Please use this identifier to cite or link to this item: http://hdl.handle.net/123456789/303
Title: Effect of augmented reality game Pok emon GO on cognitive performance and emotional intelligence in adolescent young
Authors: Ruiz-Ariza, Alberto
Casuso, Rafael Antonio
Suarez-Manzano, Sara
J. Martínez-Lopez, Emilio
Keywords: Effect of augmented reality game Pok emon GO on cognitive performance and emotional intelligence in adolescent young
Virtual reality
Public spaces and computing
Issue Date: 8-Sep-2017
Citation: a Research group HUM943 Laboratory, Department of Didactic of Musical, Plastic and Body Expression, University of Ja en, Facultad de Humanidades y Ciencias de la Educaci on (D-2), Campus Las Lagunillas, 23071, Jaen, Spain b Department of Physiology, Faculty of Physical Activity and Sport, University of Granada, Spain
Abstract: The main aim was to analyse the effect of 8 weeks of Pok emon GO on cognitive performance (memory, selective attention, concentration, mathematical calculation and linguistic reasoning) and emotional intelligence (well-being, self-control, emotionality and sociability) in Spanish adolescents between 12 and 15 years. A longitudinal design was used, with a Control Group (n ¼ 103) that did not use Pok emon GO, and Experimental Group (n ¼ 87) that used Pok emon GO during 8 weeks. Age, sex, BMI, maternal educational level, number of computers at home and moderate to vigorous physical activity (MVPA) were used as confounders. Results showed that players walked 54 km and spent 40 min/day playing in this period. Boys played more, won more points and reached a higher level in the game than girls. The players playing Pok emon GO significantly increased their selective attention (p ¼ 0.003), concentration levels (p < 0.001), and sociability levels (p ¼ 0.003) against their peers. It is concluded that Pok emon GO increases, in a playful way, the amount of daily exercise in adolescents, could positively affect their cognitive performance, and improve the social relationships. Further studies are required to perform comparisons between single and collaborative play and to identify the pedagogical benefits through some subjects such as Physical Education.
URI: http://hdl.handle.net/123456789/303
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