This document summarizes a study on the impact of the Pokémon Go mobile game on physical activity. The study analyzed wearable sensor and search engine data from over 31,000 users over 3 months. It found that Pokémon Go led to significant increases in physical activity, with engaged users increasing their daily steps by over 25% on average. It estimates that Pokémon Go added a total of 144 billion steps to physical activity in the US. The study concludes that mobile games combining gameplay and physical activity have the potential to increase activity levels in populations that are typically inactive.
The document summarizes a report from Novetta analyzing the 2014 Sony Pictures Entertainment (SPE) attack. It finds that malware used in the SPE attack is linked to a wider set of malware developed by a group called the Lazarus Group since at least 2009. The Lazarus Group demonstrates a range of technical skills and has targeted various industries, primarily in South Korea and the US. The report aims to profile the Lazarus Group and link the SPE attack to its broader malicious activities.
The document discusses the Shattered team's collision attack against the SHA-1 cryptographic hash function. It found that 110 GPUs could generate a SHA-1 collision within a year, whereas 1 billion GPUs would be needed for a brute force attack. A collision occurs when two different documents have the same hash value. The attack demonstrates that systems relying solely on SHA-1 are vulnerable and should adopt stronger algorithms like SHA-256 or SHA-3.
Profiling an enigma: The mystery of North Korea’s cyber threat landscapeTom K
This document provides an overview of North Korea's cyber capabilities and limitations based on open source intelligence. It discusses the ideological context of Juche and Songun that shape North Korea's motivations and priorities. While obtaining details on North Korea's cyber activities is challenging due to lack of information and disinformation, the document outlines some of North Korea's known cyber warfare and intelligence structures, operations, alliances and training practices based on reports from outside organizations and governments. It also provides a timeline of attributed cyber incidents and analyses patterns in North Korea's cyber operations.
The Cyber Kill Chain is a framework that describes cyber attacks in seven phases from an attacker's perspective: reconnaissance, weaponization, delivery, exploitation, installation, command and control, and actions on objectives. It was developed by Lockheed Martin based on military doctrine to measure the effectiveness of defense strategies. Each phase of the kill chain can be mapped to corresponding defensive tools and actions, and understanding what phase an attack is in helps determine an appropriate response. Tracking similarities in tactics across phases can provide insights into threat actors and campaigns. The goal is to disrupt attacks as early in the kill chain as possible to improve security.
Chrome Extensions: Threat Analysis and CountermeasuresTom K
The widely popular browser extensions now become one
of the most commonly used malware attack vectors. The
Google Chrome browser, which implements the principles
of least privileges and privilege separation by design, offers
a strong security mechanism to protect malicious websites
from damaging the whole browser system via extensions.
In this study, we however reveal that Chrome’s extension
security model is not a panacea for all possible attacks
with browser extensions. Through a series of practical
bot-based attacks that can be performed even under
typical settings, we demonstrate that malicious Chrome extensions
pose serious threats, including both information
dispersion and harvesting, to browsers. We further conduct
an in-depth analysis of Chrome’s extension security
model, and conclude that its vulnerabilities are rooted from
the violation of the principles of least privileges and privilege
separation. Following these principles, we propose a
set of countermeasures that enforce the policies of microprivilege management and differentiating DOM elements.
Using a prototype developed on the latest Chrome browser,
we show that they can effectively mitigate the threats posed
by malicious Chrome extensions with little effect on normal
browsing experience.
This document summarizes the first known collision found for the SHA-1 cryptographic hash function. The researchers were able to find a collision by combining various cryptanalytic techniques and improving on previous work. They found two PDF documents with the same SHA-1 hash but different visual contents. The computational effort was equivalent to 263.1 SHA-1 compressions, taking approximately 6,500 CPU years and 100 GPU years. This proves that theoretical collision attacks on SHA-1 have become practical, though with a higher cost than predicted by earlier estimates.
The Pikachu Effect: Social and Health Gaming Motivations Lead to Greater Bene...Maciej Behnke
Several studies provided evidence for the effectiveness of gamification of health behaviors (e.g., exercising or walking) via video games. However, little is known about whether individuals who endorse specific gaming motivations are more likely to derive health benefits from gaming. Building upon previous studies on gamification of health behaviors, we examined whether specific gaming motives (e.g., potential health benefits) influenced Pokémon GO gaming time and gaming health outcomes, a phenomenon we termed The Pikachu Effect. We introduced health motivation as a novel component among previously established gaming motives, which reflects the ongoing gameplay transformation and increased health potential of modern games. Volunteers (N = 444) completed two measurements of Pokémon GO motivations, gaming time, physical activity, and time spent outdoors within a 6 week interval. The results supported the Pikachu effect hypothesis as health motivation and social motivation were related to health outcomes. Furthermore, we replicated previous findings indicating that individuals who spent more time playing Pokémon GO were more physical active. We also evidenced a new Pokémon GO playing behavioral benefit, i.e., increased time spent outdoors among more active players. We explored meaningful individual differences; for example, men played more and derived more benefits from Pokémon GO. These findings suggest that health motivation operates in parallel with previously identified main motives for gaming. Accounting for motivation is essential for a more accurate prediction of gaming time and gaming-related health behaviors.
On the promises, challenges and risks of Pokémon Go and similar geosocial (lo...Maged N. Kamel Boulos
Cite as: Kamel Boulos MN. On the promises, challenges and risks of Pokémon Go and similar geosocial (location-based) exergames (invited contribution). In: Proceedings of GEOMED 2017: International Conference on Spatial Statistics, Spatial Epidemiology & Spatial Aspects of Public Health, Porto, Portugal, 08 September 2017. Conference URLs: http://www.i3s.up.pt/geomed2017/speakers.html and http://www.i3s.up.pt/geomed2017/scientific_programme.html
The document summarizes a report from Novetta analyzing the 2014 Sony Pictures Entertainment (SPE) attack. It finds that malware used in the SPE attack is linked to a wider set of malware developed by a group called the Lazarus Group since at least 2009. The Lazarus Group demonstrates a range of technical skills and has targeted various industries, primarily in South Korea and the US. The report aims to profile the Lazarus Group and link the SPE attack to its broader malicious activities.
The document discusses the Shattered team's collision attack against the SHA-1 cryptographic hash function. It found that 110 GPUs could generate a SHA-1 collision within a year, whereas 1 billion GPUs would be needed for a brute force attack. A collision occurs when two different documents have the same hash value. The attack demonstrates that systems relying solely on SHA-1 are vulnerable and should adopt stronger algorithms like SHA-256 or SHA-3.
Profiling an enigma: The mystery of North Korea’s cyber threat landscapeTom K
This document provides an overview of North Korea's cyber capabilities and limitations based on open source intelligence. It discusses the ideological context of Juche and Songun that shape North Korea's motivations and priorities. While obtaining details on North Korea's cyber activities is challenging due to lack of information and disinformation, the document outlines some of North Korea's known cyber warfare and intelligence structures, operations, alliances and training practices based on reports from outside organizations and governments. It also provides a timeline of attributed cyber incidents and analyses patterns in North Korea's cyber operations.
The Cyber Kill Chain is a framework that describes cyber attacks in seven phases from an attacker's perspective: reconnaissance, weaponization, delivery, exploitation, installation, command and control, and actions on objectives. It was developed by Lockheed Martin based on military doctrine to measure the effectiveness of defense strategies. Each phase of the kill chain can be mapped to corresponding defensive tools and actions, and understanding what phase an attack is in helps determine an appropriate response. Tracking similarities in tactics across phases can provide insights into threat actors and campaigns. The goal is to disrupt attacks as early in the kill chain as possible to improve security.
Chrome Extensions: Threat Analysis and CountermeasuresTom K
The widely popular browser extensions now become one
of the most commonly used malware attack vectors. The
Google Chrome browser, which implements the principles
of least privileges and privilege separation by design, offers
a strong security mechanism to protect malicious websites
from damaging the whole browser system via extensions.
