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Background: Materialism is an attitude that considers material goods to be central in life. Nowadays, adolescents appear to have a high level of materialism, which is related to risky behaviors. Nevertheless, there is a lack of measurement tools with adequate psychometric properties to assess materialism in this age group. For this reason, two studies were conducted to investigate the psychometric properties of the original and short Material Values Scale (MVS) in adolescents. Methods: In Study 1, participants were randomly split into two subsamples to compare psychometric properties of the original version of MVS with those of the short one. The first subsample consisted of 1054 adolescents (58% male; Mage = 16.34; SD = 1.15), and the second one of 1058 adolescents (57% male; Mage = 16.26; SD = 1.04). In Study 2, the psychometric properties of a revised version of the short MVS (without item 8) were investigated to confirm its adequacy with a new sample composed of 1896 adolescents (60% male; Mage = 16.40; SD = 2.76). Results: Results of Study 1 showed that the short version appeared to be a better measuring tool with respect to the long form to investigate materialism in adolescents. Nevertheless, problems with item 8 emerged. Results of Study 2 attested to the adequacy of the psychometric properties of the revised version of the short MVS (by excluding item 8) in this age group, in terms of dimensionality, reliability, and validity. Conclusions: Findings show that the revised short version of the MVS could be a valid and reliable tool for measuring the multidimensional construct of materialism in Italian adolescents.
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OBJECTIVE: Loot boxes (LBs) are virtual items embedded within video games that contain randomly generated in-game prizes. LB use can become risky, so it is important to have good measurement instruments, especially among adolescents, who are particularly involved in video gaming and LB purchasing. The present study analyses the adequacy of the Risky Loot Box Index (RLI; Brooks & Clark, 2019) by applying item response theory (IRT). METHOD: Participants were 2,443 (59% males, mean age = 16.48, SD = 1.22) Italian high school students. RESULTS: The 2PL logistic model was applied. Item properties (i.e., severity and discrimination) were consistent with the aim of efficiently measuring risky LB use. The test information function indicated that the instrument was adequately informative. The RLI appeared to be invariant across gender, with male adolescents more at-risk than female adolescents. LB engagement was also found to explain latent trait of risky LB use over and beyond video gaming and gambling frequency and severity when controlling for gender. CONCLUSIONS: The RLI is an efficient screening tool that can specifically measure risky LB use among youth. It can profitably be used for research and intervention purposes. The promising usefulness of the IRT score for clinical purposes is also discussed. (PsycInfo Database Record (c) 2024 APA, all rights reserved).
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Conducta del Adolescente , Asunción de Riesgos , Juegos de Video , Humanos , Masculino , Adolescente , Femenino , Conducta del Adolescente/psicología , Psicometría/instrumentación , Juego de Azar/psicologíaRESUMEN
To be effective in the prevention of adolescent problem gambling, it is fundamental to enhance knowledge about the antecedents of gambling problem severity and the mechanisms through which these dimensions are related to problematic gambling behavior. This study aimed at testing how selected cognitive (correct knowledge of gambling and gambling-related cognitive distortions) and affective (positive economic perception of gambling and expectation and enjoyment and arousal towards gambling) variables are related to gambling frequency and gambling problem severity. Problem gambling was conceptualized as Gambling Disorder symptoms according to the last edition of the DSM. Participants were 447 Italian high school students (68% males, mean age = 16.8, SD = 0.84). Structural Equation Models (SEMs) conducted with adolescent gamblers attested two indirect effects from knowledge to problem gambling: One through gambling-related cognitive distortions and one through gambling frequency. Overall, results confirmed that adolescent problem gambling is a complex phenomenon explained by multiple and different factors. Practical implications for preventive efforts are discussed.
