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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  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
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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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  9. Meschtscherjakov A, Trösterer S, Lupp A, Tscheligi M. Persuasive Technology: Development and Implementation of Personalized Technologies to Change Attitudes and Behaviors. View
  10. Koskinen E, Leorke D, Alha K, Paavilainen J. Augmented Reality Games I. View
  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. Sunyaev A. 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
  46. Chen Y. Proceedings of the Future Technologies Conference (FTC) 2021, Volume 1. View
  47. Sengoku S. Mobile Health (mHealth). View
  48. Kodama K. Mobile Health (mHealth). View
  49. Cerra Z, Apicella M. Smartphone Apps for Health and Wellness. View
  50. Zaqreen I, Hong S, Daud N. Digital Psychology’s Impact on Business and Society. View
  51. Kriegel E, Lazarevic B, Feifer D, Athanasian C, Chow N, Sklar J, Asante Y, Goldman C, Milanaik R. Springer Handbook of Augmented Reality. View
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