Published on 05.04.17 in Vol 5, No 2 (2017): Apr-Jun
Works citing "Who Is Still Playing Pokémon Go? A Web-Based Survey"
According to Crossref, the following articles are citing this article (DOI 10.2196/games.7197):
(note that this is only a small subset of citations)
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. The Emperor’s New Augmented Clothes. Digital Objects as Part of the Every Day. Multimodal Technologies and Interaction 2017;1(4):26
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Pamuru V, Khern-am-nuai W, Kannan KN. The Impact of an Augmented Reality Game on Local Businesses: A Study of Pokemon Go on Restaurants. SSRN Electronic Journal 2017;
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Mejia CR, Mena LS, Mogollón CA, Figueroa-Romero R, Hernández-Calderón EN, Aguilar-Fernández AM, Chacon JI, Miñan-Tapia A, Tovani-Palone MR, Hernández-Arriaga G. Compulsive gaming in secondary school students from five Peruvian cities: Usage and addiction to the Pokémon GO game. Electronic Journal of General Medicine 2019;16(5):em164
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Khamzina M, Parab KV, An R, Bullard T, Grigsby-Toussaint DS. Impact of Pokémon Go on Physical Activity: A Systematic Review and Meta-Analysis. American Journal of Preventive Medicine 2020;58(2):270
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Rasche P, Mertens A, Bröhl C, Theis S, Seinsch T, Wille M, Pape H, Knobe M. The “Aachen fall prevention App” – a Smartphone application app for the self-assessment of elderly patients at risk for ground level falls. Patient Safety in Surgery 2017;11(1)
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Lindqvist A, Castelli D, Hallberg J, Rutberg S. The Praise and Price of Pokémon GO: A Qualitative Study of Children’s and Parents’ Experiences. JMIR Serious Games 2018;6(1):e1
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. The race to escape: Location-based escapism and physical activity as a motivator in the consumption of the AR game Pokémon Go. Cyberpsychology: Journal of Psychosocial Research on Cyberspace 2020;14(2)
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Gal R, May AM, van Overmeeren EJ, Simons M, Monninkhof EM. The Effect of Physical Activity Interventions Comprising Wearables and Smartphone Applications on Physical Activity: a Systematic Review and Meta-analysis. Sports Medicine - Open 2018;4(1)
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Delello JA, McWhorter RR, Goette W. College Students' Attraction to the Mobile Augmented Reality Game Pokémon Go. International Journal of Gaming and Computer-Mediated Simulations 2018;10(3):1
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Schneider J, Schaal S, Schlieder C. Integrating simulation tasks into an outdoor location-based game flow. Multimedia Tools and Applications 2020;79(5-6):3359
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Ma BD, Ng SL, Schwanen T, Zacharias J, Zhou M, Kawachi I, Sun G. Pokémon GO and Physical Activity in Asia: Multilevel Study. Journal of Medical Internet Research 2018;20(6):e217
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Laato S, Islam AN, Laine TH. Did location-based games motivate players to socialize during COVID-19?. Telematics and Informatics 2020;54:101458
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Meixner C, Baumann H, Wollesen B. Personality Traits, Gamification and Features to Develop an App to Reduce Physical Inactivity. Information 2020;11(7):367
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Baranowski T, Lyons EJ. Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change. Games for Health Journal 2020;9(2):71
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Wattanapisit A, Saengow U, Ng CJ, Thanamee S, Kaewruang N, Chaput J. Gaming behaviour with Pokémon GO and physical activity: A preliminary study with medical students in Thailand. PLOS ONE 2018;13(6):e0199813
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. The race to escape: Location-based escapism and physical activity as a motivator in the consumption of the AR game Pokémon Go. Cyberpsychology: Journal of Psychosocial Research on Cyberspace 2020;14(2)
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Marquet O, Alberico C, Adlakha D, Hipp JA. Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity. JMIR Serious Games 2017;5(4):e21
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Alha K, Koskinen E, Paavilainen J, Hamari J. Why do people play location-based augmented reality games: A study on Pokémon GO. Computers in Human Behavior 2019;93:114
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. The Mediating Effects of Motivation for Playing Pokémon Go on Internet Gaming Disorder and Well–Being. The American Journal of Family Therapy 2019;47(1):19
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Dirin A, Laine T. User Experience in Mobile Augmented Reality: Emotions, Challenges, Opportunities and Best Practices. Computers 2018;7(2):33
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Koh HE, Oh J, Mackert M. Predictors of Playing Augmented Reality Mobile Games While Walking Based on the Theory of Planned Behavior: Web-Based Survey. JMIR mHealth and uHealth 2017;5(12):e191
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O'Loughlin E, Sabiston CM, Kakinami L, McGrath JJ, Consalvo M, O'Loughlin JL, Barnett TA. Development and Validation of the Reasons to Exergame (RTEX) Scale in Young Adults: Exploratory Factors Analysis. JMIR Serious Games 2020;8(2):e16261
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Ashar M, Thaliath L, Sali K, Chaudhury S, Jagtap B, Patil A, Devabhaktuni S. Correlates of excessive Pokemon Go playing among medical students. Industrial Psychiatry Journal 2019;28(2):301
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Harborth D, Pape S. How nostalgic feelings impact Pokémon Go players – integrating childhood brand nostalgia into the technology acceptance theory. Behaviour & Information Technology 2020;39(12):1276
