| Literature DB >> 29066423 |
Oriol Marquet1, Claudia Alberico1, Deepti Adlakha2, J Aaron Hipp1.
Abstract
BACKGROUND: Pokémon GO is the most played augmented reality game in history. With more than 44 million players at the peak of its popularity, the game has sparked interest on its effects on the young population's health.Entities:
Keywords: Pokémon GO; excercise; exergames; games, recreational; gaming outcomes; motivation; physical activity
Year: 2017 PMID: 29066423 PMCID: PMC5676026 DOI: 10.2196/games.8048
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Analysis loadings and summary for factors encouraging people to play Pokémon GOa.
| Why did you start playing Pokémon GO? | Factor | ||||||
| 1. Pokémon and video game fans | 2. Physical activity seekers | 3. Curious & social | |||||
| For exercise | .716 | ||||||
| To walk more | .872 | ||||||
| I was curious about the technology | .575 | ||||||
| I was curious about people playing | .589 | ||||||
| To learn about my city | .755 | ||||||
| I’m a Pokémon fan | .822 | ||||||
| I like video games | .599 | ||||||
| To meet new people | .754 | ||||||
| I was encouraged by others | .680 | ||||||
| Eigenvalue | 8.6% | 15.5% | 35.3% | ||||
| Initial eigenvalue | 1.12 | 1.82 | 3.54 | ||||
| Percentage of varianceb | 12.4% | 20.3% | 39.2% | ||||
aOnly loadings >0.40 are shown. Keiser-Meyer-Olkin=.682; Bartlett <0.001.
bCumulative percentage of variance captured by factors = 60.5%.
Demographic characteristics and play averages per group of factors.
| Characteristics | All | Factor | Chi-square test | ||||||||||||
| 1. Pokémon and | 2. Physical activity | 3. Curious & social | |||||||||||||
| 1.243 | .54 | ||||||||||||||
| Female | 23 (49%) | 11 (42%) | 4 (50%) | 8 (62%) | |||||||||||
| Male | 24 (51%) | 16 (57%) | 4 (50%) | 5 (39%) | |||||||||||
| 1.244 | .54 | ||||||||||||||
| White | 33 (70%) | 18 (69%) | 5 (63%) | 10 (77%) | |||||||||||
| Asian | 10 (21%) | 8 (31%) | 0 (0%) | 2 (15%) | |||||||||||
| Other | 4 (9%) | 0 (0%) | 3 (38%) | 1 (8%) | |||||||||||
| 2.985 | .56 | ||||||||||||||
| Freshman | 21 (45%) | 13 (50%) | 4 (50%) | 5 (39%) | |||||||||||
| Sophomore | 14 (30%) | 7 (27%) | 4 (50%) | 4 (31%) | |||||||||||
| Junior or Senior | 12 (26%) | 6 (23%) | 0 (0%) | 4 (31%) | |||||||||||
| Age (years), mean (SD) | 19.5 (2.1) | 19.3 (1.6) | 19.0 (1.1) | 20.1 (3.3) | 0.77 | .47 | |||||||||
| Energy expenditure (kcal/week)a, mean (SD) | 3283.5 (1968.9) | 2850.3 (1753.2) | 4120.1 (1947.1) | 3830.5 (2291.8) | 1.78 | .18 | |||||||||
| Play/week (minutes), median (IQRb) | 154 (250) | 120 (520) | 59 (396) | 120 (530) | 1.03 | 0.37 | |||||||||
| Play/week (days), median (IQR) | 5 (3) | 5 (4.5) | 3 (2) | 6 (4) | 0.22 | .80 | |||||||||
| Playing experience (days)c, median (IQR) | 122 (11) | 122 (44) | 100 (59.3) | 123 (11) | 11.674 | <.001 | |||||||||
aEnergy expenditure estimated by transforming metabolic equivalent tasks (METs) into kilocalories, where 1 MET=1 kcal/kg/h [25].
bIQR: interquartile range.
cSelf-reported number of days playing Pokémon GO at the start of the study.
Enjoyment elements and threats encountered per group of factors.
| Questions | All | 1. Pokémon and | 2. Physical activity | 3. Curious & social | Chi-square test | |||||||||
| n (%) | n (%) | n (%) | n (%) | χ2 | ||||||||||
| Catching Pokémon | 42 (89%) | 24 (92%) | 7 (88%) | 11 (85%) | 0.9 | .64 | ||||||||
| Battling | 22 (47%) | 9 (35%) | 1 (13%) | 12 (92%) | 15 | <.001 | ||||||||
| Playing with friends | 33 (70%) | 18 (69%) | 4 (50%) | 11 (85%) | 2.5 | .28 | ||||||||
| Being outdoors | 26 (55%) | 12 (46%) | 4 (50%) | 5 | 10 (77%) | 0.0 | .98 | |||||||
| Discovering new places | 25 (53%) | 9 (35%) | 4 (50%) | 12 (92%) | 11.5 | .003 | ||||||||
| Meeting new people | 9 (19%) | 1 (4%) | 0 (0%) | 8 (62%) | 20.9 | <.001 | ||||||||
| Traffic | 16 (34%) | 8 (31%) | 5 (63%) | 3 (23%) | 3.59 | .17 | ||||||||
| Poor walking conditions | 14 (30%) | 7 (27%) | 4 (50%) | 3 (23%) | 4.1 | .11 | ||||||||
| None | 24 (51%) | 15 (58%) | 1 (13%) | 8 (62%) | 3.7 | .15 | ||||||||
aDichotomized results of multiple-choice answers.
Outcome perceptions and spatial awareness per group of factors.
| Questions | All | 1. Pokémon and | 2. Physical activity | 3. Curious & social | Analysis of | ||||||||||
| Mean (SD) | Mean (SD) | Mean (SD) | Mean (SD) | ||||||||||||
| Helped you be more physically active | 2.89 (0.67) | 2.86 (0.76) | 2.67 (0.52) | 3.08 (0.49) | 0.875 | .42 | |||||||||
| Improved your mood | 3.04 (0.589) | 3.07 (0.54) | 2.5 (.84) | 3.23 (0.44) | 3.623 | .04 | |||||||||
| Improved your social interactions | 2.23 (0.91) | 1.96 (0.88) | 2.0 (0.89) | 2.92 (0.64) | 6.285 | .004 | |||||||||
| Neighborhood | 2.19 (1.08) | 1.89 (0.96) | 2.33 (1.21) | 2.77 (1.09) | 3.304 | .046 | |||||||||
| Public space | 2.77 (1.07) | 2.54 (1.2) | 2.83 (1.17) | 3.23 (0.44) | 1.976 | .15 | |||||||||
| Facilities | 2.145 (1.02) | 1.86 (1.11) | 2.17 (0.75) | 2.77 0.60) | 4.006 | .03 | |||||||||
aAnswers were scored on a 4-point Likert scale: 1=not at all; 2=very little; 3=somewhat; 4=to a great extent.
Figure 1Daily steps measured at 10:00 PM on playing and nonplaying weekdays. Error bars indicate SD.