Catching more than pocket monsters: Pokémon Go's social and psychological effects on players
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Catching more than pocket monsters : Pokémon Go's social and psychological effects on players. / Ewell, Patrick J.; Quist, Michelle C.; Øverup, Camilla S.; Watkins, Heather; Guadagno, Rosanna E.
In: Journal of Social Psychology, Vol. 160, No. 2, 2020, p. 131-136.Research output: Contribution to journal › Journal article › Research › peer-review
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TY - JOUR
T1 - Catching more than pocket monsters
T2 - Pokémon Go's social and psychological effects on players
AU - Ewell, Patrick J.
AU - Quist, Michelle C.
AU - Øverup, Camilla S.
AU - Watkins, Heather
AU - Guadagno, Rosanna E.
PY - 2020
Y1 - 2020
N2 - The augmented reality mobile game Pokémon Go has reached unprecedented popularity since its release in 2016. The game has received intense media attention, but scientific inquiry into its popularity and the effects of play are in the early stages. Previous work has used secondary data or simple correlational analysis to draw early conclusions. A seven-day diary study was conducted to investigate potential health, psychological, and social outcomes of daily gameplay. Daily time spent playing Pokémon Go was related to higher scores of life satisfaction, vitality, and greater social interactions and conversation with both friends and strangers, but not with increased daily exercise. Increased total gameplay across the week was associated with increased interaction and conversations along with more exercise. Future directions for this unique type of game along with the need for theoretical development for unique style of games are discussed.
AB - The augmented reality mobile game Pokémon Go has reached unprecedented popularity since its release in 2016. The game has received intense media attention, but scientific inquiry into its popularity and the effects of play are in the early stages. Previous work has used secondary data or simple correlational analysis to draw early conclusions. A seven-day diary study was conducted to investigate potential health, psychological, and social outcomes of daily gameplay. Daily time spent playing Pokémon Go was related to higher scores of life satisfaction, vitality, and greater social interactions and conversation with both friends and strangers, but not with increased daily exercise. Increased total gameplay across the week was associated with increased interaction and conversations along with more exercise. Future directions for this unique type of game along with the need for theoretical development for unique style of games are discussed.
KW - Augmented reality
KW - life satisfaction
KW - Pokémon Go
KW - social interactions
KW - videogames
U2 - 10.1080/00224545.2019.1629867
DO - 10.1080/00224545.2019.1629867
M3 - Journal article
C2 - 31189454
AN - SCOPUS:85067574605
VL - 160
SP - 131
EP - 136
JO - Journal of Social Psychology
JF - Journal of Social Psychology
SN - 0022-4545
IS - 2
ER -
ID: 241119228