Published on in Vol 21, No 2 (2019): February

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/10724, first published .
Step Counts of Middle-Aged and Elderly Adults for 10 Months Before and After the Release of Pokémon GO in Yokohama, Japan

Step Counts of Middle-Aged and Elderly Adults for 10 Months Before and After the Release of Pokémon GO in Yokohama, Japan

Step Counts of Middle-Aged and Elderly Adults for 10 Months Before and After the Release of Pokémon GO in Yokohama, Japan

Authors of this article:

Kimihiro Hino 1 Author Orcid Image ;   Yasushi Asami 1 Author Orcid Image ;   Jung Su Lee 2 Author Orcid Image

Journals

  1. Mitchell M, Lau E, White L, Faulkner G. Commercial app use linked with sustained physical activity in two Canadian provinces: a 12-month quasi-experimental study. International Journal of Behavioral Nutrition and Physical Activity 2020;17(1) View
  2. Hino K, Taniguchi A, Hanazato M, Takagi D. Modal Shift from Cars and Promotion of Walking by Providing Pedometers in Yokohama City, Japan. International Journal of Environmental Research and Public Health 2019;16(12):2144 View
  3. Santos L, Okamoto K, Funghetto S, Cavalli A, Hiragi S, Yamamoto G, Sugiyama O, Castanho C, Aoyama T, Kuroda T. Effects of Social Interaction Mechanics in Pervasive Games on the Physical Activity Levels of Older Adults: Quasi-Experimental Study. JMIR Serious Games 2019;7(3):e13962 View
  4. Baranowski T, Lyons E. Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change. Games for Health Journal 2020;9(2):71 View
  5. Schlomann A, Rasche P. Same but Different: A Comparison of Players’ Perceptions and Motivational Factors in Two Commercially Available AR Games. The Computer Games Journal 2020;9(4):383 View
  6. HINO K. Promoting Walking among Middle-Aged and Elderly Adults with a Location-Based Game. The Japanese Journal of Real Estate Sciences 2019;33(3):69 View
  7. Lin X, Saksono H, Stowell E, Lachman M, Castaneda-Sceppa C, Parker A. Go&Grow. Proceedings of the ACM on Human-Computer Interaction 2020;4(CSCW2):1 View
  8. Richardson I, Hjorth L, Piera-Jimenez J. The emergent potential of mundane media: Playing Pokémon GO in Badalona, Spain. New Media & Society 2022;24(3):667 View
  9. Valentine K, Jensen L. Mobile entanglements and communitas: the embodied nature of play in Pokémon Go. Educational Technology Research and Development 2021;69(4):1955 View
  10. Santos L, Okamoto K, Otsuki R, Hiragi S, Yamamoto G, Sugiyama O, Aoyama T, Kuroda T. Promoting Physical Activity in Japanese Older Adults Using a Social Pervasive Game: Randomized Controlled Trial. JMIR Serious Games 2021;9(1):e16458 View
  11. Vorwerg S, Stamm O, Müller-Werdan U. Movement Training in Augmented Reality for Older Adults with Essential Hypertension: A Qualitative Study Determining Training Requirements. Games for Health Journal 2020;9(6):436 View
  12. Wang A. Systematic literature review on health effects of playing Pokémon Go. Entertainment Computing 2021;38:100411 View
  13. Laato S, Rauti S, Islam A, Sutinen E. Why playing augmented reality games feels meaningful to players? The roles of imagination and social experience. Computers in Human Behavior 2021;121:106816 View
  14. Lee J, 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 View
  15. Kuo P, Shen C, Chiu C. The impact of large-scale events: A difference-in-difference model for a Pokémon go safari zone event in Tainan and its effect on bikeshare systems. Transportation Research Part A: Policy and Practice 2021;149:283 View
  16. Laato S, Inaba N, Hamari J. Convergence between the real and the augmented: Experiences and perceptions in location-based games. Telematics and Informatics 2021;65:101716 View
  17. Bhattacharya A, Windleharth T, Lee C, Paramasivam A, Kientz J, Yip J, Lee J. The Pandemic as a Catalyst for Reimagining the Foundations of Location-Based Games. Proceedings of the ACM on Human-Computer Interaction 2021;5(CHI PLAY):1 View
  18. Uesugi M, Moriyama T, Koyama K, Wada T, Shinyama Y, IshImoto T. Development and Evaluation of a Mobile Application Using Gamification for Regional Disaster Prevention. Journal of the City Planning Institute of Japan 2022;57(3):1431 View
  19. Edney S, Chua X, Müller A, Kui K, Müller‐Riemenschneider F. mHealth interventions targeting movement behaviors in Asia: A scoping review. Obesity Reviews 2022;23(4) View
  20. Noto S. Perspectives on Aging and Quality of Life. Healthcare 2023;11(15):2131 View

Books/Policy Documents

  1. Sunyaev A. Internet Computing. View
  2. Williams A, Angelini C, Kress M, Ramos Vieira E, D’Souza N, Rishe N, Medina J, Özer E, Ortega F. Virtual, Augmented and Mixed Reality. Design and Interaction. View
  3. Laato S, Pietarinen T, Rauti S, Sutinen E. Computer Supported Education. View
  4. Nery Filho J, Veloso A. Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities. View
  5. Sengoku S. Mobile Health (mHealth). View