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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)

  1. Alha K, Koskinen E, Paavilainen J, Hamari J. Why do people play location-based augmented reality games: A study on Pokémon GO. Computers in Human Behavior 2019;93:114
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    CrossRef
  4. Alomar N, Alsaleh M, Alarifi A. Behavioral consequences of Pokémon GO: The exaggerated picture. Computers in Human Behavior 2019;90:223
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  6. Ni MY, Hui RW, Li TK, Tam AH, Choy LL, Ma KK, Cheung F, Leung GM. Augmented Reality Games as a New Class of Physical Activity Interventions? The Impact of Pokémon Go Use and Gaming Intensity on Physical Activity. Games for Health Journal 2019;8(1):1
    CrossRef
  7. Kim Y, Lee B, Choe EK. Investigating data accessibility of personal health apps. Journal of the American Medical Informatics Association 2019;
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  8. Lyall B. Fitness for sale: The value of self-tracking in secondhand exchange. The Information Society 2019;:1
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  9. Frolich MA, Aguiar NR, Putnam MM, Calvert SL. Adult Reports of Pokémon GO Play: Stronger Parasocial Relationships Predict Increased Nostalgia and Decreased App Play. Imagination, Cognition and Personality 2019;:027623661882278
    CrossRef
  10. Crossley SGM, McNarry MA, Hudson J, Eslambolchilar P, Knowles Z, Mackintosh KA. Perceptions of Visualizing Physical Activity as a 3D-Printed Object: Formative Study. Journal of Medical Internet Research 2019;21(1):e12064
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  11. Fennell C, Barkley JE, Lepp A. The relationship between cell phone use, physical activity, and sedentary behavior in adults aged 18–80. Computers in Human Behavior 2019;90:53
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  12. Zhao B, Zhang S. Rethinking Spatial Data Quality: Pokémon Go as a Case Study of Location Spoofing. The Professional Geographer 2019;71(1):96
    CrossRef
  13. Bice MR, Ball JW, Hollman A, Adkins M. Health Technology Use: Implications for Physical Activity Behaviors Among College Students. International Journal of Kinesiology in Higher Education 2019;3(1):23
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  14. Hino K, Asami Y, Lee JS. Step Counts of Middle-Aged and Elderly Adults for 10 Months Before and After the Release of Pokémon GO in Yokohama, Japan. Journal of Medical Internet Research 2019;21(2):e10724
    CrossRef
  15. Beach C, Billstrom G, Anderson Steeves ET, Flynn JI, Steeves JA. The Physical Activity Patterns of Greenway Users Playing Pokémon Go: A Natural Experiment. Games for Health Journal 2019;8(1):7
    CrossRef
  16. Vaterlaus JM, Frantz K, Robecker T. “Reliving my Childhood Dream of being a Pokémon Trainer”: An Exploratory Study of College Student Uses and Gratifications Related to Pokémon Go. International Journal of Human–Computer Interaction 2019;35(7):596
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  17. Jones CE, Theodosis S, Lykourentzou I. The Enthusiast, the Interested, the Sceptic, and the Cynic. Journal on Computing and Cultural Heritage 2019;12(1):1
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  19. 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
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  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
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  21. Madrigal-Pana J, Gómez-Figueroa J, Moncada-Jiménez J. Adult Perception Toward Videogames and Physical Activity Using Pokémon Go. Games for Health Journal 2018;
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  23. 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
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  24. 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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  25. Sugiura A, Kitama T, Toyoura M, Mao X. The Use of Augmented Reality Technology in Medical Specimen Museum Tours. Anatomical Sciences Education 2018;
    CrossRef
  26. 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
  27. Delello JA, McWhorter RR, Goette W. College Students' Attraction to the Mobile Augmented Reality Game Pokémon Go. International Journal of Gaming and Computer-Mediated Simulations 2018;10(3):1
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  28. Dunn AG, Mandl KD, Coiera E. Social media interventions for precision public health: promises and risks. npj Digital Medicine 2018;1(1)
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  29. Orosz G, Zsila , Vallerand RJ, Böthe B. On the Determinants and Outcomes of Passion for Playing Pokémon Go. Frontiers in Psychology 2018;9
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  30. 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)
    CrossRef
  31. Dirin A, Laine T. User Experience in Mobile Augmented Reality: Emotions, Challenges, Opportunities and Best Practices. Computers 2018;7(2):33
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  32. 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
  33. 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
    CrossRef
  34. 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
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  35. Gryson O. Qui initiera la transformation digitale de la santé?. médecine/sciences 2018;34(6-7):587
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  36. 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;44(5):569
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  37. Herbert B, Ens B, Weerasinghe A, Billinghurst M, Wigley G. Design considerations for combining augmented reality with intelligent tutors. Computers & Graphics 2018;77:166
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  38. Phan TT, Barnini N, Xie S, Martinez A, Falini L, Abatemarco A, Waldron M, Benton JM, Frankenberry S, Coleman C, Nguyen L, Bo C, Datto GA, Werk LN. Feasibility of Using a Commercial Fitness Tracker as an Adjunct to Family-Based Weight Management Treatment: Pilot Randomized Trial. JMIR mHealth and uHealth 2018;6(11):e10523
    CrossRef
  39. COLDER CARRAS M, MOJTABAI R, CULLEN B. Beyond Social Media. Journal of Psychiatric Practice 2018;24(2):127
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  40. 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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  41. Zhu E, Fors U, Smedberg . Understanding how to improve physicians’ paradigms for prescribing antibiotics by using a conceptual design framework: a qualitative study. BMC Health Services Research 2018;18(1)
