TY - JOUR
T1 - Compulsive gaming in secondary school students from five peruvian cities
T2 - Usage and addiction to the Pokémon GO game
AU - Mejia, Christian R.
AU - Mena, Lienneke S.
AU - Mogollón, César A.
AU - Figueroa-Romero, Rocío
AU - Hernández-Calderón, Edgardo N.
AU - Aguilar-Fernández, Andrés M.
AU - Chacon, Jhosselyn I.
AU - Miñan-Tapia, Armando
AU - Tovani-Palone, Marcos Roberto
AU - Hernández-Arriaga, Gustavo
N1 - Funding Information:
The present study was based on a previous project, whose objective was to measure the effect of an educational intervention on students (approved by the Ethics and Research Committee of the National Mother-Child Teaching Hospital “San Bartolomé”, Lima, Peru: Office Number: 266 File: 15030). To assess the effects of the Pokémon GO game an amendment was requested in August 2016. After approval by the Ethics Committee, interviewers were recruited in each city, and all were trained online. Moreover, permission was requested of all participant students.
Publisher Copyright:
© 2019 by the authors; licensee Modestum Ltd., UK.
PY - 2019
Y1 - 2019
N2 - 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.
AB - 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.
KW - Addictive behavior
KW - Peru
KW - Pokémon GO
KW - Students
KW - Video games
UR - http://www.scopus.com/inward/record.url?scp=85076588321&partnerID=8YFLogxK
U2 - 10.29333/ejgm/114664
DO - 10.29333/ejgm/114664
M3 - Original Article
AN - SCOPUS:85076588321
SN - 1304-3889
VL - 16
JO - Electronic Journal of General Medicine
JF - Electronic Journal of General Medicine
IS - 5
M1 - em164
ER -