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1.
BMC Public Health ; 23(1): 1686, 2023 09 01.
Article in English | MEDLINE | ID: mdl-37658315

ABSTRACT

OBJECTIVE: The objective of this study is to present a conceptual framework for the prevention of gambling disorder and try to corroborate some of its postulates. The assumption of gambling as if it were acting like a virus may have important considerations in terms of preventing gambling disorder in society and, therefore, it could be a relevant public health issue. BACKGROUND: Like COVID-19, gambling disorder is a disease which is caused by the action of an external agent. The external agent was already in existence, but certain environmental conditions (absence of regulatory measures based on the prevention of gambling disorder) favored its propagation. Regarding immunization, for SARS-CoV-2, it is obtained through vaccination and prevention of exposure. However, it is unlikely that immunization can be developed for any gambling addiction prevention program to immunize everyone who is exposed to the "gambling virus". So, in the case of gambling disorder, preventive strategies should rather prevent gambling from affecting most people by limiting availability (supply) and accessibility (ease of access) to gambling. STUDY DESIGN: This research is a quasi-experimental investigation aimed to evaluate the effects of anti-COVID measures on the frequency of gambling and evolution of gambling disorder. The present study analyzed gambling patterns and the problems caused by gambling in 2,903 people, including those who were at-risk gamblers or had a gambling disorder. RESULTS: In general terms, restrictive measures to combat COVID-19 worked to prevent the consolidation of gambling habits and the appearance of gambling disorder, but they did not seem to be sufficient for people who already had this disorder. The most affected games were electronic games machines (EGMs) that took place in public places (gambling halls, bars and restaurants, etc.). CONCLUSIONS: The findings of this work support the hypothesis that, just as the SAR-CoV-2 virus is responsible for the global pandemic of COVID-19, which can only be stopped with vaccines and social distancing, in the case of gambling, the absence of an effective vaccine for "gambling virus" can lead to an epidemic of gambling disorders in societies, if the environmental conditions that are favorable for the spread of such virus are not modified. Some preventive strategies that can be useful from a public health frame of reference are suggested.


Subject(s)
COVID-19 , Gambling , Humans , Gambling/epidemiology , Gambling/prevention & control , COVID-19/epidemiology , COVID-19/prevention & control , SARS-CoV-2 , Immunization , Pandemics/prevention & control
3.
J Clin Med ; 12(3)2023 Jan 29.
Article in English | MEDLINE | ID: mdl-36769675

ABSTRACT

BACKGROUND: The present study compared adult usage patterns of online activities, the frequency rate of problematic internet use (PIU), and risk factors (including the psychopathology associated with PIU, i.e., distress and impulsivity) among adults in 15 countries from Europe, America, and Asia. METHODS: A total of 5130 adults from Belgium, Finland, Germany, Italy, Spain, France, Switzerland, Hungary, Poland, UK, Norway, Peru, Canada, US, and Indonesia completed an online survey assessing PIU and a number of psychological variables (i.e., depression, anxiety, stress, and impulsivity). The sample included more females, with a mean age of 24.71 years (SD = 8.70). RESULTS: PIU was slightly lower in European countries (rates ranged from 1.1% in Finland to 10.1% in the UK, compared to 2.9% in Canada and 10.4% in the US). There were differences in specific PIU rates (e.g., problematic gaming ranged from 0.4% in Poland to 4.7% in Indonesia). Regression analyses showed that PIU was predicted by problematic social networking and gaming, lack of perseverance, positive urgency, and depression. CONCLUSIONS: The differences in PIU between countries were significant for those between continental regions (Europe versus non-European countries). One of the most interesting findings is that the specific PIU risks were generally low compared to contemporary literature. However, higher levels of PIU were present in countries outside of Europe, although intra-European differences existed.

4.
Article in English | MEDLINE | ID: mdl-36833606

ABSTRACT

(1) Background: In the period between 2008 and 2020, the world experienced two global economic crises that affected people's way of life and well-being: the financial crisis of 2008 and that precipitated by the COVID-19 pandemic. Despite the crises' radically different causes, their consequences for economic activity have been equally dramatic; (2) Methods: This article analyzes the consequences of both crises on gambling spending in Spain and compares traditional (offline) games with more recent online offerings. The data were collected from databases maintained by the Spanish government and gambling companies; (3) Results: The paper offers two main conclusions. The first is that, while traditional (offline) gambling has been significantly affected by economic crises, online gambling has exhibited consistent growth since its legalization. The second is that the measures implemented to resolve the two economic crises differed significantly and thus had different impacts on spending on the various types of gambling; (4) Conclusions: The key conclusion is that purchasing power (measured in terms of GDP) can only explain spending on less addictive gambling games, such as lotteries. However, the availability and accessibility of games are both directly related to spending on games of all types.


