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Citing this Article

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Published on 06.12.16 in Vol 18, No 12 (2016): December

This paper is in the following e-collection/theme issue:

Works citing "Influence of Pokťmon Go on Physical Activity: Study and Implications"

According to Crossref, the following articles are citing this article (DOI 10.2196/jmir.6759):

(note that this is only a small subset of citations)

  1. Gryson O. Qui initiera la transformation digitale de la santé?. médecine/sciences 2018;34(6-7):587
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  2. Ma BD, Ng SL, Schwanen T, Zacharias J, Zhou M, Kawachi I, Sun G. Pokémon GO and Physical Activity in Asia: Multilevel Study. Journal of Medical Internet Research 2018;20(6):e217
    CrossRef
  3. Chen P, Pai C. Smartphone gaming is associated with pedestrians' head-turning performances: An observational study of street-crossing behaviors at uncontrolled intersection in Taipei. International Journal of Sustainable Transportation 2018;12(1):12
    CrossRef
  4. Triantafyllidis A, Filos D, Claes J, Buys R, Cornelissen V, Kouidi E, Chouvarda I, Maglaveras N. Computerised decision support in physical activity interventions: A systematic literature review. International Journal of Medical Informatics 2018;111:7
    CrossRef
  5. Barbero EM, Carpenter DM, Maier J, Tseng DS. Healthcare Encounters for Pokémon Go: Risks and Benefits of Playing. Games for Health Journal 2018;7(3):157
    CrossRef
  6. McConnell MV, Turakhia MP, Harrington RA, King AC, Ashley EA. Mobile Health Advances in Physical Activity, Fitness, and Atrial Fibrillation. Journal of the American College of Cardiology 2018;71(23):2691
    CrossRef
  7. Dirin A, Laine T. User Experience in Mobile Augmented Reality: Emotions, Challenges, Opportunities and Best Practices. Computers 2018;7(2):33
    CrossRef
  8. Mihajlovic Z, Popovic S, Brkic K, Cosic K. A system for head-neck rehabilitation exercises based on serious gaming and virtual reality. Multimedia Tools and Applications 2018;77(15):19113
    CrossRef
  9. Gabbiadini A, Sagioglou C, Greitemeyer T. Does Pokémon Go lead to a more physically active life style?. Computers in Human Behavior 2018;84:258
    CrossRef
  10. Ruiz-Ariza A, Casuso RA, Suarez-Manzano S, Martínez-López EJ. Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young. Computers & Education 2018;116:49
    CrossRef
  11. Wattanapisit A, Saengow U, Ng CJ, Thanamee S, Kaewruang N, Chaput J. Gaming behaviour with Pokémon GO and physical activity: A preliminary study with medical students in Thailand. PLOS ONE 2018;13(6):e0199813
    CrossRef
  12. Vaterlaus JM, Frantz K, Robecker T. ‚ÄúReliving my Childhood Dream of being a Pok√©mon Trainer‚ÄĚ: An Exploratory Study of College Student Uses and Gratifications Related to Pok√©mon Go. International Journal of Human‚ÄďComputer Interaction 2018;:1
    CrossRef
  13. Broom DR, Flint SW. Gotta Catch ‚ÄėEm All: Impact of Pok√©mon Go on Physical Activity, Sitting Time, and Perceptions of Physical Activity and Health at Baseline and Three-Month Follow-Up. Games for Health Journal 2018;
    CrossRef
  14. Lindqvist A, Castelli D, Hallberg J, Rutberg S. The Praise and Price of Pokémon GO: A Qualitative Study of Children’s and Parents’ Experiences. JMIR Serious Games 2018;6(1):e1
    CrossRef
  15. Colder Carras M, Van Rooij AJ, Spruijt-Metz D, Kvedar J, Griffiths MD, Carabas Y, Labrique A. Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime. Frontiers in Psychiatry 2018;8
    CrossRef
  16. Orosz G, Zsila , Vallerand RJ, Böthe B. On the Determinants and Outcomes of Passion for Playing Pokémon Go. Frontiers in Psychology 2018;9
    CrossRef
  17. Hamari J, Malik A, Koski J, Johri A. Uses and Gratifications of Pok√©mon Go: Why do People Play Mobile Location-Based Augmented Reality Games?. International Journal of Human‚ÄďComputer Interaction 2018;:1
