Published on in Vol 22, No 12 (2020): December

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/25117, first published .
COVID-19 as ‘Game Changer’ for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study

COVID-19 as ‘Game Changer’ for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study

COVID-19 as ‘Game Changer’ for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study

Journals

  1. Ren D, Ma B. Effectiveness of Interactive Tools in Online Health Care Communities: Social Exchange Theory Perspective. Journal of Medical Internet Research 2021;23(3):e21892 View
  2. Pallavicini F, Pepe A, Mantovani F. Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review. JMIR Mental Health 2021;8(8):e28150 View
  3. Xu S, Park M, Kang U, Choi J, Koo J. Problematic Use of Alcohol and Online Gaming as Coping Strategies During the COVID-19 Pandemic: A Mini Review. Frontiers in Psychiatry 2021;12 View
  4. Ong T, Wilczewski H, Paige S, Soni H, Welch B, Bunnell B. Extended Reality for Enhanced Telehealth During and Beyond COVID-19: Viewpoint. JMIR Serious Games 2021;9(3):e26520 View
  5. Lesimple P, Verley J, Laplace B, Olliac B. Jeux vidéo à l’adolescence : paradoxes en temps de pandémie. Neuropsychiatrie de l'Enfance et de l'Adolescence 2022;70(1):37 View
  6. Karhulahti V, Nerg H, Laitinen T, Päivinen A, Chen Y. Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic. Current Psychology 2024;43(15):13986 View
  7. Söbke H, Baalsrud Hauge J, Pechenkina E, Gagnon D, Ninaus M. Editorial: “Serious location-based games”. Frontiers in Education 2022;7 View
  8. Bowman N, Rieger D, Tammy Lin J. Social video gaming and well-being. Current Opinion in Psychology 2022;45:101316 View
  9. Raeburn G, Welton M, Tokarchuk L. Developing a play-anywhere handheld AR storytelling app using remote data collection. Frontiers in Computer Science 2022;4 View
  10. Lin X, Liang Z, Chan K, Li W, Ling X. Effects of contextual interactive healthcare training on caregivers of patients with suspected COVID‐19 infection: Anxiety, learning achievements, perceived support and self‐efficacies during quarantine. Journal of Computer Assisted Learning 2022;38(3):731 View
  11. Toohey S, Wray A, Hunter J, Waldrop I, Saadat S, Boysen-Osborn M, Sudario G, Smart J, Wiechmann W, Pressman S. Comparing the Psychological Effects of Manikin-Based and Augmented Reality–Based Simulation Training: Within-Subjects Crossover Study. JMIR Medical Education 2022;8(3):e36447 View
  12. Li J. Digital technologies for mental health improvements in the COVID-19 pandemic: a scoping review. BMC Public Health 2023;23(1) View
  13. Yan E, Sun R, Wu A, Lai D, Lee V. The Impact of Pandemic-Related Life Stress on Internet Gaming: Social Cynicism and Gaming Motivation as Serial Mediators. International Journal of Environmental Research and Public Health 2022;19(14):8332 View
  14. Martinsson E, Garmy P, Einberg E. School Nurses’ Perceptions About Student's Wellbeing During the Covid-19 Pandemic in Sweden. The Journal of School Nursing 2022:105984052211124 View
  15. Close J, Spicer S, Nicklin L, Lloyd J, Whalley B, Lloyd H. Gambling and Gaming in the United Kingdom during the COVID-19 Lockdown. COVID 2022;2(2):87 View
  16. Steineck A, Lau N, Fladeboe K, Walsh C, Rosenberg A, Yi‐Frazier J, Barton K. Seeking virtual support: Digital technology use in adolescent and young adults with advanced cancer. Pediatric Blood & Cancer 2022;69(11) View
  17. Calandri E, Cattelino E, Graziano F. Is playing video games during COVID-19 lockdown related to adolescent well-being? The role of emotional self-efficacy and positive coping. European Journal of Developmental Psychology 2023;20(3):533 View
  18. Moscoso M, Villarreal-Zegarra D, Del Castillo D, Zavaleta E, Miranda J. Personality profiles and engagement with the augmented reality game Pokémon GO: a cross-sectional study. Wellcome Open Research 2022;7:264 View
