35 research outputs found

    Short version of the Smartphone Addiction Scale adapted to Spanish and French: Towards a cross-cultural research in problematic mobile phone use

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    • Smartphone Addiction Scale short version [SAS-SV] is adapted to Spanish and French. • Both adaptations are characterized with very good reliability factor and construct validity. • It is estimated 12.5% and 21.5% of potential Spanish and Belgian excessive smartphones users. • Spanish excessive users presented by order: tolerance, loss of control and withdrawal. • Belgian excessive users presented by order: withdrawal, loss of control and tolerance. a b s t r a c t a r t i c l e i n f o Research into smartphone addiction has followed the scientific literature on problematic mobile phone use developed during the last decade, with valid screening scales being developed to identify maladaptive behaviour associated with this technology, usually in adolescent populations. This study adapts the short version of the Smartphone Addiction Scale [SAS-SV] into Spanish and into French. The aim of the study was to (i) examine the scale's psychometric properties in both languages, (ii) estimate the prevalence of potential excessive smartphone use among Spanish and Belgian adults, and (iii) compare the addictive symptomatology measured by the SAS-SV between potentially excessive users from both countries. Data were collected via online surveys administered to 281 and 144 voluntary participants from both countries respectively, aged over 18 years and recruited from academic environments. Results indicated that the reliability was excellent (i.e., Cronbach alphas: Spain: .88 and Belgium: .90), and the validity was very good (e.g., unifactoriality with a 49% and 54% of variance explained through explorative factor analysis, respectively). Findings showed that the prevalence of potential excessive smartphone use 12.5% for Spanish and 21.5% for francophone Belgians. The scale showed that at least 60% of excessive users endorsed withdrawal and tolerance symptoms in both countries, although the proposed addictive symptomatology did not cover the entire group of estimated excessive users and cultural differences appeared. This first cross-cultural study discusses the smartphone excessive use construct from its addictive pathway

    Adicción a Internet, Internet addiction

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    The integration of information and communication technologies in daily life has facilitated human life, but it has also produced new problems derived from maladaptive or addictive use. In the case of young populations, it has been observed a few cases seem to present a problem of abuse or addiction to the internet, regardless of the device (for example, problematic mobile phone use). For this reason, in 1996 the Internet addiction construct was coined in the field of psychiatry which, although it has not yet been formally recognized, it has evolved into more specific terms depending on the use of technologies and applications which can generate addictive behaviours. In this Spanish monograph, six empirical works are described which show the scope of these addictive problems and their nature: problematic mobile phone use (e.g., nomophobia, sexting), Facebook addictive use; as well as the underlying cognitive and emotional mechanisms of these problematic uses, their risk and protective factors, and even prevention strategies. After 25 years of psychological research, the problems arising from the misuse of these technologies is still under debate, as remains a clinical entity and the need to develop better understanding about what these problems are, how to detect them in most vulnerable groups, and how to treat or prevent them in order to minimize the possible harm they may cause. In summary, this monograph includes details of how internet addiction is presented, seems to be developed, can be measured, and intervened in countries of southern Europe and Latin America.La integración de las tecnologías de la información y la comunicación en la vida diaria ha facilitado gran parte de la actividad humana, pero a su vez también ha producido nuevos problemas derivados de un uso maladaptativo o adictivo. En el caso de las poblaciones jóvenes se ha podido observar que en algunos pocos casos empieza a desarrollarse un problema de abuso o adicción al internet, independientemente del dispositivo (por ejemplo, uso adictivo del móvil). Por ello, en 1996 se acuñó el constructo de adicción a internet en el campo de la psiquiatría que, aunque todavía no ha sido reconocido formalmente sí ha evolucionado hacia términos más específicos en función de la tecnología y de las aplicaciones que pueden generar conductas adictivas. En este monográfico español se incluyen seis trabajos empíricos que muestran el alcance de dichos problemas adictivos y su diversa naturaleza: uso problemático del móvil (e.g., nomophobia, sexting), uso adictivo de Facebook; así como su relación con mecanismos subyacentes cognitivos y emocionales, sus factores de riesgo y de protección e incluso estrategias de prevención. Después de 25 años de investigación desde el campo de la psicología, la problemática derivada del mal uso de dichas tecnologías sigue siendo debatido, dado que permanece la entidad clínica y la necesidad de desarrollo de conocer mejor en qué consisten estos problemas, cómo detectarlos en las poblaciones más vulnerables y como tratarlos o prevenirlos, con el fin de minimizar el posible daño que puedan causar. En síntesis, el presente monográfico incluye detalles de cómo se presenta la adicción a internet, parece desarrollarse, puede medirse e intervenirse en países del sud de Europa y Latinoamérica

    Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives

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    Research investigating female gaming is relatively scarce, and past research has demonstrated that men are more likely to be problematic gamers. Few studies have focused on female gamers in community samples, and those that have been published have mainly collected qualitative data in Europe. There is case study evidence suggesting clinicians are increasingly treating problem female gamers. The aim of this study is threefold: (i) to establish an international female gamer profile, (ii) to determine predictors associated with perceived internet gaming disorder (IGD), and (iii) to identify those who are potentially at risk of developing gaming addiction and its characteristics by applying a quantitative approach. A cross-sectional online survey was applied through international gaming forums recruiting 625 female gamers, assessing sociodemographics, gaming devices used and play genres, and a set of questionnaires on gaming [e.g., problem online gaming (e.g., the nine-item short-form scale to assess IGD: IGDS9-SF), female stereotypes (e.g., sex role stereotyping scale), and psychological symptoms (e.g., Symptom CheckList-27-plus)]. Female gamers from all continents reported the use of all videogames, especially popular online games using computers and consoles. The proportion of gamers with potential IGD was one per cent. Regression analyses identified several risk factors for increased scores on the IGDS9-SF, namely having achievement and social motivations, embodied presence and identification with the avatar, hostility and social phobia together with negative body image, playing Multiplayer Online Battle Arena games, Massively Multiplayer Online Role-Playing Games, and First-Person-Shooter games. Findings contribute to filling the gap in knowledge on female gaming, to aid in the applicability of problematic gaming measurements in female gamers, especially those who are at risk of problematic gaming. The purpose of this study is to enhance the validity of the current measures to diagnose problem gaming appropriately in both genders

    The role of shared decision-making in personalised medicine: opening the debate

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    Surgeons and cancer patients are starting to open the debate on how personalised medicine could use shared decision-making (SDM) to balance the personal and clinical components and thus improve the quality and value of care. Personalised precision medicine (PPM) has traditionally focused on the use of genomic information when prescribing treatments, which are usually phar-maceutical. However, the knowledge base is considerably scarcer in terms of how clinicians can individualise the information they provide patients about the consequences of different treatments, and in doing so involve them in the decision-making process. To achieve this, the ethical implications of SDM must be addressed from both sides. This paper explores the medical characteristics, the SDM implications in severe and fragile patients, potential risks, and observed benefits within this healthcare approach through four clinical cases. Findings shed light on current needs for clinician and patient training and tools related to SDM in PPM, and also remarks on the way in which this shift in healthcare settings is taking place to include the human component together with the biological and technological advances when designing care processes in colorectal cancerThis research was funded by the Spanish Ministry of Science and innovation, and Institute of Health Carlos III, grant number PI21/02011 to O.L.-F. The APC was funded by the Quirónsalud Award 2021, category ‘Quality of Care’ for the project ‘Informed Consent 2.0.: study of the impact of shared decision-making mediated by an app between the cancer patient and the surgeon’ developed by the first, second, and last author

    Smart partnerships in education: what are they?

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    This paper which arises from EDUsummIT 2015 provides an overview of the development of a working definition of Smart Partnerships (SP) in education before describing and analysing three potential SPs of which only one is identified as a SP.Further research and development of SPs are recommended to further understand SPs and to unleash the potential of digital technologies in education

    What seems to explain suicidality in Yucatan Mexican young adults? findings from an app-based mental health screening test using the SMART-SCREEN protocol

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    The relationship between suicidality, depression, anxiety, and well-being was explored in young adults (median age 20.7 years) from the State of Yucatan (Mexico), which has a suicide rate double that of other Mexican states. A cross-sectional study was carried out in 20 universities in Yucatan and 9,366 students were surveyed using validated questionnaires built into a smartphone app, applying partial least squares structural equation models. High suicide risk was assessed in 10.8% of the sample. Clinically relevant depression and anxiety levels were found in 6.6% and 10.5% of the sample, respectively, and 67.8% reported high well-being. Comparably higher levels of suicide risk, depression and anxiety, and lower well-being were found in women, who were also somewhat older than men in our study. Furthermore, path analysis in the structural equation model revealed that depression was the main predictor of suicidal behaviour as well as of higher anxiety levels and lower self-perceived well-being in the total sample and in both genders. Our findings draw attention to the association between suicidality, depression, anxiety, and well-being in Yucatan young adults and gender differences with this regard. Mental health screening via smartphone might be a useful tool to reach large populations and contribute to mental health policies, including regional suicide prevention effortsOpen Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature. No funding was received for this stud

