11 research outputs found

    Emotional regulation in gaming disorder: A systematic review

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    Background and Objectives: Problematic video game use is a source of concern. In addictions, difficulties with emotional regulation have become an important variable of interest. However, their study in relation to problematic video game use remains insufficient. Methods: A systematic review was conducted following PRISMA 2020 guidelines; 322 studies were screened, resulting in a final sample of k = 18 studies. The methodological quality of these studies was rated as moderate according to the McMaster Critical Review Form for Quantitative studies (CRF-Q). Results: There is evidence of relationship between different facets of emotional regulation and the presence of problematic video game use. Particularly, video games serve as escape strategy for suppressing emotional expression. There is no consensus regarding the nature of the relationship between emotional regulation, psychopathology, and problematic video game use, with various proposals suggesting moderation and mediation. There is also no consensus regarding the mediation of gender in the relationship between emotional dysregulation and problematic video game use. The level of certainty regarding the validity of the results was moderate. Discussion and Conclusions: Emotional dysregulation plays a role in problematic video game use, especially through strategies as emotional suppression, and lack of abilities to understand and control emotions. It is important to consider emotional regulation as a potential target for research and intervention in clinical populations. Scientific Significance: We review the largest sample of papers on problem gaming and emotion regulation to date. Our results highlight the importance of emotion regulation and, specially, emotional suppression, or negative escapism, on problematic video game use.Depto. de Personalidad, Evaluación y Psicología ClínicaFac. de PsicologíaTRUEpu

    Maladaptive Cognitions in Adolescents and Young Adults When They Play: The Dysfunctional Cognitions in Gaming Scale (DCG)

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    Gaming is increasingly prevalent among young people, and Gaming Disorders are a growing concern. Maladaptive cognitions related to gaming may affect the psychological development of young people. We examined psychometric properties of the Dysfunctional Cognitions Gaming (DCG) Scale in Spanish adolescents and young adults. We applied 16 items of the DCG Scale in a sample of 2173 video gamers (age from 12 to 22; 28.8% female), extracted from random sampling in educational institutions. Three factors emerged from exploratory analysis (EFA): Preoccupation, Self-esteem, and Compulsion, accounting for 51.92% of the scale’s total variance. Confirmatory analysis (CFA) yielded a good fit, RMSEA = 0.040, 90% CI [0.034, 0.046]. However, several results (factor cross-loadings in EFA, a high eigenvalue for the first factor in parallel analysis, high correlation between latent factors in CFA, and high hierarchical omega and explained common variance—ECV—in a bifactor model) suggested the convenience of using the total score for evaluation and other applied purposes. The scale showed adequate reliability, ω = 0.908, 95% CI [0.900, 0.914], Rxx = 0.91. No gender or age invariance was found. The scale converged with the severity of internet gaming disorder scores, r = 0.697, p < 0.05; higher frequency of video gaming, F(1, 2165) = 474.9, p < 0.001, η2 = 0.176; poorer mental health, r = 0.20, p < 0.05. We provided percentile ranks separated by gender and age. The DCG Scale seems to be a reliable and valid instrument to identify maladaptive cognitions about gaming in Spanish youth. These cognitions are a health-related problem; identifying and addressing them would be desirable to promote positive youth development

    Maladaptive Cognitions in Adolescents and Young Adults When They Play: The Dysfunctional Cognitions in Gaming Scale (DCG)

    No full text
    Gaming is increasingly prevalent among young people, and Gaming Disorders are a growing concern. Maladaptive cognitions related to gaming may affect the psychological development of young people. We examined psychometric properties of the Dysfunctional Cognitions Gaming (DCG) Scale in Spanish adolescents and young adults. We applied 16 items of the DCG Scale in a sample of 2173 video gamers (age from 12 to 22; 28.8% female), extracted from random sampling in educational institutions. Three factors emerged from exploratory analysis (EFA): Preoccupation, Self-esteem, and Compulsion, accounting for 51.92% of the scale’s total variance. Confirmatory analysis (CFA) yielded a good fit, RMSEA = 0.040, 90% CI [0.034, 0.046]. However, several results (factor cross-loadings in EFA, a high eigenvalue for the first factor in parallel analysis, high correlation between latent factors in CFA, and high hierarchical omega and explained common variance—ECV—in a bifactor model) suggested the convenience of using the total score for evaluation and other applied purposes. The scale showed adequate reliability, ω = 0.908, 95% CI [0.900, 0.914], Rxx = 0.91. No gender or age invariance was found. The scale converged with the severity of internet gaming disorder scores, r = 0.697, p p 2 = 0.176; poorer mental health, r = 0.20, p < 0.05. We provided percentile ranks separated by gender and age. The DCG Scale seems to be a reliable and valid instrument to identify maladaptive cognitions about gaming in Spanish youth. These cognitions are a health-related problem; identifying and addressing them would be desirable to promote positive youth development

