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Original Articles

Look on the Bright Side (of Media Effects): Pokémon Go as a Catalyst for Positive Life Experiences

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David Smahel, Hayriye Gulec, Adela Lokajova, Lenka Dedkova & Hana Machackova. (2023) The integrative model of ICT effects on Adolescents’ well-being (iMEW): The synthesis of theories from developmental psychology, media and communications, and health. European Journal of Developmental Psychology 20:6, pages 944-961.
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Anubha & Jamid Ul Islam. (2023) Unveiling Key Gratifications and Stimuli to Engage Generation Z with Multiplayer Online Games. Journal of Internet Commerce 22:4, pages 480-508.
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Kai Liu, Wee Hoe Tan & Erni Marlina Saari. (2023) Effects of pervasive game on behavioral intention towards fitness among older adults in Henan: An empirical study. Educational Gerontology 0:0, pages 1-16.
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Tal Laor. (2022) Running Away with the Pokémon Go Gang: Three Consumption Needs. International Journal of Human–Computer Interaction 38:14, pages 1321-1332.
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Samuli Laato, A.K.M. Najmul Islam & Teemu H. Laine. (2022) Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players. Behaviour & Information Technology 41:9, pages 1888-1904.
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Mehmet Kosa & Ahmet Uysal. (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, pages 93-101.
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Rowan Daneels, Heidi Vandebosch & Michel Walrave. (2020) “Just for fun?”: An exploration of digital games’ potential for eudaimonic media experiences among Flemish adolescents. Journal of Children and Media 14:3, pages 285-301.
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Articles from other publishers (43)

