Alain Labrique - Michelle Carras - Pokemon GO! - Pandemic or Prescription - The Public Health Perspective - 2016
Alain Labrique - Michelle Carras - Pokemon GO! - Pandemic or Prescription - The Public Health Perspective - 2016
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From the Johns Hopkins Bloomberg School of Public Health
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Pokémon GO!—Pandemic
NWS or Prescription? The
Public Health Perspective
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iStock Photo/KeongDaGreat
Niantic’s new smartphone game has unleashed a Pokémon fever that is spreading around the globe
faster than swine flu. Now, researchers at Johns Hopkins are scrambling to study how Zubats and
Pikachus might be affecting populations—possibly helping to combat another ongoing public
health crisis: the global obesity epidemic.
From med students to middle-school kids, tens of millions have suddenly taken to the streets,
phone in hand, in search of elusive virtual beasts. The more you walk, the more likely you are to
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8/30/2016 Pokémon GO!—Pandemic or Prescription? The Public Health Perspective
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find these pixel critters, gain expertise and “level up.” With its incredible worldwide popularity, this
immersive, e
augmented-reality game has the makings of a social, or health, experiment on a global
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scale.
From the Johns Hopkins Bloomberg School of Public Health
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people off the couch, into the real world, with inadvertent health effects. In 2006, Microsoft’s
Kinect and Nintendo’s Wii game consoles were heralded by many as the solution to getting a nation
of young gamers off their couches—but in this case, only as far as the carpet in front of the TV. In
just a week, more people have downloaded and used Pokémon GO than have ever bought the Wii
Fit game. Even major fitness giants such as Nike have tried, unsuccessfully, to capture users in
NikeFuel “Missions,” powered by a digitally-enhanced sneaker, only to dissolve most of their Digital
Sports division 2 years after launch.
As a commercial digital game, Pokémon GO may be better at engaging users, especially currently
sedentary ones, than health apps disguised as games. Pokémon GO not only builds on the appeal of
a massively successful gaming franchise but also adds a hefty dose of 21st century tech. Kids and
adults alike seem to be having no problem walking for city blocks when it doesn’t seem like exercise
—like hiding broccoli in a smoothie. The best high-def video games may be no match for the hybrid
game + real world mix when it comes to propelling users out of the house. Pokémon GO’s
augmented reality superimposes Charizards and Squirtles on once-familiar buildings and sidewalks
and turns churches and parking lots into state-of-the art Pokémon Gyms, allowing this exciting
virtual environment to attract users out into the real world. On the other hand, embracing fast-food
chains as Pokémon Gym sponsors could negate gains as players are drawn to the nearest
McDonalds to fuel more than just their virtual menagerie.
It seems clear that the game could be very useful in prevention and health promotion in a variety of
ways.
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+ Increasing physical activity
Gamified
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GHN and fitness apps don’t seem to share the “stickiness” of the best digital games.
Already fans are discovering nature trails they never knew existed, or historic landmarks they’d
From the Johns Hopkins Bloomberg School of Public Health
never noticed, thanks to the lure of another wild Pokémon. Active games like Dance, Dance
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Revolution! are based on high-energy, frenetic jumps and twists, but so far haven’t shown evidence
they reduce body mass index (BMI). The shininess of an exergame quickly wears off. But GO is a
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commercial franchise, likely to build momentum and keep players hooked well beyond the
proverbial chasm of long-term adoption. Savvy physical therapists have already incorporated GO
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into therapy for hospitalized children. Most public health agencies trying their hand at digital health
can hardly dream of competing on this level.
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+ Promoting outdoor time
Many parents express surprise at screen-bound preteens’ sudden desire to head outdoors since
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wild Pokémon appeared in our neighborhoods. Getting kids out in the open has clear health
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advantages, like increased Vitamin D levels (which helps strengthen bones), strengthened immune
systems, lower stress levels (Head Start Body Start), and reduced ADHD symptoms (NIH). Following
specific routes and checking in at points of interest along the way could encourage people to
explore their communities, allowing them to rediscover unappreciated real-world landmarks.
Niantic could even partner with state and national park systems to host ‘Pokémon days’ which
bring people together to enjoy both the virtual and real world.
iStock Photo/adamkaz
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+ Encouraging social interactions
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multiplayer
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online games, from Farmville to World of Warcraft, promote (or even require)
virtual socialization, but it is intriguing to see how Pokémon GO fosters real-world, face-to-face
From the Johns Hopkins Bloomberg School of Public Health
interactions—a strong predictor of both mental and physical health. This interaction could be
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useful, especially for those who otherwise have difficulty in social situations; some users are
already reporting improvements in depression and anxiety. In fact, Niantic could capitalize on this
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through new features that could encourage social interactions—perhaps by increasing the chances
of rare Pokémon sightings or speeding progress when traveling with a group.
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Of course, as public health professionals, we are also wary of a few potential areas of concern. As
concerns about potential problems mount, we question whether guidelines for use might be
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needed, such as those proposed alongside the game’s release in Japan.
