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de Souza e Silva A, Xiong-Gum MN. COVID-19 now and then: Reflections on mobile communication and the pandemic. MOBILE MEDIA & COMMUNICATION 2023; 11:140-155. [PMID: 38602908 PMCID: PMC10050999 DOI: 10.1177/20501579231163858] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 04/13/2024]
Abstract
The COVID-19 pandemic may soon be coming to its end, but COVID-19 still kills thousands of people every single day (at time of writing). Even if COVID-19 now represents less of a health risk, and less disruption to our personal lives, we know this won't be the last pandemic. Preparing for the next pandemic includes understanding the past and planning for the future. It includes rethinking "normal" ways of interacting with others, our technologies, and the spaces in which we live. In this introduction, we show how the pandemic has challenged the role of mobile communication in our everyday lives, making us rethink the very meaning of mobile communication-from simply communicating while on the move, to a networked resource that supports emotional and personal connections. During the pandemic, mobile communication practices and the development of new mobile technologies, such as contact-tracing apps and mobile mapping, was strongly tied to the infrastructural politics that took place through government and private companies' interventions. In addition, mobile technologies became a primary source of support for those who became immobile, or were forced to move. However, mobile communication is not only enabled by end devices; it happens at the intersection of both end devices and the infrastructures that enable them to work. The articles in this special issue reflect some of these themes, and address how the pandemic has shaped and rearranged our mobile communication, sociability, and networked urban mobility practices around the world. Although each article engages with the challenges of the pandemic in its unique and original way, in this introduction we highlight some overlapping topics and methodologies that run across multiple articles, namely historical perspectives on the pandemic, urban and transnational networked mobilities, the use of mobile apps and interfaces for community and self-care, pandemic context in the Global South, and networks and infrastructures.
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Liu HX, Wagner C. Proxies to the monthly active user number of Geo AR Mobile games - online search volume as a proposal. MULTIMEDIA TOOLS AND APPLICATIONS 2023; 82:1-23. [PMID: 36685014 PMCID: PMC9838453 DOI: 10.1007/s11042-023-14366-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 05/24/2022] [Revised: 11/19/2022] [Accepted: 01/02/2023] [Indexed: 06/17/2023]
Abstract
Mobile game metrics have received attention since the emergence of big data technology and data-based decision-making. Among different metrics, the monthly active user number is usually significant because it shows the level of players' engagement and the profit of this game as a business. Therefore, the monthly active user number is valuable for researchers, analysts, and decision-makers interested in the mobile game industry. However, the actual monthly active user number data typically have the accuracy, accessibility, granularity, and cost problems. Therefore, a proxy to the monthly active user number would be helpful to facilitate the decision-making process. This paper proposes to capture user activity through the searches on the Internet from an information-seeking perspective. And the online search volume, wiki page view, social media posts and views are proposed as potential proxies. This paper proposes that the online search volume is an acceptable proxy for the monthly active user number in the context of Geo Augmented Reality (AR) mobile games through data analysis.
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Affiliation(s)
- Hugh Xuechen Liu
- School of Creative Media, City University of Hong Kong, Hong Kong, SAR China
| | - Christian Wagner
- School of Creative Media, City University of Hong Kong, Hong Kong, SAR China
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Yip YC, Yip KH, Tsui WK. Young Adults' Perspectives on the Implications of an Augmented Reality Mobile Game for Communities' Public Health: A Qualitative Study. Int J Public Health 2023; 68:1605630. [PMID: 36938302 PMCID: PMC10014459 DOI: 10.3389/ijph.2023.1605630] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/26/2022] [Accepted: 02/10/2023] [Indexed: 03/04/2023] Open
Abstract
Objectives: Several physical, psychological, and social health consequences are caused by smartphone users' addiction to games. A location-based game (LBG), Pokémon GO, recently garnered significant attention from young people. This study aims to explore their experiences with this game and motivations for playing, investigating their perspectives on the game's implications for themselves and the public health of their communities. Methods: Ten qualitative focus group interviews were conducted. Young adults, aged 18-25 years (n = 60), were recruited in Hong Kong. Data were analyzed using a thematic approach. Results: Five themes emerged: 1) missing out or self-regulation, 2) childhood memories of Pokémon, 3) extending virtual-reality exploration, 4) spending more time outdoors walking and exercising, and 5) getting together with others and social interaction. Conclusions: This study showcases the motivational factors of young adults and their cohorts in societies worldwide. LBGs may impact players' physical and social activity levels, and behavior. Nonetheless, certain negatives were identified (i.e., addiction and behavior resulting from a loss of self-control). These negatives deserve health practitioners' attention and future studies should explore possible public health interventions.
