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Taylor A, tom Dieck MC, Jung T, Cho J, Kwon O. XR and mental wellbeing: state of the art and future research directions for the Metaverse. Front Psychol 2024; 15:1360260. [PMID: 38524293 PMCID: PMC10959091 DOI: 10.3389/fpsyg.2024.1360260] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/22/2023] [Accepted: 02/15/2024] [Indexed: 03/26/2024] Open
Abstract
Introduction The purpose of this study is to provide an overview of extant research regarding XR technology and its effect on consumer wellbeing. With the hopes of informing marketing practitioners on XR consumer psychology, in preparation for the Metaverse. Methods To achieve the above aim, two types of analysis took place. Firstly, a bibliometric analysis was conducted which was then followed by a framework-based structured literature review. The latter entailed an analysis of 81 articles evaluated from a positive psychological approach. Findings Following the TCCM framework, the analysis revealed the most common psychological theories demonstrating potential avenues for XR to impact consumer wellbeing. Moreover, researchers found preliminary links between, theory, characteristics, and contexts. Giving a preliminary description of how theory manifests into reality. Finally, the overview of extant literature was used to propose new avenues for future research pertaining to marketing, the Metaverse, and consumer effects. Conclusion In conclusion, the paper provides stakeholder insights which can ensure minimal consumer risk and sustainable use of the XR technology and Metaverse. While addressing the need for more research that uncovers the psychological effects of emerging technologies, so to prepare for the Metaverse. This is especially important when considering the current upsurge of these technologies and the uncertainties associated with their novelty and the idea of an 'always on' consumer.
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Affiliation(s)
- Alexandra Taylor
- AR and VR Hub, Manchester Metropolitan University, Manchester, United Kingdom
| | | | - Timothy Jung
- AR and VR Hub, Manchester Metropolitan University, Manchester, United Kingdom
- School of Management, Kyung Hee University, Seoul, Republic of Korea
| | - Justin Cho
- AR and VR Hub, Manchester Metropolitan University, Manchester, United Kingdom
| | - Ohbyung Kwon
- School of Management, Kyung Hee University, Seoul, Republic of Korea
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Liang H, Wang X, An R. Influence of Pokémon GO on Physical Activity and Psychosocial Well-Being in Children and Adolescents: Systematic Review. J Med Internet Res 2023; 25:e49019. [PMID: 37955949 PMCID: PMC10682915 DOI: 10.2196/49019] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/15/2023] [Revised: 09/16/2023] [Accepted: 09/30/2023] [Indexed: 11/14/2023] Open
Abstract
BACKGROUND Pokémon GO, an augmented reality game with widespread popularity, can potentially influence players' physical activity (PA) levels and psychosocial well-being. OBJECTIVE This review aims to systematically examine the scientific evidence regarding the impact of Pokémon GO on PA and psychosocial well-being in children and adolescents. METHODS Using the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines and the GRADE (Grading of Recommendations, Assessment, Development, and Evaluations) framework, we conducted keyword and reference searches in the PubMed, CINAHL, Web of Science, and Scopus databases. We performed title and abstract screening, full-text review, evidence synthesis, and identified research gaps. RESULTS Our review included 10 studies that explored the effect of Pokémon GO on PA or psychosocial well-being among children and adolescents. These studies used diverse designs across multiple countries and regions. Pokémon GO use measures encompassed frequency, experience, adherence, and motivation. PA assessment methods ranged from self-reported questionnaires to technology-based evaluations and qualitative approaches. Psychosocial well-being measures included emotional intelligence, personal well-being, self-control, emotionality, and sociability. In general, the estimated impact of Pokémon GO on PA was positive, with gaming elements and engagement correlating with increased PA levels. However, the effect on psychosocial well-being presented mixed results, with positive associations for sociability but a complex relationship involving well-being and internet gaming disorder. The limitations of these studies comprised the absence of randomized controlled trials, heterogeneity in study designs and outcome measures, and potential confounding bias. CONCLUSIONS Overall, Pokémon GO tends to positively affect PA levels, while the impact on psychosocial well-being remains complex and requires further investigation. Future research should investigate the mechanisms connecting Pokémon GO use with PA and psychosocial well-being and the potential risks of excessive gameplay. These findings can help inform public health interventions to harness gaming technologies for promoting PA and enhancing well-being among the younger generation. TRIAL REGISTRATION PROSPERO International Prospective Register of Systematic Reviews CRD42023412032; https://www.crd.york.ac.uk/PROSPERO/display_record.php?RecordID=412032.