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Militello LK, Hanna N, Nigg CR. Pokémon GO Within the Context of Family Health: Retrospective Study. JMIR Pediatrics and Parenting 2018;1(2):e10679
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Valentine KD, Jensen LJ. Mobile entanglements and communitas: the embodied nature of play in Pokémon Go. Educational Technology Research and Development 2021;69(4):1955
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. Systematic literature review on health effects of playing Pokémon Go. Entertainment Computing 2021;38:100411
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Schlomann A, Rasche P. Same but Different: A Comparison of Players’ Perceptions and Motivational Factors in Two Commercially Available AR Games. The Computer Games Journal 2020;9(4):383
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Guo Y, Peeta S, Agrawal S, Benedyk I. Impacts of Pokémon GO on route and mode choice decisions: exploring the potential for integrating augmented reality, gamification, and social components in mobile apps to influence travel decisions. Transportation 2022;49(2):395
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Calvo J, Urriolagoitia L. McDonald’s Japan and Pokémon GO: IoT Gamification. Asian Case Research Journal 2020;24(02):105
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Tonetto L, Lagerspetz E, Yi Ding A, Ott J, Tarkoma S, Nurmi P. The mobility laws of location-based games. EPJ Data Science 2021;10(1)
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Laato S, Islam AN, Laine TH. Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players. Behaviour & Information Technology 2022;41(9):1888
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Pamuru V, Khern-am-nuai W, Kannan K. The Impact of an Augmented-Reality Game on Local Businesses: A Study of Pokémon Go on Restaurants. Information Systems Research 2021;32(3):950
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Slavec A, Sajinčič N, Starman V. Use of Smartphone Cameras and Other Applications While Traveling to Sustain Outdoor Cultural Heritage. Sustainability 2021;13(13):7312
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Wang AI, Skjervold A. Health and social impacts of playing Pokémon Go on various player groups. Entertainment Computing 2021;39:100443
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Fang I, Liu Y, Fang P, Chow H, Chao P, Ho H. Does Pokémon GO increase leisure-time physical activity according to World Health Organization physical activity guidelines?. Sport Sciences for Health 2023;19(1):167
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Yip YC, Yip KH, Tsui WK. Young Adults’ Perspectives on the Implications of an Augmented Reality Mobile Game for Communities’ Public Health: A Qualitative Study. International Journal of Public Health 2023;68
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Kahraman A, Kazançoğlu . A Qualitative Research of Young People’s Motivation to Start, Continue, Reduce and Quit Playing Online Multiplayer Games on Computer. International Journal of Human–Computer Interaction 2023;39(17):3289
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Marto A, Gonçalves A. Augmented Reality Games and Presence: A Systematic Review. Journal of Imaging 2022;8(4):91
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. Running Away with the Pokémon Go Gang: Three Consumption Needs. International Journal of Human–Computer Interaction 2022;38(14):1321
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Moscoso MG, Villarreal-Zegarra D, Del Castillo D, Zavaleta E, Miranda JJ. Personality profiles and engagement with the augmented reality game Pokémon GO: a cross-sectional study. Wellcome Open Research 2022;7:264
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Grajek M, Olszewski , Krupa-Kotara K, Białek-Dratwa A, Sas-Nowosielski K. Selected Behaviors and Addiction Risk Among Users of Urban Multimedia Games. Frontiers in Psychology 2022;13
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Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390
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Dong X, Ding L, Zhang R, Ding M, Wang B, Yi X. Physical Activity, Screen-Based Sedentary Behavior and Physical Fitness in Chinese Adolescents: A Cross-Sectional Study. Frontiers in Pediatrics 2021;9
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Fatima S, Augusto JC, Moseley R, Urbonas P, Elliott A, Payne N. Applying motivational techniques for user adherence to adopt a healthy lifestyle in a gamified application. Entertainment Computing 2023;46:100571
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Schuuring MJ, Man JP, Chamuleau SA. Inclusive Health Tracking. JACC: Advances 2023;2(7):100545
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According to Crossref, the following books are citing this article (DOI 10.2196/games.7197):
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Schlomann A, Rasche P, Seifert A, Schäfer K, Wille M, Bröhl C, Theis S, Mertens A. Augmented Reality Games II. 2019. Chapter 7:159
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. Augmented Reality Games I. 2019. Chapter 2:15
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Lin H, Huang K, Lin W. Cross-Cultural Design. User Experience of Products, Services, and Intelligent Environments. 2020. Chapter 9:115
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Zsila , Orosz G. Augmented Reality Games I. 2019. Chapter 6:71
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Caci B, Dhou K. HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games. 2020. Chapter 45:619
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Spangenberger P, Kapp F, Matthes N, Kruse L. Serious Games. 2022. Chapter 18:246
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. Mobile Health (mHealth). 2022. Chapter 10:239
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