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

Preprints (earlier versions) of this paper are available at, 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


  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 2020:1 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 2020:146144482096587 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

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