2019
DOI: 10.1089/g4h.2018.0100
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Adult Perception Toward Videogames and Physical Activity Using Pokémon Go

Abstract: Objective: The purpose of the study was to determine perception of videogames and the use Pokémon Go in Costa Rica. Materials and Methods: A national representative sample (n = 1059) of adults aged 18 years and older was chosen to complete a face-to-face survey on videogame perceptions and the use of Pokémon Go. Statistical analyses included 95% confidence intervals (95% CI) around the estimate, multiple regression, cluster, and factor analysis. Results: The 85.2% of the population (n = 866) were familiar with… Show more

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Cited by 19 publications
(19 citation statements)
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“…In this case, only the parent article was included. Finally, 36 articles [ 21 , 22 , 23 , 24 , 25 , 26 , 27 , 28 , 29 , 30 , 31 , 32 , 33 , 34 , 35 , 36 , 37 , 38 , 39 , 40 , 41 , 42 , 43 , 44 , 45 , 46 , 47 , 48 , 49 , 50 , 51 , 52 , 53 , 54 , 55 , 56 ] were included for this review.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…In this case, only the parent article was included. Finally, 36 articles [ 21 , 22 , 23 , 24 , 25 , 26 , 27 , 28 , 29 , 30 , 31 , 32 , 33 , 34 , 35 , 36 , 37 , 38 , 39 , 40 , 41 , 42 , 43 , 44 , 45 , 46 , 47 , 48 , 49 , 50 , 51 , 52 , 53 , 54 , 55 , 56 ] were included for this review.…”
Section: Resultsmentioning
confidence: 99%
“…In these articles, the indicators of PA included daily step counts, time spent and/or distance travelled in various activities (i.e., walking, biking, running/jogging, and skating), time spent in sedentary, light, moderate-to-vigorous, vigorous PA, energy expenditure, and exercise frequency. In 14 studies [ 25 , 26 , 29 , 32 , 34 , 36 , 38 , 40 , 43 , 45 , 47 , 50 , 52 , 53 ], PA was assessed solely with subjective measures such as the International Physical Activity Questionnaire. Eight studies [ 21 , 24 , 28 , 30 , 33 , 35 , 39 , 41 ], incorporated only objective measures to assess participants’ PA such as pedometers, accelerometers, wrist or arm-worn activity sensors, heart rate monitors, and mobile applications, such as the iPhone Health app, step-counting app, and ecological momentary assessment app.…”
Section: Resultsmentioning
confidence: 99%
“…The characteristics of this type of interventions, unlike conventional exercise programs, is that exergames include a range of games that demand greater whole body movements in a recreational environment (e.g., sports video games) (Brox, Evertsen, Åsheim-Olsen, Burkow, & Vognild, 2014). Previous and current evidence suggest that older adults report negative perceptions and avoid using technology and videogames (Barg-Walkow, Harrington, Mitzner, Hartley, & Rogers, 2017;Brickfield, 1984;Madrigal-Pana et al, 2018); however, this perception is changed once they understand the goal and content of the game and have enough practice to master it (Barg-Walkow et al, 2017;Bird, Clark, Millar, Whetton, & Smith, 2015;Ferguson, Nielsen, & Maguire, 2017;Hargittai & Dobransky, 2017;Santamaría-Guzmán, Salicetti-Fonseca, & Moncada-Jiménez, 2015). Furthermore, the new term for using technology in the older adult population is "gerontechnology"; and includes the use of video games for health improvement, including physical and cognitive conditions (Lauze et al, 2018;Lauze, Martel, & Aubertin-Leheudre, 2017;Sacco, Thonnat, Sadoun, & Robert, 2018).…”
Section: Discussionmentioning
confidence: 99%
“…En este estudio se encontró que el uso de videojuegos y la cantidad de tiempo utilizándolos se asociaba con mayor comportamiento violento (i.e., agresión física, agresión verbal, estado de hostilidad). Se han reportado investigaciones que apoyan la noción de que los videojuegos promueven el comportamiento agresivo y violento (Madrigal-Pana et al, (2018); sin embargo, no hay conclusiones definitivas al respecto. Al menos con la información recopilada en el presente estudio, se observa una clara diferencia en el comportamiento violento entre quienes utilizan videojuegos y quienes no lo hacen (Figura 2B).…”
Section: Conclusionesunclassified