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Heller J, Mahr D, de Ruyter K, Schaap E, Hilken T, Keeling DI, Chylinski M, Flavián C, Jung T, Rauschnabel PA. An interdisciplinary Co-authorship networking perspective on AR and human behavior: Taking stock and moving ahead. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2023.107697] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/10/2023]
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Huang PC, Chen JS, Potenza MN, Griffiths MD, Pakpour AH, Chen JK, Lin YC, Hung CH, O'Brien KS, Lin CY. Temporal associations between physical activity and three types of problematic use of the internet: A six-month longitudinal study. J Behav Addict 2022; 11:1055-1067. [PMID: 36427199 PMCID: PMC9881666 DOI: 10.1556/2006.2022.00084] [Citation(s) in RCA: 15] [Impact Index Per Article: 7.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/09/2022] [Revised: 10/14/2022] [Accepted: 11/05/2022] [Indexed: 11/27/2022] Open
Abstract
Background and aims Internet use has become an important part of daily living. However, for a minority it may become problematic. Moreover, problematic use of the Internet/smartphone (PUIS) has been associated with low physical activity. The present study investigated the temporal associations between three types of PUIS (i.e., problematic smartphone use [PSPU], problematic social media use [PSMU] and problematic gaming [PG]) and physical activity among Taiwanese university students. Methods A six-month longitudinal survey study comprising three time points for assessments was conducted. From the original 974 participants, a total of 452 completed all three waves of an online survey comprising the International Physical Activity Questionnaire Short Form (IPAQ-SF) assessing physical activity level, Smartphone Application-Based Addiction Scale (SABAS) assessing PSPU, Bergen Social Media Addiction Scale (BSMAS) assessing PSMU, and Internet Gaming Disorder Short Form (IGDS9-SF) assessing PG. Results The linear mixed effects model found positive temporal associations of PSMU and PG with physical activity level (PSMU: B = 85.88, SE = 26.24; P = 0.001; PG: B = 36.81, SE = 15.17; P = 0.02). PSPU was not associated with physical activity level (B = 40.54, SE = 22.99; P = 0.08). Additionally, the prevalence rates were 44.4% for at-risk/PSPU, 24.6% for at-risk/PSMU, and 12.3% for at-risk/PG. Discussion and Conclusions PSMU and PG unexpectedly demonstrated correlations with higher physical activity level. The nature of these relationships warrants additional investigation into the underlying mechanisms in order to promote healthy lifestyles among university students.
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Affiliation(s)
- Po-Ching Huang
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Jung-Sheng Chen
- Department of Medical Research, E-Da Hospital, Kaohsiung, Taiwan
| | - Marc N. Potenza
- Department of Psychiatry, Yale School of Medicine, New Haven, CT, USA
- Connecticut Mental Health Center, New Haven, CT, USA
- Connecticut Council on Problem Gambling, Wethersfield, CT, USA
- Child Study Center, Yale School of Medicine, New Haven, CT, USA
- Department of Neuroscience, Yale University, New Haven, CT, USA
- Wu Tsai Institute, Yale University, New Haven, CT, USA
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Amir H. Pakpour
- Department of Nursing, School of Health and Welfare, Jönköping University, Jönköping, Sweden
| | - Ji-Kang Chen
- Department of Social Work, Chinese University of Hong Kong, New Territories, Hong Kong
| | - Yi-Ching Lin
- Department of Early Childhood and Family Education, National Taipei University of Education, Taipei, Taiwan
| | - Ching-Hsia Hung
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Department of Physical Therapy, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Kerry S. O'Brien
- School of Social Sciences, Monash University, Melbourne 3800, Australia
| | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Biostatistics Consulting Center, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Department of Public Health, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Department of Occupational Therapy, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Corresponding author. E-mail:
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Do B, Rhodes RE, Kanning M, Hewus M, Dunton GF. Examining whether affectively-charged motivations predict subsequent affective response during physical activity: An ecological momentary assessment study. Front Sports Act Living 2022; 4:1029144. [PMID: 36465585 PMCID: PMC9715743 DOI: 10.3389/fspor.2022.1029144] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/26/2022] [Accepted: 11/04/2022] [Indexed: 09/15/2023] Open
Abstract
BACKGROUND Evidence suggests positive affective response during physical activity increases the likelihood of engaging in and maintaining regular activity exercise in the future. Elucidating antecedents for a positive affective response may help identify intervention strategies to increase activity. Affectively-charged motivations (e.g., desires, urges, dreading) have been posited as proximal antecedents to physical activity but have yet to be examined in terms of their influence on affective response in real-world settings. The current study used ecological momentary assessment (EMA) to examine within-subject effects of pre-physical activity affectively-charged motivation on subsequent affective response during physical activity. METHODS Participants included 56 adults (M = 39.18 years, SD = 11.98; 67.86% female) who completed a 14-day smartphone-based EMA study. Prior to starting physical activity (time t), participants self-initiated an event-contingent EMA survey that assessed affectively-charged motivation for physical activity (i.e., rating scale from "dreading it" to "excited to do it"). EMA surveys prompted during subsequent