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1.
Am J Addict ; 2024 Jun 15.
Article in English | MEDLINE | ID: mdl-38878004

ABSTRACT

BACKGROUND AND OBJECTIVES: Problematic video game use is a source of concern. In addictions, difficulties with emotional regulation have become an important variable of interest. However, their study in relation to problematic video game use remains insufficient. METHODS: A systematic review was conducted following PRISMA 2020 guidelines; 322 studies were screened, resulting in a final sample of k = 18 studies. The methodological quality of these studies was rated as moderate according to the McMaster Critical Review Form for Quantitative studies (CRF-Q). RESULTS: There is evidence of relationship between different facets of emotional regulation and the presence of problematic video game use. Particularly, video games serve as escape strategy for suppressing emotional expression. There is no consensus regarding the nature of the relationship between emotional regulation, psychopathology, and problematic video game use, with various proposals suggesting moderation and mediation. There is also no consensus regarding the mediation of gender in the relationship between emotional dysregulation and problematic video game use. The level of certainty regarding the validity of the results was moderate. DISCUSSION AND CONCLUSIONS: Emotional dysregulation plays a role in problematic video game use, especially through strategies as emotional suppression, and lack of abilities to understand and control emotions. It is important to consider emotional regulation as a potential target for research and intervention in clinical populations. SCIENTIFIC SIGNIFICANCE: We review the largest sample of papers on problem gaming and emotion regulation to date. Our results highlight the importance of emotion regulation and, specially, emotional suppression, or negative escapism, on problematic video game use.

2.
Article in English | MEDLINE | ID: mdl-38131707

ABSTRACT

In recent times, growing concern has arisen regarding the utilization of technology, video games, and the emergence of internet gaming disorder (IGD), particularly among young adolescents. This worry arises from the ambiguity in distinguishing between "normal" and "problematic" video game behavior, despite efforts to establish clear criteria for defining both. The goal of this study is to outline distinct profiles of adolescent video game players and identify variables associated with their gaming practices that correlate with problematic gaming. The study utilizes a substantial sample of adolescents drawn from a representative cross-section of educational institutions in the city of Madrid, ranging in age from 12 to 16 years. In total, 1516 participants (75%) acknowledged engaging in video game activities. The research delves into characterizing prevailing profiles of video game participants within this cohort and scrutinizes the profile that aligns with issues of IGD. In summary, approximately three-quarters of young adolescents participate in video gaming, with males constituting the majority. Typically, participants immerse themselves in action genre games for over three days per week, with males exhibiting a higher frequency than their female counterparts. Elevated gaming frequency correlates with heightened IGD scores, particularly among females. Young adolescents show a preference for game consoles (males) and mobile phones (females) and often play alone at home. Specific factors such as the device used, online mode, company, and gaming location impact the IGD scores. These profiles aim to assist families and educators in recognizing potential risk behaviors and IGD concerns; however, it is crucial to emphasize the necessity for case-specific screening and evaluation before deliberating on such behaviors.


Subject(s)
Behavior, Addictive , Video Games , Male , Humans , Adolescent , Female , Child , Internet Addiction Disorder , Behavior, Addictive/diagnosis , Schools , Time , Internet
3.
Article in English | MEDLINE | ID: mdl-38131745

ABSTRACT

BACKGROUND: Video game playing (VGP) is an increasingly common leisure activity among children and adolescents, although in some cases, it is accompanied by problems due to misuse. METHOD: A sample of 2884 children and adolescents aged between 12 and 20, representative of the Community of Madrid (Spain), were studied using a cluster analysis to explore the existence of cognitive patterns associated with engagement, attitudes, and concurrent cognitions. We also explored the relationship between these patterns and problematic VGP, using the 2173 gamers as a reference. RESULTS: The concurrent cognitions were not qualitatively different between the problematic users and the others. High engagement and high activation of concurrent cognitions (intensity and frequency) showed the greatest relationship with problematic VGP. CONCLUSIONS: The results suggest the existence of different groups of gamers and the relevance to include psycho-educational aspects in intervention programs, as well as the training of specific skills, especially those related with the control of activation. Limitations related to the sample size and potential supplementary analyses are acknowledged.


