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. 2018 Jun 29;13(6):e0199813. doi: 10.1371/journal.pone.0199813

Table 2. Patterns of and reasons for playing Pokémon GO.

Playing Pokémon GO Phase 1 (n = 26) Phase 2 (n = 11)
Frequency, n (%)
    •  1–2 days/week 2 (7.7) 7 (63.6)
    •  3–5 days/week 13 (50.0) 4 (36.4)
    •  6–7 days/week 11 (42.3) 0
Time spent gaming (minute/week), median (IQR) 360 (120–630) 60 (60–80)
Reason, n (%)
    •  Have fun 22 (84.6) 6 (54.5)
    •  Pass time/boredom 21 (80.8) 9 (81.8)
    •  Relax/de-stress 20 (76.9) 9 (81.8)
    •  Social interaction 12 (46.2) 1 (9.1)
    •  Be challenged 10 (38.5) 3 (27.3)
    •  Feel excitement 8 (30.8) 1 (9.1)
    •  Exercise 7 (26.9) 2 (18.2)
    •  Do the impossible 2 (7.7) 0
    •  Learn 2 (7.7) 0
Commuting mode, n (%)
    •  Walking 23 (88.5) 8 (100)
    •  Riding a car 18 (61.5) 5 (45.4)
    •  Riding a motorcycle 13 (50.0) 5 (45.4)
    •  Running 6 (23.1) 1 (18.2)
    •  Cycling 3 (11.5) 1 (9.1)

IQR, interquartile range