2017
DOI: 10.1080/15213269.2017.1305280
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Look on the Bright Side (of Media Effects): Pokémon Go as a Catalyst for Positive Life Experiences

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Cited by 79 publications
(55 citation statements)
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“…Together, these findings suggest that people play Pokémon Go with existing friends rather than forming significant numbers of new relationships. This is consistent with a recent study, which finds that playing the game has increased the social interactions among players [47].…”
Section: The Impact Of Playing Pokémon Go On Social Wellnesssupporting
confidence: 82%
“…Together, these findings suggest that people play Pokémon Go with existing friends rather than forming significant numbers of new relationships. This is consistent with a recent study, which finds that playing the game has increased the social interactions among players [47].…”
Section: The Impact Of Playing Pokémon Go On Social Wellnesssupporting
confidence: 82%
“…Pokémon Go players tend to meet each in hotspots where the chances of catching Pokémon are high. Because people have similar interests, social interactions occur in hotspots, which help them form positive emotions and friendship initiation/intensification (Bonus et al, 2017). Many Pokémon Go players use Pokewalks as an excuse to go out with friends or engage with other Pokémon players, supporting the social benefits of playing Pokémon Go (LeBlanc and Chaput, 2017;Serino et al, 2016).…”
Section: Research Hypothesesmentioning
confidence: 99%
“…Recent research indicates that Pokémon Go has been highly efficacious in appealing to a wide range of gamers, from new gamers to hardcore fans, as well as a large number of females and older age groups. For instance, the study carried out with 18-75 year olds Pokémon Go players in USA illustrates that the game supported the wellbeing of the players in terms of friendship formation and strengthening as well as walking outdoors [8]. Another study by Kogan et al [40] investigating the physical and psychological gains through Pokémon Go use by those aged 18-over 50 years old (predominantly females) revealed that the participants spend more time with family and pets after they started playing the game.…”
Section: Introductionmentioning
confidence: 98%