著者
西脇 雅人 松本 直幸
出版者
一般社団法人日本体力医学会
雑誌
体力科学 (ISSN:0039906X)
巻号頁・発行日
vol.67, no.3, pp.237-243, 2018-06-01 (Released:2018-05-16)
参考文献数
19
被引用文献数
1

This retrospective observational study aimed to examine the effects of playing Pokémon GO on daily steps of male college students. Twenty-five Japanese male college students (20 ± 1 years) were assigned to Control group (C, n = 11) or Pokémon GO group (P, n = 14) based on their playing Pokémon GO or not. Daily step levels were obtained from the health care app of Apple iPhone from September 2016 to October 2016. In P group, the data for the 4 weeks to determine baseline values and for the 4 weeks of playing Pokémon GO were analyzed. The steps data of C group were also analyzed in the same period of the total 8 weeks. There were no significant differences in steps at baseline level between both groups. In addition, no significant time-course changes in steps were observed in C group. In contrast, steps in P group significantly increased from baseline 8,368 ± 544 steps/day to week 1 10,028 ± 617 steps/day (P < 0.01). The changes in steps from baseline to week 1 were significantly greater in P group than in C group (1,671 ± 345 vs. -81 ± 582, P < 0.01). However, the increased steps returned to baseline level by week 2, and the values did not increase again. Therefore, our findings indicate that playing Pokémon GO increases daily steps only during one week in Japanese male college students.
著者
西脇 雅人 松本 直幸
出版者
一般社団法人日本体力医学会
雑誌
体力科学 (ISSN:0039906X)
巻号頁・発行日
vol.67, no.3, pp.237-243, 2018
被引用文献数
1

<p>This retrospective observational study aimed to examine the effects of playing Pokémon GO on daily steps of male college students. Twenty-five Japanese male college students (20 ± 1 years) were assigned to Control group (C, n = 11) or Pokémon GO group (P, n = 14) based on their playing Pokémon GO or not. Daily step levels were obtained from the health care app of Apple iPhone from September 2016 to October 2016. In P group, the data for the 4 weeks to determine baseline values and for the 4 weeks of playing Pokémon GO were analyzed. The steps data of C group were also analyzed in the same period of the total 8 weeks. There were no significant differences in steps at baseline level between both groups. In addition, no significant time-course changes in steps were observed in C group. In contrast, steps in P group significantly increased from baseline 8,368 ± 544 steps/day to week 1 10,028 ± 617 steps/day (P < 0.01). The changes in steps from baseline to week 1 were significantly greater in P group than in C group (1,671 ± 345 vs. -81 ± 582, P < 0.01). However, the increased steps returned to baseline level by week 2, and the values did not increase again. Therefore, our findings indicate that playing Pokémon GO increases daily steps only during one week in Japanese male college students.</p>
著者
西脇 雅人 木内 敦詞 中村 友浩
出版者
一般社団法人日本体力医学会
雑誌
体力科学 (ISSN:0039906X)
巻号頁・発行日
vol.63, no.5, pp.445-453, 2014-10-01 (Released:2014-10-02)
参考文献数
19
被引用文献数
1 2

The present study aimed to examine the effects of Internet addiction on daily steps. A cross-sectional study was performed at the Osaka Institute of Technology. A total of 334 male college freshmen were analyzed. The participants were assigned to five groups according to Internet addiction levels. Internet addiction levels were assessed by Diagnostic Questionnaire, which has been reported by Young (1998), and we measured daily steps of the participants using a pedometer during usual 1 week. There were no significant trends or differences among five groups in physical characteristics of the participants, sleep duration, frequency of eating breakfast, and walking during commute time. However, with the level of Internet addiction increasing, daily steps showed a statistically significant decreasing trend. Therefore, Internet addiction levels might be related to reductions in steps in a dose-response manner. To clarify this point, further investigations will be required after considering confounding factors.