physical activity (time t + 15 min) assessed affective response (i.e., feeling good-bad, energized-exhausted, thrilled-miserable, interested-bored, and relaxed-nervous). Multi-level linear regression models examined within-subject effects of pre- physical activity affectively-charged motivations on subsequent affective response during physical activity controlling for between-subjects effects of affectively-charged motivation, age, biological sex, time of day, and day of the week. RESULTS Overall, there were N = 304 physical activity occasions in the analysis (M = 5.43, SD = 3.97). When individuals reported more positive affectively-charged motivation for physical activity than usual before physical activity occasions, they reported feeling more energized (Estimate = 0.22, p < 0.001), good (Estimate = 0.25, p < 0.001), thrilled (Estimate = 0.12, p = 0.02), and interested (Estimate = 0.24, p < 0.001) during subsequent physical activity. Affectively-charged motivation was not associated with feeling more relaxed (Estimate = 0.11, p = 0.13) during subsequent physical activity. CONCLUSION Momentary affectively-charged motivations predicted more positive affective response during subsequent physical activity among active adults. Future research can explore potential sources of intraindividual differences in affectively-charged motivations and further examine these associations with future physical activity behavior. To improve positive affective responses, interventions may boost affectively-charged motivations through real-time mobile prompting in naturalistic settings.
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Affiliation(s)
- Bridgette Do
- Department of Population and Public Health Sciences, Keck School of Medicine, University of Southern California, Los Angeles, CA, United States
| | - Ryan E. Rhodes
- School of Exercise Science, Physical and Health Education, University of Victoria, Victoria, BC, Canada
| | - Martina Kanning
- Department of Sports Science, Social and Health Sciences, University of Konstanz, Konstanz, Germany
| | - Micaela Hewus
- Department of Population and Public Health Sciences, Keck School of Medicine, University of Southern California, Los Angeles, CA, United States
| | - Genevieve F. Dunton
- Department of Population and Public Health Sciences, Keck School of Medicine, University of Southern California, Los Angeles, CA, United States
- Department of Psychology, University of Southern California, Los Angeles, CA, United States
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Eye problems and musculoskeletal pain in Pokémon Go players. Sci Rep 2022; 12:19315. [PMID: 36369515 PMCID: PMC9652395 DOI: 10.1038/s41598-022-22428-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/20/2021] [Accepted: 10/14/2022] [Indexed: 11/13/2022] Open
Abstract
Individuals benefit from Pokémon Go (PG) gaming because this mobile augmented reality geolocation video game provides an attractive opportunity to increase physical activity outdoors and socialize. However, based on gaming and electronic media studies, intense involvement with PG is likely related to adverse phenomena, such as arm pain or eye-related problems. We aimed to test how PG use (problematic vs. non-problematic gaming and gaming time) is related to physical symptoms (pain in three body regions and computer vision syndrome). To dissect game-specific effects, we controlled for general problematic smartphone use, phubbing, and electronic media usage. PG players (N = 455) completed an online survey. We found that PG players with problematic game use reported more pain and vision problems. Problematic PG use was a better predictor of physical symptoms than PG gaming time and variables related to electronic media use. Problematic PG use and problematic smartphone use were correlated but independent predictors of physical symptoms. We conclude that the type of participation rather than the time spent playing predicts poorer physical health among PG players.
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Teng Y, Chen X, Zhang M. Impact of farmer professional cooperative on safety production behavior in terms of quality and safety of agricultural products. Front Public Health 2022; 10:914867. [PMID: 36339227 PMCID: PMC9626523 DOI: 10.3389/fpubh.2022.914867] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/07/2022] [Accepted: 06/30/2022] [Indexed: 01/22/2023] Open
Abstract
"How to realize farmers to actively produce quality and safety agricultural products" has become a common problem faced by researchers and practitioners. Based on the Triadic Reciprocal Determinism theory and Behavior-motivation theory, the study tries to answer this question from the perspective of standardized farmer professional cooperatives in China, and then solve relevant international problems. The empirical results of 767 sample data using SPSS-AMOS methods show that the restraint factors of standardized farmer professional cooperative have positive effects on safety negative behavior and negative impact on safety positive behavior, and the motivation factors of standardized farmer professional cooperatives have positive effects on safety positive behavior. The restraint factors of farmer professional cooperatives have a positive impact on safety controlled motivation and negative impact on safety autonomous motivation, and the motivation factors of farmer professional cooperatives positively affect the safety autonomous motivation. The safety controlled motivation positively affects safety negative behavior and safety autonomous motivation negatively affects safety negative behavior and positively impacts on safety positive behavior. The above findings theoretically make a useful supplement to the study of farmers' safety production behavior, and have guiding significance to the construction of standardized farmer professional cooperatives in the world.
