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Augmented Reality games like Pokémon GO have emerged as innovative solutions to counteract sedentary lifestyles by promoting physical activity, social interaction, and mental well-being. This study explores the impact of Pokémon GO on Croatian players, a demographic known for relatively low physical activity and rising obesity rates. Utilizing a 39-question online survey, data from 72 respondents were analyzed to assess the game 's contributions to players" physical, social, and mental health. The findings reveal that the average player spends 342 minutes per week in motion while playing the game, more than double the World Health Organization 's recommended minimum of 150 minutes. Additionally, 75% of players reported walking more frequently, 58.3% made new friends, and 55.6% experienced improved mental health, affirming the game 's multifaceted positive effects. By integrating quantitative measures with player self-assessments, this research extends the existing body of knowledge by focusing on a localized population, demonstrating Pokémon GO 's effectiveness in a cultural context marked by sedentary behavior. The study underscores the potential of augmented reality games to foster healthier lifestyles and provide engaging, scalable alternatives to traditional physical activity. These findings contribute to the broader understanding of how gamification and technology can enhance public health initiatives, paving the way for future interdisciplinary research on the design and implementation of health-focused games for diverse populations.
ABSTRACT
Augmented Reality games like Pokémon GO have emerged as innovative solutions to counteract sedentary lifestyles by promoting physical activity, social interaction, and mental well-being. This study explores the impact of Pokémon GO on Croatian players, a demographic known for relatively low physical activity and rising obesity rates. Utilizing a 39-question online survey, data from 72 respondents were analyzed to assess the game 's contributions to players" physical, social, and mental health. The findings reveal that the average player spends 342 minutes per week in motion while playing the game, more than double the World Health Organization 's recommended minimum of 150 minutes. Additionally, 75% of players reported walking more frequently, 58.3% made new friends, and 55.6% experienced improved mental health, affirming the game 's multifaceted positive effects. By integrating quantitative measures with player self-assessments, this research extends the existing body of knowledge by focusing on a localized population, demonstrating Pokémon GO 's effectiveness in a cultural context marked by sedentary behavior. The study underscores the potential of augmented reality games to foster healthier lifestyles and provide engaging, scalable alternatives to traditional physical activity. These findings contribute to the broader understanding of how gamification and technology can enhance public health initiatives, paving the way for future interdisciplinary research on the design and implementation of health-focused games for diverse populations. Keywords: Pokémon GO, augmented reality, AR games, physical health, social health, mental health, Croatia
1. INTRODUCTION
A sedentary lifestyle, characterized by prolonged engagement in low-energy activities, has become increasingly prevalent in recent years. This shift toward inactivity poses significant health risks [1], affecting physical, mental, and social well-being. Despite the well-documented benefits of physical activity in preventing diseases and enhancing quality of life, many individuals face challenges in maintaining motivation for exercise and social engagement. With the growing ubiquity of smartphones and mobile applications, there is a rising trend to integrate physical activity and socialization into interactive health-oriented applications [2]. Pokémon GO, a widely popular augmented reality (AR) application for smartphones, blends real-world and digital environments to promote movement and social interaction [2]. Although not specifically designed as a fitness application, Pokémon GO has successfully motivated millions to incorporate positive behavioral changes into their daily routines. Its emphasis on physical movement categorizes it as an exergame, or exercise-promoting game [3].
The game's unique approach has garnered significant interest from researchers, leading to numerous studies on its effectiveness in reducing sedentary behavior, fostering social connections, and increasing outdoor activity. This paper examines the potential positive influence of AR games like Pokémon GO on various dimensions of players' lives. The focus extends to the Croatian context, where sedentary lifestyles are prevalent, with a substantial portion of the population exhibiting low levels of physical activity and high rates of obesity [4], [5].
