Chapter 05 of 15 · Pokémon and Health

Well-being, mental health and relationships

Pokémon, wellbeing and social relationships: meeting people, comparative studies and what makes a community welcoming.

English edition · Research cutoff: · English edition published · Updates

In this chapter
Three smiling older people walk together in a snowy park with Pikachu, Vulpix and Jigglypuff.
The pleasure of going out and meeting walking companions. A scene imagined for the project.

Going out, meeting people and sharing an interest

Playing can create an opportunity to meet people. Interviews with players describe connections between childhood memories, enjoyment of the game, friendships and family relationships. A qualitative investigation of GO’s features also connects several characteristics of the game with reported changes. These studies help us understand what people find in the experience. Ku, interviews; Arjoranta, critical incidents.

A seven-day diary studied by Ewell and colleagues finds associations between daily playing time, satisfaction, vitality and interactions. Daily exercise does not follow exactly the same pattern. An enjoyable social experience and increased physical activity are therefore two outcomes to examine separately. Ewell, 2019.

Among Japanese workers, a retrospective cohort reports a small favourable difference in psychological distress among persistent players. The association is interesting, with a modest effect size. It remains vulnerable to baseline differences, self-reporting and selection of people who continue playing. Watanabe, 2017.

Does the game do better than a walk?

Alloway and Carpenter studied one hour of Pokémon GO and one hour of walking without a phone in a crossover protocol. Negative affect decreased after the GO session. However, the comparison of changes between conditions was not statistically significant: the condition × time interaction had a p-value of 0.297.

The faithful wording is therefore a decrease observed after GO in this small study, with superiority over walking not demonstrated. The study also does not show an improvement in empathy. It illustrates the value of an active comparator: going out, walking and changing surroundings can already alter the experience of the moment. Alloway and Carpenter, 2019.

When participants are patients

A survey in a community mental health service collected 93 responses, a response rate of 13%. Two people reported that GO benefited their activity and mental health. This survey places the game among possible patient uses; it does not test its effectiveness as a psychiatric intervention. Rowntree, 2019.

Scientific letters have also proposed examining GO among young people experiencing marked social withdrawal. A clinical proposal deserves discussion as such. The records found are not enough to announce a validated treatment for hikikomori. Kato and colleagues; Tateno and colleagues.

At another scale, a time series in Hong Kong observes a reduction in presentations for self-harm after the game’s launch. Whether the people concerned played is unknown. Contemporary changes and contextual factors may contribute. A population-level signal does not establish that playing protects an individual against suicide. Wong, 2020.

The conditions for a welcoming community

A meeting between players may be valued for the people present as much as for the franchise. It would be useful to understand whether Pokémon facilitates first contact, continued meetings or both.

Relationship quality matters as much as the number of relationships. A group can give a place to an interest long experienced alone. It can also be demanding, competitive or exclusionary. Interviews with neurodivergent players published on YouTube present both sides: belonging and confidence for some, exploitation of skills or exhaustion for others. These are selected accounts from which frequency cannot be inferred. Interviews, huskystar77, 2026.

One research avenue would be to follow welcoming practices, forms of cooperation and the possibility of participating at one’s own pace. The mere existence of a community measures neither a reduction in loneliness nor its ability to support all its members.

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