In this study, we however reveal that Chrome’s extension
security model is not a panacea for all possible attacks
with browser extensions. Through a series of practical
bot-based attacks that can be performed even under
typical settings, we demonstrate that malicious Chrome extensions
pose serious threats, including both information
dispersion and harvesting, to browsers. We further conduct
an in-depth analysis of Chrome’s extension security
model, and conclude that its vulnerabilities are rooted from
the violation of the principles of least privileges and privilege
separation. Following these principles, we propose a
set of countermeasures that enforce the policies of microprivilege management and differentiating DOM elements.
Using a prototype developed on the latest Chrome browser,
we show that they can effectively mitigate the threats posed
by malicious Chrome extensions with little effect on normal
browsing experience.
This document summarizes the first known collision found for the SHA-1 cryptographic hash function. The researchers were able to find a collision by combining various cryptanalytic techniques and improving on previous work. They found two PDF documents with the same SHA-1 hash but different visual contents. The computational effort was equivalent to 263.1 SHA-1 compressions, taking approximately 6,500 CPU years and 100 GPU years. This proves that theoretical collision attacks on SHA-1 have become practical, though with a higher cost than predicted by earlier estimates.
The Pikachu Effect: Social and Health Gaming Motivations Lead to Greater Bene...Maciej Behnke
Several studies provided evidence for the effectiveness of gamification of health behaviors (e.g., exercising or walking) via video games. However, little is known about whether individuals who endorse specific gaming motivations are more likely to derive health benefits from gaming. Building upon previous studies on gamification of health behaviors, we examined whether specific gaming motives (e.g., potential health benefits) influenced Pokémon GO gaming time and gaming health outcomes, a phenomenon we termed The Pikachu Effect. We introduced health motivation as a novel component among previously established gaming motives, which reflects the ongoing gameplay transformation and increased health potential of modern games. Volunteers (N = 444) completed two measurements of Pokémon GO motivations, gaming time, physical activity, and time spent outdoors within a 6 week interval. The results supported the Pikachu effect hypothesis as health motivation and social motivation were related to health outcomes. Furthermore, we replicated previous findings indicating that individuals who spent more time playing Pokémon GO were more physical active. We also evidenced a new Pokémon GO playing behavioral benefit, i.e., increased time spent outdoors among more active players. We explored meaningful individual differences; for example, men played more and derived more benefits from Pokémon GO. These findings suggest that health motivation operates in parallel with previously identified main motives for gaming. Accounting for motivation is essential for a more accurate prediction of gaming time and gaming-related health behaviors.
On the promises, challenges and risks of Pokémon Go and similar geosocial (lo...Maged N. Kamel Boulos
Cite as: Kamel Boulos MN. On the promises, challenges and risks of Pokémon Go and similar geosocial (location-based) exergames (invited contribution). In: Proceedings of GEOMED 2017: International Conference on Spatial Statistics, Spatial Epidemiology & Spatial Aspects of Public Health, Porto, Portugal, 08 September 2017. Conference URLs: http://www.i3s.up.pt/geomed2017/speakers.html and http://www.i3s.up.pt/geomed2017/scientific_programme.html
The document discusses using interactive technology to reduce stress and anxiety. It describes research showing that video games designed with "flow" in mind, where challenge matches player skill, can provide cognitive benefits. One study found that children who played video games before surgery had lower anxiety than those who did not. Another study showed that participants who played an anxiety-reducing mobile app gave less anxious speeches afterwards. The document argues that interactive technologies should be further explored and developed for mental health applications like anxiety management.
Superlinear, a team of software engineers, is proposing a mobile and online game to the Robert Wood Johnson Foundation's Games to Generate Data Challenge. The game would engage users and passively collect health data. Players' actions in the game as a virus would be influenced by real public health metrics. The game aims to expose players to health initiatives and collect broadly useful anonymous usage and survey data to help communities.
This document discusses using social and gamification elements to encourage fitness and healthy behaviors. It explores how tracking activity and sharing accomplishments on social media can motivate people. Gamifying fitness by awarding badges or turning exercise into games is also discussed as a way to make fitness more engaging. The document also references research showing that peer pressure from friends and seeing how one's own progress compares to others can promote greater physical activity levels.
Towards a successful implementation of game mechanics (gamification) in e-hea...Maged N. Kamel Boulos
- Digital games show promise for positively changing health behaviors and outcomes, but establishing evidence of their effectiveness faces major challenges of replicability and generalizability.
- Key ingredients for sustainable success include multidisciplinary research to establish what works for different conditions and users, as well as iterative development working with stakeholders and users.
- Gamification needs to go beyond just points and badges to drive long-term changes; social accountability and making health fun through games and narratives can help engage users.
Mobile applications, physical activity and online social networking. A match...Ted Vickey
This research aims to study how online social networking can be used to increase physical activity and exercise adherence. Specifically, it will analyze how sharing exercise data on social media platforms like Twitter can motivate users and form social connections to support exercise goals. The study will review existing fitness apps and technologies, map the social networks of users who share workouts online, and survey users about how social influence impacts their exercise behavior. The goal is to understand how to best leverage social networks and semantic technologies to address lack of motivation, which is a major reason for dropping out of exercise programs.
Ontology-based Deep Learning for Human Behavior Prediction in Health Social N...NhatHai Phan
In this presentation, we extend traditional flat-based setting of deep learing models to ontology-based deep learning for human behavior prediction in health social networks. Hope that you find the slides are interesting.
Mobile Applications for Healthier Lifestyles: Not quite playing the game?Stephan Dahl
Paper presented at the 2013 World Marketing Congress (Melbourne), focusing on the use of mobile “app”-based interventions as tools to influence health-related behaviour. We use established design criteria to review a range of current apps developed by one public body, the UK NHS and commercial developers of health-related apps and compare these to commercial apps promoting unhealthy food items. We suggest that there are serious weaknesses evident in the apps provided by public bodies and that this sector could learn from an analysis of the development strategies used in the commercial sector. The full paper is available in the proceedings.
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
1. The document discusses using social media and technology-enabled feedback to encourage behaviors like reducing energy consumption and increasing physical activity.
2. Case studies and research were conducted on applications called Wattsup, Power Ballads and Stepmatron that aimed to motivate reductions in energy usage and increases in physical activity through social norms and competition.
3. The research found that applications which utilized social media were generally successful in reducing energy consumption and increasing physical activity compared to applications without social elements.
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
Stroke Recovery Supplement Virtual Reality Serious Games (Personalized Medici...Avi Dey
Stroke Recovery Supplement Virtual Reality Serious Games (Personalized Medicine Rehab Applications 2016 Plus)
Stroke Rehab PT/OT Supplement With Virtual Reality Serious Game Platforms. Here is one recent survery by university based technically competent virtual team
The study of attention estimation for child-robot interaction scenariosjournalBEEI
One of the biggest challenges in human-agent interaction (HAI) is the development of an agent such as a robot that can understand its partner (a human) and interact naturally. To realize this, a system (agent) should be able to observe a human well and estimate his/her mental state. Towards this goal, in this paper, we present a method of estimating a child's attention, one of the more important human mental states, in a free-play scenario of child-robot interaction (CRI). To realize attention estimation in such CRI scenario, first, we developed a system that could sense a child's verbal and non-verbal multimodal signals such as gaze, facial expression, proximity, and so on. Then, the observed information was used to train a model that is based on a Support Vector Machine (SVM) to estimate a human's attention level. We investigated the accuracy of the proposed method by comparing with a human judge's estimation, and obtained some promising results which we discuss here.
Intelligent analysis of the effect of internetIJCI JOURNAL
This paper analyzes the effect of Information Technology on professionals, academicians and students in
perspective of their relations, education, job purpose, health, entertainment and electronic business that
can bring changes in society. Technology can have both positive and negative consequences for people of
different walks of life at different times. The need is to understand the true impact of internet on the society
so that people can start thinking and build a healthy society. In this paper, an empirical study is considered
60 persons; a causal loop model is formed relating the parameters on the basis of data collected. These
parameters are used to form the fuzzy dynamic model to analyze the effect of the internet on the society.
The model is analyzed and suitable solutions are proposed to counter the negative effect of internet on our
society.
The Effect of 6-Weeks Active Video Games on Body Mass Index and Physical Acti...Richard Coshott
The aim of this presentation is to outline a recent pilot intervention using Nintendo Wii during lunch breaks in a school in the Midlands of England
Uploaded on behalf of Michael J Duncan, School of Science, University of Derby, UK
for the Interactive Fitness and Exergame Seminar at LIW, Sept 24th.
