Literature DB >> 27713831

Potential perils of peri-Pokémon perambulation: the dark reality of augmented reality?

Bellal Joseph1, David G Armstrong1.   

Abstract

Recently, the layering of augmented reality information on top of smartphone applications has created unprecedented user engagement and popularity. One augmented reality-based entertainment application, Pokémon Go (Pokémon Company, Tokyo, Japan) has become the most rapidly downloaded in history. This technology holds tremendous promise to promote ambulatory activity. However, there exists the obvious potential for distraction-related morbidity. We report two cases, presenting simultaneously to our trauma center, with injuries sustained secondary to gameplay with this augmented reality-based application.

Entities:  

Year:  2016        PMID: 27713831      PMCID: PMC5050458          DOI: 10.1093/omcr/omw080

Source DB:  PubMed          Journal:  Oxf Med Case Reports        ISSN: 2053-8855


INTRODUCTION

The dramatic increase in smartphone adoption and computing power on ever more capable mobile computing platforms has been associated with a rise in reports of distraction-related injury and death [1-5]. Recently, the layering of augmented reality information on top of smartphone applications has created further levels of user engagement and popularity. One augmented reality-based entertainment application, Pokémon Go (Pokémon Company, Tokyo, Japan) has become the most rapidly downloaded in history (Fig. 1) [6]. This technology holds tremendous promise to promote ambulatory activity. However, there exists the obvious potential for further distraction-related morbidity. We report two cases, presenting simultaneously to our trauma center, with injuries sustained secondary to engagement with this augmented reality-based application.
Figure 1:

Pokémon Go screen overlaying augmented graphic information via video-passthrough with natural environment. Note the Pokémon character displayed on the road.

Pokémon Go screen overlaying augmented graphic information via video-passthrough with natural environment. Note the Pokémon character displayed on the road.

CASE REPORT

involved four passengers involved in a single vehicle rollover accident. Patient number 1, the driver of the pickup truck, was a 19-year-old male. Alert and oriented upon admission to the trauma center, he volunteered that while piloting the pickup truck he lost control at a speed of ~40 miles per hour. He reported that he was ‘hunting Pokémon’ while driving and got distracted when he found one ‘sitting across the road’ in his direct path. Seeing this, he attempted to ‘flick his Pokémon ball to capture the [aforementioned] Pokémon’ and lost control of the vehicle, rolling it and ejecting passengers 2, 3 and 4 from the bed of the pickup. Per reports from emergency personnel, the other passengers rolled the vehicle off of the patient. A CT scan of the head was identified a small focus of subarachnoid hemorrhage; however, there was no evidence of increased intracranial pressure and Glasgow coma scale of 15. An abdominal scan identified a 3.9 × 1.8 cm liver laceration involving the caudate lobe. Patient number 2 complained primarily of headache and back pain upon presentation. Per emergency personnel, he was found underneath the tire of the truck, which was on top of his left chest. The patient had two scalp lacerations and the remainder of his work up was negative. Patients 3 and 4 also had non-specific complaints of neck and lower back pain following pickup-bed ejection. Both had reported ‘blacking’ out, but after a thorough work up were fortunate enough to leave the unit with no injuries. a 58-year-old woman involved in a single motor vehicle accident, presented to the same trauma unit contemporaneously with the first case. She collided with a utility pole after swerving off the road to avoid hitting a pedestrian. She presented with severe pelvic pain and was found to have multiple pelvic fractures that were treated non-operatively. Scene reports from bystanders and Emergency Medical Services indicated that the aforementioned pedestrian (uninjured) was engaged in a game of Pokémon Go and had wandered into the middle of the street to catch a Pokémon, thereby precipitating the car versus pole collision.

DISCUSSION

Mobile entertainment applications such as Pokémon have the laudable ability to promote user engagement and increased physical activity [7]. Still other types of connected wearables have helped both consumers and clinicians dose activity much as we might dose a drug [8, 9]. Rapidly evolving technologies that overlay information on top of a natural environment can also likely be beneficial in a wide variety of environments [10]. However, there exists a sinister side to these types of connected devices as well. Entertainment apps may promote more sedentary behavior [11]. Mobile and mobile-augmented reality applications can promote distraction [12]. To our knowledge, these constitute among the first reports in the medical literature of an augmented reality application-related injury requiring acute intervention in a trauma center. We look forward to future works that can perhaps better characterize and classify the most common types of injuries that may ultimately result from increased use and adoption. We also look forward toward efforts in striking a happy balance between engagement, activity and distraction.
  10 in total

Review 1.  Promoting Daily Physical Activity by Means of Mobile Gaming: A Review of the State of the Art.

Authors:  Monique Tabak; Marit Dekker-van Weering; Hylke van Dijk; Miriam Vollenbroek-Hutten
Journal:  Games Health J       Date:  2015-09-23

2.  Novel wearable technology for assessing spontaneous daily physical activity and risk of falling in older adults with diabetes.

