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1.
Artigo em Inglês | MEDLINE | ID: mdl-32899364

RESUMO

Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for the mediating role of some mechanisms involved. The aim of this study is to investigate the impact of the frustration of psychological needs on mobile videogamers' addictive behavior as well as the role of cognitions (game-use expectancies) and behaviors (time spent playing) through a hypothesized serial mediation model, while controlling for important correlates, such as game genre, age, gender and payment during play. A total of 471 mobile game users (211 males) with an average age of 21.73 replied to an online survey containing sociodemographic and game variables, the Need Satisfaction and Frustration Scale (NSFS), the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and a slightly modified version of the Internet Use Expectancies Scale (IUES). The results corroborate the negative effects of need frustration on IGD among mobile gamers and clarify the role of time spent playing and game-use expectancies in the development of IGD, highlighting the important role of cognitions in this relationship. We conclude that both the time spent playing and game-use expectancies should be important targets for clinical interventions, even though they are not included in the diagnostic criteria.


Assuntos
Comportamento Aditivo , Frustração , Aplicativos Móveis , Jogos de Vídeo , Feminino , Humanos , Internet , Masculino , Papel (figurativo) , Tempo
2.
J Behav Addict ; 7(4): 939-952, 2018 Dec 01.
Artigo em Inglês | MEDLINE | ID: mdl-30427213

RESUMO

BACKGROUND AND AIMS: Internet Gaming Disorder (IGD) has become health concern around the world, and specialized health services for the treatment of IGD are emerging. Despite the increase in such services, few studies have examined the efficacy of psychological treatments for IGD. The primary aim of this study was to assess the efficacy of a specialized psychotherapy program for adolescents with IGD [i.e., the "Programa Individualizado Psicoterapéutico para la Adicción a las Tecnologías de la Información y la Comunicación" (PIPATIC) program]. METHODS: The sample comprised 31 adolescents (aged 12-18 years) from two public mental health centers who were assigned to either the (a) PIPATIC intervention experimental group or (b) standard cognitive-behavioral therapy (CBT) control group. The interventions were assessed at pre-, middle-, and post-treatment phases, as well as a 3-month assessment was carried out after completing the interventions. RESULTS: No significant differences between either group in the pre-treatment phase were found. Relating to the different interventions examined, significant differences were found at pre-test and post-test on the following variables: comorbid disorders, intrapersonal and interpersonal abilities, family relationships, and therapists' measures. Both groups experienced a significant reduction of IGD symptoms, although the PIPATIC group experienced higher significant improvements in the remainder of the variables examined. DISCUSSION AND CONCLUSIONS: The findings suggest that PIPATIC program is effective in the treatment of IGD and its comorbid disorders/symptoms, alongside the improvement of intra- and interpersonal abilities and family relationships. However, it should also be noted that standard CBT was also effective in the treatment of IGD. Changing the focus of treatment and applying an integrative focus (including the addiction, the comorbid symptoms, intra- and interpersonal abilities, and family psychotherapy) appear to be more effective in facilitating adolescent behavior change than CBT focusing only on the IGD itself.


Assuntos
Comportamento do Adolescente , Comportamento Aditivo/terapia , Comportamento Infantil , Terapia Cognitivo-Comportamental/métodos , Internet , Resultado do Tratamento , Jogos de Vídeo , Adolescente , Criança , Humanos , Masculino
3.
J Behav Addict ; 7(3): 707-718, 2018 Sep 01.
Artigo em Inglês | MEDLINE | ID: mdl-30264606