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The validation and psychometric properties of the Individual and Organization related Stressors in Pandemic Scale for Healthcare Workers (IOSPS-HW) were presented. This is a new measure to assess individual factors related to the health and well-being of individuals, such as family and personal relationships, as well as organizational factors related to the management of the pandemic, including workplace relationships, job management and communication. Across two studies conducted at different time points of the pandemic, psychometric evidence of the IOSPS-HW is presented. In Study 1, through a cross-sectional design, we conducted exploratory and confirmatory factor analysis through which the originally developed 43 items scale was reduced to a 20-item bidimensional scale with two correlated dimensions: Organization-related Stressors (O-S; 12 items) and Individual- and Health-related Stressors (IH-S; 8 items). Internal consistency and criterion validity were also provided by investigating the relationship with post-traumatic stress. In Study 2, we provided evidence for the temporal invariance of the measure and for temporal stability through a Multigroup-CFA through a longitudinal design. We also supported the criterion and predictive validity. The results suggest that IOSPS-HW is a good instrument to simultaneously investigating individual and organizational factors related to sanitary emergencies in healthcare workers.
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Personal de Salud , Pandemias , Humanos , Psicometría , Estudios Transversales , Lugar de Trabajo , Reproducibilidad de los Resultados , Encuestas y CuestionariosRESUMEN
INTRODUCTION: Nowadays, most of the research studies in the field of adolescent gambling are focused on individual factors related to problem gambling. The aim of this study was to test an integrated model to explain adolescent problem gambling involving both individual (i.e., correct gambling knowledge, superstitious thinking, and gambling-related cognitive distortions) and environmental factors (i.e., parental gambling frequency). In detail, the aim was to better understand the role of parental gambling behavior on adolescents' gambling frequency and problem gambling severity, to draw indications for prevention. METHODS: Participants were 680 parents (36% men; Mage = 48.32, SD = 6.14 years) of 680 high school students (51% boys; Mage = 15.51, SD = .55 years) attending the second year of different high schools in Tuscany (Italy). Data collection occurred within the school prevention program PRIZE (Prevention of gambling risk among adolescents). RESULTS: A path model showed was conducted to detect direct and indirect effects from individual and environmental factors to gambling problem severity. Analyses showed that correct gambling knowledge and superstitious thinking were directly related-respectively in a negative and a positive direction-both to gambling-related cognitive distortions and adolescents' gambling frequency. Parental gambling frequency was directly associated with adolescents' gambling frequency. Correct gambling knowledge and superstitious thinking were indirectly related to adolescents' gambling problem severity through the mediational role of gambling-related cognitive distortions and gambling frequency. Parental gambling frequency was indirectly linked to gambling problem severity by passing through adolescents' gambling frequency. CONCLUSIONS: The current cross-sectional results confirm that parental gambling behavior has an important role for adolescents' gambling behavior and severity. Thus, results highlight the need for innovative prevention programs which involve adolescents' adult reference figures and integrate the individual risk and protective factors with the environmental ones.
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Conducta del Adolescente , Juego de Azar , Masculino , Humanos , Adolescente , Femenino , Juego de Azar/psicología , Estudios Transversales , Padres/psicología , Servicios de Salud Escolar , Conducta del Adolescente/psicologíaRESUMEN
Loot Boxes (LBs), i.e., virtual items embedded within video games with numerous features reminiscent of gambling, are increasingly widespread among adolescents. LB use is associated with problem gambling in youth, but few studies have been conducted on the association between LB use and gambling behavior considering adolescents. Thus, the mechanisms underlying this relationship are not clear. As LB use is a significant and positive risk factor for video gaming severity, and video gaming is associated with problem gambling, we hypothesized that LB use would be related to gambling frequency and problem gambling through the intermediary role of video gaming frequency and problem video gaming. We tested our hypothesis before COVID-19-pandemic-related lockdown and during COVID-19-pandemic-related lockdown, in Italy. Study 1 was conducted with 1,078 high school students (39% boys, mean age = 16.46, SD = 1.28) before COVID-19-pandemic-related lockdown, and Study 2 was conducted with 1,204 high school students (57% boys, mean age = 15.62, SD = 0.64) during COVID-19-pandemic-related lockdown. A path analysis was carried out to analyze the significance of indirect effects from LB use to gambling behavior and problem gambling through video gaming and problem video gaming. In both the studies, results showed that LB use exerted significant and positive direct effects on video gaming frequency, problem video gaming, and gambling frequency. Moreover, LB use had indirect significant and positive effects on problem gambling through video gaming frequency, problem video gaming, and gambling frequency. Findings attest that LB use can be related to problem gambling through a greater involvement in videogames. Thus, a specific subtype of young gamblers can develop Gambling Disorder symptoms from the use of LBs and through an intense use of video games. Practical implications for prevention and treatment are discussed.
