Adult perception toward videogames and physical activity using Pokémon GO

 

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Autores: Madrigal Pana, Johnny, Gómez Figueroa, Julio Alejandro, Moncada Jiménez, José
Formato: artículo original
Fecha de Publicación:2019
Descripción:Objective: The purpose of the study was to determine perception of videogames and the use Pokémon Go in Costa Rica. Materials and Methods: A national representative sample (n = 1059) of adults aged 18 years and older was chosen to complete a face-to-face survey on videogame perceptions and the use of Pokémon Go. Statistical analyses included 95% confidence intervals (95% CI) around the estimate, multiple regression, cluster, and factor analysis. Results: The 85.2% of the population (n = 866) were familiar with videogames, especially those in the 18- to 29-year age group (96.3%) and college education (94.8%). Perceptions about videogames were negative (Addictive = 89.6%, Violence = 75.5%, Bad for health = 51.3%) and positive (Stimulate mental abilities = 59.6%, Relaxing = 55.2%, Improve family communication = 49.4%); and 28.4% perceived that people without responsibilities played videogames. Perceptions were different by age group and educational level. Age and gender were significant predictors of attitudes toward videogame playing. Pokémon Go was played by 3.9% of those respondents who knew or had heard about videogames, who reported spending 6.7 h/week (95% CI = 3.9–9.5) playing the game, walking 24.7 km (95% CI = 12.5–36.9), and covering 70.4 km (95% CI = 45.3–95.5) by other transportation means. Conclusions: Positive and negative perceptions toward videogames mediated by age and education level were found in a Costa Rican sample. Age and gender predicted attitudes toward videogame playing. A small number of participants played Pokémon Go, which might suggest that this videogame was not engaging in this population.
País:Kérwá
Institución:Universidad de Costa Rica
Repositorio:Kérwá
Lenguaje:Inglés
OAI Identifier:oai:kerwa.ucr.ac.cr:10669/102906
Acceso en línea:https://hdl.handle.net/10669/102906
https://doi.org/10.1089/g4h.2018.0100
Palabra clave:video games
videogames
physical activity
exercise
adults
attitudes
perceptions
Costa Rica