


In contrast with our expectations, privacy concerns or trendiness were not associated with reuse intentions or IPI. The results indicate that game enjoyment, outdoor activity, ease of use, challenge, and nostalgia are positively associated with intentions to reuse (ITR), meanwhile outdoor activity, challenge, competition, socializing, nostalgia and ITR are associated with in-app purchase intentions (IPI). We employ data drawn from players of Pokémon Go (N = 1190) gathered through an online survey. In this study, we investigate the various gratifications people derive from ARGs (Pokémon Go) and the relationship of these gratifications with the players’ intentions to continue playing and spending money on them. This raises some important research questions as to what drives people to use these new applications, and why they may be willing to spend money on the content sold within them. In addition to the common experiences and gratifications people derive from games, (location-based) ARGs can afford, for example outdoor adventures, communal activities, and health benefits, but also create problems stemming from, for example privacy concerns and poor usability. These games not only afford a novel gaming experience but also have the potential to alter how players view their physical realities. In recent years, augmented reality games (ARGs) such as Pokémon Go have become increasingly popular.
