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1.
Article En | MEDLINE | ID: mdl-38131707

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.


Behavior, Addictive , Video Games , Male , Humans , Adolescent , Female , Child , Internet Addiction Disorder , Behavior, Addictive/diagnosis , Schools , Time , Internet
2.
Article En | MEDLINE | ID: mdl-38131745

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.


Adolescent Behavior , Behavior, Addictive , Video Games , Child , Humans , Adolescent , Young Adult , Adult , Adolescent Behavior/psychology , Video Games/psychology , Cluster Analysis , Spain , Behavior, Addictive/psychology
3.
Angiol. (Barcelona) ; 75(4): 268-272, Juli-Agos. 2023. ilus
Article Es | IBECS | ID: ibc-223709

Introducción: el sangrado es una complicación común después de una amigdalectomía y habitualmente se tratacon cauterización del lecho quirúrgico. Sin embargo, en algunos pacientes, cuando el sangrado es secundario auna lesión vascular, es necesaria la ligadura o la embolización del vaso lesionado.Caso clínico: presentamos el caso de un paciente de 7 años de edad que requirió reparación y revascularizacióndel eje carotídeo izquierdo con injerto autólogo debido a sangrado recurrente y refractario a embolización de laarteria carótida externa izquierda posamigdalectomía.(AU)


Background: bleeding is a very common complication after tonsillectomy and is often treated through cauter-ization of the tonsillar bed. However, in some cases ligation or embolization of the source of the bleeding due tovascular injury is deemed necessary.Case report: this is the case of a 7-year-old boy that underwent repair and revascularization of his left carotid axiswith an autologous vascular graft due to recurrent bleeding postonsillectomy refractory to previous embolizationof the left external carotid artery.(AU)


Humans , Male , Child , Vascular Grafting , Vascular System Injuries , Vascular Surgical Procedures , Tonsillectomy , Carotid Arteries/surgery , Carotid Artery, Internal/surgery , Inpatients , Physical Examination , Pediatrics , Hemorrhage , Adenoidectomy
4.
An. psicol ; 38(3): 508-517, Oct-Dic. 2022. tab, graf
Article En | IBECS | ID: ibc-208822

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)


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
5.
An. psicol ; 37(1): 149-160, ene.-abr. 2021. graf, tab
Article Es | IBECS | ID: ibc-200660

Los posibles efectos negativos de la publicidad de juegos de azar (JdA), sobre todo en Adolescentes y Jóvenes (AyJ), generan alarma social. Se realizó una revisión sistemática de las investigaciones sobre publicidad y juego en AyJ, en los últimos 10 años, siguiendo las directrices PRISMA, seleccionándose 31 trabajos. Los resultados destacan que AyJ, en contra de la legislación, participan con frecuencia en JdA, presentando problemas de juego. La publicidad de JdA es variada e intensa en especial en TV, eventos deportivos y redes sociales, estando dirigida a JyA, aunque suelen ser críticos con ella. Afecta más a varones jóvenes y con conductas de juego inadecuadas, consolidándolas. Los contenidos principales tratan de normalizar el juego y resaltar ganancias (sociales o económicas). El nivel de recuerdo y las actitudes sobre la publicidad del juego se asocian a incrementos en la intención de jugar, comportamientos de juego, y problemas de juego. Los incentivos más eficaces para jugar incluyen promociones económicas. La publicidad parece tener efecto, aunque reducido, para mejorar la actitud hacia los JdA e incrementar la participación en éstos, pero es difícil identificar sus efectos a medio y largo plazo. Son necesarios más estudios sobre JdA y publicidad, en especial en España


