29 research outputs found

    Problematic smartphone use and gender differences in vocational education and training

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    Smartphone use by young Spanish students has been broadly explored, specifically among university, high school, and primary school students. The goal of this article is to analyze smartphone use, its gender differences, and its relationship with Internet gaming disorder and Internet gambling disorder in vocational education and training (VET) students. A retrospective ex post facto study was carried out in which habitual uses of the mobile phone, experiences related to it, Internet gaming disorder, and online pathological gambling were evaluated. The sample consisted of 1,107 VET students (55.1% male) with a mean age of 18.8 years. Problematic smartphone use was observed in 7.9% of the sample and 28.6% used it with occasional problems. Gender differences were obtained, with a higher presence of problematic use among females. According to the regression analysis, the variables that best differentiated participants who presented problematic smartphone use were using it in class, being female, and being a user of movies and videogames. Between videogames and gambling users, the variable that best differentiated participants who presented problematic smartphone use was videogame use. Although the prevalence of frequent problems with smartphone use is relatively low, the percentage of students at risk must not be disregarded by the educational community. It is recommended to promote the appropriate use of technologies in VET students. The gender differences found in this study should be addressed with special consideration.El uso del teléfono móvil entre la población estudiantil española ha sido ampliamente analizado, pero se ha centrado en muestras universitarias, de secundaria o de primaria. El objetivo del presente estudio es analizar el uso del teléfono móvil, sus diferencias de género y su relación con el trastorno por juego en Internet y por juego de azar en Internet en el alumnado de Formación Profesional (FP). Se realizó un estudio ex post facto retrospectivo en el que se evaluaron usos habituales del teléfono móvil, experiencias relacionadas con el mismo, el trastorno por juego en Internet y el juego patológico en línea. La muestra estuvo compuesta por 1107 estudiantes de FP (55.1% varones) con una edad media de 18.8 años. El 7.9% de la muestra hacía un uso problemático del móvil y el 28.6% un uso con problemas ocasionales. Se observaron diferencias de género, con un uso más problemático entre las mujeres. Según el análisis de regresión, usar el móvil en horas lectivas, ser mujer y usuaria de películas y videojuegos fueron las variables que mejor diferenciaban aquellos participantes que presentaron un uso problemático. Para aquellos participantes que empleaban el móvil con las finalidades de juegos de azar y videojuegos, ambos en Internet, la variable que mejor diferenciaba la presencia de problemas con el uso del teléfono móvil fue el uso del mismo para jugar a videojuegos en línea. Si bien la prevalencia de problemas frecuentes con el uso del móvil es relativamente baja, el porcentaje de alumnado en riesgo no debe dejar indiferente a la comunidad educativa. Se sugiere fomentar el uso adecuado de las tecnologías en el alumnado de FP prestando especial consideración a las diferencias de género encontradas

    Attention deficit hyperactivity symptoms predict problematic mobile phone use

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    Attention-deficit-hyperactivity disorder (ADHD) is the most commonly diagnosed childhood disorder characterised by inattention, hyperactivity/impulsivity, or both. Some of the key traits of ADHD have previously been linked to addictive and problematic behaviours. The aim of the present study was to examine the relationship between problematic mobile phone use, smartphone addiction risk and ADHD symptoms in an adult population. A sample of 273 healthy adult volunteers completed the Adult ADHD Self-Report Scale (ASRS), the Mobile Phone Problem Usage Scale (MPPUS), and the Smartphone Addiction Scale (SAS). A significant positive correlation was found between the ASRS and both scales. More specifically, inattention symptoms and age predicted smartphone addiction risk and problematic mobile phone use. Our results suggest that there is a positive relationship between ADHD traits and problematic mobile phone use. In particular, younger adults with higher level of inattention symptoms could be at higher risk of developing smartphone addiction. The implication of our findings for theoretical frameworks of problematic mobile phone use and clinical practice are discussed