RESUMO

BACKGROUND AND AIMS: Internet gaming disorder (IGD) has become a topic of increasing research interest since its inclusion in Section 3 of the DSM-5. Given the lack of clinical studies concerning IGD, exploring the characteristics of clinical samples with IGD will help to delineate the gaming disorder construct and inform future treatment studies. METHODS: Data collection consisted of clinical interviews comprising 31 male adolescents diagnosed with IGD. Alongside the clinical interviews, the participants were administered a battery of psychometric tests assessing the following: IGD, personality traits, comorbid symptomatology, emotional intelligence (EI), and family environment characteristics. RESULTS: The results showed that the adolescents with IGD and their relatives reported a high number of hours per week and high presence of stressful life events in the majority of the sample. High scores on scales assessing depression, anxiety, and somatic disorders were found. However, the findings indicate the presence of several other comorbid disorders meaning that some of the adolescent sample with IGD had different clinical profiles. Several personality traits were found to be highly associated with IGD including introversion, inhibition, submissiveness, self-devaluation, interpersonal sensibility, obsessive-compulsive tendencies, phobic anxiety, and hostility, as well as paranoid and borderline personality traits. Other negative characteristics found in the present sample included a high level of social problems, low EI, and dysfunctional family relationships. DISCUSSION AND CONCLUSIONS: The findings suggest a more global pattern of key psychological characteristics associated with Internet gaming disorder in adolescence. This may help in understanding the complexity of this proposed disorder and it may also help in designing more specialized interventions for adolescents with IGD. The findings have important implications for clinical practice and interventions.


Assuntos
Comportamento Aditivo/psicologia , Internet , Jogos de Vídeo/psicologia , Adolescente , Comportamento Aditivo/complicações , Criança , Inteligência Emocional , Família/psicologia , Humanos , Masculino , Personalidade , Comportamento Problema/psicologia , Estresse Psicológico/complicações
4.
J Behav Addict ; 7(3): 727-736, 2018 Sep 01.
Artigo em Inglês | MEDLINE | ID: mdl-30203694

RESUMO

BACKGROUND AND AIMS: In recent years, we have witnessed a growing research interest in behavioral addictions and in pleasurable behaviors that generate a certain discomfort in the people who engage in them. The objective of this study was to assess if users of collectible card games, miniatures, and dice from the Star Wars Universe Games (SWUG) may also present criteria of addiction and if the presence of these criteria is related to demographic variables, game-playing habits, and other variables. METHODS: SWUG players were contacted through specialized gaming chats, and 218 of them completed the Internet Gaming Disorder Scale - Short Form (IGDS-SF9), a scale that assesses motivation to engage in the game (Massively Multiplayer Online Motivations Scale), the Rosenberg Self-Esteem Questionnaire, the Diener Satisfaction with Life Scale, and a question for the self-assessment of addiction. RESULTS: Significant predictors of addictive symptoms were the motivation to seek dissociation and (negatively) self-esteem. Users more significantly dedicate indirect hours to the game (thinking about the game, preparing material, etc.) than to actually playing. No participant could be considered pathologically addicted, as no one scored above the tentative cut-off point of the IGDS-SF9. DISCUSSION AND CONCLUSIONS: Despite the fact that many players considered themselves "addicted" and some presented various economic and family problems related to their activity, it was found that playing these games could not be equated to true addictive behavior, since no player had scores above the cut-off point. This finding contributes to current discussions about the tendency to overestimate excessive pleasurable behaviors.


Assuntos
Comportamento Aditivo , Jogos Recreativos , Internet , Adolescente , Adulto , Comportamento Aditivo/psicologia , Feminino , Jogos Recreativos/psicologia , Humanos , Masculino , Pessoa de Meia-Idade , Filmes Cinematográficos , Motivação , Satisfação Pessoal , Autoimagem , Adulto Jovem
5.
Artigo em Inglês | MEDLINE | ID: mdl-29518050

RESUMO

It has been more than a decade since a concern about the addictive use of the Internet and mobile phones was first expressed, and its possible inclusion into the lists of mental disorders has recently become a popular topic of scientific discussion. Thus, it seems to be a fitting moment to investigate the prevalence of this issue over time. The aim of the present study was to analyze the prevalence of the perception of problematic Internet and smartphone use in young people over the period 2006-2017. To this end, a questionnaire on Internet use habits and two questionnaires on the negative consequences of Internet and smartphone use were administered to a sample of 792 university students. The scores were then compared with the results of former studies that had used these questionnaires. The perception of problematic Internet and mobile phone use has increased over the last decade, social networks are considered responsible for this increase, and females are perceived to be more affected than males. The current study shows how strong smartphone and Internet addiction and social media overlap. Participants from 2017 report higher negative consequences of both Internet and mobile phone use than those from 2006, but long-term observations show a decrease in problematic use after a sharp increase in 2013. We conclude that the diagnosis of technological addictions is influenced by both time and social and culture changes.


