Literature DB >> 28883633

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

Kazuhiro Watanabe1,2, Norito Kawakami3, Kotaro Imamura1, Akiomi Inoue4, Akihito Shimazu5, Toru Yoshikawa6, Hisanori Hiro7, Yumi Asai1, Yuko Odagiri8, Etsuko Yoshikawa9, Akizumi Tsutsumi4.   

Abstract

The effects of Pokémon GO, a new mobile game application which utilizes augmented reality, on risky behavior and health have already been discussed in anecdotal evidence. However, there have been no studies about its effects on mental health. This study investigated the relationships between Pokémon GO and psychological distress from an existing workers' cohort in Japan. Online surveys were conducted to 3,915 full-time workers, at baseline (Nov 26, 2015-Feb 18, 2016) and at follow-up (Dec 1-4, 2016), using a self-report questionnaire. Pokémon GO players were defined as participants who had played Pokémon GO for one month or longer. Psychological distress was measured using validated scales. Of the completers, 246 (9.7%) had continued to play Pokémon GO. They were significantly younger than non-players. From the results of the general linear modeling, improvement in psychological distress was significantly greater among Pokémon GO players than among non-players (p = 0.025). Cohen's d for the difference in psychological distress was -0.20 (95% CI, -0.33, -0.07). Pokémon GO may be effective for improving psychological distress among workers. Although its effect size is small, the game could have positive effects on the mental health of the adult working population.

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Mesh:

Year:  2017        PMID: 28883633      PMCID: PMC5589944          DOI: 10.1038/s41598-017-11176-2

Source DB:  PubMed          Journal:  Sci Rep        ISSN: 2045-2322            Impact factor:   4.379


  32 in total

Review 1.  The costs of depression.

Authors:  Ronald C Kessler
Journal:  Psychiatr Clin North Am       Date:  2011-12-16

2.  Pokémon GO: Healthy or Harmful?

Authors:  Victoria R Wagner-Greene; Amy J Wotring; Thomas Castor; Jessica Kruger; Sarah Mortemore; Joseph A Dake
Journal:  Am J Public Health       Date:  2017-01       Impact factor: 9.308

Review 3.  Pokémon Go and augmented virtual reality games: a cautionary commentary for parents and pediatricians.

Authors:  Maeve Serino; Kyla Cordrey; Laura McLaughlin; Ruth L Milanaik
Journal:  Curr Opin Pediatr       Date:  2016-10       Impact factor: 2.856

4.  Margaret McCartney: Game on for Pokémon Go.

Authors:  Margaret McCartney
Journal:  BMJ       Date:  2016-08-09

Review 5.  Physical exercise intervention in depressive disorders: meta-analysis and systematic review.

Authors:  T Josefsson; M Lindwall; T Archer
Journal:  Scand J Med Sci Sports       Date:  2013-01-30       Impact factor: 4.221

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

Authors:  Bellal Joseph; David G Armstrong
Journal:  Oxf Med Case Reports       Date:  2016-10-05

7.  Pokémon Go and Exposure to Mosquito-Borne Diseases: How Not to Catch 'Em All.

Authors:  Rachel J Oidtman; Rebecca C Christofferson; Quirine A Ten Bosch; Guido Espana; Moritz U G Kraemer; Andrew Tatem; Christopher M Barker; T Alex Perkins
Journal:  PLoS Curr       Date:  2016-11-15

8.  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

Review 9.  Strengthening the Reporting of Observational Studies in Epidemiology (STROBE): explanation and elaboration.

Authors:  Jan P Vandenbroucke; Erik von Elm; Douglas G Altman; Peter C Gøtzsche; Cynthia D Mulrow; Stuart J Pocock; Charles Poole; James J Schlesselman; Matthias Egger
Journal:  PLoS Med       Date:  2007-10-16       Impact factor: 11.069

10.  Gotta catch'em all! Pokémon GO and physical activity among young adults: difference in differences study.

Authors:  Katherine B Howe; Christian Suharlim; Peter Ueda; Daniel Howe; Ichiro Kawachi; Eric B Rimm
Journal:  BMJ       Date:  2016-12-13
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  7 in total

1.  Smartphone and video game use and perceived effects in a community mental health service.

Authors:  Roberta Rowntree; Larkin Feeney
Journal:  Ir J Med Sci       Date:  2019-04-17       Impact factor: 1.568

Review 2.  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

3.  Pokémon GO! GO! GO! The impact of Pokémon GO on physical activity and related health outcomes.

Authors:  Yaoyue Li; Yuanchen Liu; Lei Ye; Jie Sun; Jianrong Zhang
Journal:  Mhealth       Date:  2021-07-20

Review 4.  Effects of Pokémon GO on Physical Activity and Psychological and Social Outcomes: A Systematic Review.

Authors:  Jung Eun Lee; Nan Zeng; Yoonsin Oh; Daehyoung Lee; Zan Gao
Journal:  J Clin Med       Date:  2021-04-25       Impact factor: 4.241

5.  On the Determinants and Outcomes of Passion for Playing Pokémon Go.

Authors:  Gábor Orosz; Ágnes Zsila; Robert J Vallerand; Beáta Böthe
Journal:  Front Psychol       Date:  2018-03-15

6.  Effects of mixed reality head-mounted glasses during 90 minutes of mental and manual tasks on cognitive and physiological functions.

Authors:  Carole Cometti; Christos Païzis; Audrey Casteleira; Guillaume Pons; Nicolas Babault
Journal:  PeerJ       Date:  2018-11-06       Impact factor: 2.984

7.  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 in total

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