Augmented Pokemon Go in Times of Covid-19: Does it Have any Effect on Promoting Teenagers’ Physical Activity?

Authors

DOI:

https://doi.org/10.17309/tmfv.2022.3.09

Keywords:

Pokemon Go, physical activity, COVID-19, mixed method

Abstract

Study purpose. One of the main problems during the COVID-19 pandemic that needs to be considered is the decline in physical activity carried out by teenagers. The overall objective of this mixed method is to investigate the effects of the Pokemon Go intervention program to promote physical activity in teenagers during the COVID-19 crisis.

Materials and methods. This study was conducted through a mixed method approach. 94 teenagers in grades 10–12 from three high schools agreed to participate in this study. The subjects were divided into 2 groups, namely in the Pokemon Go intervention program group (N=47) and a control group that did not get any physical activity (N=47). The Pokemon Go intervention program was carried out for 7 weeks with an intensity of 3 times a week in physical education classes. After carrying out the Pokemon Go intervention program, the forty-seven subjects were interviewed. The quantitative instrument used to measure the physical activity level was IPAQ, while the qualitative instrument used in-depth interviews.

Results. The quantitative and qualitative (mixed) research confirms that the Pokemon Go intervention program showed to positively promote PA levels in teenagers to higher levels in the current COVID-19 crisis. The results of this study are in line with the previous studies which explained that Pokemon Go is an augmented reality game that requires players to travel to various locations in the real world where distances are relatively far.

Conclusions. Teenagers with the status of players, ex-players and non-players experienced a significant increase in physical activity level after participating the Pokemon Go intervention program for 7 weeks, and the majority of subjects considered that Pokemon Go had a positive effect to promote physical activity during the COVID-19 pandemic. After implementing the Pokemon Go intervention program for 7 weeks, the results of our study confirm that the physical activity levels of teenagers have gradually increased during the COVID-19.

Downloads

Download data is not yet available.

Author Biographies

Hasanuddin Jumareng, Universitas Halu Oleo

Faculty of Teacher Training and Education,
Kampus Hijau Bumi Tridharma, Anduonohu, Kec. Kambu, Kota Kendari, Sulawesi Tenggara 93232, Indonesia
hasanuddinjumareng@uho.ac.id

Edi Setiawan, Universitas Suryakancana

Faculty of Teacher Training and Education,
Jl. Pasirgede Raya, Bojongherang, Kec. Cianjur, Kabupaten Cianjur, Jawa Barat 43216, Indonesia
edisetiawanmpd@gmail.com

Zsolt Németh, University of Pécs

Faculty of Sciences, Institute of Sport Science and Physical Education,  
Pécs, 48-as tér 1, 7622, Hungary
zsolt.nemeth@gamma.ttk.pte.hu

References

Yan, Z., Finn, K., & Breton, K. (2020). Does it promote physical activity? College students’ perceptions of pokémon go. Montenegrin Journal of Sports Science and Medicine, 9(1), 5-10. https://doi.org/10.26773/mjssm.200301

Dietz, W. H., Douglas, C. E., & Brownson, R. C. (2016). Chronic disease prevention: Tobacco avoidance, physical activity, and nutrition for a healthy start. JAMA - Journal of the American Medical Association, 316(16), 1645-1646. https://doi.org/10.1001/jama.2016.14370

Ni, M. Y., Hui, R. W. H., Li, T. K., Tam, A. H. M., Choy, L. L. Y., Ma, K. K. W., Cheung, F., & Leung, G. M. (2019). Augmented reality games as a new class of physical activity interventions? the impact of Pokémon Go use and gaming intensity on physical activity. Games for Health Journal, 8(1), 1-6. https://doi.org/10.1089/g4h.2017.0181

Xian, Y., Xu, H., Xu, H., Liang, L., Hernandez, A. F., Wang, T. Y., & Peterson, E. D. (2017). An initial evaluation of the impact of Pokémon GO on physical activity. Journal of the American Heart Association, 6(5). https://doi.org/10.1161/JAHA.116.005341

Madrigal-Pana, J., Gómez-Figueroa, J., & Moncada-Jiménez, J. (2019). Adult perception toward videogames and physical activity using Pokémon Go. Games for Health Journal, 8(3), 227-235. https://doi.org/10.1089/g4h.2018.0100

Khamzina, M., Parab, K. V., An, R., Bullard, T., & Grigsby-Toussaint, D. S. (2020). Impact of Pokémon Go on Physical Activity: A Systematic Review and Meta-Analysis. American Journal of Preventive Medicine, 58(2), 270-282. https://doi.org/10.1016/j.amepre.2019.09.005

Howe, K. B., Suharlim, C., Ueda, P., Howe, D., Kawachi, I., & Rimm, E. B. (2016). Gotta catch’em all! Pokémon GO and physical activity among young adults: Difference in differences study. BMJ (Online), 355(December). https://doi.org/10.1136/bmj.i6270

