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Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study.
Wong, Rosa Sze Man; Ho, Frederick Ka Wing; Tung, Keith Tsz Suen; Fu, King-Wa; Ip, Patrick.
Afiliação
  • Wong RSM; Department of Paediatrics and Adolescent Medicine, University of Hong Kong, Hong Kong, China (Hong Kong).
  • Ho FKW; Institute of Health and Wellbeing, University of Glasgow, Glasgow, United Kingdom.
  • Tung KTS; Department of Paediatrics and Adolescent Medicine, University of Hong Kong, Hong Kong, China (Hong Kong).
  • Fu KW; Journalism and Media Studies Centre, University of Hong Kong, Hong Kong, China (Hong Kong).
  • Ip P; Department of Paediatrics and Adolescent Medicine, University of Hong Kong, Hong Kong, China (Hong Kong).
JMIR Serious Games ; 8(2): e17112, 2020 Jun 12.
Article em En | MEDLINE | ID: mdl-32530429
BACKGROUND: Pokémon Go is a very popular location-based augmented reality game with widespread influences over the world. An emerging body of research demonstrates that playing Pokémon Go can lead to improvements in physical activity and psychosocial well-being; however, whether Pokémon Go reduces self-harm incidence at the population-level is still questionable. OBJECTIVE: This study aimed to quantify how the launch of Pokémon Go in Hong Kong affected the incidence of self-harm using a quasi-experimental design. METHODS: An interrupted time-series design with Poisson segmented regression adjusted for time and seasonality trends was used on data from 2012 to 2018 to detect any changes in the number of accident and emergency attendances due to self-harm, after Pokémon Go was launched. The findings were validated using a baseline control period and using other intentional injuries and minor noninjuries as control outcomes. We also assessed intervention effects by age group. RESULTS: From January 1, 2012 to July 31, 2018, there were 13,463 accident and emergency attendances due to self-harm in Hong Kong. During the period after launching Pokémon Go, self-harm attendances dropped by 34% (adjusted incidence rate ratio: 0.66, 95% CI 0.61-0.73). When analyzed by age group, a reduction in self-harm incidence was only apparent in adults (18 to 24 years of age: adjusted incidence rate ratio: 0.78, P=.02; 25 to 39 years of age: adjusted incidence rate ratio: 0.75, P<.001; 40 years of age and older: adjusted incidence rate ratio: 0.57, P<.001). CONCLUSIONS: Self-harm incidence in the population, particularly in adults, showed a significant decline in the period after Pokémon Go was launched. Augmented reality games such as Pokémon Go show great promise as a tool to enhance psychosocial well-being and improve mental health.
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Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Idioma: En Revista: JMIR Serious Games Ano de publicação: 2020 Tipo de documento: Article País de publicação: Canadá

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Idioma: En Revista: JMIR Serious Games Ano de publicação: 2020 Tipo de documento: Article País de publicação: Canadá