Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game.
Descripción del Articulo
Introduction: Some years ago, the Pokémon GO game became incredibly popular. However, no studies on the subject have been conducted in Peru involving vulnerable populations, such as adolescents. Objective: To determine if the number of hours playing the Pokémon GO game is associated with Internet an...
| Autores: | , , , , , , , , , |
|---|---|
| Formato: | artículo |
| Fecha de Publicación: | 2019 |
| Institución: | Universidad Nacional de Cajamarca |
| Repositorio: | UNC-Institucional |
| Lenguaje: | inglés |
| OAI Identifier: | oai:repositorio.unc.edu.pe:20.500.14074/9726 |
| Enlace del recurso: | http://hdl.handle.net/20.500.14074/9726 https://doi.org/10.29333/ejgm/114664 |
| Nivel de acceso: | acceso abierto |
| Materia: | students video games Pokémon GO Peru addictive behavior https://purl.org/pe-repo/ocde/ford#5.01.00 |
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Mejia, C.RMena, L.S.Mogollón, C.A.Figueroa-Romero, R.Hernández-Calderón, E.N.Aguilar-Fernández, A.M.Chacon, J.I.Miñan-Tapia, A.Tovani-Palone, M.R.Hernández-Arriaga, G.2026-02-18T18:24:01Z2026-02-18T18:24:01Z2019http://hdl.handle.net/20.500.14074/9726https://doi.org/10.29333/ejgm/114664Introduction: Some years ago, the Pokémon GO game became incredibly popular. However, no studies on the subject have been conducted in Peru involving vulnerable populations, such as adolescents. Objective: To determine if the number of hours playing the Pokémon GO game is associated with Internet and/or video game addiction, as well as to other factors in secondary school students from five Peruvian cities. Materials and methods: Cross-sectional, analytical, and multi-centric study, with a sample of 944 school students. General characteristics, including socio-educational aspects, and Internet and/or video game addiction were analyzed, as well as variables related to the use of the game, such as problems at home, with teachers, accidents, and theft. Results: We found statistical associations between the assessed variables and increased playing time. 409 (44%) students had an Internet addiction, 215 (23%) were addicted to video games, and 336 (49%) spent a significant number of hours per day playing Pokémon GO. A greater number of hours playing Pokémon GO was associated with having a video game addiction (prevalence ratio (PR): 1,33; 95% confidence interval (CI): 1.07-1.65), greater use of cell phone applications (PR: 1.02; 95% CI: 1.01-1.03), reprimand by parents (PR: 1.09; 95% CI: 1.02-1.18), and reprimand for arriving late to class (PR: 1.44; 95% CI: 1.07-1.18). On the other hand, students who played a greater number of video games used Pokémon GO by a lower number of hours (PR: 0,98; 95% CI: 0.97-0.99), adjusted by the respondent´s location. Conclusion: Higher usage levels of Pokémon GO were associated with having a video game addiction, greater use of phone applications, negative repercussions from parents, and reprimand for arriving late to class.Este trabajo fue financiado por (15030)application/pdfengModestum LTD.https://www.scopus.com/pages/publications/85076588321urn:issn:25163507Electron. J. Gen. Med. 2019; 16(5)info:eu-repo/semantics/openAccesshttp://creativecommons.org/licenses/by/4.0/studentsvideo gamesPokémon GOPeruaddictive behaviorhttps://purl.org/pe-repo/ocde/ford#5.01.00Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game.Juego compulsivo en estudiantes de secundaria de cinco ciudades peruanas: Uso y adicción al juego Pokemon GO.info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionreponame:UNC-Institucionalinstname:Universidad Nacional de Cajamarcainstacron:UNCORIGINALcompulsive-gaming-in-secondary-school-students-from-five-peruvian-cities-usage-and-addiction-to-the-7560.pdfcompulsive-gaming-in-secondary-school-students-from-five-peruvian-cities-usage-and-addiction-to-the-7560.pdfapplication/pdf357596http://repositorio.unc.edu.pe/bitstream/20.500.14074/9726/1/compulsive-gaming-in-secondary-school-students-from-five-peruvian-cities-usage-and-addiction-to-the-7560.pdfe5fbe7910fb01961287dc8e1ad72b2d7MD5120.500.14074/9726oai:repositorio.unc.edu.pe:20.500.14074/97262026-02-26 11:54:47.171Universidad Nacional de Cajamarcarepositorio@unc.edu.pe |
| dc.title.es_PE.fl_str_mv |
Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game. |
| dc.title.alternative.es_PE.fl_str_mv |
Juego compulsivo en estudiantes de secundaria de cinco ciudades peruanas: Uso y adicción al juego Pokemon GO. |
