Xian Ying, Xu Hanzhang, Xu Haolin, Liang Li, Hernandez Adrian F, Wang Tracy Y, Peterson Eric D
Duke Clinical Research Institute, Duke University Medical Center, Durham, NC
Department of Neurology, Duke University Medical Center, Durham, NC.
J Am Heart Assoc. 2017 May 16;6(5):e005341. doi: 10.1161/JAHA.116.005341.
Pokémon GO is a location-based augmented reality game. Using GPS and the camera on a smartphone, the game requires players to travel in real world to capture animated creatures, called Pokémon. We examined the impact of Pokémon GO on physical activity (PA).
A pre-post observational study of 167 Pokémon GO players who were self-enrolled through recruitment flyers or online social media was performed. Participants were instructed to provide screenshots of their step counts recorded by the iPhone Health app between June 15 and July 31, 2016, which was 3 weeks before and 3 weeks after the Pokémon GO release date. Of 167 participants, the median age was 25 years (interquartile range, 21-29 years). The daily average steps of participants at baseline was 5678 (SD, 2833; median, 5718 [interquartile range, 3675-7279]). After initiation of Pokémon GO, daily activity rose to 7654 steps (SD, 3616; median, 7232 [interquartile range, 5041-9744], pre-post change: 1976; 95% CI, 1494-2458, or a 34.8% relative increase [<0.001]). On average, 10 000 "XP" points (a measure of game progression) was associated with 2134 additional steps per day (95% CI, 1673-2595), suggesting a potential dose-response relationship. The number of participants achieving a goal of 10 000+ steps per day increased from 15.3% before to 27.5% after (odds ratio, 2.06; 95% CI, 1.70-2.50). Increased PA was also observed in subgroups, with the largest increases seen in participants who spent more time playing Pokémon GO, those who were overweight/obese, or those with a lower baseline PA level.
Pokémon GO participation was associated with a significant increase in PA among young adults. Incorporating PA into gameplay may provide an alternative way to promote PA in persons who are attracted to the game.
URL: http://www.clinicaltrials.gov. Unique identifier: NCT02888314.
《精灵宝可梦GO》是一款基于位置的增强现实游戏。该游戏利用全球定位系统(GPS)和智能手机的摄像头,要求玩家在现实世界中穿梭以捕捉名为宝可梦的动画生物。我们研究了《精灵宝可梦GO》对身体活动(PA)的影响。
对167名通过招募传单或在线社交媒体自行报名的《精灵宝可梦GO》玩家进行了一项前后对照观察性研究。研究人员指示参与者提供2016年6月15日至7月31日期间iPhone健康应用程序记录的步数截图,这分别是《精灵宝可梦GO》发布日期前3周和发布后3周的数据。167名参与者的年龄中位数为25岁(四分位间距为21 - 29岁)。参与者在基线时的每日平均步数为5678步(标准差为2833;中位数为5718步[四分位间距为3675 - 7279步])。开始玩《精灵宝可梦GO》后,每日活动步数增至7654步(标准差为3616;中位数为7232步[四分位间距为5041 - 9744步]),前后变化为1976步;95%置信区间为1494 - 2458步,相对增加34.8%(P<0.001)。平均而言,每获得10000个“经验值”点数(衡量游戏进度的指标)与每天额外增加2134步相关(95%置信区间为1673 - 2595步),提示可能存在剂量反应关系。每天步数达到10000步及以上目标的参与者比例从之前的15.3%增至之后的27.5%(优势比为2.06;95%置信区间为1.70 - 2.50)。在各亚组中也观察到身体活动增加,在花更多时间玩《精灵宝可梦GO》的参与者、超重/肥胖者或基线身体活动水平较低者中增加幅度最大。
参与《精灵宝可梦GO》与年轻人身体活动显著增加相关。将身体活动融入游戏玩法可能为吸引该游戏的人群促进身体活动提供一种替代方式。