    CrossRef
  18. Kaneko K, Saito Y, Nohara Y, Kudo E, Yamada M. Does Physical Activity Enhance Learning Performance?: Learning Effectiveness of Game-based Experiential Learning for University Library Instruction. The Journal of Academic Librarianship 2018;
    CrossRef
  19. Marquet O, Alberico C, Hipp AJ. Pokémon GO and physical activity among college students. A study using Ecological Momentary Assessment. Computers in Human Behavior 2018;81:215
    CrossRef
  20. Nam SH, Lee JY, Kim JY. Biological-Signal-Based User-Interface System for Virtual-Reality Applications for Healthcare. Journal of Sensors 2018;2018:1
    CrossRef
  21. Torous J, Nicholas J, Larsen ME, Firth J, Christensen H. Clinical review of user engagement with mental health smartphone apps: evidence, theory and improvements. Evidence Based Mental Health 2018;21(3):116
    CrossRef
  22. Stewart C, Fraiser R, Zheng P. The Potential of Digital Technology to Improve Self-Care for Musculoskeletal Conditions. Current Physical Medicine and Rehabilitation Reports 2018;6(1):45
    CrossRef
  23. Wu L, Stilwell MA. Exploring the marketing potential of location-based mobile games. Journal of Research in Interactive Marketing 2018;12(1):22
    CrossRef
  24. Kamel Boulos MN, Lu Z, Guerrero P, Jennett C, Steed A. From urban planning and emergency training to Pokémon Go: applications of virtual reality GIS (VRGIS) and augmented reality GIS (ARGIS) in personal, public and environmental health. International Journal of Health Geographics 2017;16(1)
    CrossRef
  25. Marquet O, Alberico C, Adlakha D, Hipp JA. Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity. JMIR Serious Games 2017;5(4):e21
    CrossRef
  26. Barbieri S, Vettore G, Pietrantonio V, Snenghi R, Tredese A, Bergamini M, Previato S, Stefanati A, Gaudio RM, Feltracco P. Pedestrian Inattention Blindness While Playing Pokémon Go as an Emerging Health-Risk Behavior: A Case Report. Journal of Medical Internet Research 2017;19(4):e86
    CrossRef
  27. Kaczmarek LD, Misiak M, Behnke M, Dziekan M, Guzik P. The Pikachu effect: Social and health gaming motivations lead to greater benefits of Pokémon GO use. Computers in Human Behavior 2017;75:356
    CrossRef
  28. Gushima K, Nakajima T. A Design Space for Virtuality-Introduced Internet of Things. Future Internet 2017;9(4):60
    CrossRef
  29. Liu W, Ligmann-Zielinska A. A Pilot Study of Pokémon Go and Players' Physical Activity. Games for Health Journal 2017;6(6):343
    CrossRef
  30. Janko V, Cvetkovińá B, GradiŇ°ek A, LuŇ°trek M, ҆trumbelj B, Kajtna T, Falomir Z, Ortega JA, Mart√≠nez N, Guesguen H. e-Gibalec: Mobile application to monitor and encourage physical activity in schoolchildren. Journal of Ambient Intelligence and Smart Environments 2017;9(5):595
    CrossRef
  31. Wong FY. Influence of Pokémon Go on physical activity levels of university players: a cross-sectional study. International Journal of Health Geographics 2017;16(1)
    CrossRef
  32. Kogan L, Hellyer P, Duncan C, Schoenfeld-Tacher R. A pilot investigation of the physical and psychological benefits of playing Pokémon GO for dog owners. Computers in Human Behavior 2017;76:431
    CrossRef
  33. Reisch LA, Sunstein CR, Gwozdz W. Viewpoint: Beyond carrots and sticks: Europeans support health nudges. Food Policy 2017;69:1
    CrossRef
  34. Michard F. Smartphones and e-tablets in perioperative medicine. Korean Journal of Anesthesiology 2017;70(5):493
    CrossRef
  35. Cushing AL, Cowan BR. Walk1916. Journal of Documentation 2017;73(5):917
    CrossRef
  36. Watanabe K, Kawakami N, Imamura K, Inoue A, Shimazu A, Yoshikawa T, Hiro H, Asai Y, Odagiri Y, Yoshikawa E, Tsutsumi A. Pokémon GO and psychological distress, physical complaints, and work performance among adult workers: a retrospective cohort study. Scientific Reports 2017;7(1)
