

Nevertheless, in early 2019 the game still had a large player community and made exceptional profits, with an estimated revenue of $795 million worldwide in 2018 alone. As is typical for mobile games, after its success peaked, the number of downloads and players of Pokémon GO declined. Pokémon GO was launched in July 2016 and gained tremendous success around the globe. As for practical implications, our findings can help game designers and public sector parties identify game features that influence people’s behavior for the better. We desire to extend the prior literature by exploring pervasive games as BCSSs and uncovering insights about specific game features and their relation to behavior change types. This study uses a qualitative research approach given its usefulness in tapping into individuals’ real-life behaviors and exploring new areas of investigation. Our research question is: What kinds of pervasive game features drive different types of behavior change? We aim to address this research gap by focusing on the context of pervasive games because of their potential for inducing a wide range of behavior changes. However, we could not locate any studies that (1) explore the various behavior change types digital games enable or (2) identify the game features driving different types of behavior change. Literature on digital games and other potential behavior change support systems (BCSSs) has provided valuable first insights on the link between games and behavior change. This is in line with the recent notion of gamification, which refers to implementing game elements to human activities with the aim of motivating people to behave in favorable ways through more gameful and enjoyable user experiences.

More specifically, digital games can offer new ways to motivate individuals to change their behavior for the better and play a part in combating contemporary problems such as a sedentary lifestyle and social isolation. The characteristics and popularity of digital games make them a strong potential platform for behavior change, or the modification of human activities and routines.

This is the case especially of pervasive games, which refers to games played in physical locations. As individuals engage with digital games, they are receptive to potential changes in their behavior. Digital gaming has become one of the most popular forms of entertainment in the world.
