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. 2020 Apr 16;9(2):71–84. doi: 10.1089/g4h.2019.0034

Table 1.

Indicators of Physical Activity During Playing Pokémon Go

Authors (year of publication) Location of sample Sample characteristics (+age) Design Method of PA assessment Comparison Impact
Althoff et al.67 (2016)
United States
792 U.S. PG players as measured by queries to Microsoft Bing Data mining: 1420 players vs. 50,000 random selected U.S. Microsoft Band users Step number from wrist worn 3 axis accelerometer and gyrometer 30 days of step counts before and after first PG experiential query+matched days from same start in control group PG users increased daily steps by 192 from before to after start; 65 steps/day higher than control group; but steps declined to baseline or lower after 30 days
  Higher engagement with PG (as indicated by number of queries) led to more steps/day
Howe et al.68 (2016) 560 U.S. survey participants in Amazon Turk (18–35 yo) Amazon Turk survey participants who volunteered iPhone 6 4 weeks before PG and 6 weeks after PG users increased 955 steps/day in week 1 after PG started, but declined to +130 steps in week 6. Similar differences between players and non-players
United States
Nigg et al.124 (2017) 486 survey participants reported online (x¯ = 28.6 yo) Cross-sectional internet survey from July 28 to Aug. 31, 2016 Self-reported using Godin questionnaire Self-reported before and after playing PG Players increased MVPA by 50 minutes/week and reduced sedentary behavior by 30 minutes/week
United States
Xian et al.125 (2017) 167 PG players who volunteered on social media (x¯ = 25 yo) Survey research (Qualtrics) Provided screenshots of step counts on iPhone Health 3 weeks before and 3 weeks after PG release PG users increased 1976 steps/day: largest increases in older (>29 yo), male, overweight/obese, and non-student participants
United States
Liu and Ligmann-Zielinska126 (2017) 47 online PG players (x¯ = 28.7 yo) Cross-sectional online survey Self-reported impact on PA Self-reported PG play increased player PA by 3 times of PG play, or 3 more hours on +5.6 minutes/week
United States PG play decreased by time of the survey
Safety of neighborhood influenced PG play
Barkley et al.127 (2017) 358 college students (x¯ = 19.8 yo) Cross-sectional face-to-face survey International PA questionnaire Week before PG (T0), week after PG (T1), current week (T2) Walking: +110 minutes/day at T1 and +24 minutes/day at T2
United States Self-reported minutes of walking and sitting Sitting: −85 minutes/day at T1 and −62 minutes/day at T2
Played PG 5.2 days/week at T1 and 2.1 days/week at T2
Krittanawong et al.128 (2017) 10,007 Twitter postings (no characteristic reported) Data mining: Twitter postings from Aug. 1 to Sept. 10, 2016 mentioning PG and activity or distance Comments in Twitter postings Single group descriptive report 12% of tweets: walked 2–35 minutes/day playing PG
Global 3% walked 50–150 minutes/week
16% walked daily or regularly
7.5% walked 7.5–145 minutes/week, but not timed
Wong31 (2017) 644 university students (72.5% were 18–25 yo) Cross-sectional online questionnaire International PA questionnaire short form: vigorous intensity, moderate intensity, and walking in the past 7 days Current PG players vs. ex-players No difference in minutes of PA spent playing PG
Hong Kong
Ma et al.69 (2018)
Hong Kong
210 Hong Kong residents who played PG on iPhone 5 or 6 and responded to survey (x¯ = 61.1 yo) Longitudinal from before to after PG iPhone Health app screen shots Measured for 35 days from 14 days before PG installation to 21 days after Walking/running increased by 1200 steps/day
  Difference disappeared after 24 days
Wattanapisit et al.72 (2018) 26 Thai medical students (x¯ = 22 yo) Longitudinal, questionnaire reported online at 3 time points Self-administered global PA questionnaire v2 Baseline, 1 month, 3 months post-PG download No significant difference in PA
11/26 students still playing 3 months after PG download.
Thailand  
Fountaine et al.65 (2018)
United States
27 U.S. college students Played PG for 60 minutes Accelerometer, ActiLife software, Single group descriptive report 6006 total steps in 60 minutes, or 100 steps/min
      Troiano cut points   Sedentary: 4.9 minutes
Light: 6.1 minutes
MPA: 48.8 minutes
V: 0.2 minutes
Marquet et al.129 (2018) 74 U.S. college students Prepost online survey Ecological Momentary Assessment (12 p.m., 7 p.m., 10 p.m.) for 7 days and step counter on smart phone Compared EMA responses with smart phone step counts Non-PG players were significantly more active than players; +279 steps among PG players at noon on weekdays but not at 7 or 10 p.m.
United States
Gabbiadini et al.130 (2018) 981 respondents using Mechanical Turk Mechanical Turk respondents Self-reported responses to 9 items measuring recency and frequency Correlational analysis of general physical activity Overall PA was positively related to PG physical activity, attitudes, and sex, but it was negatively related to frequency of PG usage; model accounted for only 12.2% of the variance in overall PA
United States
Beach et al.66 (2019) 100 U.S. adult users of a 9 mi long greenway (paved path with greenery) from 7 to 9 a.m., 11 a.m. to 1 p.m., or 6:30 to 8:30 p.m. in summer Cross-sectional single use of the greenway Omron pedometer and Actigraph GT3X accelerometer PG users vs. non-users PG players spent as much time on the greenway as non-PG players, but took fewer aerobic steps, walked shorter distances, and burned fewer calories
United States PG users were significantly younger with a lower income
Ni et al.70 (2019) 65 Hong Kong medical students Longitudinal, days after PG release iPhone accelerometers and health app: walking distance PG users vs. non-users for 50 days after PG release PG players walked 1.5, 1.2, 0.9, and 0.6 km more on the 3rd, 4th, 5th, and 6th days after PG release, but not afterward
Hong Kong
Koivisto et al.76 (2019) 1190 respondents to an online survey (9–10, 2016) (mode = 21–25 yo) Cross-sectional Self-reported PG play hours/day Physical health outcomes; mental health outcomes; social health outcomes Hours of PG play was moderately related to all outcomes
Finland
Hino et al.71 (2019) 46 PG players and 184 non-players (x¯ = 56 yo) Respondents to questionnaires randomly sent offering a pedometer Pedometer step counts PG players vs. non-players Significant play status by time since PG release by about 270–583 steps at 4, 5, and 7 months; effects varied by subgroup (but low power to detect differences)
Japan

9–10, 2016, September–October, 2016; EMA, ecological momentary assessment; MPA, moderate physical activity; MVPA, moderate to vigorous physical activity; PG, Pokémon Go; yo, years old.