Assuntos
Comportamento Aditivo/epidemiologia , Internet/estatística & dados numéricos , Smartphone , Estudantes/estatística & dados numéricos , Universidades/tendências , Adolescente , Telefone Celular , Feminino , Hábitos , Humanos , Masculino , Redes Sociais Online , Prevalência , Mídias Sociais , Espanha/epidemiologia , Inquéritos e Questionários , Tecnologia , Adulto Jovem
6.
Addict Behav Rep ; 5: 33-42, 2017 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-29450225

RESUMO

Some of the most frequently used online applications are Facebook, WhatsApp, and Twitter. These applications allow individuals to communicate with other users, to share information or pictures, and to stay in contact with friends all over the world. However, a growing number of users suffer from negative consequences due to their excessive use of these applications, which can be referred to as Internet-communication disorder. The frequent use and easy access of these applications may also trigger the individual's fear of missing out on content when not accessing these applications. Using a sample of 270 participants, a structural equation model was analyzed to investigate the role of psychopathological symptoms and the fear of missing out on expectancies towards Internet-communication applications in the development of symptoms of an Internet-communication disorder. The results suggest that psychopathological symptoms predict higher fear of missing out on the individual's Internet-communication applications and higher expectancies to use these applications as a helpful tool to escape from negative feelings. These specific cognitions mediate the effect of psychopathological symptoms on Internet-communication disorder. Our results are in line with the theoretical model by Brand et al. (2016) as they show how Internet-related cognitive bias mediates the relationship between a person's core characteristics (e.g., psychopathological symptoms) and Internet-communication disorder. However, further studies should investigate the role of the fear of missing out as a specific predisposition, as well as specific cognition in the online context.

7.
J Adolesc ; 55: 51-60, 2017 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-28033503

RESUMO

Social networking sites (SNS) are especially attractive for adolescents, but it has also been shown that these users can suffer from negative psychological consequences when using these sites excessively. We analyze the role of fear of missing out (FOMO) and intensity of SNS use for explaining the link between psychopathological symptoms and negative consequences of SNS use via mobile devices. In an online survey, 1468 Spanish-speaking Latin-American social media users between 16 and 18 years old completed the Hospital Anxiety and Depression Scale (HADS), the Social Networking Intensity scale (SNI), the FOMO scale (FOMOs), and a questionnaire on negative consequences of using SNS via mobile device (CERM). Using structural equation modeling, it was found that both FOMO and SNI mediate the link between psychopathology and CERM, but by different mechanisms. Additionally, for girls, feeling depressed seems to trigger higher SNS involvement. For boys, anxiety triggers higher SNS involvement.


Assuntos
Ansiedade/etiologia , Depressão/etiologia , Medo/psicologia , Mídias Sociais/estatística & dados numéricos , Rede Social , Estresse Psicológico/etiologia , Adolescente , Feminino , Humanos , Masculino , Autorrelato , Fatores Sexuais , Smartphone/estatística & dados numéricos , Inquéritos e Questionários
8.
Psicothema (Oviedo) ; 27(4): 402-409, nov. 2015. tab
Artigo em Inglês | IBECS | ID: ibc-144362

