## 2 Theoretical background
### Research Model
Therefore, in U&G studies [53, 63, 88, 89], social interactions have long been considered a meaningful gratification associated with playing online games. Applying this to the present research, we expected that the social interaction gratification from playing Pokemon Go would an effect on continuance intention to keep playing the game. Thereby this hypothesis was defined:  
**Hypothesis 4 (H4). **_Social interaction impacts positively on continuance intention to play the Pokemon Go game._  
Social media is a practical context for examining social presence in online games. In a general way, users employ social media to share their experiences [90]. In this manner, social presence could show the need of users to interact with their peers using augmented reality mobile games [42, 53, 80]. In the case of Pokemon Go, players are prompted to be part of Team Instinct (Yellow), Team Mystic (Blue) or Team Valor (Red). Players usually select the same team as their friends in order to reach some common goals. In this sense, social presence could be a dimension associated with continuance intention. Thus, the following hypothesis is proposed:  
**Hypothesis 5 (H5). **_Social presence impacts positively on continuance intention to play Pokemon Go._  
Achievement has been widely studied in U&G [43, 53]. It was defined by [91] as the desire to gain advancement (power, progress, etc.) and to compete with others, and an interest in analysing the rules and the system. With reference to online games, it is seen as the \"desire to gain power, to gather virtual game objects and valuable performance points, to compete with others and to generate a particular image of player-self\" [53] (p. 263). The authors of [92] stated that factors such as optimal experiences, personal interactions or pleasant social interactions determine the continuous use of online games. Moreover, improving status can be considered relevant by users worried about developing their cyber identity or image [42, 47]. Applying this to Pokemon Go, players will be keen to gain prestige and a high trainer level. Based on this, it is expected that the relationship between achievement and continuance intention should be positively strong. The following hypothesis is suggested:  
**Hypothesis 6 (H6). **_Achievement impacts positively on continuance intention to play the Pokemon Go game._  
Finally, self-presentation has been identified as an important aspect of relational development in interpersonal interactions [93]. Through self-presentation, players project an image of self in order to exert an influence on the perception and treatment of other online players [53], besides obtaining rewards and self-fulfilment [94]. Further, the information received from self-presentation is usually used by players to make comparisons with others in order to judge their own abilities [95]. Pokemon Go allows players to select their avatars and customise them with clothes and accessories to exhibit the image that players desire. In this manner, Pokemon Go has a huge range of styles and clothing options. Moreover, the use of an avatar maintains users' privacy and gives them expressive freedom to an otherwise anonymous and static online presence [63; 95; 96]. Consequently, the following hypothesis is proposed:  
**Hypothesis 7 (H7). **_Self-presentation impacts positively on continuance intention to play the Pokemon Go game._