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- Injuries while catching ‘em all US
Pokemon’s intro screen warns players to stay alert, but media reports are flooding in of people
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injured while focusing on Bulbasaur and not the busy traffic intersection. We wouldn’t be surprised
to see hospitals adopting a new injury billing code in the near future, or officers writing tickets for
driving while Pokémon hunting. Safety features which completely disable interaction when in a
moving vehicle may be warranted in future releases.
- Pikachu dependence
As noted with other highly engaging games, some users might find GO interfering with real life,
causing relationship conflicts, low bank balances, and possibly neglect of work, school or sleep--
problems common to behaviors that spiral out of control. It’s the very elements of GO and other
games that are so fascinating and engaging that also make them potentially problematic. Attention
to basic theories of behavioral reinforcement is integral to game design, and newer free-to-play
games (like GO) use the enormous amounts of data they collect to develop analytics. These
analytics are often used to identify and exploit “social whales”—those 0.15% of players who
account for 1/2 of the in-app purchases, creating an ethical embarrassment. To offset this
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quandary, developers and scientists could collaborate over these data to prevent problematic
gaming and
Search to extend insights into public engagement.
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From the Johns Hopkins Bloomberg School of Public Health
There is no doubt that we, in the health community, have a lot to learn from the Pokémon playbook
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— whether it’s the way GO captures and motivates players, or the social element of a shared
gaming experience. Alternatively, this is an opportunity for the health community to identify
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existing commercial games with the potential to have real world health impacts.
Collecting information about benefits and risks is important to public health scientists the same
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way monitoring use and demographic data is critical to a game’s marketing analysts (and capturing
Pokémon is for 30 million Pokémon GO users). The FDA is joining other health agencies worldwide
to pave the way for appsARCHIV
to be allowed to make health claims, but this will require plenty of
evidence. If Pokémon GO or other games can be used to prevent obesity or improve social anxiety
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and depression, we’ll need US to encourage their use as “digiceuticals.”
evidence
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Public health and clinical investigators can design the studies that will figure out if a future
prescription should read, “Capture 60 Pokémon and call me next month.” But studies cost money,
and the time it takes to get a study done, from conception to funding to published guidelines, can
take a decade or more, by which time we’ll likely be talking about Pokémon GONE. Intentional
collaborations between the gaming industry, gamers and global health could shrink this timespan
dramatically.
It’s not clear yet what impact (or duration) this Pokémon epidemic will have in terms of societal
benefits and consequences. Certainly, Pokémon GO is challenging public health scientists to rethink
how to leverage mobile technologies and video games to engage a clearly willing gaming public to
combat the looming and very-real epidemics of childhood obesity, depression and other
noncommunicable diseases. The staggering $190 billion spent currently on obesity, and the
projected costs of over $1 trillion from cardiovascular diseases by 2030 demands that we identify
new solutions. Beyond healthy bodies, the ability of wild Pikachus to unite crowds of strangers may
be just the prescription-strength app for the socially tense and politically divided times we live in.
Alain Labrique, PhD, MHS, MS, is an associate professor in the Department of International Health
at JHSPH and the director of the JHU Global mHealth Initiative, a University-wide Center of
Excellence in digital health research. Yorghos Carabas is a marketing and communications
specialist and creative designer at the Johns Hopkins University Global mHealth Initiative. Michelle
Colder Carras is a postdoctoral research fellow in the Department of Mental Health at the Johns
Hopkins Bloomberg School of Public Health who studies media and mental health. Bruce Y. Lee,
MD, MBA, is an associate professor of International Health at the Johns Hopkins Bloomberg
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8/30/2016 Pokémon GO!—Pandemic or Prescription? The Public Health Perspective
School of Public Health, director of the Global Obesity Prevention Center, and director of
Operations Research at the International Vaccine Access Center.
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From the Johns Hopkins Bloomberg School of Public Health
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Keywords: exercise, ghn exclusive, global health, injuries, obesity, tech & innovation
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Comments:
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Claudio Nigg
August 11, 2016 08:52:08 PM
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Are 18 years old or older and - Do you play Pokémon Go? We are seeking volunteers to take part in
a research study on Pokémon Go and physical activity. The best part: You can participate from
anywhere you can access the internet. So please follow this link
https://www.surveymonkey.com/r/PGosurvey to find out more details if you are: · Over 18 years
old AND · You play Pokémon Go. Note: The survey closes on August 31, 2016. Thank you for your
time, Claudio Nigg
Steph
August 11, 2016 01:34:53 AM
Christopher
August 9, 2016 07:30:20 PM
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Fluff article with no real content. Anyone could have written this.
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From the Johns Hopkins Bloomberg School of Public Health
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August 8, 2016 11:05:56 PM
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Cathy
August 8, 2016 11:01:36 AM
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My best friend and I, both 36 year old professional women, agree that Pokemon Go has caused us
to exercise more than our $150 Fitbits ever did. According to the game I've clocked in 44
kilometers while playing in the last month, and according to Pacer it's twice that amount since the
game's pedometer (which uses GPS to estimate distance, not steps) is not that accurate.
Judy
August 3, 2016 08:35:27 PM
Very informative article. Thank you for your time and effort. Two parents, in the suburbs near the
Phoenix area, left their two year old home alone to wander in parks near their neighborhood,
playing Pokemon Go. Please keep reminding the masses to play responsibly!
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