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1.
J Adolesc ; 55: 51-60, 2017 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-28033503

RESUMO

Social networking sites (SNS) are especially attractive for adolescents, but it has also been shown that these users can suffer from negative psychological consequences when using these sites excessively. We analyze the role of fear of missing out (FOMO) and intensity of SNS use for explaining the link between psychopathological symptoms and negative consequences of SNS use via mobile devices. In an online survey, 1468 Spanish-speaking Latin-American social media users between 16 and 18 years old completed the Hospital Anxiety and Depression Scale (HADS), the Social Networking Intensity scale (SNI), the FOMO scale (FOMOs), and a questionnaire on negative consequences of using SNS via mobile device (CERM). Using structural equation modeling, it was found that both FOMO and SNI mediate the link between psychopathology and CERM, but by different mechanisms. Additionally, for girls, feeling depressed seems to trigger higher SNS involvement. For boys, anxiety triggers higher SNS involvement.


Assuntos
Ansiedade/etiologia , Depressão/etiologia , Medo/psicologia , Mídias Sociais/estatística & dados numéricos , Rede Social , Estresse Psicológico/etiologia , Adolescente , Feminino , Humanos , Masculino , Autorrelato , Fatores Sexuais , Smartphone/estatística & dados numéricos , Inquéritos e Questionários
2.
Artigo em Inglês | MEDLINE | ID: mdl-32899364

RESUMO

Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for the mediating role of some mechanisms involved. The aim of this study is to investigate the impact of the frustration of psychological needs on mobile videogamers' addictive behavior as well as the role of cognitions (game-use expectancies) and behaviors (time spent playing) through a hypothesized serial mediation model, while controlling for important correlates, such as game genre, age, gender and payment during play. A total of 471 mobile game users (211 males) with an average age of 21.73 replied to an online survey containing sociodemographic and game variables, the Need Satisfaction and Frustration Scale (NSFS), the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and a slightly modified version of the Internet Use Expectancies Scale (IUES). The results corroborate the negative effects of need frustration on IGD among mobile gamers and clarify the role of time spent playing and game-use expectancies in the development of IGD, highlighting the important role of cognitions in this relationship. We conclude that both the time spent playing and game-use expectancies should be important targets for clinical interventions, even though they are not included in the diagnostic criteria.


Assuntos
Comportamento Aditivo , Frustração , Aplicativos Móveis , Jogos de Vídeo , Feminino , Humanos , Internet , Masculino , Papel (figurativo) , Tempo
3.
Adicciones ; 20(2): 149-59, 2008.
Artigo em Espanhol | MEDLINE | ID: mdl-18551228

RESUMO

The Information and Communication Technologies (ICT) generate new styles of meeting people or connecting with friends or strangers. In this context, the internet and the mobile phone deserve special attention. This article deals with the maladaptive use of these technologies. By reviewing the literature published between 1991 and 2005 and indexed in the databases of PsycINFO, Medline, Psicodoc, IME, and ISOC, we aim to determine whether maladaptive use of these technologies can be considered a mental disorder, and if so, of which type. We describe the psychological phenomena of maladaptive use of the internet and mobile phones, we review research on prevalence and possible risk groups, and finally we discuss some of the criticisms made with regard to the existence and classification of this disorder. It is concluded that excessive use of the internet can lead to a mental disorder of the addictive type, which can particularly affect individuals with special emotional needs, as well as adolescents and young adults. Among specific applications of the internet, a major risk is found for the use of communicative and synchronic applications, such as chats and online role games, since they permit hyperpersonal communication, playing with different identities, and projections and dissociation without consequences in real life. Furthermore, the internet can play an important role in the development and maintenance of other addictions, such as pathological gambling and sex addiction. In contrast to the case of the internet, maladaptive use of mobile phones may be considered abuse, but not addiction, since their use does not lead to the rapid emotional changes or the playing with identities that can take place in chats and online role games.