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  42. Gal R, May AM, van Overmeeren EJ, Simons M, Monninkhof EM. The Effect of Physical Activity Interventions Comprising Wearables and Smartphone Applications on Physical Activity: a Systematic Review and Meta-analysis. Sports Medicine - Open 2018;4(1)
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  43. 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
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  44. Mavletova A, Gavrilov K, Tholmogorova T. Gamifying a web survey among adolescents: effects on understanding of risk, risk calculation, and ratio-bias. Journal of Risk Research 2018;:1
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  45. 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
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  46. Szocik K, Abood S, Shelhamer M. Psychological and biological challenges of the Mars mission viewed through the construct of the evolution of fundamental human needs. Acta Astronautica 2018;152:793
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  47. Hamari J, Malik A, Koski J, Johri A. Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?. International Journal of Human–Computer Interaction 2018;:1
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  48. 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
  49. 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
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  50. 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
  51. 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
  52. Soga M, Yamanoi T, Tsuchiya K, Koyanagi TF, Kanai T. What are the drivers of and barriers to children’s direct experiences of nature?. Landscape and Urban Planning 2018;180:114
    CrossRef
  53. 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
  54. Kim J, Merrill Jr. K, Song H. Probing with Pokémon: Feeling of presence and sense of community belonging. The Social Science Journal 2018;
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  55. 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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  56. 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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  57. Liu W, Ligmann-Zielinska A. A Pilot Study of Pokémon Go and Players' Physical Activity. Games for Health Journal 2017;6(6):343
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  58. Leal Neto OB, Albuquerque J, Souza WV, Cesse E, Cruz OG. Inovações disruptivas e as transformações da saúde pública na era digital. Cadernos de Saúde Pública 2017;33(11)
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  59. Khlomov K, Davydov D. What the Pokemon Go have study adolescents for?. Psychological-Educational Studies 2017;9(4):86
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  60. 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
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  61. 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
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  62. 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)
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  63. 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
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  64. 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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  65. 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)
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  66. Reisch LA, Sunstein CR, Gwozdz W. Viewpoint: Beyond carrots and sticks: Europeans support health nudges. Food Policy 2017;69:1
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  67. 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
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  68. Cushing AL, Cowan BR. Walk1916. Journal of Documentation 2017;73(5):917
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  69. Michard F. Smartphones and e-tablets in perioperative medicine. Korean Journal of Anesthesiology 2017;70(5):493
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  70. Althoff T. Population-Scale Pervasive Health. IEEE Pervasive Computing 2017;16(4):75
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  71. 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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  72. 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
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  73. 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
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  74. Sablatura J, Karabiyik U. Pokémon GO Forensics: An Android Application Analysis. Information 2017;8(3):71
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  75. 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
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  76. 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
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  77. 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
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  78. 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
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  79. 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):075001
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  80. 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)
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  83. Rasche P, Schlomann A, Mertens A. Who Is Still Playing Pokémon Go? A Web-Based Survey. JMIR Serious Games 2017;5(2):e7
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  84. 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
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  87. Lalot F, Zerhouni O, Pinelli M. “I Wanna Be the Very Best!” Agreeableness and Perseverance Predict Sustained Playing to Pokémon Go: A Longitudinal Study. Games for Health Journal 2017;6(5):271
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According to Crossref, the following books are citing this article (DOI 10.2196/jmir.6759)

:
  1. Sañudo-Corrales B, Sánchez-Oliver AJ, del Río-Rama MDLC. Cultural and Creative Industries. 2019. Chapter 8:137
    CrossRef
  2. Schlieder C, Kremer D, Heinz T. Geogames and Geoplay. 2018. Chapter 6:111
    CrossRef
  3. Siakavaras I, Papastergiou M, Comoutos N. Research on e-Learning and ICT in Education. 2018. Chapter 15:243
    CrossRef
  4. Tong X, Gupta A, Gromala D, Shaw CD. Distributed, Ambient and Pervasive Interactions. 2017. Chapter 50:675
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  5. 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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