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BACKGROUND: To evaluate the levels of depression, state and trait anxiety, selfefficacy, and self-esteem among women with high risk pregnancy due to previous adverse pregnancy outcomes (PAPOs) or pre-pregnancy diseases (PPD), before and after delivery, compared to controls. METHODS: An observational longitudinal study on psychological dimensions was conducted on 86 women attending a university referral centre for high risk pregnancy, by administering the Edinburgh Postnatal Depression Scale, the State and Trait Anxiety Inventory, the General Self-Efficacy Scale, and the Self-esteem Scale. A pre-test (in the third trimester of pregnancy) and a follow-up measurement session (one month after the delivery) were applied. PAPOs group, PPD group and controls were compared. RESULTS: The PAPOs group had higher levels of depression compared to the other groups, with above-threshold levels. However, a more relevant decrease in depression was found in the PAPOs group after delivery. Levels of self-efficacy and self-esteem were unexpectedly high during and after pregnancy in all the groups. CONCLUSIONS: A PAPO represents a risk factor for depression development during pregnancy, whereas a PPD seems to be less relevant in influencing affective dimensions. Surprisingly, all pregnant women, independently of the obstetric risk, showed high levels of self-efficacy and self-esteem.
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Developmental Dyscalculia (DD) signifies a failure in representing quantities, which impairs the performance of basic math operations and schooling achievement during childhood. The lack of specificity in assessment measures and respective cut-offs are the most challenging factors to identify children with DD, particularly in disadvantaged educational contexts. This research is focused on a numerical cognition battery for children, designed to diagnose DD through 12 subtests. The aims of the present study were twofold: to examine the prevalence of DD in a country with generally low educational attainment, by comparing z-scores and percentiles, and to test three neurodevelopmental models of numerical cognition based on performance in this battery. Participants were 304 Brazilian school children aged 7-12 years of both sexes (143 girls), assessed by the Zareki-R. Performances on subtests and the total score increase with age without gender differences. The prevalence of DD was 4.6% using the fifth percentile and increased to 7.4% via z-score (in total 22 out of 304 children were diagnosed with DD). We suggest that a minus 1.5 standard deviation in the total score of the Zareki-R is a useful criterion in the clinical or educational context. Nevertheless, a percentile ≤ 5 seems more suitable for research purposes, especially in developing countries because the socioeconomic environment or/and educational background are strong confounder factors to diagnosis. The four-factor structure, based on von Aster and Shalev's model of numerical cognition (Number Sense, Number Comprehension, Number Production and Calculation), was the best model, with significant correlations ranging from 0.89 to 0.97 at the 0.001 level.
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Although some studies have been conducted on gambling behaviour in the general population or in clinical samples during the COVID-19 pandemic, less attention has been focused on Affected Family Members (AFMs) of disordered gamblers. To fill this gap, this study investigated the psychological state of disordered gamblers' AFMs during the COVID-19 lockdown in Italy, the European country first affected by the virus and with the largest gambling market. We were interested in understanding if the unavailability of most land-based gambling offerings during the lockdown created a sense of relief in AFMs. We also compared the quality of family relationships and emotional state during the lockdown of AFMs with those of their relative with Gambling Disorder (GD). Participants were 53 disordered gamblers' AFMs (77% female; mean age = 50.28). For 42 out of the 53 AFMs, we also recruited their relative with GD (86% male; mean age = 48.98). A semi-structured telephone interview was developed. Although AFMs reported a general interruption of the relative's gambling behaviour and a general sense of relief for the closure of gambling activities, accompanied by the perception of good family relationships, AFMs still felt tired, worried, and apprehensive and perceived more fear, stress, and anxiety than before the lockdown. A large proportion of AFMs engaged in potentially addictive behaviours, especially TV and mobile phone and Internet use, which increased in frequency compared to before the pandemic. They still perceived some gambling-related problematic behaviours from their relative and put in place coping strategies to manage the gambling problem. Even if they had a general positive orientation towards the future, they experienced fear when thinking about the reopening of gambling opportunities at the end of the lockdown. Compared to their relatives with GD, AFMs appeared more prone to perceiving a general negative state and a worsening of it from before the lockdown. Overall, this study shows that disordered gambling's AFMs can be considered as a particularly at-risk group who deserves focused clinical attention even during gambling closures related to pandemic lockdown.
