{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,18]],"date-time":"2026-05-18T21:07:43Z","timestamp":1779138463692,"version":"3.51.4"},"reference-count":17,"publisher":"Springer Science and Business Media LLC","issue":"2","license":[{"start":{"date-parts":[[2020,3,5]],"date-time":"2020-03-05T00:00:00Z","timestamp":1583366400000},"content-version":"tdm","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"},{"start":{"date-parts":[[2020,3,5]],"date-time":"2020-03-05T00:00:00Z","timestamp":1583366400000},"content-version":"vor","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"}],"content-domain":{"domain":["link.springer.com"],"crossmark-restriction":false},"short-container-title":["Comput Game J"],"published-print":{"date-parts":[[2020,6]]},"DOI":"10.1007\/s40869-020-00102-8","type":"journal-article","created":{"date-parts":[[2020,3,5]],"date-time":"2020-03-05T12:02:31Z","timestamp":1583409751000},"page":"207-219","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":3,"title":["Pok\u00e9mon GO: Gotta Catch \u2018Em All... but with My Younger Friends"],"prefix":"10.1007","volume":"9","author":[{"given":"Madeline M.","family":"Marello","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Michaela S.","family":"Clark","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Julie Hicks","family":"Patrick","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"297","published-online":{"date-parts":[[2020,3,5]]},"reference":[{"issue":"4","key":"102_CR1","doi-asserted-by":"publisher","first-page":"1302","DOI":"10.1016\/j.chb.2013.01.014","volume":"29","author":"JC Allaire","year":"2013","unstructured":"Allaire, J. C., McLaughlin, A. C., Trujillo, A., Whitlock, L. A., LaPorte, L., & Gandy, M. (2013). Successful aging through digital games: Socioemotional differences between older adult gamers and non-gamers. Computers in Human Behavior,29(4), 1302\u20131306. https:\/\/doi.org\/10.1016\/j.chb.2013.01.014.","journal-title":"Computers in Human Behavior"},{"key":"102_CR2","first-page":"517","volume-title":"Handbook of psychology, developmental psychology","author":"TC Antonucci","year":"2013","unstructured":"Antonucci, T. C., Birditt, K. S., & Ajrouch, K. J. (2013). Social relationships and aging (CH. 20). In I. B. Weiner (Ed.), Handbook of psychology, developmental psychology (2nd ed., p. 517). Hoboken: Wiley.","edition":"2"},{"key":"102_CR3","volume-title":"IBM SPSS Amos 20 user\u2019s guide","author":"J Arbuckle","year":"2011","unstructured":"Arbuckle, J. (2011). IBM SPSS Amos 20 user\u2019s guide. Mount Pleasant: Amos Development Corporation."},{"issue":"5","key":"102_CR4","doi-asserted-by":"publisher","first-page":"151","DOI":"10.1111\/1467-8721.ep11512261","volume":"4","author":"LL Carstensen","year":"1995","unstructured":"Carstensen, L. L. (1995). Evidence for a life-span theory of socioemotional selectivity. Current Directions in Psychological Science,4(5), 151\u2013156. https:\/\/doi.org\/10.1111\/1467-8721.ep11512261.","journal-title":"Current Directions in Psychological Science"},{"key":"102_CR5","doi-asserted-by":"publisher","first-page":"383","DOI":"10.1146\/annurev.psych.093008.100448","volume":"61","author":"S Charles","year":"2010","unstructured":"Charles, S., & Carstensen, L. L. (2010). Social and emotional aging. Annual Review of Psychology,61, 383\u2013409.","journal-title":"Annual Review of Psychology"},{"issue":"4","key":"102_CR6","doi-asserted-by":"publisher","first-page":"243","DOI":"10.4103\/JETS.JETS_87_17","volume":"11","author":"Y Chong","year":"2018","unstructured":"Chong, Y., Sethi, D. K., Loh, C. H., & Lateef, F. (2018). Going forward with pokemon go. Journal of Emergencies, Trauma, and Shock,11(4), 243\u2013246. https:\/\/doi.org\/10.4103\/JETS.JETS_87_17.","journal-title":"Journal of Emergencies, Trauma, and Shock"},{"key":"102_CR7","doi-asserted-by":"publisher","unstructured":"De Schutter, B., & Vanden Abeele, V. (2010). Designing meaningful play within the psycho-social context of older adults. In Paper presented at the 3rd international conference on fun and games.\nhttps:\/\/doi.org\/10.1145\/1823818.1823827","DOI":"10.1145\/1823818.1823827"},{"key":"102_CR8","unstructured":"Diener E. D. (2006). Satisfaction with Life Scale (SWLS). Retrieved from https:\/\/labs.psychology.illinois.edu\/~ediener\/SWLS.html."},{"issue":"1","key":"102_CR9","doi-asserted-by":"publisher","first-page":"71","DOI":"10.1207\/s15327752jpa4901_13","volume":"49","author":"ED Diener","year":"1985","unstructured":"Diener, E. D., Emmons, R. A., Larsen, R. J., & Griffin, S. (1985). The satisfaction with life scale. Journal of Personality Assessment,49(1), 71\u201375. https:\/\/doi.org\/10.1207\/s15327752jpa4901_13.","journal-title":"Journal of Personality Assessment"},{"key":"102_CR10","unstructured":"Iqbal, M. (2019). Pokemon GO revenue and usage statistics (2019). BusinessofApps.com. Retrieved December 7, 2019 from https:\/\/www.businessofapps.com\/data\/pokemon-go-statistics\/#1."