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Accepted for/Published in: JMIR Serious Games

Date Submitted: Nov 19, 2019
Date Accepted: Jan 22, 2020

The final, peer-reviewed published version of this preprint can be found here:

Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study

Wong RSM, Ho FKW, Tung KTS, Fu KW, Ip P

Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study

JMIR Serious Games 2020;8(2):e17112

DOI: 10.2196/17112

PMID: 32530429

PMCID: 7320302

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Association between Pokémon Go and self-harm: A population-based interrupted time-series analysis

  • Rosa Sze Man Wong; 
  • Frederick Ka Wing Ho; 
  • Keith Tsz Suen Tung; 
  • King Wa Fu; 
  • Patrick Ip

ABSTRACT

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 wellbeing and thus may have a protective effect against self-harm. However, the population-level impact of Pokémon Go has been underexplored.

Objective:

This study aims to quantify the impact of the introduction of Pokémon Go in Hong Kong on population-level incidences of self-harm and other intentional injury and non-injury events.

Methods:

An interrupted time-series design with Poisson segmented regression from 2012 to 2018 was used to detect any changes in the number of accident and emergency (A&E) attendances due to self-harm, adjusted for sex and population size, when Pokémon Go was launched. The findings were validated using a false study period and other intentional injury and minor non-injury types of A&E attendances as controls. We also assessed effects by age.

Results:

From January 1st 2012 to July 31st 2018, there were 13,463 A&E attendances due to self-harm in Hong Kong. After the launch of Pokémon Go, self-harm attendances dropped by 34% (adjusted incidence rate ratio (IRR) 0.66 95% confidence interval (CI) 0.61-0.73). In age specific analysis, a reduction in self-harm incidence was only apparent in adults (IRR 0.57-0.78, p<0.001 to p=0.02).

Conclusions:

Population-level incidence of self-harm showed a significant decline, particularly in adults, when Pokémon Go was launched. Augmented reality games such as Pokémon Go hold great promises to enhance individual psychosocial wellbeing and population mental health.


 Citation

Please cite as:

Wong RSM, Ho FKW, Tung KTS, Fu KW, Ip P

Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study

JMIR Serious Games 2020;8(2):e17112

DOI: 10.2196/17112

PMID: 32530429

PMCID: 7320302

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