Published on in Vol 18, No 12 (2016): December

Influence of Pokémon Go on Physical Activity: Study and Implications

Influence of Pokémon Go on Physical Activity: Study and Implications

Influence of Pokémon Go on Physical Activity: Study and Implications

Authors of this article:

Tim Althoff1 Author Orcid Image ;   Ryen W White2 Author Orcid Image ;   Eric Horvitz2 Author Orcid Image

Journals

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  181. Putz-Egger L, Beil D, Dopler S, Diephuis J. Combining Gamification and Augmented Reality to Raise Interest in Logistics Careers. Applied Sciences 2022;12(18):9066 View
  182. Laato S, Inaba N, Hamari J. Convergence between the real and the augmented: Experiences and perceptions in location-based games. Telematics and Informatics 2021;65:101716 View
  183. Tripicchio G, Jones G, Hart C, Hyun M, DeSabato E, Giddings A, Ehrhardt A, Rosenberg E. A digitally enhanced home-based physical activity intervention for high-risk middle school youth during COVID-19. Translational Behavioral Medicine 2023;13(1):17 View
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  185. 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 View
  186. Wingenbach T, Zana Y. Playing Pokemon Go: Increased Life Satisfaction Through More (Positive) Social Interactions. Frontiers in Sports and Active Living 2022;4 View
  187. Grajek M, Olszewski Ł, Krupa-Kotara K, Białek-Dratwa A, Sas-Nowosielski K. Selected Behaviors and Addiction Risk Among Users of Urban Multimedia Games. Frontiers in Psychology 2022;13 View
  188. Laor T. Running Away with the Pokémon Go Gang: Three Consumption Needs. International Journal of Human–Computer Interaction 2022;38(14):1321 View
  189. Lemmens J, Weergang I. Caught them all: Gaming disorder, motivations for playing and spending among core Pokémon Go players. Entertainment Computing 2023;45:100548 View
  190. Alcindor M, Jackson D, Alcindor-Huelva P. Heritage places as the settings for virtual playgrounds: perceived realism in videogames, as a tool for the re-localisation of physical places. International Journal of Heritage Studies 2022;28(7):865 View
  191. Torrado J, Jaccheri L, Pelagatti S, Wold I. HikePal: A mobile exergame to motivate people with intellectual disabilities to do outdoor physical activities. Entertainment Computing 2022;42:100477 View
  192. Epah J, Gülec I, Winter S, Dörr J, Geisen C, Haecker E, Link D, Schwab M, Seifried E, Schäfer R. From Unit to Dose: A Machine Learning Approach for Precise Prediction of Hemoglobin and Iron Content in Individual Packed Red Blood Cell Units. Advanced Science 2022;9(36) View
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  194. Soltero E, Lopez C, Musaad S, O'Connor T, Thompson D. Fit24, a digital health intervention to reduce type 2 diabetes risk among Hispanic youth: Protocol for a feasibility pilot study. Contemporary Clinical Trials 2023;127:107117 View
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Books/Policy Documents

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  2. Phillips R, Abbas-Nazari A, Tooze J, Gaver B, Boucher A, Ovalle L, Sheen A, Brown D, Matsuda N, Vanis M. Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance. View
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  11. Peña J, Li B, Ratan R. Technology and Health. View
  12. MacDonald S, Rizzone K, Vengal S. Technology and Adolescent Health. View
  13. Rauti S, Laato S. Trends and Innovations in Information Systems and Technologies. View
  14. . Internet Computing. View
  15. Osoba O, Davis P. Social‐Behavioral Modeling for Complex Systems. View
  16. Vuorio J, Okkonen J, Viteli J. Digital Turn in Schools—Research, Policy, Practice. View
  17. Schlieder C, Kremer D, Heinz T. Geogames and Geoplay. View
  18. Torres J, Ortiz K, García J, Vaca C. Trends and Advances in Information Systems and Technologies. View
  19. Tong X, Gupta A, Gromala D, Shaw C. Distributed, Ambient and Pervasive Interactions. View
  20. Tregel T, Leber F, Göbel S. Entertainment Computing and Serious Games. View
  21. Sañudo-Corrales B, Sánchez-Oliver A, del Río-Rama M. Cultural and Creative Industries. View
  22. Mackintosh K, Esliger D, Kingsnorth A, Loveday A, Crossley S, McNarry M. The Routledge Handbook of Youth Physical Activity. View
  23. Ortiz de Gortari A. Augmented Reality Games I. View
  24. Monzani D, Pizzoli S. P5 eHealth: An Agenda for the Health Technologies of the Future. View
  25. Jain S, Werth D. HCI in Business, Government and Organizations. eCommerce and Consumer Behavior. View
  26. Park H, Sanguinetti A, Castillo Cortes G. Design, User Experience, and Usability: Designing Pleasurable Experiences. View
  27. Olaniyan R, Harvey T, Hendrixson H, Palilonis J. Virtual, Augmented and Mixed Reality. Industrial and Everyday Life Applications. View
  28. Stout M, Hawkins M. Encyclopedia of Behavioral Medicine. View
  29. . Gamification Strategies for Retention, Motivation, and Engagement in Higher Education. View
  30. Haddod F, Dingli A. Rediscovering Heritage Through Technology. View
  31. Richerzhagen B. Mechanism Transitions in Publish/Subscribe Systems. View
  32. Lu Y, Delmelle E. Geospatial Technologies for Urban Health. View
  33. Siakavaras I, Papastergiou M, Comoutos N. Research on e-Learning and ICT in Education. View
  34. Laato S, Hyrynsalmi S, Paloheimo M. Software Business. View
  35. Hjorth L, Richardson I, Piera-Jimenez J. Hybrid Play. View
  36. Laato S, Pietarinen T, Rauti S, Sutinen E. Computer Supported Education. View
  37. Petrovich Jr. M, Foster A. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education. View
  38. Stout M, Hawkins M. Encyclopedia of Behavioral Medicine. View
  39. Tregel T, Dutz T, Hock P, Müller P, Achenbach P, Göbel S. Serious Games. View
  40. Sugiura A, Kitama T, Toyoura M, Mao X. Teaching Anatomy. View
  41. Vuorio J, Tuomas Harviainen J. Simulation Gaming Through Times and Disciplines. View
  42. Choe E, Klasnja P, Pratt W. Biomedical Informatics. View
  43. Klinker K, Przybilla L, Wiesche M, Krcmar H. Systematische Entwicklung von Dienstleistungsinnovationen. View
  44. Pfeiffer M, Klinker K, Przybilla L, Wiesche M, Krcmar H. Systematische Entwicklung von Dienstleistungsinnovationen. View
  45. Gao Q, Chen Y. HANDBOOK OF HUMAN FACTORS AND ERGONOMICS. View
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