This study seeks to understand the potential safety and health implications of location-based augmented reality gaming apps ("LAR apps") through studying people perception of Pokémon GO, a popular LAR gaming app. These perceptions can affect app usage behavior, app retention rate, and market share which can be critical to policymakers and app developers. An online survey is conducted to capture the impacts of Pokémon GO regarding: (i) perceived risk of using the app and opinion of prohibiting its usage while driving and cycling, (ii) frequency of app-related distracted driving and cycling, (iii) frequency of app-induced driving and potentially unsafe driving behavior, (iv) average daily steps before and after using the app, and (v) perceived physical and mental health benefits. Multivariate binary probit models and random parameters ordered probit models were estimated to capture users' and non-users' characteristics that affect these perceptions, attitude, and behavior. The results suggest that LAR gaming apps can potentially promote physical activity by encouraging people to walk more, increase social interactions such as app-related discussions, but also contribute to increased app-related distracted driving and cycling, app-induced driving, and unsafe driving behavior. The study findings and insights can provide valuable feedback to legislators and LAR gaming app developers for designing policies and app mechanisms that can address the safety concerns of using such apps, and provide physical and mental health benefits to its users.
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http://dx.doi.org/10.1016/j.aap.2021.106354 | DOI Listing |
Addict Behav Rep
December 2024
Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany.
The present work aims to shed light on the question of whether certain psychological characteristics go along with choosing an e-coach offer to support healthy Internet use when reporting elevated Internet Use Disorder (IUD) tendencies. Data were from a large-scale stepped care approach study to treat persons with varying degrees of IUD tendencies. Recruitment for advertising the download of a smartphone app included social media, videos by influencers, paid ads, TV, radio, newspapers, workshops, and vocational schools.
View Article and Find Full Text PDFJ Adolesc Health
January 2025
Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany.
Purpose: This two-arm cluster randomized controlled trial evaluated the effectiveness of an app-based addiction prevention program in German vocational school students.
Methods: Schools from 5 German federal states were recruited. No eligibility criteria for classes were applied; enrollment decisions were made by school heads or teachers.
J Neurol
January 2025
Research Center for Clinical Neuroimmunology and Neuroscience Basel (RC2NB), University Hospital Basel, University of Basel, Spitalstrasse 2, CH-4031, Basel, Switzerland.
Aim: As part of the development of a smartphone-based app for monitoring MS disease activity and progression (dreaMS, NCT05009160), we developed six gamified tests with multiple difficulty levels as a monitoring tool for cognition. This study quantified the relative difficulty between levels and investigated their reliability, ability to depict practice effects, and user acceptance.
Methods: Healthy volunteers played each game, covering five cognitive domains, twice per day for 11 consecutive days.
JMIR Form Res
January 2025
Center for Women's Mental Health, Massachusetts General Hospital, Boston, MA, United States.
Background: There is increasing interest in the development of scalable digital mental health interventions for perinatal populations to increase accessibility. Mobile behavioral activation (BA) is efficacious for the treatment of perinatal depression; however, the effect of comorbid anxiety and depression (CAD) on symptom trajectories remains underexplored. This is important given that at least 10% of women in the perinatal period experience CAD.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
Department of Interaction Design, National Taipei University of Technology, Rm.701-4, Design Building, No.1, Sec.3, Chung-hsiao E. Rd, Taipei, 10608, Taiwan, 886 912-595408, 886 2-87732913.
Background: Complications due to dysphagia are increasingly prevalent among older adults; however, the tediousness and complexity of conventional tongue rehabilitation treatments affect their willingness to rehabilitate. It is unclear whether integrating gameplay into a tongue training app is a feasible approach to rehabilitation.
Objective: Tongue training has been proven helpful for dysphagia treatment.
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