The document summarizes the KOLLECT virtual reality rehabilitation system for youth with cerebral palsy. It discusses how the prototype was developed with input from patients, caregivers, and clinicians. Initial testing with two youth and their parents provided positive feedback on features. Physical therapists also rated most features as good to excellent. The next steps are to expand testing to further refine the system and make it more accessible, engaging and clinically useful as a remote rehabilitation tool.
The mobile game industry has been growing rapidly in both the number of games and revenues. Choosing the right interactions for a game has become a major challenge for developers. Some developers use inappropriate interactions in their games which causes them to be less fun than they should be. This research focuses on gathering and defining possible mobile game interactions so as to guide and enable designers and developers to choose the right interactions for their games. The researchers have extensively reviewed and explored various mobile game interactions both through research studies and through existing mobile games. Subsequent to observations, mobile game interactions were then categorized as follows: 1) Touch interaction 2) Motion/Movement interaction 3) Video interaction 4) Sound interaction 5) Special purpose interaction 6) Location interaction 7) Electroencephalography (EEG) interaction 8) Date/Time interaction 9) Weather interaction 10) Light interaction 11) Proximity interaction 12) Network interaction 13) Social interaction and 14) Bioinformatics interaction. These 14 interactions can be used to support gameplay, ideas, and innovation of mobile games.
Regular Speech Note Cards Vs Color CodedGreat For Young Or OldLori Moore
This summary provides the key details from the document in 3 sentences:
The document describes the steps a customer would take to request a paper writing service through the HelpWriting.net website, including creating an account, providing a request form, reviewing writer bids, selecting a writer, and revising the paper if needed. It notes the website uses a bidding system to match requests with qualified writers. The document emphasizes the site's commitment to original, high-quality work and offering refunds for plagiarized content.
Understanding Affective Interaction: Emotion, Engagement, and Internet VideosTyler Pace
As interest in experience and affect in HCI continues to grow, particularly with regard to social media and Web 2.0 technologies, research on techniques for evaluating user engagement is needed. This paper presents a study of popular Internet videos involving a mixed method approach to user engagement. Instruments included physiological measures, emotional self-report measures, and personally expressive techniques, such as open-ended prose reviews. Using triangulation to interpret the results, we describe relationships among perceived emotion, experienced emotion, video preference, and contextual factors.
The document describes the methodology used for an IT capstone project, including requirements specification, analysis specification, design, and development and testing. It discusses the system development life cycle (SDLC) model used, including feasibility study, analysis, design, implementation, testing, and maintenance. For development and testing, it specifically discusses using a spiral lifecycle model with iterative prototyping. Each iteration involved gathering user data, planning the next iteration, and evaluating the design based on prior results before coding and testing the prototype.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
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Superlinear, a team of software engineers, is proposing a mobile and online game to the Robert Wood Johnson Foundation's Games to Generate Data Challenge. The game would engage users and passively collect health data. Players' actions in the game as a virus would be influenced by real public health metrics. The game aims to expose players to health initiatives and collect broadly useful anonymous usage and survey data to help communities.
This document discusses using social and gamification elements to encourage fitness and healthy behaviors. It explores how tracking activity and sharing accomplishments on social media can motivate people. Gamifying fitness by awarding badges or turning exercise into games is also discussed as a way to make fitness more engaging. The document also references research showing that peer pressure from friends and seeing how one's own progress compares to others can promote greater physical activity levels.
Towards a successful implementation of game mechanics (gamification) in e-hea...Maged N. Kamel Boulos
- Digital games show promise for positively changing health behaviors and outcomes, but establishing evidence of their effectiveness faces major challenges of replicability and generalizability.
- Key ingredients for sustainable success include multidisciplinary research to establish what works for different conditions and users, as well as iterative development working with stakeholders and users.
- Gamification needs to go beyond just points and badges to drive long-term changes; social accountability and making health fun through games and narratives can help engage users.
Mobile applications, physical activity and online social networking. A match...Ted Vickey
This research aims to study how online social networking can be used to increase physical activity and exercise adherence. Specifically, it will analyze how sharing exercise data on social media platforms like Twitter can motivate users and form social connections to support exercise goals. The study will review existing fitness apps and technologies, map the social networks of users who share workouts online, and survey users about how social influence impacts their exercise behavior. The goal is to understand how to best leverage social networks and semantic technologies to address lack of motivation, which is a major reason for dropping out of exercise programs.
Ontology-based Deep Learning for Human Behavior Prediction in Health Social N...NhatHai Phan
In this presentation, we extend traditional flat-based setting of deep learing models to ontology-based deep learning for human behavior prediction in health social networks. Hope that you find the slides are interesting.
Mobile Applications for Healthier Lifestyles: Not quite playing the game?Stephan Dahl
Paper presented at the 2013 World Marketing Congress (Melbourne), focusing on the use of mobile “app”-based interventions as tools to influence health-related behaviour. We use established design criteria to review a range of current apps developed by one public body, the UK NHS and commercial developers of health-related apps and compare these to commercial apps promoting unhealthy food items. We suggest that there are serious weaknesses evident in the apps provided by public bodies and that this sector could learn from an analysis of the development strategies used in the commercial sector. The full paper is available in the proceedings.
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
1. The document discusses using social media and technology-enabled feedback to encourage behaviors like reducing energy consumption and increasing physical activity.
2. Case studies and research were conducted on applications called Wattsup, Power Ballads and Stepmatron that aimed to motivate reductions in energy usage and increases in physical activity through social norms and competition.
3. The research found that applications which utilized social media were generally successful in reducing energy consumption and increasing physical activity compared to applications without social elements.
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
Stroke Recovery Supplement Virtual Reality Serious Games (Personalized Medici...Avi Dey
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Stroke Rehab PT/OT Supplement With Virtual Reality Serious Game Platforms. Here is one recent survery by university based technically competent virtual team
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One of the biggest challenges in human-agent interaction (HAI) is the development of an agent such as a robot that can understand its partner (a human) and interact naturally. To realize this, a system (agent) should be able to observe a human well and estimate his/her mental state. Towards this goal, in this paper, we present a method of estimating a child's attention, one of the more important human mental states, in a free-play scenario of child-robot interaction (CRI). To realize attention estimation in such CRI scenario, first, we developed a system that could sense a child's verbal and non-verbal multimodal signals such as gaze, facial expression, proximity, and so on. Then, the observed information was used to train a model that is based on a Support Vector Machine (SVM) to estimate a human's attention level. We investigated the accuracy of the proposed method by comparing with a human judge's estimation, and obtained some promising results which we discuss here.
Intelligent analysis of the effect of internetIJCI JOURNAL
This paper analyzes the effect of Information Technology on professionals, academicians and students in
perspective of their relations, education, job purpose, health, entertainment and electronic business that
can bring changes in society. Technology can have both positive and negative consequences for people of
different walks of life at different times. The need is to understand the true impact of internet on the society
so that people can start thinking and build a healthy society. In this paper, an empirical study is considered
60 persons; a causal loop model is formed relating the parameters on the basis of data collected. These
parameters are used to form the fuzzy dynamic model to analyze the effect of the internet on the society.
The model is analyzed and suitable solutions are proposed to counter the negative effect of internet on our
society.
The Effect of 6-Weeks Active Video Games on Body Mass Index and Physical Acti...Richard Coshott
The aim of this presentation is to outline a recent pilot intervention using Nintendo Wii during lunch breaks in a school in the Midlands of England
Uploaded on behalf of Michael J Duncan, School of Science, University of Derby, UK
for the Interactive Fitness and Exergame Seminar at LIW, Sept 24th.
The document summarizes the KOLLECT virtual reality rehabilitation system for youth with cerebral palsy. It discusses how the prototype was developed with input from patients, caregivers, and clinicians. Initial testing with two youth and their parents provided positive feedback on features. Physical therapists also rated most features as good to excellent. The next steps are to expand testing to further refine the system and make it more accessible, engaging and clinically useful as a remote rehabilitation tool.
