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Gotta catch’em all! Pokémon GO and physical activity among young adults: difference in differences study

Objective To estimate the effect of playing Pokémon GO on the number of steps taken daily up to six weeks after installation of the game.Design Cohort study using online survey data.Participants Survey participants of Amazon Mechanical Turk (n=1182) residing in the United States, aged 18 to 35 years...

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Published in:BMJ (Online) 2016-12, Vol.355, p.i6270-i6270
Main Authors: Howe, Katherine B, Suharlim, Christian, Ueda, Peter, Howe, Daniel, Kawachi, Ichiro, Rimm, Eric B
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creator Howe, Katherine B
Suharlim, Christian
Ueda, Peter
Howe, Daniel
Kawachi, Ichiro
Rimm, Eric B
description Objective To estimate the effect of playing Pokémon GO on the number of steps taken daily up to six weeks after installation of the game.Design Cohort study using online survey data.Participants Survey participants of Amazon Mechanical Turk (n=1182) residing in the United States, aged 18 to 35 years and using iPhone 6 series smartphones.Main outcome measures Number of daily steps taken each of the four weeks before and six weeks after installation of Pokémon GO, automatically recorded in the “Health” application of the iPhone 6 series smartphones and reported by the participants. A difference in difference regression model was used to estimate the change in daily steps in players of Pokémon GO compared with non-players.Results 560 (47.4%) of the survey participants reported playing Pokémon GO and walked on average 4256 steps (SD 2697) each day in the four weeks before installation of the game. The difference in difference analysis showed that the daily average steps for Pokémon GO players during the first week of installation increased by 955 additional steps (95% confidence interval 697 to 1213), and then this increase gradually attenuated over the subsequent five weeks. By the sixth week after installation, the number of daily steps had gone back to pre-installation levels. No significant effect modification of Pokémon GO was found by sex, age, race group, bodyweight status, urbanity, or walkability of the area of residence.Conclusions Pokémon GO was associated with an increase in the daily number of steps after installation of the game. The association was, however, moderate and no longer observed after six weeks.
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Pokémon GO and physical activity among young adults: difference in differences study</title><source>BMJ</source><source>JSTOR Archival Journals and Primary Sources Collection</source><creator>Howe, Katherine B ; Suharlim, Christian ; Ueda, Peter ; Howe, Daniel ; Kawachi, Ichiro ; Rimm, Eric B</creator><creatorcontrib>Howe, Katherine B ; Suharlim, Christian ; Ueda, Peter ; Howe, Daniel ; Kawachi, Ichiro ; Rimm, Eric B</creatorcontrib><description>Objective To estimate the effect of playing Pokémon GO on the number of steps taken daily up to six weeks after installation of the game.Design Cohort study using online survey data.Participants Survey participants of Amazon Mechanical Turk (n=1182) residing in the United States, aged 18 to 35 years and using iPhone 6 series smartphones.Main outcome measures Number of daily steps taken each of the four weeks before and six weeks after installation of Pokémon GO, automatically recorded in the “Health” application of the iPhone 6 series smartphones and reported by the participants. A difference in difference regression model was used to estimate the change in daily steps in players of Pokémon GO compared with non-players.Results 560 (47.4%) of the survey participants reported playing Pokémon GO and walked on average 4256 steps (SD 2697) each day in the four weeks before installation of the game. The difference in difference analysis showed that the daily average steps for Pokémon GO players during the first week of installation increased by 955 additional steps (95% confidence interval 697 to 1213), and then this increase gradually attenuated over the subsequent five weeks. By the sixth week after installation, the number of daily steps had gone back to pre-installation levels. No significant effect modification of Pokémon GO was found by sex, age, race group, bodyweight status, urbanity, or walkability of the area of residence.Conclusions Pokémon GO was associated with an increase in the daily number of steps after installation of the game. The association was, however, moderate and no longer observed after six weeks.</description><identifier>ISSN: 1756-1833</identifier><identifier>ISSN: 0959-8138</identifier><identifier>EISSN: 1756-1833</identifier><identifier>DOI: 10.1136/bmj.i6270</identifier><identifier>PMID: 27965211</identifier><language>eng</language><publisher>England: BMJ Publishing Group LTD</publisher><subject>Adolescent ; Adult ; Age Factors ; Body Mass Index ; Cardiovascular disease ; Cohort Studies ; Data processing ; Education ; Exercise ; Family income ; Female ; Games ; Humans ; Internet ; Male ; Mobile Applications ; Physical activity ; Physical fitness ; Public health ; Regression Analysis ; Sex Factors ; Smartphone ; Smartphones ; Socioeconomic Factors ; Surveys and Questionnaires ; Time Factors ; United States ; Variables ; Video Games ; Walking ; Young Adult ; Young adults</subject><ispartof>BMJ (Online), 2016-12, Vol.355, p.i6270-i6270</ispartof><rights>Published by the BMJ Publishing Group Limited. 