| Literature DB >> 28381393 |
Peter Rasche1, Anna Schlomann2, Alexander Mertens1.
Abstract
BACKGROUND: Poor physical activity is one of the major health care problems in Western civilizations. Various digital gadgets aiming to increase physical activity, such as activity trackers or fitness apps, have been introduced over recent years. The newest products are serious games that incorporate real-life physical activity into their game concept. Recent studies have shown that such games increase the physical activity of their users over the short term.Entities:
Keywords: Pokémon Go; cell phones; games; mobile apps; recreational
Year: 2017 PMID: 28381393 PMCID: PMC5399220 DOI: 10.2196/games.7197
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Participant demographics by user group.
| Demography | Participants: Pokémon Go users | |||
| Active | Former | Non | ||
| Minimum | 19 | 15 | 15 | |
| Maximum | 60 | 66 | 85 | |
| Mean (SD) | 34.9 (9.8) | 25.6 (8.4) | 38.8 (19.6) | |
| Male | 54 | 34 | 32 | |
| Female | 27 | 22 | 30 | |
| School pupil | 0 | 3 | 3 | |
| Low level | 4 | 0 | 0 | |
| Average level | 16 | 1 | 6 | |
| High level | 55 | 51 | 51 | |
| Other | 6 | 1 | 2 | |
| Urban area | 59 | 47 | 52 | |
| Rural area | 22 | 9 | 10 | |
| Partner | 22 | 19 | 15 | |
| Family | 39 | 15 | 24 | |
| Shared flat | 8 | 14 | 4 | |
| Single | 13 | 9 | 17 | |
| Duration of use (in months), | 3.9 (0.8) | 1.6 (1.3) | -a | |
| Level, | 27.0 (3.9) | 14.9 (7.1) | -a | |
aNo data available for nonusers.
Figure 1Self-evaluation on how often physical activity is performed.
Figure 2Subjective impression of whether Pokémon Go influenced users’ interest in performing physical activity.
Figure 3Subjective impression of whether more physical activity was performed than usual due to playing Pokémon Go.
Motivation to start playing Pokémon Go (multiple answers allowed).
| Motivation to start playing | Pokémon Go users | Significance | ||
| Active (n=81) | Former (n=56) | |||
| Mean of number of reasons (SD) | 1.9 (1.1) | 2.0 (1.1) | .60 | |
| Curiosity, n (%) | 55 (68) | 36 (64) | χ21=0.2 | .66 |
| Being a Pokémon fan, n (%) | 32 (40) | 21 (38) | χ21=0.1 | .81 |
| Media reports, n (%) | 23 (28) | 15 (27) | χ21=0.0 | .83 |
| Reports from friends, n (%) | 22 (27) | 22 (39) | χ21=2.2 | .13 |
| Everybody around me plays it, n (%) | 11 (14) | 5 (9) | χ21=0.7 | .41 |
| Being fascinated by the augmented reality function, n (%) | 5 (6) | 11 (20) | χ21=5.8 | .02 |
| Combining fun and physical activitya, n (%) | 3 (4) | 0 (0) | χ21=2.1 | .15 |
| Game for travelinga, n (%) | 2 (3) | 0 (0) | χ21=1.4 | .24 |
| Nostalgiaa, n (%) | 1 (1) | 2 (4) | χ21=0.8 | .36 |
aAnswers to open-ended questions; coded for analysis.
Motivation to continue playing the game (multiple answers allowed).
| Motivation to continue playing | Pokémon Go users | Significance | ||||
| Active (n=81) | Former (n=56) | |||||
| Mean of number of reasons (SD) | 1.1 (0.8) | 0.5 (0.7) | <.001 | |||
| Completing the Pokédexa, n (%) | 33 (41) | 1 (2) | χ21=26.9 | <.001 | ||
| Fun or curiosity or recreationa, n (%) | 12 (15) | 3 (4) | χ21=4.6 | .03 | ||
| Finding new or rare Pokémona, n (%) | 9 (11) | 4 (7) | χ21=0.6 | .44 | ||
| Catching strong Pokémon or being the besta, n (%) | 8 (10) | 10 (18) | χ21=1.9 | .17 | ||
| Joint activities with family and friendsa, n (%) | 5 (6) | 3 (5) | χ21=0.0 | .84 | ||
| Being active or outsidea, n (%) | 5 (6) | 2 (4) | χ21=0.5 | .50 | ||
| Updates or new generationsa, n (%) | 4 (5) | 0 (0) | χ21=2.9 | .09 | ||
| Higher levelsa, n (%) | 3 (4) | 1 (2) | χ21=0.4 | .51 | ||
| Incubating eggsa, n (%) | 2 (3) | 1 (2) | χ21=0.1 | .79 | ||
| Fighting in arenasa, n (%) | 2 (3) | 0 (0) | χ21=1.4 | .24 | ||
| Nostalgiaa, n (%) | 2 (3) | 0 (0) | χ21=1.4 | .24 | ||
aAnswers to open-ended questions; coded for analysis.
Missing functions in Pokémon Go (multiple answers allowed).
| Missing functions | Pokémon Go users | Significance | ||||
| Active (n=81) | Former (n=56) | |||||
| Mean of number of functions (SD) | 2.8 (1.6) | 2.8 (1.5) | .93 | |||
| No missing functions, n (%) | 3 (4) | 2 (4) | χ21=0.0 | .97 | ||
| More Pokémon in my neighborhood, n (%) | 47 (58) | 35 (63) | χ21=0.3 | .60 | ||
| Exchanging Pokémon, n (%) | 45 (56) | 42 (75) | χ21=5.4 | .02 | ||
| Direct fights against others, n (%) | 44 (54) | 38 (68) | χ21=2.5 | .11 | ||
| More Pokéstops, n (%) | 36 (44) | 12 (21) | χ21=7.7 | .01 | ||
| More updates, n (%) | 31 (38) | 14 (25) | χ21=2.6 | .10 | ||
| More arenas, n (%) | 21 (26) | 6 (11) | χ21=4.8 | .03 | ||
| Better augmented reality, n (%) | 2 (3) | 8 (14) | χ21=6.8 | .01 | ||
Participants’ personality dimensions by user group.
| Big five dimensions | Pokémon Go users | ||
| Active | Former | Non | |
| Extraversion (points) | 3.2 ( 1.0) | 3.5 (1.0) | 3.4 (1.0) |
| Agreeableness (points) | 2.9 (0.8) | 3.0 (0.7) | 3.1 (0.8) |
| Conscientiousness (points) | 3.4 (0.8) | 3.4 (1.0) | 3.7 (1.0) |
| Neuroticism (points) | 2.8 (1.0) | 3.0 (1.0) | 2.7 (0.8) |
| Openness (points) | 3.5 (1.0) | 3.5 (1.1) | 3.5 (1.0) |