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必须抓住它们全部!《宝可梦GO》与年轻人的身体活动:双重差分研究

Gotta catch'em all! Pokémon GO and physical activity among young adults: difference in differences study.

作者信息

Howe Katherine B, Suharlim Christian, Ueda Peter, Howe Daniel, Kawachi Ichiro, Rimm Eric B

机构信息

Department of Epidemiology, Harvard TH Chan School of Public Health, Boston, MA, USA

Department of Social and Behavioral Sciences, Harvard TH Chan School of Public Health, Boston, MA, USA.

出版信息

BMJ. 2016 Dec 13;355:i6270. doi: 10.1136/bmj.i6270.

Abstract

OBJECTIVE

To estimate the effect of playing Pokémon GO on the number of steps taken daily up to six weeks after installation of the game.

DESIGN

Cohort study using online survey data.

PARTICIPANTS

Survey participants of Amazon Mechanical Turk (n=1182) residing in the United States, aged 18 to 35 years and using iPhone 6 series smartphones.

MAIN OUTCOME MEASURES

Number of daily steps taken each of the four weeks before and six weeks after installation of Pokémon GO, automatically recorded in the "Health" application of the iPhone 6 series smartphones and reported by the participants. A difference in difference regression model was used to estimate the change in daily steps in players of Pokémon GO compared with non-players.

RESULTS

560 (47.4%) of the survey participants reported playing Pokémon GO and walked on average 4256 steps (SD 2697) each day in the four weeks before installation of the game. The difference in difference analysis showed that the daily average steps for Pokémon GO players during the first week of installation increased by 955 additional steps (95% confidence interval 697 to 1213), and then this increase gradually attenuated over the subsequent five weeks. By the sixth week after installation, the number of daily steps had gone back to pre-installation levels. No significant effect modification of Pokémon GO was found by sex, age, race group, bodyweight status, urbanity, or walkability of the area of residence.

CONCLUSIONS

Pokémon GO was associated with an increase in the daily number of steps after installation of the game. The association was, however, moderate and no longer observed after six weeks.

摘要

目的

评估玩《宝可梦GO》对游戏安装后长达六周内每日步数的影响。

设计

使用在线调查数据的队列研究。

参与者

居住在美国、年龄在18至35岁之间且使用iPhone 6系列智能手机的亚马逊土耳其机器人调查参与者(n = 1182)。

主要观察指标

在安装《宝可梦GO》之前四周以及安装后六周内,参与者每日的步数,这些步数由iPhone 6系列智能手机的“健康”应用自动记录并由参与者报告。采用双重差分回归模型来估计《宝可梦GO》玩家与非玩家相比每日步数的变化。

结果

560名(47.4%)调查参与者报告玩《宝可梦GO》,在游戏安装前四周,他们平均每天走4256步(标准差2697)。双重差分分析显示,在安装游戏的第一周,《宝可梦GO》玩家的每日平均步数增加了955步(95%置信区间697至1213),随后在接下来的五周内,这一增加逐渐减弱。到安装后的第六周,每日步数已恢复到安装前的水平。未发现性别、年龄、种族、体重状况、城市化程度或居住地区的步行便利性对《宝可梦GO》有显著的效应修正。

结论

《宝可梦GO》与游戏安装后每日步数的增加有关。然而,这种关联是适度的,六周后不再观察到。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/98f5/5154977/7d85c9c26530/howk035580.f1_default.jpg

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