Literature DB >> 33922978

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

Jung Eun Lee1, Nan Zeng2, Yoonsin Oh3, Daehyoung Lee1, Zan Gao4.   

Abstract

Augmented reality (AR) mobile game, Pokémon GO, leverages gamification and location tracking technology to encourage players to walk in different places to catch Pokémon characters in real-world settings. The systematic review sought to explore the impact Pokémon GO has on players' physical activity (PA), and psychological and social outcomes. Six research databases (PubMed, SPORTDiscus, PsycInfo, Web of Science, Science Direct, and Scopus) were used. Study inclusion criteria were: (1) quantitative research published in English; (2) examined the relationships between or impact of Pokémon GO on PA, psychological, and/or social outcomes; and (3) included participants played or exposed to Pokémon GO. Thirty-six studies were included with a total sample of 38,724 participants. Players had significantly greater PA than non-players in terms of daily steps and number of days spent in moderate PA. Pokémon GO game also improved players' social interactions and their mood/affects. Selective attention and concentration improved in adolescents and memory improved in young adults after playing the game. Findings suggest playing Pokémon GO could promote meaningful improvements in walking behavior, as well as psychological and social well-being. More multidimensional research with randomized controlled trial design is needed to identify factors that influence adoption and sustainability of Pokémon GO playing.

Entities:  

Keywords:  augmented reality games; augmented virtual reality; mobile augmented games; psychological wellbeing; social interaction

Year:  2021        PMID: 33922978     DOI: 10.3390/jcm10091860

Source DB:  PubMed          Journal:  J Clin Med        ISSN: 2077-0383            Impact factor:   4.241


  34 in total

1.  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

2.  The Physical Activity Patterns of Greenway Users Playing Pokémon Go: A Natural Experiment.

Authors:  Colby Beach; Gabrielle Billstrom; Elizabeth T Anderson Steeves; Jennifer I Flynn; Jeremy A Steeves
Journal:  Games Health J       Date:  2018-09-27

3.  "Pokémon Go!" May Promote Walking, Discourage Sedentary Behavior in College Students.

Authors:  Jacob E Barkley; Andrew Lepp; Ellen L Glickman
Journal:  Games Health J       Date:  2017-06

4.  A Pilot Study of Pokémon Go and Players' Physical Activity.

Authors:  Wei Liu; Arika Ligmann-Zielinska
Journal:  Games Health J       Date:  2017-08-30

5.  Group dynamics motivation to increase exercise intensity with a virtual partner.

Authors:  Stephen Samendinger; Christopher R Hill; Norbert L Kerr; Brian Winn; Alison Ede; James M Pivarnik; Lori Ploutz-Snyder; Deborah L Feltz
Journal:  J Sport Health Sci       Date:  2018-08-23       Impact factor: 7.179

6.  Can Smartphone Apps Increase Physical Activity? Systematic Review and Meta-Analysis.

Authors:  Amelia Romeo; Sarah Edney; Ronald Plotnikoff; Rachel Curtis; Jillian Ryan; Ilea Sanders; Alyson Crozier; Carol Maher
Journal:  J Med Internet Res       Date:  2019-03-19       Impact factor: 5.428

7.  Go ta catch 'em al or not enough time: Users motivations for playing Pokémon Go™ and non-users' reasons for not installing.

Authors:  David Robert Broom; Ka Yiu Lee; Michael Huen Sum Lam; Stuart William Flint
Journal:  Health Psychol Res       Date:  2019-03-11

8.  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

9.  Pokémon GO Within the Context of Family Health: Retrospective Study.

Authors:  Lisa K Militello; Nathan Hanna; Claudio R Nigg
Journal:  JMIR Pediatr Parent       Date:  2018-10-03

Review 10.  A systematic review of active video games on rehabilitative outcomes among older patients.

Authors:  Nan Zeng; Zachary Pope; Jung Eun Lee; Zan Gao
Journal:  J Sport Health Sci       Date:  2016-12-05       Impact factor: 7.179

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  5 in total

1.  A virtual reality-based mind-body approach to downregulate psychophysiological arousal in adolescent insomnia.

Authors:  Massimiliano de Zambotti; Dilara Yuksel; Orsolya Kiss; Giacinto Barresi; Nicole Arra; Laila Volpe; Christopher King; Fiona C Baker
Journal:  Digit Health       Date:  2022-06-15

Review 2.  Improving the Health of Emerging Adult Gamers-A Scoping Review of Influences.

Authors:  David Micallef; Lukas Parker; Linda Brennan; Bruno Schivinski; Michaela Jackson
Journal:  Nutrients       Date:  2022-05-26       Impact factor: 6.706

3.  Can the Development of Religious and Cultural Tourism Build a Sustainable and Friendly Life and Leisure Environment for the Elderly and Promote Physical and Mental Health?

Authors:  Hsiao-Hsien Lin; Ko-Hsin Chang; Chih-Hung Tseng; Yueh-Shiu Lee; Chih-Hsiang Hung
Journal:  Int J Environ Res Public Health       Date:  2021-11-15       Impact factor: 3.390

4.  Promoting Physical Activity and Reducing Sedentary Behavior to Prevent Chronic Diseases during the COVID Pandemic and Beyond.

Authors:  Zan Gao; Jung Eun Lee
Journal:  J Clin Med       Date:  2022-08-10       Impact factor: 4.964

5.  Device-measured sedentary time in Norwegian children and adolescents in the era of ubiquitous internet access: secular changes between 2005, 2011 and 2018.

Authors:  Knut Eirik Dalene; Elin Kolle; Jostein Steene-Johannessen; Bjørge H Hansen; Ulf Ekelund; May Grydeland; Sigmund Alfred Anderssen; Jakob Tarp
Journal:  Int J Epidemiol       Date:  2022-10-13       Impact factor: 9.685

  5 in total

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