Wong Ming Chao, Turner Paul, MacIntyre Kate, Yee Kwang Chien
eHealth Services Research Group (eHSRG), School of Engineering and ICT, University of Tasmania.
School of Medicine, Faculty of Health, University of Tasmania.
Stud Health Technol Inform. 2017;241:128-133.
Stimulating widespread interests of the population to participate in behavioural changes through information and technology has been an aim of much health informatics research. The recent widespread participation of the augmented reality game Pokémon Go which encourages exercises, provides significant insights into the potential of information technology to improve healthcare intervention on obesity-related disease. Does Pokémon Go point to another way of achieving health benefits using mobile devices? This paper analyses the features of Pokémon Go in relation to potential health benefits. This paper suggests from the perspective of a user on changes to the game that potentially could help with obesity, mental health cardiovascular health and vitamin D deficiencies. While the impact of augmented reality games on improving exercises might be substantial, the question of sustainability and likely long-term health outcomes remain debatable. The rapid uptake of Pokémon Go by the population around the world, however, should serve as a useful lesson for information and technological design to improve outcomes obesity-related diseases in the future.
通过信息和技术激发公众广泛参与行为改变,一直是许多健康信息学研究的目标。近期广受欢迎的增强现实游戏《宝可梦大探险》鼓励人们进行锻炼,这为信息技术改善肥胖相关疾病的医疗干预潜力提供了重要见解。《宝可梦大探险》是否指明了利用移动设备实现健康益处的另一种方式?本文分析了《宝可梦大探险》与潜在健康益处相关的特征。本文从用户角度提出了对该游戏的改进建议,这些改进可能有助于改善肥胖、心理健康、心血管健康以及维生素D缺乏等问题。虽然增强现实游戏对促进锻炼的影响可能很大,但可持续性问题以及可能的长期健康结果仍存在争议。然而,全球各地民众对《宝可梦大探险》的迅速接受,应该为未来改善肥胖相关疾病的信息和技术设计提供有益借鉴。