Published on in Vol 19, No 4 (2017): April

Pedestrian Inattention Blindness While Playing Pokémon Go as an Emerging Health-Risk Behavior: A Case Report

Pedestrian Inattention Blindness While Playing Pokémon Go as an Emerging Health-Risk Behavior: A Case Report

Pedestrian Inattention Blindness While Playing Pokémon Go as an Emerging Health-Risk Behavior: A Case Report

Journals

  1. Barbero E, Carpenter D, Maier J, Tseng D. Healthcare Encounters for Pokémon Go: Risks and Benefits of Playing. Games for Health Journal 2018;7(3):157 View
  2. Gary C, Lakhiani C, DeFazio M, Masden D, Song D. Smartphone use during ambulation and pedestrian trauma: A public health concern. Journal of Trauma and Acute Care Surgery 2018;85(6):1092 View
  3. Feldman B. Agency and governance: Pokémon-Go and contested fun in public space. Geoforum 2018;96:289 View
  4. Povolotskiy R, Gupta N, Leverant A, Kandinov A, Paskhover B. Head and Neck Injuries Associated With Cell Phone Use. JAMA Otolaryngology–Head & Neck Surgery 2020;146(2):122 View
  5. Baranowski T, Lyons E. Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change. Games for Health Journal 2020;9(2):71 View
  6. Jin X, Zhang M, Zhou Z, Yu X. Application of a Blockchain Platform to Manage and Secure Personal Genomic Data: A Case Study of LifeCODE.ai in China. Journal of Medical Internet Research 2019;21(9):e13587 View
  7. Best R, Burke P. Fuel prices and road accident outcomes in New Zealand. New Zealand Economic Papers 2019;53(2):109 View
  8. Madrigal-Pana J, Gómez-Figueroa J, Moncada-Jiménez J. Adult Perception Toward Videogames and Physical Activity Using Pokémon Go. Games for Health Journal 2019;8(3):227 View
  9. Ruiz-Ariza A, Casuso R, Suarez-Manzano S, Martínez-López E. Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young. Computers & Education 2018;116:49 View
  10. Koh H, Oh J, Mackert M. Predictors of Playing Augmented Reality Mobile Games While Walking Based on the Theory of Planned Behavior: Web-Based Survey. JMIR mHealth and uHealth 2017;5(12):e191 View
  11. Hino K, Asami Y, Lee J. Step Counts of Middle-Aged and Elderly Adults for 10 Months Before and After the Release of Pokémon GO in Yokohama, Japan. Journal of Medical Internet Research 2019;21(2):e10724 View
  12. Ma B, Ng S, 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 View
  13. Marquet O, Alberico C, Adlakha D, Hipp J. Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity. JMIR Serious Games 2017;5(4):e21 View
  14. Aromaa S, Väätänen A, Aaltonen I, Goriachev V, Helin K, Karjalainen J. Awareness of the real-world environment when using augmented reality head-mounted display. Applied Ergonomics 2020;88:103145 View
  15. Ashar M, Thaliath L, Sali K, Chaudhury S, Jagtap B, Patil A, Devabhaktuni S. Correlates of excessive Pokemon Go playing among medical students. Industrial Psychiatry Journal 2019;28(2):301 View
  16. Marquet O, Alberico C, Hipp A. Pokémon GO and physical activity among college students. A study using Ecological Momentary Assessment. Computers in Human Behavior 2018;81:215 View
  17. Hsieh C, Chen T. Effect of Pokémon GO on the Cognitive Performance and Emotional Intelligence of Primary School Students. Journal of Educational Computing Research 2019;57(7):1849 View
  18. Guo Y, Peeta S, Agrawal S, Benedyk I. Impacts of Pokémon GO on route and mode choice decisions: exploring the potential for integrating augmented reality, gamification, and social components in mobile apps to influence travel decisions. Transportation 2022;49(2):395 View
  19. Luo Y, Zheng H, Chen Y, Giang W, Hu B. Influences of Smartphone Operation on Gait and Posture During Outdoor Walking Task. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2020;64(1):1723 View
  20. Labonte-LeMoyne E, Cameron A, Sénécal S, Fredette M, Faubert J, Lepore F, Léger P. What’s that on Your Phone? Effects of Mobile Device Task Type on Pedestrian Performance. Human Factors: The Journal of the Human Factors and Ergonomics Society 2024;66(4):1068 View
  21. Muramatsu K, Ohsaka H, Takahashi N, Yanagawa Y. Multiple injuries sustained when hit by a truck while playing the smartphone game Pokemon Go. Journal of Emergencies, Trauma, and Shock 2019;12(2):165 View
  22. Guo Y, Agrawal S, Peeta S, Benedyk I. Safety and health perceptions of location-based augmented reality gaming app and their implications. Accident Analysis & Prevention 2021;161:106354 View
  23. Martínez-López E, López-Serrano S, De La Torre-Cruz M, Ruiz-Ariza A. Effects of the augmented reality game Pokémon GO on fitness and fatness in secondary school students. Health Education Journal 2022;81(1):54 View
  24. Lehman S, Elezovikj S, Ling H, Tan C. ARCHIE++ : A Cloud-Enabled Framework for Conducting AR System Testing in the Wild. IEEE Transactions on Visualization and Computer Graphics 2023;29(4):2102 View
  25. Lee Y, Shin S. Risk of using smartphones while walking for digital natives in realistic environments: Effects of cognitive–motor interference. Heliyon 2024;10(7):e28901 View
  26. Ma H, Chen P, Chen S, Chen L, Linkov V, Pai C. Population-based case–control study of the effect of sun glare on pedestrian fatalities in Taiwan. BMJ Open 2019;9(8):e028350 View
  27. Tomás J, Velasco A, Mínguez S. Aplicaciones móviles para mejorar el cumplimiento terapéutico. FMC - Formación Médica Continuada en Atención Primaria 2024;31(6):326 View
  28. Chuang C, Chiu T, Hsu H, Lin S. Coupling Mobile Brain Imaging and Virtual Reality Omnidirectional Treadmill to Explore Attenuated Situational Awareness During Distracted Walking. IEEE Transactions on Cognitive and Developmental Systems 2024;16(3):1063 View
  29. Lee L, Lin Z. Danger, Nuisance, Disregard: Analyzing User-Generated Videos for Augmented Reality Gameplay on Hand-held Devices. Proceedings of the ACM on Human-Computer Interaction 2024;8(CHI PLAY):1 View

Books/Policy Documents

  1. John B, Wickramasinghe N. Delivering Superior Health and Wellness Management with IoT and Analytics. View
  2. Liberati N. Augmented Reality Games I. View
  3. Ruiz-Ariza A, López-Serrano S, De la Torre-Cruz M, Martínez-López E. Augmented Reality Games I. View
  4. Coyne L, Merritt T, Takemoto J. Perspectives on Digitally-Mediated Team Learning. View