Effects of Pokémon GO on Physical Activity and Psychological and Social Outcomes: A Systematic Review
Abstract
:1. Introduction
2. Materials and Methods
2.1. Eligibility Criteria
2.2. Data Sources and Search Strategies
2.3. Data Extraction and Synthesis
2.4. Study Quality and Risk of Bias in Individual Studies
3. Results
3.1. Study Selection
3.2. Study Quality and Risk of Bias Assessment
3.3. Study Characteristics
3.4. Outcomes and Instruments
3.5. Pokémon GO Effects on Physical Activity
3.6. Psychological and Social Effects of Pokémon GO
4. Discussion
4.1. Effects of Pokémon GO on Physical Activity Behaviors
4.2. Psychological and Social Effects of Pokémon GO
4.3. Limitations and Implications
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Study ID/Component Ratings | 40 | 47 | 42 | 51 | 23 | 49 | 48 | 21 | 31 | 24 | 25 | 26 | 33 | 50 | 39 | 41 | 55 | 56 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Selection bias | ||||||||||||||||||
Q1: Are the individuals selected to participate in the study likely to be representative of the target population? a | 3 | 2 | 2 | 1 | 2 | 1 | 3 | 3 | 2 | 2 | 2 | 2 | 2 | 2 | 4 | 2 | 2 | 5 |
Q2: What percentage of selected individuals agreed to participate? b | 2 | 5 | 5 | 5 | 5 | 5 | 1 | 5 | 1 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 2 | 5 |
RATE THIS SECTION c | 3 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 2 | 2 | 2 |
Study design | ||||||||||||||||||
Q1: Indicate the study design d | 3 | 7 | 6 | 7 | 5 | 3 | 3 | 2 | 2 | 7 | 3 | 7 | 7 | 5 | 2 | 7 | 7 | 6 |
RATE THIS SECTION c | 2 | 3 | 2 | 3 | 2 | 2 | 2 | 1 | 1 | 3 | 2 | 3 | 3 | 2 | 1 | 3 | 3 | 2 |
Confounders | ||||||||||||||||||
Q1: Were there important differences between groups prior to the intervention? e | 1 | 2 | 1 | 3 | 2 | 1 | 1 | 1 | 1 | 1 | 3 | 2 | 3 | |||||
Q2: If yes, indicate the percentage of relevant confounders that were controlled (either in the design (e.g., stratification, matching) or analysis)? f | 1 | N/A | 1 | 4 | N/A | 1 | 1 | 1 | 3 | 1 | 4 | N/A | 4 | |||||
RATE THIS SECTION c | 1 | 1 | 1 | 3 | N/A | 1 | 1 | N/A | 1 | 1 | 3 | N/A | 1 | N/A | 3 | 1 | N/A | 3 |
Blinding | ||||||||||||||||||
Q1: Was the outcome assessor(s) aware of the intervention or exposure status of participants? g | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Q2: Were the study participants aware of the research question? h | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 3 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 2 |
RATE THIS SECTION c | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 3 | 2 |
Data collection methods | ||||||||||||||||||
Q1: Were data collection tools shown to be valid? i | 1 | 3 | 1 | 3 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 3 | 1 | 1 | 3 | 1 | 3 | 1 |
Q2: Were data collection tools shown to be reliable? j | 1 | 1 | 1 | 3 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 3 | 3 | 1 | 3 | 1 | 3 | 1 |
RATE THIS SECTION c | 1 | 2 | 1 | 3 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 3 | 2 | 1 | 3 | 1 | 3 | 1 |
Withdrawal and dropouts | ||||||||||||||||||
Q1: Were withdrawals and dropouts reported in terms of numbers and/or reasons per group? k | 2 | 2 | 1 | 4 | 2 | 2 | 1 | 2 | 1 | 4 | 2 | 4 | 2 | 4 | 2 | 2 | 4 | 1 |
Q2: Indicate the percentage of participants completing the study. (If the percentage differs by groups, record the lowest) l | 1 | 4 | 2 | 5 | 5 | 1 | 1 | 4 | 1 | 5 | 3 | 5 | 5 | 5 | 5 | 5 | 5 | 3 |
RATE THIS SECTION c | 1 | 3 | 2 | 3 | 2 | 1 | 1 | 3 | 1 | 2 | 3 | 2 | 2 | 2 | 2 | 2 | 2 | 3 |
Global rating m | ||||||||||||||||||
RATE THIS SECTION c | 3 | 3 | 2 | 3 | 2 | 2 | 3 | 3 | 1 | 3 | 3 | 3 | 3 | 2 | 3 | 2 | 3 | 3 |
Study ID/ Component Ratings | 22 | 28 | 37 | 46 | 30 | 35 | 38 | 42 | 27 | 44 | 29 | 45 | 34 | 32 | 36 | 52 | 53 | 54 |
Selection bias | ||||||||||||||||||
Q1: Are the individuals selected to participate in the study likely to be representative of the target population? a | 2 | 3 | 2 | 2 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 1 | 2 | 2 | 2 |