The possible negative effects of gambling Advertising (GA), especially in Adolescents and Youth (A&Y), generate social alarm. A systematic review of the research on advertising and gambling in A&Y in the last 10 years was carried out, following the PRISMA guidelines, including 31 studies. The results highlight that A&Y, against the law, frequently participate in gambling, with some having gambling problems. GA is varied and intense, especially on TV, sporting events and social networks, also targeting A&Y, although they are often critical of it. It affects more young men and people with inappropriate gambling behaviours, consolidating those behaviours. The main messages try to normalise gambling and highlight profits (social or economic). The levels of recall, as well as the attitudes about GA are associated with an increase in gambling intentions, behaviours, and problems. The most effective incentives to gamble include economic promotions. Advertising seems to have an effect, albeit reduced, to improve the attitude towards gambling and increase participation, but it is difficult to identify its effects in the medium and long term. More studies on gambling and advertising are necessary, especially in Spain


Humans , Male , Female , Adolescent , Young Adult , Gambling , Advertising , Adolescent Behavior , Interpersonal Relations , Risk Factors , Sports , Age Factors , Television , Internet
6.
Angiol. (Barcelona) ; 72(5): 273-276, sept.-oct. 2020. ilus
Article Es | IBECS | ID: ibc-195498

El tratamiento endovascular del aneurisma de aorta abdominal (AAA) puede tener complicaciones durante su seguimiento; entre ellas, las endofugas. Presentamos el caso de un paciente de 55 años que fue tratado de manera programada con endoprótesis aórtica bifurcada por un AAA infrarrenal de 84 mm de diámetro. El paciente presentó una reducción progresiva del saco aneurismático hasta un diámetro de 42 mm tras treinta meses de seguimiento. Después de cuatro años de seguimiento y sin signos sugestivos de complicaciones en la ecografía de control, se encuentra un leve crecimiento del saco (46 mm), sin evidencia de endofugas. Ante el hallazgo, se solicita TAC en la que se evidencia crecimiento del saco de hasta 55 mm de diámetro, sin presencia de fugas. En un nuevo estudio a los 3 meses, el saco ha sufrido una rápida expansión, hasta 73 mm de diámetro, sin evidencia de fugas. Ante los hallazgos y el riesgo de rotura, se planifica reparación abierta por endofuga tipo V. Se encuentra una fístula apendicular comunicada con un saco aneurismático de aspecto inflamatorio en la zona de contacto aórtico-apendicular. El paciente evolucionó favorablemente con antibioticoterapia prolongada. A los siete meses no ha presentado complicaciones clínicas ni en las pruebas de imagen


Endovascular aneurysm repair (EVAR) is an important treatment option for abdominal aortic aneurysms. An endoleak is a common complication following EVAR. A 55-year-old man underwent elective EVAR with a bifurcated graft for a 84 mm infrarenal abdominal aortic aneurysm (AAA). Follow-up a showed appropriate reduction of the AAA to 42 mm. A duplex ultrasound at fourth year follow up showed an increase of AAA sac size to 46 mm with no observable endoleaks. A subsequent CTA showed an increase of AAA sac size to 55 mm with no observable endoleaks. A new CTA at 3 months follow up showed a rapid increase of AAA sac size to 73 mm with no observable endoleaks. We decided to perform open surgery. We found appendicular fistula in contact with aneurysmal sac with an inflammatory appearance in the aortic-appendicular contact area. The patient was successfully treated and no severe complications occurred during the 7 months follow-up


Humans , Male , Middle Aged , Endovascular Procedures/adverse effects , Aortic Aneurysm, Abdominal/surgery , Endoleak/etiology , Appendicitis/etiology , Aortic Aneurysm, Abdominal/complications , Treatment Outcome , Tomography, X-Ray Computed
7.
Span J Psychol ; 23: e22, 2020 Jun 19.
Article En | MEDLINE | ID: mdl-32618539

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.


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
8.
J Gambl Stud ; 36(1): 207-222, 2020 Mar.
Article En | MEDLINE | ID: mdl-31209738

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.


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
9.
Span. j. psychol ; 23: e22.1-e22.11, 2020. ilus, tab, graf
Article En | IBECS | ID: ibc-196597

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


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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
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