2. THEORETICAL BACKGROUND
Augmented Reality (AR) provides an interactive experience by seamlessly integrating virtual objects into the real-world environment in real-time [6]. Since its emergence in the 1990s, AR has been adopted across diverse industries such as tourism, healthcare, education, fitness, and the military. However, the most significant advancements have been in the gaming industry, driven by the proliferation of mobile AR applications [7]. Among these, Pokémon GO (РОСО) stands out as a leading AR game, boasting over $6 billion in revenue and more than 600 million unique installations [8], [9]. By blending virtual elements with real-world activities, Pokémon GO emphasizes physical movement as a core component of gameplay. Although many players disable the AR mode, the game's features still provide an engaging and immersive experience [10]. The physical activity encouraged by Pokémon GO includes outdoor exploration for capturing Pokémon, hatching eggs, and participating in events like Community Days. The game utilizes positive reinforcement by rewarding players for achieving weekly walking milestones. Beyond physical benefits, Pokémon GO fosters a robust social environment. Its design encourages collaboration and teamwork through team-based competitions, raid battles, and friend networks. Community events and online groups further strengthen social bonds, building a sense of community among players. Broadly considering health, the World Health Organization defines it as a holistic state of physical, mental, and social well-being [11]. Pokémon GO and similar AR games exemplify how mobile technology can be leveraged to promote physical activity, cognitive engagement, and social interaction, offering innovative pathways to improve overall health [12]. During the COVID-19 pandemic, Pokémon GO adapted its gameplay mechanics to align with physical distancing requirements. Despite an observed reduction in overall physical activity, the game served as a valuable tool for relaxation and maintaining social connections during lockdowns [13], [14].
3. PREVIOUS RESEARCH
Since its release, Pokémon GO has been the subject of extensive research examining its effects on players' health. Bielik et al. identified ten key conditions for successful exergames, six of which Pokémon GO fulfills, supporting its role in promoting increased physical activity [15]. Numerous studies have consistently shown that the game leads to higher step counts, reduced sedentary behavior, and greater weekly walking distances across various demographic groups [16-18]. Regarding mental health, 42% of reviewed articles focused on Pokémon GO's psychological impact, with 19 out of 25 studies reporting positive outcomes. These included increased energy levels, weight loss, improved sleep quality, and reduced anxiety [19,20]. Some studies also highlighted therapeutic benefits, such as decreased social anxiety, enhanced concentration, and overall emotional well-being [19], [21]. While negative effects like Game Transfer Phenomena and potential addiction were mentioned, they were generally considered minor in comparison to the game's benefits [19], [22,23]. In terms of social health, research has emphasized Pokémon GO's positive influence. The game has been shown to enhance social interaction, family time, and social skills. Players reported improved life satisfaction, a stronger sense of belonging, and better parent-child relationships [2], [19], [21], [24-26].
In summary, Pokémon GO has demonstrated significant positive effects on physical, mental, and social health, establishing itself as a noteworthy and influential game. Among the numerous studies conducted on Pokémon GO, none have specifically focused on players in Croatia. The geographically closest research was carried out in Serbia in 2019 [27], examining the game's impact on physical activity. That study measured and compared the distances traveled over a five-week period by regular players, new players, and non-players, concluding that regular Pokémon GO players covered the greatest distances, followed by new players, with non-players trailing behind. Despite Croatia's notable achievements in European and global sports competitions, the general population struggles with maintaining a healthy lifestyle. A 2016 study [28] revealed that one in three Croatian children is overweight or obese, with 79.8% spending 1 to 2 hours daily watching television or using electronic devices on weekdays. Among adults, a 2017 survey [4] found that 47% did not engage in any moderate physical activity, and 39% spent more than 5.5 hours sitting daily. Croatia ranks thirteenth out of 53 countries in the WHO European region for adult overweight prevalence, with nearly 60% of adults classified as overweight [5]. Given the sedentary lifestyle and high rates of excess weight among Croatians, this study seeks to evaluate whether the documented positive effects of Pokémon GO extend to Croatian players. Specifically, it investigates the game's impact on the physical, mental, and social health of players, recognizing that health and well-being are integrally connected to these three dimensions.
4. HYPOTHESIS AND METHODOLOGY
Based on the reviewed literature, the study proposes the following hypotheses:
Hypothesis 1:
a) Playing Pokémon GO increases players' physical activity.
b) Pokémon GO players achieve the recommended level of physical activity (150 minutes per week).
Hypothesis 2:
Playing Pokémon GO positively influences players' sociability.
Hypothesis 3:
a) Playing Pokémon GO enhances players' overall well-being and mental health.
b) Playing Pokémon GO increases players' motivation to step outside their comfort zone.
To test these hypotheses, an online anonymous survey consisting of 39 questions was conducted. The survey was distributed via social media and Facebook groups dedicated to Pokémon GO players in Croatia. The first three questions focused on demographic data, including respondents' gender, age, and employment status. The subsequent 14 questions addressed players' gaming habits, such as how long they have been playing Pokémon GO, the frequency of play, their in-game level, and their physical activities related to the game. Additionally, respondents were asked to evaluate 22 statements using a five-point Likert scale to capture insights related to the game's impact on their physical activity, sociability, and overall well-being.
