Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 20 de 68
Filtrar
1.
JMIR Serious Games ; 12: e57304, 2024 Sep 20.
Artículo en Inglés | MEDLINE | ID: mdl-39302638

RESUMEN

Background: The video game industry has introduced a new form of monetization through microtransactions. A controversial example has been the so-called "loot boxes" (LBs) as virtual objects, which are randomized and bought with legal money. In recent years, LBs have come to connect 2 distinct problem behaviors, namely internet gaming disorder (IGD) and online gambling disorder (OGD). Many association studies have been conducted on the 3 constructs, but few have delved into the relationship of problematic use of LBs (PU-LB) with IGD and OGD. Objective: This study aims to explore the mediating role of the PU-LB between IGD and OGD. Methods: This cross-sectional and analytical study used incidental sampling in 24 Spanish schools. The final sample consisted of 542 participants (male: n=523, 96.5%; age: range 11-30 y) who played video games, bought LBs, and had gambled online in the last 12 months. Participants then completed the Spanish versions of the Internet Gaming Disorder Scale-Short Form, Online Gambling Disorder Questionnaire, and PU-LB scale. Results: IGD scores were found to be significantly associated with both PU-LB (r=0.473, P<.001) and OGD (r=0.209, P<.001). Moreover, PU-LB was significantly associated with OGD (r=0.351, P<.001). The structural equation model results indicated that IGD had no significant direct effect on OGD (P=.903). However, the indirect effect of IGD on OGD through PU-LB was significant (P<.001). Therefore, PU-LB fully mediated the relationship between IGD and OGD. Furthermore, these results were found in the subsamples of both minors (<18 y) and young adults (≥18 y). Conclusions: It is suggested that there is a mediation effect of problematic LB use between internet gambling and online gambling problems in both minors and young adults. This has potential practical implications by providing more evidence on how LBs have become a hinge feature between 2 clinically relevant and independent issues. In this regard, adequate industry self-regulation is needed, and effective legislation for the protection of minors is necessary.

2.
Acta Psychol (Amst) ; 249: 104476, 2024 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-39241535

RESUMEN

The use of loot boxes has been compared to gambling due to its random nature, with the consequent risk of being conceived as an ordinary activity implemented in the daily routine. One of the factors contributing to these gambling behaviors is exposure to gambling advertisements. It is essential to protect children and adolescents from prejudicial advertising, since due to their psycho-evolutionary development, advertising makes them impressionable and suggestible. Currently, there is scarcely any research on the influence of advertising on underage buyers of loot boxes. Knowledge in this regard is important to adequately address efforts to protect minors from the potential impact of gambling and its advertising. Thus, this study aims to examine how understanding advertising intent in loot box advertising moderates the relationship between the recognition of loot box advertising and the problematic usage of loot boxes in a sample of adolescents. The present study used a cross-sectional design, and the sample is composed by 451 adolescents (85.8 % male) that played videogames and purchased loot boxes in the last 12 months. Results indicated that understanding advertising intent played a moderating role in the relationship between advertising recognition and Problematic Use of Loot Boxes, strengthening it positively. The findings showed that when there was a low degree of understanding advertising intent, the former relationship was not significant. However, with a high level of understanding advertising intent the relationship between advertising recognition and Problematic Use of Loot Boxes was significant and strengthened. This means that knowing how ads try persuading the player affects how adverts are linked to PULB. Specifically, if adolescents understand that ads are trying to sell them loot boxes, this knowledge makes the relationship between seeing ads and having PULB stronger. These results are of interest for advertising literacy strategies.


Asunto(s)
Publicidad , Juego de Azar , Intención , Humanos , Adolescente , Masculino , Femenino , Juego de Azar/psicología , Estudios Transversales , Niño , Conducta del Adolescente/psicología , Juegos de Video
3.
Artículo en Inglés | MEDLINE | ID: mdl-39097852