Subject(s)
Adolescent Behavior , Behavior, Addictive , Video Games , Child , Humans , Adolescent , Young Adult , Adult , Adolescent Behavior/psychology , Video Games/psychology , Cluster Analysis , Spain , Behavior, Addictive/psychology
5.
J Behav Ther Exp Psychiatry ; 78: 101797, 2023 03.
Article in English | MEDLINE | ID: mdl-36435551

ABSTRACT

BACKGROUND AND OBJECTIVES: Individuals experiencing conditioned fear reactions often resort to avoidance and escape behaviors as attempts to decrease fear. Nevertheless, these strategies are not always available. In such cases, people seek information to mitigate aversive events. This study aimed at evaluating the effect of information seeking behaviors on self-reported fear, predictability, and physiological responses. METHODS: Participants were randomly assigned to two groups. In group one, individuals were given the choice to perform an instrumental behavior which provided information about the occurrence of either an aversive or a neutral event (100% contingency). In group two, individuals were also allowed to perform an instrumental behavior. However, such behavior provided partial information (50% contingency). RESULTS: Individuals in group one presented lower levels of fear compared to individuals assigned to group two. LIMITATIONS: The generalizability of the results may be restricted to undergraduate students. CONCLUSIONS: The results suggests that when avoidance and escape are not available, individuals seek information that provides control over fear. Clinical implications are discussed.


Subject(s)
Fear , Information Seeking Behavior , Humans , Affect
6.
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
7.
An. psicol ; 38(3): 508-517, Oct-Dic. 2022. tab, graf
Article in English | IBECS | ID: ibc-208822

ABSTRACT

La información sobre el uso de Videojuegos (VJ) en muestras generales refleja fundamentalmente las características de los hombres, por su mayor participación en VJ, dificultando identificar las características de las mujeres y su actividad de juego. Objetivo: Describir el comportamiento lúdico de adolescentes y jóvenes madrileñas y su relación con el desarrollo de problemas de juego. Método: Se aplicó un cuestionario de autoinforme (Gamertest) a una muestra de 1.228 mujeres (12 -22 años) (M = 14.84; DT= 2.469), seleccionadas mediante muestreo aleatorio en centros educativos de la Comunidad de Madrid. Resultados: el 51% de las mujeres admite jugar. El perfil típico es una mujer que juega a VJ de forma esporádica y por cortos periodos de tiempo, preferiblemente juegos de Acción y Aventura o Puzles y Plataformas; principalmente en smartphones, en casa y sola, con el propósito de divertirse. Las principales variables predictivas de problemas de juego, identificadas con el Trastorno del Juego de Internet (TJI) en mujeres son: mayor número de horas de uso, participación en juegos de rol multijugador masivo online (MMORPG) y VJ de estrategia. El factor protector más importante es jugar a VJ acompañado. Se discuten los resultados.(AU)


The information on the use of Videogames (VG) in general samples fundamentally reflects the characteristics of men, because of their greater participation in VG, making it difficult to identify the characteristics of women and their gaming activity. Objective: To describe the gaming behaviour of adolescent and young women in Madrid, and its relation with the development of gaming problems. Method: A self-report questionnaire(Gamertest) was applied to a sample of 1,228 women (12 -22 years old) (M= 14.84; SD= 2.469), selected by randomized sampling in schools in the Community of Madrid. Results: 51% of women admit gaming. The typical profile is a woman who plays VG sporadically and for short periods of time, preferably Action and Adventure games or Puzzlesand Platforms, mainly on smartphones, at home and alone, with the purpose of having fun. The main predictive variables of gaming problems, identified with the Internet Gaming Disorder (IGD) in women are: a greater number of hours of use, playing MassivelyMultiplayer Online Role-Playing Game (MMORPG), and Strategy VG. The most protective factor is playing VG accompanied. The results are discussed.(AU)


Subject(s)
Humans , Female , Child , Adolescent , Young Adult , Video Games/psychology , Video Games/statistics & numerical data , Behavior, Addictive , Smartphone , Spain , Psychology , Psychology, Clinical , Behavioral Medicine , Epidemiology, Descriptive , Surveys and Questionnaires
8.
Span J Psychol ; 23: e22, 2020 Jun 19.
Article in English | MEDLINE | ID: mdl-32618539

