Title
Pokémon GO and psychological distress, physical complaints, and work performance among adult workers: A retrospective cohort study
Date Issued
01 December 2017
Access level
open access
Resource Type
journal article
Author(s)
Watanabe K.
Kawakami N.
Imamura K.
Inoue A.
Shimazu A.
Yoshikawa T.
Hiro H.
Asai Y.
Odagiri Y.
Yoshikawa E.
Tsutsumi A.
Department of Mental Health, Graduate School of Medicine, University of Tokyo, Tokyo, 113-0033, Japan
Department of Mental Health, Graduate School of Medicine, University of Tokyo, Tokyo, 113-0033, Japan
Department of Mental Health, Graduate School of Medicine, University of Tokyo, Tokyo, 113-0033, Japan
Department of Public Health, Kitasato University, School of Medicine, Kanagawa, 252-0374, Japan
Center for Human and Social Sciences, Kitasato University, College of Liberal Arts and Sciences, Kanagawa, 252-0373, Japan
National Institute of Occupational Safety and Health, Kanagawa, 214-8585, Japan
Department of Mental Health, Institute of Industrial Ecological Sciences, University of Occupational and Environmental Health, Fukuoka, 807-8555, Japan
Department of Mental Health, Graduate School of Medicine, University of Tokyo, Tokyo, 113-0033, Japan
Department of Mental Health, Institute of Industrial Ecological Sciences, University of Occupational and Environmental Health, Fukuoka, 807-8555, Japan
Department of Nursing, Japanese Red Cross College of Nursing, Tokyo, 150-0012, Japan
Department of Public Health, Kitasato University, School of Medicine, Kanagawa, 252-0374, Japan
Publisher(s)
Nature Publishing Group
Abstract
The effects of Pokémon GO, a new mobile game application which utilizes augmented reality, on risky behavior and health have already been discussed in anecdotal evidence. However, there have been no studies about its effects on mental health. This study investigated the relationships between Pokémon GO and psychological distress from an existing workers' cohort in Japan. Online surveys were conducted to 3,915 full-time workers, at baseline (Nov 26, 2015-Feb 18, 2016) and at follow-up (Dec 1-4, 2016), using a self-report questionnaire. Pokémon GO players were defined as participants who had played Pokémon GO for one month or longer. Psychological distress was measured using validated scales. Of the completers, 246 (9.7%) had continued to play Pokémon GO. They were significantly younger than non-players. From the results of the general linear modeling, improvement in psychological distress was significantly greater among Pokémon GO players than among non-players (p = 0.025). Cohen's d for the difference in psychological distress was -0.20 (95% CI, -0.33, -0.07). Pokémon GO may be effective for improving psychological distress among workers. Although its effect size is small, the game could have positive effects on the mental health of the adult working population.
Volume
7
Issue
1
Language
English
OCDE Knowledge area
Psicología (incluye relaciones hombre-máquina)
Scopus EID
2-s2.0-85029101399
PubMed ID
Source
Scientific Reports
Sponsor(s)
The present study was supported by a Grant-in-Aid for Scientific Research on Innovative Areas (Research in a Proposed Research Area) 2016–2020 (No. 16H06398) from the Ministry of Education, Culture, Sports, Science and Technology, Japan, and The Health and Labor Sciences Research Grant 2015–2017 (H27-Rodo-Ippan-004) from the Ministry of Health, Labour and Welfare, Japan. The funders had no role in the study design, data collection and analysis, decision to publish, or preparation of the manuscript. The corresponding author (N.K.) is responsible for submitting a competing financial interests statement on behalf of all authors of the paper.
Sources of information: Directorio de Producción Científica Scopus