Published on in Vol 6, No 1 (2018): Jan-Mar

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/8979, first published .
The Praise and Price of Pokémon GO: A Qualitative Study of Children’s and Parents’ Experiences

The Praise and Price of Pokémon GO: A Qualitative Study of Children’s and Parents’ Experiences

The Praise and Price of Pokémon GO: A Qualitative Study of Children’s and Parents’ Experiences

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. 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
  3. Cavada M, Rogers C. Serious gaming as a means of facilitating truly smart cities: a narrative review. Behaviour & Information Technology 2020;39(6):695 View
  4. Harris M. Maintenance of behaviour change following a community-wide gamification based physical activity intervention. Preventive Medicine Reports 2019;13:37 View
  5. 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
  6. Butcher L, Tucker O, Young J. Path to discontinuance of pervasive mobile games: the case of Pokémon Go in Australia. Asia Pacific Journal of Marketing and Logistics 2020;33(2):584 View
  7. 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
  8. Kostenius C, Hallberg J, Lindqvist A. Gamification of health education. Health Education 2018;118(4):354 View
  9. 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
  10. Hamari J, Malik A, Koski J, Johri A. Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?. International Journal of Human–Computer Interaction 2019;35(9):804 View
  11. Lindqvist A, Löf M, Ek A, Rutberg S. Active School Transportation in Winter Conditions: Biking Together Is Warmer. International Journal of Environmental Research and Public Health 2019;16(2):234 View
  12. Ek A, Sandborg J, Delisle Nyström C, Lindqvist A, Rutberg S, Löf M. Physical Activity and Mobile Phone Apps in the Preschool Age: Perceptions of Teachers and Parents. JMIR mHealth and uHealth 2019;7(4):e12512 View
  13. Harris M, Crone D, Cuthill F. Motivations and barriers to engagement with a technology-enabled community wide physical activity intervention. PLOS ONE 2020;15(6):e0232317 View
  14. Richardson I, Hjorth L, Piera-Jimenez J. The emergent potential of mundane media: Playing Pokémon GO in Badalona, Spain. New Media & Society 2022;24(3):667 View
  15. Laine T, Normark J, Lindvall H, Lindqvist A, Rutberg S. A Distributed Multiplayer Game to Promote Active Transport at Workplaces: User-Centered Design, Implementation, and Lessons Learned. IEEE Transactions on Games 2020;12(4):386 View
  16. Wang A. Systematic literature review on health effects of playing Pokémon Go. Entertainment Computing 2021;38:100411 View
  17. Choi Y, Yang H, Im S, Kim J, Lee S, Heo J. Pokémon Go: Experiences of Mobile Game in Augmented Reality among Players over 40s. Korean Journal of Lesure, Recreation & Park 2021;45(1):39 View
  18. Oduor M, Perälä T. Interactive Urban Play to Encourage Active Mobility: Usability Study of a Web-Based Augmented Reality Application. Frontiers in Computer Science 2021;3 View
  19. Schwarz A, Winkens L, de Vet E, Ossendrijver D, Bouwsema K, Simons M. Design Features Associated With Engagement in Mobile Health Physical Activity Interventions Among Youth: Systematic Review of Qualitative and Quantitative Studies. JMIR mHealth and uHealth 2023;11:e40898 View
  20. Lindqvist A, Lugnet J, Niska A, Rutberg S. One should really be more worried about too little physical activity than injuries while walking or cycling to school. Parents’ perception of risk concerning active school transportation.. Journal of Transport & Health 2023;29:101573 View
  21. Johnson R, White B, Gucciardi D, Gibson N, Williams S. Intervention Mapping of a Gamified Therapy Prescription App for Children With Disabilities: User-Centered Design Approach. JMIR Pediatrics and Parenting 2022;5(3):e34588 View
  22. Oyelere S, Berghem S, Brännström R, Rutberg S, Laine T, Lindqvist A. Initial Design and Testing of Multiplayer Cooperative Game to Support Physical Activity in Schools. Education Sciences 2022;12(2):100 View
  23. Dunham J, Papangelis K, Laato S, Lalone N, Lee J, Saker M. The Impacts of Covid-19 on Players of Pokémon GO. ACM Transactions on Computer-Human Interaction 2023;30(4):1 View
  24. Laine T, Duong N, Lindvall H, Oyelere S, Rutberg S, Lindqvist A. A Reusable Multiplayer Game for Promoting Active School Transport: Development Study. JMIR Serious Games 2022;10(1):e31638 View
  25. 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
  26. Yuksel H. Experiences of Prospective Physical Education Teachers on Active Gaming within the Context of School-Based Physical Activity. European Journal of Educational Research 2019;volume-8-2019(volume8-issue1.html):199 View
  27. López-Faican L, Jaen J. Design and evaluation of an augmented reality cyberphysical game for the development of empathic abilities. International Journal of Human-Computer Studies 2023;176:103041 View
  28. Harris M, Crone D, Hughes S. Factors That Help and Hinder the Implementation of Community-Wide Behavior Change Programs. Health Promotion Practice 2024;25(3):428 View
  29. Dressler R, Guida R, Chu M. Canadian Second Language Teachers’ Technology Use Following the COVID-19 Pandemic. The Canadian Modern Language Review 2023;79(3):228 View
  30. Visier-Alfonso M, Sánchez-López M, Rodríguez-Martín B, Ruiz-Hermosa A, Bartolomé-Gutiérrez R, Sequí-Domínguez I, Martínez-Vizcaíno V. Parents’ Perceptions of Children’s and Adolescents’ Use of Electronic Devices to Promote Physical Activity: Systematic Review of Qualitative Evidence. JMIR mHealth and uHealth 2023;11:e44753 View
  31. Liang H, Wang X, An R. Influence of Pokémon GO on Physical Activity and Psychosocial Well-Being in Children and Adolescents: Systematic Review. Journal of Medical Internet Research 2023;25:e49019 View
  32. Jingili N, Oyelere S, Berghem S, Brännström R, Laine T, Balogun O. Adolescents’ perceptions of active school transport in northern Sweden. Heliyon 2023;9(10):e20779 View
  33. Gkintoni E, Vantaraki F, Skoulidi C, Anastassopoulos P, Vantarakis A. Promoting Physical and Mental Health among Children and Adolescents via Gamification—A Conceptual Systematic Review. Behavioral Sciences 2024;14(2):102 View
  34. Dunham J, Papangelis K, LaLone N, Wang Y. The player traits and gratifications of casual and hardcore players in Harry Potter: Wizards Unite , Ingress , and Pokémon GO. Behaviour & Information Technology 2024:1 View
  35. Jingili N, Oyelere S, Berghem S, Brännström R, Laine T, Lindqvist A, Rutberg S. A Two-Stage co-Design Process of Battleship-AST Persuasive Game for Active School Transportation in Northern Sweden. 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. Antolín-Amérigo D, Alvarez-Perea A, Popescu F. Implementing Precision Medicine in Best Practices of Chronic Airway Diseases. View
  2. Cacchione A. Augmented Reality Games I. View
  3. Saker M, Evans L. Intergenerational Locative Play. View
  4. Saker M, Evans L. Intergenerational Locative Play. View
  5. Koskinen E, Meriläinen M. Transforming Society and Organizations through Gamification. View
  6. Sengoku S. Mobile Health (mHealth). View