Effect of Pokemon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study

被引:3
作者
Wong, Rosa Sze Man [1 ]
Ho, Frederick Ka Wing [2 ]
Tung, Keith Tsz Suen [1 ]
Fu, King-Wa [3 ]
Ip, Patrick [1 ]
机构
[1] Univ Hong Kong, Dept Paediat & Adolescent Med, Hong Kong, Peoples R China
[2] Univ Glasgow, Inst Hlth & Wellbeing, Glasgow, Lanark, Scotland
[3] Univ Hong Kong, Journalism & Media Studies Ctr, Hong Kong, Peoples R China
来源
JMIR SERIOUS GAMES | 2020年 / 8卷 / 02期
关键词
Pokemon Go; self-harm; mobile game; injury; mHealth interventions; interrupted time-series analysis; TERM-FOLLOW-UP; FLOW EXPERIENCES; PHYSICAL-ACTIVITY; SUICIDE; INTERVENTIONS; CONSEQUENCES; PERFORMANCE; REPETITION; EXPOSURE;
D O I
10.2196/17112
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 is a very popular location-based augmented reality game with widespread influences over the world. An emerging body of research demonstrates that playing Pokemon Go can lead to improvements in physical activity and psychosocial well-being; however, whether Pokemon Go reduces self-harm incidence at the population-level is still questionable. Objective: This study aimed to quantify how the launch of Pokemon Go in Hong Kong affected the incidence of self-harm using a quasi-experimental design. Methods: An interrupted time-series design with Poisson segmented regression adjusted for time and seasonality trends was used on data from 2012 to 2018 to detect any changes in the number of accident and emergency attendances due to self-harm, after Pokemon Go was launched. The findings were validated using a baseline control period and using other intentional injuries and minor noninjuries as control outcomes. We also assessed intervention effects by age group. Results: From January 1, 2012 to July 31, 2018, there were 13,463 accident and emergency attendances due to self-harm in Hong Kong. During the period after launching Pokemon Go, self-harm attendances dropped by 34% (adjusted incidence rate ratio: 0.66, 95% CI 0.61-0.73). When analyzed by age group, a reduction in self-harm incidence was only apparent in adults (18 to 24 years of age: adjusted incidence rate ratio: 0.78, P=.02; 25 to 39 years of age: adjusted incidence rate ratio: 0.75, P<.001; 40 years of age and older: adjusted incidence rate ratio: 0.57, P<.001). Conclusions: Self-harm incidence in the population, particularly in adults, showed a significant decline in the period after Pokemon Go was launched. Augmented reality games such as Pokemon Go show great promise as a tool to enhance psychosocial well-being and improve mental health.
引用
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页数:11
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