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Affiliation(s)
- Yuk Chiu Yip
- Li Ka Shing School of Professional and Continuing Education, Hong Kong Metropolitan University, Hong Kong, Hong Kong SAR, China
- *Correspondence: Yuk Chiu Yip,
| | - Ka Huen Yip
- School of Health Sciences, Caritas Institute of Higher Education, Hong Kong, Hong Kong SAR, China
| | - Wai King Tsui
- School of Health Sciences, Caritas Institute of Higher Education, Hong Kong, Hong Kong SAR, China
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Hjorth L, de Souza e Silva A. Playing with place: Location-based mobile games in post-pandemic public spaces. MOBILE MEDIA & COMMUNICATION 2023; 11:52-58. [PMID: 38603382 PMCID: PMC9551670 DOI: 10.1177/20501579221126959] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 04/13/2024]
Affiliation(s)
- Larissa Hjorth
- School of Media and Communication, RMIT
University, Australia
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Internet and Video Games: Causes of Behavioral Disorders in Children and Teenagers. CHILDREN (BASEL, SWITZERLAND) 2022; 10:children10010086. [PMID: 36670637 PMCID: PMC9856521 DOI: 10.3390/children10010086] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/30/2022] [Revised: 12/24/2022] [Accepted: 12/27/2022] [Indexed: 01/03/2023]
Abstract
Even though video games have been present among children for many years, children are using them more continuously and in an abusive and indiscriminate way nowadays because of the "technological boom". It is affecting the behavior of children and adolescents. This is the reason why we are carrying out this systematic review. The main objective of this article is to investigate literature that directly connects the continuous and undifferentiated use of video games with the emergence of behavioral disorders in children and young people. The PRISMA statement was followed in the process of this article. We used SCOPUS, Web of Science and PubMed as databases, moreover, we searched studies with a scoping review. The results indisputably supported six out of seven of our hypotheses. We find that the excessive use of video games causes addiction to technology, aggressive behaviors, sleep disorders, and poor school performance. In addition, it hinders social relationships and the development of emotional intelligence. To conclude, it is necessary to correctly use video games in particular, and technologies in general, adapting their content to children's age, as well as the amount of time that they dedicate to use them.
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Chen D, Bucchiarone A, Lv Z. MeetDurian: Can Location-Based Games be Used to Improve COVID-19 Hygiene Habits? GAMES AND CULTURE 2022; 17:679-702. [PMID: 38603134 PMCID: PMC8808145 DOI: 10.1177/15554120211049578] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 04/13/2024]
Abstract
The COVID-19 problem has not gone away with the passing of the seasons. Although most countries have achieved remarkable results in fighting against epidemic diseases and controlling viruses, the general public is still far from understanding the new crown virus and lack imagination on its transmission law. Location-based games (LBGs) have been challenged during the on-going pandemic. No research has shown that LBGs can be used to help prevent COVID-19 infection. Therefore, we designed the game MeetDurian, which integrates entertainment, sports, and education. For investigating factors influencing intention to play the MeetDurian, we proposed some comparative evaluation. Data were gathered from participants who participated in capturing virtual durians and completed questionnaires about immersion into the game, workload assessment, user's emotions, learning outcomes, and personal hygiene. These results proved the acceptability and usability of the mobile game-based MeetDurian for preventing the infection and severity of the COVID-19 pandemic.
