PokÃ©mon Go is an augmented-reality game in which players move around their community catching monsters, acquiring supplies, and battling opposing teams. Both health researchers and the popular media have identified PokÃ©mon Go as a high-impact health promotion tool, with the ability to increase physical activity and prompt community engagement. However, empirical research is lacking on the motivational factors that draw people toward PokÃ©mon Go. Answers may provide interventionists with insights into the individual-level factors associated with technological uptake. Our purpose was to investigate how PokÃ©mon Go users (N=448) and non-users (N=166) differ in their perceptions of PokÃ©mon Go and physical activity and game use. Participants completed an online questionnaire that examined the social cognitive constructs of barriers, outcome expectancies (motivation), and self-efficacy. Non-users primarily identified not having enough time as a barrier to game uptake. Wilk's statistic indicated significant differences between users and non-users in PokÃ©mon Go outcome expectancies, p<0.001, and physical activity outcome expectancies, p<0.001. Whereas users had more favourable views of PokÃ©mon Go, non-users had more favourable views of physical activity. Non-users reported significantly higher self-efficacy for walking 2km, 5km, and 10km distances, p<0.001; and perceived walking as more enjoyable, p<0.001. Overall, findings suggest barriers to PokÃ©mon Go use may be rooted in individuals' perceptions of the app rather than perceptions of physical activity. Indeed, this preliminary data suggests that PokÃ©mon Go may be particularly effective for encouraging physical activity in those with relatively low views of activity.