| Literature DB >> 35873213 |
Tanja S H Wingenbach1,2,3, Yossi Zana4.
Abstract
Pokemon Go (PoGo) is a social mobile game requiring both physical activity and social interaction, and previous research has reported positive effects of PoGo on physical health. However, little research has been conducted on the effects of PoGo on social functioning and life satisfaction, which are important factors for good mental health. The current study investigated the effects of PoGo on life satisfaction and social functioning in participants with and without self-reported diagnoses of mental disorders. Participants were 434 current PoGo players aged 18-69 of diverse genders and nationalities, with a subsample (N = 138) self-reporting diagnoses of various mental disorders with impairments in social functioning. Participants provided retrospective and current self-report measures about their PoGo use, life satisfaction, social functioning (sociality and social ability) and clinical symptom severity. Results showed higher self-reported social functioning and life satisfaction since playing PoGo compared to the time period before playing, which involved a shift from negative to positive ratings. The increases in self-reported life satisfaction and sociality (but not social ability) were more pronounced for the clinical compared to the non-clinical subsample. Results also showed the effect of the social ability change on the life satisfaction change was mediated by the sociality change and moderated by the number of daily in-person player interactions (including strangers). The findings here, using subjective judgements, show that PoGo motivates social interactions and increases life satisfaction, demonstrating that social mobile gaming provides an easy to implement tool to subjectively improve social functioning. This has important implications for populations with social difficulties and reduced social motivation.Entities:
Keywords: Pokemon Go; gaming; life satisfaction; lifestyle; mental disorders; social interaction; well-being
Year: 2022 PMID: 35873213 PMCID: PMC9304577 DOI: 10.3389/fspor.2022.903848
Source DB: PubMed Journal: Front Sports Act Living ISSN: 2624-9367
Self-reported formal diagnoses of a mental disorder.
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| Depression | 57 |
| Anxiety | 26 |
| Attention deficit (hyperactivity) disorder | 21 |
| Autism spectrum disorder | 11 |
| Obsessive compulsive disorder | 5 |
| Bipolar disorder | 4 |
| Borderline personality disorder | 4 |
| Panic disorder | 4 |
| Post-traumatic stress disorder | 4 |
| Generalised anxiety disorder | 3 |
| Social phobia | 3 |
| Trauma | 1 |
| Dissociative disorder | 1 |
| Burnout | 1 |
| Insomnia | 1 |
| Dyslexia | 1 |
| Linguistic disorder | 1 |
| Binge eating | 1 |
Some participants reported multiple diagnoses of mental disorders.
Figure 1Ratings of perceived life satisfaction, social ability, and sociality. The ratings for the time period before playing PoGo (pre-PoGO) and since playing PoGo (since) are shown. Data distributions are shown by the violin plots. The rhombus within the boxplots represents the sample mean while the black horizontal line represents the median. The grey line at the value 4 represents the middle of the rating scale, i.e., neutral rating, while all ratings above 4 represent positive and below 4 negative perceptions. Error bars represent 95% confidence intervals of the means. The diagonal lines show the significant comparisons between the time periods; the vertical lines show the significant comparisons to the midline of the rating scale. *p < 0.001.
Moderated mediation model predicting the change in life satisfaction.
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| X on M | Social ability change (X) on sociality change (M) | |
| Constant | ||
| X on Y | Social ability change (X) on life satisfaction change (Y) | |
| M on Y | Sociality change (M) on life satisfaction change (Y) | |
| W on Y | Quantity of player interactions (W) on life satisfaction change | |
| M | Sociality change (M) | |
| Constant | ||
| Moderated mediation | index | |
Model number 14 was used.
Index = index of moderated mediation (Hayes, .
Means and SDs for the three factors by time period and diagnosis group.
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| Life satisfaction | No | 4.72 ± 1.35 | 5.18 ± 1.21 | 0.46 |
| Yes | 3.42 ± 1.22 | 4.22 ± 1.30 | 0.80 | |
| Social ability | No | 4.21 ± 1.56 | 4.91 ± 1.40 | 0.70 |
| Yes | 3.53 ± 1.68 | 4.46 ± 1.58 | 0.93 | |
| Sociality | No | 4.26 ± 1.60 | 5.13 ± 1.30 | 0.87 |
| Yes | 3.46 ± 1.44 | 4.77 ± 1.45 | 1.31 |
The group with self-reported diagnoses had significantly lower means on life satisfaction, social ability, and sociality for both periods before and since playing the game than the group without self-reported diagnoses.
Group comparisons on the change scores per factor showed significant differences with greater changes for the diagnosis group. The respective statistical results are presented in the .