    Spanish validation of the Internet Gaming Disorder Scale–Short Form (IGDS9-SF): prevalence and relationship with online gambling and quality of life

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    Online gaming is a very common form of leisure among adolescents and young people, although its excessive and/or compulsive use is associated with psychological impairments in a minority of gamers. The latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5, Section III) tentatively introduced Internet Gaming Disorder (IGD). Since then, a number of evaluation tools using the DSM-5 criteria have been developed, including the Internet Gaming Disorder Scale–Short Form (IGDS9-SF). The main objective of this study was to translate and adapt the IGDS9-SF into Spanish, as well as to obtain indicators relating to its validity and reliability. The Spanish version of four scales were administered: IGDS9-SF, Mobile Phone-Related Experiences Questionnaire (CERM), Online Gambling Disorder Questionnaire (OGD-Q), and KIDSCREEN-27. The sample comprised 535 Vocational Training students (mean age 18.35 years; SD±2.13; 78.5% males) who reported playing video games in the past 12 months. Confirmatory factor analysis yielded a one-dimensional model with a good fit while the reliability indicators were satisfactory. Findings indicated that 1.9% of gamers were classified with IGD (meeting five or more criteria for more than 12 months). Additionally, another 1.9% were considered gamers ‘at-risk’ because they endorsed four criteria. Positive and significant relationships were found between the IGDS9-SF, the CERM, and the OGD-Q. Participants classified with IGD had poorer health-related quality of life. In conclusion, the Spanish IGDS9-SF is a valid and reliable instrument to assess IGD according to the DSM-5

    Internet Gaming Disorder treatment: a case study evaluation of four different types of adolescent problematic gamers

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    Research examining Internet Gaming Disorder (IGD) has grown markedly in recent years. However, research on its psychological treatment is still scarce, especially with respect to efficacy of specific programs. The PIPATIC (Programa Individualizado Psicoterapéutico para la Adicción a las Tecnologías de la Información y la Comunicación) program is a 22-session specialized treatment for adolescents with IGD. The present paper briefly outlines the cases of four treatment-seeking male adolescents aged between 13 and 18 years with different clinical IGD profiles undergoing the treatment. A case study using an A-B-A’ withdrawal design was conducted. After completing the PIPATIC program, all participants showed clinical improvement in the amount of time spent using video games and in the symptoms of IGD. Results also demonstrated they received lower scores on clinical tests related to comorbid disorders. In an area with so few studies relating to IGD treatment, the present study is of existential value and contributes clinical information concerning the treatment of IGD in treatment-seeking adolescent patients

    The problematic use of Information and Communication Technologies (ICT) in adolescents by the cross sectional JOITIC study

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    Background: The emerging field of Information and Communications Technology (ICT) has brought about new interaction styles. Its excessive use may lead to addictive behaviours. The objective is to determine the prevalence of the problematic use of ICT such as Internet, mobile phones and video games, among adolescents enrolled in mandatory Secondary Education (ESO in Spanish) and to examine associated factors. Methods: Cross sectional, multi-centric descriptive study. Population: 5538 students enrolled in years one to four of ESO at 28 schools in the Vallès Occidental region (Barcelona, Spain). Data collection: self-administered socio-demographic and ICT access questionnaire, and validated questionnaires on experiences related to the use of the Internet, mobile phones and video games (CERI, CERM, CERV). Results: Questionnaires were collected from 5,538 adolescents between the ages of 12 and 20 (77.3 % of the total response), 48.6 % were females. Problematic use of the Internet was observed in 13.6 % of the surveyed individuals; problematic use of mobile phones in 2.4 % and problematic use in video games in 6.2 %. Problematic Internet use was associated with female students, tobacco consumption, a background of binge drinking, the use of cannabis or other drugs, poor academic performance, poor family relationships and an intensive use of the computer. Factors associated with the problematic use of mobile phones were the consumption of other drugs and an intensive use of these devices. Frequent problems with video game use have been associated with male students, the consumption of other drugs, poor academic performance, poor family relationships and an intensive use of these games. Conclusions: This study offers information on the prevalence of addictive behaviours of the Internet, mobile phones and video game use. The problematic use of these ICT devices has been related to the consumption of drugs, poor academic performance and poor family relationships. This intensive use may constitute a risk marker for ICT addictio