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Affiliation(s)
- Haiyan Liang
- School of Sport Business, Guangzhou Sport University, Guangzhou, China
| | - Xi Wang
- Brown School, Washington University in St Louis, St Louis, MO, United States
| | - Ruopeng An
- Brown School, Washington University in St Louis, St Louis, MO, United States
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Mittmann G, Zehetner V, Hoehl S, Schrank B, Barnard A, Woodcock K. Using Augmented Reality Toward Improving Social Skills: Scoping Review. JMIR Serious Games 2023; 11:e42117. [PMID: 37728971 PMCID: PMC10551788 DOI: 10.2196/42117] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/23/2022] [Revised: 02/28/2023] [Accepted: 08/08/2023] [Indexed: 09/22/2023] Open
Abstract
BACKGROUND Augmented reality (AR) has emerged as a promising technology in educational settings owing to its engaging nature. However, apart from applications aimed at the autism spectrum disorder population, the potential of AR in social-emotional learning has received less attention. OBJECTIVE This scoping review aims to map the range of AR applications that improve social skills and map the characteristics of such applications. METHODS In total, 2 independent researchers screened 2748 records derived from 3 databases in December 2021-PubMed, IEEE Xplore, and ACM Guide to Computing Literature. In addition, the reference lists of all the included records and existing reviews were screened. Records that had developed a prototype with the main outcome of improving social skills were included in the scoping review. Included records were narratively described for their content regarding AR and social skills, their target populations, and their outcomes. Evaluation studies were assessed for methodological quality. RESULTS A total of 17 records met the inclusion criteria for this study. Overall, 10 records describe applications for children with autism, primarily teaching about reading emotions in facial expressions; 7 records describe applications for a general population, targeting both children and adults, with a diverse range of outcome goals. The methodological quality of evaluation studies was found to be weak. CONCLUSIONS Most applications are designed to be used alone, although AR is well suited to facilitating real-world interactions during a digital experience, including interactions with other people. Therefore, future AR applications could endorse social skills in a general population in more complex group settings.
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Affiliation(s)
- Gloria Mittmann
- Die offene Tür Research Group for Mental Health of Children and Adolescents, Ludwig Boltzmann Society at Karl Landsteiner University of Health Sciences, Krems, Austria
- Research Centre Transitional Psychiatry, Karl Landsteiner University of Health Sciences, Krems, Austria
| | - Vanessa Zehetner
- Die offene Tür Research Group for Mental Health of Children and Adolescents, Ludwig Boltzmann Society at Karl Landsteiner University of Health Sciences, Krems, Austria
| | - Stefanie Hoehl
- Department of Developmental and Educational Psychology, University of Vienna, Vienna, Austria
| | - Beate Schrank
- Research Centre Transitional Psychiatry, Karl Landsteiner University of Health Sciences, Krems, Austria
- Department of Psychiatry and Psychotherapeutic Medicine, University Hospital Tulln, Tulln, Austria
| | - Adam Barnard
- Die offene Tür Research Group for Mental Health of Children and Adolescents, Ludwig Boltzmann Society at Karl Landsteiner University of Health Sciences, Krems, Austria
| | - Kate Woodcock
- School of Psychology, University of Birmingham, Birmingham, United Kingdom
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Bakır ÇN, Abbas SO, Sever E, Özcan Morey A, Aslan Genç H, Mutluer T. Use of augmented reality in mental health-related conditions: A systematic review. Digit Health 2023; 9:20552076231203649. [PMID: 37791140 PMCID: PMC10542245 DOI: 10.1177/20552076231203649] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/26/2023] [Accepted: 09/08/2023] [Indexed: 10/05/2023] Open
Abstract
Objective Augmented reality (AR) is a relatively new technology that merges virtual and physical environments, augmenting one's perception of reality. AR creates a computer-generated environment that evokes a unique perception of reality, where real and virtual objects are registered with one another, which operates interactively and in real time. Recently, the medical application of AR technology has dramatically increased with other assisted technologies, from training to clinical practice. The ability to manipulate the real environment extensively has given AR interventions an advantage over traditional approaches. In this study, we aim to conduct a systematic review of the use of AR to have a better understanding of how the use of AR may affect patients with mental health-related conditions when combined with gamification. Method This systematic review followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines by searching Pubmed and Web of Science databases. Results and Conclusion We identified 48 relevant studies that fulfill the criteria. The studies were grouped into four categories: Neurodevelopmental disorders, anxiety and phobia, psychoeducation & well-being, and procedural & pain management. Our results revealed the effectiveness of AR in mental health-related conditions. However, the heterogeneity and small sample sizes demonstrate the need for further research with larger sample sizes and high-quality study designs.
