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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 |
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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. For permission to use (where not already granted under a licence) please go to</rights><rights>Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.</rights><rights>Copyright: 2016 Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions</rights><rights>Published by the BMJ Publishing Group Limited. 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. The association was, however, moderate and no longer observed after six weeks.</description><subject>Adolescent</subject><subject>Adult</subject><subject>Age Factors</subject><subject>Body Mass Index</subject><subject>Cardiovascular disease</subject><subject>Cohort Studies</subject><subject>Data processing</subject><subject>Education</subject><subject>Exercise</subject><subject>Family income</subject><subject>Female</subject><subject>Games</subject><subject>Humans</subject><subject>Internet</subject><subject>Male</subject><subject>Mobile Applications</subject><subject>Physical activity</subject><subject>Physical fitness</subject><subject>Public health</subject><subject>Regression Analysis</subject><subject>Sex Factors</subject><subject>Smartphone</subject><subject>Smartphones</subject><subject>Socioeconomic Factors</subject><subject>Surveys and Questionnaires</subject><subject>Time Factors</subject><subject>United States</subject><subject>Variables</subject><subject>Video Games</subject><subject>Walking</subject><subject>Young Adult</subject><subject>Young adults</subject><issn>1756-1833</issn><issn>0959-8138</issn><issn>1756-1833</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2016</creationdate><recordtype>article</recordtype><sourceid>9YT</sourceid><recordid>eNp1kUtuFDEQhi0EIlHIggsgI1jAYoIf3XY7CyQUkSFSpLCAtVXtR8aT7vbQdkfqHdfgCJyDm3CSOEyIhkhsXC7VV39V6UfoOSVHlHLxru3XR0EwSR6hfSprsaAN5493_nvoMKU1IYRx2ShRP0V7TJbIKN1HV8uYM2AD2ax-f__hegxd9xJ_jle_fvZxwMsLDIPFm9WcgoEOg8nhOuQZQ6le4jlO5QU7dTkdYxu8d6MbjMNh2MkSTnmy8zP0xEOX3OFdPEBfTz9-Ofm0OL9Ynp18OF-0NRd54Spg1FCubE1NWyuumKeECiVlC9AYzppKekmMqqxVjVEOvKt8y42XwnrDD9D7re5mantnjRvyCJ3ejKGHcdYRgv63MoSVvozXuqZ1VaYUgTd3AmP8NrmUdR-ScV0Hg4tT0rSpmZCScFHQVw_QdZzGoZxXqKqpWDlJFertljJjTGl0_n4ZSvSti7q4qP-4WNgXu9vfk389K8DrLXDb83-dG5yYpwc</recordid><startdate>20161213</startdate><enddate>20161213</enddate><creator>Howe, Katherine B</creator><creator>Suharlim, Christian</creator><creator>Ueda, Peter</creator><creator>Howe, Daniel</creator><creator>Kawachi, Ichiro</creator><creator>Rimm, Eric B</creator><general>BMJ Publishing Group LTD</general><general>BMJ Publishing Group Ltd</general><scope>9YT</scope><scope>ACMMV</scope><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7RV</scope><scope>7X7</scope><scope>7XB</scope><scope>88I</scope><scope>8AF</scope><scope>8FE</scope><scope>8FH</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>8G5</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ASE</scope><scope>AZQEC</scope><scope>BBNVY</scope><scope>BENPR</scope><scope>BHPHI</scope><scope>BTHHO</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>FPQ</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>HCIFZ</scope><scope>K6X</scope><scope>K9.</scope><scope>KB0</scope><scope>LK8</scope><scope>M2O</scope><scope>M2P</scope><scope>M7P</scope><scope>MBDVC</scope><scope>NAPCQ</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>Q9U</scope><scope>7X8</scope><scope>5PM</scope></search><sort><creationdate>20161213</creationdate><title>Gotta catch’em all! Pokémon GO and physical activity among young adults: difference in differences study</title><author>Howe, Katherine B ; Suharlim, Christian ; Ueda, Peter ; Howe, Daniel ; Kawachi, Ichiro ; Rimm, Eric B</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-b536t-e4a21c139d51cb59392f1016977baa8c32847f70c94dd98c9eafe4fb3cf76dfc3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2016</creationdate><topic>Adolescent</topic><topic>Adult</topic><topic>Age Factors</topic><topic>Body Mass Index</topic><topic>Cardiovascular disease</topic><topic>Cohort Studies</topic><topic>Data processing</topic><topic>Education</topic><topic>Exercise</topic><topic>Family income</topic><topic>Female</topic><topic>Games</topic><topic>Humans</topic><topic>Internet</topic><topic>Male</topic><topic>Mobile Applications</topic><topic>Physical activity</topic><topic>Physical fitness</topic><topic>Public health</topic><topic>Regression Analysis</topic><topic>Sex Factors</topic><topic>Smartphone</topic><topic>Smartphones</topic><topic>Socioeconomic Factors</topic><topic>Surveys and Questionnaires</topic><topic>Time Factors</topic><topic>United States</topic><topic>Variables</topic><topic>Video Games</topic><topic>Walking</topic><topic>Young Adult</topic><topic>Young adults</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><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><collection>BMJ Open Access Journals</collection><collection>BMJ Journals:Open Access</collection><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>ProQuest Central (Corporate)</collection><collection>Nursing & Allied Health Database</collection><collection>Health & Medical Collection</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Science Database (Alumni Edition)</collection><collection>STEM Database</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Natural Science Collection</collection><collection>Hospital Premium Collection</collection><collection>Hospital Premium Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>Research Library (Alumni Edition)</collection><collection>ProQuest Central (Alumni)</collection><collection>ProQuest Central</collection><collection>British Nursing Index</collection><collection>ProQuest Central Essentials</collection><collection>Biological Science Collection</collection><collection>ProQuest Central</collection><collection>Natural Science Collection</collection><collection>BMJ Journals</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>British Nursing Index (BNI) (1985 to Present)</collection><collection>Health Research Premium Collection</collection><collection>Health Research Premium Collection (Alumni)</collection><collection>ProQuest Central Student</collection><collection>Research Library Prep</collection><collection>SciTech Premium Collection</collection><collection>British Nursing Index</collection><collection>ProQuest Health & Medical Complete (Alumni)</collection><collection>Nursing & Allied Health Database (Alumni Edition)</collection><collection>ProQuest Biological Science Collection</collection><collection>Research Library</collection><collection>Science Database</collection><collection>Biological Science Database</collection><collection>Research Library (Corporate)</collection><collection>Nursing & Allied Health Premium</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>ProQuest Central Basic</collection><collection>MEDLINE - Academic</collection><collection>PubMed Central (Full Participant titles)</collection><jtitle>BMJ (Online)</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Howe, Katherine B</au><au>Suharlim, Christian</au><au>Ueda, Peter</au><au>Howe, Daniel</au><au>Kawachi, Ichiro</au><au>Rimm, Eric B</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Gotta catch’em all! 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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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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