Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game

Título traducido de la contribución: Juego compulsivo en estudiantes de secundaria de cinco ciudades peruanas: Uso y adicción al juego Pokemon GO

Christian R. Mejia, Lienneke S. Mena, César A. Mogollón, Rocío Figueroa-Romero, Edgardo N. Hernández-Calderón, Andrés M. Aguilar-Fernández, Jhosselyn I. Chacon, Armando Miñan-Tapia, Marcos Roberto Tovani-Palone, Gustavo Hernández-Arriaga

Producción científica: Artículo CientíficoArtículo originalrevisión exhaustiva

6 Citas (Scopus)

Resumen

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.

Título traducido de la contribuciónJuego compulsivo en estudiantes de secundaria de cinco ciudades peruanas: Uso y adicción al juego Pokemon GO
Idioma originalInglés estadounidense
-em164
PublicaciónElectronic Journal of General Medicine
Volumen16
N.º5
DOI
EstadoIndizado - 2019

Nota bibliográfica

Publisher Copyright:
© 2019 by the authors; licensee Modestum Ltd., UK.

Huella

Profundice en los temas de investigación de 'Juego compulsivo en estudiantes de secundaria de cinco ciudades peruanas: Uso y adicción al juego Pokemon GO'. En conjunto forman una huella única.

Citar esto