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Affiliation(s)
| | | | - Egemen Sever
- School of Medicine, Koç University, Istanbul, Turkey
| | | | - Herdem Aslan Genç
- Department of Psychiatry, Koç University School of Medicine, Istanbul, Turkey
| | - Tuba Mutluer
- Department of Psychiatry, Koç University School of Medicine, Istanbul, Turkey
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Zhou Z, Tian H, Luo S, Wang Y, Shi D. Artistic gymnastics mirror teaching approach efficacy for improving interpersonal skills of college students. JOURNAL OF PSYCHOLOGY IN AFRICA 2022. [DOI: 10.1080/14330237.2022.2121040] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
Affiliation(s)
- Zan Zhou
- Department of Physical Education, College of Education, Shaoxing University, Shaoxing, China
| | - Haibo Tian
- Department of Physical Education, College of Education, Shaoxing University, Shaoxing, China
| | - Siwei Luo
- Department of Physical Education, College of Education, Shaoxing University, Shaoxing, China
| | - Yao Wang
- Department of Physical Education, College of Education, Shaoxing University, Shaoxing, China
| | - Dan Shi
- School of Art, Zhejiang Yuexiu University, Shaoxing, China
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Wingenbach TSH, Zana Y. Playing Pokemon Go: Increased Life Satisfaction Through More (Positive) Social Interactions. Front Sports Act Living 2022; 4:903848. [PMID: 35873213 PMCID: PMC9304577 DOI: 10.3389/fspor.2022.903848] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/24/2022] [Accepted: 06/13/2022] [Indexed: 11/13/2022] Open
Abstract
Pokemon Go (PoGo) is a social mobile game requiring both physical activity and social interaction, and previous research has reported positive effects of PoGo on physical health. However, little research has been conducted on the effects of PoGo on social functioning and life satisfaction, which are important factors for good mental health. The current study investigated the effects of PoGo on life satisfaction and social functioning in participants with and without self-reported diagnoses of mental disorders. Participants were 434 current PoGo players aged 18–69 of diverse genders and nationalities, with a subsample (N = 138) self-reporting diagnoses of various mental disorders with impairments in social functioning. Participants provided retrospective and current self-report measures about their PoGo use, life satisfaction, social functioning (sociality and social ability) and clinical symptom severity. Results showed higher self-reported social functioning and life satisfaction since playing PoGo compared to the time period before playing, which involved a shift from negative to positive ratings. The increases in self-reported life satisfaction and sociality (but not social ability) were more pronounced for the clinical compared to the non-clinical subsample. Results also showed the effect of the social ability change on the life satisfaction change was mediated by the sociality change and moderated by the number of daily in-person player interactions (including strangers). The findings here, using subjective judgements, show that PoGo motivates social interactions and increases life satisfaction, demonstrating that social mobile gaming provides an easy to implement tool to subjectively improve social functioning. This has important implications for populations with social difficulties and reduced social motivation.