},{"issue":"4","key":"102_CR11","doi-asserted-by":"publisher","first-page":"347","DOI":"10.1177\/0963721419847200","volume":"28","author":"K Kushlev","year":"2019","unstructured":"Kushlev, K., Dwyer, R., & Dunn, E. W. (2019). The social price of constant connectivity: Smartphones impose subtle costs on well-being. Current Directions in Psychological Science,28(4), 347\u2013352. https:\/\/doi.org\/10.1177\/0963721419847200.","journal-title":"Current Directions in Psychological Science"},{"issue":"4","key":"102_CR12","doi-asserted-by":"publisher","first-page":"P228","DOI":"10.1093\/geronj\/47.4.p228","volume":"47","author":"MP Lawton","year":"1992","unstructured":"Lawton, M. P., Kleban, M. H., Dean, J., Rajagopal, D., & Parmelee, P. A. (1992). The factorial generality of brief positive and negative affect measures. Journal of Gerontology,47(4), P228\u2013P237. https:\/\/doi.org\/10.1093\/geronj\/47.4.p228.","journal-title":"Journal of Gerontology"},{"issue":"6","key":"102_CR13","doi-asserted-by":"publisher","first-page":"1","DOI":"10.2196\/10486","volume":"20","author":"J Li","year":"2018","unstructured":"Li, J., Erdt, M., Chen, L., Cao, Y., Lee, S., & Theng, Y. (2018). The social effects of exergames on older adults: Systematic review and metric analysis. Journal of Medical Internet Research,20(6), 1\u201311. https:\/\/doi.org\/10.2196\/10486.","journal-title":"Journal of Medical Internet Research"},{"issue":"1\u20132","key":"102_CR14","doi-asserted-by":"publisher","first-page":"130","DOI":"10.1177\/1555412015602819","volume":"11","author":"S Osmanovic","year":"2015","unstructured":"Osmanovic, S., & Pecchioni, L. (2015). Beyond entertainment: Motivations and outcomes of video game playing by older adults and their younger family members. Games and Culture,11(1\u20132), 130\u2013149. https:\/\/doi.org\/10.1177\/1555412015602819.","journal-title":"Games and Culture"},{"key":"102_CR15","doi-asserted-by":"publisher","unstructured":"Voida, A. & Greenberg, S. (2009a). Collated intergenerational console gaming. Research Report 2009-932-11. Department of Computer Science, University of Calgary, Canada. https:\/\/doi.org\/10.11575\/PRISM\/30662","DOI":"10.11575\/PRISM\/30662"},{"key":"102_CR16","doi-asserted-by":"publisher","unstructured":"Voida, A. & Greenberg, S. (2009b). Wii all play: The console game as a computational meeting place. In Proceedings of the ACM SIGCHI conference on human factors in computing systems (pp. 1559\u20131568). New York: ACM Press. https:\/\/doi.org\/10.1145\/1518701.1518940","DOI":"10.1145\/1518701.1518940"},{"issue":"1","key":"102_CR17","doi-asserted-by":"publisher","first-page":"52","DOI":"10.1089\/cyber.2016.0562","volume":"20","author":"CC Yang","year":"2017","unstructured":"Yang, C. C., & Liu, D. (2017). Motives matter: Motives for playing Pok\u00e9mon Go and implications for well-being. Cyberpsychology, Behavior, and Social Networking,20(1), 52\u201357. https:\/\/doi.org\/10.1089\/cyber.2016.0562.","journal-title":"Cyberpsychology, Behavior, and Social Networking"}],"container-title":["The Computer Games Journal"],"original-title":[],"language":"en","link":[{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/s40869-020-00102-8.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"text-mining"},{"URL":"http:\/\/link.springer.com\/article\/10.1007\/s40869-020-00102-8\/fulltext.html","content-type":"text\/html","content-version":"vor","intended-application":"text-mining"},{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/s40869-020-00102-8.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2021,3,5]],"date-time":"2021-03-05T01:07:33Z","timestamp":1614906453000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/s40869-020-00102-8"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2020,3,5]]},"references-count":17,"journal-issue":{"issue":"2","published-print":{"date-parts":[[2020,6]]}},"alternative-id":["102"],"URL":"https:\/\/doi.org\/10.1007\/s40869-020-00102-8","relation":{},"ISSN":["2052-773X"],"issn-type":[{"value":"2052-773X","type":"electronic"}],"subject":[],"published":{"date-parts":[[2020,3,5]]},"assertion":[{"value":"5 March 2020","order":1,"name":"first_online","label":"First Online","group":{"name":"ArticleHistory","label":"Article History"}},{"order":1,"name":"Ethics","group":{"name":"EthicsHeading","label":"Compliance with Ethical Standards"}},{"value":"The authors have no conflicts of interest to report.","order":2,"name":"Ethics","group":{"name":"EthicsHeading","label":"Conflict of interest"}}]}}