RESUMO

BACKGROUND: Passion has been shown to be involved in psychological processes that emerge in diverse human activities like physical activity and sports, work, leisure, videogaming, pathological gambling, and interpersonal relationships. We aimed to present evidence of validity and internal consistency of the Passion Scale in Spanish based on the Dualistic Model of Passion, comprising harmonious and obsessive dimensions. METHOD: The sample comprised 1,007 participants (350 females and 657 males), aged 16-65 (Md= 30.0 years). Exploratory Structural Equation Modeling (ESEM), measurement invariance and Multiple-Cause-Multiple-Indicator models (MIMIC) were used. RESULTS: Fit for the ESEM 2-factor solution was acceptable. Near full or partial measurement invariance across sex, type of activity, and age was supported. Relationships between both harmonious and obsessive dimensions and the external variables considered (age, sex, and criterion items) reasonably replicated those found in previous studies. Both scale scores showed adequate internal consistency (α = .81). CONCLUSIONS: Empirical evidence for the validity and internal consistency of the Spanish version of the Passion Scale is satisfactory and reveals that the scale is comparable to the English and French versions. Therefore, the Passion Scale can be used in research conducted in Spanish


ANTECEDENTES: la pasión es uno de los elementos de los diversos procesos psicológicos presentes en diversas actividades como la actividad física, el deporte, el ocio, el trabajo y las relaciones interpersonales. El objetivo del estudio fue presentar evidencias de validez y fiabilidad de la versión española de la Escala de la Pasión, basada en el modelo dual de la pasión que comprende las dimensiones armoniosa y obsesiva. MÉTODO: participaron 1.007 personas (350 mujeres y 657 hombres) de 16-65 años (Md= 30). Se usó modelado de ecuaciones estructurales exploratorio (ESEM), invariancia factorial y modelos de múltiples-indicadores-múltiples-causas (MIMIC). RESULTADOS: el ajuste de la solución de 2 factores con ESEM fue aceptable. Se obtuvo invariancia casi completa o parcial en función del sexo, el tipo de actividad y la edad. Las relaciones entre ambas dimensiones armoniosa y obsesiva y las variables externas consideradas (edad, sexo e ítems criterio) replicaron razonablemente los resultados de estudios previos. Ambas puntuaciones mostraron una consistencia interna adecuada (α = .81). CONCLUSIONES: las evidencias de validez y consistencia interna halladas con la versión española de la Escala de la Pasión son satisfactorias y muestran que la escala es comparable a las versiones inglesa y francesa, pudiéndose usar en investigaciones realizadas en castellano


Assuntos
Humanos , Psicometria/instrumentação , Emoções , Reforço Psicológico , Motivação , Reprodutibilidade dos Testes
9.
Psicothema ; 27(4): 402-9, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-26493580

RESUMO

BACKGROUND: Passion has been shown to be involved in psychological processes that emerge in diverse human activities like physical activity and sports, work, leisure, videogaming, pathological gambling, and interpersonal relationships. We aimed to present evidence of validity and internal consistency of the Passion Scale in Spanish based on the Dualistic Model of Passion, comprising harmonious and obsessive dimensions. METHOD: The sample comprised 1,007 participants (350 females and 657 males), aged 16-65 (Md= 30.0 years). Exploratory Structural Equation Modeling (ESEM), measurement invariance and Multiple-Cause-Multiple-Indicator models (MIMIC) were used. RESULTS: Fit for the ESEM 2-factor solution was acceptable. Near full or partial measurement invariance across sex, type of activity, and age was supported. Relationships between both harmonious and obsessive dimensions and the external variables considered (age, sex, and criterion items) reasonably replicated those found in previous studies. Both scale scores showed adequate internal consistency (α = .81). CONCLUSIONS: Empirical evidence for the validity and internal consistency of the Spanish version of the Passion Scale is satisfactory and reveals that the scale is comparable to the English and French versions. Therefore, the Passion Scale can be used in research conducted in Spanish.


Assuntos
Atitude , Emoções , Motivação , Inquéritos e Questionários , Adolescente , Adulto , Idoso , Dança/psicologia , Análise Fatorial , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Modelos Psicológicos , Comportamento Obsessivo/diagnóstico , Comportamento Obsessivo/psicologia , Psicometria , Espanha , Esportes/psicologia , Traduções , Adulto Jovem
10.
Span J Psychol ; 16: E43, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-23866239

RESUMO

Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game's possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.