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Affiliation(s)
- Yun Teng
- School of Engineering, Northeast Agricultural University, Harbin, China
- Postdoctoral Research Station of Agricultural and Forestry Economic Management, Northeast Agricultural University, Harbin, China
| | - Xinlin Chen
- School of Engineering, Northeast Agricultural University, Harbin, China
| | - Mei Zhang
- School of Economics and Management, Northeast Agricultural University, Harbin, China
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Micallef D, Parker L, Brennan L, Schivinski B, Jackson M. Improving the Health of Emerging Adult Gamers-A Scoping Review of Influences. Nutrients 2022; 14:nu14112226. [PMID: 35684027 PMCID: PMC9182998 DOI: 10.3390/nu14112226] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/19/2022] [Revised: 05/17/2022] [Accepted: 05/23/2022] [Indexed: 12/12/2022] Open
Abstract
Emerging adults (EAs), defined as adults aged 18 to 25, remain a difficult group to engage in healthy behaviours (including positive dieting and eating patterns). The environmental elements that influence the health behaviours of EAs have been studied. However, the literature is mixed on how online game environments, including eSports and game streaming, can be used to positively engage EAs. In this scoping review, we identified and analysed research on online games, EAs, and dietary patterns to create a behavioural ecological map of influences that intersect with EAs through online games. In total, 75 studies were found, identifying 23 influences that intersect with EAs through their online game use. ESports organisations, eSports athletes, and content creators may be areas of future research (and intervention) as these factors could positively influence the dietary behaviours of EAs (through online games).
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Oduor M, Perälä T. Interactive Urban Play to Encourage Active Mobility: Usability Study of a Web-Based Augmented Reality Application. FRONTIERS IN COMPUTER SCIENCE 2021. [DOI: 10.3389/fcomp.2021.706162] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Owing to increasing cases of sedentary lifestyles and their negative impact on health, practical solutions are needed to address the physical and mental wellbeing of citizens and to enhance their standard of living. Among the problems are premature mortality rates caused by physical inactivity, which leads to chronic diseases. Innovative solutions are needed to address many of the problems that we face as a society. Location-based games have been identified as effective solutions for increasing physical activity, enhancing social interaction, and exploration in urban environments. In this pilot study, we explore how to encourage active mobility (walking and cycling) through urban play by integrating technology into the built environment. We examined the usability of a web-based augmented reality application in providing interactive experience to users as they explored the urban environment looking for tasks. Overall, participants’ perceptions of the usability of the application were positive; they enjoyed how the application revealed the tasks at each location and all the checkpoints at the different locations had at least a couple of visitors. We present limitations and future research directions.
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Lee JE, Zeng N, Oh Y, Lee D, Gao Z. Effects of Pokémon GO on Physical Activity and Psychological and Social Outcomes: A Systematic Review. J Clin Med 2021; 10:jcm10091860. [PMID: 33922978 PMCID: PMC8123321 DOI: 10.3390/jcm10091860] [Citation(s) in RCA: 18] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/24/2021] [Revised: 04/20/2021] [Accepted: 04/21/2021] [Indexed: 12/14/2022] Open
Abstract
Augmented reality (AR) mobile game, Pokémon GO, leverages gamification and location tracking technology to encourage players to walk in different places to catch Pokémon characters in real-world settings. The systematic review sought to explore the impact Pokémon GO has on players' physical activity (PA), and psychological and social outcomes. Six research databases (PubMed, SPORTDiscus, PsycInfo, Web of Science, Science Direct, and Scopus) were used. Study inclusion criteria were: (1) quantitative research published in English; (2) examined the relationships between or impact of Pokémon GO on PA, psychological, and/or social outcomes; and (3) included participants played or exposed to Pokémon GO. Thirty-six studies were included with a total sample of 38,724 participants. Players had significantly greater PA than non-players in terms of daily steps and number of days spent in moderate PA. Pokémon GO game also improved players' social interactions and their mood/affects. Selective attention and concentration improved in adolescents and memory improved in young adults after playing the game. Findings suggest playing Pokémon GO could promote meaningful improvements in walking behavior, as well as psychological and social well-being. More multidimensional research with randomized controlled trial design is needed to identify factors that influence adoption and sustainability of Pokémon GO playing.
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Affiliation(s)
- Jung Eun Lee
- Department of Applied Human Sciences, University of Minnesota-Duluth, Duluth, MN 55803, USA;
- Correspondence: (J.E.L.); (Z.G.)
| | - Nan Zeng
- Prevention Research Center, Department of Pediatrics, University of New Mexico Health Sciences Center, Albuquerque, NM 87131, USA;
| | - Yoonsin Oh
- Department of Kinesiology, University of Wisconsin-Eau Claire, Eau Claire, WI 54702, USA;
| | - Daehyoung Lee
- Department of Applied Human Sciences, University of Minnesota-Duluth, Duluth, MN 55803, USA;
| | - Zan Gao
- School of Kinesiology, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA
- Correspondence: (J.E.L.); (Z.G.)
