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1.
Span J Psychol ; 23: e10, 2020 Jun 01.
Artículo en Inglés | MEDLINE | ID: mdl-32475377

RESUMEN

One of the most widely used measures for evaluating love is the Triangular Love Scale (TLS) by Sternberg (1986) based on his Triarchic theory according to which, love is comprised of three reasonably independent components (intimacy, passion and commitment). However, different investigations contradict this idea. The purpose of the present investigation is to verify whether the structure of love is triarchic, with three independent factors, or monarchical-hierarchical, with a first level where the three components of love would be located, and a second higher level where they would be grouped together in a general factor of love. In order to do this, in addition to the use of the TLS scale, another equivalent called Quality Partner Relationship Scale (QPRS) was developed to test the stability of the results found, and to propose a measure of love based on the Sternberg components, but simpler and without problems of overlap between items. To test this question, we used a sample of 610 people matched by sex, age and social class, all of whom were partnered at the time of the evaluation. Confirmatory Factor Analyses were used to test the research objective, something that had not been done so far, and it was found that the structure that best fitted the data was monarchical-hierarchical in the case of the TLS as well as in the one of the QPRS. We can then state that love is structured around a general factor in which the three components are grouped: Intimacy, passion and commitment.


Asunto(s)
Individualidad , Amor , Determinación de la Personalidad/estadística & datos numéricos , Psicometría/estadística & datos numéricos , Adolescente , Adulto , Factores de Edad , Anciano , Femenino , Humanos , Masculino , Persona de Mediana Edad , Reproducibilidad de los Resultados , Factores Sexuales , Adulto Joven
2.
Span. j. psychol ; 23: e10.1-e10.12, 2020. tab, graf
Artículo en Inglés | IBECS | ID: ibc-196585

RESUMEN

One of the most widely used measures for evaluating love is the Triangular Love Scale (TLS) by Sternberg (1986) based on his Triarchic theory according to which, love is comprised of three reasonably independent components (intimacy, passion and commitment). However, different investigations contradict this idea. The purpose of the present investigation is to verify whether the structure of love is triarchic, with three independent factors, or monarchical-hierarchical, with a first level where the three components of love would be located, and a second higher level where they would be grouped together in a general factor of love. In order to do this, in addition to the use of the TLS scale, another equivalent called Quality Partner Relationship Scale (QPRS) was developed to test the stability of the results found, and to propose a measure of love based on the Sternberg components, but simpler and without problems of overlap between items. To test this question, we used a sample of 610 people matched by sex, age and social class, all of whom were partnered at the time of the evaluation. Confirmatory Factor Analyses were used to test the research objective, something that had not been done so far, and it was found that the structure that best fitted the data was monarchical-hierarchical in the case of the TLS as well as in the one of the QPRS. We can then state that love is structured around a general factor in which the three components are grouped: Intimacy, passion and commitment


No disponible


Asunto(s)
Humanos , Masculino , Femenino , Adolescente , Adulto Joven , Adulto , Persona de Mediana Edad , Anciano , Amor , Emociones/clasificación , Afecto/clasificación , Parejas Sexuales/psicología , Psicometría/instrumentación , Relaciones Interpersonales , Codependencia Psicológica/clasificación , Predominio Social , Reproducibilidad de los Resultados
3.
Span J Psychol ; 19: E89, 2016 Dec 05.
Artículo en Inglés | MEDLINE | ID: mdl-27917731

RESUMEN

This paper reviews the use of video games for measuring intelligence differences and reports two studies analyzing the relationship between intelligence and performance on a leisure video game. In the first study, the main focus was to design an Intelligence Test using puzzles from the video game. Forty-seven young participants played "Professor Layton and the curious village"® for a maximum of 15 hours and completed a set of intelligence standardized tests. Results show that the time required for completing the game interacts with intelligence differences: the higher the intelligence, the lower the time (d = .91). Furthermore, a set of 41 puzzles showed excellent psychometric properties. The second study, done seven years later, confirmed the previous findings. We finally discuss the pros and cons of video games as tools for measuring cognitive abilities with commercial video games, underscoring that psychologists must develop their own intelligence video games and delineate their key features for the measurement devices of next generation.


Asunto(s)
Inteligencia/fisiología , Pruebas Neuropsicológicas , Desempeño Psicomotor/fisiología , Juegos de Video , Adolescente , Adulto , Femenino , Humanos , Masculino , Adulto Joven
4.
Span. j. psychol ; 19: e89.1-e89.13, 2016. tab, graf
Artículo en Inglés | IBECS | ID: ibc-160304

RESUMEN

This paper reviews the use of video games for measuring intelligence differences and reports two studies analyzing the relationship between intelligence and performance on a leisure video game. In the first study, the main focus was to design an Intelligence Test using puzzles from the video game. Forty-seven young participants played 'Professor Layton and the curious village'® for a maximum of 15 hours and completed a set of intelligence standardized tests. Results show that the time required for completing the game interacts with intelligence differences: the higher the intelligence, the lower the time (d = .91). Furthermore, a set of 41 puzzles showed excellent psychometric properties. The second study, done seven years later, confirmed the previous findings. We finally discuss the pros and cons of video games as tools for measuring cognitive abilities with commercial video games, underscoring that psychologists must develop their own intelligence video games and delineate their key features for the measurement devices of next generation (AU)


No disponible


Asunto(s)
Humanos , Masculino , Femenino , Recursos Audiovisuales , Juegos de Video , Inteligencia/fisiología , Pruebas de Inteligencia/estadística & datos numéricos , Pruebas Psicológicas/estadística & datos numéricos , Psicometría/métodos , Aptitud/fisiología , 24960/métodos
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