Assuntos
Motivação , Desempenho de Papéis , Comportamento Social , Jogos de Vídeo/psicologia , Logro , Adolescente , Adulto , Comportamento Aditivo , Transtornos Dissociativos , Comportamento Exploratório , Feminino , Humanos , Internet , Relações Interpessoais , Masculino , Recreação/psicologia , Inquéritos e Questionários , Adulto Jovem
11.
Span. j. psychol ; 16: e43.1-e43.8, 2013. tab
Artigo em Inglês | IBECS | ID: ibc-116271

RESUMO

Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game’s possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games (AU)


No disponible


Assuntos
Humanos , Masculino , Feminino , Jogo de Azar/psicologia , Estereotipagem , Comportamento do Adolescente/psicologia , Medicina do Adolescente/métodos , Psicologia do Adolescente/instrumentação , Psicologia do Adolescente/métodos , Jogos Experimentais , Psicologia do Adolescente/normas , Saúde do Adolescente
12.
An. psicol ; 28(3): 789-796, oct.-dic. 2012. tab
Artigo em Inglês | IBECS | ID: ibc-102649

RESUMO

Las adicciones a las Tecnologías de la Información y de la Comunicación han devenido una importante área de investigación. Los objetivos del estudio fueron caracterizar el posible uso problemático de Internet y móvil y analizar la capacidad predictiva de estos usos problemáticos para explicar las puntuaciones en el Cuestionario de Experiencias Relacionadas con Internet (CERI) y en el Cuestionario de Experiencias Relacionadas con el Móvil (CERM). Se aplicaron tres cuestionarios) a 1.879 estudiantes: un cuestionario general sobre uso de Internet y de móvil, un cuestionarios sobre uso problemático de Internet (CERI) y otro sobre móvil (CERM). El clúster ofreció una solución de tres grupos tanto para el CERI como para el CERM: sin problemas, problemas ocasionales y problemas frecuentes. No se encontraron diferencias entre hombres y mujeres en Internet pero había más mujeres en el grupo de problemas frecuentes con el móvil. La comparación con nueve estudios españoles sugiere que: a) el tiempo conectado no es por sí sólo un buen indicador de uso problemático; b) emerge la relación entre uso problemático de Internet y malestar psicológico; c) el factor que puede explicar este uso problemático son las comunicaciones alteradas de identidad que ocurren al esconder la verdadera identidad; y d) las encuestas poblacionales no permiten confirmar la existencia de un trastorno adictivo persistente asociado a las TIC (AU)


Addiction to the Information and Communication Technologies (ICT) has become an important research topic. The aims of the present study were to determine the problematic uses of Internet and cell phones in Spanish teenagers and young students and analyze the predictive capacity of these problematic uses to explain scores on the CERI (Cuestionario de Experiencias Relacionadas con Internet) and CERM (Cuestionario de Experiencias Relacionadas con el Móvil). Three questionnaires were applied to 1,879 students: a general questionnaire for Internet and cell phone use, one scale for problematic use of Internet (CERI) and one for cell phone (CERM). Cluster analysis yielded a solution involving three groups for both CERI and for CERM: no problems, occasional problems and frequent problems. There were no differences between males and females in Internet but there were more females showing frequent problematic use of cell phone. A comparison with nine previous Spanish studies suggests that: a) the amount of time spent connected is not a good indicator of problems deriving from its use; b) the factor that could explain problematic use is altered identity communication (AIC), which occurs when users hide or alter their true identity; and c) population survey data alone do not allow to con-firm the existence of a persistent addictive disorder related to ICT (AU)


Assuntos
Humanos , Masculino , Feminino , Criança , Adolescente , Adulto Jovem , Comportamento Aditivo/psicologia , Atitude Frente aos Computadores , Internet , Telefone Celular , Tecnologia da Informação
13.
Pap. psicol ; 33(2): 83-89, ago. 2012. tab
Artigo em Espanhol | IBECS | ID: ibc-104901

