## 1 Introduction  
The privacy calculus states that individuals engage in deliberate trade-offs between benefits (e.g., using a technology or disclosing information) and costs (e.g., privacy risks) when making privacy-related decisions [1]. However, recent research suggests that the deliberate privacy-related decision making process is influenced by irrational factors like heuristics or biases [2]. Empirical studies indicate that consumers respond positively to known brands [3] because individuals' earliest experiences have an important influence on current and future preferences across the consumer life cycle [4]. Furthermore, prior research indicates that nostalgia positively influences technology acceptance of nostalgic games such as Pokemon Go [5]. Thus, this study proposes that nostalgic feelings from a user's childhood may positively bias her or his rationale in the privacy calculus and alleviate possible privacy concerns while increasing perceived benefitsof the technology: The user's view on the privacy calculus is through the rose-colored glasses (Merriam-Webster defines the expression 'rose-colored glasses' as having \"favorably disposed opinions [of something or somebody]\" [6].) of nostalgia. By introducing and empirically testing this example of a positivity bias, this work partially tests the proposed \"enhanced APCO\" (antecedents-privacy concerns-outcome) model [2] as a first step towards understanding extraneous factors in privacy-related decision-making processes. For evaluating the role of this extraneous factor, an online survey with active players of the smartphone game Pokemon Go is conducted. Pokemon Go is a mobile augmented reality (MAR) game developed by Niantic for mobile devices. It is based on the Pokemon franchise, especially the video games from Nintendo which first appeared in the 90s. Pokemon Go is used as a case for testing the proposition since the Pokemon brand is very strong and well known among people. Besides specific privacy concerns associated with Pokemon Go [7; 8], research indicates that there are major privacy issues with MAR apps in general [9; 10] and that individuals are concerned about their privacy when using AR [11; 12; 13]. We gathered 418 complete questionnaires from active players of the game in an online survey. The players are between 18 and 35 years old to evaluate the research model. The data set is restricted like this as players older than 35 years cannot be influenced by childhood brand nostalgia for Pokemon. Privacy concerns are considered as the central construct of the study whereas the operationalization _Concerns for Information Privacy (CFIP)_[14] as a second-order construct [15] is used. It is one of the most reliable scales for measuring individuals' concerns towards organizational privacy practices [16]. Based on this construct, this research develops an enhanced APCO model [2] to address the following research question:  
_What influence has a positivity bias induced by childhood brand nostalgia for Pokemon on the privacy calculus of individuals related to the use behavior of Pokemon Go?_  
Specific privacy concerns towards a company are not used as an operationalisation since the questioned individuals might not associate the companies with the respective application in focus. In this case, the game Pokemon Go was developed by _Niantic_ (in collaboration with _Nintendo_ via _The Pokemon Company_) while the brand Pokemon was earlier closer connected to Nintendo. Thus, it would have been necessary to control for the knowledge about _Niantic_, _Nintendo_ as well as other possible entities the participants saw in the role of handling their data. This work contributes to the literature by proposing and empirically analyzing childhood brand nostalgia as a positivity bias which influences users privacy-related decision making towards using technologies and neglecting privacy issues. The remainder of the paper is as follows: Section 2 describes the literature review on the antecedents of CFIP as well as a brief overview of nostalgia.