    CrossRef
  37. Patten JW, Iarocci G, Bojin N. A pilot study of children’s physical activity levels during imagination-based mobile games. Journal of Child Health Care 2017;21(3):292
    CrossRef
  38. Jake-Schoffman DE, Silfee VJ, Waring ME, Boudreaux ED, Sadasivam RS, Mullen SP, Carey JL, Hayes RB, Ding EY, Bennett GG, Pagoto SL. Methods for Evaluating the Content, Usability, and Efficacy of Commercial Mobile Health Apps. JMIR mHealth and uHealth 2017;5(12):e190
    CrossRef
  39. Rasche P, Schlomann A, Mertens A. Who Is Still Playing Pokémon Go? A Web-Based Survey. JMIR Serious Games 2017;5(2):e7
    CrossRef
  40. Leal Neto OB, Albuquerque J, Souza WV, Cesse E, Cruz OG. Inova√ß√Ķes disruptivas e as transforma√ß√Ķes da sa√ļde p√ļblica na era digital. Cadernos de Sa√ļde P√ļblica 2017;33(11)
    CrossRef
  41. Paul MJ, Dredze M. Social Monitoring for Public Health. Synthesis Lectures on Information Concepts, Retrieval, and Services 2017;9(5):1
    CrossRef
  42. Adlakha D, Marquet O, Hipp JA, Tully MA. Pokémon GO or Pokémon Gone: How can cities respond to trends in technology linking people and space?. Cities & Health 2017;1(1):89
    CrossRef
  43. Lalot F, Zerhouni O, Pinelli M. ‚ÄúI Wanna Be the Very Best!‚ÄĚ Agreeableness and Perseverance Predict Sustained Playing to Pok√©mon Go: A Longitudinal Study. Games for Health Journal 2017;6(5):271
    CrossRef
  44. Koh HE, Oh J, Mackert M. Predictors of Playing Augmented Reality Mobile Games While Walking Based on the Theory of Planned Behavior: Web-Based Survey. JMIR mHealth and uHealth 2017;5(12):e191
    CrossRef
  45. Moller AC, Merchant G, Conroy DE, West R, Hekler E, Kugler KC, Michie S. Applying and advancing behavior change theories and techniques in the context of a digital health revolution: proposals for more effectively realizing untapped potential. Journal of Behavioral Medicine 2017;40(1):85
    CrossRef
  46. Vickey T, Breslin JG. Online Influence and Sentiment of Fitness Tweets: Analysis of Two Million Fitness Tweets. JMIR Public Health and Surveillance 2017;3(4):e82
    CrossRef
  47. Althoff T. Population-Scale Pervasive Health. IEEE Pervasive Computing 2017;16(4):75
    CrossRef
  48. Barkley JE, Lepp A, Glickman EL. ‚ÄúPok√©mon Go!‚ÄĚ May Promote Walking, Discourage Sedentary Behavior in College Students. Games for Health Journal 2017;6(3):165
    CrossRef
  49. Hightow-Weidman LB, Muessig KE, Bauermeister JA, LeGrand S, Fiellin LE. The future of digital games for HIV prevention and care. Current Opinion in HIV and AIDS 2017;12(5):501
    CrossRef
  50. Baumel A, Faber K, Mathur N, Kane JM, Muench F. Enlight: A Comprehensive Quality and Therapeutic Potential Evaluation Tool for Mobile and Web-Based eHealth Interventions. Journal of Medical Internet Research 2017;19(3):e82
    CrossRef
  51. Rauschnabel PA, Rossmann A, tom Dieck MC. An adoption framework for mobile augmented reality games: The case of Pokémon Go. Computers in Human Behavior 2017;76:276
    CrossRef
  52. Frumkin H, Bratman GN, Breslow SJ, Cochran B, Kahn Jr PH, Lawler JJ, Levin PS, Tandon PS, Varanasi U, Wolf KL, Wood SA. Nature Contact and Human Health: A Research Agenda. Environmental Health Perspectives 2017;125(7)
    CrossRef
  53. Sablatura J, Karabiyik U. Pokémon GO Forensics: An Android Application Analysis. Information 2017;8(3):71
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/jmir.6759)

:
  1. Schlieder C, Kremer D, Heinz T. Geogames and Geoplay. 2018. Chapter 6:111
    CrossRef
  2. Meschtscherjakov A, Trösterer S, Lupp A, Tscheligi M. Persuasive Technology: Development and Implementation of Personalized Technologies to Change Attitudes and Behaviors. 2017. Chapter 19:241
    CrossRef
  3. Tong X, Gupta A, Gromala D, Shaw CD. Distributed, Ambient and Pervasive Interactions. 2017. Chapter 50:675
    CrossRef