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

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

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

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

Journals

  1. 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
  2. Santos L, Okamoto K, Funghetto S, Cavalli A, Hiragi S, Yamamoto G, Sugiyama O, Castanho C, 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 View
  3. Soltani P, Figueiredo P, Vilas-Boas J. Does exergaming drive future physical activity and sport intentions?. Journal of Health Psychology 2021;26(12):2173 View
  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 View
  5. 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
  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 View
  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 View
  8. Zapata-Lamana R, Lalanza J, Losilla J, Parrado E, Capdevila L. mHealth technology for ecological momentary assessment in physical activity research: a systematic review. PeerJ 2020;8:e8848 View
  9. Hino K, Asami Y, Lee J. 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 View
  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 View
  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 View
  12. 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
  13. Marquet O, Alberico C, Hipp A. Pokémon GO and physical activity among college students. A study using Ecological Momentary Assessment. Computers in Human Behavior 2018;81:215 View
  14. Lin Y, Tudor-Sfetea C, Siddiqui S, Sherwani Y, Ahmed M, Eisingerich A. 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 View
  15. 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
  16. Gilchrist J, Pila E, Lucibello K, Sabiston C, Conroy D. Body surveillance and affective judgments of physical activity in daily life. Body Image 2021;36:127 View
  17. Santos L, 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 View
  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 View
  19. Wang A. Systematic literature review on health effects of playing Pokémon Go. Entertainment Computing 2021;38:100411 View
  20. Wang A, Skjervold A. Health and social impacts of playing Pokémon Go on various player groups. Entertainment Computing 2021;39:100443 View
  21. İMAMOĞLU M, ERBAŞ Ç, DİKMEN C. Trend Analysis of Augmented Reality Studies in Sports Science. Kastamonu Eğitim Dergisi 2022;30(3):502 View
  22. 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
  23. Laor T. Running Away with the Pokémon Go Gang: Three Consumption Needs. International Journal of Human–Computer Interaction 2022;38(14):1321 View
  24. Lemmens J, Weergang I. Caught them all: Gaming disorder, motivations for playing and spending among core Pokémon Go players. Entertainment Computing 2023;45:100548 View
  25. 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
  26. Chaudhari S, Ghanvatkar S, Kankanhalli A. Personalization of Intervention Timing for Physical Activity: Scoping Review. JMIR mHealth and uHealth 2022;10(2):e31327 View
  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 View
  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 View
  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 View
  30. Gee L, Subramaniam A, Muthusamy S, Vasanthi R. 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 View
  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 View
  32. Lemmens J, Weergang I. Caught Them All: Spending and Addiction Among Core Pokémon Go Players. SSRN Electronic Journal 2022 View
  33. Hartson K, Huntington-Moskos L, Sears C, Genova G, Mathis C, Ford W, Rhodes R. 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 View
  34. Zhang C, Sun Y, Lu H. Games for Health in Transportation Systems. IEEE Access 2024;12:95529 View
  35. Odenigbo I, Alslaity A, Chan G, Orji R. AR Dancee: An Augmented Reality-Based Mobile Persuasive Intervention for Promoting Physical Activity Through Dancing. International Journal of Human–Computer Interaction 2024:1 View
  36. 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. Zsila Á, Orosz G. Augmented Reality Games I. View
  2. Quail N, Boyle J. Biomedical Visualisation. View
  3. Sengoku S. Mobile Health (mHealth). View