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Affiliation(s)
- Tanja S. H. Wingenbach
- Social and Cognitive Neuroscience Laboratory, Centre for Biological and Health Sciences, Mackenzie Presbyterian University, São Paulo, Brazil
- Department of Consultation-Liaison Psychiatry and Psychosomatic Medicine, University of Zurich/University Hospital Zurich, Zurich, Switzerland
- School of Human Sciences, Institute for Lifecourse Development, University of Greenwich, London, United Kingdom
- *Correspondence: Tanja S. H. Wingenbach ; orcid.org/0000-0002-1727-2374
| | - Yossi Zana
- Centre for Mathematics, Computation and Cognition, Federal University of ABC, Sao Bernardo do Campo, Brazil
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Dhar P, Rocks T, Samarasinghe RM, Stephenson G, Smith C. Augmented reality in medical education: students' experiences and learning outcomes. MEDICAL EDUCATION ONLINE 2021; 26:1953953. [PMID: 34259122 PMCID: PMC8281102 DOI: 10.1080/10872981.2021.1953953] [Citation(s) in RCA: 35] [Impact Index Per Article: 11.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/14/2023]
Abstract
Augmented reality (AR) is a relatively new technology that allows for digitally generated three-dimensional representations to be integrated with real environmental stimuli. AR can make use of smart phones, tablets, or other devices to achieve a highly stimulating learning environment and hands-on immersive experience. The use of AR in industry is becoming widespread with applications being developed for use not just for entertainment and gaming but also healthcare, retail and marketing, education, military, travel and tourism, automotive industry, manufacturing, architecture, and engineering. Due to the distinct learning advantages that AR offers, such as remote learning and interactive simulations, AR-based teaching programs are also increasingly being adopted within medical schools across the world. These advantages are further highlighted by the current COVID-19 pandemic, which has caused an even greater shift towards online learning. In this review, we investigate the use of AR in medical training/education and its effect on students' experiences and learning outcomes. This includes the main goals of AR-based learning, such as to simplify the delivery and enhance the comprehension of complex information. We also describe how AR can enhance the experiences of medical students, by improving knowledge and understanding, practical skills and social skills. These concepts are discussed within the context of specific AR medical training programs, such as HoloHuman, OculAR SIM, and HoloPatient. Finally, we discuss the challenges of AR in learning and teaching and propose future directions for the use of this technology in medical education.
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Affiliation(s)
- Poshmaal Dhar
- Institute for Innovation in Mental and Physical Health and Clinical Translation, School of Medicine, Faculty of Health, Deakin University, Geelong, Australia
| | - Tetyana Rocks
- Institute for Innovation in Mental and Physical Health and Clinical Translation, Food and Mood Centre, School of Medicine, Faculty of Health, Deakin University, Geelong, Australia
| | - Rasika M Samarasinghe
- Institute for Innovation in Mental and Physical Health and Clinical Translation, School of Medicine, Faculty of Health, Deakin University, Geelong, Australia
| | - Garth Stephenson
- Institute for Innovation in Mental and Physical Health and Clinical Translation, School of Medicine, Faculty of Health, Deakin University, Geelong, Australia
| | - Craig Smith
- Institute for Innovation in Mental and Physical Health and Clinical Translation, School of Medicine, Faculty of Health, Deakin University, Geelong, Australia
- CONTACT Craig Smith School of Medicine, Institute for Innovation in Mental and Physical Health and Clinical Translation, Deakin University, Australia
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Laato S, Rauti S, Islam AN, Sutinen E. Why playing augmented reality games feels meaningful to players? The roles of imagination and social experience. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106816] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/23/2022]
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Lee JE, Zeng N, Oh Y, Lee D, Gao Z. Effects of Pokémon GO on Physical Activity and Psychological and Social Outcomes: A Systematic Review. J Clin Med 2021; 10:jcm10091860. [PMID: 33922978 PMCID: PMC8123321 DOI: 10.3390/jcm10091860] [Citation(s) in RCA: 18] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/24/2021] [Revised: 04/20/2021] [Accepted: 04/21/2021] [Indexed: 12/14/2022] Open
Abstract
Augmented reality (AR) mobile game, Pokémon GO, leverages gamification and location tracking technology to encourage players to walk in different places to catch Pokémon characters in real-world settings. The systematic review sought to explore the impact Pokémon GO has on players' physical activity (PA), and psychological and social outcomes. Six research databases (PubMed, SPORTDiscus, PsycInfo, Web of Science, Science Direct, and Scopus) were used. Study inclusion criteria were: (1) quantitative research published in English; (2) examined the relationships between or impact of Pokémon GO on PA, psychological, and/or social outcomes; and (3) included participants played or exposed to Pokémon GO. Thirty-six studies were included with a total sample of 38,724 participants. Players had significantly greater PA than non-players in terms of daily steps and number of days spent in moderate PA. Pokémon GO game also improved players' social interactions and their mood/affects. Selective attention and concentration improved in adolescents and memory improved in young adults after playing the game. Findings suggest playing Pokémon GO could promote meaningful improvements in walking behavior, as well as psychological and social well-being. More multidimensional research with randomized controlled trial design is needed to identify factors that influence adoption and sustainability of Pokémon GO playing.