Subject(s)
Behavior, Addictive , COVID-19 , Gambling , Humans , Gambling/epidemiology , Spain , Pandemics
5.
Adicciones ; 35(3): 235-248, 2023 Sep 01.
Article in English, Spanish | MEDLINE | ID: mdl-34882236

ABSTRACT

One of the most pressing social and scientific issues, as reflected in the current priority lines of the National Drugs Plan (PNSD), is the development of screening tools for the early detection of addictions, particularly behavioral addictions, due to the impact that these problems are having on the growth of addictions in recent years, especially in adolescents and young people. GOAL: The main goal of this research was to develop a screening tool for technological addictions (video games, mobile and social networks) and gambling for early detection in people suffering this kind of behavioral addiction. PROCEDURE: With technologies, in the absence of agreed clinical criteria, those participants who perceived themselves as having problems and, in addition, had received treatment for it, were selected. Regarding gambling, the diagnostic criteria of the DSM-5 were used. The three items that scored the highest Positive Predictive Values (PPV) in each of the four validated tests were selected. These indicators serve to distinguish those who use the technologies and/or gamble in a functional way and do not have any problems from those who already have an addictive problem with video games, mobile, social networks or gambling. RESULTS: This paper shows the finished screening tool with its main psychometric properties, which can be used by professionals working with adolescents in order to detect people who could have some addictive problem, in which case the psychologist can refer them to a specialized healthcare resource.


Una de las demandas sociales y científicas más acuciantes, que se plasma en las actuales líneas prioritarias del Plan Nacional sobre Drogas (PNSD) es el desarrollo de herramientas de screening para la detección temprana de adicciones, singularmente adicciones sin sustancia, debido al impacto que estas están teniendo en el desarrollo de adicciones desde hace unos años, especialmente en adolescentes y jóvenes. Objetivo. El objetivo principal de esta investigación fue el desarrollo de una herramienta de screening de adicciones tecnológicas (videojuegos, móvil y redes sociales) y al juego para vincular la detección temprana con la intervención y la prevención en el campo de las adicciones conductuales. Método. Participantes. Participaron en el estudio 1.813 estudiantes de entre 11 y 19 años de 13 comunidades autónomas. Instrumentos. Se desarrolló una encuesta con cuatro pruebas validadas sobre adicciones tecnológicas y al juego. Procedimiento. Para la construcción de la herramienta de screening se seleccionaron los tres elementos que obtuvieron mayor Valor Predictivo Positivo (VPP) de cada una de las cuatro pruebas validadas para diferenciar entre quienes utilizaban las tecnologías y/o jugaban de un modo social y no tenían ningún problema de aquellos que ya tenían un problema adictivo. Resultados. Se obtuvo una herramienta de uso de las tecnologías y juego que consta de 24 ítems (12 ítems de cribado de las cuatro tecnologías y 12 de uso de las mismas) con sus principales propiedades psicométricas (fiabilidad, estructura factorial). Discusión. La escala tiene unas adecuadas propiedades psicométricas y es congruente teóricamente. Se presenta la herramienta definitiva de screening, la cual queda a disposición de las/os psicólogas/os para la detección temprana de personas que puedan padecer alguna de estas adicciones, en cuyo caso podrían ser derivados a los recursos sanitarios especializados.


Subject(s)
Behavior, Addictive , Gambling , Video Games , Adolescent , Humans , Gambling/diagnosis , Behavior, Addictive/diagnosis , Behavior, Addictive/therapy , Motivation , Diagnostic and Statistical Manual of Mental Disorders
6.
Adicciones (Palma de Mallorca) ; 35(3): 235-248, 2023. tab
Article in English, Spanish | IBECS | ID: ibc-226068