5. RESULTS
A total of 73 respondents completed the survey, with 72 valid responses accepted and one discarded due to irrelevant answers.
a. Demographic analysis of respondents
Out of the 72 respondents, 43 (59.7%) identified as male, and 29 (40.3%) as female. The majority (43.1%) belonged to the 26-35 age group, followed by 40.3% in the 16-25 age group, 8.3% in the 36-45 age group, 6.9% in the 46-55 age group, and only one respondent was over 56 years old. Regarding employment status, 61.1% were employed, 36.1% were students, and 2.8% were unemployed.
b. Players' habits analysis
The majority of respondents (58.3%) have been playing Pokémon GO since its release in 2016. Among the others, 29.2% have been playing for 3-5 years, 9.7% for 1-2 years, and 2.8% started recently. Most players reported reaching in-game levels between 40 and 49 (66.7%), followed by 18.1% in levels 30-39, and 12.5% achieving the maximum level of 50. This suggests that the majority of respondents are experienced Pokémon GO players. In terms of gaming style, 47.2% identified as casual players, 38.9% described themselves as midway between casual and hardcore, and 13.9% considered themselves hardcore gamers. Regarding play frequency, 73.6% of respondents reported playing daily, 9.7% played four days a week, 6.9% three days a week, 5.6% five days a week, and 4.2% six days a week. On average, respondents played 6.28 days per week, with the mode and median being 7 days per week. Responses to the question, "How many minutes do you play daily?" ranged from 5 to 500 minutes. The most common daily play duration was 60 minutes, reported by 31.9% of respondents. This was followed by 18.1% playing for 120 minutes and 15.3% playing for 30 minutes. The mean daily playtime was 86.6 minutes, while the median and mode were both 60 minutes. (See Figure 1).
Players reported a wide range of time spent moving while playing Pokémon GO, from as little as one minute (1.4%) to as much as 300 minutes (1.4%). The majority (25%) reported spending 60 minutes in motion during gameplay, followed by 18.1% spending 30 minutes and 12.5% spending 15 minutes. Other reported durations were less common, each accounting for less than 5.6% of responses. On average, players spent 54.46 minutes moving during gameplay, with a median of 50 minutes and a mode of 60 minutes. These findings indicate that players are in motion for the majority (62.9%) of their total playing time. See Figure 2 for a detailed visualization.
Based on the arithmetic mean of time spent moving during Pokémon GO gameplay (54.46 minutes) and the average number of days spent playing per week (6.28), the average Pokémon GO player in Croatia spends approximately 342 minutes per week in motion while gaming. Individual weekly calculations reveal that nearly three-quarters of respondents (74.3%) meet the recommended minimum of 150 minutes of physical activity per week solely by playing Pokémon GO. This percentage is even higher among specific player groups: 90% of respondents who identified as hardcore players met the minimum activity criteria, as did 78.6% of those identifying as a mix between casual and hardcore players.
Figure 3 illustrates the average number of kilometers covered weekly by players, ranging from 2 km to 100 km. The most commonly reported distance was 50 km, as stated by 22.2% of respondents. On average, players reported covering 32.6 km per week.
c. Likert scale analysis
The statements on the Likert scale were randomly distributed for respondents; however, for clarity, this paper organizes them according to the hypotheses they address. Hypothesis la: Playing Pokémon GO increases the physical activity of players.
The responses to statements related to this hypothesis are summarized in Table 1. A significant majority of players, 88.9%, indicated they would recommend Pokémon GO to individuals seeking to become more active, with 4 ("agree") and 5 ("completely agree") responses dominating. This highlights a strong belief among players that Pokémon GO effectively promotes increased physical activity. Additionally, players reported noticeable improvements in their physical activity levels. Specifically, 75% of respondents stated they walk more frequently, and 65.3% indicated being more physically active since playing the game.
Regarding motivation to engage in physical activities, 48.6% of respondents expressed agreement with this statement, with 33.3% agreeing and 15.3% completely agreeing. While slightly lower than other responses, this still represents a significant proportion of players who credit Pokémon GO with enhancing their motivation for physical activity.
Hypothesis 2: Playing Pokémon GO positively influences the sociability of players.
This hypothesis was evaluated using the statements presented in Table 2. Many of these statements were adapted from Miler Romana's 2020 master's thesis, "The Impact of Online Games on the Social Interaction of Players," and subsequently modified to focus specifically on the context of Pokémon GO. The statements were designed to measure various aspects of social interaction influenced by the game, including forming new relationships, enhancing existing ones, and increasing social engagement through in-game mechanics and community events. Responses to these statements provide insights into the game's role in fostering sociability among players, aligning with previous findings on how online games can act as a platform for social interaction and community building. Detailed results and interpretations of these responses are presented in Table 2, offering a nuanced understanding of how Pokémon GO contributes to the social dimension of players' lives.
