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Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study.

Rosa Sze Man WongFrederick Ka Wing HoKeith Tsz Suen TungKing Wa FuPatrick Ip
Published in: JMIR serious games (2020)
Self-harm incidence in the population, particularly in adults, showed a significant decline in the period after Pokémon Go was launched. Augmented reality games such as Pokémon Go show great promise as a tool to enhance psychosocial well-being and improve mental health.
Keyphrases
  • mental health
  • virtual reality
  • risk factors
  • mental illness
  • big data