TY - JOUR
T1 - Impact of Pokémon Go on Physical Activity
T2 - A Systematic Review and Meta-Analysis
AU - Khamzina, Madina
AU - Parab, Kaustubh V.
AU - An, Ruopeng
AU - Bullard, Tiffany
AU - Grigsby-Toussaint, Diana S.
N1 - Publisher Copyright:
© 2019 American Journal of Preventive Medicine
PY - 2020/2
Y1 - 2020/2
N2 - Context: Pokémon Go is a popular mobile augmented reality game that requires players to travel to different locations to capture virtual characters. This study systematically reviews and quantifies Pokémon Go in relation to physical activity engagement among players. Evidence acquisition: A keyword search was conducted in PubMed, Web of Science, Scopus, EBSCO, SPORTDiscus, PsycINFO, ScienceDirect, and Cochrane Library for articles published between July 2016 and October 2018. Meta-analysis was performed to estimate the pooled effect of playing Pokémon Go on physical activity outcome. Evidence synthesis: From the keyword search, 17 studies (16 observational and 1 pre–post) were identified, with a total sample of 33,108 participants. A comparison between Pokémon Go players and nonplayers and between pre- and post-play time points revealed an increase in walking duration, distance walked, and number of steps/day. Pokémon Go players were also found to engage in less sedentary behavior. Playing Pokémon Go was associated with an increase in the number of steps per day by 1,446 steps (95% CI=953, 1,939; I2=81%). Conclusions: Playing Pokémon Go was associated with a statistically significant but clinically modest increase in the number of daily steps taken among game players. One challenge for future physical activity interventions using Pokémon Go is to retain active engagement once the initial novelty wears off. Additional studies with longer follow-up periods and experimental study design are needed to assess to what extent Pokémon Go and other augmented reality games can be used to promote physical activity at the population level for a sustained time period.
AB - Context: Pokémon Go is a popular mobile augmented reality game that requires players to travel to different locations to capture virtual characters. This study systematically reviews and quantifies Pokémon Go in relation to physical activity engagement among players. Evidence acquisition: A keyword search was conducted in PubMed, Web of Science, Scopus, EBSCO, SPORTDiscus, PsycINFO, ScienceDirect, and Cochrane Library for articles published between July 2016 and October 2018. Meta-analysis was performed to estimate the pooled effect of playing Pokémon Go on physical activity outcome. Evidence synthesis: From the keyword search, 17 studies (16 observational and 1 pre–post) were identified, with a total sample of 33,108 participants. A comparison between Pokémon Go players and nonplayers and between pre- and post-play time points revealed an increase in walking duration, distance walked, and number of steps/day. Pokémon Go players were also found to engage in less sedentary behavior. Playing Pokémon Go was associated with an increase in the number of steps per day by 1,446 steps (95% CI=953, 1,939; I2=81%). Conclusions: Playing Pokémon Go was associated with a statistically significant but clinically modest increase in the number of daily steps taken among game players. One challenge for future physical activity interventions using Pokémon Go is to retain active engagement once the initial novelty wears off. Additional studies with longer follow-up periods and experimental study design are needed to assess to what extent Pokémon Go and other augmented reality games can be used to promote physical activity at the population level for a sustained time period.
UR - http://www.scopus.com/inward/record.url?scp=85076518833&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85076518833&partnerID=8YFLogxK
U2 - 10.1016/j.amepre.2019.09.005
DO - 10.1016/j.amepre.2019.09.005
M3 - Review article
C2 - 31836333
AN - SCOPUS:85076518833
SN - 0749-3797
VL - 58
SP - 270
EP - 282
JO - American journal of preventive medicine
JF - American journal of preventive medicine
IS - 2
ER -