<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;">−</span></span>1.33 (95% confidence intervals <span style="white-space:nowrap;"><span style="white-space:nowrap;">−</span></span>2.52 to <span style="white-space:nowrap;"><span style="white-space:nowrap;">−</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
Pokémon Go仅仅上线两周,就已经拥有3000万用户,盈利3500多万美元。有人为了抓住游戏中的小精灵长途跋涉;有人为了占领现实中的场地、虚拟场景中的道场聚集在一起;有人开着车抓精灵撞上警车;有人为了抓精灵误闯民宅,误入军事基地...Pokémon Go仅仅上线两周,就已经拥有3000万用户,盈利3500多万美元。有人为了抓住游戏中的小精灵长途跋涉;有人为了占领现实中的场地、虚拟场景中的道场聚集在一起;有人开着车抓精灵撞上警车;有人为了抓精灵误闯民宅,误入军事基地……各种各样的疯狂行为就这样发生着。人们不是宅在家里玩游戏,而是走出去捉精灵、交友、聚会。展开更多
In 2016,Niantic Labs released Pokémon Go,an augmented reality smartphone game that attracted millions of users worldwide.This game allows users to“catch”Pokémons through their mobile cameras in different g...In 2016,Niantic Labs released Pokémon Go,an augmented reality smartphone game that attracted millions of users worldwide.This game allows users to“catch”Pokémons through their mobile cameras in different geographic locations that often correspond to prominent places.This paper analyzes the distribution of PokéStops,Pokémon gyms,and spawnpoints in selected urban areas of South Florida and Boston.It identifies which socioeconomic variables and landuse categories affect the density of PokéStops,and how PokéStops and gyms cluster relative to each other.Using nearest neighbor analysis,this paper assesses also how actual PokéStop locations are reflected in Yelp’s“PokéStop nearby”attribute.Results show that black and Hispanic neighborhoods are disadvantaged when it comes to crowd-sourced data coverage,that PokéStops occur more frequently in commercial,recreational and touristic sites and around universities,and that PokéStops tend to cluster around gyms.The latter suggests that these point sets were generated by a similar location selection process.To mitigate geographically linked biases,future versions of augmented reality and geo-games should aim to make them equally accessible in all areas,for example by placing extra resources,such as points of interest,in neighborhoods that are currently underrepresented in data coverage.展开更多
文摘<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;">−</span></span>1.33 (95% confidence intervals <span style="white-space:nowrap;"><span style="white-space:nowrap;">−</span></span>2.52 to <span style="white-space:nowrap;"><span style="white-space:nowrap;">−</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.
文摘In 2016,Niantic Labs released Pokémon Go,an augmented reality smartphone game that attracted millions of users worldwide.This game allows users to“catch”Pokémons through their mobile cameras in different geographic locations that often correspond to prominent places.This paper analyzes the distribution of PokéStops,Pokémon gyms,and spawnpoints in selected urban areas of South Florida and Boston.It identifies which socioeconomic variables and landuse categories affect the density of PokéStops,and how PokéStops and gyms cluster relative to each other.Using nearest neighbor analysis,this paper assesses also how actual PokéStop locations are reflected in Yelp’s“PokéStop nearby”attribute.Results show that black and Hispanic neighborhoods are disadvantaged when it comes to crowd-sourced data coverage,that PokéStops occur more frequently in commercial,recreational and touristic sites and around universities,and that PokéStops tend to cluster around gyms.The latter suggests that these point sets were generated by a similar location selection process.To mitigate geographically linked biases,future versions of augmented reality and geo-games should aim to make them equally accessible in all areas,for example by placing extra resources,such as points of interest,in neighborhoods that are currently underrepresented in data coverage.