Objectives: Several physical, psychological, and social health consequences are caused by smartphone users’ addiction to games. A location-based game (LBG), Pokémon GO, recently garnered significant attention from young people. This study aims to explore their experiences with this game and motivations for playing, investigating their perspectives on the game’s implications for themselves and the public health of their communities.Methods: Ten qualitative focus group interviews were conducted. Young adults, aged 18–25 years (n = 60), were recruited in Hong Kong. Data were analyzed using a thematic approach.Results: Five themes emerged: 1) missing out or self-regulation, 2) childhood memories of Pokémon, 3) extending virtual-reality exploration, 4) spending more time outdoors walking and exercising, and 5) getting together with others and social interaction.Conclusions: This study showcases the motivational factors of young adults and their cohorts in societies worldwide. LBGs may impact players’ physical and social activity levels, and behavior. Nonetheless, certain negatives were identified (i.e., addiction and behavior resulting from a loss of self-control). These negatives deserve health practitioners’ attention and future studies should explore possible public health interventions
Background In Hong Kong, a lot of young adults are smartphone users. There are a number of health consequences in the physical realm, psychological area, and social aspects caused by game addiction of smartphone users. Game playing with smartphones is popular among young phone users. A location-based game (LBG) has recently received big attention from the young players. As such, this report is intended to explore the Hong Kong young adults' perceptions on playing LBG, Pokémon GO about their physical discomfort, and joy in playing the game. Methods and Findings We conducted 3 focus group discussions, held between January and April 2017, on this LBG (e.g., intention to try, harmfulness, and leisure) with a total of 17 young adults (age from 18-25 years old). We analysed the discussions using a thematic approach. Participants generally reported positive perceptions on playing the LBG, particularly because of their visual appeal in a reality situation. Some negative perceptions were reported. All participants believed the LBG would be at risk with increasing number of negative outcomes if participants were not handling the indulgence in the game well. Participants also commented that this game could be gateways to augmented reality with LBG. Conclusion Young adults welcome the LBG and are willing to experiment with Pokémon GO. Playing the LBG may alter the young adults' attitude and behavioural intention among their social interaction to pursue a common goal, physical activity and daily living behaviour.
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