ArticleJMIR serious games2017
Who Is Still Playing Pokémon Go? A Web-Based Survey.
Article in JMIR serious games, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 24 papers, 1 of them a synthesis that pooled it.
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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Who cites it
24 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- Motivational Factors, Physical Activity Impacts, and Sociopsychological Effects of Pokémon GO in Players Over the Years: Scoping Review.Journal of medical Internet research · 2026Article
- Systematic Review on the Impact of Mobile Applications with Augmented Reality to Improve Health.Bioengineering (Basel, Switzerland) · 2024Review
- Inclusive Health Tracking: Unlock the True Potential of Digital Health Solutions.JACC. Advances · 2023Article
- Young Adults' Perspectives on the Implications of an Augmented Reality Mobile Game for Communities' Public Health: A Qualitative Study.International journal of public health · 2023Article
- Augmented Reality Games and Presence: A Systematic Review.Journal of imaging · 2022Review
- Selected Behaviors and Addiction Risk Among Users of Urban Multimedia Games.Frontiers in psychology · 2022Article
- Article
- Physical Activity, Screen-Based Sedentary Behavior and Physical Fitness in Chinese Adolescents: A Cross-Sectional Study.Frontiers in pediatrics · 2021Article
- Pokémon GO! GO! GO! The impact of Pokémon GO on physical activity and related health outcomes.mHealth · 2021Article
- Did location-based games motivate players to socialize during COVID-19?Telematics and informatics · 2020Article
- Development and Validation of the Reasons to Exergame (RTEX) Scale in Young Adults: Exploratory Factors Analysis.JMIR serious games · 2020Article
- Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change.Games for health journal · 2020Article
- Article
- Pokémon GO Within the Context of Family Health: Retrospective Study.JMIR pediatrics and parenting · 2018Article
- The Effect of Physical Activity Interventions Comprising Wearables and Smartphone Applications on Physical Activity: a Systematic Review and Meta-analysis.Sports medicine - open · 2018Review
- Pokémon GO and Physical Activity in Asia: Multilevel Study.Journal of medical Internet research · 2018Article
- The Praise and Price of Pokémon GO: A Qualitative Study of Children's and Parents' Experiences.JMIR serious games · 2018Article
- Gaming behaviour with Pokémon GO and physical activity: A preliminary study with medical students in Thailand.PloS one · 2018Observational
- Predictors of Playing Augmented Reality Mobile Games While Walking Based on the Theory of Planned Behavior: Web-Based Survey.JMIR mHealth and uHealth · 2017Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundPoor physical activity is one of the major health care problems in Western civilizations. Various digital gadgets aiming to increase physical activity, such as activity trackers or fitness apps, have been introduced over recent years. The newest products are serious games that incorporate real-life physical activity into their game concept. Recent studies have shown that such games increase the physical activity of their users over the short term.
objectiveIn this study, we investigated the motivational effects of the digital game "Pokémon Go" leading to continued use or abandonment of the game. The aim of the study was to determine aspects that motivate individuals to play augmented reality exergames and how this motivation can be used to strengthen the initial interest in physical activity.
methodsA total of 199 participants completed an open self-selected Web-based survey. On the basis of their self-indicated assignment to one of three predefined user groups (active, former, and nonuser of Pokémon Go), participants answered various questions regarding game experience, physical activity, motivation, and personality as measured by the Big Five Inventory.
resultsIn total, 81 active, 56 former, and 62 nonusers of Pokémon Go were recruited. When asked about the times they perform physical activity, active users stated that they were less physically active in general than former and nonusers. However, based on a subjective rating, active users were more motivated to be physically active due to playing Pokémon Go. Motivational aspects differed for active and former users, whereas fan status was the same within both groups. Active users are more motivated by features directly related to Pokémon, such as catching all possible Pokémon and reaching higher levels, whereas former users stress the importance of general game quality, such as better augmented reality and more challenges in the game. Personality did not affect whether a person started to play Pokémon Go nor their abandonment of the game.
conclusionsThe results show various motivating elements that should be incorporated into augmented reality exergames based on the game Pokémon Go. We identified different user types for whom different features of the game contribute to maintained motivation or abandonment. Our results show aspects that augmented reality exergame designers should keep in mind to encourage individuals to start playing their game and facilitate long-term user engagement, resulting in a greater interest in physical activity.
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