Within the research field of game studies, an ongoing discussion is held between different scholars and their opposing opinions and statements concerning the impact of online gaming on gamer's sociability. This back and forth discussion on whether or not online gaming is perceived negatively or positively concerning one's social relations is hard to determine, due to the variety of contradictory opinions and research results. Moreover, with the launch of Pokemon Go in 2016, possible new perspectives to the discussion of gamer's sociability have been introduced. Due to the pervasive game structure of Pokemon Go and the incorporated use of augmented reality, online players are encouraged to enjoy the game in a new gaming environment. Due to pervasive gaming, online games are no longer bounded to an online gaming environment but can be practiced in the offline 'real' world. Due to this innovative change, the player's considered sociability has been questioned once more. Hence, the new setting in which pervasive games are enjoyed, and the encouragement of players to go outside, new social interactions amongst gamers has occurred in the outside offline sphere. Therefore, this case study research on Pokemon Go focuses on how Pokemon Go players in the Netherlands experience social relationships, both online and offline, through gameplay. Since Pokemon Go is a pervasive game, gamers can foster both online and offline relationships with other players. This form of online game is rather new and, therefore, underrepresented in academic research. According to a qualitative research design, twelve in-depth interviews were held to gain more understanding and insights into this new online gaming player sociability. Study shows that a more in-depth variation within the concept of gamer needs to be provided to answer the research question. Not every gamer has the same motivation, intention, and experiences. Therefore, a broader spectrum of the concept of gamer is given. Moreover, in Pokemon Go, online gaming has no negative impacts on player's offline sociability. Nevertheless, it can be seen as an improvement of gamer's offline social relationships. However, this is only applicable to players who have intrinsic motivations and interest in enlarging their social circles.

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hdl.handle.net/2105/55205
Media & Business
Erasmus School of History, Culture and Communication

Bellaard, Fabian. (2020, June 29). Gotta Catch ‘Em All! A case study on Pokemon Go players and their experiences with online and offline social relations. Media & Business. Retrieved from http://hdl.handle.net/2105/55205