ABSTRACT

Since the inclusion of the Internet Gaming Disorder (IGD) in the Diagnostic and statistical manual of mental disorders (5th ed.) (DSM-5), the Internet Gaming Disorder Scale-Short Form (IGDS9-SF), a short nine items test, has become one of the most used standardized instruments for its psychometric evaluation. This study presents a validation and psychometric evaluation of the Spanish version of the IGDS9-SF. A sample of 2173 videogame players between 12 and 22 years old, comprising both genders, was employed, achieved with a randomized selection process from educational institutions in the city of Madrid. Participants completed the adapted version of the IGDS9-SF, the General Health Questionnaire (GHQ-12) and a negative cognitions scale associated with videogame use, as well as sociodemographic data and frequency of videogame play. A unifactorial structure with sufficient reliability and internal consistency was found through exploratory and confirmatory analyses. In addition, the instrument was found to have good construct validity; the scoring of the IGDS9-SF were found to show a positive association with gaming frequency, with general health problems, and to a greater extent, with problematic cognitions with regard to videogames. Factorial invariance was found concerning the age of participants. However, even though the factorial structure was consistent across genders, neither metric nor scalar invariance were found; for this reason, we present a scale for the whole sample and a different one for gender. These results suggest that this Spanish version of the IGDS9-SF is a reliable and valid instrument, useful to evaluate the severity of IGD in Spanish students, and we provide a scoring scale for measurement purposes.


Subject(s)
Internet Addiction Disorder/diagnosis , Psychiatric Status Rating Scales/standards , Psychometrics/standards , Video Games , Adolescent , Adult , Child , Female , Humans , Male , Reproducibility of Results , Spain , Young Adult
9.
Adicciones ; 32(4): 291-302, 2020 Nov 17.
Article in English, Spanish | MEDLINE | ID: mdl-31342078

ABSTRACT

The inclusion of Internet Gaming Disorder (IGD) in the DSM-5 has generated controversy over its diagnosis, and it therefore seems necessary to establish a clear cut-off point to identify when excessive gaming becomes problematic. Such identification is especially difficult in adolescents and young people, who frequently dedicate a great deal of time to online games. The goal of this systematic review was to analyze the instruments developed to assess IGD in adolescents and young people since its inclusion in the DSM-5. We identified 13 studies which included validations of seven assessment instruments for IGD in adolescents and young people. Each instrument and its validations in different languages are described. In comparison to previous reviews, a lower diversity of assessment instruments, a reduction in the number of items and a more uniform form of measurement was observed, maintaining high internal consistency and good criterion validity. However, problems related to sample selection, the lack of sensitivity and specificity studies, and the establishment of cut points and profiles of gamers remain. Advances in the analysis of the psychometric qualities of the instruments and their validation in different countries are needed, and cultural differences should be considered in order to allow the prevalence of this problem to be compared.


La inclusión del Trastorno de Juego en Internet (TJI) en el DSM-5 ha generado polémica sobre su diagnóstico, no obstante parece necesario establecer un punto de corte claro para identificar cuando este juego excesivo se convierte en problemático. Esta identificación se hace especialmente difícil en adolescentes y jóvenes, entre los que suele ser frecuente la dedicación a este tipo de juegos. El objetivo de esta revisión sistemática fue analizar los instrumentos que desarrollados para la evaluación del TJI en adolescentes y jóvenes desde su inclusión en el DSM-5. Se identificaron 13 estudios que incluían validaciones de 7 instrumentos de evaluación del TJI en adolescentes y jóvenes. Se describió cada instrumento y sus validaciones en distintos idiomas. En relación con revisiones previas, se observó una menor diversidad de instrumentos de evaluación, una reducción en el número de ítems y una forma de medida más uniforme, manteniéndose una alta consistencia interna y una buena validez de criterio. Sin embargo, siguen presentes los problemas referidos a la selección de muestras, la falta de estudios de sensibilidad y especificidad, y el establecimiento de puntos de corte y perfiles de jugadores. Se recomienda avanzar en el análisis de las cualidades psicométricas de los instrumentos, y su validación en distintos países para considerar las diferencias culturales y poder comparar la presencia de este problema.