ABSTRACT

Una de las demandas sociales y científicas más acuciantes, que se plasma en las actuales líneas prioritarias del Plan Nacional sobre Drogas (PNSD) es el desarrollo de herramientas de screening para la detección temprana de adicciones, singularmente adicciones sin sustancia, debido al impacto que estas están teniendo en el desarrollo de adicciones desde hace unos años, especialmente en adolescentes y jóvenes. Objetivo. El objetivo principal de esta investigación fue el desarrollo de una herramienta de screening de adicciones tecnológicas (videojuegos, móvil y redes sociales) y al juego para vincular la detección temprana con la intervención y la prevención en el campo de las adicciones conductuales. Método. Participantes. Participaron en el estudio 1.813 estudiantes de entre 11 y 19 años de 13 comunidades autónomas. Instrumentos. Se desarrolló una encuesta con cuatro pruebas validadas sobre adicciones tecnológicas y al juego. Procedimiento. Para la construcción de la herramienta de screening se seleccionaron los tres elementos que obtuvieron mayor Valor Predictivo Positivo (VPP) de cada una de las cuatro pruebas validadas para diferenciar entre quienes utilizaban las tecnologías y/o jugaban de un modo social y no tenían ningún problema de aquellos que ya tenían un problema adictivo. Resultados. Se obtuvo una herramienta de uso de las tecnologías y juego que consta de 24 ítems (12 ítems de cribado de las cuatro tecnologías y 12 de uso de las mismas) con sus principales propiedades psicométricas (fiabilidad, estructura factorial). Discusión. La escala tiene unas adecuadas propiedades psicométricas y es congruente teóricamente. Se presenta la herramienta definitiva de screening, la cual queda a disposición de las/os psicólogas/os para la detección temprana de personas que puedan padecer alguna de estas adicciones, en cuyo caso podrían ser derivados a los recursos sanitarios especializados. (AU)


One of the most pressing social and scientific issues, as reflected in the current priority lines of the National Drugs Plan (PNSD), is the development of screening tools for the early detection of addictions, particularly behavioral addictions, due to the impact that these problems are having on the growth of addictions in recent years, especially in adolescents and young people. Goal. The main goal of this research was to develop a screening tool for technological addictions (video games, mobile and social networks) and gambling for early detection in people suffering this kind of behavioral addiction. Procedure. With technologies, in the absence of agreed clinical criteria, those participants who perceived themselves as having problems and, in addition, had received treatment for it, were selected. Regarding gambling, the diagnostic criteria of the DSM-5 were used. The three items that scored the highest Positive Predictive Values (PPV) in each of the four validated tests were selected. These indicators serve to distinguish those who use the technologies and/or gamble in a functional way and do not have any problems from those who already have an addictive problem with video games, mobile, social networks or gambling. Results. This paper shows the finished screening tool with its main psychometric properties, which can be used by professionals working with adolescents in order to detect people who could have some addictive problem, in which case the psychologist can refer them to a specialized healthcare resource. (AU)


Subject(s)
Humans , Child , Adolescent , Addiction Medicine/education , Addiction Medicine/instrumentation , Addiction Medicine/methods , Video Games/adverse effects , Video Games/psychology , Surveys and Questionnaires , Spain
7.
Sci Rep ; 12(1): 22510, 2022 12 29.
Article in English | MEDLINE | ID: mdl-36581637

ABSTRACT

The structural addictive characteristics of gambling products are important targets for prevention, but can be unintuitive to laypeople. In the PictoGRRed (Pictograms for Gambling Risk Reduction) study, we aimed to develop pictograms that illustrate the main addictive characteristics of gambling products and to assess their impact on identifying the addictiveness of gambling products by laypeople. We conducted a three-step study: (1) use of a Delphi consensus method among 56 experts from 13 countries to reach a consensus on the 10 structural addictive characteristics of gambling products to be illustrated by pictograms and their associated definitions, (2) development of 10 pictograms and their definitions, and (3) study in the general population to assess the impact of exposure to the pictograms and their definitions (n = 900). French-speaking experts from the panel assessed the addictiveness of gambling products (n = 25), in which the mean of expert's ratings was considered as the true value. Participants were randomly provided with the pictograms and their definitions, or with a standard slogan, or with neither (control group). We considered the control group as representing the baseline ability of laypeople to assess the addictiveness of gambling products. Each group and the French-speaking experts rated the addictiveness of 14 gambling products. The judgment criterion was the intraclass coefficients (ICCs) between the mean ratings of each group and the experts, reflecting the level of agreement between each group and the experts. Exposure to the pictograms and their definition doubled the ability of laypeople to assess the addictiveness of gambling products compared with that of the group that read a slogan or the control group (ICC = 0.28 vs. 0.14 (Slogan) and 0.14 (Control)). Laypeople have limited awareness of the addictive characteristics of gambling products. The pictograms developed herein represent an innovative tool for universally empowering prevention and for selective prevention.