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Guo Y, Peeta S, Agrawal S, Benedyk I. Impacts of Pokémon GO on route and mode choice decisions: exploring the potential for integrating augmented reality, gamification, and social components in mobile apps to influence travel decisions. TRANSPORTATION 2021; 49:395-444. [PMID: 33642652 PMCID: PMC7903220 DOI: 10.1007/s11116-021-10181-9] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Accepted: 02/08/2021] [Indexed: 06/12/2023]
Abstract
This study aims to understand the impacts of Pokémon GO, a popular location-based augmented reality (AR) mobile gaming app, on route and mode choices. Pokémon GO leverages AR to introduce virtual objects at fixed and dynamic locations that translate through the app interface to incentives in the real world that potentially influence users' route and mode choices. Its gaming nature and social components can possibly enhance long-term user engagement through applying the characteristics of game elements and providing opportunities for competition, collaboration, companionship, and social reinforcement. An online survey is conducted to collect the self-reported behavior of a group of Pokémon GO users to explore its impacts on the following aspects of travel behavior: (1) the frequency of changing the route to interact with virtual objects; (2) the likelihood of carpooling more instead of driving alone for more in-app collaboration; and (3) the likelihood of shifting mode from drive alone to public transit, walking, and cycling if provided with additional incentives. The ordered survey responses including frequency and likelihood are analyzed using random parameters ordered probit models to account for the unobserved heterogeneity across users and identify subpopulations of travelers who are more susceptible to the influence of Pokémon GO. The modeling results identify four types of variables (attitude and perceptions related to Pokémon GO, app engagement, play style, and sociodemographic characteristics) that affect users' travel behavior. The results illustrate that such apps with integrated AR, gamification, and social components can be used by policymakers to influence various aspects of travel behavior. The study findings and insights can provide valuable feedback to system operators for designing such apps to dynamically manage traffic in real-time and promote long-term sustainable mode shifts.
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Affiliation(s)
- Yuntao Guo
- Department of Traffic Engineering and Key Laboratory of Road and Traffic Engineering, Ministry of Education, Tongji University, 4800 Cao’an Road, Shanghai, 201804 China
- Department of Civil and Environmental Engineering, University of Hawaii At Manoa, 2500 Campus Road, Honolulu, HI 96822 USA
| | - Srinivas Peeta
- School of Civil and Environmental Engineering, and H. Milton Stewart School of Industrial and Systems Engineering, Georgia Institute of Technology, 790 Atlantic Drive, Atlanta, GA 30332 USA
| | - Shubham Agrawal
- Lyles School of Civil Engineering/NEXTRANS Center, Purdue University, 3000 Kent Avenue, West Lafayette, IN 47906 USA
| | - Irina Benedyk
- Department of Civil, Structural and Environmental Engineering, University at Buffalo, Buffalo, NY 14260 USA
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Zolfaghari M, Shirmohammadi M, Shahhosseini H, Mokhtaran M, Mohebbi SZ. Development and evaluation of a gamified smart phone mobile health application for oral health promotion in early childhood: a randomized controlled trial. BMC Oral Health 2021; 21:18. [PMID: 33413304 PMCID: PMC7791794 DOI: 10.1186/s12903-020-01374-2] [Citation(s) in RCA: 24] [Impact Index Per Article: 8.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/02/2020] [Accepted: 12/17/2020] [Indexed: 11/10/2022] Open
Abstract
Background This study aimed to design a gamified smartphone application (app) and assess its efficacy for education of mothers regarding oral healthcare of their children. Methods In this pretest–posttest controlled clinical trial, a simple app and a gamified version of it were designed to enhance the oral health knowledge and practice of mothers. The app contains information about early childhood caries, health diet, sugars, baby-oral hygiene, fluoride effect, fluoride toothpaste, tooth-brushing training video and regular dental visits. The opinion of experts and 3 mothers were obtained and both apps were revised accordingly. The intervention was implemented on mothers of preschoolers referring to the specialty dental clinic of Tehran School of Dentistry in 2019. The mothers were randomly allocated to the simple app or gamified app group. Before the intervention, all mothers filled out a questionnaire regarding oral health knowledge and practice, and their demographics were collected. The plaque index (PI) of children was also measured. The mothers filled out the same questionnaire 1 month after the intervention, and the PI of children was measured again. Paired t test and linear regression model were used for statistical analysis of the data. Results Totally, 58 mother and child pairs entered the study; 40% of children were boys. The mean age of children was 4.7 ± 1.2 years. The mean knowledge score of mothers in the pretest was 10.5 and 11.3 in simple app and gamified app group, respectively, which changed to 13.1 and 14.3, respectively in the posttest. The mean practice score of mothers was 4.4 and 4.8 in simple app and gamified app groups, respectively in the pretest, which changed to 8.5 and 8, respectively in the posttest. The mean dental plaque index of children in the pretest was 0.8 and 1 in simple app and gamified app groups, respectively, which changed to 0.5 and 0.5, respectively in the posttest. Children had better Plaque control in gamified app group (P < 0.05). Conclusion After 1 month, both apps effectively improved the oral-health knowledge and practice of mothers while oral hygiene as a result of plaque control was superior in children of mothers using the gamified app. Trial registration IRCT, IRCT20131102015238N2. Registered 24 February 2019—Retrospectively registered, https://fa.irct.ir/trial/36600.
