Title
Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game
Other title
Juego compulsivo en estudiantes de secundaria de cinco ciudades peruanas: Uso y adicción al juego Pokemon GO.
Date Issued
01 January 2019
Access level
open access
Resource Type
journal article
Author(s)
Mena L.S.
Mogollón C.A.
Figueroa-Romero R.
Hernández-Calderón E.N.
Aguilar-Fernández A.M.
Chacon J.I.
Tovani-Palone M.R.
Hernández-Arriaga G.
Universidad Nacional Jorge Basadre Grohmann
Publisher(s)
Modestum Ltd.
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.
Volume
16
Issue
5
Language
English
OCDE Knowledge area
Psicología (incluye relaciones hombre-máquina)
Scopus EID
2-s2.0-85076588321
Source
Electronic Journal of General Medicine
ISSN of the container
25163507
Sponsor(s)
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.
Sources of information: Directorio de Producción Científica Scopus