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《宝可梦 GO:增强现实促进身体活动改变的范围综述》

Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change.

机构信息

Department of Pediatrics, USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas.

The University of Texas Medical Branch, Institute for Translational Sciences, Galveston, Texas.

出版信息

Games Health J. 2020 Apr;9(2):71-84. doi: 10.1089/g4h.2019.0034. Epub 2019 Aug 6.

Abstract

Pokémon Go™ (PG) is a mobile videogame that requires real-world walking to "catch" augmented reality (AR) virtual creatures. Media attention speculated that extensive physical activity (PA) could result from PG play, which could have public health benefit. Little is known about contextual factors related to PG play and how they may impact play initiation or duration. A systematic search of articles reporting the words PG was conducted with PubMed and Google Scholar. To understand the many possible influences on and outcomes of PG play, a scoping review was conducted by employing a conceptual model to organize the literature. Although large numbers of people started playing PG, these were a relatively small proportion of the relevant populations, but PG may have activated some of those most in need of PA. Diverse factors predicted who initiated PG play, but they tended to emphasize anticipated fun, escapism, nostalgia, social ties, and desire for PA. Environmental factors (e.g., unavailable GPS signals, trespassing laws) limited PG play for some. Diverse factors predicted duration of gameplay, but fun appeared to be prominent. The level of increases in PA from PG among youth and young adults appeared to be small or undetected, and of a relatively short duration (<2 months). Among older adults, however, there were modest increases in PA for up to 7 months post-release. This intensity and duration of increased PA appears to be inadequate to stem the epidemic of obesity but may have mental and social health benefits. Although many adverse outcomes from playing PG were reported, these appear to be low incidence, which should primarily influence PG players to knowingly exercise caution. Many research issues were identified to specify who might play AR games and effective strategies to enhance game design to increase PA.

摘要

《精灵宝可梦 GO》(PG)是一款需要在现实世界中行走才能“捕捉”增强现实(AR)虚拟生物的手机视频游戏。媒体猜测,PG 的广泛身体活动(PA)可能会由此产生,这可能对公众健康有益。然而,对于与 PG 游戏相关的情境因素以及它们如何影响游戏启动或持续时间,人们知之甚少。本文采用概念模型对文献进行组织,通过 PubMed 和 Google Scholar 对报告 PG 一词的文章进行了系统检索,以了解与 PG 游戏相关的许多可能影响因素及其结果。虽然大量的人开始玩 PG,但这只是相关人群中的一小部分,但 PG 可能已经激活了其中一些最需要 PA 的人。许多因素预测了谁会开始玩 PG,但他们往往强调预期的乐趣、逃避现实、怀旧、社交联系和对 PA 的渴望。环境因素(例如,GPS 信号不可用、非法侵入)限制了一些人的 PG 游戏。许多因素预测了游戏时间的长短,但乐趣似乎很突出。从 PG 中获得的青少年和年轻人的 PA 增加量似乎较小或未被发现,而且持续时间相对较短(<2 个月)。然而,对于老年人,在发布后长达 7 个月内,PA 都有适度的增加。这种增加的 PA 强度和持续时间似乎不足以遏制肥胖的流行,但可能对心理健康和社交健康有益。尽管报道了许多玩 PG 的不良后果,但这些似乎是低发生率,这主要应该影响 PG 玩家自觉谨慎。确定谁可能玩 AR 游戏以及有效策略来增强游戏设计以增加 PA 的许多研究问题已被确定。

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