Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.12394/10149
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dc.contributor.authorMejia, Christian R.es_ES
dc.contributor.authorMena, Lienneke S.es_ES
dc.contributor.authorMogollón, César A.es_ES
dc.contributor.authorFigueroa-Romero, Rocíoes_ES
dc.contributor.authorHernández-Calderón, Edgardo N.es_ES
dc.contributor.authorAguilar-Fernández, Andrés M.es_ES
dc.contributor.authorChacon, Jhosselyn I.es_ES
dc.contributor.authorMiñan-Tapia, Armandoes_ES
dc.contributor.authorTovani-Palone, Marcos Robertoes_ES
dc.contributor.authorHernández-Arriaga, Gustavoes_ES
dc.date.accessioned2021-10-26T01:57:34Z-
dc.date.available2021-10-26T01:57:34Z-
dc.date.issued2019-
dc.identifier.citationMejia, C., Mena, L., Mogollón, C., Figueroa, R...[y otros 7]. (2019). Compulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO game [Juego compulsivo en estudiantes de secundaria de cinco ciudades peruanas: Uso y adicción al juego Pokemon GO]. Electronic Journal of General Medicine, 16(5), 1-8. http://dx.doi.org/10.29333/ejgm/114664es_ES
dc.identifier.urihttps://hdl.handle.net/20.500.12394/10149-
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_ES
dc.format.extentp. 1-8es_ES
dc.language.isoenges_ES
dc.publisherUniversidad Continentales_ES
dc.rightsinfo:eu-repo/semantics/openAccesses_ES
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/es_ES
dc.subjectEstudianteses_ES
dc.subjectVideojuegoses_ES
dc.subjectComportamiento adictivoes_ES
dc.titleCompulsive gaming in secondary school students from five peruvian cities: Usage and addiction to the Pokémon GO gamees_ES
dc.title.alternativeJuego compulsivo en estudiantes de secundaria de cinco ciudades peruanas: Uso y adicción al juego Pokemon GOes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.licenseAttribution 4.0 International (CC BY 4.0)es_ES
dc.rights.accessRightsAcceso abiertoes_ES
dc.identifier.journalElectronic Journal of General Medicinees_ES
dc.identifier.doihttp://dx.doi.org/10.29333/ejgm/114664es_ES
dc.subject.ocdehttp://purl.org/pe-repo/ocde/ford#1.02.02es_ES
dc.type.versioninfo:eu-repo/semantics/publishedVersiones_ES
Appears in Collections:Artículos Científicos

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