@Article{信息:doi 10.2196 / / jmir。6759,作者="Althoff, Tim和White, Ryen W和Horvitz, Eric",标题=" Pok{\'e}mon Go对体育活动的影响:研究和启示",期刊="J医学互联网研究",年="2016",月="12",日="06",卷="18",数="12",页数="e315",关键词="体育活动;博克{\ ' e}我去;移动健康;移动健康;可穿戴设备;移动应用程序;游戏;exergames;背景:体育活动有助于人们保持健康的体重,降低患几种慢性疾病的风险。 Although this knowledge is widely recognized, adults and children in many countries around the world do not get recommended amounts of physical activity. Although many interventions are found to be ineffective at increasing physical activity or reaching inactive populations, there have been anecdotal reports of increased physical activity due to novel mobile games that embed game play in the physical world. The most recent and salient example of such a game is Pok{\'e}mon Go, which has reportedly reached tens of millions of users in the United States and worldwide. Objective: The objective of this study was to quantify the impact of Pok{\'e}mon Go on physical activity. Methods: We study the effect of Pok{\'e}mon Go on physical activity through a combination of signals from large-scale corpora of wearable sensor data and search engine logs for 32,000 Microsoft Band users over a period of 3 months. Pok{\'e}mon Go players are identified through search engine queries and physical activity is measured through accelerometers. Results: We find that Pok{\'e}mon Go leads to significant increases in physical activity over a period of 30 days, with particularly engaged users (ie, those making multiple search queries for details about game usage) increasing their activity by 1473 steps a day on average, a more than 25{\%} increase compared with their prior activity level (P<.001). In the short time span of the study, we estimate that Pok{\'e}mon Go has added a total of 144 billion steps to US physical activity. Furthermore, Pok{\'e}mon Go has been able to increase physical activity across men and women of all ages, weight status, and prior activity levels showing this form of game leads to increases in physical activity with significant implications for public health. In particular, we find that Pok{\'e}mon Go is able to reach low activity populations, whereas all 4 leading mobile health apps studied in this work largely draw from an already very active population. Conclusions: Mobile apps combining game play with physical activity lead to substantial short-term activity increases and, in contrast to many existing interventions and mobile health apps, have the potential to reach activity-poor populations. Future studies are needed to investigate potential long-term effects of these applications. ", issn="1438-8871", doi="10.2196/jmir.6759", url="//www.mybigtv.com/2016/12/e315/", url="https://doi.org/10.2196/jmir.6759", url="http://www.ncbi.nlm.nih.gov/pubmed/27923778" }
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