The mobile game industry has been growing rapidly in both the number of games and revenues. Choosing the right interactions for a game has become a major challenge for developers. Some developers use inappropriate interactions in their games which causes them to be less fun than they should be. This research focuses on gathering and defining possible mobile game interactions so as to guide and enable designers and developers to choose the right interactions for their games. The researchers have extensively reviewed and explored various mobile game interactions both through research studies and through existing mobile games. Subsequent to observations, mobile game interactions were then categorized as follows: 1) Touch interaction 2) Motion/Movement interaction 3) Video interaction 4) Sound interaction 5) Special purpose interaction 6) Location interaction 7) Electroencephalography (EEG) interaction 8) Date/Time interaction 9) Weather interaction 10) Light interaction 11) Proximity interaction 12) Network interaction 13) Social interaction and 14) Bioinformatics interaction. These 14 interactions can be used to support gameplay, ideas, and innovation of mobile games.
Regular Speech Note Cards Vs Color CodedGreat For Young Or OldLori Moore
This summary provides the key details from the document in 3 sentences:
The document describes the steps a customer would take to request a paper writing service through the HelpWriting.net website, including creating an account, providing a request form, reviewing writer bids, selecting a writer, and revising the paper if needed. It notes the website uses a bidding system to match requests with qualified writers. The document emphasizes the site's commitment to original, high-quality work and offering refunds for plagiarized content.
Understanding Affective Interaction: Emotion, Engagement, and Internet VideosTyler Pace
As interest in experience and affect in HCI continues to grow, particularly with regard to social media and Web 2.0 technologies, research on techniques for evaluating user engagement is needed. This paper presents a study of popular Internet videos involving a mixed method approach to user engagement. Instruments included physiological measures, emotional self-report measures, and personally expressive techniques, such as open-ended prose reviews. Using triangulation to interpret the results, we describe relationships among perceived emotion, experienced emotion, video preference, and contextual factors.
The document describes the methodology used for an IT capstone project, including requirements specification, analysis specification, design, and development and testing. It discusses the system development life cycle (SDLC) model used, including feasibility study, analysis, design, implementation, testing, and maintenance. For development and testing, it specifically discusses using a spiral lifecycle model with iterative prototyping. Each iteration involved gathering user data, planning the next iteration, and evaluating the design based on prior results before coding and testing the prototype.
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Influence of Pokémon Go on Physical Activity: Study and Implications
1. Influence of Pokémon Go on Physical Activity:
Study and Implications
Tim Althoff∗
Stanford University
althoff@cs.stanford.edu
Ryen W. White
Microsoft Research
ryenw@microsoft.com
Eric Horvitz
Microsoft Research
horvitz@microsoft.com
ABSTRACT
Background: Physical activity helps people maintain a healthy
weight and reduces the risk for several chronic diseases. Although
this knowledge is widely recognized, adults and children in many
countries around the world do not get recommended amounts of
physical activity. While many interventions are found to be ineffec-
tive at increasing physical activity or reaching inactive populations,
there have been anecdotal reports of increased physical activity due
to novel mobile games that embed game play in the physical world.
The most recent and salient example of such a game is Pokémon
Go, which has reportedly reached tens of millions of users in the
US and worldwide.
Objective: Quantify the impact of Pokémon Go on physical ac-
tivity.
Methods: We study the effect of Pokémon Go on physical ac-
tivity through a combination of signals from large-scale corpora of
wearable sensor data and search engine logs for 32 thousand users
over a period of three months. Pokémon Go players are identified
through search engine queries and activity is measured through ac-
celerometry.
Results: We find that Pokémon Go leads to significant increases
in physical activity over a period of 30 days, with particularly en-
gaged users (i.e., those making multiple search queries for details
about game usage) increasing their activity by 1,473 steps a day on
average, a more than 25% increase compared to their prior activity
level (p < 10−15
). In the short time span of the study, we esti-
mate that Pokémon Go has added a total of 144 billion steps to US
physical activity. Furthermore, Pokémon Go has been able to in-
crease physical activity across men and women of all ages, weight
status, and prior activity levels showing this form of game leads to
increases in physical activity with significant implications for pub-
lic health. In particular, we find that Pokémon Go is able to reach
low activity populations while all four leading mobile health apps
studied in this work largely draw from an already very active popu-
lation. While challenges remain in sustaining engagement of users
over the long-term, if Pokémon Go was able to sustain the engage-
ment of its current user base, the game could have a measurable
∗
Research done during an internship at Microsoft Research.
ACM ISBN .
DOI:
effect on life expectancy, adding an estimated 2.825 million years
of additional lifetime to its US users alone.
Conclusions Mobile apps combining game play with physical ac-
tivity lead to substantial activity increases, and in contrast to many
existing interventions and mobile health apps, have the potential to
reach activity-poor populations.
Keywords: physical activity, Pokémon Go, wearable
1. INTRODUCTION
Those who think they have not time for bodily exercise will
sooner or later have to find time for illness.
Edward Stanley, Earl of Derby, 20 December 1873
Physical activity is critical to human health. People who are
physically active tend to live longer, have lower risk for heart dis-
ease, stroke, Type 2 diabetes, depression, and some cancers, and
are more likely to maintain a healthy weight (e.g., [20, 32, 46]).
Recent analyses estimate that physical inactivity contributes to 5.3
million deaths per year worldwide [16] and that it is responsible for
a worldwide economic burden of $67.5 billion through health-care
expenditure and productivity losses [5]. Only 21% of US adults
meet official physical activity guidelines [4, 22] (at least 150 min-
utes a week of physical activity for adults), and less than 30% of
US high school students get at least 60 minutes of physical activity
every day [4]. Efforts to stimulate physical activity hold oppor-
tunity for improving public health. Numerous studies have called
for population-wide approaches [26, 27]. However, many inter-
ventions have been found to be either ineffective [8, 28], to reach
only populations that were already active [7, 19], or not to be scal-
able across varying cultural, geographic, social, and economic con-
texts [26].
Recently, there have been anecdotal reports of novel mobile games
leading to increased physical activity, most notably for Pokémon
Go1
[2] (other examples include Ingress2
and Zombies, Run!3
).
Pokémon Go is a mobile game combining the Pokémon world through
augmented reality with the real world requiring players to physi-
cally move around. Pokémon Go was released in the US on July
6, 2016 and was adopted widely around the world (25 million ac-
tive users in the US [1] and 40 million worldwide [47]; 500 million
downloads worldwide [18]). Due to this massive penetration, Poké-
mon Go can be viewed as intervention for physical activity on a
societal-scale. However, its effectiveness for stimulating additional
walking has yet to be determined.
1
http://www.pokemongo.com/
2
https://www.ingress.com/
3
https://www.zombiesrungame.com/
arXiv:1610.02085v2[cs.CY]28Oct2016
2. Present Work. We study the influence of Pokémon Go on physical
activity through a combination of wearable sensor data and search
engine query logs for 31,793 users over a period of three months.
Within these users, we identify 1,420 Pokémon Go users based on
their search activity and measure the effect of playing the game on
their physical activity (see Section 2). We further compare changes
in physical activity for Pokémon Go users to changes for large con-
trol group of US wearable users and to other leading mobile health
apps. Lastly, we estimate the impact of Pokémon Go on public
health.
In summary, our main research questions are:
1. Is playing Pokémon Go associated with increases in physi-
cal activity? How large is this effect and how long does it
persist?
2. Is this effect restricted to particular subpopulations or is it
effecting people of all prior activity levels, ages, gender, and
weight status?
3. How does Pokémon Go compare to leading mobile health
apps in terms of its ability to change physical activity?
4. How has Pokémon Go impacted physical activity in the United
States and what is its potential impact on public if the game
was able to sustain the engagement of its users?
Our study provides guidance on societal-scale interventions rep-
resented by the Pokémon Go phenomenon and on the possibilities
for increasing physical activity that could be achieved with addi-
tional engagement. We see this study on Pokémon Go as a step
towards effectively leveraging games for public health purposes.
Mobile games might not be appealing to everyone and therefore
should be seen as a complement rather than a replacement for the
interventions considered in the rich body of work on physical ac-
tivity interventions (e.g., [8, 19, 26, 27, 28, 32]). To the best of
our knowledge, this is the first study to combine large-scale wear-
able and search sensors to retrospectively evaluate physical activity
interventions and the first to study the effect of Pokémon Go.