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Affiliation(s)
- Mitra Zolfaghari
- Department of E-Learning in Medical Education, Virtual School, and Nursing and Midwifery Care Research Center, School of Nursing and Midwifery, Tehran University of Medical Sciences, Tehran, Iran
| | - Mina Shirmohammadi
- Research Centre for Caries Prevention, Dentistry Research Institute, Tehran University of Medical Sciences, P.O.Box 1439955991, Tehran, Iran.,Department of Community Oral Health, School of Dentistry, Tehran University of Medical Sciences, Tehran, Iran
| | | | - Mehrshad Mokhtaran
- Department of E-learning in Medical Education, Virtual School, Tehran University of Medical Sciences, Tehran, Iran
| | - Simin Z Mohebbi
- Research Centre for Caries Prevention, Dentistry Research Institute, Tehran University of Medical Sciences, P.O.Box 1439955991, Tehran, Iran. .,Department of Community Oral Health, School of Dentistry, Tehran University of Medical Sciences, Tehran, Iran.
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Stults-Kolehmainen MA, Blacutt M, Bartholomew JB, Gilson TA, Ash GI, McKee PC, Sinha R. Motivation States for Physical Activity and Sedentary Behavior: Desire, Urge, Wanting, and Craving. Front Psychol 2020; 11:568390. [PMID: 33240154 PMCID: PMC7677192 DOI: 10.3389/fpsyg.2020.568390] [Citation(s) in RCA: 16] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/01/2020] [Accepted: 10/16/2020] [Indexed: 12/24/2022] Open
Abstract
To better explain daily fluctuations in physical activity and sedentary behavior, investigations of motivation are turning from social cognitive frameworks to those centered on affect, emotion and automaticity, such as the Affect and Health Behavior Framework (AHBF), Integrated Framework and Affective-Reflective Theory (ART). This shift has necessitated: (a) re-examination of older theories and their constructs, such as drives, needs and tensions and (b) an inspection of competing theories from other fields that also attempt to explain dynamic changes in health behaviors. The Dynamical Model of Desire, Elaborated Intrusion Theory and others commonly share with AHBF the idea that human behavior is driven strongly by desires and/or the similar concepts of wants, urges, and cravings. These affectively-charged motivation states (ACMS) change quickly and may better explain physical activity behavior from one moment to the next. Desires for movement predominantly derive from negative but also positive reinforcement. Data from clinical populations with movement dysfunction or psychiatric disorders provides further evidence of these drivers of movement. Those with Restless Legs Syndrome, akathisia, tic disorders and exercise dependence all report strong urges to move and relief when it is accomplished. Motor control research has identified centers of the brain responsible for wants and urges for muscular movement. Models elaborated herein differentiate between wants, desires, urges and cravings. The WANT model (Wants and Aversions for Neuromuscular Tasks) conceptualizes desires for movement and rest as varying by magnitude, approach or avoidance-orientation (wants versus aversions) and as occupying independent dimensions instead of opposite ends of the same axis. For instance, one hypothetically might be in a state of both high desire for movement and rest simultaneously. Variations in motivation states to move and rest may also be associated with various stress states, like freezing or fight and flight. The first validated instrument to measure feelings of desire/want for movement and rest, the CRAVE Scale (Cravings for Rest and Volitional Energy Expenditure) is already shedding light on the nature of these states. With these advances in theory, conceptual modeling and instrumentation, future investigations may explore the effects of desires and urges for movement and sedentary behavior in earnest.
