Literature DB >> 33284781

COVID-19 as 'Game changer': Use and impact of augmented reality games on physical activity and mental well-being during the pandemic.

Louise Ellis1,2, Matthew Lee3, Kiran Ijaz4, James Smith1, Jeffrey Braithwaite1,2, Kathleen Yin4.   

Abstract

BACKGROUND: Location-based augmented reality (AR) games, such as Pokémon GO (PGO) and Harry Potter: Wizards Unite (HPWU), are shown to have beneficial impacts on physical activity, social connectedness, and mental-health for their players. In March 2020, global social distancing measures related to COVID-19 prompted the AR games developer Niantic to implement several changes to ensure continued player engagement with PGO and HPWU. We sought to examine how physical and mental well-being of PGO and HPWU players were affected during the unprecedented COVID-19 restriction period, as well as how video game engagement was affected.
OBJECTIVE: (1) To examine the impact of COVID-19 social restrictions on the physical and mental well-being of AR game players; (2) to examine the impact of COVID-19 social restrictions on usage of video games and motivations for use; and (3) to explore the potential role of AR games (and video games in general) in supporting well-being during COVID-19 social restrictions.
METHODS: A mixed-method, online, self-reported survey was conducted in May 2020, during which COVID-19 social restrictions were enforced in many countries. Participants were recruited online via four subreddit forums dedicated to PGO or HPWU. Data collected contained quantitative data on demographics, time spent playing video games, physical activity, and mental health, as well as qualitative data on motivations to play and video game impact on mental health during COVID-19 restrictions.
RESULTS: We report results for 2,004 participants (58.8% male, average age=30.5 years). Self-reported physical activity during COVID-19 social restrictions significantly decreased from 7.50 hours per week on average (SD=11.12) to 6.50 (SD=7.81) (p<.001). Over half of the participants reported poor mental health (n=925/1766, 52.4%; WHO-Five Well-Being Index (WHO-5<13)). Being female, younger age, and reduced exercise were significant predictors of poor mental health. Participants reported a significant increase in video game play from 16.38 hours per week on average (SD=19.12) to 20.82 (SD=17.49) (p<.001). Three in four participants (n=1102/1427, 77.2%) reported that playing video games had been beneficial to their mental health. The changes made to PGO and HPWU were very well received by players, and players continued to use these games while exercising and to maintain social connection. In addition to providing an escape during the pandemic and as a form of entertainment, participants reported that they also used video games for emotional coping, to lower stress, relax, and alleviate mental health conditions.
CONCLUSIONS: AR games have the potential to promote physical and mental-health during the COVID-19 pandemic. Used by populations under isolation and distress, such games can potentially improve physical and mental health by providing virtual socialization, sustained exercise, temporal routine, and mental structure. Further research is needed to explore the potential of AR games as digital behavioral interventions to maintain human wellbeing in the wider population.

Entities:  

Year:  2020        PMID: 33284781     DOI: 10.2196/25117

Source DB:  PubMed          Journal:  J Med Internet Res        ISSN: 1438-8871            Impact factor:   5.428


  13 in total

1.  School Nurses' Perceptions About Student's Wellbeing During the Covid-19 Pandemic in Sweden.

Authors:  Eva Martinsson; Pernilla Garmy; Eva-Lena Einberg
Journal:  J Sch Nurs       Date:  2022-07-12       Impact factor: 2.361

2.  Perceived barriers to physical activity during the 2nd lockdown in a northeastern state of Brazil.

Authors:  Evanice Avelino de Souza; Felipe Rocha Alves; Josana Nunes Façanha; Michele Gonçalves Romcy Torres
Journal:  Sport Sci Health       Date:  2021-09-02

Review 3.  How can the potential harms of loot boxes be minimised?: Proposals for understanding and addressing issues at a national level.

Authors:  Joseph Macey; Mikko Cantell; Tommi Tossavainen; Antti Karjala; Sari Castrén
Journal:  J Behav Addict       Date:  2022-04-20       Impact factor: 7.772

4.  Effectiveness of Interactive Tools in Online Health Care Communities: Social Exchange Theory Perspective.

Authors:  Dixuan Ren; Baolong Ma
Journal:  J Med Internet Res       Date:  2021-03-12       Impact factor: 5.428

5.  Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games.

Authors:  Hana Hanifah; Yuko Ito; Daryl Patrick Gamboa Yao; Natsuka Suyama; Kaoru Inoue
Journal:  Occup Ther Int       Date:  2022-01-25       Impact factor: 1.448

6.  A longitudinal comparison of college student mental health under the COVID-19 self-restraint policy in Japan.

Authors:  Yuki Shiratori; Takafumi Ogawa; Miho Ota; Noriko Sodeyama; Tohru Sakamoto; Tetsuaki Arai; Hirokazu Tachikawa
Journal:  J Affect Disord Rep       Date:  2022-02-10

Review 7.  Augmented Reality Games and Presence: A Systematic Review.

Authors:  Anabela Marto; Alexandrino Gonçalves
Journal:  J Imaging       Date:  2022-03-29

8.  Animal Crossing and COVID-19: A Qualitative Study Examining How Video Games Satisfy Basic Psychological Needs During the Pandemic.

Authors:  Andrew Z H Yee; Jeremy R H Sng
Journal:  Front Psychol       Date:  2022-04-01

9.  The Impact of Pandemic-Related Life Stress on Internet Gaming: Social Cynicism and Gaming Motivation as Serial Mediators.

Authors:  Elsie Yan; Rong-Wei Sun; Anise M S Wu; Daniel W L Lai; Vincent W P Lee
Journal:  Int J Environ Res Public Health       Date:  2022-07-07       Impact factor: 4.614

Review 10.  Problematic Use of Alcohol and Online Gaming as Coping Strategies During the COVID-19 Pandemic: A Mini Review.

Authors:  Shijie Xu; Minkyung Park; Ung Gu Kang; Jung-Seok Choi; Ja Wook Koo
Journal:  Front Psychiatry       Date:  2021-06-14       Impact factor: 4.157

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.