Subject(s)
Behavior, Addictive , Gambling , Humans , Judgment
8.
Article in English | MEDLINE | ID: mdl-35010804

ABSTRACT

Cognitive-Behavioural Therapy (CBT) is considered the 'gold standard' in the treatment of addictive disorders related to excessive technology use. However, the cognitive components of problematic internet use are not yet well-known. The aim of the present study was to explore the cognitive components, that according to problematic users, can lead to potential internet addiction. A total of 854 European adults completed an online survey using a mixed-methods design. Internet problems and attachment styles were assessed, prevalence rates estimated, correlations, chi-squared automatic interaction detection, and content analysis were performed. Self-reported addictions to social networking, internet, and gaming had a prevalence between 1.2% (gaming) to 2.7% (social networking). Self-perception of the addiction problem and preoccupied attachment style were discriminative factors for internet addiction. In an analysis of qualitative responses from self-identified compulsive internet users, a sense of not belonging and feeling of disconnection during life events were perceived as causes for internet addiction. The development depended on a cycle of mixed feelings associated with negative thoughts, compensated by a positive online identity. The severity of this behaviour pattern produced significant impairment in various areas of the participants' functioning, suggesting a possible addiction problem. It is suggested that health professionals administering CBT should target unhealthy preoccupations and monitor mixed feelings and thoughts related to internet use to support coping with cognitive distortions.


Subject(s)
Behavior, Addictive , Cognitive Behavioral Therapy , Video Games , Adult , Humans , Internet , Social Networking , Technology
9.
J Gambl Stud ; 38(3): 993-1008, 2022 Sep.
Article in English | MEDLINE | ID: mdl-34424447

ABSTRACT

Gambling is legal in most countries. However, despite having some economic benefits, certain characteristics of gambling can have health consequences, rendering it a public health issue. The effects can be summarized according to the following three "laws" of ethical gambling: "Gambling Dynamics Law": companies' economic gains come directly from players' losses; "Expected Loss Law": the more one gambles, the greater the probability of losing; and "Addiction Law": the more one gambles, the greater the need to play again, leading to further losses. Ludens is a gambling addiction prevention program that has four goals: inform participants about gambling and gambling addiction; sensitize participants to the risk of gambling for health, especially addiction; promote a change in attitudes toward gambling; and alert participants to risky behaviors that can lead to addiction. The prevention program was implemented during 2017 to 2019. Fourteen psychologists presented it to 2372 adolescents (48.8% females, 51.2% males) aged 14-19 years, none of whom were university students, recruited from 42 Spanish high schools in 132 groups taking different courses. The main dependent variables analyzed were the monthly frequencies of gambling, at-risk gambling, and gambling addiction (as measured by the National Opinion Research Center DSM-IV Screen for Gambling Problems, adapted to diagnose gambling disorder according to DSM-5, in which pathological gambling is considered an addictive disorder). Given that all of the gamblers were adolescents (most were minors), fulfilment of 1-3 the DSM-5 diagnostic criteria was considered to indicate a risk of problem gambling. After the administration of Ludens, statistically significant reductions were observed in the three variables of interest: monthly frequency of gambling, percentage of adolescents with risky gambling, and percentage of adolescents with gambling disorder. The results were analyzed according to sex and age (minors vs. adolescents between 18 and 19 years old). The results obtained after applying the prevention program indicate that Ludens is effective as a universal prevention program for gambling addiction.


Subject(s)
Behavior, Addictive , Gambling , Adolescent , Adult , Behavior, Addictive/diagnosis , Behavior, Addictive/prevention & control , Diagnostic and Statistical Manual of Mental Disorders , Female , Gambling/psychology , Humans , Male , Risk-Taking , Schools , Young Adult
10.
Rev. esp. drogodepend ; 45(4): 86-95, oct.-dic. 2020. tab
Article in Spanish | IBECS | ID: ibc-199687

ABSTRACT

Una de las características más relevantes de las drogodependencias es la comorbilidad entre diferentes sustancias. No existe, sin embargo, mucha información en lo que se refiere a las adicciones comportamentales entre sí, especialmente entre las denominadas adicciones tecnológicas y el juego. En este trabajo se analiza la correlación en el entre los criterios de la adicción al juego con los de las tecnologías y consumo de tabaco y alcohol en una muestra de 2.074 adolescentes entre 14 y 19 años a los que se les administró el programa de prevención de la adicción al juego, Ludens. En el caso de las adicciones comportamentales, solamente se encontraron correlaciones elevadas entre las puntuaciones de adicción a móvil y redes sociales, lo cual está en la línea de la hipótesis de que la existencia de comorbilidad entre adicciones comportamentales requiere de la participación de procesos psicológicos comunes y de que la absorción en la que se imbuyen las personas con este tipo de adicciones es difícilmente compatible con la presencia de otras adicciones comportamentales que también requieran de un elevado grado de implicación