RESUMEN

Mental disorders account for a large and increasing health burden worldwide. Characterizing the spectrum of mental disorders and trends over time in adolescents should influence education policies and support preventative strategies at schools. Retrospective study of all hospitalizations in Spain in adolescents 11-18-years old, including mental disorders as diagnosis using the Spanish National Registry of Hospital Discharges. Information was retrieved from 2000 to 2021. During the 22-year study period there were 2,015,589 hospitalizations in adolescents in Spain, of which 118,609 (5.9%) had mental disorders. The rate of psychiatric diagnoses significantly increased from 3.9% in 2000 to 9.5% in 2021. Females accounted for 55.1% of admissions. Mean age at admission declined from 17 to 15 years-old from 2000 to 2021. Mean hospital stay was 10.6 days. Mean in-hospital mortality was 0.24%. By rate order, diagnoses were: substance use disorders (SUD) (40%) > eating disorders (15%) > anxiety/posttraumatic stress disorder (PTSD) (13%) > attention deficit hyperactivity disorder (ADHD) (9%) > major depression (8%) > schizophrenia/psychosis (6%) > autism spectrum disorder (ASD) (6%) > sleep disorder (3%) > suicidal behavior (2%) > sexual disorders (1%). A significant gender dichotomy was noticed, with female predominance for internalizing disorders (i.e., anxiety, depression, suicidal behavior and eating disorders) whereas externalizing disorders (i.e., SUD, ADHD, ASD, schizophrenia and other psychoses) predominated in males. Suicidal behavior and male sex were independent predictors of in-hospital death in multivariate analysis. After the first year of the COVID-19 pandemic, hospitalizations due to mental disorders in adolescents increased by 51% in 2021. There is a growing crisis of mental health among adolescents in Spain. Although the COVID-19 pandemic has unveiled the high rate and severity of psychiatric disorders among youth, a steadily increase has occurred since the beginning of the millennium. Primary preventative strategies should be adapted to distinct and more prevalent mental disorders in adolescents.

4.
J Affect Disord ; 363: 106-111, 2024 Oct 15.
Artículo en Inglés | MEDLINE | ID: mdl-39025445

RESUMEN

BACKGROUND: Suicide ranks as a leading cause of premature death among adolescents globally. Understanding the trends and key determinants of suicidal behavior in youth are critical for implementing educational policies and supporting preventive strategies in schools. METHODS: This retrospective study examined all hospitalizations due to suicidal behavior in children and adolescents aged 11 to 18 years in Spain, using data from the Spanish National Registry of Hospital Discharges spanning 2000 to 2021. RESULTS: Over the 22-year study period, there were 2,015,589 hospitalizations among adolescents in Spain, with 118,609 (5.9 %) cases involving mental disorders. There were 2855 admissions with suicidal behavior, constituting 2.4 % of the hospitalizations among youth with mental disorders. Girls represented 73.4 % of all hospitalizations, with a median age of 16 years. Admissions for suicidal behavior saw a four-fold increase during the last decade (p < 0.001). The in-hospital mortality rate for adolescents with suicidal behavior doubled that of those hospitalized for other mental disorders. During the first year of the COVID-19 pandemic, admissions of adolescents with suicidal behavior decreased, only to surge by 2.5-fold during 2021. CONCLUSION: Hospital admissions for suicidal behavior among adolescents have risen in Spain over the last two decades. Girls represented 73.4 % of these admissions, yet in-hospital mortality was more frequent in boys.


Asunto(s)
Hospitalización , Trastornos Mentales , Intento de Suicidio , Humanos , Adolescente , España/epidemiología , Femenino , Masculino , Estudios Retrospectivos , Niño , Hospitalización/estadística & datos numéricos , Trastornos Mentales/epidemiología , Intento de Suicidio/estadística & datos numéricos , Intento de Suicidio/tendencias , Ideación Suicida , COVID-19/epidemiología , Mortalidad Hospitalaria , Suicidio/estadística & datos numéricos , Suicidio/tendencias , Conducta del Adolescente/psicología
5.
Acta Psychol (Amst) ; 246: 104280, 2024 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-38653083

RESUMEN

Peer cybervictimization and cyberaggression are educational and social concerns which have been extensively studied during adolescence but there is less research conducted specifically across all stages of adolescence (early, middle, late, and emerging adulthood). The objective was to analyse the prevalence of cybervictimization and cyberaggression, the roles, and the associated behaviors, depending on the stages of adolescence. The sample was composed of 7295 non-university Spanish adolescents, between 11 and 22 years old from 47 schools. The frequency of cybervictimization and cyberaggression was 22.5 % and 15 %, respectively. The highest frequencies are found in late adolescence and the lowest in emerging adulthood. Mainly, involvement increases from early to late adolescence and decreases in emerging adulthood. The magnitude of cybervictimization and cyberaggression behaviors for the roles of pure cybervictim and pure cyberaggressor is similar through all stages.


