ArticleJournal of medical Internet research2020
COVID-19 as 'Game Changer' for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study.
Article in Journal of medical Internet research, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 33 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
33 citing papers in PubMed, 1 synthesis or guideline pooled it.
- A Systematic Review of Health Management Mobile Applications in COVID-19 Pandemic: Features, Advantages, and Disadvantages.BioMed research international · 2024Pooled it
- Effects of a Rice-Farming Simulation Video Game on Nature Relatedness, Nutritional Status, and Psychological State in Urban-Dwelling Adults During the COVID-19 Pandemic: Randomized Waitlist Controlled Trial.Journal of medical Internet research · 2024Trial
- Motivational Factors, Physical Activity Impacts, and Sociopsychological Effects of Pokémon GO in Players Over the Years: Scoping Review.Journal of medical Internet research · 2026Article
- Effectiveness, acceptability, adherence, and safety of exergaming for depressive symptoms: a systematic review and meta-analysis.NPJ digital medicine · 2026Article
- Mapping Hot Spots and Global Research Trends in Exergaming Between 1997 and 2024: Bibliometric Analysis.Interactive journal of medical research · 2025Article
- The mediation role of low social-connectedness in association of internet gaming disorder and anger among adolescents: a multi-centre, large-sample and cross-sectional study.BMC public health · 2025Article
- Review
- School Nurses' Perceptions About Student's Wellbeing During the Covid-19 Pandemic in Sweden.The Journal of school nursing : the official publication of the National Association of School Nurses · 2024Article
- An Iterative Participatory Design Approach to Develop Collaborative Augmented Reality Activities for Older Adults in Long-Term Care Facilities.Proceedings of the SIGCHI conference on human factors in computing systems. CHI Conference · 2024Article
- XR and mental wellbeing: state of the art and future research directions for the Metaverse.Frontiers in psychology · 2024Review
- Article
- The Change in Exergaming From Before to During the COVID-19 Pandemic Among Young Adults: Longitudinal Study.JMIR serious games · 2023Article
- What Constitutes 'Gaming' in the Gaming Disorder?: Observations and Recommendations.Indian journal of psychological medicine · 2023Article
- Playing remotely: The COVID-19 pandemic and mobile locative gaming in Northeast Brazil.Mobile media & communication · 2023Article
- Digital technologies for mental health improvements in the COVID-19 pandemic: a scoping review.BMC public health · 2023Article
- Repercussions of Pandemic and Preventive Measures on General Well-Being, Psychological Health, Physical Fitness, and Health Behavior: Mediating Role of Coping Behavior.Psychology research and behavior management · 2023Article
- The untapped potential of Games for Health in times of crises. A critical reflection.Frontiers in public health · 2023Article
- A comparison of physiological intensity and psychological perceptions during three different group exercise formats.Frontiers in sports and active living · 2023Article
- Seeking virtual support: Digital technology use in adolescent and young adults with advanced cancer.Pediatric blood & cancer · 2022Article
- Using Telemedicine during the COVID-19 Pandemic: How Service Quality Affects Patients' Consultation.International journal of environmental research and public health · 2022Article
Corrections and comments
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Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundLocation-based augmented reality (AR) games, such as Pokémon GO and Harry Potter: Wizards Unite, have been shown to have a beneficial impact on the physical activity, social connectedness, and mental health of their players. In March 2020, global social distancing measures related to the COVID-19 pandemic prompted the AR games developer Niantic Inc to implement several changes to ensure continued player engagement with Pokémon GO and Harry Potter: Wizards Unite. We sought to examine how the physical and mental well-being of players of these games were affected during the unprecedented COVID-19 restriction period as well as how their video game engagement was affected.
objectiveThe aims of this study were to examine the impact of COVID-19-related social restrictions on the physical and mental well-being of AR game players; to examine the impact of COVID-19-related social restrictions on the use of video games and motivations for their use; and to explore the potential role of AR games (and video games in general) in supporting well-being during COVID-19-related social restrictions.
methodsA mixed methods web-based self-reported survey was conducted in May 2020, during which COVID-19-related social restrictions were enforced in many countries. Participants were recruited on the web via four subreddits dedicated to Pokémon GO or Harry Potter: Wizards Unite. Data collected included quantitative data on demographics, time spent playing video games, physical activity, and mental health; qualitative data included motivations to play and the impact of video games on mental health during COVID-19 lockdown.
resultsWe report results for 2004 participants (1153/1960 male, 58.8%, average age 30.5 years). Self-reported physical activity during COVID-19-related social restrictions significantly decreased from 7.50 hours per week on average (SD 11.12) to 6.50 hours (SD 7.81) (P<.001). More than half of the participants reported poor mental health (925/1766, 52.4%; raw World Health Organization-5 Well-Being Index score <13). Female gender, younger age, and reduced exercise were significant predictors of poor mental health. Participants reported a significant increase in video game play time from 16.38 hours per week on average (SD 19.12) to 20.82 hours (SD 17.49) (P<.001). Approximately three quarters of the participants (n=1102/1427, 77.2%) reported that playing video games had been beneficial to their mental health. The changes made to Pokémon GO and Harry Potter: Wizards Unite were very well received by players, and the players continued to use these games while exercising and to maintain social connection. In addition to seeking an escape during the pandemic and as a form of entertainment, participants reported that they used video games for emotional coping and to lower stress, relax, and alleviate mental health conditions.
conclusionsAR games have the potential to promote physical and mental health during the COVID-19 pandemic. Used by populations under isolation and distress, these games can improve physical and mental health by providing virtual socialization, sustained exercise, temporal routine, and mental structure. Further research is needed to explore the potential of AR games as digital behavioral interventions to maintain human well-being in the wider population.
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