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For permission to use (where not already granted under a licence) please go to 2016 BMJ</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-b536t-e4a21c139d51cb59392f1016977baa8c32847f70c94dd98c9eafe4fb3cf76dfc3</citedby><cites>FETCH-LOGICAL-b536t-e4a21c139d51cb59392f1016977baa8c32847f70c94dd98c9eafe4fb3cf76dfc3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttp://bmj.com/content/355/bmj.i6270.full.pdf$$EPDF$$P50$$Gbmj$$Hfree_for_read</linktopdf><linktohtml>$$Uhttp://bmj.com/content/355/bmj.i6270.full$$EHTML$$P50$$Gbmj$$Hfree_for_read</linktohtml><link.rule.ids>112,113,230,314,777,781,882,3181,27905,27906,77343,77344</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/27965211$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Howe, Katherine B</creatorcontrib><creatorcontrib>Suharlim, Christian</creatorcontrib><creatorcontrib>Ueda, Peter</creatorcontrib><creatorcontrib>Howe, Daniel</creatorcontrib><creatorcontrib>Kawachi, Ichiro</creatorcontrib><creatorcontrib>Rimm, Eric B</creatorcontrib><title>Gotta catch’em all! Pokémon GO and physical activity among young adults: difference in differences study</title><title>BMJ (Online)</title><addtitle>BMJ</addtitle><description>Objective To estimate the effect of playing Pokémon GO on the number of steps taken daily up to six weeks after installation of the game.Design Cohort study using online survey data.Participants Survey participants of Amazon Mechanical Turk (n=1182) residing in the United States, aged 18 to 35 years and using iPhone 6 series smartphones.Main outcome measures Number of daily steps taken each of the four weeks before and six weeks after installation of Pokémon GO, automatically recorded in the “Health” application of the iPhone 6 series smartphones and reported by the participants. A difference in difference regression model was used to estimate the change in daily steps in players of Pokémon GO compared with non-players.Results 560 (47.4%) of the survey participants reported playing Pokémon GO and walked on average 4256 steps (SD 2697) each day in the four weeks before installation of the game. The difference in difference analysis showed that the daily average steps for Pokémon GO players during the first week of installation increased by 955 additional steps (95% confidence interval 697 to 1213), and then this increase gradually attenuated over the subsequent five weeks. By the sixth week after installation, the number of daily steps had gone back to pre-installation levels. No significant effect modification of Pokémon GO was found by sex, age, race group, bodyweight status, urbanity, or walkability of the area of residence.Conclusions Pokémon GO was associated with an increase in the daily number of steps after installation of the game. 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Pokémon GO and physical activity among young adults: difference in differences study</atitle><jtitle>BMJ (Online)</jtitle><addtitle>BMJ</addtitle><date>2016-12-13</date><risdate>2016</risdate><volume>355</volume><spage>i6270</spage><epage>i6270</epage><pages>i6270-i6270</pages><issn>1756-1833</issn><issn>0959-8138</issn><eissn>1756-1833</eissn><abstract>Objective To estimate the effect of playing Pokémon GO on the number of steps taken daily up to six weeks after installation of the game.Design Cohort study using online survey data.Participants Survey participants of Amazon Mechanical Turk (n=1182) residing in the United States, aged 18 to 35 years and using iPhone 6 series smartphones.Main outcome measures Number of daily steps taken each of the four weeks before and six weeks after installation of Pokémon GO, automatically recorded in the “Health” application of the iPhone 6 series smartphones and reported by the participants. A difference in difference regression model was used to estimate the change in daily steps in players of Pokémon GO compared with non-players.Results 560 (47.4%) of the survey participants reported playing Pokémon GO and walked on average 4256 steps (SD 2697) each day in the four weeks before installation of the game. The difference in difference analysis showed that the daily average steps for Pokémon GO players during the first week of installation increased by 955 additional steps (95% confidence interval 697 to 1213), and then this increase gradually attenuated over the subsequent five weeks. By the sixth week after installation, the number of daily steps had gone back to pre-installation levels. No significant effect modification of Pokémon GO was found by sex, age, race group, bodyweight status, urbanity, or walkability of the area of residence.Conclusions Pokémon GO was associated with an increase in the daily number of steps after installation of the game. The association was, however, moderate and no longer observed after six weeks.</abstract><cop>England</cop><pub>BMJ Publishing Group LTD</pub><pmid>27965211</pmid><doi>10.1136/bmj.i6270</doi><oa>free_for_read</oa></addata></record>
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source BMJ; JSTOR Archival Journals and Primary Sources Collection
subjects Adolescent
Adult
Age Factors
Body Mass Index
Cardiovascular disease
Cohort Studies
Data processing
Education
Exercise
Family income
Female
Games
Humans
Internet
Male
Mobile Applications
Physical activity
Physical fitness
Public health
Regression Analysis
Sex Factors
Smartphone
Smartphones
Socioeconomic Factors
Surveys and Questionnaires
Time Factors
United States
Variables
Video Games
Walking
Young Adult
Young adults
title Gotta catch’em all! Pokémon GO and physical activity among young adults: difference in differences study
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