The survey results highlighted the social impact of Pokémon GO on its players:
New Connections: 58.3% of respondents reported making new friends through Pokémon GO, and 51.4% indicated that they maintain communication with these friends outside the game. Impact on Existing Friendships: Over half of the players agreed that playing Pokémon GO with real-life friends positively affects their friendships. However, 50% of players stated they do not play Pokémon GO specifically to socialize with real-life friends, while 26.4% indicated that they do use the game as a means of socializing with friends.
Social Skills: When asked about the game's effect on improving social skills, 38.9% of respondents disagreed with the statement, while 32% acknowledged a positive impact. Gender Differences: A significant gender disparity emerged in responses to this question. Among male respondents, 71.4% disagreed that Pokémon GO improved their social skills, whereas 41.4% of female respondents remained neutral on the matter.
These findings demonstrate that while Pokémon GO fosters new friendships and strengthens existing ones for many players, its impact on social skills varies significantly, with notable gender differences influencing perceptions.
Hypotheses 3a and 3b:
3a: Playing Pokémon GO enhances the overall well-being and mental health of players.
3b: Playing Pokémon GO increases the motivation of players to step out of their comfort zone. Findings (as summarized in Table 3):
Hypothesis 3a - Well-being and Mental Health:
Enjoyment and Relaxation: The majority of respondents (67%) reported that Pokémon GO improved their mood, highlighting its role in providing enjoyment and relaxation.
Life Responsibilities: Concerns about addictive tendencies were largely dismissed, with 85% of respondents disagreeing with the statement that playing Pokémon GO caused them to neglect other life responsibilities.
Leisure Satisfaction: A high proportion (77.8%) expressed satisfaction with how they spend their leisure time, suggesting an overall increase in life satisfaction.
Outdoor Activity: Consistent with prior findings, 68% agreed that they spent more time outdoors because of Pokémon GO.
Mental Health Impact: When asked directly about mental health benefits, 55.6% of respondents gave positive ratings. However, 43% felt the game didn't significantly impact their lives, while 40% believed it had improved their lives.
Hypothesis 3b - Motivation to Step Out of Comfort Zone:
Leaving the House: A majority of respondents (68%) agreed or strongly agreed that Pokémon GO motivates them to leave their homes.
Visiting New Places: Similarly, 67% reported feeling motivated to visit new places because of the game.
Meeting New People: Regarding social comfort, 40% felt more relaxed about meeting new people due to Pokémon GO, while 29% stated the game had no significant effect in this area. These results indicate that Pokémon GO positively influences players' mental well-being and encourages behaviors that promote stepping out of their comfort zones, such as engaging in outdoor activities and exploring new environments. However, the game's impact on personal life significance and social confidence varies among individuals.
6. DISCUSSION
This study surveyed 72 Croatian Pokémon GO players using a 39-question online survey administered via Google Forms. Among the respondents, 59.7% were male, and 40.3% were female. The majority were aged between 16 and 35 years and were either employed or students. The findings revealed that a significant proportion of participants had been playing Pokémon GO since its release in 2016 (58.3%) or for more than three years (29.2%), offering valuable insights into the experiences of long-term players. Furthermore, most participants (47.2%) identified as casual gamers, reflecting a predominant playing style among the surveyed group.
Hypothesis la
The majority of reviewed literature highlights statistically significant increases in daily steps, physical activity duration, and distances covered by Pokémon GO players [19]. This study supports these findings, as 87.5% of participants, predominantly long-time players, reported high agreement with statements related to increased movement (75%, x=3.8), enhanced physical activity (65.3%, x=3.7), and motivation for physical activity (48.6%, x=3.4). Notably, 88.9% of respondents agreed that Pokémon GO motivates others to be more active (x=4.5). These results confirm the game's positive impact on physical activity, even among experienced players, validating Hypothesis la.
Hypothesis 1b
In alignment with findings by Liu and Ligmann-Zielinska [16], participants in this study reported their daily playtime, time spent moving, and days played per week. Analysis revealed that 62.9% of the average 86.6 minutes of daily playtime involves physical movement (x=54.46 minutes). Over a week, this translates to 342 minutes of movement, more than twice the 150minute weekly activity recommendation by the World Health Organization. These results demonstrate that Pokémon GO alone can help players achieve recommended physical activity levels, thereby accepting Hypothesis 1b. Notably, this study focused solely on activity derived from Pokémon GO without accounting for other forms of exercise.