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In the field of adolescent gambling prevention, there is a lack of intervention studies reporting and assessing training courses for the intervention providers. The present work fills this gap by realizing a dissemination study inside the PRIZE program aimed at modifying a set of cognitive protective factors and affective risk factors. The purpose of this work was twofold: To develop and evaluate a training course with the intervention providers (Study 1), and to assess the short- and long-term effects of the intervention itself (Study 2). The training course was delivered to 44 health professionals (32 females, Mage = 39.34 years). Results showed a significant increase of correct knowledge about gambling and a significant reduction of their susceptibility to probabilistic reasoning biases. Participants also actually learnt the main competencies to conduct the educational activities, they were satisfied for the training course received, and they felt high levels of self-efficacy. The intervention was implemented with 1894 high school students (61% males; Mage = 15.68 years). In the short term, we found a significant increase of adolescents' correct gambling knowledge, random events knowledge, and probabilistic reasoning ability, and a significant decrease of superstitious thinking, monetary positive outcome expectation, and gambling-related erroneous thoughts and fallacious behavioral choices. In the long-term, a significant decrease of gambling frequency, gambling versatility, and gambling problem severity was obtained. Overall, this work highlights the importance to train prevention program providers in order to optimize the effectiveness of large-scale gambling intervention programs towards adolescents.
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Conducta del Adolescente , Distinciones y Premios , Juego de Azar , Adolescente , Conducta del Adolescente/psicología , Femenino , Juego de Azar/prevención & control , Juego de Azar/psicología , Humanos , Masculino , Autoeficacia , Estudiantes/psicologíaRESUMEN
Cognitive behavioral therapy (CBT) is the most successful protocol in gambling disorder (GD) treatment. However, it presents some weaknesses, especially concerning relapse prevention (RP). RP is one of the most important therapeutic steps, aiming at managing cravings and to avoid future relapse increasing perceived self-efficacy. Encouraging results come from the blending of psychotherapy and virtual reality (VR), containing gambling cues. The goal of Alter Game (approved by the Ethical Commission, Prot. No. 69346) is verifying the efficacy of an innovative psychological treatment for GD based on the integration of traditional CBT therapy and an immersive VR cue exposure therapy using a serious virtual game, which is a game designed for purposes other than entertainment. RP in virtual cue-exposure therapy allows pathological gamblers to manage the urge to gamble and to avoid relapse by becoming aware of which internal and external triggers are related to craving. We hypothesize that the integrated intervention will be more effective than simple CBT with regard to self-efficacy, craving, and gambling-related distortions. Four virtual ecological environments were developed, and a virtual app, Exludo, interfaced with a computerized multiparametric acquisition system for biofeedback, was created. A sample of about 60 patients aged between 18 and 65 with GD referring to the Addiction Medicine Unit of Verona (Rossi Hospital) will be recruited. Patients will be randomly assigned to the CBT group (16 CBT sessions) or the CBT + VR group (8 CBT sessions + 8 VR cue-exposure therapy sessions). The MCMI-III, the BIS-11, and the SOGS will be used to evaluate inclusion and exclusion criteria, while the Gambling Related Cognitions Scale and the Multidimensional Gambling Self-Efficacy Scale will be used to verify changes as a function of the treatment. Craving will be evaluated through VAS, and psychophysiological variables will be assessed through biofeedback. A pre-test/post-test experimental design with a 1-month follow-up will be conducted. This study will examine an innovative psychotherapeutic protocol for GD treatment, and it will help in identifying new virtual tools to increase the efficacy of traditional therapeutic approaches that could also be applied to treat other addictions.
