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Citing this Article

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Published on 03.01.18 in Vol 6, No 1 (2018): Jan-Mar

This paper is in the following e-collection/theme issue:

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

According to Crossref, the following articles are citing this article (DOI 10.2196/games.8979):

(note that this is only a small subset of citations)

  1. Militello LK, Hanna N, Nigg CR. Pokémon GO Within the Context of Family Health: Retrospective Study. JMIR Pediatrics and Parenting 2018;1(2):e10679
    CrossRef
  2. Ma BD, Ng SL, 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
    CrossRef
  3. Cavada M, Rogers CDF. Serious gaming as a means of facilitating truly smart cities: a narrative review. Behaviour & Information Technology 2020;39(6):695
    CrossRef
  4. . Maintenance of behaviour change following a community-wide gamification based physical activity intervention. Preventive Medicine Reports 2019;13:37
    CrossRef
  5. Khamzina M, Parab KV, An R, Bullard T, Grigsby-Toussaint DS. Impact of Pokémon Go on Physical Activity: A Systematic Review and Meta-Analysis. American Journal of Preventive Medicine 2020;58(2):270
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  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
    CrossRef
  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
    CrossRef
  8. Kostenius C, Hallberg J, Lindqvist A. Gamification of health education. Health Education 2018;118(4):354
    CrossRef
  9. Baranowski T, Lyons EJ. Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change. Games for Health Journal 2020;9(2):71
    CrossRef
  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
    CrossRef
  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
    CrossRef
  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
    CrossRef
  13. Harris MA, Crone D, Cuthill F. Motivations and barriers to engagement with a technology-enabled community wide physical activity intervention. PLOS ONE 2020;15(6):e0232317
    CrossRef
  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
    CrossRef
  15. Laine TH, 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
    CrossRef
  16. . Systematic literature review on health effects of playing Pokémon Go. Entertainment Computing 2021;38:100411
    CrossRef
  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
    CrossRef
  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
    CrossRef
  19. Schwarz A, Winkens LHH, 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
    CrossRef
  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
    CrossRef
  21. Johnson RW, White BK, Gucciardi DF, Gibson N, Williams SA. Intervention Mapping of a Gamified Therapy Prescription App for Children With Disabilities: User-Centered Design Approach. JMIR Pediatrics and Parenting 2022;5(3):e34588
    CrossRef
  22. Oyelere SS, Berghem SM, Brännström R, Rutberg S, Laine TH, Lindqvist A. Initial Design and Testing of Multiplayer Cooperative Game to Support Physical Activity in Schools. Education Sciences 2022;12(2):100
    CrossRef
  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
    CrossRef
  24. Laine TH, Duong N, Lindvall H, Oyelere SS, Rutberg S, Lindqvist A. A Reusable Multiplayer Game for Promoting Active School Transport: Development Study. JMIR Serious Games 2022;10(1):e31638
    CrossRef
  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
    CrossRef
  26. . 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
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  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
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  28. Harris M, Crone D, Hughes S. Factors That Help and Hinder the Implementation of Community-Wide Behavior Change Programs. Health Promotion Practice 2023;:152483992311727
    CrossRef
  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
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  30. Visier-Alfonso ME, 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
    CrossRef
  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
    CrossRef
  32. Jingili N, Oyelere SS, Berghem SM, Brännström R, Laine TH, Balogun OS. Adolescents’ perceptions of active school transport in northern Sweden. Heliyon 2023;9(10):e20779
    CrossRef
  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
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.8979):

  1. Antolín-Amérigo D, Alvarez-Perea A, Popescu F. Implementing Precision Medicine in Best Practices of Chronic Airway Diseases. 2019. :135
    CrossRef
  2. . Augmented Reality Games I. 2019. Chapter 13:203
    CrossRef
  3. Saker M, Evans L. Intergenerational Locative Play. 2021. :1
    CrossRef
  4. Saker M, Evans L. Intergenerational Locative Play. 2021. :23
    CrossRef
  5. Koskinen E, Meriläinen M. Transforming Society and Organizations through Gamification. 2021. Chapter 13:247
    CrossRef
  6. . Mobile Health (mHealth). 2022. Chapter 10:239
    CrossRef