| Literature DB >> 28512111 |
Ying Xian1,2, Hanzhang Xu3, Haolin Xu4, Li Liang4, Adrian F Hernandez4, Tracy Y Wang4, Eric D Peterson4.
Abstract
BACKGROUND: Pokémon GO is a location-based augmented reality game. Using GPS and the camera on a smartphone, the game requires players to travel in real world to capture animated creatures, called Pokémon. We examined the impact of Pokémon GO on physical activity (PA). METHODS ANDEntities:
Keywords: exercise; mobile games; physical exercise
Mesh:
Year: 2017 PMID: 28512111 PMCID: PMC5524088 DOI: 10.1161/JAHA.116.005341
Source DB: PubMed Journal: J Am Heart Assoc ISSN: 2047-9980 Impact factor: 5.501
Figure 1Examples of Pokémon GO trainer profile and step count automatically recorded by the iPhone Health app. Image from Pokémon GO used with permission from Niantic, Inc.
Baseline Characteristics of Study Participants
| Characteristics | Total (N=167) |
|---|---|
| Age, median (IQR), y | 25 (21–29) |
| Women, No. (%) | 80 (47.9) |
| Body mass index, median (IQR), kg/m2 | 23.4 (20.5–25.6) |
| Student, No. (%) | 90 (53.9) |
| Location, No. (%) | |
| North America | 146 (87.4) |
| Europe | 15 (9.0) |
| Australia | 4 (2.4) |
| Asia | 1 (0.6) |
| South America | 1 (0.6) |
| Took a vacation during the study period, No. (%) | 57 (34.1) |
| Took exams during the study period, No. (%) | 6 (7.2) |
| Carry iPhone when not playing Pokémon GO | |
| In hand | 28 (16.7) |
| On a belt holster | 1 (0.6) |
| In pocket | 115 (68.9) |
| On the table | 29 (17.4) |
| Other | 17 (10.2) |
| Used wearable devices, No. (%) | 34 (20.4) |
| Self‐reported time playing Pokémon GO per day, median (IQR), h | 2.0 (1.0–2.5) |
| Self‐reported changes in physical activity after playing Pokémon GO, No. (%) | |
| Much higher | 20 (20.0) |
| Moderately higher | 52 (31.1) |
| Slightly higher | 71 (42.5) |
| About the same | 24 (14.4) |
| Slightly lower | 0 (0) |
| Moderately lower | 0 (0) |
| Much lower | 0 (0) |
| Played Pokémon GO in a moving vehicle | |
| Always | 7 (4.2) |
| Most of the time | 29 (17.4) |
| About half the time | 32 (19.2) |
| Sometimes | 85 (50.9) |
| Never | 14 (8.4) |
| Played Pokémon GO when cycling | |
| Always | 7 (4.2) |
| Most of the time | 12 (7.2) |
| About half the time | 7 (4.2) |
| Sometimes | 19 (11.4) |
| Never | 122 (73.1) |
IQR indicates interquartile range.
Individual could choose more than one option.
Figure 2Average steps per day before and after playing Pokémon GO. IQR indicates interquartile range.
Figure 3Relationship between Pokémon GO “XP” (a measure of game progression) and changes in step count per day after playing Pokémon GO.* *The figure excluded 2 observations ≤1st percentiles and 2 observations ≥99th percentiles.
Figure 4Sensitivity and subgroup analyses.