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Many individuals, when faced with mathematical tasks or situations requiring arithmetic skills, experience exaggerated levels of anxiety. Mathematical anxiety (MA), in addition to causing discomfort, can lead to avoidance behaviors and then to underachievement. However, the factors inducing MA and how MA deploys its detrimental effects are still largely debated. There is evidence suggesting that MA affects working memory capacity by further diminishing its limited processing resources. An alternative account postulates that MA originates from a coarse early numerical cognition capacity, the perception of numerosity. In the current study, we measured MA, math abilities, numerosity perception and visuo-spatial working memory (VSWM) in a sample of neurotypical adults. Correlational analyses confirmed previous studies showing that high MA was associated with lower math scores and worse numerosity estimation precision. Conversely, MA turned out to be unrelated to VSWM capacities. Finally, partial correlations revealed that MA fully accounted for the relationship between numerosity estimation precision and math abilities, suggesting a key role for MA as a mediating factor between these two domains.
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Boredom is an unpleasant experience caused by the lack of being engaged in satisfying activities. It can be caused by external circumstances (state boredom, SB) or by individual determinants (trait boredom, TB). Although several studies have attested the impact of boredom on adolescents' risk-taking behaviours, the relationships between boredom and problematic Facebook use (PFU), which has grown exponentially among adolescents, have not been deeply analysed to date. This study aimed at exploring a possible mechanism through which TB, PFU, and SB are related. We hypothesised and tested the mediating role of PFU in the relationship between TB and SB. Participants were 204 Italian adolescents (57% male, Mage = 17.13, SD = 1.61). Analyses showed a significant positive indirect effect of TB on SB through PFU that acted as a mediator. Specifically, individual sensitivity to boredom may enhance the likelihood that teenagers employ Facebook excessively and in addictive way; in turn, PFU may enhance adolescents' situational experience of boredom. Although preliminary, findings indicate the need to further investigate the relationship between TB, PFU, and SB in youth.
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Conducta Adictiva , Medios de Comunicación Sociales , Adolescente , Tedio , Femenino , Humanos , Italia , MasculinoRESUMEN
The Gambling Expectancy Questionnaire (GEQ; Gillespie et al. 2007a) is a 23-item scale assessing three positive outcome expectancies (Enjoyment/Arousal, Money, Self-Enhancement) and two negative outcome expectancies (Over-Involvement, Emotional Impact) related to gambling. It is the most used instrument to assess gambling outcome expectancies in adolescents and it has good psychometric properties. To allow a greater and more useful application of the scale, the present study aimed to modify the GEQ to make it usable with all adolescents, regardless of their gambling behaviour and to verify its psychometric properties. To that aim, the items were modified and the response scale was reduced from a seven-point to a five-point Likert scale. To verify the adequacy of the modified scale, two studies were conducted among Italian adolescents. In the first study (n = 501, 75% males, Mage = 16.74, SD = .88), after having removed four items and relocating another through explorative factor analysis, the original five-factor structure of the scale was confirmed by applying a confirmatory factor analysis. Reliability and validity evidence were also provided. The second study (n = 1894, 61% males, Mage = 15.68, SD = .71) attested its invariance across gambling behaviour status and gender. The modified version of the GEQ (GEQ - MOD) can be profitably used for research and preventive purposes with youth.
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Juego de Azar , Adolescente , Análisis Factorial , Femenino , Juego de Azar/psicología , Humanos , Masculino , Psicometría , Reproducibilidad de los Resultados , Encuestas y CuestionariosRESUMEN
It is mainly children and adolescents who are involved in video gaming. The lockdown caused by the COVID-19 pandemic may have further increased their use of video games and, consequently, the risk of gaming disorder (GD) symptoms. However, currently, we do not have exhaustive knowledge of this issue. To fill this gap, the current study aims to analyze video gaming habits in children and adolescents during the lockdown, starting in March 2020 in Italy, the first European country affected by the pandemic. Specifically, we aim to understand how variables related to parents-for instance, knowledge of their offspring's life, the monitoring of their video gaming habits, and parental use of video games-are related to their offspring's time spent on video games and GD symptoms. A web-based survey involving parents (n = 554, 79% mothers, mean age = 45.39) of 554 children and adolescents (73% males, mean age = 11.11) was utilized. The results showed that they were involved in video games, particularly boys and adolescents, with high rates of GD symptoms. The parents also spent a considerable amount of time playing video games. A path model that explained the mechanisms through which parental variables were related to their offspring's time spent on video games and GD symptoms, controlling for gender and age, was verified. Overall, the findings indicate the importance of educating parents to behave effectively with respect to video games and monitor their offspring's video gaming habits.