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Affiliation(s)
- Matthew A. Stults-Kolehmainen
- Bariatric and Minimally Invasive Surgery Program, Yale-New Haven Hospital, New Haven, CT, United States
- Department of Biobehavioral Sciences, Teachers College, Columbia University, New York, NY, United States
| | - Miguel Blacutt
- Department of Biobehavioral Sciences, Teachers College, Columbia University, New York, NY, United States
| | - John B. Bartholomew
- Department of Kinesiology and Health Education, The University of Texas at Austin, Austin, TX, United States
| | - Todd A. Gilson
- Department of Kinesiology and Physical Education, Northern Illinois University, DeKalb, IL, United States
| | - Garrett I. Ash
- Pain Research, Informatics, Multi-morbidities, and Education (PRIME), VA Connecticut Healthcare System, West Haven, CT, United States
- Center for Medical Informatics, Yale School of Medicine, New Haven, CT, United States
| | - Paul C. McKee
- Department of Psychology, Southern Connecticut State University, New Haven, CT, United States
| | - Rajita Sinha
- Yale Stress Center, Yale School of Medicine, New Haven, CT, United States
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Yu TK, Lee NH, Chao CM. The Moderating Effects of Young Adults' Personality Traits on Social Media Immersion. Front Psychol 2020; 11:554106. [PMID: 33224050 PMCID: PMC7667039 DOI: 10.3389/fpsyg.2020.554106] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/21/2020] [Accepted: 10/05/2020] [Indexed: 12/26/2022] Open
Abstract
Young adults are currently among the heaviest users of Internet-based social media applications. The goal of this study was to develop and empirically validate a conceptual model to test associations between students’ attitudes toward social media and their experiences in social media use and immersion. Participants were 9,633 students (average age 16 years; 4,702 males, 4,931 female) who randomly selected from 150 high schools in Taiwan. Participants completed questionnaire surveys describing their attitudes toward social media, immersion experiences, and Big Five personality traits. Structural equation modeling was used to determine factors that predicted and moderated social media immersion. The results of this study highlight the impact that specific personality traits have on the connections between attitudes toward social media and the immersion young adults experience when engaged with social media platforms. These findings suggest that schools and families should establish guidelines to protect young adults from excessive immersion in social media usage, ensure the safety of online environments for this user group, and inform youth regarding the proper use of social media.
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Affiliation(s)
- Tai-Kuei Yu
- Department of Business Administration, National Quemoy University, Kinmen, Taiwan
| | - Neng-Huei Lee
- Department of Business Administration, National Quemoy University, Kinmen, Taiwan
| | - Cheng-Min Chao
- Department of Business Administration, National Taichung University of Science and Technology, Taichung, Taiwan
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The meaning of the experience of being an online video game player. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2020. [DOI: 10.1016/j.chbr.2020.100013] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022] Open
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Uses and Gratifications on Augmented Reality Games: An Examination of Pokémon Go. APPLIED SCIENCES-BASEL 2020. [DOI: 10.3390/app10051644] [Citation(s) in RCA: 18] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/13/2022]
Abstract
Users are attracted by augmented reality games to fulfil their needs. Two objectives are proposed: (1) to research the motivations of those using augmented reality mobile games; (2) to define a structural model based on Uses and Gratifications Theory for the adoption of augmented reality mobile games. The present study examines the case of Pokémon Go. The model is composed of eight constructs: enjoyment, fantasy, escapism, social interaction, social presence, achievement, self-presentation and continuance intention. The SEM model was empirically assessed based on 1183 responses from Pokémon Go users around the world. Results clearly confirmed the positive influence of almost all the proposed constructs on continuance intention for Pokémon Go. First, these findings may be helpful for the online gaming industry in identifying the game functions that retain more gamers and improve the user experience. Second, the online gaming industry might use these results in order to classify those players with behaviours that favour the use of online games.
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Won Jung C. Role of gamers’ communicative ecology on game community involvement and self-identification of gamer. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2019.106164] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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Khamzina M, Parab KV, An R, Bullard T, Grigsby-Toussaint DS. Impact of Pokémon Go on Physical Activity: A Systematic Review and Meta-Analysis. Am J Prev Med 2020; 58:270-282. [PMID: 31836333 DOI: 10.1016/j.amepre.2019.09.005] [Citation(s) in RCA: 28] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/06/2019] [Revised: 09/08/2019] [Accepted: 09/09/2019] [Indexed: 12/27/2022]
Abstract
CONTEXT Pokémon Go is a popular mobile augmented reality game that requires players to travel to different locations to capture virtual characters. This study systematically reviews and quantifies Pokémon Go in relation to physical activity engagement among players. EVIDENCE ACQUISITION A keyword search was conducted in PubMed, Web of Science, Scopus, EBSCO, SPORTDiscus, PsycINFO, ScienceDirect, and Cochrane Library for articles published between July 2016 and October 2018. Meta-analysis was performed to estimate the pooled effect of playing Pokémon Go on physical activity outcome. EVIDENCE SYNTHESIS From the keyword search, 17 studies (16 observational and 1 pre-post) were identified, with a total sample of 33,108 participants. A comparison between Pokémon Go players and nonplayers and between pre- and post-play time points revealed an increase in walking duration, distance walked, and number of steps/day. Pokémon Go players were also found to engage in less sedentary behavior. Playing Pokémon Go was associated with an increase in the number of steps per day by 1,446 steps (95% CI=953, 1,939; I2=81%). CONCLUSIONS Playing Pokémon Go was associated with a statistically significant but clinically modest increase in the number of daily steps taken among game players. One challenge for future physical activity interventions using Pokémon Go is to retain active engagement once the initial novelty wears off. Additional studies with longer follow-up periods and experimental study design are needed to assess to what extent Pokémon Go and other augmented reality games can be used to promote physical activity at the population level for a sustained time period.