Asunto(s)
Conducta del Adolescente , Agresión , Grupo Paritario , Humanos , Adolescente , Masculino , Femenino , Agresión/fisiología , Niño , Adulto Joven , Conducta del Adolescente/fisiología , España , Ciberacoso/estadística & datos numéricos , Acoso Escolar , Desarrollo del Adolescente/fisiología
6.
Interv. psicosoc. (Internet) ; 32(3): 155-163, Sept. 2023. tab
Artículo en Inglés | IBECS | ID: ibc-224232

RESUMEN

Sexual solicitation and sexualized interaction with minors by adults constitute one of the most pernicious risks of the Internet. Little is known about the age range in which this phenomenon is most prevalent or the relationship and overlap of this problem with other risks, such as peer-to-peer cybervictimization and cyber dating abuse. Additionally, little empirical evidence exists on whether the overlap between these types of online victimization affects health-related quality of life (HRQoL). This study aimed to: 1) analyze the prevalence of sexual solicitation and interaction according to sex and stage of adolescence; 2) relate this problem to other forms of online victimization (cybervictimization and cyber dating abuse); 3) analyze the overlap between these forms of online victimization and differences in HRQoL scores. A cross-sectional and analytical study with 3,578 adolescents (52.7% girls) aged between 10-15 years was carried out. Of the adolescents in the study sample, 12.6% (n = 448) had received sexual requests and 6.4% (n = 230) had interacted sexually with adults. Sexual solicitation was most common among girls in middle adolescence. Of the participants, 33.9% (n = 1,216) had been involved in some form of online victimization. Peer cybervictimization and cyber dating abuse were positively and significantly correlated with sexualized solicitation/interactions with adults. Victims with the overlapping of all three types of online victimization (2.7%, n = 98) presented the lowest HQRoL scores (p < .001).(AU)


La solicitación e interacción sexual con menores por parte de adultos constituyen uno de los riesgos más perniciosos de Internet. Se sabe poco sobre la franja de edad en el que es más frecuente o sobre la relación y el solapamiento de este problema con otros riesgos, como la cibervictimización entre iguales y el abuso online en la pareja. Además, existen pocas evidencias empíricas sobre si el solapamiento entre estos tipos de victimización afecta a la calidad de vida relacionada con la salud (CVRS). Los objetivos de este estudio fueron: 1) analizar la prevalencia de la solicitación/interacción sexual en función del sexo y la etapa de la adolescencia, 2) relacionar esta problemática con la cibervictimización entre iguales y el abuso online en la pareja, 3) analizar el solapamiento entre estas formas de victimización online y sus diferencias en las puntaciones de CVRS. Se trata de un estudio transversal y analítico con 3,578 adolescentes (52.7% chicas) entre 10-15 años. El 12.6% (n = 448) habían recibido solicitaciones sexuales y el 6.4% (n = 230) había interactuado sexualmente con adultos. La solicitación sexual fue más frecuente en chicas en la adolescencia media. Un 33.9% (n = 1,216) había sufrido algún tipo de victimización online. La cibervictimización entre iguales y el abuso online en la pareja correlacionaron positiva y significativamente con solicitaciones/interacciones sexualizadas con adultos. Las víctimas que solaparon los tres tipos de victimización online (2.7%, n = 98) presentaron las puntuaciones de CVRS más bajas (p < .001).(AU)


Asunto(s)
Humanos , Masculino , Femenino , Adolescente , Delitos Sexuales , Abuso Sexual Infantil/prevención & control , Abuso Sexual Infantil/psicología , Abuso Sexual Infantil/estadística & datos numéricos , Abuso Sexual Infantil/tendencias , Acoso Sexual , Estudios Transversales , Víctimas de Crimen , Ciberacoso , Internet , Prevalencia , Calidad de Vida , España
7.
Psychosoc Interv ; 32(3): 155-163, 2023 08.
Artículo en Inglés | MEDLINE | ID: mdl-37691716

