Replacing self-efficacy in physical activity: Unconscious intervention of the AR Game, Pokémon GO

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Abstract

With increases in aging and chronic disease, there have been efforts to apply IT to healthcare. Many studies show that the will to exercise (self-efficacy) is the most important factor contributing to physical activity. However, those who need exercise do not have this will so that an approach to increase the motivation for physical activity should be unconscious. Thus, playing Pokémon GO, an augmented reality (AR) mobile game requiring players to ambulate in reality, increases the physical activity of individuals with a simple motivation of enjoyment. A survey on 237 Pokémon GO players was analyzed using structural equation modeling (SEM) considering libertarian paternalism. The results show that self-efficacy had a non-significant effect on attitude toward the game Pokémon GO, while previous studies found that self-efficacy is the most important factor in increasing physical activity. This indicates that playing AR drives physical activity, subconsciously and effectively.

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Kim, H., Lee, H. J., Cho, H., Kim, E., & Hwang, J. (2018). Replacing self-efficacy in physical activity: Unconscious intervention of the AR Game, Pokémon GO. Sustainability (Switzerland), 10(6). https://doi.org/10.3390/su10061971

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