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Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game.
| dc.contributor.author | Mejia, C.R | es_PE |
| dc.contributor.author | Mena, L.S. | es_PE |
| dc.contributor.author | Mogollón, C.A. | es_PE |
| dc.contributor.author | Figueroa-Romero, R. | es_PE |
| dc.contributor.author | Hernández-Calderón, E.N. | es_PE |
| dc.contributor.author | Aguilar-Fernández, A.M. | es_PE |
| dc.contributor.author | Chacon, J.I. | es_PE |
| dc.contributor.author | Miñan-Tapia, A. | es_PE |
| dc.contributor.author | Tovani-Palone, M.R. | es_PE |
| dc.contributor.author | Hernández-Arriaga, G. | es_PE |
| dc.date.accessioned | 2026-02-18T18:24:01Z | |
| dc.date.available | 2026-02-18T18:24:01Z | |
| dc.date.issued | 2019 | |
| dc.identifier.uri | http://hdl.handle.net/20.500.14074/9726 | |
| dc.description.abstract | 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. | es_PE |
| dc.description.sponsorship | Este trabajo fue financiado por (15030) | es_PE |
| dc.format | application/pdf | es_PE |
| dc.language.iso | eng | es_PE |
| dc.publisher | Modestum LTD. | es_PE |
| dc.relation.ispartof | https://www.scopus.com/pages/publications/85076588321 | es_PE |
| dc.relation.ispartof | urn:issn:25163507 | es_PE |
| dc.relation.ispartof | Electron. J. Gen. Med. 2019; 16(5) | es_PE |
| dc.rights | info:eu-repo/semantics/openAccess | es_PE |
| dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | es_PE |
| dc.subject | students | es_PE |
| dc.subject | video games | es_PE |
| dc.subject | Pokémon GO | es_PE |
| dc.subject | Peru | es_PE |
| dc.subject | addictive behavior | es_PE |
| dc.title | Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game. | es_PE |
| dc.title.alternative | Juego compulsivo en estudiantes de secundaria de cinco ciudades peruanas: Uso y adicción al juego Pokemon GO. | es_PE |
| dc.type | info:eu-repo/semantics/article | es_PE |
| dc.type.version | info:eu-repo/semantics/publishedVersion | es_PE |
| dc.subject.ocde | https://purl.org/pe-repo/ocde/ford#5.01.00 | es_PE |
| dc.identifier.doi | https://doi.org/10.29333/ejgm/114664 | es_PE |