Comorbidity in drug use is one of the most relevant aspects of substance addictions. It is, however, an issue on which there is still not enough scientific research regarding behavioral addictions and the relationship with other addictions, especially in regard to the so-called technological addictions. This paper analyzes the relationship between the main criteria of gambling addiction with that of technology, and tobacco and alcohol consumption in 2,074 adolescents between 14 and 19 years of age who were administered the addiction prevention program to gambling, Ludens. In the case of behavioral addictions, the only high correlations were found between mobile and social network addiction scores. This result is in line with the hypothesis that the existence of comorbidity among behavioral addictions requires the participation of common psychological processes. Besides, the absorption into which people with this type of addiction are imbued is usually incompatible with the presence of other behavioral addictions that also require a high degree of involvement


Subject(s)
Humans , Male , Female , Adolescent , Young Adult , Behavior, Addictive/epidemiology , Adolescent Behavior/psychology , Substance-Related Disorders/epidemiology , Substance-Related Disorders/psychology , Video Games/psychology , Video Games/statistics & numerical data , Online Social Networking , Comorbidity , Sex Distribution , Technology , Time Factors , Spain/epidemiology , Gambling/epidemiology , Gambling/psychology
11.
Rev. esp. drogodepend ; 44(4): 20-37, oct.-dic. 2019. tab
Article in Spanish | IBECS | ID: ibc-187261

ABSTRACT

Las primeras licencias de juego online (casino, bingo, tragaperras, apuestas y póquer online) se dieron en España en junio de 2012. Desde entonces se ha incrementado la oferta de juego, la publicidad y el gasto de los españoles en esta actividad. En consecuencia han aparecido nuevos casos de trastorno de juego debidos al juego online, principalmente en población juvenil. En este estudio se analiza el patrón de juego y los problemas asociados (juego de riesgo y trastorno de juego) en 7.265 escolares de entre 15 y 19 años, atendiendo a las diferencias en función de la edad y sexo. Los resultados obtenidos indican que el juego en el que los adolescentes participan con mayor regularidad son las apuestas deportivas, encontrando diferencias estadísticamente significativas tanto en frecuencia como en problemas de juego (trastorno de juego y juego de riesgo) entre mujeres y hombres, así como entre menores de edad y adolescentes de 18 y 19 años. En todos los casos, la prevalencia de adicción al juego online en adolescentes entre 15 y 19 años es superior a la de la población general por trastorno de juego, que es del 0,72%.Si consideramos que una epidemia es un problema de salud que se desarrolla por un agente externo que afecta a una parte de la población en un momento determinado y que se extiende más rápidamente de lo esperado, podemos afirmar que en la actualidad existe una epidemia de adicción al juego online en los adolescentes debido a la legalización del juego online. La legalización supuso la aparición de estas modalidades de juego y la ausencia de una regulación que tuviera como principal objetivo la prevención del trastorno de juego tuvo como consecuencia la extensión de este problema de salud


Licenses to operate with online gambling establishments (casino, bingo, slots, bets and online poker) started in Spain in June 2012. Since then, the gambling offerchoice, advertising and spending of among Spaniards has strongly increased heavily. Since online gambling is more addictive than traditional gambling, new cases of pathological gambling have appeared due to online gambling, mainly in the younger population.In this study, the gambling pattern and the associated problems (risk and pathological gambling) are analyzed in 7,265 schoolchildren between 15 and 19 years old, taking into account differen-ces according to age and sex. From the results obtained it is concluded that adolescents mostly engage in sports betting, the gambling that adolescents participate with more regularity are sports betting, finding statistically significant differences both in frequency and in gambling problems (pathological gambling and risk gambling) between women and men, and between minors and adolescents between 18 and 19 years old. Differences were also obtained between women and men, as well as among minors of age and adolescents of 18 and 19 years old.In all cases, the prevelance of adition to online gambling in adolescents between 15 and 19 years old id higher than in the general population in terms of gambling disorders, standing at 0.72%.An epidemic is a health problem that affects a part of the population at a certain time in a way that is higher than expected. Therefore, we can affirm that now we are now seeing have an epidemic of addiction to online gambling in adolescents. And tThe causes of this are the legalization, promotion and the absence of any regulation that defends the right to health over the economic interests