    Exposure of adolescents and youth to Gambling advertising: a systematic review

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    Los posibles efectos negativos de la publicidad de juegos de azar (JdA), sobre todo en Adolescentes y Jóvenes (AyJ), generan alarma social. Se realizó una revisión sistemática de las investigaciones sobre publicidad y juego en AyJ, en los últimos 10 años, siguiendo las directrices PRISMA, seleccionándose 31 trabajos. Los resultados destacan que AyJ, en contra de la legislación, participan con frecuencia en JdA, presentando problemas de juego. La publicidad de JdA es variada e intensa en especial en TV, eventos deportivos y redes sociales, estando dirigida a JyA, aunque suelen ser críticos con ella. Afecta más a varones jóvenes y con conductas de juego inadecuadas, consolidándolas. Los contenidos principales tratan de normalizar el juego y resaltar ganancias (sociales o económicas). El nivel de recuerdo y las actitudes sobre la publicidad del juego se asocian a incrementos en la intención de jugar, comportamientos de juego, y problemas de juego. Los incentivos más eficaces para jugar incluyen promociones económicas. La publicidad parece tener efecto, aunque reducido, para mejorar la actitud hacia los JdA e incrementar la participación en éstos, pero es difícil identificar sus efectos a medio y largo plazo. Son necesarios más estudios sobre JdA y publicidad, en especial en España.The possible negative effects of gambling Advertising (GA), especially in Adolescents and Youth (A&Y), generate social alarm. A systematic review of the research on advertising and gambling in A&Y in the last 10 years was carried out, following the PRISMA guidelines, including 31 studies. The results highlight that A&Y, against the law, frequently participate in gambling, with some having gambling problems. GA is varied and intense, especially on TV, sporting events and social networks, also targeting A&Y, although they are often critical of it. It affects more young men and people with inappropriate gambling behaviours, consolidating those behaviours. The main messages try to normalise gambling and highlight profits (social or economic). The levels of recall, as well as the attitudes about GA are associated with an increase in gambling intentions, behaviours, and problems. The most effective incentives to gamble include economic promotions. Advertising seems to have an effect, albeit reduced, to improve the attitude towards gambling and increase participation, but it is difficult to identify its effects in the medium and long term. More studies on gambling and advertising are necessary, especially in Spain

    Mujeres y videojuegos: ¿A qué juegan las mujeres?

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    The information on the use of Videogames (VG) in general samples fundamentally reflects the characteristics of men, because of their greater participation in VG, making it difficult to identify the characteris-tics of women and their gaming activity. Objective: To describe the gaming behaviour of adolescent and young women in Madrid, and its relation with the development of gaming problems. Method: A self-report questionnaire (Gamertest) was applied to a sample of 1,228 women (12 - 22 years old) (M = 14.84; SD = 2.469), selected by randomized sampling in schools in the Community of Madrid. Results: 51% of women admit gaming. The typical profile is a woman who plays VG sporadically and for short periods of time, preferably Action and Adventure games or Puzzles and Platforms, mainly on smartphones, at home and alone, with the purpose of having fun. The main predictive variables of gaming problems, identified with the Internet Gaming Disorder (IGD) in women are: a greater number of hours of use, playing Massively Multiplayer Online Role-Playing Game (MMORPG), and Strategy VG. The most protective factor is playing VG accompanied. The results are discussed.La información sobre el uso de Videojuegos (VJ) en muestras generales refleja fundamentalmente las características de los hombres, por su mayor participación en VJ, dificultando identificar las características de las mujeres y su actividad de juego. Objetivo: Describir el comportamiento lúdico de adolescentes y jóvenes madrileñas y su relación con el desarrollo de problemas de juego. Método: Se aplicó un cuestionario de autoinforme (Gamertest) a una muestra de 1.228 mujeres (12 - 22 años) (M = 14.84; DT = 2.469), seleccionadas mediante muestreo aleatorio en centros educativos de la Comunidad de Madrid. Resultados: el 51% de las mujeres admite ju-gar. El perfil típico es una mujer que juega a VJ de forma esporádica y por cortos periodos de tiempo, preferiblemente juegos de Acción y Aventura o Puzles y Plataformas; principalmente en smartphones, en casa y sola, con el propósito de divertirse. Las principales variables predictivas de problemas de juego, identificadas con el Trastorno del Juego de Internet (TJI) en mu-jeres son: mayor número de horas de uso, participación en juegos de rol multijugador masivo online (MMORPG) y VJ de estrategia. El factor pro-tector más importante es jugar a VJ acompañado. Se discuten los resulta-dos