Q2: What percentage of selected individuals agreed to participate? b | 1 | 5 | 5 | 5 | 2 | 1 | 5 | 3 | 2 | 1 | 5 | 3 | 5 | 5 | 5 | 5 | 5 | 5 |
RATE THIS SECTION c | 2 | 3 | 2 | 2 | 2 | 2 | 2 | 3 | 2 | 2 | 2 | 3 | 2 | 3 | 2 | 2 | 2 | 2 |
Study design | ||||||||||||||||||
Q1: Indicate the study design d | 3 | 7 | 7 | 5 | 6 | 5 | 5 | 5 | 6 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 6 | 7 |
RATE THIS SECTION c | 2 | 3 | 3 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 3 |
Confounders | ||||||||||||||||||
Q1: Were there important differences between groups prior to the intervention? e | 2 | 2 | 3 | |||||||||||||||
Q2: If yes, indicate the percentage of relevant confounders that were controlled (either in the design (e.g., stratification, matching) or analysis)? f | N/A | N/A | 4 | |||||||||||||||
RATE THIS SECTION c | 1 | N/A | N/A | N/A | 1 | N/A | N/A | N/A | N/A | N/A | N/A | 3 | N/A | N/A | N/A | N/A | N/A | N/A |
Blinding | ||||||||||||||||||
Q1: Was the outcome assessor(s) aware of the intervention or exposure status of participants? g | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Q2: Were the study participants aware of the research question? h | 3 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 |
RATE THIS SECTION c | 2 | 3 | 1 | 3 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 |
Data collection methods | ||||||||||||||||||
Q1: Were data collection tools shown to be valid? i | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 3 | 1 | 1 | 1 | 3 | 3 | 1 | 1 |
Q2: Were data collection tools shown to be reliable? j | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 3 | 1 | 1 | 1 | 1 | 1 | 1 | 3 | 3 | 1 | 1 |
RATE THIS SECTION c | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 2 | 1 | 1 | 1 | 3 | 3 | 1 | 1 |
Withdrawal and dropouts | ||||||||||||||||||
Q1: Were withdrawals and dropouts reported in terms of numbers and/or reasons per group? k | 2 | 1 | 2 | 2 | 4 | 2 | 4 | 1 | 1 | 2 | 2 | 2 | 4 | 4 | 4 | 4 | 1 | 4 |
Q2: Indicate the percentage of participants completing the study. (If the percentage differs by groups, record the lowest) l | 4 | 1 | 1 | 4 | 5 | 4 | 5 | 3 | 1 | 3 | 4 | 1 | 5 | 1 | 5 | 5 | 3 | 5 |
RATE THIS SECTION c | 3 | 1 | 1 | 3 | 2 | 3 | 2 | 3 | 1 | 3 | 3 | 1 | 3 | 1 | 3 | 2 | 3 | 2 |
Global rating m | ||||||||||||||||||
RATE THIS SECTION c | 2 | 3 | 2 | 3 | 1 | 3 | 2 | 3 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 |
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First Authors (Year) | Country | Study Design | Sample (Size, Age, Sex) | Outcomes | Instruments | Exposure | Key Findings | Effective-Ness |
---|---|---|---|---|---|---|---|---|
Alloy (2018) [21] | U.S. | Crossover experimental | 59 23.33 ± 3.70 78% female | PSO: affect; empathy; working memory | Positive and negative affect schedule; interpersonal reactivity index; Alloway working memory assessment | 2 conditions 1 h | The use of PG increased verbal working memory and decreased negative affect in adult population. | Y |
Althoff (2016) [22] | U.S. | Longitudinal | 27126 Median age = 33 25% female | PA: daily steps | Accelerometers and wrist-worn activity tracking device (Microsoft Band) | 2 groups 30 days | Starting to play PG is associated with increase in PA. | Y |
Barkley (2017) [23] | U.S. | Longitudinal | 358 19.8 ± 2.1 52% females | PA: time spent in walking (min/day) and sedentary behavior | Int’l PA Questionnaire (IPAQ); interview; accelerometers; pedometers | 1 group 3 weeks | Playing PG was associated with increased self-reported walking and decreased sedentary behavior. | Y |
Beach (2019) [24] | U.S. | Cross-sectional | 100 45.14 ± 17.7 52% female | PA: step counts; walked distance (miles); calories burned; time spent in sedentary behavior and different PA intensities | Omron pedometers; accelerometers | 2 groups 2 h | Despite no differences in greenway walking time, PG users took fewer steps, spent more time in sedentary and light intensity activity, less time in MVPA than non- PG users. | N |