Subject(s)
Humans , Male , Female , Adolescent , Adult , Behavior, Addictive/epidemiology , Internet , Adolescent Behavior/psychology , Psychology, Adolescent
12.
Cyberpsychol Behav Soc Netw ; 22(7): 451-464, 2019 Jul.
Article in English | MEDLINE | ID: mdl-31295025

ABSTRACT

The 14-item Compulsive Internet Use Scale (CIUS) is one of the most frequently internationally adapted psychometric instruments developed to assess generalized problematic Internet use. Multiple adaptations of this instrument have led to versions in different languages (e.g., Arabic and French), and different numbers of items (e.g., from 5 to 16 items instead of the original 14). However, to date, the CIUS has never been simultaneously compared and validated in several languages and different versions. Consequently, the present study tested the psychometric properties of four CIUS versions (i.e., CIUS-14, CIUS-9, CIUS-7, and CIUS-5) across eight languages (i.e., German, French, English, Finnish, Spanish, Italian, Polish, and Hungarian) to (a) examine their psychometric properties, and (b) test their measurement invariance. These analyses also identified the optimal versions of the CIUS. The data were collected via online surveys administered to 4,226 voluntary participants from 15 countries, aged at least 18 years, and recruited from academic environments. All brief versions of the CIUS in all eight languages were validated. Dimensional, configural, and metric invariance were established across all languages for the CIUS-5, CIUS-7, and CIUS-9, but the CIUS-5 and CIUS-7 were slightly more suitable because their model fitted the ordinal estimate better, while for cross-comparisons, the CIUS-9 was slightly better. The brief versions of the CIUS are therefore reliable and structurally stable instruments that can be used for cross-cultural research across adult populations.


Subject(s)
Compulsive Behavior/diagnosis , Cross-Cultural Comparison , Internet/statistics & numerical data , Psychological Tests/standards , Adolescent , Adult , Female , Humans , Language , Male , Psychometrics , Reproducibility of Results , Translations , Young Adult
13.
Article in English | MEDLINE | ID: mdl-29890709

ABSTRACT

The prevalence of mobile phone use across the world has increased greatly over the past two decades. Problematic Mobile Phone Use (PMPU) has been studied in relation to public health and comprises various behaviours, including dangerous, prohibited, and dependent use. These types of problematic mobile phone behaviours are typically assessed with the short version of the Problematic Mobile Phone Use Questionnaire (PMPUQ⁻SV). However, to date, no study has ever examined the degree to which the PMPU scale assesses the same construct across different languages. The aims of the present study were to (i) determine an optimal factor structure for the PMPUQ⁻SV among university populations using eight versions of the scale (i.e., French, German, Hungarian, English, Finnish, Italian, Polish, and Spanish); and (ii) simultaneously examine the measurement invariance (MI) of the PMPUQ⁻SV across all languages. The whole study sample comprised 3038 participants. Descriptive statistics, correlations, and Cronbach's alpha coefficients were extracted from the demographic and PMPUQ-SV items. Individual and multigroup confirmatory factor analyses alongside MI analyses were conducted. Results showed a similar pattern of PMPU across the translated scales. A three-factor model of the PMPUQ-SV fitted the data well and presented with good psychometric properties. Six languages were validated independently, and five were compared via measurement invariance for future cross-cultural comparisons. The present paper contributes to the assessment of problematic mobile phone use because it is the first study to provide a cross-cultural psychometric analysis of the PMPUQ-SV.


Subject(s)
Behavior, Addictive/diagnosis , Cell Phone Use/statistics & numerical data , Crime/statistics & numerical data , Dangerous Behavior , Surveys and Questionnaires , Adult , Behavior, Addictive/epidemiology , Cell Phone Use/legislation & jurisprudence , Cross-Cultural Comparison , Europe/epidemiology , Factor Analysis, Statistical , Female , Humans , Language , Male , Prevalence , Psychometrics , Translations
14.
Front Psychol ; 9: 655, 2018.
Article in English | MEDLINE | ID: mdl-29780345

