Published on in Vol 8, No 2 (2020): Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/15967, first published .
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study

Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study

Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study

Authors of this article:

Jonne Arjoranta1 Author Orcid Image ;   Tuomas Kari1, 2 Author Orcid Image ;   Markus Salo1 Author Orcid Image

Journals

  1. Fonseca D, García-Peñalvo F, Camba J. New methods and technologies for enhancing usability and accessibility of educational data. Universal Access in the Information Society 2021;20(3):421 View
  2. Fonseca D, García-Peñalvo F, Camba J. New methods and technologies for enhancing usability and accessibility of educational data. Universal Access in the Information Society 2021;20(3):421 View
  3. 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
  4. Deshbandhu A, Roy D, Kushal S. Hybrid habitats: Remediating leisure, space and youth throughPokémon Goin India. Journal of Leisure Research 2022;53(4):532 View
  5. 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
  6. Saaty M, Haqq D, Beyki M, Hassan T, McCrickard D. Pokémon GO with Social Distancing: Social Media Analysis of Players' Experiences with Location-based Games. Proceedings of the ACM on Human-Computer Interaction 2022;6(CHI PLAY):1 View
  7. Kari T, Kosa M. Acceptance and use of virtual reality games: an extension of HMSAM. Virtual Reality 2023;27(3):1585 View
  8. 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
  9. Tosto C, Matin F, Seta L, Chiazzese G, Chifari A, Arrigo M, Taibi D, Farella M, Mangina E. The Potential of AR Solutions for Behavioral Learning: A Scoping Review. Computers 2022;11(6):87 View
  10. Fonseca D, García-Peñalvo F, Camba J. New methods and technologies for enhancing usability and accessibility of educational data. Universal Access in the Information Society 2020 View
  11. Kai L, Tan W, Saari E. Dimensions of Interactive Pervasive Game Design: Systematic Review. JMIR Serious Games 2023;11:e42878 View
  12. Guo J, Chow M, Amici J, Yu P, Kuo C. Public opinions about an older adult playing a persuasive game: Based on social media messages. Aging and Health Research 2023;3(2):100145 View
  13. Taylor A, tom Dieck M, Jung T, Cho J, Kwon O. XR and mental wellbeing: state of the art and future research directions for the Metaverse. Frontiers in Psychology 2024;15 View

Books/Policy Documents

  1. Sengoku S. Mobile Health (mHealth). View