ArticleJMIR serious games2017
Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity.
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 23 papers, 1 of them a synthesis that pooled it.
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Who cites it
23 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Use of Electronic Ecological Momentary Assessment Methodologies in Physical Activity, Sedentary Behavior, and Sleep Research in Young Adults: Systematic Review.Journal of medical Internet research · 2023Pooled 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
- Psychological Competences Mediating the Adoption of Health Behaviors in Adults Through Internet, Social Media and Online Games: A Systematic Review.Behavioral sciences (Basel, Switzerland) · 2026Review
- Article
- Pokémon GO, Went, Gone…-Physical Activity Level, Health Behaviours, and Mental Well-Being of Game Users: A Cross-Sectional Study.Healthcare (Basel, Switzerland) · 2025Article
- How Virtual Reality Technology Has Changed Our Lives: An Overview of the Current and Potential Applications and Limitations.International journal of environmental research and public health · 2022Review
- Personalization of Intervention Timing for Physical Activity: Scoping Review.JMIR mHealth and uHealth · 2022Article
- Dyadic Effects of Pokémon GO on Physical Activity and Sedentary Behavior in Mothers and Children.International journal of exercise science · 2022Article
- Selected Behaviors and Addiction Risk Among Users of Urban Multimedia Games.Frontiers in psychology · 2022Article
- Promoting Physical Activity in Japanese Older Adults Using a Social Pervasive Game: Randomized Controlled Trial.JMIR serious games · 2021Article
- Pokémon GO! GO! GO! The impact of Pokémon GO on physical activity and related health outcomes.mHealth · 2021Article
- Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study.JMIR serious games · 2020Article
- Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change.Games for health journal · 2020Article
- mHealth technology for ecological momentary assessment in physical activity research: a systematic review.PeerJ · 2020Article
- Effects of Full Body Exergaming in Virtual Reality on Cardiovascular and Muscular Parameters: Cross-Sectional Experiment.JMIR serious games · 2019Article
- Effects of Social Interaction Mechanics in Pervasive Games on the Physical Activity Levels of Older Adults: Quasi-Experimental Study.JMIR serious games · 2019Article
- Article
- Step Counts of Middle-Aged and Elderly Adults for 10 Months Before and After the Release of Pokémon GO in Yokohama, Japan.Journal of medical Internet research · 2019Article
- Pokémon GO Within the Context of Family Health: Retrospective Study.JMIR pediatrics and parenting · 2018Article
- Pokémon GO and Physical Activity in Asia: Multilevel Study.Journal of medical Internet research · 2018Article
Corrections and comments
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundPokémon GO is the most played augmented reality game in history. With more than 44 million players at the peak of its popularity, the game has sparked interest on its effects on the young population's health.
objectiveThis pilot study examined motivations to start playing Pokémon GO among a sample of US college students, and how motivations were associated with perceived outcomes of the playing experience and physical activity derived while playing.
methodsIn November 2016, we asked a sample of 47 US college students (all Pokémon GO players) to complete online surveys and install an ecological momentary assessment (EMA) tool and step counter on their smartphones. The EMA tool prompted a set of questions on playing behavior and physical activity, 3 times per day (12:00 PM, 7:00 PM, and 10:00 PM), for 7 days. We used a factorial analysis to identify 3 distinctive groups of players based on their motivations to start playing Pokémon GO. We tested differences across motivation groups related to 5 unique outcomes using 1-way analysis of variance.
resultsWe extracted 3 interpretable factors from the clustering of motivations to start playing Pokémon GO: Pokémon and video game fans (n=26, 55% of the sample), physical activity seekers (n=8, 17%), and curious & social (n=13, 28%). The clusters differed significantly on the enjoyment of different aspects of the game, particularly battling, discovering new places, and meeting new people, as well as differences in agreement that playing improved mood and made them more social. Days when playing Pokémon GO were associated with higher number of steps reported at the end of the day, especially among physical activity seekers, but also for Pokémon and video game fans. All groups perceived traffic as a major threat to playing.
conclusionsDays during which Pokémon GO was played were positively associated with a set of beneficial health behaviors, including higher physical activity levels, more socialization, and better mood. Results, however, depended on personal motivations and expectations when joining the game. These results highlight the importance of taking motivation into account when attempting to extract conclusions from the Pokémon GO phenomenon to enhance future exergames' designs or health interventions.
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