2. METHODS
We leverage and combine data from search engine queries with
physical activity measurements from wearable devices. Specifi-
cally, we jointly analyze (1) queries to the Bing search engine men-
tioning “pokemon”. We use this to identify which users are likely
playing Pokémon Go (see Section 2.1); and (2) physical activity
as measured through daily number of steps on the Microsoft Band
(see Section 2.2). We jointly use this data to measure differences in
physical activity before and after each user shows strong evidence
of starting to play Pokémon Go.
The main study population is 31,793 US users of Microsoft prod-
ucts who have agreed to link data from their Microsoft Band wear-
ables and their online activities to understand product usage and im-
prove Microsoft products. In Section 2.1, we show that 1,420 users
can be classified as Pokémon Go players with high confidence. We
compare changes in physical activity in this population to changes
in a control group consisting of a random sample of 50,000 US Mi-
crosoft Band users. For all users, we have self-reported age, gender,
height and weight, which we will use in Section 3.3 to estimate the
effect of Pokémon Go on different groups of users. Section 2.1 de-
tails how we identify Pokémon Go users via strong evidence from
search logs and Section 2.2 explains the accelerometer-based phys-
ical activity data. Section 2.3 gives details on study population de-
mographics and Section 2.4 explains how we measure the impact
of Pokémon Go on physical activity.
Non-experiential query Experiential query
pokemon go pokemon go iv calculator
pokemon go death san francisco pokemon go teams
pokemon go robberies how to play pokemon go
couple sues pokemon go pokemon go guide
baltimore pokemon accident pokemon go servers
pokemon games pokemon go bot
bluestacks pokemon go pokemon go eevee evolution
Table 1: Representative experiential and non-experiential
Pokémon Go queries [23]. “iv” refers to individual val-
ues which are attribute points of Pokémon determining their
stamina, attach and strength; “bluestacks” refers to a method
to play Pokémon Go on a desktop computer instead of the in-
tended use in the real world; “eeevee” is the name of a Poké-
mon. See Section 2.1 for more details on the 454 features used.
2.1 Identifying Pokémon Go Users Through
Search Queries
We collected all queries of the 31,793 users between July 6, 2016
(US release date of Pokémon Go) and August 23, 2016 (date of sta-
tistical analysis) that mention the term “pokemon” (ignoring cap-
italization). We then manually annotated the 454 most frequent
unique queries in terms of whether they are experiential [23, 45];
that is, the user is very likely playing Pokémon Go, rather than just
being interested in it for some other reason such as following up
on news reports or general interest in the game. This was done by
an author familiar with the game manually executing each query
and judging whether the query and search engine results provided
compelling evidence of someone playing the game. Examples for
experiential and non-experiential queries are given in Table 1.
Among the 25,446 users who issued any queries during our time
of observation, 1,420 or 5.6% issued an experiential query for Poké-
mon Go. This number very closely matches the estimated fraction
of regular Pokemon users in the US (5.9% according to [25]) sug-
gesting that our search-engine based method is effectively detect-
ing a large number of Pokémon Go users. We use the time of each
user’s first experiential query for Pokémon Go as a proxy for the
time when they started playing Pokémon Go and denote this time
as t0.
Note that our method of identifying Pokémon Go players through
experiential queries can potentially overestimate t0 if players per-
form these queries several days after starting to play the game, but
the opposite is less likely due to the nature of experiential queries
targeting specific aspects of game play (see Table 1). However, note
that any potential overestimates of t0 lead to more conservative es-
timates of the effect of Pokémon Go since potential game-related
increases in activity would be counted as activity before t0 (assum-
ing the effect is non-negative).
2.2 Measuring Physical Activity
We seek to measure the change in physical activity before and
after the time of the first experiential query for Pokémon Go, t0,
when a user presumably started playing the game (see Section 3).
We measure physical activity through daily steps as recorded by the
3 axis accelerometer/gyrometer of the Microsoft Band. Accelero-
meter-defined activity measures are preferred over subjective survey-
based methods, that have been found to overestimate physical ac-
tivity by up to 700% [37]. We use steps data from 30 days before
the first experiential query (t0) until 30 days after the first experi-
ential query. We note that, at the time of this study, very few users
had been using Pokémon Go for more than 30 days. Further note
that all Pokémon Go users included in our dataset have been using
3. Minimum number of exp. #Users #Days with steps data
Pokémon Go queries
1 792 36,141
2 417 18,804
3 262 11,916
4 199 9,132
5 143 6,633
6 113 5,186
7 85 3,819
8 70 3,131
9 56 2,512
10 50 2,218
Table 2: Number of Pokémon Go users and number of days
of steps tracking for these users included in dataset. We count
days up to 30 days before and after each user’s first experiential
query, and only consider users with at least one day tracked
before and after their first experiential query.
Pokémon Go Users Wearable Users
# users 1,420 50,000
# users with sufficient activity data 792 26,334
Median age 33 42
% female 3.8 25.7
% underweight (BMI < 18.5) 1.1 1.2
% normal weight (18.5 ≤ BMI < 25) 34.2 31.4
% overweight (25 ≤ BMI < 30) 36.5 38.4
% obese (30 ≤ BMI) 28.2 29.1
Average daily steps overall 6,258 6,435
Table 3: Dataset statistics. Wearable users refers to random
sample of US Microsoft Band users. We only consider users
with at least one day of steps tracking before and after the
user’s first experiential query. BMI refers to body mass index.
the wearable device for a significant amount of time (median 433
days) such that differences in activity cannot be due to starting to
use the wearable device. Since not every search engine user who we
identified as a Pokémon Go player is also regularly tracking steps,
there are 792 users that tracked steps on at least one day before and
after t0 (see Table 2). Note that the choice of this threshold pa-
rameter does not significantly impact our analysis as we find very
similar results when restricting our analysis to users tracking for
example seven days before and after t0. We concentrate our anal-
ysis on this set of users and compare their activity to the control
group described below.
Control Group. We further compare the differences in activity
in the Pokémon Go user population to any changes in the control
group, a random sample of US Microsoft wearable users. For ex-
ample, summertime along with improved weather conditions and
potential vacation time might be linked to increases in the steps of
the control group as well. Since there are no experiential queries
for any of the control users, we need to define a suitable substi-
tute for t0 for the control group in order to compare both groups.
We will use this reference point t0 to measure changes in physical
activity before and after for both the Pokémon Go user group as
well as control users. For the Pokémon Go users, t0 corresponds to
the date of the first experiential query for Pokémon Go (e.g., July 6,
2016, or July 7, 2016, etc.). One could consider using a single point
in time t0 for all control users, for example the July 6, 2016 release
date of Pokémon Go. However, this choice would temporarily align
all control users such that weekend, weather, or other effects could
lead to confounding. In the Pokémon Go user group, all users have
potentially different t0 based on their first experiential query and
therefore such effects are not aligned. In order, to match observa-
−30 −20 −10 0 10 20 30
Number of days relative to t0
0
5000
10000
15000
20000
Dailysteps
−30 −20 −10 0 10 20 30
Number of days relative to t0
0
5000
10000
15000
20000
25000
Dailysteps
Figure 1: Time series of daily steps for two sample users. Both
cases show significant increases in daily steps after the first ex-
periential query for Pokémon Go (t0). While before t0 both
users take less than 5,000 steps a day, after t0 they regularly
reach around 15,000 steps a day.
tion periods between both groups, we therefore use the exact same
distribution of t0 for control users; that is, for each control user, we
randomly sample a Pokémon Go user and use the same value for
t0 for the control user. This ensures that we will compare physical
activity over matching observation periods.
Wear Time. Furthermore, we also measure the wear time of the
activity tracking device for each day in the dataset. Differences in
recorded number of steps could potentially stem from simply an
increase in wear time rather than an actual increase of physical ac-
tivity. However, we find that during the study duration the wear
time for both Pokémon Go and control users was effectively con-
stant with the ratio between the groups changing by less than one
percent. Therefore, we attribute any differences in recorded num-
ber of steps to an actual increase in physical activity due to the
engagement with Pokémon Go.
