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2
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Did location-based games motivate players to socialize during COVID-19?基于位置的游戏是否促使玩家在新冠疫情期间进行社交?
Telemat Inform. 2020 Nov;54:101458. doi: 10.1016/j.tele.2020.101458. Epub 2020 Jun 26.
2
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study.探索能促使行为改变的普及游戏《宝可梦大探险》的特征:定性研究
JMIR Serious Games. 2020 May 25;8(2):e15967. doi: 10.2196/15967.
3
Impact of Pokémon Go on Physical Activity: A Systematic Review and Meta-Analysis.《宝可梦 GO 对身体活动的影响:系统评价和荟萃分析》。
Am J Prev Med. 2020 Feb;58(2):270-282. doi: 10.1016/j.amepre.2019.09.005. Epub 2019 Dec 10.
4
How to overcome taxonomical problems in the study of Internet use disorders and what to do with "smartphone addiction"?如何克服互联网使用障碍研究中的分类问题,以及如何处理“智能手机成瘾”?
J Behav Addict. 2021 Jan 15;9(4):908-914. doi: 10.1556/2006.8.2019.59.
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Clinical Characteristics of Diagnosis for Internet Gaming Disorder: Comparison of DSM-5 IGD and ICD-11 GD Diagnosis.网络游戏障碍的诊断临床特征:《精神疾病诊断与统计手册》第5版网络游戏障碍与《国际疾病分类》第11版游戏障碍诊断的比较
J Clin Med. 2019 Jun 28;8(7):945. doi: 10.3390/jcm8070945.
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Novel Smartphone Game Improves Physical Activity Behavior in Type 2 Diabetes.新型智能手机游戏改善 2 型糖尿病患者的身体活动行为。
Am J Prev Med. 2019 Jul;57(1):41-50. doi: 10.1016/j.amepre.2019.02.017. Epub 2019 May 22.
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The relationship between anxiety symptom severity and problematic smartphone use: A review of the literature and conceptual frameworks.焦虑症状严重程度与问题性智能手机使用的关系:文献综述和概念框架。
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The Physical Activity Patterns of Greenway Users Playing Pokémon Go: A Natural Experiment.绿道使用者玩《精灵宝可梦 GO》的身体活动模式:一项自然实验。
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年轻人对增强现实手机游戏对社区公共卫生影响的看法:一项定性研究。

Young Adults' Perspectives on the Implications of an Augmented Reality Mobile Game for Communities' Public Health: A Qualitative Study.

机构信息

Li Ka Shing School of Professional and Continuing Education, Hong Kong Metropolitan University, Hong Kong, Hong Kong SAR, China.

School of Health Sciences, Caritas Institute of Higher Education, Hong Kong, Hong Kong SAR, China.

出版信息

Int J Public Health. 2023 Mar 1;68:1605630. doi: 10.3389/ijph.2023.1605630. eCollection 2023.

DOI:10.3389/ijph.2023.1605630
PMID:36938302
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10014459/
Abstract

Several physical, psychological, and social health consequences are caused by smartphone users' addiction to games. A location-based game (LBG), Pokémon GO, recently garnered significant attention from young people. This study aims to explore their experiences with this game and motivations for playing, investigating their perspectives on the game's implications for themselves and the public health of their communities. Ten qualitative focus group interviews were conducted. Young adults, aged 18-25 years ( = 60), were recruited in Hong Kong. Data were analyzed using a thematic approach. Five themes emerged: 1) missing out or self-regulation, 2) childhood memories of Pokémon, 3) extending virtual-reality exploration, 4) spending more time outdoors walking and exercising, and 5) getting together with others and social interaction. This study showcases the motivational factors of young adults and their cohorts in societies worldwide. LBGs may impact players' physical and social activity levels, and behavior. Nonetheless, certain negatives were identified (i.e., addiction and behavior resulting from a loss of self-control). These negatives deserve health practitioners' attention and future studies should explore possible public health interventions.

摘要

智能手机用户沉迷于游戏会导致多种身心健康后果。最近,一款基于位置的游戏(LBG)——《口袋妖怪 GO》引起了年轻人的广泛关注。本研究旨在探讨他们对这款游戏的体验和玩游戏的动机,调查他们对游戏对自己和社区公共健康影响的看法。

研究采用了定性焦点小组访谈的方法,在香港招募了 18-25 岁的 10 名年轻人(n=60)参与。研究人员使用主题分析方法对数据进行了分析。研究结果共出现了五个主题:1)错失或自我调节,2)对口袋妖怪的童年记忆,3)拓展虚拟现实探索,4)更多地在户外散步和锻炼,5)与他人相聚和社交互动。

本研究展示了年轻成年人及其在全球社会中的同伴的动机因素。LBG 可能会影响玩家的身体和社交活动水平和行为。然而,也确定了一些负面因素(即沉迷和因失去自我控制而导致的行为)。这些负面因素值得卫生保健人员的关注,未来的研究应探索可能的公共卫生干预措施。