    Measurement invariance of the short version of the problematic mobile phone use questionnaire (PMPUQ-SV) across eight languages

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    The prevalence of mobile phone use across the world has increased greatly over the past two decades. Problematic Mobile Phone Use (PMPU) has been studied in relation to public health and comprises various behaviours, including dangerous, prohibited, and dependent use. These types of problematic mobile phone behaviours are typically assessed with the short version of the Problematic Mobile Phone Use Questionnaire (PMPUQ-SV). However, to date, no study has ever examined the degree to which the PMPU scale assesses the same construct across different languages. The aims of the present study were to (i) determine an optimal factor structure for the PMPUQ-SV among university populations using eight versions of the scale (i.e., French, German, Hungarian, English, Finnish, Italian, Polish, and Spanish); and (ii) simultaneously examine the measurement invariance (MI) of the PMPUQ-SV across all languages. The whole study sample comprised 3038 participants. Descriptive statistics, correlations, and Cronbach's alpha coefficients were extracted from the demographic and PMPUQ-SV items. Individual and multigroup confirmatory factor analyses alongside MI analyses were conducted. Results showed a similar pattern of PMPU across the translated scales. A three-factor model of the PMPUQ-SV fitted the data well and presented with good psychometric properties. Six languages were validated independently, and five were compared via measurement invariance for future cross-cultural comparisons. The present paper contributes to the assessment of problematic mobile phone use because it is the first study to provide a cross-cultural psychometric analysis of the PMPUQ-SV

    The experimental analysis of problematic video gaming and cognitive skills: a systematic review

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    There is now a growing literature demonstrating the excessive gaming can have negative detrimental effects on a small minority of gamers. This has led to much debate in the psychological literature on both the positive and negative effects of gaming. One specific area that has been investigated is the effect of gaming on different types of cognitive skills. The present study carried a systematic review examining the studies that have examined the impact of problematic gaming on cognitive skills. Following a number of inclusion and exclusion criteria, a total of 18 studies were identified that had investigated three specific cognitive skills: (i) multi-second time perception (4 studies), inhibition (7 studies), and decision-making (7 studies). Based on the studies reviewed, the findings demonstrate that the pathological and/or excessive use of videogames leads to more negative consequences on cognitive processes. Contexte et objectifs: Jouer aux jeux vidéo est devenu l’une des activités mondiales majeures avec des millions de personnes y jouant tous les jours. Suivant ce succès, les jeux vidéo ont grandement évolué, multipliant les genres (p.ex., MMORPG, MOBA, FPS); certains de ces jeux demandant un grand investissement de la part des joueurs. Cet investissement peut devenir excessif, voire pathologique, et de nombreuses études ont exploré ce risque, menant à l’inclusion de l’« Usage pathologique des jeux sur Internet » dans l’appendice du DSM-5 (American Psychiatric Association, 2013). Cependant, malgré les risques sous-jacents d’une addiction (p.e.x., pertes de relations, difficultés scolaires), il a également été démontré que le jeu vidéo pouvait significativement améliorer les performances des joueurs (p.ex., performances sur un simulateur de chirurgie, Fanning, Fenton, Johnson, Johnson, & Rehman, 2011; meilleure recherche visuelle, Sims & Mayer, 2002). De plus, il a été démontré que le fait de jouer à ces jeux pouvait impacter les capacités cognitives des joueurs (p.ex., Durlach, Kring, & Bowens, 2009). Une revue systématique sur l’impact d’une utilisation pathologique/excessive sur ces capacités a donc été menée. Méthode: La recherche d’articles a été menée sur quatre bases de données (p.ex., Google Scholar, PubMed, Science Direct, PsychINFO). Afin d’être inclus dans cette revue, les articles revus par les pairs devaient: (i) dater d’au moins 2000 (les jeux vidéo ayant grandement évolué depuis), (ii) inclure au moins une étude expérimentale sur les processus cognitifs des joueurs, (iii) inclure des joueurs excessifs/pathologiques, (iv) être publiés en anglais, et (v) Ne pas avoir été utilisés dans une revue de littérature auparavant (p.ex., études en fMRI). Après sélection des articles et tri des doublons, la recherche a mené à 18 résultats dans 3 sections différentes (c.-à-d., Perception du temps supérieur à la seconde, Inhibition, et Prise de décision). Résultats: Les expériences sur la perception du temps montrent des résultats hétérogènes, certaines études ne montrant aucun résultat (p.ex.., Rivero, Covre, Reyes, & Bueno, 2012), d’autres des résultats partiels (Rau, Peng, & Yang, 2006), voire des résultats significatifs (Tobin & Grondin, 2009). Cependant, les études démontrant des résultats (potentiellement) significatifs incluaient des utilisateurs pathologiques, contrairement aux études sans résultats significatifs. Cette différence de population pouvant potentiellement expliquer cette différence. Les études sur l’inhibition montrent le même type de résultats hétérogènes, cependant, une fois ces études classées par type d’inhibition, il apparaîtrait que les joueurs montrent une inhibition de la réponse prépotente réduite (p.ex., au travers de tâches Go/Nogo, Littel et al., 2012), celle-ci étant aggravée lorsque des stimuli liés aux jeux étaient inclus dans la tâche (p.ex., Liu et al., 2014). Cependant, la seule étude ayant exploré l’annulation d’une réponse prépotente n’a pas démontré d’inhibition réduite, les joueurs de jeux-vidéos d’action présentant des temps de réactions réduits (Colzato, van den Wildenberg, Zmigrod, & Hommel, 2013). Finalement, Les études sur la prise de décision montrent des résultats similaires au travers des études, c’est-à-dire des lacunes à prendre des décisions dans des contextes de risque (p.ex., Pawlikowski & Brand, 2011), une prise de décision intacte dans les tâches à contextes ambigus (p.ex., Nuyens et al., 2016), et une tendance à préférer une récompense moindre immédiate à une récompense plus importante après un délai variable (Weinstein, Abu, Timor, & Mama, 2016). Discussion: Malgré les divers résultats contraires, et le peu d’étude sur certains processus, il est clair qu’une utilisation pathologique des jeux vidéo peut mener à des difficultés cognitives. Cependant, sachant que les études sur les performances susmentionnées ne recrutaient que des participants sains, il est supposable qu’une utilisation normale mènerait à des performances améliorées, sans aucune contrepartie négative. Plus d’études seraient donc nécessaires afin de déterminer l’impact différent des jeux vidéo sur les processus cognitifs en fonction du degré et type d’utilisation de ceux-ci (c.-à-d., utilisation occasionnelle, fréquente, ou pathologique)