Hypothesis 2
Previous research [19] and a 2019 study [2] indicate that Pokémon GO significantly improves social health by fostering new relationships, enhancing existing ones, and increasing social interactions. This study reinforces those findings: 58.3% of participants reported making new friends through Pokémon GO, and 51.4% maintained communication with those friends outside the game. Additionally, more than half of the participants agreed that playing with real-life friends positively affected their friendships. These results demonstrate Pokémon GOs potential to improve both new and existing relationships, supporting Hypothesis 2.
Hypothesis 3a
While some studies warn of negative impacts, most research highlights significant mental health benefits of Pokémon GO, including its therapeutic potential for reducing social anxiety [19]. Marquet et al. [26] found improvements in players' mood (x=3.04), social interactions (x=2.23), and physical activity motivation (x=2.89) using a Likert scale from 1 to 4. This study, using a Likert scale from 1 to 5, found similar results. Statements such as "Playing POGO improves my mood" (x=3.806), "I play POGO to relax" (x=3.875), and "I spend more time outdoors because of POGO" (x=3.819) were highly rated. Moreover, participants reported satisfaction with leisure time (x=3.889, 77.8% agreeing or strongly agreeing) and overwhelmingly disagreed with neglecting responsibilities due to Pokémon GO (x=1.764, 84.7% rating 1 or 2). Self-assessments indicated that 55.6% believed Pokémon GO improved their mental health, while 40% felt the game generally improved their lives. These findings affirm Hypothesis 3a.
Hypothesis 3b
Research by Kogan et al. [21] demonstrated that Pokémon GO reduces anxiety about leaving home, meeting strangers, and exploring new places. This study showed even stronger results: 68.1% of participants agreed that the game motivates them to leave home, 66.7% felt motivated to visit new places, and 40.3% felt more relaxed meeting new people. These findings validate Hypothesis 3b, highlighting Pokémon GOs role in encouraging players to step out of their comfort zones.
7. CONCLUSION
Although video games are often perceived as isolating and sedentary activities, exergames like Pokémon GO present a more active and socially engaging alternative. A literature review on the effects of Pokémon GO on player health concluded that the game positively influences physical, social, and mental well-being. However, as no prior study specifically focused on Croatian players, and given Croatia's relatively sedentary population and obesity issues, this study sought to determine whether similar effects would be observed among Pokémon GO players in Croatia. In this study, 72 Croatian Pokémon GO players participated. By analyzing the minutes spent in motion daily while playing the game and the number of days played per week, it was calculated that the average player spends 342 minutes per week moving solely to play Pokémon GO. This is more than double the World Health Organization's recommended minimum of 150 minutes of weekly physical activity. Respondents generally agreed that playing Pokémon GO increased their physical activity (65.3%, x=3.7), motivated them to engage in physical activities (48.6%, x=3.4), and encouraged them to walk more often (75%, x=3.8). A majority (88.9%, x=4.5) would recommend the game to others seeking to become more active. The game also demonstrated positive effects on social interactions. More than half of the respondents reported making new friends through Pokémon GO (58.3%, x=3.3), improving relationships with existing friends (59.7%, x=3.5), and spending more time with other people (36.1%, x=3.042).
Additionally, 33.3% of participants believed that the game improved their social skills, indicating its potential for fostering social connections and interactions. Regarding mental health and overall well-being, respondents highlighted several benefits. Most agreed that Pokémon GO positively affected their mental health (55.6%, х=3.542), improved their mood (66.7%, x=3.806), and encouraged more time outdoors (68.1%, x=3.819). Concerns about gaming addiction were largely unfounded, as 84.7% of players disagreed with the statement that they neglect other life obligations due to the game. Moreover, 77.8% expressed satisfaction with how they spend their leisure time (x=3.889). The game also motivated players to step out of their comfort zones, with 68.1% feeling more willing to leave their homes, 66.7% motivated to visit new places, and 40.3% feeling more relaxed about meeting new people. This research confirms that Pokémon GO has positive effects on physical, social, and mental health, even among Croatian players. Games like Pokémon GO demonstrate that entertainment-focused activities can serve broader purposes, offering engaging alternatives to traditional physical activities while fostering social interaction and outdoor engagement. These findings underscore the potential of gamified applications to promote health and well-being in a comfortable and enjoyable manner. Future research should explore the development of diverse, entertaining alternatives to traditional methods of maintaining healthy habits, extending these benefits to a broader demographic.
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