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Conducta Adictiva , COVID-19 , Juegos de Video , Adolescente , Conducta Adictiva/epidemiología , Niño , Control de Enfermedades Transmisibles , Europa (Continente) , Femenino , Humanos , Italia , Masculino , Persona de Mediana Edad , Pandemias , SARS-CoV-2RESUMEN
Impulsivity is a multifaceted construct associated with poor planning skills, difficulty in maintaining attention, and behavioral disinhibition-especially in conditions of highly activated affective states. Impulsivity plays a prominent role in adolescents, in whom high levels of impulsivity expose them to a greater risk of exhibiting risky behaviors or developing pathological conditions. Currently, one of the most popular frameworks to explain and assess impulsivity is the UPPS-P, which distinguishes between five impulsivity components, and from which the UPPS-P Scale and its short form are derived. In light of the relatively low number of psychometric analyses of the scale in adolescents, this study aimed to verify the psychometric properties of the Short UPPS-P Scale among Italian adolescents. The participants were 647 adolescents (68% males, mean age = 16.9, SD = 1.1 years). Confirmatory factor analysis supported the five-factor model of the scale, which was found to be invariant across gender and age and to have had good internal consistency values. Gender and age differences were also investigated. Evidence for validity was provided by supporting relationships between specific UPPS dimensions, gambling frequency, problem gambling, and problematic use of social networks. Overall, the findings showed that the Short UPPS-P Scale is a promising instrument to assess the multidimensional construct of impulsivity in adolescents in both research and clinical practice.
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Juego de Azar , Conducta Impulsiva , Adolescente , Análisis Factorial , Femenino , Humanos , Italia , Masculino , PsicometríaRESUMEN
The Bergen Facebook Addiction Scale (BFAS) is widely used, but psychometric evidence by applying Item Response Theory (IRT) is lacking. Considering the advantages of this psychometric approach, the aim of study was to investigate the psychometric properties of the Italian version of the BFAS among adolescents and young adults. Participants were 1134 (50% males, Mean age = 20.7, SD = 3.5, range = 14-33 years) Italian high school students and undergraduates. The unidimensionality of the scale was confirmed (χ2/df = 2.8, CFI = 0.99, TLI = 0.98, and RMSEA = 0.04 [C.I. = 0.02-0.06]) and IRT analysis showed that the scale assesses medium and high levels of the trait, and that it is useful in order to discriminate different levels of Problematic Facebook use (PFU) within this range of trait, in which the scale is sufficiently informative. The relationships of BFAS θ scores with theoretically related constructs provided support to the validity of the scale. In accordance with previous studies, BFAS scores were positively correlated with Problematic Internet use and problematic Social Network use, negatively correlated with self-esteem, and positively related to loneliness. The Differential Item Functioning (DIF) analysis showed that BFAS is invariant across gender, and only one item had uniform and small-in-size DIF. Additionally, we tested age invariance. Since only 17% of the BFAS items were non-invariant, we determined that the BFAS exhibited minor non-invariance as a whole. An analysis of the adequacy of the polythetic and monothetic criteria to define the range of the trait indicative of problematic use was also conducted. Overall, this study offers evidence that BFAS is a valuable and useful scale for measuring high levels of PFU among Italian adolescents and young adults.
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Conducta Adictiva , Medios de Comunicación Sociales , Adolescente , Adulto , Conducta Adictiva/diagnóstico , Femenino , Humanos , Italia , Masculino , Psicometría , Estudiantes , Adulto JovenRESUMEN
Cognitive fusion (CF) occurs when people are entangled in their private experiences. Rigid patterns of CF are a risk factor for various forms of psychopathology. The most widely used self-report instrument for assessing CF is the Cognitive Fusion Questionnaire-7 (CFQ-7), a unidimensional scale with good reliability and validity. However, its psychometric properties have been studied mainly in non-clinical samples and by applying Classical Test Theory. The goal of this study was to use Item Response Theory to investigate the adequacy of the scale in a non-clinical sample and to test measurement invariance across non-clinical and clinical psychological samples. The non-clinical sample consisted of 258 undergraduate students (68.2% females, Mage = 24.3), while the clinical sample consisted of 105 undergraduate students with psychological distress (60.7% females, Mage = 23.8). The results showed that CFQ-7 assesses a wide range of CF severity among non-clinical subjects and that it is useful to discriminate different levels of CF. Moreover, the results showed the scale was sufficiently informative for a broad range of the trait. The relationships of CFQ-7 scores with theoretically related constructs provided further support to the validity of the scale. The Differential Item Functioning analysis showed that CFQ-7 is invariant across different types of population. Overall, findings in this study provide support for the adequacy of the CFQ-7 both in non-clinical and clinical contexts.