Authors:  Bijan Najafi; David G Armstrong; Jane Mohler
Journal:  J Diabetes Sci Technol       Date:  2013-09-01

3.  Participation in activities while distracted by mobile device use. Policy statement.

Authors: 
Journal:  Ann Emerg Med       Date:  2014-10-22       Impact factor: 5.721

4.  A heads-up display for diabetic limb salvage surgery: a view through the google looking glass.

Authors:  David G Armstrong; Timothy M Rankin; Nicholas A Giovinco; Joseph L Mills; Yoky Matsuoka
Journal:  J Diabetes Sci Technol       Date:  2014-05-18

5.  Differential impact of personality traits on distracted driving behaviors in teens and older adults.

Authors:  Morgan N Parr; Lesley A Ross; Benjamin McManus; Haley J Bishop; Shannon M O Wittig; Despina Stavrinos
Journal:  Accid Anal Prev       Date:  2016-04-04

6.  Injury prevention programs against distracted driving among students.

Authors:  Bellal Joseph; Ansab Haider; Ahmed Hassan; Narong Kulvatunyou; Sandeep Bains; Andrew Tang; Bardiya Zangbar; Terence OʼKeeffe; Gary Vercruysse; Lynn Gries; Peter Rhee
Journal:  J Trauma Acute Care Surg       Date:  2016-07       Impact factor: 3.313

7.  The association between states' texting regulations and the prevalence of texting while driving among U.S. high school students.

Authors:  Toni M Rudisill; Motao Zhu
Journal:  Ann Epidemiol       Date:  2015-09-28       Impact factor: 3.797

8.  Balance rehabilitation: promoting the role of virtual reality in patients with diabetic peripheral neuropathy.

Authors:  Gurtej S Grewal; Rashad Sayeed; Michael Schwenk; Manish Bharara; Robert Menzies; Talal K Talal; David G Armstrong; Bijan Najafi
Journal:  J Am Podiatr Med Assoc       Date:  2013 Nov-Dec

9.  Prevalence of texting while driving and other risky driving behaviors among young people in Ontario, Canada: Evidence from 2012 and 2014.

Authors:  Sean Tucker; Simon Pek; Jayne Morrish; Megan Ruf
Journal:  Accid Anal Prev       Date:  2015-09-10

10.  Body mass index, new modes of TV viewing and active video games.

Authors:  J Falbe; W C Willett; B Rosner; A E Field
Journal:  Pediatr Obes       Date:  2016-06-23       Impact factor: 4.000

  10 in total
  7 in total

Review 1.  Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change.

Authors:  Tom Baranowski; Elizabeth J Lyons
Journal:  Games Health J       Date:  2019-08-06

2.  Pokémon GO and psychological distress, physical complaints, and work performance among adult workers: a retrospective cohort study.

Authors:  Kazuhiro Watanabe; Norito Kawakami; Kotaro Imamura; Akiomi Inoue; Akihito Shimazu; Toru Yoshikawa; Hisanori Hiro; Yumi Asai; Yuko Odagiri; Etsuko Yoshikawa; Akizumi Tsutsumi
Journal:  Sci Rep       Date:  2017-09-07       Impact factor: 4.379

3.  Pokémon Go: cardiovascular benefit or injury risk?

Authors:  Pranev Sharma; Vassilios Vassiliou
Journal:  Oxf Med Case Reports       Date:  2016-10-28

4.  From urban planning and emergency training to Pokémon Go: applications of virtual reality GIS (VRGIS) and augmented reality GIS (ARGIS) in personal, public and environmental health.

Authors:  Maged N Kamel Boulos; Zhihan Lu; Paul Guerrero; Charlene Jennett; Anthony Steed
Journal:  Int J Health Geogr       Date:  2017-02-20       Impact factor: 3.918

5.  Gaming behaviour with Pokémon GO and physical activity: A preliminary study with medical students in Thailand.

Authors:  Apichai Wattanapisit; Udomsak Saengow; Chirk Jenn Ng; Sanhapan Thanamee; Nonthakorn Kaewruang
Journal:  PLoS One       Date:  2018-06-29       Impact factor: 3.240

6.  Step Counts of Middle-Aged and Elderly Adults for 10 Months Before and After the Release of Pokémon GO in Yokohama, Japan.

Authors:  Kimihiro Hino; Yasushi Asami; Jung Su Lee
Journal:  J Med Internet Res       Date:  2019-02-05       Impact factor: 5.428

7.  Monocular Presentation Attenuates Change Blindness During the Use of Augmented Reality.

Authors:  Akihiko Kitamura; Yasunori Kinosada; Kazumitsu Shinohara
Journal:  Front Psychol       Date:  2019-07-31
  7 in total

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