Published on in Vol 25 (2023)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/49019, first published .
Influence of Pokémon GO on Physical Activity and Psychosocial Well-Being in Children and Adolescents: Systematic Review

Influence of Pokémon GO on Physical Activity and Psychosocial Well-Being in Children and Adolescents: Systematic Review

Influence of Pokémon GO on Physical Activity and Psychosocial Well-Being in Children and Adolescents: Systematic Review

Authors of this article:

Haiyan Liang1 Author Orcid Image ;   Xi Wang2 Author Orcid Image ;   Ruopeng An2 Author Orcid Image

Journals

  1. Pontes H, Rumpf H, Selak Š, Montag C. Investigating the interplay between gaming disorder and functional impairments in professional esports gaming. Scientific Reports 2024;14(1) View
  2. Liu H, Fu S. Optimizing sports performance in China: Investigating the influence of training, recovery, motivation, and environmental support within a moderation-mediation framework. Heliyon 2024;10(18):e37942 View
  3. Laato S, Rauti S, Kordyaka B, Papangelis K, Jung S, Nummenmaa T, Hamari J. Gamification of walking in nature: A field experiment with Pokémon GO Routes. Proceedings of the ACM on Human-Computer Interaction 2024;8(CHI PLAY):1 View
  4. Zhan M, Xu M, Lin W, He H, He C. Graphene Oxide Research: Current Developments and Future Directions. Nanomaterials 2025;15(7):507 View
  5. Hao Z, Cui J, Nadolu B. Assessing the relationship between digital technology use and physical health, fitness, and exercise levels among Chinese youth: The moderating effect of parental monitoring. PLOS One 2025;20(6):e0324705 View
  6. Wang Z, Hong S, Jia Z, Zhang Y, Ma S, Bu X, Wang W. Effects of technology-enhanced physical activity on brain and mental health in youth: An umbrella review of meta-analyses. World Journal of Psychiatry 2025;15(9) View
  7. Müller J, Spilski J, Lachmann T. Gamified Physical Activity App for Students at Universities: Results of Five Development Loops MHCI013. Proceedings of the ACM on Human-Computer Interaction 2025;9(5):1 View
  8. Giller M, Kowal T, Likus W, Brzęk A. Pokémon GO, Went, Gone…—Physical Activity Level, Health Behaviours, and Mental Well-Being of Game Users: A Cross-Sectional Study. Healthcare 2025;13(18):2334 View
  9. Frazer M, Charlesworth L, Wilson L, Hall J, Batool F, Subiza-Perez M, Burkhardt J, Daly-Smith A, Chalkley A. Active Play in a Digital Age, Exploring Children’s (Aged 8-13 Years) Views of a Physical Activity App: Qualitative Formative Study. JMIR Formative Research 2025;9:e76498 View
  10. Vera-Ponce V, Ballena-Caicedo J, Zuzunaga-Montoya F, Gutierrez De Carrillo C. Effectiveness of active video games for promoting physical activity: an umbrella review. Frontiers in Sports and Active Living 2025;7 View

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  1. Joshi R, Kumari S, Pandey K. 2024 International Conference on Artificial Intelligence and Emerging Technology (Global AI Summit). From Gaming Online to Metaverse: VR's Growing Impact on Everyday Life View
  2. Shirai Y, Kishino Y, Fujita S, Kobayashi T, Higuchi H. 2025 IEEE Conference on Games (CoG). Gamifying the World Wide Web: Competitive and Interactive Play on Real Websites View