RESUMO

Determinar los factores que diferencian el uso de Internet y móvil saludable del patológico. Método: Se revisaron doce estudios empíricos publicados por investigadores españoles sobre adicción a Internet y teléfono móvil entre 2002 y 2011, obtenidos a partir de una búsqueda en PsycINFO y en Psicodoc. Resultados y Discusión: Se observó una relación entre el uso problemático de Internet y diversos trastornos psicológicos y entre el uso problemático y el tiempo conectado. La comunicación alterada de identidad podría explicar la diferencia entre uso seguro y problemático de Internet y móvil. La cautela de los investigadores sugiere que no se puede confirmar la existencia de un trastorno adictivo grave y persistente relacionado con el móvil e Internet en base a encuestas poblacionales (AU)


Determine the factors that differentiate problematic from healthy use of Internet and mobile. Method: Twelve empirical studies about Internet addiction and mobile phone published by Spanish researchers between 2002 and 2011 were reviewed. They were obtained from a search in PsycINFO and Psicodoc. Results and Discussion: There was a relationship between problematic Internet use and psychological disorders and between problematic use and time online. Altered identity communication could explain the difference between safe and problematic Internet and mobile phone use. The researchers caution suggests that we cannot confirm the existence of a serious and persistent addictive disorder associated with the mobile and the Internet based on population surveys (AU)


Assuntos
Humanos , Masculino , Feminino , Adolescente , Adulto Jovem , Comportamento Aditivo/psicologia , Internet , Telefone Celular , Comportamento do Adolescente/psicologia , Inquéritos Epidemiológicos , Pesquisa Comportamental/métodos
14.
An. psicol ; 28(1): 274-280, ene.-abr. 2012. graf, tab
Artigo em Inglês | IBECS | ID: ibc-96431

RESUMO

La popularidad de los videojuegos ha aumentado considerablemente en los últimos años, convirtiéndose en uno de los mayores productos de ocio siendo los Juegos de Rol Online (MMORPGs) uno de los mayores exponentes; sin embargo, también ha aumentado la sospecha y alarma social de que puedan poseer cierto potencial adictivo enmarcado en el contexto de las adicciones conductuales o que los usuarios puedan desarrollar conductas desadaptativas entorno a esta tecnología. El objetivo del presente estudio evalúa las motivaciones psicológicas para jugar al al World of Warcraft (WoW) y las relaciona con variables sociodemográficas y estilos de juego. Se aplicó un cuestionario para evaluar diferentes motivaciones online a un colectivo de jugadores de WoW. A partir de una muestra final de 253 jugadores españoles (hombres jóvenes) el análisis factorial mostró la presencia de cuatro motivos de juego: socialización, exploración, logro y disociación. Además, los jugadores españoles, preferían el entorno Jugador contar Jugador, un aspecto que parece prevenir las potenciales consecuencias negativas al impedir el juego solitario. Los resultados indican que una de las motivaciones más importantes es la socialización y el estilo de Jugador contra Jugador, lo cual indica en gran parte el uso de este juego se hace de forma psicológicamente adaptativo (AU)


The popularity of playing videogames has increased considerably during the last few decades, and has become one of the most popular leisure activities worldwide. Some of the most popular game types are the Massively Multiplayer Online Role-Playing Games (MMORPGs). However, there has also been increased suspicion and social alarm that these games may possess an addictive potential, similar to other behavioural addictions, and that the user may develop maladaptive behaviours with respect to these games. The purpose of the present study was to assess the psychological motivations of playing World of Warcraft (WoW) and to relate them to sociodemographic variables and gaming styles. A questionnaire for assessing these motivations was developed and applied online to a collective of games. The final sample comprised 253 Spanish WoW players (all young males). Factor analysis of the questionnaire scores showed the presence of four motivations for gaming: socialisation, exploration, achievement, and dissociation. Results indicated that socialisation was one of the main motivational factors and that the gamers preferred the Player-versus-Player environment. Both of these aspects appear to be factors that may prevent potentially negative outcomes by inhibiting solitary play (AU)


