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Association between Daily Living Walking Speed and Lifestyle and Physiological Factors in Older, Female Pokémon GO Players
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作者 Shuhei Nomura Akifumi Eguchi +6 位作者 Daisuke Yoneoka Takayuki Kawashima Norimichi Hirahara Yuta Tanoue Stuart Gilmour Hisateru Tachimori Hiroaki Miyata 《Health》 2021年第5期564-573,共10页
<strong>Background: </strong>Walking speed is a reliable barometer of adverse health outcomes, particularly among older people. Few studies evaluated factors associated with daily actual walking speed, rat... <strong>Background: </strong>Walking speed is a reliable barometer of adverse health outcomes, particularly among older people. Few studies evaluated factors associated with daily actual walking speed, rather than that measured in a laboratory setting or self-reported data.<strong> Methods: </strong>In a joint effort with The Pokémon Company, we recruited study participants through a women’s magazine and analyzed data from 63 Pokémon GO players. We measured the true walking speed in daily life among older women using a data-gathering mobile application. Then, using questionnaire survey data collected on these participants in 2019, we estimated the relationship between walking speed and their lifestyle and physiological factors. In the analysis, we employed a bi-directional stepwise linear regression approach, with the Akaike information criterion (AIC) for variable selection. <strong>Results: </strong>The mean age of the 63 participants was 63.03 years (standard deviation, SD 7.46);the average walking speed was 4.56 km per hour (SD 1.54);and 52 (82.5%) and 55 (87.3%) participants answered that they had excellent/good health physically and mentally, respectively. After adjusted for covariates in a stepwise regression approach, we identified a significant association between <span style="white-space:nowrap;"><span style="white-space:nowrap;">&minus;</span></span>1.33 (95% confidence intervals <span style="white-space:nowrap;"><span style="white-space:nowrap;">&minus;</span></span>2.52 to <span style="white-space:nowrap;"><span style="white-space:nowrap;">&minus;</span></span>0.15) km/hour lower walking speed and the experience of outdoor falls within a year. We also demonstrated that the walking speed was 1.07 (0.33 to 1.81) km/hour faster for those who had played Pokémon GO before the study started. <strong>Conclusions:</strong> The true walking speed in daily life among older women was measured by a data-gathering mobile application. Although all participants were women recruited on a voluntary basis with an understanding of the purpose of the study, and the surveys were conducted at a cross-sectional setting, a significant relationship with the experience of outdoor falls was demonstrated. We also present evidence suggesting a possible relationship between Pokémon GO play and faster walking speed. 展开更多
关键词 Daily Actual Walking Speed pokémon GO Players Experience of Outdoor Falls
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全世界都在到处抓的小精灵
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《上海国资》 2016年第8期14-14,共1页
最近,一款游戏《Pokémon Go》风靡了全球,各式的小精灵们瞬间成为地球的"球宠"。
关键词 《pokémon Go》 手机游戏 内容介绍 游戏评论
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从列斐伏尔到位置媒介的兴起:一种空间媒介观的理论谱系 被引量:72
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作者 李耘耕 《国际新闻界》 CSSCI 北大核心 2019年第11期6-23,共18页
2016年起,一款基于增强现实技术(AR)和基于位置服务(LBS)的手机游戏Pokémon GO风靡全球。这款大热游戏促使传播学者思考数字媒介时代“空间”与“媒介”的关系。本文试图从列斐伏尔/索亚的第三空间理论、情境主义国际的“漂移”实... 2016年起,一款基于增强现实技术(AR)和基于位置服务(LBS)的手机游戏Pokémon GO风靡全球。这款大热游戏促使传播学者思考数字媒介时代“空间”与“媒介”的关系。本文试图从列斐伏尔/索亚的第三空间理论、情境主义国际的“漂移”实践以及德塞托的都市漫步这一理论谱系出发,构建一种新媒介语境下的空间媒介观。此种媒介观认为现代城市空间是现实空间与媒介技术互嵌的存在。在位置媒介(locative media)技术的加持下,都市空间成为关联现实与虚拟空间的媒介界面。“媒介-使用者”作为交互主体,将原本漫无目的的城市漫步转译为充满意义的空间故事。在位置媒介的言说和记忆机制下,城市空间成为充满“偶得协奏曲”的交互地图,人们在此漫步、游戏,乃至竞争、合作。经由个人持有又普遍联结的位置媒介的中介,空间作为媒介重组了个人与社会、地点与空间、道路与漫步、想象与痕迹之间的关系,从而构建起一组数字媒介时代的城市空间实践新样貌。 展开更多
关键词 pokémon GO 列斐伏尔 德塞托 位置媒介 空间媒介
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