  19. O'Loughlin E, Sabiston C, O'Rourke R, Bélanger M, Sylvestre M, O'Loughlin J. The Change in Exergaming From Before to During the COVID-19 Pandemic Among Young Adults: Longitudinal Study. JMIR Serious Games 2023;11:e41553 View
  20. Andrade L, Nery Filho J. Playing remotely: The COVID-19 pandemic and mobile locative gaming in Northeast Brazil. Mobile Media & Communication 2023;11(2):213 View
  21. Lee M, Johnson D, Tanjitpiyanond P, Louis W. It’s habit, not toxicity, driving hours spent in DOTA 2. Entertainment Computing 2022;41:100472 View
  22. Marto A, Gonçalves A. Augmented Reality Games and Presence: A Systematic Review. Journal of Imaging 2022;8(4):91 View
  23. Saaty M, Haqq D, Beyki M, Hassan T, McCrickard D. Pokémon GO with Social Distancing: Social Media Analysis of Players' Experiences with Location-based Games. Proceedings of the ACM on Human-Computer Interaction 2022;6(CHI PLAY):1 View
  24. Shiratori Y, Ogawa T, Ota M, Sodeyama N, Sakamoto T, Arai T, Tachikawa H. A longitudinal comparison of college student mental health under the COVID-19 self-restraint policy in Japan. Journal of Affective Disorders Reports 2022;8:100314 View
  25. Savolainen I, Vuorinen I, Sirola A, Oksanen A. Gambling and gaming during COVID-19: The role of mental health and social motives in gambling and gaming problems. Comprehensive Psychiatry 2022;117:152331 View
  26. de Souza E, Alves F, Façanha J, Torres M. Perceived barriers to physical activity during the 2nd lockdown in a northeastern state of Brazil. Sport Sciences for Health 2022;18(2):473 View
  27. Pallavicini F, Pepe A, Mantovani F. The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review. Cyberpsychology, Behavior, and Social Networking 2022;25(6):334 View
  28. Dunham J, Papangelis K, Laato S, Lalone N, Lee J, Saker M. The Impacts of Covid-19 on Players of Pokémon GO. ACM Transactions on Computer-Human Interaction 2023;30(4):1 View
  29. Dadaczynski K, Tolks D, Wrona K, Mc Call T, Fischer F. The untapped potential of Games for Health in times of crises. A critical reflection. Frontiers in Public Health 2023;11 View
  30. Handrich F, Heidenreich S, Kraemer T. Innovate or game over? Examining effects of product innovativeness on video game success. Electronic Markets 2022;32(2):987 View
  31. Parsekar S, Dhyani V, Rajwar E, Krishnan J, Venkatesh B, Saravu K, Brand H. An overview of preventive and control strategies for common mental health disorders during infectious disease epidemics. F1000Research 2022;11:297 View
  32. Yee A, Sng J. Animal Crossing and COVID-19: A Qualitative Study Examining How Video Games Satisfy Basic Psychological Needs During the Pandemic. Frontiers in Psychology 2022;13 View
  33. Rodriguez-Barcenilla E, Ortega-Mohedano F. Moving towards the End of Gender Differences in the Habits of Use and Consumption of Mobile Video Games. Information 2022;13(8):380 View
  34. Balhara Y, Singh S, Gupta P. What Constitutes ‘Gaming’ in the Gaming Disorder?: Observations and Recommendations. Indian Journal of Psychological Medicine 2023;45(3):297 View
  35. Hanifah H, Ito Y, Yao D, Suyama N, Inoue K, Costi S. Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games. Occupational Therapy International 2022;2022:1 View
  36. Liu X, Xu Z, Yu X, Oda T. Using Telemedicine during the COVID-19 Pandemic: How Service Quality Affects Patients’ Consultation. International Journal of Environmental Research and Public Health 2022;19(19):12384 View
  37. Bhattacharya A, Windleharth T, Lee C, Paramasivam A, Kientz J, Yip J, Lee J. The Pandemic as a Catalyst for Reimagining the Foundations of Location-Based Games. Proceedings of the ACM on Human-Computer Interaction 2021;5(CHI PLAY):1 View
  38. Alshaweesh O, Wedyan M, Alazab M, Abu-Salih B, Al-Jumaily A. A New Augmented Reality System for Calculating Social Distancing between Children at School. Electronics 2023;12(2):358 View