Yanqiu Yu, Vivian W.I. Fong, Ji-bin Li, Jianxin Zhang & Joseph T.F. Lau. (2023) The independent impacts of perceived immediate and future benefits of internet gaming on internet gaming disorder among adolescent internet gamers in China: Mediation via internet gaming time. Computers in Human Behavior 149, pages 107965.
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R Lance Holbert, Hyunjin Song, Morgan E Ellithorpe, Heather L LaMarre, Elizabeth S Baik & Colleen M Tolan. (2023) Pulling the field out of a “One Variable, One Role” mindset: maximizing the theoretical value of interaction terms in communication’s mediation models. Human Communication Research.
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Jeroen S. Lemmens & Ilse A.M. Weergang. (2023) Caught them all: Gaming disorder, motivations for playing and spending among core Pokémon Go players. Entertainment Computing 45, pages 100548.
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Nicholas David Bowman & Tim Wulf. (2023) Nostalgia in video games. Current Opinion in Psychology 49, pages 101544.
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Jose Luis Solas-Martínez, Sara Suárez-Manzano, Manuel J. De la Torre-Cruz & Alberto Ruiz-Ariza. 2023. Augmented Reality and Artificial Intelligence. Augmented Reality and Artificial Intelligence 245 270 .
Elana R. Kriegel, Bojan Lazarevic, Deborah S. Feifer, Christian E. Athanasian, Nelson Chow, Jamie P. Sklar, Yaa O. Asante, Clara S. Goldman & Ruth L. Milanaik. 2023. Springer Handbook of Augmented Reality. Springer Handbook of Augmented Reality 709 741 .
Lukasz D. Kaczmarek, Maciej Behnke & Marzena Dżon. (2022) Eye problems and musculoskeletal pain in Pokémon Go players. Scientific Reports 12:1.
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Adri Khalis, Mario Anthony Ferrari, Sophie Smit, Patrick J. Ewell & Amori Yee Mikami. (2022) You teach me and I’ll teach you: The role of social interactions on positivity elicited from playing Pokémon GO. Cyberpsychology: Journal of Psychosocial Research on Cyberspace 16:4.
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Tanja S. H. Wingenbach & Yossi Zana. (2022) Playing Pokemon Go: Increased Life Satisfaction Through More (Positive) Social Interactions. Frontiers in Sports and Active Living 4.
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Nicholas David Bowman, Diana Rieger & Jih-Hsuan Tammy Lin. (2022) Social video gaming and well-being. Current Opinion in Psychology 45, pages 101316.
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Jessica A. Robinson & Nicholas D. Bowman. (2021) Returning to Azeroth: Nostalgia, Sense of Place, and Social Presence in World of Warcraft Classic. Games and Culture 17:3, pages 421-444.
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Miguel G. Moscoso, David Villarreal-Zegarra, Darwin Del Castillo, Elizabeth Zavaleta & J. Jaime Miranda. (2022) Personality profiles and engagement with the augmented reality game Pokémon GO: a cross-sectional study. Wellcome Open Research 7, pages 264.
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Jenna Glover, Merlin Ariefdjohan & Sandra L. Fritsch. (2022) #KidsAnxiety and the Digital World. Child and Adolescent Psychiatric Clinics of North America 31:1, pages 71-90.
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Putu Diah Sastri Pitanatri & Luh Yusni Wiarti. 2022. Technology Application in Tourism Fairs, Festivals and Events in Asia. Technology Application in Tourism Fairs, Festivals and Events in Asia 279 300 .
Kailan Sindelar. (2021) From petishism to rewilding: Representations of wildlife in interactive media. Journal of Environmental Media 2:2, pages 247-266.
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James Alex Bonus. (2018) Who I Am Is Not Who I Was: Temporal Comparisons Mediate the Effect of Listening to Nostalgic Music on Well-Being. Communication Research 48:8, pages 1091-1109.
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Shan Xu & Zheng Wang. (2021) The immediate and delayed impact of multitasking on well‐being: An experience sampling study. Human Behavior and Emerging Technologies 3:5, pages 710-719.
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Cristina Mihale-Wilson, Patrick Felka, Oliver Hinz & Martin Spann. (2021) The influence of location-based games on traditional entertainment products. Decision Support Systems 149, pages 113604.
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Yan Qin. (2021) Attractiveness of game elements, presence, and enjoyment of mobile augmented reality games: The case of Pokémon Go. Telematics and Informatics 62, pages 101620.
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Federica Pallavicini, Alessandro Pepe & Fabrizia Mantovani. (2021) Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review. JMIR Mental Health 8:8, pages e28150.
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Alf Inge Wang & Audun Skjervold. (2021) Health and social impacts of playing Pokémon Go on various player groups. Entertainment Computing 39, pages 100443.
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Alf Inge Wang. (2021) Systematic literature review on health effects of playing Pokémon Go. Entertainment Computing 38, pages 100411.
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Jung Eun Lee, Nan Zeng, Yoonsin Oh, Daehyoung Lee & Zan Gao. (2021) Effects of Pokémon GO on Physical Activity and Psychological and Social Outcomes: A Systematic Review. Journal of Clinical Medicine 10:9, pages 1860.
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Young-Woo Choi, Hyunmin Yang, Sua Im, Jasmyn Kim, Sanghee Lee & Jinmoo Heo. (2021) Pokémon Go: Experiences of Mobile Game in Augmented Reality among Players over 40s. Korean Journal of Lesure, Recreation & Park 45:1, pages 39-53.
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Michael Saker & Leighton EvansMichael Saker & Leighton Evans. 2021. Intergenerational Locative Play. Intergenerational Locative Play 93 115 .
Michael Saker & Leighton EvansMichael Saker & Leighton Evans. 2021. Intergenerational Locative Play. Intergenerational Locative Play 1 22 .
Preeti Sirohi, Amit Agarwal & Piyush Maheshwari. (2020) A survey on Augmented Virtual Reality: Applications and Future Directions. A survey on Augmented Virtual Reality: Applications and Future Directions.
Aqdas Malik, Kari Hiekkanen, Zaheer Hussain, Juho Hamari & Aditya Johri. (2019) How players across gender and age experience Pokémon Go?. Universal Access in the Information Society 19:4, pages 799-812.
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Joshua Baldwin. 2020. The International Encyclopedia of Media Psychology. The International Encyclopedia of Media Psychology 1 6 .
Gwyneth Peaty & Tama Leaver. (2020) The familiar places we dream about: Pokémon GO and nostalgia during a global pandemic. Australasian Journal of Popular Culture 9:2, pages 127-143.
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Rosa Sze Man Wong, Frederick Ka Wing Ho, Keith Tsz Suen Tung, King-Wa Fu & Patrick Ip. (2020) Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study. JMIR Serious Games 8:2, pages e17112.
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Tom BaranowskiElizabeth J. Lyons. (2020) Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change. Games for Health Journal 9:2, pages 71-84.
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Shaojung Sharon Wang. 2020. Handbook of Research on the Global Impacts and Roles of Immersive Media. Handbook of Research on the Global Impacts and Roles of Immersive Media 371 392 .
Robert Costello. 2020. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education 145 173 .
Seongsoo Jang & Yi Liu. (2019) Continuance use intention with mobile augmented reality games. Information Technology & People 33:1, pages 37-55.
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Kimihiro Hino, Yasushi Asami & Jung Su Lee. (2019) Step Counts of Middle-Aged and Elderly Adults for 10 Months Before and After the Release of Pokémon GO in Yokohama, Japan. Journal of Medical Internet Research 21:2, pages e10724.
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Noura Alomar, Mansour Alsaleh & Abdulrahman Alarifi. (2019) Behavioral consequences of Pokémon GO: The exaggerated picture. Computers in Human Behavior 90, pages 223-245.
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Ágnes Zsila & Gábor Orosz. 2019. Augmented Reality Games I. Augmented Reality Games I 71 93 .
Annamaria Cacchione. 2019. Augmented Reality Games I. Augmented Reality Games I 203 215 .
Jenna Glover & Sandra L. Fritsch. (2018) #KidsAnxiety and Social Media. Child and Adolescent Psychiatric Clinics of North America 27:2, pages 171-182.
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Lori Kogan, Peter Hellyer, Colleen Duncan & Regina Schoenfeld-Tacher. (2017) A pilot investigation of the physical and psychological benefits of playing Pokémon GO for dog owners. Computers in Human Behavior 76, pages 431-437.
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Oriol Marquet, Claudia Alberico, Deepti Adlakha & J Aaron Hipp. (2017) Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity. JMIR Serious Games 5:4, pages e21.
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Jeroen Lemmens & Ilse A. M. Weergang. (2022) Caught Them All: Spending and Addiction Among Core Pokémon Go Players. SSRN Electronic Journal.
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