Literature DB >> 31386564

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

Tom Baranowski1, Elizabeth J Lyons2.   

Abstract

Pokémon Go™ (PG) is a mobile videogame that requires real-world walking to "catch" augmented reality (AR) virtual creatures. Media attention speculated that extensive physical activity (PA) could result from PG play, which could have public health benefit. Little is known about contextual factors related to PG play and how they may impact play initiation or duration. A systematic search of articles reporting the words PG was conducted with PubMed and Google Scholar. To understand the many possible influences on and outcomes of PG play, a scoping review was conducted by employing a conceptual model to organize the literature. Although large numbers of people started playing PG, these were a relatively small proportion of the relevant populations, but PG may have activated some of those most in need of PA. Diverse factors predicted who initiated PG play, but they tended to emphasize anticipated fun, escapism, nostalgia, social ties, and desire for PA. Environmental factors (e.g., unavailable GPS signals, trespassing laws) limited PG play for some. Diverse factors predicted duration of gameplay, but fun appeared to be prominent. The level of increases in PA from PG among youth and young adults appeared to be small or undetected, and of a relatively short duration (<2 months). Among older adults, however, there were modest increases in PA for up to 7 months post-release. This intensity and duration of increased PA appears to be inadequate to stem the epidemic of obesity but may have mental and social health benefits. Although many adverse outcomes from playing PG were reported, these appear to be low incidence, which should primarily influence PG players to knowingly exercise caution. Many research issues were identified to specify who might play AR games and effective strategies to enhance game design to increase PA.

Entities:  

Keywords:  Augmented reality; Games; Physical activity; Review

Mesh:

Year:  2019        PMID: 31386564      PMCID: PMC7194320          DOI: 10.1089/g4h.2019.0034

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  95 in total

1.  Motives Matter: Motives for Playing Pokémon Go and Implications for Well-Being.

Authors:  Chia-Chen Yang; Dong Liu
Journal:  Cyberpsychol Behav Soc Netw       Date:  2017-01

2.  Augmented Reality: Poised for Impact.

Authors:  Mark D Wiederhold
Journal:  Cyberpsychol Behav Soc Netw       Date:  2019-02

3.  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

4.  Pokémon Go: digital health interventions to reduce cardiovascular risk.

Authors:  Chayakrit Krittanawong; Mehmet Aydar; Takeshi Kitai
Journal:  Cardiol Young       Date:  2017-04-17       Impact factor: 1.093

5.  Pokémon GO May Increase Physical Activity and Decrease Sedentary Behaviors.

Authors:  Claudio R Nigg; Desiree Joi Mateo; Jiyoung An
Journal:  Am J Public Health       Date:  2016-11-17       Impact factor: 9.308

6.  Pokémon GO: snake oil or miracle cure for physical inactivity?

Authors:  Jean-Philippe Chaput; Allana G LeBlanc
Journal:  Ann Transl Med       Date:  2017-05

Review 7.  Videogame-Related Illness and Injury: A Review of the Literature and Predictions for Pokémon GO!

Authors:  Ali Pourmand; Kevin Lombardi; Evan Kuhl; Francis O'Connell
Journal:  Games Health J       Date:  2017-01-30

Review 8.  A scoping review of scoping reviews: advancing the approach and enhancing the consistency.

Authors:  Mai T Pham; Andrijana Rajić; Judy D Greig; Jan M Sargeant; Andrew Papadopoulos; Scott A McEwen
Journal:  Res Synth Methods       Date:  2014-07-24       Impact factor: 5.273

Review 9.  Going Forward with Pokemon Go.

Authors:  Yvette Chong; Dean Krishen Sethi; Charmaine Hui Yun Loh; Fatimah Lateef
Journal:  J Emerg Trauma Shock       Date:  2018 Oct-Dec

10.  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

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2.  An IoT-Enabled Platform for the Assessment of Physical and Mental Activities Utilizing Augmented Reality Exergaming.

Authors:  Dionysios Koulouris; Andreas Menychtas; Ilias Maglogiannis
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