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Affiliation(s)
- Dongliang Chen
- College of Computer Science and Technology, Qingdao University, Qingdao, China
| | - Antonio Bucchiarone
- Motivational Digital Systems (MoDiS) Research Unit, Fondazione Bruno Kessler (FBK), Trento, Italy
| | - Zhihan Lv
- Faculty of Arts, Uppsala University, Uppsala, Sweden
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Abstract
Mixed reality has constantly been a symbol of the future for many years because it integrates many related areas of art and science to produce superior interactive experiences. Recently, it has become tremendously popular with location-based features that allow a new immersive interaction between people. In this paper, we present a novel research of pioneering geo-based mixed reality games, including our own research, to explore the evolution of mixed reality games using location-based features. Five major geo-based mixed reality games are selected for analysis based on the periods built: Human Pacman, AR Car Game, Ingress, Pokémon Go, and AR Mario Kart Live. The geo-based mixed reality gaming market analysis is explored extensively using the semiqualitative method to discover the relationships between the independent variable (year built) and the dependent variables (number of academic paper downloads, Google Trends, revenues, and number of downloads). We then compare each game based on the year built, the devices used in the game, the game purposes, the number of academic paper downloads, the revenues, the number of downloads, and the types of virtual items in the game, to deeply understand the evolution of geo-based mixed reality games. Finally, recommendations for future directions are included.
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Elsayed W. Covid-19 pandemic and its impact on increasing the risks of children's addiction to electronic games from a social work perspective. Heliyon 2021; 7:e08503. [PMID: 34869925 PMCID: PMC8632740 DOI: 10.1016/j.heliyon.2021.e08503] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/29/2021] [Revised: 09/20/2021] [Accepted: 11/26/2021] [Indexed: 02/03/2023] Open
Abstract
Children are among the social groups most affected by the COVID-19 pandemic because they have found themselves forced to stay at home, far from their schoolmates, their friends, and far from all the activities they used to do before the pandemic. so, it was their only refuge for recreation during their stay in Home is staying in front of the screens of tablets, smartphones, and computers to play electronic games for long hours, and there is no doubt that the sudden shift in the lifestyle of children during the Covid-19 pandemic had serious consequences and risks threatening their stability at all levels. In light of that, the current study aimed to determine the impact of the Covid-19 pandemic on increasing the social, psychological, behavioral, and health risks of children's addiction to electronic games from a social work perspective. This study falls under the type of descriptive-analytical studies that are based on describing the reality of the problem under study. The study sample included 289 children in the age group 6-17 years in the first grade to the twelfth grade at school. The researcher designed a questionnaire that reflects the four risks facing children to assess these risks. The results showed is that the value of all impacts of the Covid-19 pandemic on the increasing risks of children's addiction to electronic games came to a total weight of (27907), weighted relative weight of (80.47%). This indication is High, indicating that the level of impact is High for the Covid-19 pandemic on the increase in all types of risks of children's addiction to electronic games. It ranked first " Behavioral Risks " at 91.15%, It is followed by the ranked second "Social risks " at 85.5%, Then came third place " Psychological Risks" at 80.91%, and in finally in fourth place " Health Risks" at 64.28%, which necessitates the need to take a set of serious measures by educating parents to monitor the content of electronic games that their children play, especially violent games, in addition to, reduce the number of hours the child spends practicing these games, and to encourage parents to form a bridge of communication and constructive dialogue between them and their children, and that parents put controls and restrictions on their children's practice of electronic games to confront abnormal behavioral, psychological and social patterns such as aggression, violence, deception, lying, imitation, vigilance, physical stress, poor eyesight, distance from practicing religious rituals, academic delay, introversion, depression, intolerance, selfishness, sadness, isolation from society, social withdrawal and lack of forming social relationships and lack of communication with others. The researcher took care that the results of the current study are very accurate and representative of the reality of the research problem, in light of the researcher's emphasis on the commitment to observe ethical rules to ensure the confidentiality of data. finally, the current study will greatly benefit researchers interested in the field of childhood and its problems and they will rely on its results and recommendations in how to protect children from the dangers of electronic game addiction in light of the Covid-19 crisis in particular.