    The empirical analysis of non-problematic video gaming and cognitive skills: a systematic review

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    Videogames have become one of the most popular leisure activities worldwide, including multiple game genres with different characteristics and levels of involvement required. Although a small minority of excessive players suffer detrimental consequences including impairment of several cognitive skills (e.g., inhibition, decision-making), it has also been demonstrated that playing videogames can improve different cognitive skills. Therefore, the current paper systematically reviewed the empirical studies experimentally investigating the positive impact of videogames on cognitive skills. Following a number of inclusion and exclusion criteria, a total of 32 papers were identified as empirically investigating three specific skills: taskswitching (eight studies), attentional control (22 studies), and sub-second time perception (two studies). Results demonstrated that compared to control groups, non-problematic use of videogames can lead to improved task-switching, more effective top-down attentional control and processing speed and increased sub-second time perception. Two studies highlighted the impact of gaming on cognitive skills differs depends upon game genre. The studies reviewed suggest that videogame play can have a positive impact on cognitive processes for players

    The potential interaction between time perception and gaming: a narrative review

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    Compromised time control is a variable of interest among disordered gamers because time spent on videogames can directly affect individuals’ lives. Although time perception appears to be closely associated with this phenomenon, previous studies have not systematically found a relationship between time perception and gaming. Therefore, the purpose of this narrative review is to explore how gaming disorder may be associated with time perception. It has been found that gamers exhibit a stronger attentional focus as well as an improved working memory compared with non-gamers. However, gamers (and especially disordered gamers) exhibit a stronger reaction to gaming cues which—coupled with an altered emotion regulation observed among disordered gamers—could directly affect their time perception. Finally, “'flow states”' direct most of the attentional resources to the ongoing activity, leading to a lack of resources allocated to the time perception. Therefore, entering a flow state will result in an altered time perception, most likely an underestimation of duration. The paper concludes that the time loss effect observed among disordered gamers can be explained via enhanced emotional reactivity (facilitated by impaired emotion regulation)
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