Subject(s)
Behavior, Addictive/diagnosis , Behavior, Addictive/psychology , Diagnostic and Statistical Manual of Mental Disorders , Internet , Video Games/psychology , Adolescent , Humans , Psychometrics , Reproducibility of Results , Sensitivity and Specificity , Video Games/statistics & numerical data
10.
J Gambl Stud ; 36(1): 297-318, 2020 Mar.
Article in English | MEDLINE | ID: mdl-31175553

ABSTRACT

The participation of young people in sports betting is causing social alarm as a result of both its invasive advertising and its possible involvement in the development of gaming problems. The objective of this study is to identify and characterise the situation in which young students in Madrid participate in sports betting. A Sports Betting Evaluation Questionnaire was given to a convenience sample of 735 young students from Madrid (aged 18-25), both live (face-to-face) and on-line. 42.6% of the sample admitted having placed sports bets at one time; 81% of those who had bet were men and 78% had bet live, versus 18% who had done so on-line and 5% using both systems. Men were found to bet more frequently and spend more money and more time doing so than women. Those who bet on-line do so more frequently and spend more money and more time than those who bet live. Young people bet mainly on football and the most frequent bets are the most obvious ones, i.e. on the winner. The frequency of participation in sports betting is high, but the time and money spent is moderate, albeit always higher in men than in women.


Subject(s)
Gambling/psychology , Internal-External Control , Self Efficacy , Sports , Students/psychology , Adolescent , Adult , Behavior, Addictive/psychology , Female , Humans , Male , Prevalence , Surveys and Questionnaires , Young Adult
11.
J Gambl Stud ; 36(1): 207-222, 2020 Mar.
Article in English | MEDLINE | ID: mdl-31209738

ABSTRACT

Cognitive biases or distortions related to gambling, present in all people, are considered a relevant factor in the development of gambling-related problems. OBJECTIVE: to establish whether the presence of these biases or cognitive distortions, in gamblers and non-gamblers, is related to the presence of gambling problems. METHOD: 3000 people aged 18-81 years, representative of the Spanish adult population, underwent a structured survey. RESULTS: the presence of distortions was relevant to distinguish gamblers according to their level of gambling engagement and problems. There is a constant and significant tendency to have more cognitive distortions as gambling problems increase. But not all distortions have the same ability to distinguish between the different groups of gamblers. The results seem to group gamblers into three groups according to the presence of cognitive distortions, from less to more: (1) non-gamblers, (2) low-risk and at-risk gamblers, and (3) problem and pathological gamblers. The relevance of this research and its practical implications for both treatment and prevention work is discussed.


Subject(s)
Behavior, Addictive/psychology , Cognition Disorders/psychology , Gambling/psychology , Self Efficacy , Adolescent , Adult , Aged , Aged, 80 and over , Cognition , Female , Humans , Male , Middle Aged , Reward , Spain , Surveys and Questionnaires , Young Adult
12.
Adicciones (Palma de Mallorca) ; 32(4): 291-302, 2020. tab, graf
Article in Spanish | IBECS | ID: ibc-198095

ABSTRACT

La inclusión del Trastorno de Juego en Internet (TJI) en el DSM-5 ha generado polémica sobre su diagnóstico, no obstante parece necesario establecer un punto de corte claro para identificar cuando este juego excesivo se convierte en problemático. Esta identificación se hace especialmente difícil en adolescentes y jóvenes, entre los que suele ser frecuente la dedicación a este tipo de juegos. El objetivo de esta revisión sistemática fue analizar los instrumentos que desarrollados para la evaluación del TJI en adolescentes y jóvenes desde su inclusión en el DSM-5. Se identificaron 13 estudios que incluían validaciones de 7 instrumentos de evaluación del TJI en adolescentes y jóvenes. Se describió cada instrumento y sus validaciones en distintos idiomas. En relación con revisiones previas, se observó una menor diversidad de instrumentos de evaluación, una reducción en el número de ítems y una forma de medida más uniforme, manteniéndose una alta consistencia interna y una buena validez de criterio. Sin embargo, siguen presentes los problemas referidos a la selección de muestras, la falta de estudios de sensibilidad y especificidad, y el establecimiento de puntos de corte y perfiles de jugadores. Se recomienda avanzar en el análisis de las cualidades psicométricas de los instrumentos, y su validación en distintos países para considerar las diferencias culturales y poder comparar la presencia de este problema


