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Influence of Pokémon Go on physical activity levels of university players: a cross-sectional study

BACKGROUND: The prevalence of overweight is increasing and the effectiveness of various weight management and exercise programs varied. An augmented reality smartphone game, Pokémon Go, appears to increase activity levels of players. This study assessed the players and ex-players’ frequencies and du...

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Autor principal: Wong, Fiona Y.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5322678/
https://www.ncbi.nlm.nih.gov/pubmed/28228102
http://dx.doi.org/10.1186/s12942-017-0080-1
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author Wong, Fiona Y.
author_facet Wong, Fiona Y.
author_sort Wong, Fiona Y.
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description BACKGROUND: The prevalence of overweight is increasing and the effectiveness of various weight management and exercise programs varied. An augmented reality smartphone game, Pokémon Go, appears to increase activity levels of players. This study assessed the players and ex-players’ frequencies and durations of staying outdoors, and walking/jogging before and during the time they played Pokémon Go, evaluated the physical activity levels of players, ex-players and non-players, and investigated the potential factors which determined their play statuses. METHODS: Students in a university answered an online-questionnaire survey. The IPAQ-short form was incorporated to measure vigorous-intensity activities, moderate-intensity activities and walking. Chi square tests were used to compare frequencies and durations of staying outdoors and walking/jogging, health discomforts and physical activity levels between players, ex-players and non-players. Wilcoxon signed ranks tests were performed to assess the changes prior to and during the time when the players and ex-players played Pokémon Go. Logistic regression analyses were performed to assess factors contributing to playing, quitting or not playing Pokémon Go. RESULTS: 644 university students answered the questionnaire. Compared with the ex-players, the players were significantly more frequent to stay outdoors when playing Pokémon Go (P < 0.001), walk/jog to a location to catch Pokémon, to Pokéstops or Gyms (P < 0.005), as well as walking/jogging to hatch eggs (P < 0.001). The players spent a mean of 108.19 ± 158.21 min/week to walk/jog in order to play the game which is equivalent to burning 357 kcal/week for a 60-kg person walking a moderate pace. Compared with the non-players, players were more likely to be aged 18–25 years [OR (95% CI) 3.28 (1.28–8.40), P = 0.013], never [OR (95% CI) 10.51 (1.12–98.57), P = 0.039] or rarely [OR (95% CI) 4.00 (1.95–8.23), P < 0.001] stayed outdoors and rarely walked/jogged prior to playing the game [OR (95% CI) 3.88 (1.86–8.05), P < 0.001]. However, there was no significant difference in physical activity levels between the three groups (P = 0.573). CONCLUSIONS: Players who used to be sedentary benefited the most from Pokémon Go. The game can be used as a starting point for sedentary people to begin an active lifestyle. The impact of Pokémon Go on physical activity can provide insights to public health workers in using novel strategies in health promotion.
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spelling pubmed-53226782017-03-01 Influence of Pokémon Go on physical activity levels of university players: a cross-sectional study Wong, Fiona Y. Int J Health Geogr Research BACKGROUND: The prevalence of overweight is increasing and the effectiveness of various weight management and exercise programs varied. An augmented reality smartphone game, Pokémon Go, appears to increase activity levels of players. This study assessed the players and ex-players’ frequencies and durations of staying outdoors, and walking/jogging before and during the time they played Pokémon Go, evaluated the physical activity levels of players, ex-players and non-players, and investigated the potential factors which determined their play statuses. METHODS: Students in a university answered an online-questionnaire survey. The IPAQ-short form was incorporated to measure vigorous-intensity activities, moderate-intensity activities and walking. Chi square tests were used to compare frequencies and durations of staying outdoors and walking/jogging, health discomforts and physical activity levels between players, ex-players and non-players. Wilcoxon signed ranks tests were performed to assess the changes prior to and during the time when the players and ex-players played Pokémon Go. Logistic regression analyses were performed to assess factors contributing to playing, quitting or not playing Pokémon Go. RESULTS: 644 university students answered the questionnaire. Compared with the ex-players, the players were significantly more frequent to stay outdoors when playing Pokémon Go (P < 0.001), walk/jog to a location to catch Pokémon, to Pokéstops or Gyms (P < 0.005), as well as walking/jogging to hatch eggs (P < 0.001). The players spent a mean of 108.19 ± 158.21 min/week to walk/jog in order to play the game which is equivalent to burning 357 kcal/week for a 60-kg person walking a moderate pace. Compared with the non-players, players were more likely to be aged 18–25 years [OR (95% CI) 3.28 (1.28–8.40), P = 0.013], never [OR (95% CI) 10.51 (1.12–98.57), P = 0.039] or rarely [OR (95% CI) 4.00 (1.95–8.23), P < 0.001] stayed outdoors and rarely walked/jogged prior to playing the game [OR (95% CI) 3.88 (1.86–8.05), P < 0.001]. However, there was no significant difference in physical activity levels between the three groups (P = 0.573). CONCLUSIONS: Players who used to be sedentary benefited the most from Pokémon Go. The game can be used as a starting point for sedentary people to begin an active lifestyle. The impact of Pokémon Go on physical activity can provide insights to public health workers in using novel strategies in health promotion. BioMed Central 2017-02-22 /pmc/articles/PMC5322678/ /pubmed/28228102 http://dx.doi.org/10.1186/s12942-017-0080-1 Text en © The Author(s) 2017 Open AccessThis article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
spellingShingle Research
Wong, Fiona Y.
Influence of Pokémon Go on physical activity levels of university players: a cross-sectional study
title Influence of Pokémon Go on physical activity levels of university players: a cross-sectional study
title_full Influence of Pokémon Go on physical activity levels of university players: a cross-sectional study
title_fullStr Influence of Pokémon Go on physical activity levels of university players: a cross-sectional study
title_full_unstemmed Influence of Pokémon Go on physical activity levels of university players: a cross-sectional study
title_short Influence of Pokémon Go on physical activity levels of university players: a cross-sectional study
title_sort influence of pokémon go on physical activity levels of university players: a cross-sectional study
topic Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5322678/
https://www.ncbi.nlm.nih.gov/pubmed/28228102
http://dx.doi.org/10.1186/s12942-017-0080-1
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