RESUMEN

Sexual solicitation and sexualized interaction with minors by adults constitute one of the most pernicious risks of the Internet. Little is known about the age range in which this phenomenon is most prevalent or the relationship and overlap of this problem with other risks, such as peer-to-peer cybervictimization and cyber dating abuse. Additionally, little empirical evidence exists on whether the overlap between these types of online victimization affects health-related quality of life (HRQoL). This study aimed to: 1) analyze the prevalence of sexual solicitation and interaction according to sex and stage of adolescence; 2) relate this problem to other forms of online victimization (cybervictimization and cyber dating abuse); 3) analyze the overlap between these forms of online victimization and differences in HRQoL scores. A cross-sectional and analytical study with 3,578 adolescents (52.7% girls) aged between 10-15 years was carried out. Of the adolescents in the study sample, 12.6% (n = 448) had received sexual requests and 6.4% (n = 230) had interacted sexually with adults. Sexual solicitation was most common among girls in middle adolescence. Of the participants, 33.9% (n = 1,216) had been involved in some form of online victimization. Peer cybervictimization and cyber dating abuse were positively and significantly correlated with sexualized solicitation/interactions with adults. Victims with the overlapping of all three types of online victimization (2.7%, n = 98) presented the lowest HQRoL scores (p < .001).


La solicitación e interacción sexual con menores por parte de adultos constituyen uno de los riesgos más perniciosos de Internet. Se sabe poco sobre la franja de edad en el que es más frecuente o sobre la relación y el solapamiento de este problema con otros riesgos, como la cibervictimización entre iguales y el abuso online en la pareja. Además, existen pocas evidencias empíricas sobre si el solapamiento entre estos tipos de victimización afecta a la calidad de vida relacionada con la salud (CVRS). Los objetivos de este estudio fueron: 1) analizar la prevalencia de la solicitación/interacción sexual en función del sexo y la etapa de la adolescencia, 2) relacionar esta problemática con la cibervictimización entre iguales y el abuso online en la pareja, 3) analizar el solapamiento entre estas formas de victimización online y sus diferencias en las puntaciones de CVRS. Se trata de un estudio transversal y analítico con 3,578 adolescentes (52.7% chicas) entre 10-15 años. El 12.6% (n = 448) habían recibido solicitaciones sexuales y el 6.4% (n = 230) había interactuado sexualmente con adultos. La solicitación sexual fue más frecuente en chicas en la adolescencia media. Un 33.9% (n = 1,216) había sufrido algún tipo de victimización online. La cibervictimización entre iguales y el abuso online en la pareja correlacionaron positiva y significativamente con solicitaciones/interacciones sexualizadas con adultos. Las víctimas que solaparon los tres tipos de victimización online (2.7%, n = 98) presentaron las puntuaciones de CVRS más bajas (p < .001).


Asunto(s)
Acoso Escolar , Calidad de Vida , Adolescente , Femenino , Humanos , Adulto , Niño , Masculino , Menores , Prevalencia , Estudios Transversales
9.
Life (Basel) ; 13(3)2023 Mar 02.
Artículo en Inglés | MEDLINE | ID: mdl-36983832

RESUMEN

Domoic acid (DA) is a natural occurring marine biotoxin. Oxidative stress generation due to DA exposure was reported in animals, but little is known on the phytoplankton community. The aim of this work was to verify whether exposure to DA in the marine diatom Phaeodactylum tricornutum favors reactive oxygen species (ROS) generation in the intracellular environment modifying its antioxidant capacity. Active species production, non-enzymatic antioxidant content, and antioxidant enzyme activities over the three growth phases of P. tricornutum exposed to 64 µM DA were evaluated. Results obtained in exponential growing cells showed a time-depending seven-fold increase in the 2',7' dichlorofluorescein diacetate dye oxidation rate. Superoxide dismutase and catalase activities showed a two-fold increase, and glutathione related enzymes activities were also significantly increased in treated diatoms as compared to controls. However, glutathione and ascorbate contents significantly decreased after incubation of the cells with DA. Similar effects were observed in latent and stationary phases of cell development. These results showed that DA could cause a severe oxidant-dependent impact on a non-toxic algae.

