We provide real-world evidence that suggests NSC3 was associated with improvements in participants' step counts. For NSC3, the associated mean increase in the step counts across different sex and age groups varied, with greater increases for females and those in the oldest age group. Enrolment in the Personal Pledge and Corporate Challenge was associated with additional mean increases of 1172 (95% CI, 1123 to 1222) and 896 (95% CI, 862 to 930) steps per day, respectively. ![]() We observed that NSC3 was associated with a mean increase of 1437 steps (95% CI, 1408 to 1467) per day. Participants tended to be female (58.5%), with an average age of 41.5 years (SD = 13.9) and BMI of 23.8 kg/m2 (SD = 4.5). Regression discontinuity design and difference-in-difference with fixed-effects regression examined the association of NSC3 and the additional booster challenges on daily step counts. The current study includes 411,528 participants. We examined the effectiveness of a population-wide mHealth intervention in Singapore, National Steps Challenge Season 3 (NSC3) and two booster challenges (Personal Pledge, Corporate Challenge). Physical inactivity is a global public health challenge, and effective, large-scale interventions are needed. After implementing the Pokemon Go program for 7 weeks the results of our study confirms that the physical activity levels of teenagers have gradually increased during the COVID-19. Results.Teenagers with status of players, ex-players and non-players experienced a significant increase in physical activity level after participating the Pokemon Go program intervention for 7 weeks and the majority of subjects considered that Pokemon Go had positive effect to promote physical activity during the COVID-19 pandemic.Ĭonclusions. The quantitative instrument used to measure the physical activity level was IPAQ, while the qualitative instrument used in-depth interviews After carrying out the Pokemon Go intervention program, the forty-seven subjects were interviewed. The Pokemon Go program intervention was carried out for 7 weeks with an intensity of 3 times a week in physical education classes. ![]() Subjects were allocated in 2 groups, namely in the Pokemon Go program intervention group (N=47) and a control group that did not get any physical activity (N=47). 94 teenagers in grades 10-12 from three high schools agreed involved as subjects in this study. This research was conducted through a mixed method approach. The overall objective of this mixed method is to investigate the effects of the Pokemon Go program to promote physical activity in teenagers during the COVID-19 crisis One of the main problems during the COVID-19 pandemic that needs to be considered is the decline in physical activity carried out by teenagers. The paper’s most significant result is how Pokémon Go managed to motivate groups who are hard to motivate to be physically and socially active.The study purpose. ![]() It was also found that the game had a different effect on various groups of players and that 50% of the players reported positive health benefits, including weight loss, loss in body fat, and gain in muscle mass. The survey results of over two thousand active Pokémon Go players show that playing Pokémon Go has a statistically significant positive effect on physical and social activity. Specifically, the paper investigates how Pokémon Go has different health and social effects on gender, where the game is played, how much video games players play, their initial physical activity level, and occupation. However, few studies report how playing the game has different health and social impact on different groups of players. There have been many papers that report on how playing Pokémon Go affects the player’s health. When the game was released in the summer of 2016, Pokémon Go players spent more time exercising, being outdoors, and socializing with the unknown, family, and friends. Pokémon Go might be considered to be one of the most successful exergames ever released.
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