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Citing this Article

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Published on 05.04.17 in Vol 5, No 2 (2017): Apr-Jun

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

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)

  1. Laato S, Islam AN, Laine TH. Did location-based games motivate players to socialize during COVID-19?. Telematics and Informatics 2020;:101458
    CrossRef
  2. 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
  3. 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
    CrossRef
  4. 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
    CrossRef
  5. 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)
    CrossRef
  6. 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
    CrossRef
  7. 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)
    CrossRef
  8. 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
    CrossRef
  9. Harborth D, Pape S. How nostalgic feelings impact Pokémon Go players – integrating childhood brand nostalgia into the technology acceptance theory. Behaviour & Information Technology 2019;:1
    CrossRef
  10. 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
    CrossRef
  11. 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
    CrossRef
  12. Dirin A, Laine T. User Experience in Mobile Augmented Reality: Emotions, Challenges, Opportunities and Best Practices. Computers 2018;7(2):33
    CrossRef
  13. 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
  14. 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
  15. 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
  16. 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
    CrossRef
  17. 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)
    CrossRef
  18. 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
    CrossRef
  19. 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;
    CrossRef
  20. 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
    CrossRef
  21. 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
    CrossRef
  22. 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)
    CrossRef
  23. Liberati N. The Emperor’s New Augmented Clothes. Digital Objects as Part of the Every Day. Multimodal Technologies and Interaction 2017;1(4):26
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.7197)

:
  1. Schlomann A, Rasche P, Seifert A, Schäfer K, Wille M, Bröhl C, Theis S, Mertens A. Augmented Reality Games II. 2019. Chapter 7:159
    CrossRef
  2. Ortiz de Gortari AB. Augmented Reality Games I. 2019. Chapter 2:15
    CrossRef
  3. Zsila , Orosz G. Augmented Reality Games I. 2019. Chapter 6:71
    CrossRef