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...

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Detalles Bibliográficos
Autores: Mejia, Christian R., Mena, Lienneke S., Mogollón, César A., Figueroa-Romero, Rocío, Hernández-Calderón, Edgardo N., Aguilar-Fernández, Andrés M., Chacon, Jhosselyn I., Miñan-Tapia, Armando, Tovani-Palone, Marcos Roberto, Hernández-Arriaga, Gustavo
Formato: artículo
Fecha de Publicación:2019
Institución:Universidad Continental
Repositorio:CONTINENTAL-Institucional
Lenguaje:inglés
OAI Identifier:oai:repositorio.continental.edu.pe:20.500.12394/10149
Enlace del recurso:https://hdl.handle.net/20.500.12394/10149
http://dx.doi.org/10.29333/ejgm/114664
Nivel de acceso:acceso abierto
Materia:Estudiantes
Videojuegos
Comportamiento adictivo
https://purl.org/pe-repo/ocde/ford#1.02.02
Descripción
Sumario: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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