| Content Provider | Springer Nature : BioMed Central |
|---|---|
| Author | Wong, Fiona Y. |
| Abstract | Background The prevalence of overweight is increasing and the effectiveness of various weight management and exercise programs varied. An augmented reality smartphone game, Pokémon Go, appears to increase activity levels of players. This study assessed the players and ex-players’ frequencies and durations of staying outdoors, and walking/jogging before and during the time they played Pokémon Go, evaluated the physical activity levels of players, ex-players and non-players, and investigated the potential factors which determined their play statuses. Methods Students in a university answered an online-questionnaire survey. The IPAQ-short form was incorporated to measure vigorous-intensity activities, moderate-intensity activities and walking. Chi square tests were used to compare frequencies and durations of staying outdoors and walking/jogging, health discomforts and physical activity levels between players, ex-players and non-players. Wilcoxon signed ranks tests were performed to assess the changes prior to and during the time when the players and ex-players played Pokémon Go. Logistic regression analyses were performed to assess factors contributing to playing, quitting or not playing Pokémon Go. Results 644 university students answered the questionnaire. Compared with the ex-players, the players were significantly more frequent to stay outdoors when playing Pokémon Go (P < 0.001), walk/jog to a location to catch Pokémon, to Pokéstops or Gyms (P < 0.005), as well as walking/jogging to hatch eggs (P < 0.001). Players who never or rarely walked/jogged before spent a mean of 108.19 ± 158.21 min/week to walk/jog in order to play the game which is equivalent to burning 357 kcal/week for a 60-kg person walking a moderate pace. Compared with the non-players, players were more likely to be aged 18–25 years [OR (95% CI) 3.28 (1.28–8.40), P = 0.013], never [OR (95% CI) 10.51 (1.12–98.57), P = 0.039] or rarely [OR (95% CI) 4.00 (1.95–8.23), P < 0.001] stayed outdoors and rarely walked/jogged prior to playing the game [OR (95% CI) 3.88 (1.86–8.05), P < 0.001]. However, there was no significant difference in physical activity levels between the three groups (P = 0.573). Conclusions Players who used to be sedentary benefited the most from Pokémon Go. The game can be used as a starting point for sedentary people to begin an active lifestyle. The impact of Pokémon Go on physical activity can provide insights to public health workers in using novel strategies in health promotion. |
| Related Links | https://ij-healthgeographics.biomedcentral.com/counter/pdf/10.1186/s12942-017-0080-1.pdf |
| Ending Page | 12 |
| Page Count | 12 |
| Starting Page | 1 |
| File Format | HTM / HTML |
| DOI | 10.1186/s12942-017-0080-1 |
| Journal | International Journal of Health Geographics |
| Issue Number | 1 |
| Volume Number | 16 |
| Language | English |
| Publisher | BioMed Central |
| Publisher Date | 2017-02-22 |
| Access Restriction | Open |
| Subject Keyword | Public Health Health Informatics Human Geography Epidemiology Health Promotion and Disease Prevention Medical Geography Physical activity levels Pokémon Go Active lifestyle Augmented reality games |
| Content Type | Text |
| Resource Type | Article |
| Subject | Computer Science Public Health, Environmental and Occupational Health Business, Management and Accounting |
| Journal Impact Factor | 3/2023 |
| 5-Year Journal Impact Factor | 4.1/2023 |
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