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Pokémon GO, over the years: A scoping review on motivational factors, physical activity impacts, and socio-psychological effects on long-term Pokémon GO players
ABSTRACT
Background:
Pokémon GO (PoGO) is a global, location-based augmented reality (AR) game that integrates virtual play with real-world exploration and social interaction. Its mass adoption, evolving features, and embedded physical and social mechanics make it a salient case to assess whether gamified apps can drive sustained behavior change and deliver health benefits. PoGO’s long-term effects on physical activity, mental and social well-being, as well as societal impacts, remains unexplored by previous reviews.
Objective:
To map PoGO’s long-term impacts on physical activity and health, mental well-being, social connectivity, and broader societal outcomes; synthesize motivational factors for initiation, continuance, and disengagement; and assess whether gaps noted in early launch-era reviews have been addressed by more recent studies.
Methods:
This scoping review followed Arksey and O’Malley’s five-stage framework and reported according to PRISMA-ScR (Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews) guidelines. Eligible studies and grey literature examined PoGO’s impacts on physical and mental health and well-being; social and community outcomes; player motivations and notable in-game features; public health applications; and risks. Exclusions included reviews and studies focused solely on technological or AR potential without health or social outcomes. Searches covered August 2016 to December 2024 across Web of Science, ProQuest, PubMed, Scopus, PsycINFO, ScienceDirect, and ProQuest Theses and Dissertations. Eligible articles were screened by multiple reviewers with consensus resolution. Extracted data were charted in Excel and synthesized thematically.
Results:
In total, 170 studies were included. Twenty-seven studies reported increases in steps, walking, or running distances, and outdoor time. The effects were often short-lived, with more sustained gains seen among older adults, and sedentary or overweight young adults. PoGO play was associated with higher life satisfaction, positive affect, reduced distress and loneliness, and stronger sense of community. Some cognitive benefits were found in adolescents. Social outcomes were reinforced by in-person and online interactions through PoGO, as found in 23 studies. PoGO initiation was driven by nostalgia and novelty. The continuance was supported by satisfaction of individual and social needs, as well as regular content updates. Maladaptive drivers were linked to gaming disorder risk and physical strain. Safety incidents and distraction in public spaces were found in 17 studies. Data privacy concerns were also identified. Stationary playing may also attenuate physical activity. Societal impacts included public health applications, tourism and mobility effects, and economic benefits tied to events and partnerships.
Conclusions:
PoGO can nudge physical activity and yield meaningful mental and social benefits, particularly through community-based gameplay, but sustained or vigorous activity gains are inconsistent. Leveraging social and motivational elements via intervention design and policy partnerships could enhance benefits while mitigating safety, privacy, and addiction risks. The evidence remains heterogeneous, and early-years weighted, with limited long-term studies. Clinical Trial: Not applicable.
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