Published on in Vol 5, No 2 (2017): Apr-Jun
Journals
- Liberati N. The Emperor’s New Augmented Clothes. Digital Objects as Part of the Every Day. Multimodal Technologies and Interaction 2017;1(4):26 View
- Pamuru V, Khern-am-nuai W, Kannan K. The Impact of an Augmented Reality Game on Local Businesses: A Study of Pokemon Go on Restaurants. SSRN Electronic Journal 2017 View
- Mejia C, Mena L, Mogollón C, Figueroa-Romero R, Hernández-Calderón E, Aguilar-Fernández A, Chacon J, Miñan-Tapia A, Tovani-Palone M, 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 View
- Khamzina M, Parab K, An R, Bullard T, Grigsby-Toussaint D. Impact of Pokémon Go on Physical Activity: A Systematic Review and Meta-Analysis. American Journal of Preventive Medicine 2020;58(2):270 View
- 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) View
- 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 View
- Laor T. 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) View
- Gal R, May A, van Overmeeren E, Simons M, Monninkhof E. 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) View
- Delello J, McWhorter R, 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 View
- 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 View
- Ma B, Ng S, 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 View
- Laato S, Islam A, Laine T. Did location-based games motivate players to socialize during COVID-19?. Telematics and Informatics 2020;54:101458 View
- Meixner C, Baumann H, Wollesen B. Personality Traits, Gamification and Features to Develop an App to Reduce Physical Inactivity. Information 2020;11(7):367 View
- Baranowski T, Lyons E. Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change. Games for Health Journal 2020;9(2):71 View
- Wattanapisit A, Saengow U, Ng C, 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 View
- Laor T. 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) View
- Marquet O, Alberico C, Adlakha D, Hipp J. Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity. JMIR Serious Games 2017;5(4):e21 View
- 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 View
- Cheng Y. 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 View
- Dirin A, Laine T. User Experience in Mobile Augmented Reality: Emotions, Challenges, Opportunities and Best Practices. Computers 2018;7(2):33 View
- Koh H, 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 View
- O'Loughlin E, Sabiston C, Kakinami L, McGrath J, Consalvo M, O'Loughlin J, Barnett T. Development and Validation of the Reasons to Exergame (RTEX) Scale in Young Adults: Exploratory Factors Analysis. JMIR Serious Games 2020;8(2):e16261 View
- 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 View
- 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 View
- Militello L, Hanna N, Nigg C. Pokémon GO Within the Context of Family Health: Retrospective Study. JMIR Pediatrics and Parenting 2018;1(2):e10679 View
- Valentine K, Jensen L. Mobile entanglements and communitas: the embodied nature of play in Pokémon Go. Educational Technology Research and Development 2021;69(4):1955 View
- Wang A. Systematic literature review on health effects of playing Pokémon Go. Entertainment Computing 2021;38:100411 View
- 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 View
- 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 View
- Calvo J, Urriolagoitia L. McDonald’s Japan and Pokémon GO: IoT Gamification. Asian Case Research Journal 2020;24(02):105 View
- 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) View
- Laato S, Islam A, Laine T. Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players. Behaviour & Information Technology 2022;41(9):1888 View
- 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 View
- 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 View
- Wang A, Skjervold A. Health and social impacts of playing Pokémon Go on various player groups. Entertainment Computing 2021;39:100443 View
- 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 View
- Yip Y, Yip K, Tsui W. 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 View
- Kahraman A, Kazançoğlu İ. 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 View
- Marto A, Gonçalves A. Augmented Reality Games and Presence: A Systematic Review. Journal of Imaging 2022;8(4):91 View
- Laor T. Running Away with the Pokémon Go Gang: Three Consumption Needs. International Journal of Human–Computer Interaction 2022;38(14):1321 View
- Moscoso M, Villarreal-Zegarra D, Del Castillo D, Zavaleta E, Miranda J. Personality profiles and engagement with the augmented reality game Pokémon GO: a cross-sectional study. Wellcome Open Research 2022;7:264 View
- Grajek M, Olszewski Ł, 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 View
- 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 View
- 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 View
- Fatima S, Augusto J, 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 View
- Schuuring M, Man J, Chamuleau S. Inclusive Health Tracking. JACC: Advances 2023;2(7):100545 View
- Piqueras-Sola B, Cortés-Martín J, Rodríguez-Blanque R, Menor-Rodríguez M, Mellado-García E, Merino Lobato C, Sánchez-García J. Systematic Review on the Impact of Mobile Applications with Augmented Reality to Improve Health. Bioengineering 2024;11(6):622 View
- Mateo-Orcajada A, Abenza-Cano L, Vaquero-Cristóbal R. Importance of perceived quality and usability of step tracker mobile apps for their use by adolescents. International Journal of Adolescence and Youth 2024;29(1) View
Books/Policy Documents
- Schlomann A, Rasche P, Seifert A, Schäfer K, Wille M, Bröhl C, Theis S, Mertens A. Augmented Reality Games II. View
- Ortiz de Gortari A. Augmented Reality Games I. View
- Lin H, Huang K, Lin W. Cross-Cultural Design. User Experience of Products, Services, and Intelligent Environments. View
- Zsila Á, Orosz G. Augmented Reality Games I. View
- Caci B, Dhou K. HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games. View
- Spangenberger P, Kapp F, Matthes N, Kruse L. Serious Games. View
- Sengoku S. Mobile Health (mHealth). View
- Schlomann A, Rasche P, Seifert A. Augmented Reality Games II. View