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Affiliation(s)
- Walaa Elsayed
- College of Humanities and Science, Ajman University, Ajman, United Arab Emirates
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Ong T, Wilczewski H, Paige SR, Soni H, Welch BM, Bunnell BE. Extended Reality for Enhanced Telehealth During and Beyond COVID-19: Viewpoint. JMIR Serious Games 2021; 9:e26520. [PMID: 34227992 PMCID: PMC8315161 DOI: 10.2196/26520] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/15/2020] [Revised: 05/07/2021] [Accepted: 06/15/2021] [Indexed: 12/15/2022] Open
Abstract
The COVID-19 pandemic caused widespread challenges and revealed vulnerabilities across global health care systems. In response, many health care providers turned to telehealth solutions, which have been widely embraced and are likely to become standard for modern care. Immersive extended reality (XR) technologies have the potential to enhance telehealth with greater acceptability, engagement, and presence. However, numerous technical, logistic, and clinical barriers remain to the incorporation of XR technology into telehealth practice. COVID-19 may accelerate the union of XR and telehealth as researchers explore novel solutions to close social distances. In this viewpoint, we highlight research demonstrations of XR telehealth during the COVID-19 pandemic and discuss future directions to make XR the next evolution of remote health care.
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Affiliation(s)
- Triton Ong
- Doxy.me, LLC, Rochester, NY, United States
| | | | | | - Hiral Soni
- Doxy.me, LLC, Rochester, NY, United States
| | - Brandon M Welch
- Doxy.me, LLC, Rochester, NY, United States
- Biomedical Informatics Center, Medical University of South Carolina, Charleston, SC, United States
| | - Brian E Bunnell
- Doxy.me, LLC, Rochester, NY, United States
- Department of Psychiatry, University of South Florida, Tampa, FL, United States
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Khan MN, Ashraf MA, Seinen D, Khan KU, Laar RA. Social Media for Knowledge Acquisition and Dissemination: The Impact of the COVID-19 Pandemic on Collaborative Learning Driven Social Media Adoption. Front Psychol 2021; 12:648253. [PMID: 34135814 PMCID: PMC8200539 DOI: 10.3389/fpsyg.2021.648253] [Citation(s) in RCA: 19] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/31/2020] [Accepted: 04/29/2021] [Indexed: 11/13/2022] Open
Abstract
During the COVID-19 outbreak, educational institutions were closed, and students worldwide were confined to their homes. In an educational environment, students depend on collaborative learning (CL) to improve their learning performance. This study aimed to increase the understanding of social media adoption among students during the COVID-19 pandemic for the purpose of CL. Social media provides a learning platform that enables students to easily communicate with their peers and subject specialists, and is conducive to students' CL. This study addresses the key concept of CL during the COVID-19 pandemic by assessing social media use among students in higher education. The relationship between social media use and students' performance is crucial to understanding the role of social media during a pandemic. This study is based on constructivism theory and the technology acceptance model. Structural equation modeling was used to analyze the conceptual model using SmartPLS. The research findings indicate that social media plays an important role during the pandemic because it provides opportunities for students to enhance CL under the aforementioned situations. This study makes noteworthy theoretical and practical contributions.
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Affiliation(s)
| | | | - Donald Seinen
- School of Information Management, Nanjing University, Nanjing, China
| | - Kashif Ullah Khan
- School of Management Sciences, Ghulam Ishaq Khan Institute of Engineering Sciences and Technology, Swabi, Pakistan
| | - Rizwan Ahmed Laar
- School of Sports Science and Physical Education, Nanjing Normal University, Nanjing, China
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Farooq A, Laato S, Islam AKMN, Isoaho J. Understanding the impact of information sources on COVID-19 related preventive measures in Finland. TECHNOLOGY IN SOCIETY 2021; 65:101573. [PMID: 36540654 PMCID: PMC9754674 DOI: 10.1016/j.techsoc.2021.101573] [Citation(s) in RCA: 31] [Impact Index Per Article: 10.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/09/2020] [Revised: 03/17/2021] [Accepted: 03/18/2021] [Indexed: 05/05/2023]
Abstract
The COVID-19 pandemic amplified the influence of information reporting on human behavior, as people were forced to quickly adapt to a new health threatening situation by relying on new information. Drawing from protection-motivation and cognitive load theories, we formulated a structural model eliciting the impact of the three online information sources: (1) social media, (2) official websites, and (3) other online news sources; on motivation to adopt recommended COVID-19 preventive measures. The model was tested with the data collected from university employees and students (n = 225) in March 2020 through an online survey and analyzed using partial least square structural equation modeling (PLS-SEM). We observed that social media and other online news sources increased information overload amongst the online information sources. This, in turn, negatively affected individuals' self-isolation intention by increasing perceived response costs and decreasing response efficacy. The study highlights the role of online information sources on preventive behaviors during pandemics.