The inclusion of Internet Gaming Disorder (IGD) in the DSM-5 has generated controversy over its diagnosis, and it therefore seems necessary to establish a clear cut-off point to identify when excessive gaming becomes problematic. Such identification is especially difficult in adolescents and young people, who frequently dedicate a great deal of time to online games. The goal of this systematic review was to analyze the instruments developed to assess IGD in adolescents and young people since its inclusion in the DSM-5. We identified 13 studies which included validations of seven assessment instruments for IGD in adolescents and young people. Each instrument and its validations in different languages are described. In comparison to previous reviews, a lower diversity of assessment instruments, a reduction in the number of items and a more uniform form of measurement was observed, maintaining high internal consistency and good criterion validity. However, problems related to sample selection, the lack of sensitivity and specificity studies, and the establishment of cut points and profiles of gamers remain. Advances in the analysis of the psychometric qualities of the instruments and their validation in different countries are needed, and cultural differences should be considered in order to allow the prevalence of this problem to be compared


Subject(s)
Humans , Behavior, Addictive/diagnosis , Internet , Gambling/diagnosis , Diagnostic and Statistical Manual of Mental Disorders , Surveys and Questionnaires/standards , Adolescent Behavior , Psychometrics , Video Games
13.
Span. j. psychol ; 23: e22.1-e22.11, 2020. ilus, tab, graf
Article in English | IBECS | ID: ibc-196597

ABSTRACT

Since the inclusion of the Internet Gaming Disorder (IGD) in the Diagnostic and statistical manual of mental disorders (5th ed.) (DSM-5), the Internet Gaming Disorder Scale-Short Form (IGDS9-SF), a short nine items test, has become one of the most used standardized instruments for its psychometric evaluation. This study presents a validation and psychometric evaluation of the Spanish version of the IGDS9-SF. A sample of 2173 videogame players between 12 and 22 years old, comprising both genders, was employed, achieved with a randomized selection process from educational institutions in the city of Madrid. Participants completed the adapted version of the IGDS9-SF, the General Health Questionnaire (GHQ-12) and a negative cognitions scale associated with videogame use, as well as sociodemographic data and frequency of videogame play. A unifactorial structure with sufficient reliability and internal consistency was found through exploratory and confirmatory analyses. In addition, the instrument was found to have good construct validity; the scoring of the IGDS9-SF were found to show a positive association with gaming frequency, with general health problems, and to a greater extent, with problematic cognitions with regard to videogames. Factorial invariance was found concerning the age of participants. However, even though the factorial structure was consistent across genders, neither metric nor scalar invariance were found; for this reason, we present a scale for the whole sample and a different one for gender. These results suggest that this Spanish version of the IGDS9-SF is a reliable and valid instrument, useful to evaluate the severity of IGD in Spanish students, and we provide a scoring scale for measurement purposes


No disponible


Subject(s)
Humans , Male , Female , Child , Adolescent , Young Adult , Video Games/adverse effects , Behavior, Addictive/psychology , Psychometrics/instrumentation , Brief Psychiatric Rating Scale , Webcasts as Topic , Reproducibility of Results , Translations , Social Problems
14.
Pap. psicol ; 40(1): 15-20, ene.-abr. 2019. graf
Article in Spanish | IBECS | ID: ibc-181994

ABSTRACT

El tratamiento de los trastornos de ansiedad ha demostrado su eficacia y efectividad. Sin embargo, no siempre se consiguen los resultados deseados. Estudiar aquellos factores que interfieren en el curso natural del tratamiento contribuirá a tomar medidas oportunas. Dos de estos factores son la prolongación innecesaria de los tratamientos y el fenómeno de la terminación prematura. Como es esperable, la duración del tratamiento depende de la naturaleza del problema y de la existencia de problemas comórbidos, pero también de planificaciones demasiado ambiciosas (exceso de técnicas) o la combinación con psicofármacos (con incrementos de hasta un 21% de sesiones). La terminación prematura se sitúa entorno al 30-35% y los pacientes "anuncian el desenlace" con peor ejecución de tareas y asistencias más irregulares desde el principio. Aproximadamente 50% de los abandonos ocurren antes de la sesión 8 y entorno al 80% de los tratamientos completados exitosamente concluyen antes de la sesión 20


