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

Who Is Still Playing Pokémon Go? A Web-Based Survey

Who Is Still Playing Pokémon Go? A Web-Based Survey

Who Is Still Playing Pokémon Go? A Web-Based Survey

Authors of this article:

Peter Rasche1 Author Orcid Image ;   Anna Schlomann2 Author Orcid Image ;   Alexander Mertens1 Author Orcid Image

Journals

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  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) View
  8. 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
  9. 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
  10. 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
  11. 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
  12. Laato S, Islam A, Laine T. Did location-based games motivate players to socialize during COVID-19?. Telematics and Informatics 2020;54:101458 View
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. Dirin A, Laine T. User Experience in Mobile Augmented Reality: Emotions, Challenges, Opportunities and Best Practices. Computers 2018;7(2):33 View
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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
  26. 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
  27. Wang A. Systematic literature review on health effects of playing Pokémon Go. Entertainment Computing 2021;38:100411 View
  28. 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
  29. 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
  30. Calvo J, Urriolagoitia L. McDonald’s Japan and Pokémon GO: IoT Gamification. Asian Case Research Journal 2020;24(02):105 View
  31. 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
  32. 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
  33. 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
  34. 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
  35. Wang A, Skjervold A. Health and social impacts of playing Pokémon Go on various player groups. Entertainment Computing 2021;39:100443 View
  36. 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
  37. 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
  38. 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
  39. Marto A, Gonçalves A. Augmented Reality Games and Presence: A Systematic Review. Journal of Imaging 2022;8(4):91 View
  40. Laor T. Running Away with the Pokémon Go Gang: Three Consumption Needs. International Journal of Human–Computer Interaction 2022;38(14):1321 View
  41. 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
  42. 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
  43. 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
  44. 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
  45. 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
  46. Schuuring M, Man J, Chamuleau S. Inclusive Health Tracking. JACC: Advances 2023;2(7):100545 View
  47. 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
  48. 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

  1. Schlomann A, Rasche P, Seifert A, Schäfer K, Wille M, Bröhl C, Theis S, Mertens A. Augmented Reality Games II. View
  2. Ortiz de Gortari A. Augmented Reality Games I. View
  3. Lin H, Huang K, Lin W. Cross-Cultural Design. User Experience of Products, Services, and Intelligent Environments. View
  4. Zsila Á, Orosz G. Augmented Reality Games I. View
  5. Caci B, Dhou K. HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games. View
  6. Spangenberger P, Kapp F, Matthes N, Kruse L. Serious Games. View
  7. Sengoku S. Mobile Health (mHealth). View
  8. Schlomann A, Rasche P, Seifert A. Augmented Reality Games II. View