Bonus (2018) [51] | U.S. | Cross-sectional | 399 34.54 ± 11.37 56.6% female | PSO: social anxiety; affect; nostalgia; friendship initiation and intensification; resilience; life satisfaction; loneliness; depressions | Mini-social phobia inventory; modified differential emotions scale; time perspective inventory; brief resilience scale; satisfaction with life scale; loneliness scale; Patient health questionnaire (PHQ + 4) | 2 groups | PG was associated with increased positive affect, nostalgic reverie, friendship formation, intensification, and walking. There was a significant indirect relationship between game play and depression via exercise. | Y |
Broom (2018) [25] | U.K. | Longitudinal | 461 28.8 ± 9.56 57% female | PA: time spent in MVPA, walking, and sitting | Adapted version of IPAQ | 2 groups 3 months | PG players took more days of moderate PA and walking than non-players, but no difference in time spent in MVPA or sitting. | Y |
Escaravajal-Rodríguez (2018) [26] | Spain | Cross-sectional | 714 24.86 ± 5.509 38% females | PA: percentage of participants walking, time spent walking | Ad hoc opinion questionnaire | 1 group | Before PG, 34.9% of the respondents did not walk at all, 25.4% walked less than 1 /day, and 30.4% walked 1–2 h/day. After PG, 44.7% of the sample walked between 1–2 h/day, and 37.1% who walked 3–4 h/day. | Y |
Ewell (2020) [27] | U.S. | Longitudinal | 59 26.92 ± 5.82 35% female | PSO: life satisfaction; vitality; interpersonal interaction | Satisfaction with life scale; subjective vitality scale; estimated time and number of people interacted with | 1 group 7 days | Daily time spent playing PG was related to higher scores of life satisfaction, vitality, and greater social interactions. | Y |
Fountaine (2018) [28] | U.S. | Cross-sectional | 27 21.5 ± 2.6 70% female | PA: minutes spent in PA sedentary behavior; step counts (step/min); heart rate | Accelerometers, pedometers, heart rate monitor and watch | 1 group 60 min | Playing PG for 60 min meets multiple thresholds similar to moderate-intensity PA. | Y |
Gabbiadini (2018) [29] | U.S. | Cross-sectional | 981 32.51 ± 10.20 62% females | (1) PA: recency and frequency of general PA; amount of PA related to PG (2) PO: attitude | (1) Questionnaire (2) Attitude regarding physical activities for health and fitness scale | 1 group 1 month | PG do not lead to more PA outside of the game. The use of PG does not lead to more favorable attitude toward PA in general. | 1) N 2) N |
Hino (2019) [30] | Japan | Longitudinal | 230 57.14 ± 9.6 50% female | PA: daily mean step counts | Omron pedometers | 2 groups 9 months | The players maintained their step counts while non-players decreased their step counts in winter. | Y |
Howe (2016) [49] | U.S. | Longitudinal | 1182 26.49 ± 4.55 71% female | PA: changes in daily steps | Built-in accelerometers in iPhone Health application | 2 groups 10 weeks | The daily average steps for PG players during the first week of installation increased by 955 additional steps, but by the sixth week, steps dropped back to pre-installation levels. | Y |
Hsien (2019) [31] | Taiwan | Experimental | 123 12.58 ± 1.03 51.2% female | PSO: memory; selective attention; cognitive performance; creativity emotional intelligence; sociability | Wechsler memory scale-Chinese revision test; attention for children of elementary school; test of creative imagination; Trait and emotional intelligence questionnaire | 2 groups 10 weeks | PG showed a significant increase in their selective attention, concentration levels, creative imagination, emotionality, and sociability levels. | Y |
Kogan (2017) [32] | U.S. | Cross-sectional | 269 18 and older 68% female | (1) PA: walking, running, biking and skating (hours/day) (2) PSO: time spent for social interaction; Anxiety | (1,2) Questionnaires | 1 group | A significant increase in all types of exercise was found between pre-and post-PG. A significant number of players reported spending more time with family members and feeling less anxious after PG. | (1) Y (2) Y |
