Evidence map›Paper›PMID 32530429›Full record

ArticleJMIR serious games2020

Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study.

Rosa Sze Man Wong, Frederick Ka Wing Ho, Keith Tsz Suen Tung, King-Wa Fu, Patrick Ip

Open access · goldAbstract read
In one paragraph

Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
0.3field-weighted citation impact, top 31% of its field
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

3 citing papers in PubMed, 4 citations in OpenAlex.

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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

5 authors at 3 institutions in 3 countries.

Rosa Sze Man WongDepartment of Paediatrics and Adolescent Medicine, University of Hong Kong, Hong Kong, China (Hong Kong).ORCID https://orcid.org/0000-0003-4745-1899
Frederick Ka Wing HoInstitute of Health and Wellbeing, University of Glasgow, Glasgow, United Kingdom.ORCID https://orcid.org/0000-0001-7190-9025
Keith Tsz Suen TungDepartment of Paediatrics and Adolescent Medicine, University of Hong Kong, Hong Kong, China (Hong Kong).ORCID https://orcid.org/0000-0001-6647-4346
King-Wa FuJournalism and Media Studies Centre, University of Hong Kong, Hong Kong, China (Hong Kong).ORCID https://orcid.org/0000-0001-8157-5276
Patrick IpDepartment of Paediatrics and Adolescent Medicine, University of Hong Kong, Hong Kong, China (Hong Kong).ORCID https://orcid.org/0000-0002-6797-6898
Queen Mary Hospital · CNUniversity of Glasgow · GBUniversity of Hong Kong · HK

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundPokémon Go is a very popular location-based augmented reality game with widespread influences over the world. An emerging body of research demonstrates that playing Pokémon Go can lead to improvements in physical activity and psychosocial well-being; however, whether Pokémon Go reduces self-harm incidence at the population-level is still questionable.

objectiveThis study aimed to quantify how the launch of Pokémon Go in Hong Kong affected the incidence of self-harm using a quasi-experimental design.

methodsAn interrupted time-series design with Poisson segmented regression adjusted for time and seasonality trends was used on data from 2012 to 2018 to detect any changes in the number of accident and emergency attendances due to self-harm, after Pokémon Go was launched. The findings were validated using a baseline control period and using other intentional injuries and minor noninjuries as control outcomes. We also assessed intervention effects by age group.

resultsFrom January 1, 2012 to July 31, 2018, there were 13,463 accident and emergency attendances due to self-harm in Hong Kong. During the period after launching Pokémon Go, self-harm attendances dropped by 34% (adjusted incidence rate ratio: 0.66, 95% CI 0.61-0.73). When analyzed by age group, a reduction in self-harm incidence was only apparent in adults (18 to 24 years of age: adjusted incidence rate ratio: 0.78, P=.02; 25 to 39 years of age: adjusted incidence rate ratio: 0.75, P<.001; 40 years of age and older: adjusted incidence rate ratio: 0.57, P<.001).

conclusionsSelf-harm incidence in the population, particularly in adults, showed a significant decline in the period after Pokémon Go was launched. Augmented reality games such as Pokémon Go show great promise as a tool to enhance psychosocial well-being and improve mental health.

Indexed as

injuryinterrupted time-series analysismHealth interventionsmobile gamePokémon Goself-harm

Identifiers

PMID32530429
PMCPMC7320302
OpenAlexW3003067123

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.