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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 Pokémon 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)

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  39. 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
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  40. Gremaud AL, Carr LJ, Simmering JE, Evans NJ, Cremer JF, Segre AM, Polgreen LA, Polgreen PM. Gamifying Accelerometer Use Increases Physical Activity Levels of Sedentary Office Workers. Journal of the American Heart Association 2018;7(13)
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  43. 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
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  44. 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
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  47. Broom DR, Flint SW. Gotta Catch ‘Em All: Impact of Pokémon 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;7(6):401
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  49. 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
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  50. Gabbiadini A, Sagioglou C, Greitemeyer T. Does Pokémon Go lead to a more physically active life style?. Computers in Human Behavior 2018;84:258
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  51. 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
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  52. Li H, Gupta A, Zhang J, Flor N. Who will use augmented reality? An integrated approach based on text analytics and field survey. European Journal of Operational Research 2018;
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  53. 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
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  58. Militello LK, Hanna N, Nigg CR. Pokémon GO Within the Context of Family Health: Retrospective Study. JMIR Pediatrics and Parenting 2018;1(2):e10679
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  63. Wu L, Stilwell MA. Exploring the marketing potential of location-based mobile games. Journal of Research in Interactive Marketing 2018;12(1):22
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  65. 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
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  66. Barkley JE, Lepp A, Glickman EL. “Pokémon Go!” May Promote Walking, Discourage Sedentary Behavior in College Students. Games for Health Journal 2017;6(3):165
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According to Crossref, the following books are citing this article (DOI 10.2196/jmir.6759)

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  1. Sañudo-Corrales B, Sánchez-Oliver AJ, del Río-Rama MDLC. Cultural and Creative Industries. 2019. Chapter 8:137
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  2. Abood S. The Human Factor in a Mission to Mars. 2019. Chapter 1:3
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  3. Mozelius P, Jaldemark J, Bergström SE, Sundgren M. Augmented Reality Games I. 2019. Chapter 14:217
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  4. Ibáñez MB, Peláez J, Kloos CD. Mobile Technologies and Applications for the Internet of Things. 2019. Chapter 21:175
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  5. Ortiz de Gortari AB. Augmented Reality Games I. 2019. Chapter 2:15
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  6. Koskinen E, Leorke D, Alha K, Paavilainen J. Augmented Reality Games I. 2019. Chapter 7:95
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  7. Osoba O, Davis PK. Social-Behavioral Modeling for Complex Systems. 2019. :443
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  8. Vuorio J, Okkonen J, Viteli J. Digital Turn in Schools—Research, Policy, Practice. 2019. Chapter 2:17
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  9. Schlieder C, Kremer D, Heinz T. Geogames and Geoplay. 2018. Chapter 6:111
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  10. Siakavaras I, Papastergiou M, Comoutos N. Research on e-Learning and ICT in Education. 2018. Chapter 15:243
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  11. Tong X, Gupta A, Gromala D, Shaw CD. Distributed, Ambient and Pervasive Interactions. 2017. Chapter 50:675
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  12. 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
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