Evidence map›Paper›PMID 29066423›Full record

ArticleJMIR serious games2017

Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity.

Oriol Marquet, Claudia Alberico, Deepti Adlakha, J Aaron Hipp

Abstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
23citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

23 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
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  17. Health psychology research · 2019
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  20. Pokémon GO and Physical Activity in Asia: Multilevel Study.Journal of medical Internet research · 2018
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Oriol MarquetDepartment of Parks, Recreation and Tourism Management, Center for Geospatial Analytics, North Carolina State University, Raleigh, NC, United States.ORCID http://orcid.org/0000-0002-7346-5664
Claudia AlbericoDepartment of Parks, Recreation and Tourism Management, Center for Geospatial Analytics, North Carolina State University, Raleigh, NC, United States.ORCID http://orcid.org/0000-0001-8337-7978
Deepti AdlakhaSchool of Natural and Built Environment, Queen's University Belfast, Belfast, United Kingdom.ORCID http://orcid.org/0000-0002-1720-6780
J Aaron HippDepartment of Parks, Recreation and Tourism Management, Center for Geospatial Analytics, North Carolina State University, Raleigh, NC, United States.ORCID http://orcid.org/0000-0002-2394-7112

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

excerciseexergamesgames, recreationalgaming outcomesmotivationphysical activityPokémon GO

Identifiers

PMID29066423
PMCPMC5676026

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.