Assuntos
Comportamento Aditivo , Telefone Celular , Internet , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/epidemiologia , Humanos , Prevalência , Fatores de Risco
4.
J Behav Addict ; 7(3): 727-736, 2018 Sep 01.
Artigo em Inglês | MEDLINE | ID: mdl-30203694

RESUMO

BACKGROUND AND AIMS: In recent years, we have witnessed a growing research interest in behavioral addictions and in pleasurable behaviors that generate a certain discomfort in the people who engage in them. The objective of this study was to assess if users of collectible card games, miniatures, and dice from the Star Wars Universe Games (SWUG) may also present criteria of addiction and if the presence of these criteria is related to demographic variables, game-playing habits, and other variables. METHODS: SWUG players were contacted through specialized gaming chats, and 218 of them completed the Internet Gaming Disorder Scale - Short Form (IGDS-SF9), a scale that assesses motivation to engage in the game (Massively Multiplayer Online Motivations Scale), the Rosenberg Self-Esteem Questionnaire, the Diener Satisfaction with Life Scale, and a question for the self-assessment of addiction. RESULTS: Significant predictors of addictive symptoms were the motivation to seek dissociation and (negatively) self-esteem. Users more significantly dedicate indirect hours to the game (thinking about the game, preparing material, etc.) than to actually playing. No participant could be considered pathologically addicted, as no one scored above the tentative cut-off point of the IGDS-SF9. DISCUSSION AND CONCLUSIONS: Despite the fact that many players considered themselves "addicted" and some presented various economic and family problems related to their activity, it was found that playing these games could not be equated to true addictive behavior, since no player had scores above the cut-off point. This finding contributes to current discussions about the tendency to overestimate excessive pleasurable behaviors.


Assuntos
Comportamento Aditivo , Jogos Recreativos , Internet , Adolescente , Adulto , Comportamento Aditivo/psicologia , Feminino , Jogos Recreativos/psicologia , Humanos , Masculino , Pessoa de Meia-Idade , Filmes Cinematográficos , Motivação , Satisfação Pessoal , Autoimagem , Adulto Jovem
5.
Artigo em Inglês | MEDLINE | ID: mdl-29518050

RESUMO

It has been more than a decade since a concern about the addictive use of the Internet and mobile phones was first expressed, and its possible inclusion into the lists of mental disorders has recently become a popular topic of scientific discussion. Thus, it seems to be a fitting moment to investigate the prevalence of this issue over time. The aim of the present study was to analyze the prevalence of the perception of problematic Internet and smartphone use in young people over the period 2006-2017. To this end, a questionnaire on Internet use habits and two questionnaires on the negative consequences of Internet and smartphone use were administered to a sample of 792 university students. The scores were then compared with the results of former studies that had used these questionnaires. The perception of problematic Internet and mobile phone use has increased over the last decade, social networks are considered responsible for this increase, and females are perceived to be more affected than males. The current study shows how strong smartphone and Internet addiction and social media overlap. Participants from 2017 report higher negative consequences of both Internet and mobile phone use than those from 2006, but long-term observations show a decrease in problematic use after a sharp increase in 2013. We conclude that the diagnosis of technological addictions is influenced by both time and social and culture changes.


Assuntos
Comportamento Aditivo/epidemiologia , Internet/estatística & dados numéricos , Smartphone , Estudantes/estatística & dados numéricos , Universidades/tendências , Adolescente , Telefone Celular , Feminino , Hábitos , Humanos , Masculino , Redes Sociais Online , Prevalência , Mídias Sociais , Espanha/epidemiologia , Inquéritos e Questionários , Tecnologia , Adulto Jovem
6.
J Behav Addict ; 7(3): 707-718, 2018 Sep 01.
Artigo em Inglês | MEDLINE | ID: mdl-30264606