The efficacy and the effectiveness of anxiety disorder treatments have been proven. However, the desired results are not always achieved. Studying the factors that interfere with the natural course of the treatments could help to correct and to adapt them. Two of these factors are the unnecessary prolongation of treatments and premature termination. As expected, the duration of the treatment depends on the nature of the problem and the existence of comorbid problems, however also treatments that are too ambitious (an excess of techniques) or combined with pharmacological treatments (increasing sessions by up to 21%) have a longer duration. Premature termination was around 30-35% and patients "announce" their drop-out by displaying poorer task performance and more irregular attendance from the beginning. More than 50% of the therapeutic dropout occurs before the eighth session and 80% of successful treatments were completed before the 20th session


Subject(s)
Humans , Anxiety Disorders/psychology , Psychotherapy/methods , Treatment Outcome , Psychotherapy, Brief/instrumentation
15.
Clín. salud ; 29(2): 71-80, jul. 2018. tab, graf
Article in Spanish | IBECS | ID: ibc-178471

ABSTRACT

El objetivo del trabajo es analizar el tratamiento psicológico en la fobia social, identificando niveles de efectividad, técnicas de intervención utilizadas, duración y costes del tratamiento. La muestra consta de 51 pacientes, de edad promedio 30.14 (DT = 8.309), mayoritariamente mujeres (60.8%), solteras (78.4%) y estudiantes (64.7%). Se realizaron análisis descriptivos para las características sociodemográficas y el coste del tratamiento. Se subdividió la muestra en dos grupos (pacientes de alta y pacientes que abandonan), analizándose diferencias entre ellos. Se efectuaron técnicas de análisis de clústers y multivariados para conocer qué técnicas predecían éxito terapéutico. Se alcanzó un 61% de éxito, con una media de 20 sesiones y 1,200€ de coste del tratamiento. Las técnicas predictivas del éxito son la exposición y el uso de otras técnicas (p < .05). Se defiende el uso de protocolos para la fobia social que incluyan las técnicas mencionadas en la clínica cotidiana


The purpose of this study is to analyze psychological treatment in social phobia, identifying levels of effectiveness, treatment length, treatment cost and techniques used. The sample consists of 51 patients, average age 30.14 (SD = 8.309), mainly women (60.8%), single (78.4%), and students (64.7%). Descriptive analyses for sociodemographic characteristics and therapy cost were performed; besides, the sample was divided into two groups (patients who achieved discharge and patients who dropped-out), and differences between the two groups were made. Finally, cluster analysis techniques were performed and multivariate analyses were conducted to know what techniques predicted therapeutic success. Of the patients, 61% are discharged, with an average duration of 20 sessions and a treatment cost of €1,200. The techniques which predict success are exposure and use of other techniques (p < .05). The use of protocols for social phobia which include the aforementioned techniques is suggested


Subject(s)
Humans , Male , Female , Adult , Middle Aged , Phobia, Social/diagnosis , Phobia, Social/psychology , Psychological Techniques , Evaluation of the Efficacy-Effectiveness of Interventions , Cost-Benefit Analysis/economics , Psychology, Clinical/methods , Logistic Models
16.
Psicothema (Oviedo) ; 29(4): 558-562, nov. 2017. tab
Article in English | IBECS | ID: ibc-167766

ABSTRACT

Background: Gambling facilitates the development of psychopathological problems in some gamblers. Rapid and easy detection of the presence of these problems, or the risk of their development, will allow early action at the beginning of the problem, including preventive action. For this purpose, we developed the "Sistema de Cribado de Riesgo de Problemas de Juegos" (SCRI-PJ [Risk of Gambling Problems Screening System]), an on-line instrument for the detection of people who have, or may develop, gambling problems. The goal of this work is to present and validate the SCRI-PJ. Method: 85 people with gambling problems undergoing treatment and 119 people from the general population were assessed with the SCRI-PJ and the DSM-RT Diagnostic Criteria for Pathological Gambling questionnaire. Results: the SCRI-PJ showed high internal consistency (α= .96), sensitivity (94.2%) specificity (91.4%), with a negative predictive value of 98.6%. Conclusion: the SCRI-PJ is a brief and effective screening instrument to detect people with gambling problems or who are at risk of developing them (AU)


