Literature DB >> 34202879

How Do Location-Based Augmented Reality Games Improve Physical and Mental Health? Evaluating the Meanings and Values of Pokémon Go Users' Experiences through the Means-End Chain Theory.

Gordon Chih-Ming Ku1, I-Wei Shang2, Meng-Fan Li2.   

Abstract

New technology has dramatically changed online games and blurred the boundary between active and passive activities. This study aims to explore the meanings and values of augmented reality online games by examining users' Pokémon Go experiences through the means-end chain theory. Using data from interviews with 34 Pokémon Go users, this study adopts the soft laddering method to identify Pokémon Go's potential attributes, consequences, and values, and to construct a hierarchical value map. The results indicated that Pokémon Go users pursue social relationships through play, and these relationships are triggered by the benefits of making new friends, maintaining current relationships with friends and family, and the attributes of prevalence, childhood memory, game design, and augmented reality. Subsequently, this study describes how Pokémon Go can be considered an active leisure activity because of its social, mental, and physical benefits and assesses the implications of its findings.

Entities:  

Keywords:  Pokémon Go; augmented reality; online games; social relationships; soft laddering method

Year:  2021        PMID: 34202879     DOI: 10.3390/healthcare9070794

Source DB:  PubMed          Journal:  Healthcare (Basel)        ISSN: 2227-9032


  13 in total

1.  Breaking the stereotype: the case of online gaming.

Authors:  Mark D Griffiths; Mark N O Davies; Darren Chappell
Journal:  Cyberpsychol Behav       Date:  2003-02

2.  Social activities, self-efficacy, game attitudes, and game addiction.

Authors:  Eui Jun Jeong; Doo Hwan Kim
Journal:  Cyberpsychol Behav Soc Netw       Date:  2010-11-10

3.  Psychological motives and online games addiction: a test of flow theory and humanistic needs theory for Taiwanese adolescents.

Authors:  Chin-Sheng Wan; Wen-Bin Chiou
Journal:  Cyberpsychol Behav       Date:  2006-06

4.  Beyond self-selection in video game play: an experimental examination of the consequences of massively multiplayer online role-playing game play.

Authors:  Joshua M Smyth
Journal:  Cyberpsychol Behav       Date:  2007-10

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

Review 6.  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

7.  New game software (Pokémon Go) may help youth with severe social withdrawal, hikikomori.

Authors:  Masaru Tateno; Norbert Skokauskas; Takahiro A Kato; Alan R Teo; Anthony P S Guerrero
Journal:  Psychiatry Res       Date:  2016-10-19       Impact factor: 3.222

8.  A mixed-methods investigation of successful aging among older women engaged in sports-based versus exercise-based leisure time physical activities.

Authors:  Kathryn Berlin; Tina Kruger; David B Klenosky
Journal:  J Women Aging       Date:  2016-12-29

9.  Problematic digital gaming behavior and its relation to the psychological, social and physical health of Finnish adolescents and young adults.

Authors:  Niko Männikkö; Joël Billieux; Maria Kääriäinen
Journal:  J Behav Addict       Date:  2015-12       Impact factor: 6.756

10.  Determinants of intention to play Pokémon Go.

Authors:  Mathupayas Thongmak
Journal:  Heliyon       Date:  2020-12-18
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