Therefore, the purpose of this study, Pokémon GO: Family Edition, is to explore the augmented reality game from a family (adult-child) user experience as it relates to healthy lifestyle behaviors. Specifically, this project aims:
1. To obtain descriptive data regarding uptake, utility, and engagement from families with children/teens who have played Pokemon GO.
2. To gain insight regarding Identity-Based Motivation and Theory of Goal Systems as plausible dynamic theoretical explanations of family game play and healthy lifestyle behaviors.
Methods: a cross sectional study design will be utilized. Pokémon GO: Family Edition will consist of the completion of a survey by an adult whose life has been impacted by a child/teen who has played Pokémon GO. With additional parental consent and child/teen assent, a semi-structured interview will occur with the child/teen who plays(ed) Pokémon GO.
Data is being collected from descriptive surveys. Data will be analyzed using descriptive statistics.
Results: Qualitative data will be aggregated and reported based on thematic saturation. Additional reporting will follow CHERRIES checklist for Internet e-surveys.
Discussion: Data driven science remains critical to guide behavior change efforts, noting that behavior change is dynamic and ever evolving. Change may occur differently for individuals (doing something for oneself) versus doing something as part of a family unit (as a child or parent). Behavior change strategies supplemented with mHealth tools must be theoretically robust, time varying, and interactive. Lastly, drawing from the field of human computer interaction, the design of mHealth tools is critical to the user-experience and subsequent success/failure of behavior change interventions supported with mHealth.
Implications for Future Research: Behavior change strategies supported by mHealth should be designed and explicated for scientific merit prior to clinical uptake.
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