Langford (2019) [33] | U.S. | Cross-sectional | 20 26.9 ± 5.38 55% female | PA: daily energy expenditure; time spent in different PA intensity | Sense wear armband (SWA) | 2 groups 3 months | Hours spent in light and moderate PA was not significantly different between the groups. | N |
Liu (2017) [34] | U.S. | Cross-sectional | 47 28.7 ± 5.9 47% female | PA: exercise frequency (days per week) and duration (minutes), daily steps | Questionnaire | 1 group | These participants reported playing PG added 2.8 h/week of PA participation and 5.6 mile/week of distance travelled. | Y |
Ma (2018) [35] | Hong Kong | Longitudinal | 210 26.1 ± 8.7 (range 13–65) 33.8% female | PA: daily walking and running distances (km) | Mobile phone | 1 group 21 days | PG was associated with a short-term increase in the players’ daily walking and running distances. | Y |
Madrigal Pana (2019) [36] | Costa Rica | Cross-sectional | 1059 18+ 52% female | PA: walking distance (km); steps | National household survey | 1 group | Current PG players (n = 24) reported spending 6.7 h per week playing the game and walking 24.7 km. | Y |
Marquet (2018) [37] | U.S. | Cross-sectional | 74 19.6 50% female | PA: daily steps count | Step counting app; IPAQ short form; ecological momentary assessment app | 2 groups 7 days | PG was associated with higher number of steps compared to non-playing day. | Y |
Militello (2018) [38] | U.S. | Retrospective cohort | 160 adults 18+ 71.9% female; 31 children 5–17 y 28.8% girls | PA: strenuous, moderate, mild PA (minutes/week; minutes/day) | Revised Godin leisure time exercise questionnaires (r-GLTEQ) | 1 group | For parents, there were significant increases in minutes spent in mild and moderate PA per week after playing PG. | Y |
Ni (2019) [48] | Hong Kong | Longitudinal | 65 20.7 (IQR 19–22) 66% female | PA: change in daily walking distance (km/day) | iPhone Health application; questionnaires | 2 groups 50 days | PG players on average walked more daily on the first week; however, no differences were seen in the following weeks. | Y |
Nigg (2018) [50] | U.S. | Retrospective cohort | 486 28.6 ± 8.5 57.8% female | PA: strenuous, moderate, mild PA (minutes/day); sedentary time (minutes/day) | r-GLTEQ | 1 group | Playing PG increased MVPA by about 50 min per week and reduced sedentary behavior by about 30 min per day. | Y |
Purda (2019) [39] | Serbia | Experimental | 32 18–49 years 62.5% female | PA: walking distance (km); steps | Pedometer—step counter free and calorie burner | 3 groups 5 week | On average regular trainer group walked the most, while new trainer group walked less than regular trainer group, but more than non-trainer group. | Y |
Ruiz Ariza (2018) [40] | Spain | Longitudinal | 190 13.32 ±1.07 49% female | (1) PA: MVPA (day/week); walking (minutes/day, miles) (2) PSO: memory; selective attention; concentration; math and reading ability; emotional intelligence; sociability | (1) Adolescent PA measure questionnaire (2) d2 test; Neale analysis of reading ability; Reynolds intellectual assessment scale; Trait and emotional intelligence questionnaire short form | 2 groups 8 weeks | Players walked 54 km and spent 40 min/day playing. PG increases the amount of daily exercise in adolescents. PG players significantly increased their selective attention, concentration levels, and sociability levels against their peers. | (1) Y (2) Y |
Schade (2020) [41] | U.S. | Cross-sectional | 27 21.1 ± 3.4 48% female | PA: daily step counts distance travelled(km) | Fitbit charge heart rate FB405BKL monitors | 2 groups 2 weeks | No significant difference was found between the two groups on daily steps and distance. | N |
Watanabe (2017) [42] | Japan | Longitudinal | 2530 42.12 (10.79) 37.5% female | PO: psychological distress, physical complaints, job performance | Questionnaires; brief job stress questionnaire; WHO health and work performance questionnaire | 2 groups 1 month or longer | Improvement in psychological distress was significantly greater among PG players than among non-players. | Y |
