extraversion                               0.0510          0.0263           0.0855         -0.0409
                                          (0.0426)         (0.0411)        (0.0442)        (0.0609)
Agreeableness                              0.0504          0.146**          0.0152          0.0902
                                          (0.0659)         (0.0532)        (0.0714)        (0.0773)
PERSONALITY AND POKÉMON GO                                                          22

Conscientiousness                        0.0714    0.0466      0.118*    -0.0999
                                        (0.0489)   (0.0495)   (0.0534)   (0.0605)
Emotional Stability                     -0.0187    -0.0431    0.00706     -0.106
                                        (0.0504)   (0.0407)   (0.0533)   (0.0607)
Intellect / Imagination                  0.121      0.0185     0.0663     0.129
                                        (0.0630)   (0.0562)   (0.0748)   (0.0871)
MFQ Fairness                            -0.00596   -0.0232    -0.0309    -0.0522
                                        (0.0459)   (0.0412)   (0.0499)   (0.0538)
VA-Fairness                             -0.0234    -0.0108     0.0337    0.260**
                                        (0.0860)   (0.0731)   (0.0894)   (0.0935)
Machiavellianism                        0.0588      0.0725    -0.0157    0.0562
                                        (0.0576)   (0.0517)   (0.0643)   (0.0740)
Narcissism                               -0.102    -0.00303   -0.0950    -0.0289
                                        (0.0683)   (0.0620)   (0.0769)   (0.0966)
Psychopathy                              0.144*     0.136*      0.115     0.179*
                                        (0.0698)   (0.0620)   (0.0774)   (0.0903)
Social desirability                      0.0254    0.0858     0.000837   0.0326
                                        (0.0527)   (0.0504)   (0.0600)   (0.0701)
Constant                                 0.763      -0.286     1.715**    -1.513
                                        (0.825)    (0.577)     (0.612)   (0.866)

Observations                              454        454        454        454
R-squared                                0.206      0.306      0.228      0.227

Robust standard errors in parentheses
*** p < .001, ** p < .01, *p < .05
PERSONALITY AND POKÉMON GO                                           23

Figure 1. Predictors of independent and social-dependent gameplay.
PERSONALITY AND POKÉMON GO                              24

Figure 2. Predictors of active and invested gameplay.
PERSONALITY AND POKÉMON GO                                                                    25

                              Appendix: Pokémon GO Questionnaire

     1. Please select how long you have been playing Pokémon Go in years and months:
            a. Range from 0 to 4 years
            b. Range from 1 to 12 months
     2. How many Pokémon Go accounts do you have?
            a. 1
            b. 2
            c. 3
            d. 4
            e. 5
            f. 6
            g. 7
            h. 8
            i. 9
            j. 10 or more

     3. With respect to how you play Pokémon Go, how often do you…
(Respond to these questions as per your regular gameplay experience in the past six months, not
just during the past month or week).

1 = Not at all, 2 = Rarely, 3 = Sometimes, 4 = Often, 5 = Very Often

Item No.     Item Statement                                            Gameplay Type

1            Raid by yourself                                          Independent

2            Battle with Team Leaders                                  Independent

3            Battle in gyms                                            Independent

4            Get your 7-day Pokémon Catch streak                       Independent / Active

5            Get your 7-day Pokémon Spin streak                        Independent / Active

6            Get your 7-day Research Breakthrough                      Independent / Active

7            Complete Field Research Tasks                             Independent / Active

8            Take down opposing teams’ gyms by yourself                Independent

9            Feed berries to your Pokémon in gyms                      Independent

10           Feed berries to others’ Pokémon in gyms                   -
PERSONALITY AND POKÉMON GO                                               26

11      Walk at least 5km per week                            Active

12      Walk at least 25km per week                           Active

13      Walk at least 50km per week                           Active

14      Set up lure module(s)                                 -

15      Raid with other trainers                              Social

16      Raid with other trainers by actively                  Social
        organizing/leading raids

17      Exit an ongoing raid lobby to help other trainers in a Social
        new lobby

18      Take down opposing teams’ gyms with other             Social
        players

19      Take down opposing teams’ gyms to get coins for       Social
        other trainers

20      Take down opposing teams’ gyms to get coins for       Social
        your alternate account

21      Battle with other trainers                            Social

22      Participate in Trainer Battle Tournaments (e.g.       Social
        organized locally by Silph)

23      Trade with other trainers                             Social

24      Add new friends                                       Social

25      Send gifts to friends                                 Social

26      Open gifts from friends                               Social

27      Coordinate to use a lucky egg before friendship       -
        level ups

28      Become new friends to lower stardust cost for an      -
        upcoming trade

29      Spend real money to buy items from the Shop. How Invested
        much money do you spend on a weekly basis
        (approx. USD)?

30      Spend own money to buy items from the Shop            Invested

31      Spend others' money to buy items from the Shop. If Invested
        yes, how much money is this on a weekly basis
PERSONALITY AND POKÉMON GO                                                                      27

             (approx. USD)?

32           Spend others' money to buy items from the Shop. If Invested
             yes, whose money is this?

33           Spoof your location                                    -

34           Use third party apps to boost gameplay experience      -
             (e.g., Defit)

Note. Items 10, 14, 27, 28, 33 and 34 were not included in computations of gameplay styles as they
were either infrequent or irrelevant behaviors. The response to Item 33 constituted whether players
reported spoofing their location in the game.

Independent: gameplay behaviors that can be carried out individually without coordination or
support from other players

Social-dependent: gameplay behaviors that rely on interacting with others (either virtually or
physically)

Active: gameplay behaviors that indicate frequent and regular gameplay, often independent in
nature

Invested: gameplay behaviors that involve spending money on in-game items
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