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

被引:2
|
作者
Liang, Haiyan [1 ,3 ]
Wang, Xi [2 ]
An, Ruopeng [2 ]
机构
[1] Guangzhou Sport Univ, Sch Sport Business, Guangzhou, Peoples R China
[2] Washington Univ, Brown Sch, St Louis, MO USA
[3] Guangzhou Sport Univ, Sch Sport Business, 1268 Guangzhou Ave Middle, Guangzhou 510500, Peoples R China
关键词
Pokemon GO; artificial intelligence; physical activity; psychosocial well-being; children; adolescent; EMOTIONAL INTELLIGENCE; COGNITIVE PERFORMANCE; QUALITY; IMPACT; VALIDITY; GRADE;
D O I
10.2196/49019
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: Pokemon GO, an augmented reality game with widespread popularity, can potentially influence players' physical activity (PA) levels and psychosocial well-being. Objective: This review aims to systematically examine the scientific evidence regarding the impact of Pokemon GO on PA and psychosocial well-being in children and adolescents. Methods: Using the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines and the GRADE (Grading of Recommendations, Assessment, Development, and Evaluations) framework, we conducted keyword and reference searches in the PubMed, CINAHL, Web of Science, and Scopus databases. We performed title and abstract screening, full-text review, evidence synthesis, and identified research gaps. Results: Our review included 10 studies that explored the effect of Pokemon GO on PA or psychosocial well-being among children and adolescents. These studies used diverse designs across multiple countries and regions. Pokemon GO use measures encompassed frequency, experience, adherence, and motivation. PA assessment methods ranged from self-reported questionnaires to technology-based evaluations and qualitative approaches. Psychosocial well-being measures included emotional intelligence, personal well-being, self-control, emotionality, and sociability. In general, the estimated impact of Pokemon GO on PA was positive, with gaming elements and engagement correlating with increased PA levels. However, the effect on psychosocial well-being presented mixed results, with positive associations for sociability but a complex relationship involving well-being and internet gaming disorder. The limitations of these studies comprised the absence of randomized controlled trials, heterogeneity in study designs and outcome measures, and potential confounding bias. Conclusions: Overall, Pokemon GO tends to positively affect PA levels, while the impact on psychosocial well-being remains complex and requires further investigation. Future research should investigate the mechanisms connecting Pokemon GO use with PA and psychosocial well-being and the potential risks of excessive gameplay. These findings can help inform public health interventions to harness gaming technologies for promoting PA and enhancing well-being among the younger generation.
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页数:14
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