Evidence map›Paper›PMID 35418911›Full record

ArticleFrontiers in psychology2022

Selected Behaviors and Addiction Risk Among Users of Urban Multimedia Games.

Mateusz Grajek, Łukasz Olszewski, Karolina Krupa-Kotara, Agnieszka Białek-Dratwa, Krzysztof Sas-Nowosielski

Open access · goldAbstract read
In one paragraph

Article in Frontiers in psychology, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed, 1 pooled it
1.6field-weighted citation impact, top 14% 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, 1 synthesis or guideline pooled it, 4 citations in OpenAlex.

  1. Pooled it
  2. Article
  3. Review
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 1 country.

Mateusz GrajekDepartment of Public Health, Faculty of Health Sciences, Medical University of Silesia in Katowice, Bytom, Poland.
Łukasz OlszewskiDepartment of Public Health, Faculty of Health Sciences, Medical University of Silesia in Katowice, Bytom, Poland.
Karolina Krupa-KotaraDepartment of Epidemiology and Biostatistics, Faculty of Health Sciences, Medical University of Silesia in Katowice, Bytom, Poland.
Agnieszka Białek-DratwaDepartment of Dietetics, Faculty of Health Sciences, Medical University of Silesia in Katowice, Bytom, Poland.
Krzysztof Sas-NowosielskiDepartment of Humanistic Foundations of Physical Culture, Academy of Physical Education in Katowice, Katowice, Poland.
Medical University of Silesia · PLAkademii Wychowania Fizycznego im. Jerzego Kukuczki w Katowicach · PLUniversity of Silesia in Katowice · PL

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Introduction: The rapid development of technology has led to the transfer of entertainment to the virtual world. Many games and multimedia applications use the so-called augmented reality. With the development of a new technological branch, a new health problem has emerged, which is infoholic addiction, attracting people with the specific functionality that is cyberspace and the virtual world. Objective: The study aimed to assess health behaviors and the risk of addiction among users of urban multimedia games. Research methodology. The study was conducted among players 1,134 of urban multimedia games-Pokemon GO, in the period March-June 2021. A 990 correctly completed questionnaires were included in the final analyses. The author's questionnaire was used in the study, which included two standardized measurement scales in the Polish abbreviated version: a questionnaire of emotions and sensations associated with electronic entertainment and a questionnaire on addiction to electronic forms of entertainment. Statistica 13.0 program was used for statistical processing of the data. The probability level was Results: The profile of the gamer was identified as male, aged 18-30 years, with secondary education (more rarely higher), not in a relationship, living in a city of more than 100 thousand inhabitants-60.1% of gamers met these criteria. Respondents played urban multimedia games daily (84.7%). About 26.3% of respondents played this type of game 2-3 h a day. In terms of physical fitness, 64.3% of respondents felt that physical fitness had improved as a result of playing multimedia urban games. In terms of mental condition, most of the respondents said that nothing had changed (55.3%). It was observed that 72.3% of respondents had some risk of addiction to urban multimedia games. Conclusion: Users of urban multimedia games were usually adult men living in big cities. It was also shown that the defined profile of the player was characterized by a higher risk of addiction to electronic forms of entertainment. It was observed that the respondents most often played urban multimedia games every day in a maximum of two-hour sessions. Based on the tools used, it can be concluded that the study group was characterized by a certain risk of addiction to urban multimedia games.

Indexed as

addiction to gamesmental healthmultimedia city gamesphysical activityPokemon GO

Identifiers

PMID35418911
PMCPMC8997830
OpenAlexW4220911007

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.