Assuntos
Humanos , Masculino , Feminino , Sintomas Comportamentais/diagnóstico , Sintomas Comportamentais/patologia , Transtornos Dissociativos/diagnóstico , Transtornos Dissociativos/patologia , Internet , Jogos e Brinquedos/psicologia , Jogos de Vídeo/psicologia , Motivação/fisiologia , Sintomas Comportamentais/etiologia , Sintomas Comportamentais/psicologia , Sintomas Comportamentais/terapia , Transtornos Dissociativos/etiologia , Transtornos Dissociativos/prevenção & controle , Transtornos Dissociativos/terapia , Ludoterapia/métodos , Ludoterapia/tendências
15.
Adicciones ; 20(2): 149-59, 2008.
Artigo em Espanhol | MEDLINE | ID: mdl-18551228

RESUMO

The Information and Communication Technologies (ICT) generate new styles of meeting people or connecting with friends or strangers. In this context, the internet and the mobile phone deserve special attention. This article deals with the maladaptive use of these technologies. By reviewing the literature published between 1991 and 2005 and indexed in the databases of PsycINFO, Medline, Psicodoc, IME, and ISOC, we aim to determine whether maladaptive use of these technologies can be considered a mental disorder, and if so, of which type. We describe the psychological phenomena of maladaptive use of the internet and mobile phones, we review research on prevalence and possible risk groups, and finally we discuss some of the criticisms made with regard to the existence and classification of this disorder. It is concluded that excessive use of the internet can lead to a mental disorder of the addictive type, which can particularly affect individuals with special emotional needs, as well as adolescents and young adults. Among specific applications of the internet, a major risk is found for the use of communicative and synchronic applications, such as chats and online role games, since they permit hyperpersonal communication, playing with different identities, and projections and dissociation without consequences in real life. Furthermore, the internet can play an important role in the development and maintenance of other addictions, such as pathological gambling and sex addiction. In contrast to the case of the internet, maladaptive use of mobile phones may be considered abuse, but not addiction, since their use does not lead to the rapid emotional changes or the playing with identities that can take place in chats and online role games.


Assuntos
Comportamento Aditivo , Telefone Celular , Internet , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/epidemiologia , Humanos , Prevalência , Fatores de Risco
16.
Adicciones (Palma de Mallorca) ; 20(2): 149-160, abr.-jun. 2008.
Artigo em Es | IBECS | ID: ibc-65119

RESUMO

Se describen los síntomas del uso desadaptativo a Internet y al móvil, encontrados en estas investigaciones, se revisan los estudios sobre prevalencia y grupos de riesgo, y se comentan algunas de las críticas hechas respecto de la existencia y clasificación de este cuadro. Se concluye que el uso excesivo de Internet representa un trastorno mental de tipo adictivo que puede afectar sobre todo a personas con necesidades emocionales especiales y a jóvenes y adolescentes. Entre las aplicaciones específicas de Internet, la posibilidad de adicción se centra en el uso de aplicaciones comunicativas y sincrónicas como chats y juegos de rol en línea porque permiten la comunicación hiperpersonal, el juego de identidades, las proyecciones y la disociación sin consecuencias en la vida real. Además, Internet podría jugar un papel importante en el desarrollo y mantenimiento de otras adicciones como el juego patológico y la adicción al sexo. A diferencia de Internet, el uso desadaptativo del móvil puede llegar a ser un abuso, pero no una adicción, porque no se producen ni las alteraciones emocionales rápidas ni el juego de identidades que pueden producirse en chats y juegos de rol en línea


The Information and Communication Technologies (ICT) generate new styles of meeting people or connecting with friends or strangers. In this context, the internet and the mobile phone deserve special attention. This article deals with the maladaptive use of these technologies. By reviewing the literature published between 1991 and 2005 and indexed in the databases of PsycINFO, Medline, Psicodoc, IME, and ISOC, we aim to determine whether maladaptive use of these technologies can be considered a mental disorder, and if so, of which type. We describe the psychological phenomena of maladaptive use of the internet and mobile phones, we review research on prevalence and possible risk groups, and finally we discuss some of the criticisms made with regard to the existence and classification of this disorder. It is concluded that excessive use of the internet can lead to a mental disorder of the addictive type, which can particularly affect individuals with special emotional needs, as well as adolescents and young adults. Among specific applications of the internet, a major risk is found for the use of communicative and synchronic applications, such as chats and online role games, since they permit hyperpersonal communication, playing with different identities, and projections and dissociation without consequences in real life. Furthermore, the internet can play an important role in the development and maintenance of other addictions, such as pathological gambling and sex addiction. In contrast to the case of the internet, maladaptive use of mobile phones may be considered abuse, but not addiction, since their use does not lead to the rapid emotional changes or the playing with identities that can take place in chats and online role games