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Affiliation(s)
- Ali Farooq
- Department of Computing, University of Turku, Finland
| | - Samuli Laato
- Department of Computing, University of Turku, Finland
| | - A K M Najmul Islam
- Department of Computing, University of Turku, Finland
- LUT School of Engineering Science, LUT University, Lappeenranta, Finland
| | - Jouni Isoaho
- Department of Computing, University of Turku, Finland
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Rüth M, Kaspar K. Educational and Social Exergaming: A Perspective on Physical, Social, and Educational Benefits and Pitfalls of Exergaming at Home During the COVID-19 Pandemic and Afterwards. Front Psychol 2021; 12:644036. [PMID: 33897546 PMCID: PMC8062880 DOI: 10.3389/fpsyg.2021.644036] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/19/2020] [Accepted: 02/26/2021] [Indexed: 12/19/2022] Open
Abstract
Physical inactivity and coronavirus disease 2019 (COVID-19) signify two pandemics with negative physical, mental, and economic consequences. Younger and older people have not reached the recommended physical activity level for years. Societal restrictions due to COVID-19 additionally reduce opportunities for physical activity, and they increase social isolation. Here, we outline how playing exergames with others (social exergaming) at home could foster physical and mental health and promote communication and discussions on exergaming. Accordingly, we highlight the educational and social benefits of exergaming at home and delineate the concept of Educational and Social Exergaming (EASE). We outline specific benefits and pitfalls of exergaming regarding its physical and nonphysical effects, including educational values of discussing exergaming experiences and related topics. Moreover, we discuss the relevance of practical guidelines for educational and social exergaming at home as well as prospects for future research. Overall, educational and social exergaming could alleviate several detrimental effects of both pandemics on the health and well-being of people of all ages.
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Affiliation(s)
- Marco Rüth
- Department of Psychology, University of Cologne, Cologne, Germany
| | - Kai Kaspar
- Department of Psychology, University of Cologne, Cologne, Germany
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Alvi I. College students’ reception of social networking tools for learning in India: an extended UTAUT model. SMART LEARNING ENVIRONMENTS 2021. [PMCID: PMC8449988 DOI: 10.1186/s40561-021-00164-9] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/14/2023]
Abstract
The term Social Networking Tools is used for social media applications accessible via mobile devices/smartphones; their use has become ubiquitous among college students, especially after the COVID 19 Pandemic, due to which the institutes of Higher education were shut down. A research gap was identified as the students’ acceptance of these learning tools has not been studied to the best of the author’s information, in India. The current study employs the conceptual model based on the UTAUT model by Venkatesh et al. (MIS Q 27(3):425–478, 2003), extended and modified by Khechine et al. (Br J Educ Technol 51 2306–2325, 2020. 10.1111/bjet.12905). The sample comprised 305 students, 48 females (15.7%) and 257 males (84.3%), with an average age of 18 years. Partial least squares structural equation modeling (PLS-SEM), a methodology of structural equation modeling which allows the assessment of any complex cause-effect model comprising latent variables was used for assessing the hypothesized model using SmartPLS version 3.2.9. The results show that the college students were impacted by Performance Expectancy PE, Effort expectancy EE, and Social Influence SI in shaping their behavioral intention BIU; Facilitating conditions FC and Intrinsic Values IV didn’t influence their behavioral intention. However, their behavioral intention BIU and their Intrinsic Values (IV) influenced their intention to use (IU) social networking tools for learning for Higher education, in the Indian context.