10.
J Interpers Violence ; 38(15-16): 9086-9104, 2023 08.
Artículo en Inglés | MEDLINE | ID: mdl-36987389

RESUMEN

Dispositional mindfulness has been related to a decreased propensity to aggressive behaviors toward others, including dating partners. Nevertheless, research in the context of romantic relationships is scarce, based on cross-sectional designs and offline (face to face) aggression. Thus, this 6-month longitudinal study seeks to fill a gap in the literature by examining the predictive role of dispositional mindfulness facets (observing, describing, acting with awareness, non-judging, and non-reacting) in the perpetration of cyber dating abuse (CDA) behaviors in adolescents. The moderator role of the dispositional mindfulness facets in the perpetuation over time of cyber aggression toward the partner was also explored. Participants were 501 high school students (54.1% girls; mean age: 14.17 years, SD = 1.39) from different regions of Spain who completed self-report measures about CDA and dispositional mindfulness at two time points with a 6-month interval between them. Path analysis showed that the acting with awareness mindfulness facet predicted a decrease in the perpetration of CDA 6 months later. Moreover, non-reacting showed a moderator role in the perpetuation over time of CDA. In particular, adolescents with higher scores on non-reacting, evidenced a lower perpetuation of CDA. Mindfulness-based interventions can be a valuable tool in preventing cyber aggression that occurs in adolescent dating relationships.


Asunto(s)
Atención Plena , Femenino , Adolescente , Humanos , Masculino , Estudios Longitudinales , Estudios Transversales , Agresión , Autoinforme
11.
Adicciones (Palma de Mallorca) ; 35(2): 107-118, 2023. tab
Artículo en Inglés, Español | IBECS | ID: ibc-222452

RESUMEN

El Uso problemático general de Internet (GPIU) supone un uso disfuncionaldel manejo y la gestión de Internet en general. En cambio, el Trastornode juego por Internet (IGD) es una conducta específica vinculada a losvideojuegos en línea. Ambos problemas comienzan a ser frecuentes enadolescentes, pero apenas han sido estudiados simultáneamente ni se conoceel papel conjunto de ambos constructos sobre Calidad de vida relacionadacon la salud (CVRS). El objetivo general de este estudio es analizar larelación entre el GPIU y el IGD y su asociación con la CVRS. El estudioes analítico y transversal con 2024 participantes (46,4% chicos, n = 939)procedentes de 16 colegios en 7 regiones españolas. La media de edad ydesviación típica fue de 14,20±1,42 en un rango de 11-18 años. Se usaronlas versiones españolas del KIDSCREEN-10, del Revised Generalized andProblematic Internet Use Scale 2 y del Internet Gaming Disorder Scale. Un 15,5%del total de la muestra evaluada reportó niveles altos de GPIU y un 3,3%de los jugadores de videojuegos presentó IGD. Las dimensiones del GPIUestán altamente asociadas a las del IGD. La CVRS correlacionó significativay negativamente con todas las dimensiones del GPIU y del IGD (p < ,001).Los participantes que reportaron problemas en el GPIU o el IGD, individualo conjuntamente, presentan puntuaciones significativamente más bajas en la CVRS. (AU)


General Problematic Internet Use (GPIU) is a dysfunctional use of Internethandling and management in general. In contrast, Internet GamingDisorder (IGD) is a specific behaviour linked to online videogames. Bothproblems are becoming common in adolescents, but they have hardly beenstudied simultaneously, and the joint relationship of the two constructs withHealth-Related Quality of Life (HRQoL) is unknown. The general objectiveof this study is to analyse the relationship between GPIU and IGD andtheir association with HRQoL. The study is analytical and cross-sectionalwith 2,024 participants (46.4% boys, n = 939) from 16 schools of 7 Spanishregions. The mean age and standard deviation were 14.20±1.42, with arange of 11-18 years. The Spanish versions of the KIDSCREEN-10, theRevised Generalized and Problematic Internet Use Scale 2 and the InternetGaming Disorder Scale were used. Of the total sample evaluated, 15.5%of the participants had high levels of GPIU, and 3.3% of video gameplayers presented IGD. The dimensions of GPIU are strongly associatedwith those of IGD. HRQoL correlated significantly and negatively withall the dimensions of GPIU and IGD (p <.001). Participants who reportedproblems with GPIU or IGD, individually or conjointly, had significantlylower scores in HRQoL than those with no problems. (AU)


Asunto(s)
Humanos , Niño , Adolescente , Internet , Juegos de Video/psicología , Calidad de Vida/psicología
12.
Adicciones ; 35(2): 107-118, 2023 Jul 01.
Artículo en Inglés, Español | MEDLINE | ID: mdl-36200222