RESUMO

BACKGROUND AND AIMS: Internet gaming disorder (IGD) has become a topic of increasing research interest since its inclusion in Section 3 of the DSM-5. Given the lack of clinical studies concerning IGD, exploring the characteristics of clinical samples with IGD will help to delineate the gaming disorder construct and inform future treatment studies. METHODS: Data collection consisted of clinical interviews comprising 31 male adolescents diagnosed with IGD. Alongside the clinical interviews, the participants were administered a battery of psychometric tests assessing the following: IGD, personality traits, comorbid symptomatology, emotional intelligence (EI), and family environment characteristics. RESULTS: The results showed that the adolescents with IGD and their relatives reported a high number of hours per week and high presence of stressful life events in the majority of the sample. High scores on scales assessing depression, anxiety, and somatic disorders were found. However, the findings indicate the presence of several other comorbid disorders meaning that some of the adolescent sample with IGD had different clinical profiles. Several personality traits were found to be highly associated with IGD including introversion, inhibition, submissiveness, self-devaluation, interpersonal sensibility, obsessive-compulsive tendencies, phobic anxiety, and hostility, as well as paranoid and borderline personality traits. Other negative characteristics found in the present sample included a high level of social problems, low EI, and dysfunctional family relationships. DISCUSSION AND CONCLUSIONS: The findings suggest a more global pattern of key psychological characteristics associated with Internet gaming disorder in adolescence. This may help in understanding the complexity of this proposed disorder and it may also help in designing more specialized interventions for adolescents with IGD. The findings have important implications for clinical practice and interventions.


Assuntos
Comportamento Aditivo/psicologia , Internet , Jogos de Vídeo/psicologia , Adolescente , Comportamento Aditivo/complicações , Criança , Inteligência Emocional , Família/psicologia , Humanos , Masculino , Personalidade , Comportamento Problema/psicologia , Estresse Psicológico/complicações
7.
J Behav Addict ; 7(4): 939-952, 2018 Dec 01.
Artigo em Inglês | MEDLINE | ID: mdl-30427213

RESUMO

BACKGROUND AND AIMS: Internet Gaming Disorder (IGD) has become health concern around the world, and specialized health services for the treatment of IGD are emerging. Despite the increase in such services, few studies have examined the efficacy of psychological treatments for IGD. The primary aim of this study was to assess the efficacy of a specialized psychotherapy program for adolescents with IGD [i.e., the "Programa Individualizado Psicoterapéutico para la Adicción a las Tecnologías de la Información y la Comunicación" (PIPATIC) program]. METHODS: The sample comprised 31 adolescents (aged 12-18 years) from two public mental health centers who were assigned to either the (a) PIPATIC intervention experimental group or (b) standard cognitive-behavioral therapy (CBT) control group. The interventions were assessed at pre-, middle-, and post-treatment phases, as well as a 3-month assessment was carried out after completing the interventions. RESULTS: No significant differences between either group in the pre-treatment phase were found. Relating to the different interventions examined, significant differences were found at pre-test and post-test on the following variables: comorbid disorders, intrapersonal and interpersonal abilities, family relationships, and therapists' measures. Both groups experienced a significant reduction of IGD symptoms, although the PIPATIC group experienced higher significant improvements in the remainder of the variables examined. DISCUSSION AND CONCLUSIONS: The findings suggest that PIPATIC program is effective in the treatment of IGD and its comorbid disorders/symptoms, alongside the improvement of intra- and interpersonal abilities and family relationships. However, it should also be noted that standard CBT was also effective in the treatment of IGD. Changing the focus of treatment and applying an integrative focus (including the addiction, the comorbid symptoms, intra- and interpersonal abilities, and family psychotherapy) appear to be more effective in facilitating adolescent behavior change than CBT focusing only on the IGD itself.


Assuntos
Comportamento do Adolescente , Comportamento Aditivo/terapia , Comportamento Infantil , Terapia Cognitivo-Comportamental/métodos , Internet , Resultado do Tratamento , Jogos de Vídeo , Adolescente , Criança , Humanos , Masculino
8.
Addict Behav Rep ; 5: 33-42, 2017 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-29450225