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Cognición , Psicometría/métodos , Autoinforme , Adolescente , Adulto , Femenino , Humanos , Italia , Masculino , Persona de Mediana Edad , Reproducibilidad de los Resultados , Estudiantes , Encuestas y Cuestionarios , Adulto JovenRESUMEN
The COVID-19 pandemic, with the consequent lockdown of about 3 months, can be viewed as an experimental model to observe the impact of the depletion of environmental factors that stimulate gambling, particularly electronic gambling machines (EGMs) that were set to zero. The effects of some structural characteristics of gambling activities that increase gambling behavior were studied among disordered gamblers in treatment in this unique scenario. In fact, studies investigating the effects of the lockdown on problem gamblers (PGs) under treatment are missing. The aims of this study were to analyze patients' gambling behavior and craving during the lockdown and to conduct a comparison between gambling disorder (GD) symptoms at the beginning of the treatment and during lockdown. The study was conducted in Italy, the European country with the largest gambling market and the first to be affected by the virus. Data were collected through a semi-structured telephone interview conducted by healthcare professionals. Participants were 135 PGs under treatment (109 males, mean age = 50.07). Results showed that most PGs achieved a significant improvement in their quality of life, with less gambling behavior, GD symptoms, and lower craving. No shift toward online gambling and very limited shift towards other potential addictive and excessive behaviors occurred. The longer the treatment, the more monitoring is present and the better the results in terms of symptoms reduction. Individual and environmental characteristics during the lockdown favored the reduction in symptoms. Consideration for prevention and treatment are discussed.
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Conducta Adictiva/epidemiología , COVID-19/epidemiología , Juego de Azar/epidemiología , Control de Enfermedades Transmisibles , Femenino , Humanos , Italia/epidemiología , Masculino , Persona de Mediana Edad , Pandemias , Calidad de Vida , Encuestas y CuestionariosRESUMEN
Historically, individual differences research has sought to explain problem-gambling severity in adolescence by means of unitary "risk-taking" traits, such as sensation seeking and impulsivity, implying that these personality traits account for risk-taking tendencies across different types of behaviors and situations. However, increasing empirical evidence suggests that risk taking seems to be better conceptualized as a domain-specific construct. In the current study, we adopted a psychological risk-return framework, which posits that perceptions of perceived risks and benefits predict gambling risk attitudes, which in turn, account for variance in Gambling Disorder (GD) symptoms in adolescents. The study involved 296 Italian adolescents (68% boys, Mage = 17.76, SD = 1.17). Participants completed the risk-taking, risk perception, and expected benefits scales from the Adolescent Domain Specific Risk Taking (DOSPERT) scale (Barkley-Levenson et al. in Dev Cognitive Neurosci 3: 72-83, 2013), as well as the Gambling Behavior Scale for Adolescents (GBS-A; as reported (Primi et al. in Gambling Behavior Scale for Adolescents in, Hogrefe, Florence, 2015) were administered. Consistent with predictions, risk-taking scores for the Gambling domain predicted adolescent gambling outcomes, relative to the other DOSPERT risk-domains (Ethical, Health/Safety, Recreational, Social). Additionally, we found that greater Gambling risk perceptions were associated with lower risk-taking scores, whereas greater perceived expected benefits were associated with higher risk-taking scores. Moreover, we found significant indirect effects between perceived risks and benefits and problem-gambling severity, mediated via Gambling risk-taking scores, though expected benefits demonstrated a stronger indirect effect. These results have important implications for practice as they emphasize that specific interventions aimed at preventing problem gambling in adolescents should address their perceptions about gambling benefits.