    The mediating role of self/everyday creativity and depression on the relationship between creative personality traits and problematic social media use among emerging adults

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    Personality is one of the important contributory factors in the development of problematic technology use. The purpose of the present study was to investigate the direct and indirect associations of creative personality traits with problematic social media use via self/everyday creativity, depression, and loneliness. A total of 460 Turkish emerging adults aged between 18 and 26 years (61% female) were surveyed. Findings indicated that (i) task-orientedness was indirectly associated with problematic social media use via self/everyday creativity, (ii) self-confidence was directly and indirectly associated with problematic social media use via self/everyday creativity and depression, (iii) risk-taking was indirectly associated with problematic social media use via depression, and (iv) self/everyday creativity and depression were directly associated with problematic social media use. The present study is the first to suggest that creative personality traits (i.e., task-orientedness, self-confidence, and risk-taking) and self/everyday creativity are associated with problematic social media use and that these factors should be taken into account when considering the etiology of problematic social media use

    How “phubbing” becomes the norm: The antecedents and consequences of snubbing via smartphone

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    Smartphones allow people to connect with others from almost anywhere at any time. However, there is growing concern that smartphones may actually sometimes detract, rather than complement, social interactions. The term “phubbing” represents the act of snubbing someone in a social setting by concentrating on one’s phone instead of talking to the person directly. The current study was designed to examine some of the psychological antecedents and consequences of phubbing behavior. We examined the contributing roles of Internet addiction, fear of missing out, self-control, and smartphone addiction, and how the frequency of phubbing behavior and of being phubbed may both lead to the perception that phubbing is normative. The results revealed that Internet addiction, fear of missing out, and self-control predicted smartphone addiction, which in turn predicted the extent to which people phub. This path also predicted the extent to which people feel that phubbing is normative, both via (a) the extent to which people are phubbed themselves, and (b) independently. Further, gender moderated the relationship between the extent to which people are phubbed and their perception that phubbing is normative. The present findings suggest that phubbing is an important factor in modern communication that warrants further investigation

    The treatment of Internet Gaming Disorder: a brief overview of the PIPATIC program

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    Over the last decade, there has been an increase in children and adolescents accessing psychology services regarding problematic use of online videogames. Consequently, providing effective treatment is essential. The present paper describes the design process of a manualized PIPATIC (Programa Individualizado Psicoterapéutico para la Adicción a las Tecnologías de la información y la comunicación) intervention program for 12- to 18-year-old adolescents with Internet Gaming Disorder. The design and application of the PIPATIC program integrates several areas of intervention structured into six modules: psychoeducational, treatment as usual, intrapersonal, interpersonal, family intervention, and development of a new lifestyle. The program’s goals are to reduce the addiction symptoms related to online videogames and to improve the well-being of adolescents. Preliminary findings suggest positive and encouraging effects

    Trait emotional intelligence and problematic social media use among adults: the mediating role of social media use motives

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    There are many contributing factors to problematic social media use including personality differences, psychosocial factors, and specific use motivations. The present study (N = 444 emerging adults, 75% women) investigated the direct and indirect relationships between trait emotional intelligence and problematic social media use via social media use motives by testing a complex mediation model. Path analyses suggested that trait emotional intelligence was directly and indirectly associated with problematic social media use via two social media use motives: (i) expressing or presenting a more popular self, and (ii) passing time. Results of the present study indicate that trait emotional intelligence may have a role in the motives for using social media as well as the development and maintenance of problematic social media use. Moreover, future studies should focus mediator risk factors between trait emotional intelligence and problematic social media use
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