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...

Descripción completa

Detalles Bibliográficos
Autores: 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.
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
id RUNC_6ede924897a4a7f2f34f93d7a7a11b46
oai_identifier_str oai:repositorio.unc.edu.pe:20.500.14074/9726
network_acronym_str RUNC
network_name_str UNC-Institucional
repository_id_str 4868
spelling 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.
publishDate 2019
dc.date.accessioned.none.fl_str_mv 2026-02-18T18:24:01Z
dc.date.available.none.fl_str_mv 2026-02-18T18:24:01Z
dc.date.issued.fl_str_mv 2019
dc.type.es_PE.fl_str_mv info:eu-repo/semantics/article
dc.type.version.es_PE.fl_str_mv info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.none.fl_str_mv http://hdl.handle.net/20.500.14074/9726
dc.identifier.doi.es_PE.fl_str_mv https://doi.org/10.29333/ejgm/114664
url http://hdl.handle.net/20.500.14074/9726
https://doi.org/10.29333/ejgm/114664
dc.language.iso.es_PE.fl_str_mv eng
language eng
dc.relation.ispartof.es_PE.fl_str_mv https://www.scopus.com/pages/publications/85076588321
urn:issn:25163507
Electron. J. Gen. Med. 2019; 16(5)
dc.rights.es_PE.fl_str_mv info:eu-repo/semantics/openAccess
dc.rights.uri.es_PE.fl_str_mv http://creativecommons.org/licenses/by/4.0/
eu_rights_str_mv openAccess
rights_invalid_str_mv http://creativecommons.org/licenses/by/4.0/
dc.format.es_PE.fl_str_mv application/pdf
dc.publisher.es_PE.fl_str_mv Modestum LTD.
dc.source.none.fl_str_mv reponame:UNC-Institucional
instname:Universidad Nacional de Cajamarca
instacron:UNC
instname_str Universidad Nacional de Cajamarca
instacron_str UNC
institution UNC
reponame_str UNC-Institucional
collection UNC-Institucional
bitstream.url.fl_str_mv http://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.pdf
bitstream.checksum.fl_str_mv e5fbe7910fb01961287dc8e1ad72b2d7
bitstream.checksumAlgorithm.fl_str_mv MD5
repository.name.fl_str_mv Universidad Nacional de Cajamarca
repository.mail.fl_str_mv repositorio@unc.edu.pe
_version_ 1864826156588466176
score 13.91977
Nota importante:
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).