ArticleJMIR mHealth and uHealth2017
Predictors of Playing Augmented Reality Mobile Games While Walking Based on the Theory of Planned Behavior: Web-Based Survey.
Article in JMIR mHealth and uHealth, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. Cited by 7 papers.
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Who cites it
7 citing papers in PubMed.
- Motivational Factors, Physical Activity Impacts, and Sociopsychological Effects of Pokémon GO in Players Over the Years: Scoping Review.Journal of medical Internet research · 2026Article
- Pokémon GO, Went, Gone…-Physical Activity Level, Health Behaviours, and Mental Well-Being of Game Users: A Cross-Sectional Study.Healthcare (Basel, Switzerland) · 2025Article
- The assessment of presence and performance in an AR environment for motor imitation learning: A case-study on violinists.Computers in human behavior · 2023Article
- Augmented Reality Games and Presence: A Systematic Review.Journal of imaging · 2022Review
- Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change.Games for health journal · 2020Article
- Increasing physical activity among children and adolescents: Innovative ideas needed.Journal of sport and health science · 2019Article
- Pokémon GO Within the Context of Family Health: Retrospective Study.JMIR pediatrics and parenting · 2018Article
Corrections and comments
- Erratum issued
Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundThere has been a sharp increase in the number of pedestrians injured while using a mobile phone, but little research has been conducted to explain how and why people use mobile devices while walking. Therefore, we conducted a survey study to explicate the motivations of mobile phone use while walking.
objectiveThe purpose of this study was to identify the critical predictors of behavioral intention to play a popular mobile game, Pokemon Go, while walking, based on the theory of planned behavior (TPB). In addition to the three components of TPB, automaticity, immersion, and enjoyment were added to the model. This study is a theory-based investigation that explores the underlying mechanisms of mobile phone use while walking focusing on a mobile game behavior.
methodsParticipants were recruited from a university (study 1; N=262) and Amazon Mechanical Turk (MTurk) (study 2; N=197) in the United States. Participants completed a Web-based questionnaire, which included measures of attitude, subjective norms, perceived behavioral control (PBC), automaticity, immersion, and enjoyment. Participants also answered questions regarding demographic items.
resultsHierarchical regression analyses were conducted to examine hypotheses. The model we tested explained about 41% (study 1) and 63% (study 2) of people's intention to play Pokemon Go while walking. The following 3 TPB variables were significant predictors of intention to play Pokemon Go while walking in study 1 and study 2: attitude (P<.001), subjective norms (P<.001), and PBC (P=.007 in study 1; P<.001 in study 2). Automaticity tendency (P<.001), immersion (P=.02), and enjoyment (P=.04) were significant predictors in study 1, whereas enjoyment was the only significant predictor in study 2 (P=.01).
conclusionsFindings from this study demonstrated the utility of TPB in predicting a new behavioral domain-mobile use while walking. To sum up, younger users who are habitual, impulsive, and less immersed players are more likely to intend to play a mobile game while walking.
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