Table 1.
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 ( = 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 ( = 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 ( = 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 ( = 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 ( = 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 ( = 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 | Pre–post 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 ( = 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.