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Citing this Article

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Published on 24.10.17 in Vol 5, No 4 (2017): Oct-Dec

This paper is in the following e-collection/theme issue:

Works citing "Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.8048):

(note that this is only a small subset of citations)

  1. Militello LK, Hanna N, Nigg CR. Pokémon GO Within the Context of Family Health: Retrospective Study. JMIR Pediatrics and Parenting 2018;1(2):e10679
    CrossRef
  2. Santos LHDO, Okamoto K, Funghetto SS, Cavalli AS, Hiragi S, Yamamoto G, Sugiyama O, Castanho CD, Aoyama T, Kuroda T. Effects of Social Interaction Mechanics in Pervasive Games on the Physical Activity Levels of Older Adults: Quasi-Experimental Study. JMIR Serious Games 2019;7(3):e13962
    CrossRef
  3. Soltani P, Figueiredo P, Vilas-Boas JP. Does exergaming drive future physical activity and sport intentions?. Journal of Health Psychology 2021;26(12):2173
    CrossRef
  4. Kim J, Merrill K, Song H. Probing with Pokémon: Feeling of presence and sense of community belonging. The Social Science Journal 2020;57(1):72
    CrossRef
  5. 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
    CrossRef
  6. Su Z, Zeng C. The Effects of Health Consideration on Exergaming Behavior in College Students: A Structural Equation Perspective. Research Quarterly for Exercise and Sport 2022;93(1):96
    CrossRef
  7. Feodoroff B, Konstantinidis I, Froböse I. Effects of Full Body Exergaming in Virtual Reality on Cardiovascular and Muscular Parameters: Cross-Sectional Experiment. JMIR Serious Games 2019;7(3):e12324
    CrossRef
  8. Zapata-Lamana R, Lalanza JF, Losilla J, Parrado E, Capdevila L. mHealth technology for ecological momentary assessment in physical activity research: a systematic review. PeerJ 2020;8:e8848
    CrossRef
  9. Hino K, Asami Y, Lee JS. Step Counts of Middle-Aged and Elderly Adults for 10 Months Before and After the Release of Pokémon GO in Yokohama, Japan. Journal of Medical Internet Research 2019;21(2):e10724
    CrossRef
  10. 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
    CrossRef
  11. Winand M, Ng A, Byers T. Pokémon “Go” but for how long?: a qualitative analysis of motivation to play and sustainability of physical activity behaviour in young adults using mobile augmented reality. Managing Sport and Leisure 2022;27(5):421
    CrossRef
  12. 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
    CrossRef
  13. Marquet O, Alberico C, Hipp AJ. Pokémon GO and physical activity among college students. A study using Ecological Momentary Assessment. Computers in Human Behavior 2018;81:215
    CrossRef
  14. Lin Y, Tudor-Sfetea C, Siddiqui S, Sherwani Y, Ahmed M, Eisingerich AB. Effective Behavioral Changes through a Digital mHealth App: Exploring the Impact of Hedonic Well-Being, Psychological Empowerment and Inspiration. JMIR mHealth and uHealth 2018;6(6):e10024
    CrossRef
  15. 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
    CrossRef
  16. Gilchrist JD, Pila E, Lucibello KM, Sabiston CM, Conroy DE. Body surveillance and affective judgments of physical activity in daily life. Body Image 2021;36:127
    CrossRef
  17. Santos LHDO, Okamoto K, Otsuki R, Hiragi S, Yamamoto G, Sugiyama O, Aoyama T, Kuroda T. Promoting Physical Activity in Japanese Older Adults Using a Social Pervasive Game: Randomized Controlled Trial. JMIR Serious Games 2021;9(1):e16458
    CrossRef
  18. Zhao Z, Arya A, Orji R, Chan G. Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study. JMIR Serious Games 2020;8(4):e19968
    CrossRef
  19. . Systematic literature review on health effects of playing Pokémon Go. Entertainment Computing 2021;38:100411
    CrossRef
  20. Wang AI, Skjervold A. Health and social impacts of playing Pokémon Go on various player groups. Entertainment Computing 2021;39:100443
    CrossRef
  21. İMAMOĞLU M, ERBAŞ , DİKMEN CH. Trend Analysis of Augmented Reality Studies in Sports Science. Kastamonu Eğitim Dergisi 2022;30(3):502
    CrossRef
  22. 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
    CrossRef
  23. . Running Away with the Pokémon Go Gang: Three Consumption Needs. International Journal of Human–Computer Interaction 2022;38(14):1321
    CrossRef
  24. Lemmens JS, Weergang IA. Caught them all: Gaming disorder, motivations for playing and spending among core Pokémon Go players. Entertainment Computing 2023;45:100548
    CrossRef
  25. 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
    CrossRef
  26. Chaudhari S, Ghanvatkar S, Kankanhalli A. Personalization of Intervention Timing for Physical Activity: Scoping Review. JMIR mHealth and uHealth 2022;10(2):e31327
    CrossRef
  27. Costello R, Smith L. An Innovative Approach of Using Mobile Gaming to Bridge Well-Being, Anxiety, Depression, and Isolation. International Journal of Adult Education and Technology 2022;13(1):1
    CrossRef
  28. Kapoor H, Tagat A, Karandikar S, Ticku A. How to Catch ’Em All? An Investigation of Personality and Gameplay Styles in Pokémon GO. PRESENCE: Virtual and Augmented Reality 2020;29:23
    CrossRef
  29. Hamad A, Jia B. How Virtual Reality Technology Has Changed Our Lives: An Overview of the Current and Potential Applications and Limitations. International Journal of Environmental Research and Public Health 2022;19(18):11278
    CrossRef
  30. Gee LA, Subramaniam A, Muthusamy S, Vasanthi RK. DOES PLAYING LOCATION-BASED AUGMENTED REALITY GAME INCREASES THE LEVEL OF PHYSICAL ACTIVITY?. Journal of Experimental Biology and Agricultural Sciences 2021;9(Spl-1- GCSGD_2020):S182
    CrossRef
  31. Jumareng H, Setiawan E, Németh Z. Augmented Pokemon Go in Times of Covid-19: Does it Have any Effect on Promoting Teenagers’ Physical Activity?. Physical Education Theory and Methodology 2022;22(3):360
    CrossRef
  32. Lemmens J, Weergang IAM. Caught Them All: Spending and Addiction Among Core Pokémon Go Players. SSRN Electronic Journal 2022;
    CrossRef
  33. Hartson KR, Huntington-Moskos L, Sears CG, Genova G, Mathis C, Ford W, Rhodes RE. Use of Electronic Ecological Momentary Assessment Methodologies in Physical Activity, Sedentary Behavior, and Sleep Research in Young Adults: Systematic Review. Journal of Medical Internet Research 2023;25:e46783
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.8048):

  1. Zsila , Orosz G. Augmented Reality Games I. 2019. Chapter 6:71
    CrossRef
  2. Quail NPA, Boyle JG. Biomedical Visualisation. 2019. Chapter 3:25
    CrossRef
  3. . Mobile Health (mHealth). 2022. Chapter 10:239
    CrossRef