| title |
Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game. |
| spellingShingle |
Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game. Mejia, C.R students video games Pokémon GO Peru addictive behavior https://purl.org/pe-repo/ocde/ford#5.01.00 |
| title_short |
Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game. |
| title_full |
Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game. |
| title_fullStr |
Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game. |
| title_full_unstemmed |
Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game. |
| title_sort |
Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game. |
| author |
Mejia, C.R |
| author_facet |
Mejia, C.R Mena, L.S. Mogollón, C.A. Figueroa-Romero, R. Hernández-Calderón, E.N. Aguilar-Fernández, A.M. Chacon, J.I. Miñan-Tapia, A. Tovani-Palone, M.R. Hernández-Arriaga, G. |
| author_role |
author |
| author2 |
Mena, L.S. Mogollón, C.A. Figueroa-Romero, R. Hernández-Calderón, E.N. Aguilar-Fernández, A.M. Chacon, J.I. Miñan-Tapia, A. Tovani-Palone, M.R. Hernández-Arriaga, G. |
| author2_role |
author author author author author author author author author |
| dc.contributor.author.fl_str_mv |
Mejia, C.R Mena, L.S. Mogollón, C.A. Figueroa-Romero, R. Hernández-Calderón, E.N. Aguilar-Fernández, A.M. Chacon, J.I. Miñan-Tapia, A. Tovani-Palone, M.R. Hernández-Arriaga, G. |
| dc.subject.es_PE.fl_str_mv |
students video games Pokémon GO Peru addictive behavior |
| topic |
students video games Pokémon GO Peru addictive behavior https://purl.org/pe-repo/ocde/ford#5.01.00 |
| dc.subject.ocde.es_PE.fl_str_mv |
https://purl.org/pe-repo/ocde/ford#5.01.00 |
| description |
Introduction: Some years ago, the Pokémon GO game became incredibly popular. However, no studies on the subject have been conducted in Peru involving vulnerable populations, such as adolescents. Objective: To determine if the number of hours playing the Pokémon GO game is associated with Internet and/or video game addiction, as well as to other factors in secondary school students from five Peruvian cities. Materials and methods: Cross-sectional, analytical, and multi-centric study, with a sample of 944 school students. General characteristics, including socio-educational aspects, and Internet and/or video game addiction were analyzed, as well as variables related to the use of the game, such as problems at home, with teachers, accidents, and theft. Results: We found statistical associations between the assessed variables and increased playing time. 409 (44%) students had an Internet addiction, 215 (23%) were addicted to video games, and 336 (49%) spent a significant number of hours per day playing Pokémon GO. A greater number of hours playing Pokémon GO was associated with having a video game addiction (prevalence ratio (PR): 1,33; 95% confidence interval (CI): 1.07-1.65), greater use of cell phone applications (PR: 1.02; 95% CI: 1.01-1.03), reprimand by parents (PR: 1.09; 95% CI: 1.02-1.18), and reprimand for arriving late to class (PR: 1.44; 95% CI: 1.07-1.18). On the other hand, students who played a greater number of video games used Pokémon GO by a lower number of hours (PR: 0,98; 95% CI: 0.97-0.99), adjusted by the respondent´s location. Conclusion: Higher usage levels of Pokémon GO were associated with having a video game addiction, greater use of phone applications, negative repercussions from parents, and reprimand for arriving late to class. |
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2019 |
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2026-02-18T18:24:01Z |
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2026-02-18T18:24:01Z |
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2019 |
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https://doi.org/10.29333/ejgm/114664 |
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http://hdl.handle.net/20.500.14074/9726 https://doi.org/10.29333/ejgm/114664 |
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eng |
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eng |
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https://www.scopus.com/pages/publications/85076588321 urn:issn:25163507 Electron. J. Gen. Med. 2019; 16(5) |
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info:eu-repo/semantics/openAccess |
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http://creativecommons.org/licenses/by/4.0/ |
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La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).