Ma, B. D., Ng, S. L., Schwanen, T., Zacharias, J., Zhou, M., Kawachi, I., & Sun, G. (2018). Pokémon GO and physical activity in Asia: multilevel study. Journal of Medical Internet Research, 20(6). https://doi.org/10.2196/jmir.9670

Ayers, J. W., Leas, E. C., Dredze, M., Allem, J. P., Grabowski, J. G., & Hill, L. (2016). Pokémon GO-A new distraction for drivers and pedestrians. JAMA Internal Medicine, 176(12), 1865-1866. https://doi.org/10.1001/jamainternmed.2016.6274

Wong, F. Y. (2017). Influence of Pokémon Go on physical activity levels of university players: A cross-sectional study. International Journal of Health Geographics, 16(1), 1-12. https://doi.org/10.1186/s12942-017-0080-1

Wattanapisit, A., Saengow, U., Ng, C. J., Thanamee, S., & Kaewruang, N. (2018). Gaming behaviour with pokémon GO and physical activity: A preliminary study with medical students in Thailand. PLoS ONE, 13(6), 1-12. https://doi.org/10.1371/journal.pone.0199813

Li, Y., Liu, Y., Ye, L., Sun, J., & Zhang, J. (2021). Pokémon GO! GO! GO! The impact of Pokémon GO on physical activity and related health outcomes. MHealth, 7(20), 5-9. https://doi.org/10.21037/mhealth-20-121

An, J., & Nigg, C. R. (2017). The promise of an augmented reality game — Pokémon GO. Annals of Translational Medicine, 5(10), 10-12. https://doi.org/10.21037/atm.2017.03.12

Clark, A. M., & Clark, M. T. G. (2016). Pokemon Go and Research: Qualitative, Mixed Methods Research, and the Supercomplexity of Interventions. International Journal of Qualitative Methods, December, 1-3. https://doi.org/10.1177/1609406916667765

Licoppe, C. (2016). From Mogi to Pokémon GO: Continuities and change in location-aware collection games. Mobile Media & Communication, 1-6. https://doi.org/10.1177/2050157916677862

Keogh, B. (2017). Pokémon Go, the novelty of nostalgia, and the ubiquity of the smartphone. Mobile Media & Communication, 5(1), 38-41. https://doi.org/10.1177/2050157916678025

Lee, J. E., Zeng, N., Oh, Y., Lee, D., & Gao, Z. (2021). Effects of Pokémon GO on physical activity and psychological and social outcomes: A systematic review. Journal of Clinical Medicine, 10(9). https://doi.org/10.3390/jcm10091860

Lindqvist, A., Castelli, D., Hallberg, J., & Science, C. (2018). The Praise and Price of Pokémon GO: A Qualitative Study of Children’s and Parents’ Experiences. Journal of Medical Internet Research, 6, 1-7. https://doi.org/10.2196/games.8979

Rasmitadila, R., Widyasari, W., Humaira, M., Tambunan, A., Rachmadtullah, R., & Samsudin, A. (2020). Using blended learning approach (BLA) in inclusive education course: A study investigating teacher students’ perception. International Journal of Emerging Technologies in Learning (IJET), 15(2), 72-85.

Ekström, A., Östenberg, A. H., Björklund, G., & Alricsson, M. (2017). The effects of introducing Tabata interval training and stability exercises to school children as a school-based intervention program. International Journal of Adolescent Medicine and Health, 31(4), 1-11. https://doi.org/10.1515/ijamh-2017-0043

Althoff, T., White, R. W., & Horvitz, E. (2016). Influence of pokémon go on physical activity: Study and implications. Journal of Medical Internet Research, 18(12). https://doi.org/10.2196/jmir.6759

Chaput, J., & Leblanc, A. G. (2017). Pokémon GO: snake oil or miracle cure for physical inactivity ? Annals of Translational Medicine, 5(10), 3-6. https://doi.org/10.21037/atm.2017.03.38

Ewell, P. J., Quist, M. C., Øverup, C. S., Watkins, H., & Guadagno, R. E. (2020). Catching more than pocket monsters: Pokémon Go’s social and psychological effects on players. The Journal of Social Psychology, 160(2), 131-136. https://doi.org/10.1080/00224545.2019.1629867

Kosa, M., & Uysal, A. (2022). Effects of Presence and Physical Activity on Player Well-being in Augmented Reality Games: A Diary Study. International Journal of Human-Computer Interaction, 38(1), 93-101. https://doi.org/10.1080/10447318.2021.1925437

Marquet, O., Alberico, C., Adlakha, D., & Hipp, J. A. (2017). Examining motivations to play pokémon go and their influence on perceived outcomes and physical activity. JMIR Serious Games, 5(4). https://doi.org/10.2196/games.8048

Downloads

Published

2022-09-23

How to Cite

Jumareng, H., Setiawan, E., & Németh, Z. (2022). Augmented Pokemon Go in Times of Covid-19: Does it Have any Effect on Promoting Teenagers’ Physical Activity?. Physical Education Theory and Methodology, 22(3), 360–365. https://doi.org/10.17309/tmfv.2022.3.09

Issue

Section

Original Scientific Articles

Most read articles by the same author(s)