scholarly journals The Gengar effect: Excessive Pokémon Go players report stronger smartphone addiction, phubbing, pain, and vision-related problems

Author(s):  
Lukasz D. Kaczmarek ◽  
Maciej Behnke ◽  
Marzena Dżon

Individuals usually benefit from Pokémon Go gaming because this mobile video game provides an attractive opportunity for increased outdoor physical activity and socializing. However, based on prior studies on gaming and electronic media use, excessive Pokémon Go involvement is likely to be related to adverse phenomena such as mental problems (smartphone addiction and phubbing), pain (in neck, arms, and legs), and eye-related problems (dry eye and impaired focusing). We expected that excessive Pokémon Go players would exhibit stronger mental and physical symptomatology. Pokémon Go players (N = 450) completed an online survey reporting Pokémon Go addiction symptoms, smartphone addiction symptoms, phubbing habits, time spent playing Pokémon Go, pain, and eye problems. We also controlled for overall use of other electronic media. We found that individuals with higher levels of Pokémon Go addiction reported more pain and more problems with vision. Increased smartphone addiction and phubbing partially mediated these effects. This study contributes to a balanced perspective on the biopsychosocial outcomes of health behaviors gamification via mobile video games.

2020 ◽  
Vol 31 (7) ◽  
pp. 822-834 ◽  
Author(s):  
Sierra Clifford ◽  
Leah D. Doane ◽  
Reagan Breitenstein ◽  
Kevin J. Grimm ◽  
Kathryn Lemery-Chalfant

Electronic-media use is associated with sleep disruptions in childhood and adolescence, although research relies primarily on subjective sleep. Effortful control, a dimension of self-regulation, may mitigate this association by helping children disengage from and regulate responses to media. We examined associations between media use and multiple actigraph-measured sleep parameters at mean and day levels and tested children’s effortful control as a moderator of mean-level relations. We collected actigraph data and parents’ diary reports of children’s prebedtime television, video-game, laptop, desktop, cell-phone, and tablet use in 547 twin children (7–9 years old; 51.74% female). Mean-level media use was associated with bedtime and sleep duration. For the proportion of nights on which twins used media, but not the average number of media types, effortful control attenuated associations between media use and reduced sleep duration and efficiency. Day-level media use was related only to bedtime. Findings replicate and extend existing research and highlight self-regulation as a potential protective factor.


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


Author(s):  
Laura L. Bowman ◽  
Bradley M. Waite ◽  
Laura E. Levine

Asian societies have adopted electronic media in equal measure to western societies. Media use, its impacts and correlates have been examined in western and some Asian societies, but this study is unique in examining Malaysian students' use of media. Malaysian and American college students reported their electronic media use, reading activities and patterns of multitasking with media while studying. They also were administered an academic distractibility questionnaire and a standard self-report measure of impulsiveness. Results indicated that Malaysians reported more electronic media use than Americans as well as more multitasking with media and multitasking while studying. For both Malaysians and Americans, students who reported using social networking while studying scored higher on measures of distractibility and impulsiveness. A more complex pattern of results for other types of media use and reading are described.


2017 ◽  
Vol 3 (1) ◽  
pp. 130-143 ◽  
Author(s):  
Fabio Cristiano ◽  
Emilio Distretti

Augmented reality enables video game experiences that are increasingly immersive. For its focus on walking and exploration, Niantic’s location-based video game Pokémon Go (PG) has been praised for allowing players to foster their understanding and relationship to surrounding spaces. However, in contexts where space and movement are objects of conflicting narratives and restrictive policies on mobility, playing relies on the creation of partial imaginaries and limits to the exploratory experience. Departing from avant-garde conceptualizations of walking, this article explores the imaginary that PG creates in occupied East Jerusalem. Based on observations collected in various gaming sessions along the Green Line, it analyzes how PG’s virtual representation of Jerusalem legitimizes a status quo of separation and segregation. In so doing, this article argues that, instead of enabling an experience of augmented reality for its users, playing PG in East Jerusalem produces a diminished one.


2019 ◽  
Vol 60 ◽  
pp. 109-115 ◽  
Author(s):  
Ahuti Das-Friebel ◽  
Nadine Perkinson-Gloor ◽  
Serge Brand ◽  
Julia F. Dewald-Kaufmann ◽  
Alexander Grob ◽  
...  

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Shavneet Sharma ◽  
Neale Slack ◽  
Kritika Devi ◽  
Tuma Greig ◽  
Samantha Naidu

PurposeWith the increasing popularity of online games like Pokémon Go, a new wave of crowdsourcing communities have emerged, allowing gamers to collaborate, communicate and share useful game-related information. This paper aims to examine the factors that influence gamers' crowdsourcing behaviour.Design/methodology/approachA conceptual framework is developed that combines the DeLone & McLean model, self-determination theory, and different levels of engagement behaviour. The online survey collected 371 responses that were analysed using Covariance Based Structural Equation Modelling (CB-SEM).FindingsThe results show that extrinsic and intrinsic motivation positively influenced gamers' crowdsourcing engagement intention. System quality and information quality were also confirmed to be positively associated with gamers' crowdsourcing engagement intention. Furthermore, crowdsourcing engagement intention was found to be positively associated with crowdsourcing content consumption, contribution, and creation.Practical implicationsThe findings of this study are useful for the owners of Pokémon Go and other gaming-related crowdsourcing platforms in devising tailored strategies to increase the crowdsourcing engagement of gamers.Originality/valueThis study provides the first empirical evidence of factors motivating online gamers' crowdsourcing intention. This study also presents novel insight into online gamers' crowdsourcing intention by combining diverse theories which offer different perspectives and a more comprehensive understanding of the phenomenon. Contribution to the research on the intention-behaviour gap by modelling three behavioural outcomes (content creation, contribution, and consumption behaviour) of crowdsourcing engagement intention, is another important contribution of this study.


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