Antecedentes: los juegos de azar facilitan el desarrollo de problemas psicopatológicos en algunos jugadores. Detectar de forma rápida y sencilla la presencia de estos problemas, o el riesgo de su desarrollo, permitirá actuar precozmente al inicio del problema, incluso de forma preventiva. Con este propósito se ha desarrollado el Sistema de Cribado de Riesgo de Problemas de Juego (SCRI-PJ), un instrumento on-line para la detección de personas que tengan o puedan desarrollar problemas con el juego. El objetivo de este trabajo es presentar y validar el SCRI-PJ. Método: 85 personas con problemas de juego en tratamiento y 119 personas de la población general fueron evaluados mediante el SCRI-PJ y el cuestionario Criterios diagnósticos DSM-IV-TR para el Juego Patológico. Resultados: el SCRI-PJ mostró una alta consistencia interna (α= .96), sensibilidad (94,2%) y especificidad (91,4%), con un valor predictivo negativo del 98,6%. Conclusión: el SCRI-PJ es un instrumento de cribado breve y eficaz para detectar a las personas con problemas de juego o en riesgo de desarrollarlos (AU)


Subject(s)
Humans , Psychometrics/instrumentation , Behavior, Addictive/psychology , Gambling/psychology , Reproducibility of Results , Reproducibility of Results , Brief Psychiatric Rating Scale/statistics & numerical data , Mass Screening/methods , Early Diagnosis , Online Systems
17.
Psicothema ; 29(4): 558-562, 2017 Nov.
Article in English | MEDLINE | ID: mdl-29048318

ABSTRACT

BACKGROUND: Gambling facilitates the development of psychopathological problems in some gamblers. Rapid and easy detection of the presence of these problems, or the risk of their development, will allow early action at the beginning of the problem, including preventive action. For this purpose, we developed the “Sistema de Cribado de Riesgo de Problemas de Juegos” (SCRI-PJ [Risk of Gambling Problems Screening System]), an on-line instrument for the detection of people who have, or may develop, gambling problems. The goal of this work is to present and validate the SCRI-PJ. METHOD: 85 people with gambling problems undergoing treatment and 119 people from the general population were assessed with the SCRI-PJ and the DSM-RT Diagnostic Criteria for Pathological Gambling questionnaire. RESULTS: the SCRI-PJ showed high internal consistency (α= .96), sensitivity (94.2%) specificity (91.4%), with a negative predictive value of 98.6%. CONCLUSION: the SCRI-PJ is a brief and effective screening instrument to detect people with gambling problems or who are at risk of developing them.


Subject(s)
Diagnostic Self Evaluation , Gambling/diagnosis , Adult , Female , Humans , Internet , Male , Middle Aged , Psychometrics , Risk
18.
J Behav Ther Exp Psychiatry ; 57: 80-87, 2017 Dec.
Article in English | MEDLINE | ID: mdl-28458128

ABSTRACT

BACKGROUND AND OBJECTIVES: Safety signals are conditioned inhibitory stimuli that indicate the absence of unconditioned stimuli. It is not clear whether the presence of safety signals is detrimental or beneficial in extinction-based interventions. The purpose of this study was to evaluate the effect of safety signals on autonomic and expectancy fear-related responses. METHODS: Following the conditional discrimination paradigm (AX +, BX-), undergraduate students (N = 48) underwent an aversive conditioning procedure, while safety signals were experimentally created. Participants were randomly assigned to one of two conditions during extinction: presence or absence of safety signals. RESULTS: Significant reductions of fear-related responses were found in both groups. Expectancy measures showed that the presence of safety signals did not interfere with reduction of fear related responses at follow-up. LIMITATIONS: The analogue nature of the study affects its ecological validity. There are some methodological issues. CONCLUSIONS: Safety signals did not interfere with extinction learning. Attention may be a mechanism associated with the maintenance of fear responses.