RESUMEN

General Problematic Internet Use (GPIU) is a dysfunctional use of Internet handling and management in general. In contrast, Internet Gaming Disorder (IGD) is a specific behaviour linked to online videogames. Both problems are becoming common in adolescents, but they have hardly been studied simultaneously, and the joint relationship of the two constructs with Health-Related Quality of Life (HRQoL) is unknown. The general objective of this study is to analyse the relationship between GPIU and IGD and their association with HRQoL. The study is analytical and cross-sectional with 2,024 participants (46.4% boys, n = 939) from 16 schools of 7 Spanish regions. The mean age and standard deviation were 14.20±1.42, with a range of 11-18 years. The Spanish versions of the KIDSCREEN-10, the Revised Generalized and Problematic Internet Use Scale 2 and the Internet Gaming Disorder Scale were used. Of the total sample evaluated, 15.5% of the participants had high levels of GPIU, and 3.3% of video game players presented IGD. The dimensions of GPIU are strongly associated with those of IGD. HRQoL correlated significantly and negatively with all the dimensions of GPIU and IGD (p <.001). Participants who reported problems with GPIU or IGD, individually or conjointly, had significantly lower scores in HRQoL than those with no problems.


El Uso problemático general de Internet (GPIU) supone un uso disfuncional del manejo y la gestión de Internet en general. En cambio, el Trastorno de juego por Internet (IGD) es una conducta específica vinculada a los videojuegos en línea. Ambos problemas comienzan a ser frecuentes en adolescentes, pero apenas han sido estudiados simultáneamente ni se conoce el papel conjunto de ambos constructos sobre Calidad de vida relacionada con la salud (CVRS). El objetivo general de este estudio es analizar la relación entre el GPIU y el IGD y su asociación con la CVRS. El estudio es analítico y transversal con 2024 participantes (46,4% chicos, n = 939) procedentes de 16 colegios en 7 regiones españolas. La media de edad y desviación típica fue de 14,20±1,42 en un rango de 11-18 años. Se usaron las versiones españolas del KIDSCREEN-10, del Revised Generalized and Problematic Internet Use Scale 2 y del Internet Gaming Disorder Scale. Un 15,5% del total de la muestra evaluada reportó niveles altos de GPIU y un 3,3% de los jugadores de videojuegos presentó IGD. Las dimensiones del GPIU están altamente asociadas a las del IGD. La CVRS correlacionó significativa y negativamente con todas las dimensiones del GPIU y del IGD (p <,001). Los participantes que reportaron problemas en el GPIU o el IGD, individual o conjuntamente, presentan puntuaciones significativamente más bajas en la CVRS.


Asunto(s)
Conducta Adictiva , Juegos de Video , Masculino , Humanos , Adolescente , Niño , Femenino , Calidad de Vida , Uso de Internet , Estudios Transversales , Trastorno de Adicción a Internet/epidemiología , Internet
13.
J Adolesc ; 95(3): 468-478, 2023 04.
Artículo en Inglés | MEDLINE | ID: mdl-36457172

RESUMEN

INTRODUCTION: Research focused on the association between peer cybervictimization and declining health-related quality of life (HRQoL) is scarce. Currently, few longitudinal studies find an association between these phenomena, and none focus on cybervictimization profiles. The main objectives are: (1) to analyze the point and period prevalence, and incidence of cybervictimization profiles (uninvolved, new, ceased, intermittent, and stable cybervictims); (2) to study the relationship between cybervictimization and HRQoL over time; (3) to determine the longitudinal impact on the HRQoL of each type of profile. METHODS: A prospective study was conducted in three waves over 13 months. A total of 1142 adolescents aged 11-18 years participated in all the waves (630 girls, 55.2%). RESULTS: The prevalence of victimization for the three waves was 21.6% (Wave 1; W1), 23.5% (W2), and 19.6% (W3), respectively. The period prevalence was 41.3%, and the accumulated incidence was 25.1%. It was found that 24% of the participants were new victims, 5.9% were intermittent victims, and 6% were stable victims. Being a cybervictim at W1 poses a relative risk of 1.73 [1.29-2.32], that is, a twofold increased risk of presenting a low HRQoL 13 months later compared to those who are not cybervictims. CONCLUSION: One in four adolescents became a new cybervictim during the 13 months of the study. The adolescents who presented poorer HRQoL were the stable cybervictims.