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Affiliation(s)
- Jung Eun Lee
- Department of Applied Human Sciences, University of Minnesota-Duluth, Duluth, MN 55803, USA;
- Correspondence: (J.E.L.); (Z.G.)
| | - Nan Zeng
- Prevention Research Center, Department of Pediatrics, University of New Mexico Health Sciences Center, Albuquerque, NM 87131, USA;
| | - Yoonsin Oh
- Department of Kinesiology, University of Wisconsin-Eau Claire, Eau Claire, WI 54702, USA;
| | - Daehyoung Lee
- Department of Applied Human Sciences, University of Minnesota-Duluth, Duluth, MN 55803, USA;
| | - Zan Gao
- School of Kinesiology, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA
- Correspondence: (J.E.L.); (Z.G.)
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Li Y, Liu Y, Ye L, Sun J, Zhang J. Pokémon GO! GO! GO! The impact of Pokémon GO on physical activity and related health outcomes. Mhealth 2021; 7:51. [PMID: 34345628 PMCID: PMC8326949 DOI: 10.21037/mhealth-20-121] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/28/2020] [Accepted: 05/17/2020] [Indexed: 02/01/2023] Open
Affiliation(s)
- Yaoyue Li
- School of Social Development and Public Policy, Fudan University, Shanghai 200433, China
| | - Yuanchen Liu
- Brown School at Washington University in St. Louis, St. Louis, MO, USA
| | - Lei Ye
- Brown School at Washington University in St. Louis, St. Louis, MO, USA
| | - Jie Sun
- Brown School at Washington University in St. Louis, St. Louis, MO, USA
| | - Jianrong Zhang
- Brown School at Washington University in St. Louis, St. Louis, MO, USA
- Department of General Practice, Melbourne Medical School, Cancer in Primary Care Research Group, Primary Care Collaborative Cancer Clinical Trials Group (PC4), Centre for Cancer Research, Faculty of Medicine, Dentistry and Health Sciences, University of Melbourne, Victorian Comprehensive Cancer Centre, Melbourne, Australia
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Location-Based Games and the COVID-19 Pandemic: An Analysis of Responses from Game Developers and Players. MULTIMODAL TECHNOLOGIES AND INTERACTION 2020. [DOI: 10.3390/mti4020029] [Citation(s) in RCA: 22] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/23/2022] Open
Abstract
In early 2020, as a countermeasure to mitigate the spread of the COVID-19 pandemic, governments issued limitations on the movements of their citizens, cancelling social events and advising people to stay home. As location-based games (LBGs) have been found to influence human movement, their role during COVID-19 deserves closer inspection. Under regular circumstances, the very aim of these games is to motivate people to go out, explore and meet other people. However, during COVID-19, people were advised to do the exact opposite. To study how LBG developers and players reacted to the situation, we used the netnography research method utilizing three types of data: (1) COVID-19 related in-game changes made by seven popular LBG developers during March 2020; (2) social media reactions on 20 posts across three popular Pokémon GO subreddits; and (3) the raiding activity (collaborative play) in Pokémon GO in a Finnish municipality during February–May 2020. All observed LBGs made in-game changes due to COVID-19. The social media reactions showed overwhelming appreciation towards these changes, and two central second order themes arose: (1) LBGs have the ability to influence human movement during pandemics; and (2) people should be able to self-regulate their behaviour during COVID-19 independent of LBG influence. Surprisingly, recorded Pokémon GO player activity in Finland was more influenced by offered in-game rewards than the COVID-19 pandemic. Our findings have implications on how games and gamification can be used to direct human movement in situations such as COVID-19 where population-level interventions are needed.
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