RESUMO

Some of the most frequently used online applications are Facebook, WhatsApp, and Twitter. These applications allow individuals to communicate with other users, to share information or pictures, and to stay in contact with friends all over the world. However, a growing number of users suffer from negative consequences due to their excessive use of these applications, which can be referred to as Internet-communication disorder. The frequent use and easy access of these applications may also trigger the individual's fear of missing out on content when not accessing these applications. Using a sample of 270 participants, a structural equation model was analyzed to investigate the role of psychopathological symptoms and the fear of missing out on expectancies towards Internet-communication applications in the development of symptoms of an Internet-communication disorder. The results suggest that psychopathological symptoms predict higher fear of missing out on the individual's Internet-communication applications and higher expectancies to use these applications as a helpful tool to escape from negative feelings. These specific cognitions mediate the effect of psychopathological symptoms on Internet-communication disorder. Our results are in line with the theoretical model by Brand et al. (2016) as they show how Internet-related cognitive bias mediates the relationship between a person's core characteristics (e.g., psychopathological symptoms) and Internet-communication disorder. However, further studies should investigate the role of the fear of missing out as a specific predisposition, as well as specific cognition in the online context.

9.
Med Clin (Barc) ; 127(19): 734-5, 2006 Nov 18.
Artigo em Espanhol | MEDLINE | ID: mdl-17198649

RESUMO

BACKGROUND AND OBJECTIVE: This study presents a cross-cultural adaptation into Spanish of the Eating Disorder Examination (EDE) by Fairburn and Cooper (1993). MATERIAL AND METHOD: The original English version was adapted by means of a complex successive translation-backtranslation procedure. The final Spanish version was then applied to 50 patients with eating disorders (17 diagnosed for anorexia nervosa, 19 for bulimia nervosa, and 14 for binge eating disorder) and to 30 normal control subjects. RESULTS: The means and standard deviations of the group in the 4 subscales were similar to the data obtained by the normative studies of the original English version. The Spanish version also showed similarly high Cronbach alpha coefficients for reliability. As for discriminative validity, the subscales discriminated significantly between the clinical groups and the control group. CONCLUSIONS: The Spanish version of the EDE presents adequate psychometric properties, similar to the original version.


Assuntos
Transtornos da Alimentação e da Ingestão de Alimentos/diagnóstico , Adolescente , Adulto , Comparação Transcultural , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Escalas de Graduação Psiquiátrica , Reprodutibilidade dos Testes , Espanha , Traduções
10.
Psicothema ; 27(4): 402-9, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-26493580

RESUMO

BACKGROUND: Passion has been shown to be involved in psychological processes that emerge in diverse human activities like physical activity and sports, work, leisure, videogaming, pathological gambling, and interpersonal relationships. We aimed to present evidence of validity and internal consistency of the Passion Scale in Spanish based on the Dualistic Model of Passion, comprising harmonious and obsessive dimensions. METHOD: The sample comprised 1,007 participants (350 females and 657 males), aged 16-65 (Md= 30.0 years). Exploratory Structural Equation Modeling (ESEM), measurement invariance and Multiple-Cause-Multiple-Indicator models (MIMIC) were used. RESULTS: Fit for the ESEM 2-factor solution was acceptable. Near full or partial measurement invariance across sex, type of activity, and age was supported. Relationships between both harmonious and obsessive dimensions and the external variables considered (age, sex, and criterion items) reasonably replicated those found in previous studies. Both scale scores showed adequate internal consistency (α = .81). CONCLUSIONS: Empirical evidence for the validity and internal consistency of the Spanish version of the Passion Scale is satisfactory and reveals that the scale is comparable to the English and French versions. Therefore, the Passion Scale can be used in research conducted in Spanish.


Assuntos
Atitude , Emoções , Motivação , Inquéritos e Questionários , Adolescente , Adulto , Idoso , Dança/psicologia , Análise Fatorial , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Modelos Psicológicos , Comportamento Obsessivo/diagnóstico , Comportamento Obsessivo/psicologia , Psicometria , Espanha , Esportes/psicologia , Traduções , Adulto Jovem
11.
Span J Psychol ; 16: E43, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-23866239

RESUMO

Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game's possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.


Assuntos
Motivação , Desempenho de Papéis , Comportamento Social , Jogos de Vídeo/psicologia , Logro , Adolescente , Adulto , Comportamento Aditivo , Transtornos Dissociativos , Comportamento Exploratório , Feminino , Humanos , Internet , Relações Interpessoais , Masculino , Recreação/psicologia , Inquéritos e Questionários , Adulto Jovem
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