Assuntos
Humanos , Internet , Telefone Celular , Dependência Psicológica , Fatores Socioeconômicos , Inquéritos e Questionários , Espanha
17.
Med. clín (Ed. impr.) ; 127(19): 734-735, nov. 2006. tab
Artigo em Es | IBECS | ID: ibc-050932

RESUMO

Fundamento y objetivo: Este artículo presenta la adaptación transcultural al castellano de la entrevista semiestructurada Eating Disorder Examination (EDE) de Fairburn y Cooper (1993). Material y método: La versión original fue adaptada al castellano mediante una técnica compleja de traducción-retraducción sucesiva. La versión española final se aplicó a 50 pacientes con trastornos de la conducta alimentaria (17 diagnosticados de anorexia nerviosa, 19 con bulimia nerviosa y 14 con trastorno por atracón) y a 30 sujetos que componían el grupo control. Resultados: Las medias y las desviaciones estándar del grupo en las 4 subescalas son similares a las obtenidas por los estudios normativos con la versión original inglesa. La versión española también muestra coeficientes alfa de Cronbach similares para la fiabilidad. En cuanto a la validez discriminatoria, las subescalas discriminan entre los grupos clínicos y el grupo control de manera significativa. Conclusiones: La versión española de la EDE presenta cualidades psicométricas apropiadas y similares a las de la versión original


Background and objective: This study presents a cross-cultural adaptation into Spanish of the Eating Disorder Examination (EDE) by Fairburn and Cooper (1993). Material and method: The original English version was adapted by means of a complex successive translation-backtranslation procedure. The final Spanish version was then applied to 50 patients with eating disorders (17 diagnosed for anorexia nervosa, 19 for bulimia nervosa, and 14 for binge eating disorder) and to 30 normal control subjects. Results: The means and standard deviations of the group in the 4 subscales were similar to the data obtained by the normative studies of the original English version. The Spanish version also showed similarly high Cronbach alpha coefficients for reliability. As for discriminative validity, the subscales discriminated significantly between the clinical groups and the control group. Conclusions: The Spanish version of the EDE presents adequate psychometric properties, similar to the original version


Assuntos
Humanos , Transtornos da Alimentação e da Ingestão de Alimentos/diagnóstico , Psicometria/instrumentação , Entrevista Psicológica/métodos , Comparação Transcultural
18.
Med Clin (Barc) ; 127(19): 734-5, 2006 Nov 18.
Artigo em Espanhol | MEDLINE | ID: mdl-17198649

RESUMO

BACKGROUND AND OBJECTIVE: This study presents a cross-cultural adaptation into Spanish of the Eating Disorder Examination (EDE) by Fairburn and Cooper (1993). MATERIAL AND METHOD: The original English version was adapted by means of a complex successive translation-backtranslation procedure. The final Spanish version was then applied to 50 patients with eating disorders (17 diagnosed for anorexia nervosa, 19 for bulimia nervosa, and 14 for binge eating disorder) and to 30 normal control subjects. RESULTS: The means and standard deviations of the group in the 4 subscales were similar to the data obtained by the normative studies of the original English version. The Spanish version also showed similarly high Cronbach alpha coefficients for reliability. As for discriminative validity, the subscales discriminated significantly between the clinical groups and the control group. CONCLUSIONS: The Spanish version of the EDE presents adequate psychometric properties, similar to the original version.


Assuntos
Transtornos da Alimentação e da Ingestão de Alimentos/diagnóstico , Adolescente , Adulto , Comparação Transcultural , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Escalas de Graduação Psiquiátrica , Reprodutibilidade dos Testes , Espanha , Traduções
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