Subject(s)
Conditioning, Classical/physiology , Discrimination, Psychological/physiology , Extinction, Psychological/physiology , Fear/psychology , Analysis of Variance , Electroshock/adverse effects , Female , Follow-Up Studies , Galvanic Skin Response , Humans , Male , Random Allocation , Reflex, Startle , Young Adult
19.
Clín. salud ; 27(1): 7-14, mar. 2016. tab
Article in English | IBECS | ID: ibc-150243

ABSTRACT

The objectives of this study are to describe the most common characteristics of patients receiving psychological treatment and the treatments administered. We analyzed a sample of 856 patients at the University Psychology Clinic of the Complutense University of Madrid. Five diagnostic categories accounted for 78.4% of demand: anxiety disorders (31.9%), no diagnosis (15.4%), other problems requiring clinical attention (14.2%), mood disorders (9.5%) and adaptive disorders (7.4%). A total of 17.7% presented a comorbid diagnosis and 49.3% had received treatment previously. The mean of assessment and treatment sessions was 3.5 and 12.7, respectively. The most commonly applied techniques included psychoeducation (95.1%), cognitive restructuring (74.8%), relaxation (74.4%), and control of internal dialogue (68.1%).Of the patients that had finished contact with the clinic, 68.3% were a therapeutic success. We discuss the generalization of the results and the implications for the profession and clinical practice


Los objetivos del estudio son describir las características de los pacientes que acuden a tratamiento psicológico y de los tratamientos aplicados. Se analiza una muestra de 856 pacientes de la Clínica Universitaria de Psicología de la Universidad Complutense. Cinco categorías diagnósticas cubren el 78.4% de la demanda: trastornos de ansiedad (31.9%), sin diagnóstico (15.4%), otros problemas objeto de atención clínica (14.2%), trastornos del estado de ánimo (9.5%) y trastornos adaptativos (7.4%). El 17.7% presentaba un diagnóstico comórbido y el 49.3% habían recibido un tratamiento previo. La media de sesiones de evaluación fue de 3.5 y 12.7, respectivamente. Las técnicas más utilizadas fueron psicoeducación (95.1%), reestructuración cognitiva (74.8%), relajación (74.4%) y control del diálogo interno (68.1%).De los pacientes que habían finalizado el contacto con el centro el 68.3% obtuvo el alta terapéutica. Se discute la generalización de los resultados e implicaciones para la profesión y la práctica clínica


Subject(s)
Humans , Male , Female , Adult , Anxiety Disorders/psychology , Affect/physiology , Adaptation, Psychological/physiology , Adjustment Disorders/psychology , Psychotherapy/methods , Psychotherapy/trends , Relaxation Therapy/methods , Cognitive Behavioral Therapy/methods , Comorbidity , Retrospective Studies , Surveys and Questionnaires , Mental Disorders/psychology , Psychology, Social/methods , Evaluation of the Efficacy-Effectiveness of Interventions
20.
Span J Psychol ; 18: E83, 2015 Oct 30.
Article in English | MEDLINE | ID: mdl-26514227

ABSTRACT

People with anxiety disorders demand psychological attention most often. Therefore, it seems important to identify both the characteristics of the patients who demand help and the clinical variables related to that demand and its treatment. A cohort of 292 patients who requested help at a university clinical facility was studied. The typical profile of the patient was: being female, young, unmarried, with some college education, and having previously received treatment, especially pharmacological one. The three most frequent diagnoses of anxiety, which include 50% of the cases, were: Anxiety Disorder not otherwise specified, Social Phobia, and Panic Disorder with Agoraphobia. Regarding the characteristics of the intervention, the average duration of the assessment was 3.5 sessions (SD = 1.2), and the duration of the treatment was 14 sessions (SD = 11.2). The percentage of discharges was 70.2%. The average cost of treatment was around €840. The results are discussed, underlining the value of empirically supported treatments for anxiety disorders.


Subject(s)
Anxiety Disorders/therapy , Psychotherapy/methods , Academic Medical Centers , Adult , Agoraphobia/epidemiology , Agoraphobia/therapy , Anxiety Disorders/epidemiology , Cohort Studies , Female , Humans , Male , Panic Disorder/epidemiology , Panic Disorder/therapy , Phobic Disorders/epidemiology , Phobic Disorders/therapy , Psychotherapy/statistics & numerical data , Young Adult
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