ABSTRACT

Mobile phone use and its potential addiction has become a point of interest within the research community. The aim of the study was to translate and validate the Test of Mobile Dependence (TMD), and to investigate if there are any associations between mobile phone use and problem gambling. This was a cross-sectional study on a Swedish general population. A questionnaire consisting of a translated version of the TMD, three problem gambling questions (NODS-CLiP) together with two questions concerning previous addiction treatment was published online. Exploratory factor analysis based on polychoric correlations was performed on the TMD. Independent samples T-tests, Mann-Whitney test, logistic regression analyses and ANOVA were performed to examine mean differences between subjects based on TMD test score, gambling and previous addiction treatment. A total of 1,515 people (38.3% men) answered the questionnaire. The TMD showed acceptable internal consistency (Cronbach's alpha: 0.905), and significant correlation with subjective dependence on one's mobile phone. Women scored higher on the TMD and 15-18 year olds had the highest mean test score. The TMD test score was significantly associated with problem gambling, but only when controlling for age and sex. Various separated items related to mobile phone use were associated with problem gambling. The TMD had acceptable internal consistency and correlates with subjective dependence, while future confirmatory factor analysis is recommended. An association between mobile phone use and problem gambling may be possible, but requires further research.

16.
Univ. psychol ; 16(4): 290-302, oct.-dic. 2017. tab
Article in Spanish | LILACS, COLNAL | ID: biblio-963322

ABSTRACT

Resumen El objetivo del presente trabajo es validar en población peruana, el Test de Dependencia de Videojuegos (TDV) (Chóliz & Marco, 2011). Los resultados obtenidos demuestran que se trata de una herramienta confiable y válida. Se encontró una sola estructura factorial, en lugar de cuatro dimensiones, como plantearon los autores del TDV. Este factor podría denominarse genéricamente: adicción a videojuegos, y podría servir como evidencia de la existencia de este trastorno, que coincidiría con el denominado 'Trastorno de Juego por Internet', que aparece en la Sección III del DSM-5. Los resultados hallados se discuten en relación a lo planteado por Chóliz y Marco (2011), en lo que se refiere a las diferencias en cuanto a sexo, edad y la estructura interna del instrumento.


Abstract The objective of this work is the validation of the Test of Dependence of Videogames (TDV) (Chóliz & Marco, 2011) in Peruvian population. The results show that it is a reliable and valid tool. We found a single factorial structure, rather than four dimensions as the authors of the TDV raised. This factor could be generically called: 'Addiction to video games', and could serve as evidence of the existence of this disorder, which would coincide with the so-called "Disorder online Game" listed in Section III of the DSM-5. The results found are discussed in relation to Chóliz & Marco (2011) in terms of differences in sex, age and the internal structure of the instrument.


Subject(s)
Peru , Video Games/trends , Dependency, Psychological
17.
J Behav Addict ; 6(2): 168-177, 2017 Jun 01.
Article in English | MEDLINE | ID: mdl-28425777

ABSTRACT

Background and aims Despite many positive benefits, mobile phone use can be associated with harmful and detrimental behaviors. The aim of this study was twofold: to examine (a) cross-cultural patterns of perceived dependence on mobile phones in ten European countries, first, grouped in four different regions (North: Finland and UK; South: Spain and Italy; East: Hungary and Poland; West: France, Belgium, Germany, and Switzerland), and second by country, and (b) how socio-demographics, geographic differences, mobile phone usage patterns, and associated activities predicted this perceived dependence. Methods A sample of 2,775 young adults (aged 18-29 years) were recruited in different European Universities who participated in an online survey. Measures included socio-demographic variables, patterns of mobile phone use, and the dependence subscale of a short version of the Problematic Mobile Phone Use Questionnaire (PMPUQ; Billieux, Van der Linden, & Rochat, 2008). Results The young adults from the Northern and Southern regions reported the heaviest use of mobile phones, whereas perceived dependence was less prevalent in the Eastern region. However, the proportion of highly dependent mobile phone users was more elevated in Belgium, UK, and France. Regression analysis identified several risk factors for increased scores on the PMPUQ dependence subscale, namely using mobile phones daily, being female, engaging in social networking, playing video games, shopping and viewing TV shows through the Internet, chatting and messaging, and using mobile phones for downloading-related activities. Discussion and conclusions Self-reported dependence on mobile phone use is influenced by frequency and specific application usage.