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Affiliation(s)
- Irum Alvi
- Department of Humanities, English and Applied Sciences (HEAS), Rajasthan Technical University, Kota, Rajasthan
324010
India
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Ellis LA, Lee MD, Ijaz K, Smith J, Braithwaite J, Yin K. COVID-19 as 'Game Changer' for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study. J Med Internet Res 2020; 22:e25117. [PMID: 33284781 PMCID: PMC7758086 DOI: 10.2196/25117] [Citation(s) in RCA: 35] [Impact Index Per Article: 8.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/18/2020] [Revised: 11/24/2020] [Accepted: 12/05/2020] [Indexed: 01/08/2023] Open
Abstract
BACKGROUND Location-based augmented reality (AR) games, such as Pokémon GO and Harry Potter: Wizards Unite, have been shown to have a beneficial impact on the physical activity, social connectedness, and mental health of their players. In March 2020, global social distancing measures related to the COVID-19 pandemic prompted the AR games developer Niantic Inc to implement several changes to ensure continued player engagement with Pokémon GO and Harry Potter: Wizards Unite. We sought to examine how the physical and mental well-being of players of these games were affected during the unprecedented COVID-19 restriction period as well as how their video game engagement was affected. OBJECTIVE The aims of this study were to examine the impact of COVID-19-related social restrictions on the physical and mental well-being of AR game players; to examine the impact of COVID-19-related social restrictions on the use of video games and motivations for their use; and to explore the potential role of AR games (and video games in general) in supporting well-being during COVID-19-related social restrictions. METHODS A mixed methods web-based self-reported survey was conducted in May 2020, during which COVID-19-related social restrictions were enforced in many countries. Participants were recruited on the web via four subreddits dedicated to Pokémon GO or Harry Potter: Wizards Unite. Data collected included quantitative data on demographics, time spent playing video games, physical activity, and mental health; qualitative data included motivations to play and the impact of video games on mental health during COVID-19 lockdown. RESULTS We report results for 2004 participants (1153/1960 male, 58.8%, average age 30.5 years). Self-reported physical activity during COVID-19-related social restrictions significantly decreased from 7.50 hours per week on average (SD 11.12) to 6.50 hours (SD 7.81) (P<.001). More than half of the participants reported poor mental health (925/1766, 52.4%; raw World Health Organization-5 Well-Being Index score <13). Female gender, younger age, and reduced exercise were significant predictors of poor mental health. Participants reported a significant increase in video game play time from 16.38 hours per week on average (SD 19.12) to 20.82 hours (SD 17.49) (P<.001). Approximately three quarters of the participants (n=1102/1427, 77.2%) reported that playing video games had been beneficial to their mental health. The changes made to Pokémon GO and Harry Potter: Wizards Unite were very well received by players, and the players continued to use these games while exercising and to maintain social connection. In addition to seeking an escape during the pandemic and as a form of entertainment, participants reported that they used video games for emotional coping and to lower stress, relax, and alleviate mental health conditions. CONCLUSIONS AR games have the potential to promote physical and mental health during the COVID-19 pandemic. Used by populations under isolation and distress, these games can improve physical and mental health by providing virtual socialization, sustained exercise, temporal routine, and mental structure. Further research is needed to explore the potential of AR games as digital behavioral interventions to maintain human well-being in the wider population.
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Affiliation(s)
- Louise A Ellis
- Centre for Healthcare Resilience and Implementation Science, Australian Institute of Health Innovation, Macquarie University, North Ryde, Australia
- NHMRC Partnership Centre in Health System Sustainability, Australian Institute of Health Innovation, Macquarie University, North Ryde, Australia
| | - Matthew D Lee
- School of Nursing, University of Pennsylvania, Philadelphia, PA, United States
| | - Kiran Ijaz
- Centre for Health Informatics, Australian Institute of Health Innovation, Macquarie University, North Ryde, Australia
| | - James Smith
- Centre for Healthcare Resilience and Implementation Science, Australian Institute of Health Innovation, Macquarie University, North Ryde, Australia
| | - Jeffrey Braithwaite
- Centre for Healthcare Resilience and Implementation Science, Australian Institute of Health Innovation, Macquarie University, North Ryde, Australia
- NHMRC Partnership Centre in Health System Sustainability, Australian Institute of Health Innovation, Macquarie University, North Ryde, Australia
| | - Kathleen Yin
- Centre for Health Informatics, Australian Institute of Health Innovation, Macquarie University, North Ryde, Australia
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