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Research Technology (ResTech)
July 18, 2016
Pokémon Go has been hugely successful in terms of adoption and engagement. How has Pokémon Go garnered such success so quickly? What can we learn, as researchers, from the first legitimately successful augmented reality application?
You’re reading this on the Internet, so it’s a safe assumption you’ve heard of Pokémon Go. It might even be a decent bet that you’ve played it: In just over a week, it has passed the daily user base of Twitter and users are spending more time with Pokémon Go than Facebook. How has Pokémon Go garnered such success so quickly? Why it is so engaging? What can we learn, as researchers, from the first legitimately successful augmented reality application? And what can we learn, as businesses and an industry?
To understand how an app could blast off so rapidly, it’s important to understand the brand we’re talking about. Pokémon is a mammoth, global, wildly successful franchise with over 20 years of history spanning games, trading cards, comics, TV series, and 19 films. The franchise has sold nearly 300 million units of software; its estimated global market size is larger than the global research industry.
In other words, Pokémon was huge before Pokémon Go hit the scene.
Also relevant: Pokémon has never had a major game for smartphones. Niantic Labs (the developers of the game, themselves a spinoff from the Google Maps team) uncorked two decades of childhood memories and installed them on your phone.
Setting aside for a moment the brand strength and history of the franchise, Pokémon Go does several very clever things very, very well:
As a games researcher and a research gamification professional, I’m hesitant to make any proclamations about the world after one week. There are many, many, many stories of games that catch fire and either fizzle out or don’t have any lasting impact beyond the original experience. Other titles become the inspiration for an entire genre that may endure for decades.
We don’t know how much overlap exists between the Pokémon Go audience and pre-existing Pokémon affinity, but I think it’s fair to predict:
Pokémon Go presents an opportunity, and a warning. From a gamification perspective, we recognize how powerful gamification engagement techniques can be at driving behavior (such as motivating millions of people to walk around their communities). It’s accomplished in a couple of weeks what FitBit has failed to do after nearly a decade. So, when used properly, gamification can encourage desired behaviors that are normally quite challenging to realize.
The warning, however, comes from Pokémon Go was actually developed. If you explore the types of roles that work at Niantic Labs, you will find:
There’s a complete lack of traditional insights agents or research managers, which is typical of most mobile game companies. “Insights” are gathered primarily through user testing, beta test programs, analytics and machine learning, and community engagement on social media or message forums…which seems to have worked just fine as far as they’re concerned. Pokémon Go is a new billion-dollar machine that will generate no business opportunity for traditional researchers. Niantic will create their own insights.
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