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Affiliation(s)
- Madina Khamzina
- Department of Kinesiology and Community Health, University of Illinois at Urbana-Champaign, Champaign, Illinois.
| | - Kaustubh V Parab
- Department of Kinesiology and Community Health, University of Illinois at Urbana-Champaign, Champaign, Illinois
| | - Ruopeng An
- Department of Kinesiology and Community Health, University of Illinois at Urbana-Champaign, Champaign, Illinois; Brown School, Washington University, St. Louis, Missouri
| | - Tiffany Bullard
- Department of Kinesiology and Community Health, University of Illinois at Urbana-Champaign, Champaign, Illinois
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Plangger K, Campbell C, Robson K, Montecchi M. Little rewards, big changes: Using exercise analytics to motivate sustainable changes in physical activity. INFORMATION & MANAGEMENT 2019. [DOI: 10.1016/j.im.2019.103216] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/05/2022]
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18
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Ng YL, Ma F, Ho FK, Ip P, Fu KW. Effectiveness of virtual and augmented reality-enhanced exercise on physical activity, psychological outcomes, and physical performance: A systematic review and meta-analysis of randomized controlled trials. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2019.05.026] [Citation(s) in RCA: 43] [Impact Index Per Article: 8.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
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19
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Continuance use intention with mobile augmented reality games. INFORMATION TECHNOLOGY & PEOPLE 2019. [DOI: 10.1108/itp-05-2018-0221] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Purpose
As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the uses and gratifications (U&G) theory, the purpose of this paper is to investigate the effects of four major gratifications – content, process, social and technology – and other factors on continuance intention to play mobile AR games.
Design/methodology/approach
Data collected from 280 Pokémon Go players were used to address research questions. Partial least squares method was employed to assess the relationships in the model and multigroup analysis was conducted based on survey participants’ demographics and their gaming experience.
Findings
Content gratification (i.e. catching Pokémon), process gratification (i.e. entertainment), game knowledge and achievement drive players’ continuance use intention. However, social and technology gratifications do not influence players’ continuance use intention. Multigroup analysis suggests that mobile AR game developers should capitalize on the fact that different types of gratifications prompt continuance use intention of different user segments in terms of demographics and experience in general mobile games and Pokémon Go.
Originality/value
The user behavior of mobile AR games has been studied at the early stage of the games, with less attention to variable continuance use intentions across different user segments. This paper attempts to fill the gap by extending the U&G theory to continuance use intention of mobile AR games at the maturity stage and further investigating the importance of player heterogeneity in continuance use intention with mobile AR games. The findings of this study contribute to the literature on U&G, continuance use intention and mobile AR games.
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Alomar N, Alsaleh M, Alarifi A. Behavioral consequences of Pokémon GO: The exaggerated picture. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2018.08.040] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/28/2022]
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Militello LK, Hanna N, Nigg CR. Pokémon GO Within the Context of Family Health: Retrospective Study. JMIR Pediatr Parent 2018; 1:e10679. [PMID: 31518294 PMCID: PMC6715058 DOI: 10.2196/10679] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/09/2018] [Revised: 08/09/2018] [Accepted: 08/26/2018] [Indexed: 01/01/2023] Open
Abstract
BACKGROUND Pokémon GO illuminated the potential for mobile phone gaming apps to engage users and promote health. However, much work is needed to fully understand the mechanisms through which digitally supported behavior change interventions operate, particularly for children and families. OBJECTIVE The aims of this study were (1) to explore the Pokémon GO user experience from a family perspective and (2) to investigate Pokémon GO within the context of family health. METHODS Between January and February 2017, congruent with one of the largest anticipated Pokémon GO updates Gen 2, participants were recruited from parks, word of mouth, and social media to complete a Web-based survey. Participants were surveyed about family characteristics, interest, and experiences playing Pokémon GO and healthy lifestyle beliefs. Using a revised Godin Leisure-Time Exercise Questionnaire, a retrospective pre-post design assessed changes in parent physical activity (PA) before and after playing Pokémon GO. RESULTS Self-reported data from 160 parents and 31 children were included in the final analyses (representing 129 parents and 31 parent-child dyads). Gameplay most often occurred between sons aged 10 years or younger and mothers. "Spending time together" was the most cited reason for gameplay by both parents (122/160, 76.3%) and children (24/31, 77%), followed by "it helped me go outdoors" for parents (113/160, 70.1%) and "I am a Pokémon fan" by children (21/31, 68%). Interestingly, open-ended responses indicated that gameplay could trigger both positive and negative emotional parent response. The most cited reason for app disengagement was boredom; conversely, the most cited reason for app re-engagement was in-app events. For parents, there were significant increases in minutes spent in mild (mean 23.36 [SD 66.02]; t97=3.50, P<.001) and moderate (mean 21.76 [SD 53.04]; t130=4.70, P<.001) PA per week after playing Pokémon GO. However, child perceptions of parental influence on PA most significantly associated with parents who reported weekly strenuous PA both before (rs=.514, P=.003) and after (rs=.536, P=.003) Pokémon GO uptake. CONCLUSIONS Pokémon GO transcended traditional understanding of digital health and uniquely reached across generations to engage users. Findings from this study highlight that, for a period of time, Pokémon GO fostered social and physical well-being for children and families through a multifaceted approach.
