Compulsive gaming in secondary school students from five Peruvian cities: Usage and addiction to the Pokemon GO game

被引:5
作者
Mejia, Christian R. [1 ]
Mena, Lienneke S. [2 ]
Mogollon, Cesar A. [3 ]
Figueroa-Romero, Rocio [4 ]
Hernandez-Calderon, Edgardo N. [5 ]
Aguilar-Fernandez, Andres M. [6 ]
Chacon, Jhosselyn, I [7 ]
Minan-Tapia, Armando [8 ]
Tovani-Palone, Marcos Roberto [9 ]
Hernandez-Arriaga, Gustavo [10 ]
机构
[1] Univ Continental, Lima, Peru
[2] Univ Catal Santa Maria, CIEM, Arequipa, Peru
[3] Univ Nacl Cajamarca, Sociedad Cient Estudiantes Med Cajamarca, Cajamarca, Peru
[4] Ctr Invest Estudiantes Med CIESMED, Tacna, Peru
[5] Univ Nacl Piura, Sociedad Cient Estudiantes Med Univ Nacl Piura SO, Piura, Peru
[6] Univ Ricardo Palma, Fac Med Humana, Lima, Peru
[7] Asociac Med Invest & Serv Salud, Lima, Peru
[8] Univ Nacl Jorge Basadre Grohmann, Fac Ciencias Salud, Tacna, Peru
[9] Univ Sao Paulo, Ribeirao Preto Med Sch, Ribeirao Preto, Brazil
[10] Univ Catolica Honduras, Fac Med & Cirugia, San Pedro Sula, Honduras
来源
ELECTRONIC JOURNAL OF GENERAL MEDICINE | 2019年 / 16卷 / 05期
关键词
students; video games; Pokemon GO; Peru; addictive behavior;
D O I
10.29333/ejgm/114664
中图分类号
R5 [内科学];
学科分类号
1002 ; 100201 ;
摘要
Introduction: Some years ago, the Pokemon 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 Pokemon 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 Pokemon GO. A greater number of hours playing Pokemon 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 Pokemon 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 Pokemon 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.
引用
收藏
页数:8
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