Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game.
Fecha
2019Autor
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.
Metadatos
Mostrar el registro completo del ítemResumen
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.







