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dc.contributor.authorMejia, C.Res_PE
dc.contributor.authorMena, L.S.es_PE
dc.contributor.authorMogollón, C.A.es_PE
dc.contributor.authorFigueroa-Romero, R.es_PE
dc.contributor.authorHernández-Calderón, E.N.es_PE
dc.contributor.authorAguilar-Fernández, A.M.es_PE
dc.contributor.authorChacon, J.I.es_PE
dc.contributor.authorMiñan-Tapia, A.es_PE
dc.contributor.authorTovani-Palone, M.R.es_PE
dc.contributor.authorHernández-Arriaga, G.es_PE
dc.date.accessioned2026-02-18T18:24:01Z
dc.date.available2026-02-18T18:24:01Z
dc.date.issued2019
dc.identifier.urihttp://hdl.handle.net/20.500.14074/9726
dc.description.abstractIntroduction: 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.es_PE
dc.description.sponsorshipEste trabajo fue financiado por (15030)es_PE
dc.formatapplication/pdfes_PE
dc.language.isoenges_PE
dc.publisherModestum LTD.es_PE
dc.relation.ispartofhttps://www.scopus.com/pages/publications/85076588321es_PE
dc.relation.ispartofurn:issn:25163507es_PE
dc.relation.ispartofElectron. J. Gen. Med. 2019; 16(5)es_PE
dc.rightsinfo:eu-repo/semantics/openAccesses_PE
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/es_PE
dc.subjectstudentses_PE
dc.subjectvideo gameses_PE
dc.subjectPokémon GOes_PE
dc.subjectPerues_PE
dc.subjectaddictive behaviores_PE
dc.titleCompulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game.es_PE
dc.title.alternativeJuego compulsivo en estudiantes de secundaria de cinco ciudades peruanas: Uso y adicción al juego Pokemon GO.es_PE
dc.typeinfo:eu-repo/semantics/articlees_PE
dc.type.versioninfo:eu-repo/semantics/publishedVersiones_PE
dc.subject.ocdehttps://purl.org/pe-repo/ocde/ford#5.01.00es_PE
dc.identifier.doihttps://doi.org/10.29333/ejgm/114664es_PE


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