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 2020:146144482096587 View
  9. Valentine K, Jensen L. Mobile entanglements and communitas: the embodied nature of play in Pokémon Go. Educational Technology Research and Development 2021 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

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