Example Time Series of Physical Activity. Figure 1 displays the
daily number of steps before and after the user’s first experiential
query for two example users. Both users significantly increase their
activity after their first experiential query for Pokémon Go by sev-
eral thousand steps each day. In Section 3, we analyze whether
this large increase in physical activity is representative of the study
population and how it varies across individuals.
2.3 Study Population Demographics
Demographic statistics on identified Pokémon Go users and con-
trol users are displayed in Table 3. We find that Pokémon Go users
are younger than the average user in our wearable dataset, and
much less often female. Furthermore, there is a significant fraction
of overweight and obese users, similar to the proportion expected
in the US population [21]. This fraction of overweight and obese
4. users is very similar in the Pokémon Go and control user groups in-
dicating lack of a selection effect based on weight status. The aver-
age activity level of Pokémon Go users is below that of the control
group indicating that that Pokémon Go is attracting users that get
less than average activity. Note that this difference is unlikely to
stem from other differences between the two groups since younger
users are typically more active than older users and males typically
get more physical activity than females [38] (i.e., we would expect
a larger number of steps for the Pokémon Go group given the other
differences).
2.4 Measuring the Impact of Pokémon Go
This section details the methods used to measure the impact of
Pokémon Go on physical activity.
2.4.1 Longitudinal Analysis
We compare the physical activity levels of Pokémon Go users
to those of the control group population over time in relation to
every user’s first experiential query (t0). Note that we use randomly
sampled t0 for users in the control group (see Section 2.2).
We measure the average number of steps over a period of 30
days before the first experiential query until 30 days after the first
experiential query. Note that on some days a user might not have
recorded any steps and we ignore this user on that day. We measure
this average activity separately for the Pokémon Go user group and
the control group. To improve graph readability, we smooth the
daily average activity through Gaussian-weighted averaging with a
window size of seven days, but we report statistical tests on the raw
data. We estimate 95% confidence intervals through a bootstrap
with 500 resamples [11].
2.4.2 Dose-Response Relationship between Pokémon
Go and Physical Activity
Dose-response relationships between the amount of physical ac-
tivity and various health outcomes have been well established [9,
17]. We expect that high engagement with Pokémon Go would be
reflected in a larger number of experiential queries. Particularly en-
gaged users might also exhibit larger increases in physical activity.
We quantify the exact effect sizes for these increases and study this
potential dose-response relationship between the Pokémon Go re-
lated engagement on a search engine and real-world physical activ-
ity. We measure the difference in the average number of daily steps
across all users and days for the 30 days before versus 30 days after
each user’s first experiential query as the effect size.
2.4.3 Does Everyone Benefit?
We measure the effect on individual users’ physical activity af-
ter starting to play Pokémon Go and relate the magnitude of this
effect to demographic attributes of the user including age, gender,
weight status (body mass index; BMI), and prior activity level. We
investigate whether only certain user groups are benefiting from
the game or whether the potential health benefits might apply more
widely to the game’s user population. We estimate the effect of
playing Pokémon Go on each individual user defined as the differ-
ence in the average number of daily steps 30 days before and 30
days after the first experiential query. We include only Pokémon
Go users with at least seven days of steps tracking before and after
this event to reduce noise and apply the same requirement to the
control group. These constraints result in 677 Pokémon Go users
and 26,334 control users.
2.4.4 Comparison to Existing Health Apps
We compare the effect of Pokémon Go to the effect of other mo-
bile health apps. The Microsoft Band can be connected to other
fitness and health applications and we have data on when these
connections first happen (i.e., explicit knowledge of t0 for users
of these apps). We study four leading mobile health applications
with anonymized names for legal reasons. These apps regularly are
rated among the top health apps on both iOS and Android platforms
and represent the state-of-the-art in consumer health applications.
Again, we measure the number of daily steps 30 days before a user
starts using one of these apps until 30 days after. We only include
users that started using the health applications after July 1, 2016 to
control for seasonal effects and make the data comparable with our
Pokémon Go user group. We only include users that were tracking
steps on at least 7 days before and after the first experiential query
(for Pokémon Go group) or first connecting the health app (for the
comparison groups). For the four apps, 1,155 users are included for
app A, 313 for app B, 625 for app C, and 296 users for app D. Note
that these users had been using the wearable device for a significant
amount of time before connecting to the health app (median time in
days for the four apps are 87, 57, 103, and 76 days, respectively).
Therefore, any differences in average activity are likely due to the
connected health app rather than cumulative effects of starting to
use a wearable activity tracker.
2.4.5 Estimating the Public Health Impact of Poké-
mon Go
In order to quantify the effect of Pokémon Go on public health,
we estimate (1) how many steps were added to US users’ physical
activity during the first 30 days, (2) how many users met physical
activity guidelines before and after Pokémon Go, and (3) the po-
tential impact on life expectancy if Pokémon Go could sustain the
engagement of its users.
The official physical activity guidelines [4, 22] are equivalent to
approximately 8,000 daily steps [39, 40]. Only 21% of US adults
meet these guidelines. We use all users tracking steps at least seven
days before and after their first experiential query for Pokémon Go.
We then measure the fraction of users with more than 8,000 average
daily steps both 30 days before and after the first experiential query.
This analysis is repeated for Pokémon Go users with at least one
and at least ten experiential queries, and the control group.
If there is a substantial impact on physical activity, Pokémon
Go could have a measurable impact on US life expectancy due to
well-established health benefits of physical activity on heart dis-
ease, stroke, Type 2 diabetes, depression, some cancers, obesity,
and mortality risk [5, 16, 20, 32, 46]. If we assume that Pokémon
Go users would be able to sustain an activity increase of 1,000 daily
steps, this would be associated with a 6% lower mortality risk. Us-
ing life-table analysis similar to [16] based on mortality risk esti-
mates from [10] and the United States 2013 Period Life Table [41]
we estimate the impact on life expectancy based on this reduction
of mortality risk.
3. RESULTS
We now present results on the influence of Pokémon Go usage
on physical activity. We study longitudinal physical activity data in
Section 3.1. We quantify the dose-response relationship between
interest in Pokémon Go and physical activity in Section 3.2. Next,
we examine potentially heterogeneous treatment effects by exam-
ining various subgroups based on several demographic attributes
in Section 3.3. We compare Pokémon Go to four popular mo-
bile health apps in terms of their effect on physical activity in Sec-
5. −30 −20 −10 0 10 20 30
Number of days relative to t0
5800
6000
6200
6400
6600
6800Dailynumberofsteps
Pokemon Go Users
(w. 1+ exp. queries)
Control Users
−30 −20 −10 0 10 20 30
Number of days relative to t0
4500
5000
5500
6000
6500
7000
7500
8000
8500
Dailynumberofsteps
Pokemon Go Users
(w. 10+ exp. queries)
Control Users
Figure 2: Effect of Pokémon Go on physical activity. Plots show
daily steps in absolute numbers for both Pokémon Go users
(red) and control users (blue). Top plot shows effect for users
with at least one experiential query. Bottom plot shows ef-
fect for users with at least ten experiential queries. In par-
ticular for the users who show significant interest in Pokémon
Go (bottom), we observe large average increases of 1473 steps
or 26% over the 30 days following on the first experiential
query. Over the same time, the control group (same for both
plots) decreased their activity by 50 daily steps on average. Er-
ror bars (shaded) in this and all following plots correspond to
bootstrapped 95% confidence intervals [11].
tion 3.4. Lastly, we quantify the impact of Pokémon Go on public
health in Section 3.5.
3.1 Longitudinal Analysis
Starting to play Pokémon Go is associated with significant in-
creases in physical activity. Changes in average activity level over
time are illustrated in Figure 2. The top plot shows activity for
Pokémon Go users with at least one experiential query and the bot-
tom plot shows activity for Pokémon Go users with at least ten
experiential queries (i.e., users who expressed significant interest
in details of Pokémon Go commands and operation).
We observe a significant increase in physical activity after the
first experiential query for Pokémon Go users compared to the con-
trol group. The control group slightly decreased their activity by 50
daily steps on average (p < 10−20
; we use Mann–Whitney U-Tests
for hypothesis tests unless noted otherwise). In contrast, Pokémon
Go users increased their activity by 192 daily steps (p < 10−7
).The
plot shows a steep increase on the day of the first experiential query
(t0) suggesting that the observed increased activity indeed stems
from engaging with Pokémon Go. We find that Pokémon Go users
initially have less activity than the average Microsoft Band user
in the US (dashed blue line; 178 daily steps less; p < 10−20
).
