Catching more than pocket monsters: Pokémon Go's social and psychological effects on players

Research output: Contribution to journalJournal articleResearchpeer-review

Standard

Catching more than pocket monsters : Pokémon Go's social and psychological effects on players. / Ewell, Patrick J.; Quist, Michelle C.; Øverup, Camilla S.; Watkins, Heather; Guadagno, Rosanna E.

In: Journal of Social Psychology, Vol. 160, No. 2, 2020, p. 131-136.

Research output: Contribution to journalJournal articleResearchpeer-review

Harvard

Ewell, PJ, Quist, MC, Øverup, CS, Watkins, H & Guadagno, RE 2020, 'Catching more than pocket monsters: Pokémon Go's social and psychological effects on players', Journal of Social Psychology, vol. 160, no. 2, pp. 131-136. https://doi.org/10.1080/00224545.2019.1629867

APA

Ewell, P. J., Quist, M. C., Øverup, C. S., Watkins, H., & Guadagno, R. E. (2020). Catching more than pocket monsters: Pokémon Go's social and psychological effects on players. Journal of Social Psychology, 160(2), 131-136. https://doi.org/10.1080/00224545.2019.1629867

Vancouver

Ewell PJ, Quist MC, Øverup CS, Watkins H, Guadagno RE. Catching more than pocket monsters: Pokémon Go's social and psychological effects on players. Journal of Social Psychology. 2020;160(2):131-136. https://doi.org/10.1080/00224545.2019.1629867

Author

Ewell, Patrick J. ; Quist, Michelle C. ; Øverup, Camilla S. ; Watkins, Heather ; Guadagno, Rosanna E. / Catching more than pocket monsters : Pokémon Go's social and psychological effects on players. In: Journal of Social Psychology. 2020 ; Vol. 160, No. 2. pp. 131-136.

Bibtex

@article{fc91c44d0a6046598a7ee397c0ee4807,
title = "Catching more than pocket monsters: Pok{\'e}mon Go's social and psychological effects on players",
abstract = "The augmented reality mobile game Pok{\'e}mon Go has reached unprecedented popularity since its release in 2016. The game has received intense media attention, but scientific inquiry into its popularity and the effects of play are in the early stages. Previous work has used secondary data or simple correlational analysis to draw early conclusions. A seven-day diary study was conducted to investigate potential health, psychological, and social outcomes of daily gameplay. Daily time spent playing Pok{\'e}mon Go was related to higher scores of life satisfaction, vitality, and greater social interactions and conversation with both friends and strangers, but not with increased daily exercise. Increased total gameplay across the week was associated with increased interaction and conversations along with more exercise. Future directions for this unique type of game along with the need for theoretical development for unique style of games are discussed.",
keywords = "Augmented reality, life satisfaction, Pok{\'e}mon Go, social interactions, videogames",
author = "Ewell, {Patrick J.} and Quist, {Michelle C.} and {\O}verup, {Camilla S.} and Heather Watkins and Guadagno, {Rosanna E.}",
year = "2020",
doi = "10.1080/00224545.2019.1629867",
language = "English",
volume = "160",
pages = "131--136",
journal = "Journal of Social Psychology",
issn = "0022-4545",
publisher = "Routledge",
number = "2",

}

RIS

TY - JOUR

T1 - Catching more than pocket monsters

T2 - Pokémon Go's social and psychological effects on players

AU - Ewell, Patrick J.

AU - Quist, Michelle C.

AU - Øverup, Camilla S.

AU - Watkins, Heather

AU - Guadagno, Rosanna E.

PY - 2020

Y1 - 2020

N2 - The augmented reality mobile game Pokémon Go has reached unprecedented popularity since its release in 2016. The game has received intense media attention, but scientific inquiry into its popularity and the effects of play are in the early stages. Previous work has used secondary data or simple correlational analysis to draw early conclusions. A seven-day diary study was conducted to investigate potential health, psychological, and social outcomes of daily gameplay. Daily time spent playing Pokémon Go was related to higher scores of life satisfaction, vitality, and greater social interactions and conversation with both friends and strangers, but not with increased daily exercise. Increased total gameplay across the week was associated with increased interaction and conversations along with more exercise. Future directions for this unique type of game along with the need for theoretical development for unique style of games are discussed.

AB - The augmented reality mobile game Pokémon Go has reached unprecedented popularity since its release in 2016. The game has received intense media attention, but scientific inquiry into its popularity and the effects of play are in the early stages. Previous work has used secondary data or simple correlational analysis to draw early conclusions. A seven-day diary study was conducted to investigate potential health, psychological, and social outcomes of daily gameplay. Daily time spent playing Pokémon Go was related to higher scores of life satisfaction, vitality, and greater social interactions and conversation with both friends and strangers, but not with increased daily exercise. Increased total gameplay across the week was associated with increased interaction and conversations along with more exercise. Future directions for this unique type of game along with the need for theoretical development for unique style of games are discussed.

KW - Augmented reality

KW - life satisfaction

KW - Pokémon Go

KW - social interactions

KW - videogames

U2 - 10.1080/00224545.2019.1629867

DO - 10.1080/00224545.2019.1629867

M3 - Journal article

C2 - 31189454

AN - SCOPUS:85067574605

VL - 160

SP - 131

EP - 136

JO - Journal of Social Psychology

JF - Journal of Social Psychology

SN - 0022-4545

IS - 2

ER -

ID: 241119228