Subject(s)
Behavior, Addictive/epidemiology , Cell Phone , Adolescent , Adult , Cross-Cultural Comparison , Europe/epidemiology , Humans , Internet , Prevalence , Regression Analysis , Risk Factors , Self Report , Universities , Young Adult
18.
Ter. psicol ; 35(1): 57-69, Apr. 2017. tab
Article in Spanish | LILACS | ID: biblio-846332

ABSTRACT

El objetivo principal de esta investigación consistió en el análisis de la eficacia de las técnicas de control de la impulsividad para la prevención de la adicción a videojuegos añadidas a un programa de prevención previamente validado (PrevTec 3.1). Los resultados se tomaron en cuatro momentos: línea base, pre-test (primera sesión), post-test (última sesión) y seguimiento (a los tres meses). Los resultados indican que, mientras los grupos que permanecen en lista de espera no presentan cambios ni en el patrón de uso ni en la dependencia de videojuegos, aquellos en los que se aplica el programa sí que experimentan un descenso significativo. Las dos modalidades del programa de prevención son eficaces en la reducción de las variables analizadas, pero los resultados se mantienen más consistentes durante el seguimiento a quienes se entrenaron las técnicas de control de la impulsividad.


The main objective of this research has been the analysis of the effectiveness of some impulsivity control techniques to prevent videogame addiction. It has compared the results obtained with a prevention program that it had been already validated with the same program in which additional impulsiveness control techniques were added. Four periods were selected for the analysis: baseline, pre-test, post-test and follow-up. Two experimental conditions were designed: a) conventional prevention program, and b) program with impulsiveness control techniques. Results were compared with a group control (waiting list). Results indicate that, while groups that remain on waiting list do not present changes in pattern of use, those which the program was applied decrease significantly. The two modalities of prevention program were effective in the reduction of the analyzed variables, but the changes produced by the implementation of impulsive control techniques were more consistent and lasting in time.


Subject(s)
Humans , Male , Female , Child , Adolescent , Behavior, Addictive/prevention & control , Video Games/psychology , Analysis of Variance , Follow-Up Studies , Impulsive Behavior , Surveys and Questionnaires , Treatment Outcome , Video Games/adverse effects
19.
Rev. esp. drogodepend ; 42(1): 34-47, ene.-mar. 2017. graf, tab
Article in Spanish | IBECS | ID: ibc-161816

ABSTRACT

El presente trabajo tiene como objetivo analizar la implicación de los menores de edad con el juego de azar, especialmente la relación entre algunos juegos con la presencia de indicadores de adicción al juego. También se atiende a las diferencias de género. Se administró el programa de prevención de la adicción al juego Ludens a 807 estudiantes de bachiller y ciclos formativos de colegios privados e institutos públicos de Valencia y provincia. Dicho programa contiene una encuesta en la que se evalúa la frecuencia de juego, así como el juego patológico a través del NODS. Los principales resultados demuestran que el 62,1% de los menores de 18 años relata haber jugado a algún juego de azar durante los últimos meses, de entre los cuales, las apuestas deportivas y las quinielas son las más frecuentes. De entre los que juegan, el 22,6% manifiestan entre uno y tres criterios de juego patológico del DSM-5, mientras que el 2,8% muestran cuatro o más criterios, que es la cifra utilizada para el diagnóstico de juego patológico. Se encontraron diferencias estadísticamente significativas en género, tanto en frecuencia de juego como en incidencia y vulnerabilidad al juego patológico. Los resultados obtenidos ponen de relevancia que, a pesar de que el juego es una actividad que está prohibida a menores de edad, esta no es infrecuente en ellos. Algunos tipos de juego presentan una mayor correlación con indicadores de juego problemático que son, además, juegos en los que existe un control laxo sobre el acceso a ellos por parte de los menores. Esta situación podría remediarse -y la adicción al juego podría prevenirse- con adecuadas medidas de regulación, como la identificación fehaciente del jugador


This paper aims to analyze minors' involvement with gambling, especially the relationship between certain games and the incidence of gambling addiction indicators. It also addresses gender differences. A gambling addiction prevention program named Ludens was implemented with 807 students in public and private schools of Valencia. This prevention program contains a survey that evaluates the frequency of gambling as well as pathological gambling through NODS. The main results show that 62.1% of minors reported having played a game of chance over the past year. The most common ones were sports betting and football pools. Among those who play, 22.6% have from one to three DSM-5 criteria for pathological gambling, while 2.8% show four or more criteria, which is the figure used for the diagnosis of pathological gambling. Significant gender differences in frequency of play and incidence and vulnerability to pathological gambling were found. The results obtained reveal that, although gambling is forbidden for minors, this activity is not uncommon among them. Some types of gambling have a greater correlation with problematic gambling indicators, which are also the games for which there is lax control over access to these by minors. This situation could be remedied - and addiction to gambling could be prevented - with appropriate regulatory measures, such as the gambler's reliable identification


Subject(s)
Humans , Male , Female , Adolescent , Young Adult , Gambling/epidemiology , Gambling/prevention & control , Gambling/psychology , Sex Factors
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