However, following the start of Pokémon Go play, their activity in-
creases to a level larger than the control group (65 daily steps more;
p < 10−20
).
The bottom row in Figure 2 shows similar but much larger effects
for Pokémon Go users with at least ten experiential queries; that is,
users who showed significant interest in Pokémon Go. These users
are initially significantly less active than the average Microsoft Band
user in the US, getting 5,756 daily steps compared to 6,435 daily
steps in the control group (p < 10−20
). After they start playing
Pokémon Go they exhibit a large increase in activity to an aver-
age of 7,229 daily steps (1,473 daily steps difference; p < 10−15
),
which now is about 13% larger than the control population (p <
10−20
). This observation suggests that there is a dose-response re-
lationship between interest in Pokémon Go and the effect on phys-
ical activity, which we analyze in detail in Section 3.2.
We note that increases in steps before t0 could stem from starts
with the game in advance of queries about Pokémon Go, as we are
using the first experiential query as a proxy for the start of play.
If users begin to play without ever issuing a search query about
Pokémon Go, we could see increases in activity before t0. How-
ever, since we observe steep increases in activity exactly at t0, this
suggests that the proxy for starting is valid for most users.
Note that physical activity for both Pokémon Go user groups (top
and bottom row) decreases again after about three to four weeks
after the first experiential query. However, also note that the activ-
ity for the more strongly engaged group (bottom) drops down to a
higher level than they started out with. This suggests that there
could be a longer-term behavior change and that future work is
needed to study long-term effects of Pokémon Go.
3.2 Dose-Response Relationship between Poké-
mon Go and Physical Activity
We find that users that are more engaged with Pokémon Go ex-
hibit larger increases in physical activity (see Figure 3). For users
that expressed any interest in Pokémon Go we find significant in-
creases in activity compared to the control group which decreases
their activity by 50 steps a day. Further, we find that these in-
creases in steps scale roughly linearly with the number of expe-
riential queries from 192 daily steps increase (3%) for users with
one or more experiential queries up to an increase of 1473 daily
steps (26%) for users with ten or more experiential queries.
Furthermore, the linear increase in physical activity with the
number of experiential Pokémon Go queries strongly suggests that
activity increases observed in users querying a search engine for
Pokémon Go are causally explained by their engagement with Poké-
mon Go. If there were other confounding factors that explained
the difference in activity between our Pokémon Go group and the
control group over time and those changes had nothing to do with
Pokémon Go, then one would not expect to find such a clear dose-
response relationship as given in Figure 3.
3.3 Does Everyone Benefit?
Since this analysis is on user level, we only consider users who
track their activity at least seven days before and after t0. Over-
all, the Pokémon Go users increased their activity by 194 daily
steps (p < 0.01; Wilcoxon Signed-Rank-Test). Over the same
time period, the control users decreased their activity by 104 steps
(p < 10−20
; Wilcoxon Signed-Rank-Test). Figure 4 illustrates the
6. (0, 3] (3, 5] (5, 7] (7, 100]
Steps before (in thousands)
−1000
−500
0
500
1000
1500
Dailystepsdifference
Pokemon Go Users
Control Users
(10, 20] (20, 30] (30, 50] (50, 70]
Age
−1000
−500
0
500
1000
1500
2000
Dailystepsdifference
Pokemon Go Users
Control Users
(18.5, 25] (25, 30] (30, 40]
BMI
−200
−100
0
100
200
300
400
500
600
Dailystepsdifference
Pokemon Go Users
Control Users
Male Female
Gender
−200
0
200
400
600
800
1000
1200
Dailystepsdifference
Pokemon Go Users
Control Users
Figure 4: Effect sizes of physical activity increase or decrease by user demographics, including prior physical activity level (top left),
age (top right), body mass index (BMI; bottom left), and gender (bottom right). In all cases, we find that Pokémon Go users (red)
exhibit larger changes then their respective control group (blue; see Section 3.3). These results suggest that physical activity increases
due to Pokémon Go are not restricted to particular subgroups of users but widely spread across the overall study population.
effect size split by previous activity level (top left), age (top right),
body mass index (BMI; bottom left) and gender (bottom right).
We find that Pokémon Go has increased physical activity across
men and women of all ages, weight status, and prior activity levels.
In particular, we find that both Pokémon Go users and control users
who are very inactive exhibit large activity increases and users who
are relatively active even exhibit a decrease in activity on average.
However, we find that Pokémon Go users exhibit larger effects than
the control across all levels of prior activity (all p < 0.025). We
find the largest differences between the two groups for users that
previously were sedentary (i.e., below 5,000 daily steps [38]). Fur-
thermore, Pokémon Go users exhibit bigger increases in activity
than control users across all age groups (all p < 0.040; except 10-
20 year old group which was small) though we find largest effects
for younger users between 10 and 30 years. We also find that the
positive effect on physical activity does not vary much across all
BMI groups, which is encouraging since obese individuals (30 <
BMI ≤ 40) are typically less active than healthy subjects [6]. The
activity differences in the Pokémon Go groups were always larger
than the differences in the control group across all BMI groups (all
p < 0.021). Lastly, we find that activity differences in the Poké-
mon Go groups were larger than the differences in the control group
for both men and women (all p < 0.022). Increases for women
were not significantly different from increases for men (p = 0.110;
note small sample size for women).
In summary, we find that Pokémon Go increased activity all
across the studied population, largely independent of prior activ-
ity level, age, weight status, or gender. These results are encour-
aging since they suggest that any positive effects due to Pokémon
Go are available even to sedentary, obese, and older users. Effec-
tively reaching these users with physical activity interventions is
critical for public health [2].
3.4 Comparison to Existing Health Apps
Pokémon Go leads to larger increases in physical activity than
other mobile health apps and further attracts more users who are
not yet very active. The average daily steps over time is visualized
in Figure 5 (using same smoothing method as before). First, we
observe that users of all four health apps are significantly more ac-
tive than the average wearable user (6,514 daily steps) even before
starting to use the health app (6,997-7,616 daily steps; see activity
before t0 in Figure 5 for apps A,B,C,D). Pokémon Go users were
less active than the average user (5,901-6,265 daily steps). This
demonstrates that Pokémon Go app is attracting a different group
of users which is less active and therefore would see larger health
benefits from improving their activity [4, 22]. The temporal pat-
tern for the health apps do not contribute strong evidence that these
apps are leading to significant behavior change. One exception is
app A with its users significantly increasing their activity at day 0.
However, this increase in activity is lower compared to the effect
of Pokémon Go. Users of app A increased their activity on average
by 111 daily steps or 1.6%. Compare this to 194-1502 daily steps
or 3.1-25.5% for Pokémon Go users with at least one or ten ex-
periential queries, respectively. In particular, users demonstrating
large engagement with Pokémon Go exhibit much larger increases
in activity than users of any other app in our comparison.
These results emphasize the special contribution that activity-
encouraging games could have on physical activity and public health.
These games attract a wide range of people including those with
low prior physical activity. We have demonstrated throughout this
paper that such games can lead to significant activity increases.
3.5 Estimating the Public Health Impact of
Pokémon Go
7. 1 2 3 4 5 6 7 8 9 10
Minimum number of experiential Pokemon Go queries
−200
0
500
1000
1500
2000Differenceindailysteps(after-before)
Pokemon Go Users
Control Users
Figure 3: Effect sizes measuring the difference in average num-
ber of daily steps between the periods before and after t0, for
different user populations based on the minimum number of
experiential queries; that is, towards the right the group of
users becomes smaller and more and more interested in Poké-
mon Go. At any level there are significant differences between
the effect for Pokémon Go users (red) and the control users
(blue). The effect increases linearly with the number of Poké-
mon Go queries. This dose-response relationship between ex-
pressed interest in Pokémon Go and physical activity suggests
that these users are in fact playing Pokémon Go and that play-
ing the game makes them more active. Confidence intervals for
control group are too small to be visible.
