Lee Jung Eun, Zeng Nan, Oh Yoonsin, Lee Daehyoung, Gao Zan
Department of Applied Human Sciences, University of Minnesota-Duluth, Duluth, MN 55803, USA.
Prevention Research Center, Department of Pediatrics, University of New Mexico Health Sciences Center, Albuquerque, NM 87131, USA.
J Clin Med. 2021 Apr 25;10(9):1860. doi: 10.3390/jcm10091860.
Augmented reality (AR) mobile game, Pokémon GO, leverages gamification and location tracking technology to encourage players to walk in different places to catch Pokémon characters in real-world settings. The systematic review sought to explore the impact Pokémon GO has on players' physical activity (PA), and psychological and social outcomes. Six research databases (PubMed, SPORTDiscus, PsycInfo, Web of Science, Science Direct, and Scopus) were used. Study inclusion criteria were: (1) quantitative research published in English; (2) examined the relationships between or impact of Pokémon GO on PA, psychological, and/or social outcomes; and (3) included participants played or exposed to Pokémon GO. Thirty-six studies were included with a total sample of 38,724 participants. Players had significantly greater PA than non-players in terms of daily steps and number of days spent in moderate PA. Pokémon GO game also improved players' social interactions and their mood/affects. Selective attention and concentration improved in adolescents and memory improved in young adults after playing the game. Findings suggest playing Pokémon GO could promote meaningful improvements in walking behavior, as well as psychological and social well-being. More multidimensional research with randomized controlled trial design is needed to identify factors that influence adoption and sustainability of Pokémon GO playing.
增强现实(AR)手机游戏《宝可梦大探险》利用游戏化和位置追踪技术,鼓励玩家在不同地点行走,以便在现实场景中捕捉宝可梦角色。这项系统综述旨在探究《宝可梦大探险》对玩家身体活动(PA)、心理和社会结果的影响。研究使用了六个研究数据库(PubMed、SPORTDiscus、PsycInfo、科学网、Science Direct和Scopus)。研究纳入标准为:(1)以英文发表的定量研究;(2)考察了《宝可梦大探险》与PA、心理和/或社会结果之间的关系或影响;(3)纳入了玩过或接触过《宝可梦大探险》的参与者。共纳入36项研究,总样本量为38724名参与者。在每日步数和进行中等强度身体活动的天数方面,玩家的身体活动水平显著高于非玩家。《宝可梦大探险》游戏还改善了玩家的社交互动以及他们的情绪/情感。青少年玩游戏后选择性注意力和专注力有所提高,年轻人玩游戏后记忆力有所提高。研究结果表明,玩《宝可梦大探险》可以促进步行行为以及心理和社会幸福感的显著改善。需要更多采用随机对照试验设计的多维度研究,以确定影响玩《宝可梦大探险》的采用率和持续性的因素。