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Affiliation(s)
- Lisa K Militello
- Martha S Pitzer Center for Women, Children, and Youth, College of Nursing, The Ohio State University, Columbus, OH, United States
| | - Nathan Hanna
- College of Nursing, The Ohio State University, Columbus, OH, United States
| | - Claudio R Nigg
- Office of Public Health Studies, University of Hawaii, Honolulu, HI, United States
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22
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Delello JA, McWhorter RR, Goette W. College Students' Attraction to the Mobile Augmented Reality Game Pokémon Go. INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS 2018. [DOI: 10.4018/ijgcms.2018070101] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Recent headlines show instances of the popular augmented reality game Pokémon Go. Higher educators are watching students engage with schools in their community as they search for elusive Pokémon characters on mobile devices. But, technology is not without risk (i.e. privacy, physical harm) that must be considered. This article reports results of a mixed-methods study, in which 452 college students revealed their motivations for using the mobile augmented reality game Pokémon Go. The authors examined student survey data to find whether race, gender, or age influenced who played the game. In addition, the authors' findings included student perceptions as to Pokémon Go's risks and benefits, learning, and student recommendations for improving the game. Furthermore, based on their findings, the authors discuss how augmented reality games can be useful for learning, building community and social capital.
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Marquet O, Alberico C, Hipp AJ. Pokémon GO and physical activity among college students. A study using Ecological Momentary Assessment. COMPUTERS IN HUMAN BEHAVIOR 2018. [DOI: 10.1016/j.chb.2017.12.028] [Citation(s) in RCA: 38] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/23/2023]
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Orosz G, Zsila Á, Vallerand RJ, Böthe B. On the Determinants and Outcomes of Passion for Playing Pokémon Go. Front Psychol 2018; 9:316. [PMID: 29599735 PMCID: PMC5862819 DOI: 10.3389/fpsyg.2018.00316] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2017] [Accepted: 02/26/2018] [Indexed: 12/05/2022] Open
Abstract
In 2016, Pokémon Go became the most popular smartphone game. Despite the increasing popularity of this augmented reality game, to date, no studies have investigated passion for playing Pokémon Go. On the theoretical basis of the Dualistic Model of Passion (DMP), our goal was to investigate the associations between Pokémon Go playing motives, passion, and impulsivity. A total of 621 Pokémon Go players participated in the study (54.9% female; Mage = 22.6 years, SDage = 4.4). It was found that impulsivity was more strongly associated with obsessive passion (OP) than with harmonious passion (HP). HP was associated with adaptive motives (i.e., outdoor activity, social, recreation, and nostalgia), while OP was associated with less adaptive motives (i.e., fantasy, escape, boredom, competition, and coping). Therefore, in line with the DMP, HP and OP for playing Pokémon Go can predict an almost perfectly distinguished set of adaptive or maladaptive playing motives, and OP has a noteworthy relationship with impulsivity as a determinant.
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Affiliation(s)
- Gábor Orosz
- Institute of Psychology, Eötvös Loránd University (ELTE), Budapest, Hungary.,Institute of Cognitive Neuroscience and Psychology, Research Centre for Natural Sciences, Hungarian Academy of Sciences, Budapest, Hungary
| | - Ágnes Zsila
- Institute of Psychology, Eötvös Loránd University (ELTE), Budapest, Hungary.,Doctoral School of Psychology, Eötvös Loránd University (ELTE), Budapest, Hungary
| | - Robert J Vallerand
- Laboratoire de Recherche sur le Comportement Social, Université du Québec à Montréal, Montreal, QC, Canada
| | - Beáta Böthe
- Institute of Psychology, Eötvös Loránd University (ELTE), Budapest, Hungary.,Doctoral School of Psychology, Eötvös Loránd University (ELTE), Budapest, Hungary
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