−30 −20 −10 0 10 20 30
Number of days relative to t0
4500
5000
5500
6000
6500
7000
7500
8000
8500
9000
Dailynumberofsteps
App A
App B
App C
App D
Control Users
Pokemon Go Users
(w. 1+ exp. queries)
Pokemon Go Users
(w. 10+ exp. queries)
Figure 5: Comparing the effect of Pokémon Go app to leading
consumer health apps (A, B, C, D). Pokémon Go users are less
active than the average wearable user (Control) before starting
to play but see larger increases in physical activity compared to
the four consumer health apps.
Effect on US Physical Activity. On average, users with an expe-
riential query for Pokémon Go increased their physical activity by
192 steps a day for the next 30 days (see Section 3.2). Extrapolat-
ing this average effect size to 25 million Pokémon Go users in the
US [1], we find that Pokémon Go added 144 billion steps within the
first 30 days to US physical activity. This is equivalent to walking
around the equator 2,724 times or 143 round trips to the moon.
Effect on Meeting Activity Guidelines. Using all users track-
ing steps at least seven days before and after their first experiential
query for Pokémon Go, we find that that the fraction of users meet-
ing physical activity guidelines (i.e., getting 8,000 average daily
steps [39, 40]) stays approximately constant for users with one or
more experiential queries (22.0% before vs. 21.9% after t0) and
control users (24.1% before vs. 23.5%). However, for highly en-
gaged Pokémon Go users with at least ten experiential queries, we
find that during the 30 days after they start playing 160% more
users achieve 8,000 average daily steps (12.2% before vs. 31.7%
after; relative increase of 160%). For comparison, 21% of US
adults meet these guidelines [4, 22].
Effect on Life Expectancy. We found that more engaged users
exhibited average physical activity increases of up to 1,473 daily
steps (see Section 3.2). This substantial impact on exercise across
the society could have a measurable impact on US life expectancy
due to well-established health benefits of physical activity [5, 16,
20, 32, 46]. If we assume that Pokémon Go users, between 15 and
49 years old, would be able to sustain an activity increase of 1,000
daily steps, this would be associated with 41.4 days of additional
life expectancy. Across the 25 million US Pokémon Go users [1],
this would translate to 2.825 million years additional life added to
US users.
4. DISCUSSION
The Pokémon Go phenomenon has reached millions of people
overnight and dominated news media for weeks after its release [1,
25, 47]. Health professionals have pointed out potential benefits in-
cluding increased physical activity, spending more time outside and
exploring the neighborhood and city, social interactions, and mas-
tering game challenges but have also raised concerns such as injury,
abduction, trespassing, violence, and cost [2, 29]. In this study, we
have precisely quantified the impact of Pokémon Go on physical
activity and studied the effect on different groups of individuals.
4.1 Principal Results
We find that playing the game significantly increased physical
activity on the group-level (see Section 3.1 and Section 3.2) as well
as the individual-level (see Section 3.3) over an observation period
of approximately four weeks. The more interest the users showed in
Pokémon Go (measured through intensity of search queries seek-
ing details about game usage), the larger the increase of physical
activity (see Section 3.2). For example, users that issued ten Poké-
mon Go queries on details of the game within the two months after
release of the game, increased their activity by 1479 steps a day
or 26%. These increases are not restricted to already active and
healthy individuals but also reach individuals with low prior activ-
ity levels and overweight or obese individuals. Comparing Poké-
mon Go to existing mobile health apps, we find further evidence
that Pokémon Go is able to reach low activity populations while
mobile health and fitness apps largely draw from an already active
population (see Section 3.4). This highlights the promise of game-
based interventions versus traditional approaches, which have often
been ineffective for these groups of people [7, 19].
Given its great popularity, Pokémon Go has significantly im-
pacted US physical activity and added an estimated 144 billion
steps to US physical activity which is about 2,724 times around
the world or 143 round trips to the moon. Furthemore, highly
engaged users were almost three times as likely to meet official
activity guidelines in the 30 days after starting to play Pokémon
Go compared to before. If this user engagement could be sustained,
8. Pokémon Go would have the potential to measurably affect US life
expectancy.
Our study shows the large potential impact that activity-encour-
aging games could have on society. However, we have also high-
lighted challenges in realizing this potential. Most importantly,
games would need to be able to sustain long-term engagement and
lead to sustained behavior change. Furthermore, these games might
not be appealing to everyone (e.g., we observed males to be more
likely to play the games than females), and clearly these games
should not replace but complement existing physical activity pro-
grams (e.g., [8, 19, 26, 27, 28, 32]). Understanding how to design
games and how to bring together games and health interventions
will be important to public health in the future. As a first step, our
study helps to provide guidance on what could come of continuous
engagement and with additional engagement.
4.2 Limitations
Out study is not without limitations. First, the study population
is not a random sample of US population. Subjects were able to
afford a wearable device for activity tracking and willing to share
their data for research purposes. Further, we use individuals search
queries as a proxy for playing Pokémon Go and consider the num-
ber of queries as indicating the degree of engagement. However,
we find strong evidence that the proxies for usage and engagement
are effective. The method identifies a fraction of users that is very
similar to to independent estimates of Pokémon Go penetration in
the US (see Section 2.1) and we find a strong dose-response rela-
tionship between the number of Pokémon Go queries and increased
physical activity (see Section 3.2). Lastly, our follow-up period is
currently restricted to 30 days. Future work is needed to study the
long-term effectiveness of games such as Pokémon Go to increase
physical activity.
4.3 Comparison with Prior Work
The link between physical activity and improved health outcomes
has been well-established (e.g., [5, 16, 20, 32, 46]). At the same
time, only a small fraction of people in developed countries meet
official physical activity guidelines [4, 22]. Consumer wearable
devices for activity tracking are becoming more prevalent in the
general population. The devices can enable us to better understand
real-world physical activity and how to best support and encourage
healthier behaviors [13, 30].
Few research studies to date have harnessed data obtained from
consumer wearables to study influences of the devices on physi-
cal activity. However, a number of medical studies have examined
accelerometer-defined activity (e.g., [36, 38]), rather than relying
on self-report measures. Studies have found that use of pedome-
ters and activity trackers for self-monitoring can help increase ac-
tivity [35, 43] but other studies have reported mixed results [42].
Beyond enabling self-monitoring, encouraging additional activity
through reminders lead to increased activity only for the first week
after the intervention and did not lead to any significant changes
after six weeks in a randomized controlled trial [42].
To encourage healthy behavior change, researchers have stud-
ied the design of “exergames” [12, 31, 33], video games combined
with exercise activity, and location-based games where game play
progresses through a player’s location [3]. However, no such game
has been nearly as popular and widely used as Pokémon Go. Such
games have yet to be integrated into physical activity programs,
even though one US college recently announced a physical educa-
tion class based on Pokémon Go [14].
There is a growing body of work on using large-scale search
query logs to identify subjects with particular conditions for re-
search studies, including such efforts as detecting adverse reactions
to medications and identifying signals that could help with screen-
ing for cancer [23, 44, 45]. Other work has studied activity-related
posts on social media to better understand the sharing of health be-
haviors [15, 24, 34] but has not yet connected such data to ground-
truth health behaviors or focused on interventions on a large scale.
To the best of our knowledge, this is first study of the link be-
tween the usage of Pokémon Go or similar games on physical ac-
tivity and health. Also, this is the first effort to combine data from
wearable devices with information drawn from search engine queries.
4.4 Conclusions
Novel mobile games which require players to physically move in
the real world appear to be an effective complement to traditional
physical activity interventions and they are able to reach millions
of engaged users. We studied the effect of Pokémon Go on phys-
ical activity through a combination of large-scale wearable sensor
data with search engine logs, and showed that the game leads to
significant increases in physical activity over a period of 30 days,
with particularly engaged users increasing their average activity by
1,473 steps a day or 26%. Based on our findings, we estimate that
the game has already added an estimated 144 billion steps to US
physical activity. If engagement with Pokémon Go could be sus-
tained over the lifetime of its many users, we estimate that the game
would add an estimated 2.825 million years of additional lifetime
to its US users. We see great promise for public health in design-
ing geocentric games like Pokémon Go and in working to sustain
users’ engagement with them.
Acknowledgments. The authors thank Jen Hicks for feedback on
the manuscript.
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