Effects of Playing Pokemon Go on Physical Activity

Study Overview
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Brief Summary
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The purpose of this study was to test the feasibility and preliminary efficacy of playing Pokémon Go to increase daily steps among young adults. The study also aimed to assess people's experience playing the game, identify specific features of the game that users like/dislike, and explore game features that may promote overall well-being.

Detailed Description
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Study participants were 30 undergraduate students from a State university in California who were 18 years or older, enrolled full-time, non-Pokémon Go players, and were able to walk leisurely. Daily steps were measured for 6 consecutive weeks via the Fitbit Flex 2. Habitual activity was first measured during the first two-weeks. After the 2-week baseline assessment of physical activity and GPS travel patterns, participants were randomized to one of three study conditions for the remaining 4 weeks: (1) No Play, (2) Play At Will, or (3) Goal Oriented Play. The 4-week intervention period was followed by a post-study interview completed within one week from the end of the intervention period.

Official Title
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Effects of Playing Pokemon Go on Physical Activity

Conditions
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Physical Activity

Intervention / Treatment
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* Behavioral: No Play
* Behavioral: At Will Play
* Behavioral: Goal Oriented Play


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Enrolled as a full-time undergraduate or graduate student at participating University Willingness to be randomized to one of the three study conditions Never played or a Novice Player of Pokemon Go (Cannot have previously exceeded Level 5) Not currently meeting physical activity guidelines for adults (i.e., 150 minutes per week of moderate-intensity aerobic activity and/or 75 minutes per week of vigorous-intensity aerobic activity). Assessed via the GPAQ questionnaire. Exclusion Criteria: - Unable to leisurely walk for 30 minutes consecutively

Ages Eligible for Study
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Minimum Age: 18 Years
Maximum Age: 25 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Other
Allocation: Randomized
Intervention Model: Parallel Assignment
Interventional Model Description: Participants were randomly assigned into one of three experimental groups: a control group and two play groups. The two play groups consisted of a group that was asked to play Pokémon Go ad libitum (at will play) and the other group was asked to achieve a specific level within the game during the study period (goal oriented play). Participants were measured for baseline physical activity levels (2 weeks) followed by randomization to one of the three groups. The intervention period lasted 4 weeks. All participants completed a brief questionnaire and were measured for height and weight, and daily physical activity levels using a FitBit accelerometer. Locations of where individual engaged in physical activity were recorded using a GPS tracking application. During the 5th week of the study period, participants completed five (5) short surveys per day using Ecological Momentary Assessment (EMA) software to assess level of play and engagement of play.
Masking: Single


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: No Play<br>This 'no play' group functioned as the control group. | Behavioral: No Play<br>* Participants in this group were asked not to download or play Pokémon Go during the study period and were asked to simply continue with their normal daily activities. Participants were asked to wear the Fitbit device and use the GPS app on their mobile phones during the 6-week study period. Starting the fifth week, participants were prompted to complete five (5) brief daily surveys on their phones via the EMA app.<br>|
| Experimental: At Will Play<br>This group functioned as 1 of the 2 play groups. | Behavioral: At Will Play<br>* Participants in this group were asked to download Pokémon Go and play for at least 30 minutes initially, then play as much or as little as desired during the 4 week intervention period, with no specific instruction or goals for play. Participants were asked to wear the Fitbit device and use the GPS app on their mobile phones during the 6-week study period. Starting the fifth week, participants were prompted to complete five (5) brief daily surveys on their phones via the EMA app.<br>|
| Experimental: Goal Oriented Play<br>This group functioned as 1 of the 2 play groups. | Behavioral: Goal Oriented Play<br>* Participants in this group were asked to download and play Pokémon Go and achieve a minimum player level of 20 within the game during the study period. They were given materials that described game features and functions to show them how to play the game. There were no restrictions on which features to pursue within the game to achieve this goal nor on how long or how frequent their play sessions should be. Upon reaching their goal (Level 20), participants were encouraged to continue to play as much or as little as they desired. Participants were asked to wear the Fitbit device and use the GPS app on their mobile phones during the 6-week study period. Starting the fifth week, participants were prompted to complete five (5) brief daily surveys on their phones via the EMA app.<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Steps per day | Steps per day measured via the Fitbit | Six weeks | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Physical Activity, Mobile Games