Asunto(s)
Conducta del Adolescente , Acoso Escolar , Víctimas de Crimen , Ciberacoso , Femenino , Humanos , Adolescente , Calidad de Vida , Estudios Prospectivos
14.
Psicol. conduct ; 30(3): 663-675, dic. 2022. tab, graf
Artículo en Español | IBECS | ID: ibc-213648

RESUMEN

El uso generalizado de Internet entre los adolescentes ha propiciado el ciberacoso. Los testigos desempeñan un papel fundamental en el mantenimiento y el fortalecimiento del acoso. El rasgo de atención plena (AP) se ha asociado con comportamientos prosociales, así cabe pensar que existe relación entre este rasgo y el papel adoptado por los testigos de ciberacoso. 2015 estudiantes de 11-19 años completaron medidas de ciberacoso, rasgo de AP y papel de espectador. Ante una situación de acoso online, el 74,3% se declaró a favor de la víctima y el 7,8% a favor del perpetrador. Para analizar las diferencias en el rasgo AP según el papel del espectador, se realizó un MANCOVA que resultó ser significativa para las siguientes facetas de atención plena: observar, describir, actuar con conciencia y no juzgar. El análisis no resultó significativo para la faceta de no reactividad. Las víctimas y los agresores obtuvieron puntuaciones más altas en la observación que aquellos que no apoyaron ni a la víctima ni al agresor. Se discuten las implicaciones y limitaciones. (AU)


The widespread use of the Internet among adolescents has led to cyberbullying. Bystanders play a vital role in sustaining and strengthening bullying. As trait mindfulness has been associated with prosocial behaviors, there is good reason to believe that there is a relationship between the mindfulness trait and the role adopted by cyberbullying bystanders. A cross-sectional study was employed with a sample of 2015 students aged 11-19 years. The participants completed the measures for cyberbullying, trait mindfulness, and their role as bystanders. The results revealed that 74.3% and 7.8% of them were identified as provictim and pro-perpetrator, respectively. MANCOVA was employed to analyze the differences in the characteristics of trait mindfulness according to the role of bystander with corrected age, and its use was significant for the following factors: Observing, describing, acting with awareness, and nonjudging. No significant differences were observed in the nonreactivity factor. Provictims and pro-perpetrators scored higher on observing than those who supported neither the victim nor the perpetrator. Implications and limitations are discussed. (AU)


Asunto(s)
Humanos , Masculino , Femenino , Adolescente , Atención Plena , Ciberacoso , España , Encuestas y Cuestionarios , Estudios Transversales
15.
Psicol. conduct ; 30(3): 757-772, dic. 2022. tab
Artículo en Español | IBECS | ID: ibc-213654

RESUMEN

Este estudio transversal tuvo como objetivo identificar los perfiles de adicción a las redes sociales y si existe relación con las necesidades psicológicas básicas, el autoconcepto y la intención de ser físicamente activo. Participaron 276 estudiantes (115 hombres y 161 mujeres, Medad= 28,47; DT= 8,65) de 10 universidades españolas en un muestreo intencional. Se encontraron dos perfiles, uno caracterizado por puntuaciones altas en síntomas de adicción, uso social, uso friki y nomofobia, y otro caracterizado por puntuaciones extremadamente altas en síntomas de adicción, uso social, uso friki y nomofobia. Los resultados revelaron diferencias significativas en: autonomía, competencia y autoconcepto emocional. El segundo perfil mostró puntuaciones más bajas en todas esas medidas y tenían menor edad (M= 25,69; DT= 6,93) que los del primer perfil (M= 30,10; DT= 9,15). La presencia de niveles importantes de síntomas de adicción en ambos perfiles de la muestra sugiere crear intervenciones para prevenir los resultados desadaptativos de las adicciones en las redes sociales. (AU)


This cross-sectional study aimed to identify social networks addiction profiles and whether there is a relationship with basic psychological needs, self-concept and intention to be physically active. The participants were 276 Spanish University Students (115 men and 161 women, Mage= 28.47; SD= 8.65) from 10 different universities through incidental sampling. Two profiles were found: a profile characterized by high scores in addiction symptoms, social usage, geek treats and nomophobia; a profile characterized by extremely-high scores in addiction symptoms, social usage, geek treats and nomophobia. Results revealed significant differences between the profiles in autonomy, competence and emotional selfconcept. The second profile revealed higher scores in the aforementioned variables and showed lower age in their participants (M= 25.69; SD= 6.93) in comparison with the high social network profile (M= 30.10; SD= 9.15). The presence of important levels of addiction symptoms in both profiles of the sample suggests that interventions should be conducted to prevent the maladaptive outcomes of addictions in social media. (AU)