  39. Najmi A, Alhalafawy W, Zaki M. Developing a Sustainable Environment Based on Augmented Reality to Educate Adolescents about the Dangers of Electronic Gaming Addiction. Sustainability 2023;15(4):3185 View
  40. Kristanto D, Aly M, Suharto B, Yuliawan R, Firdaus A. Are video games the best way to stay-at-home?. TIJAB (The International Journal of Applied Business) 2021;5(1):51 View
  41. Gottschall J, Hastings B. A comparison of physiological intensity and psychological perceptions during three different group exercise formats. Frontiers in Sports and Active Living 2023;5 View
  42. Squire K, Wells G, Anderson-Coto M, Steinkuehler C. Casual Games, Cognition, and Play across the Lifespan: A Critical Synthesis. Games: Research and Practice 2023;1(2):1 View
  43. Bakır Ç, Abbas S, Sever E, Özcan Morey A, Aslan Genç H, Mutluer T. Use of augmented reality in mental health-related conditions: A systematic review. DIGITAL HEALTH 2023;9 View
  44. Fan X, Menhas R, Laar R. Repercussions of Pandemic and Preventive Measures on General Well-Being, Psychological Health, Physical Fitness, and Health Behavior: Mediating Role of Coping Behavior. Psychology Research and Behavior Management 2023;Volume 16:2437 View
  45. Rowicka M. Generalised anxiety disorder, depressive symptoms and their subjective change after the first wave of COVID-19 among gamers in Poland. Heliyon 2023;9(6):e16894 View
  46. Yang J, Wang R, Cook A, Fuller R. Gaming during the COVID-19 pandemic: Examining its effect on loneliness & motivation, playing and gratification differences between competitive and recreational gamers. Telematics and Informatics Reports 2023;11:100093 View
  47. Sun Y, Yuan Z. Augmented reality fitness games and subjective well-being of players: a mixed methods study from China. Behaviour & Information Technology 2023:1 View
  48. Ortiz de Gortari A. Sensory and cognitive intrusions with and without media content during the COVID-19 pandemic: Isolation, media use, sleep and stress factors. Telematics and Informatics 2024;87:102095 View
  49. Garavand A, Ameri F, Salehi F, Talebi A, Karbasi Z, Sabahi A, Ortega A. A Systematic Review of Health Management Mobile Applications in COVID-19 Pandemic: Features, Advantages, and Disadvantages. BioMed Research International 2024;2024:1 View
  50. Lee S, Yuh C, Shin Y, Lee H, Lee Y, Lee J, Cho C. Effects of a Rice-Farming Simulation Video Game on Nature Relatedness, Nutritional Status, and Psychological State in Urban-Dwelling Adults During the COVID-19 Pandemic: Randomized Waitlist Controlled Trial. Journal of Medical Internet Research 2024;26:e51596 View
  51. Huțul T, Karner-Huțuleac A, Huțul A. “Go-tcha!”: The social component of mental health during the Covid-19 pandemic and the benefits of playing Pokemon Go. Entertainment Computing 2024;50:100649 View
  52. Taylor A, tom Dieck M, Jung T, Cho J, Kwon O. XR and mental wellbeing: state of the art and future research directions for the Metaverse. Frontiers in Psychology 2024;15 View
  53. GomezRomero-Borquez J, Del-Valle-Soto C, Del-Puerto-Flores J, Briseño R, Varela-Aldás J. Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact. Electronics 2024;13(9):1683 View
  54. Dunham J, Papangelis K, LaLone N, Wang Y. The player traits and gratifications of casual and hardcore players in Harry Potter: Wizards Unite , Ingress , and Pokémon GO. Behaviour & Information Technology 2024:1 View

Books/Policy Documents

  1. Baalsrud Hauge J, Söbke H, Stefan I. Entertainment Computing – ICEC 2021. View
  2. Kriegel E, Lazarevic B, Feifer D, Athanasian C, Chow N, Sklar J, Asante Y, Goldman C, Milanaik R. Springer Handbook of Augmented Reality. View
  3. Özsungur F. Handbook of Research on Digital Violence and Discrimination Studies. View
  4. Midha S, Singh K. Religious and Spiritual Practices in India. View
  5. Kljun M, Ducasse J, Pucihar K. Augmented Reality Games II. View