Wattanapisit (2018) [43] | Thailand | Longitudinal | 26 22.04 ± 1.70 26.9% female | PA: time spent in sedentary behavior and PA | Self-administered questionnaire | 1 group 3 months | There was no statistically significant change in PA. | N |
Williams (2019) [44] | U.S. | Cross-sectional | 438 18–60+ | PSO: social life change; mood and sense of success after game play | Questionnaires | 1 group 1–5 months | There is a strong correlation between PA and the feeling of happiness | Y |
Wong (2017) [45] | Hong Kong | Cross-sectional | 644 18–60 52% female | PA: MVPA, walking and total PA (MET—min/week) | IPAQ-short form; | 3 groups 28 days | There was no significant difference in PA levels between the three groups. | N |
Xian (2017) [46] | U.S. | Longitudinal | 167 Median 25 (IQR 21–29) 48% female | PA: daily average step count; percentage of days achieving more than 10,000 steps | iPhone Health application; questionnaires | 1 group 3 weeks | The percentage of days with >10 000 steps per day increased from 15.3% before to 27.5% after playing PG (a 12.2% increase). | Y |
Yan (2020) [47] | U.S. | Cross-sectional | 393 19.03 ± 2.04 44.5% female | PA: time spent in walking, jogging, and total PA participation | Questionnaires | 3 groups 7 days | The non-users spent significantly more time walking than non-active users and active users. | N |
Evans (2019) [52] | U.K | Cross-sectional | 375 56.8% female | (1) PA: daily movements (2) SO: sociability | (1,2) Questionnaires | 1 group | 79% and 49.6% of participants reported PG had impacted their daily movements and led them to making new friends, respectively. | (1) Y (2) Y |
Kaczmarek (2017) [53] | Poland | Longitudinal | 444 23.4 ± 5.88 49.3/% female | PA levels | IPAQ | 1 group 16–90 days | Individuals who spent more time playing PG at Time 1 (T1) were more physically active and spent more time outdoors at 6 weeks after (T2). | Y |
Kim (2020) [54] | U.S. | Cross-sectional | 325 19.2 ± 2.55 55% female | SO: feeling of presence and sense of community belonging | Questionnaires | 1 group | A feeling of presence while playing PG was positively associated with a sense of community belonging and exploring the community. | Y |
Zach (2017) [55] | U.S | Cross-sectional | 405 50% female | PO: enjoyment; game play behavior; behavioral consequences; psychosocial wellbeing | Questionnaires | 1 group | 38% of respondents reported daily game playing, and 20% reported playing for at least 2 h on any given day. Factor analysis showed that participants experienced improvement in cognition, emotion, and communication. | Y |
Mattheiss (2017) [56] | Austria | Longitudinal | 335 29.5 ± 9.05 53.7% female | PO: personality | Big Five | 2 groups 3 months | Players who continued playing three months later had a lower score in “Neuroticism” than those who stopped playing. | Y |
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Lee, J.E.; Zeng, N.; Oh, Y.; Lee, D.; Gao, Z. Effects of Pokémon GO on Physical Activity and Psychological and Social Outcomes: A Systematic Review. J. Clin. Med. 2021, 10, 1860. https://doi.org/10.3390/jcm10091860
Lee JE, Zeng N, Oh Y, Lee D, Gao Z. Effects of Pokémon GO on Physical Activity and Psychological and Social Outcomes: A Systematic Review. Journal of Clinical Medicine. 2021; 10(9):1860. https://doi.org/10.3390/jcm10091860
Chicago/Turabian StyleLee, Jung Eun, Nan Zeng, Yoonsin Oh, Daehyoung Lee, and Zan Gao. 2021. "Effects of Pokémon GO on Physical Activity and Psychological and Social Outcomes: A Systematic Review" Journal of Clinical Medicine 10, no. 9: 1860. https://doi.org/10.3390/jcm10091860
APA StyleLee, J. E., Zeng, N., Oh, Y., Lee, D., & Gao, Z. (2021). Effects of Pokémon GO on Physical Activity and Psychological and Social Outcomes: A Systematic Review. Journal of Clinical Medicine, 10(9), 1860. https://doi.org/10.3390/jcm10091860