Asunto(s)
Humanos , Masculino , Femenino , Adulto Joven , Adulto , Red Social , Autoimagen , Estudios Transversales , Análisis por Conglomerados , Universidades , España
19.
PLoS One ; 17(1): e0263177, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-35085370

RESUMEN

BACKGROUND: Loot boxes are an increasingly common type of random microtransaction in videogames. There is some concern about their expansion and entailed risks, especially among adolescents. The actual prevalence of engagement with loot boxes among child and adult population is uncertain, and there is still controversy over the nature of their relationship with problematic gaming and gambling. OBJECTIVES: The aims of this scoping review are to summarize the characteristics and findings of published primary empirical studies about the prevalence of engagement with loot boxes and/or their relationship with problematic gaming and gambling, taking in account the type of sample, time frame and measured variables. METHODS: This study follows the Joanna Briggs Institute's "Guidance for conducting systematic scoping reviews" and the Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-ScR). Three academic databases provided 299 articles. RESULTS: Sixteen primary empirical studies met the inclusion criteria for this review. All studies used cross-sectional designs, and most used convenience samples. Twelve study samples were comprised exclusively of gamers, and two were comprised of gamers and/or gamblers. Only six studies included adolescents. The annual prevalence rate of loot box purchases was higher for adult gamers than for adolescents (22.7%-44.2% and 20%-33.9%, respectively), but in studies with general population samples, the opposite was true (24.9% for players aged 13-14 versus 7.8% for adults). In general, the studies suggested a significant positive relationship between engagement with loot boxes and problematic gaming and gambling, but this may be related to the type of engagement (open/purchase/sell), and the characteristics of the study participants (male/female, adolescents/adults, gamers/gamers-gamblers/general population). CONCLUSIONS: This scoping review summarizes the results of recent empirical studies on engagement with loot boxes and discusses how methodological issues may affect their results and interpretation. Recommendations for future research are also provided.


Asunto(s)
Conducta Adictiva/psicología , Comportamiento del Consumidor , Juego de Azar/epidemiología , Juego de Azar/psicología , Juegos de Video/psicología , Adolescente , Adulto , Niño , Estudios Transversales , Investigación Empírica , Femenino , Humanos , Masculino , Persona de Mediana Edad , Prevalencia , Encuestas y Cuestionarios , Adulto Joven
20.
J Behav Addict ; 10(3): 566-586, 2021 Sep 16.
Artículo en Inglés | MEDLINE | ID: mdl-34550906

RESUMEN

BACKGROUND AND AIMS: Despite its illegality among adolescents, online gambling is a common practice, which puts their mental health and well-being at serious risk. This systematic review summarises international scientific literature from the last 20 years on problematic online gambling among adolescents (11-21 years old) to determine its prevalence and to analyse related measurement issues. METHODS: The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were followed and a protocol was registered in the International Prospective Register of Systematic Reviews (PROSPERO, IC: CRD42020162932). Five academic databases were consulted, which resulted in an initial sample of 658 papers. RESULTS: Sixteen studies met the inclusion criteria for this review. All studies were cross-sectional and targeted students from elementary school, secondary school or university. Most followed a convenience sampling procedure. The primary measurement instruments used were the DSM-IV-MR-J and SOGS-RA. Between 0.77% and 57.5% of adolescents present some degree of problematic online gambling (problem, pathological or disordered) depending on the instruments used, the study samples and the timeframe analysed. Between 0.89% and 1% of adolescents exhibited an online gambling disorder. DISCUSSION AND CONCLUSION: There is a great heterogeneity in the methodology of the reviewed studies (samples, measurement instruments, cut-off points and criteria applied). The limited number of studies and the limited generalizability of their results suggest the need for further research and for development of specific instruments to assess different levels of problematic online gambling in representative samples of adolescents based on clinical 'gold standard' criteria and more accurate cut-off points.


Asunto(s)
Juego de Azar , Adolescente , Adulto , Niño , Estudios Transversales , Manual Diagnóstico y Estadístico de los Trastornos Mentales , Juego de Azar/epidemiología , Humanos , Prevalencia , Estudiantes , Adulto Joven
SELECCIÓN DE REFERENCIAS
DETALLE DE LA BÚSQUEDA