    Exposición de jóvenes y adolescentes a la publicidad de los juegos de azar: una revisión sistemática

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    The possible negative effects of gambling Advertising (GA), especially in Adolescents and Youth (A&Y), generate social alarm. A systematic review of the research on advertising and gambling in A&Y in the last 10 years was carried out, following the PRISMA guidelines, including 31 studies. The results highlight that A&Y, against the law, frequently participate in gambling, with some having gambling problems. GA is varied and intense, especially on TV, sporting events and social networks, also targeting A&Y, although they are often critical of it. It affects more young men and people with inappropriate gambling behaviours, consolidating those behaviours. The main messages try to normalise gambling and highlight profits (social or economic). The levels of recall, as well as the attitudes about GA are associated with an increase in gambling intentions, behaviours, and problems. The most effective incentives to gamble include economic promotions. Advertising seems to have an effect, albeit reduced, to improve the attitude towards gambling and increase participation, but it is difficult to identify its effects in the medium and long term. More studies on gambling and advertising are necessary, especially in Spain.Los posibles efectos negativos de la publicidad de juegos de azar (JdA), sobre todo en Adolescentes y Jóvenes (AyJ), generan alarma social. Se realizó una revisión sistemática de las investigaciones sobre publicidad y juego en AyJ, en los últimos 10 años, siguiendo las directrices PRISMA, seleccionándose 31 trabajos. Los resultados destacan que AyJ, en contra de la legislación, participan con frecuencia en JdA, presentando problemas de juego. La publicidad de JdA es variada e intensa en especial en TV, eventos deportivos y redes sociales, estando dirigida a JyA, aunque suelen ser críticos con ella. Afecta más a varones jóvenes y con conductas de juego inadecuadas, consolidándolas. Los contenidos principales tratan de normalizar el juego y resaltar ganancias (sociales o económicas). El nivel de recuerdo y las actitudes sobre la publicidad del juego se asocian a incrementos en la intención de jugar, comportamientos de juego, y problemas de juego. Los incentivos más eficaces para jugar incluyen promociones económicas. La publicidad parece tener efecto, aunque reducido, para mejorar la actitud hacia los JdA e incrementar la participación en éstos, pero es difícil identificar sus efectos a medio y largo plazo. Son necesarios más estudios sobre JdA y publicidad, en especial en España

    Advertising Games of Chance in Adolescents and Young Adults in Spain

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    Gambling advertising can influence attitudes and gaming behavior of adolescents and young adults (A&Y). Objective: to study the effect of advertising on the attitudes and gaming behavior of a sample of 2887 Spanish A&Y (12-22 years old), by means of a self-report assessment. Results and discussion: on average, participants show a weak effect of advertising, however there are great variations, estimating that 11% of A&Y acknowledge being influenced by advertising and 5% recognize being severely affected. Men see themselves more impacted than women, without age differences. Those who play videogames signal a stronger effect of this kind of advertising and although these differences are not substantial in effect size, they reach statistically significance in 12 of the 13 questions assessed. A&Y who showed higher scores indicating problematic use of videogames in the IDGS9-SF, are those who indicate a greater impact of advertising on their attitudes towards gaming, as well as on the way they play or on their intention to play. These results support the idea that videogames can, albeit modestly, predispose engagement in games of chance.Depto. de Psicobiología y Metodología en Ciencias del ComportamientoFac. de PsicologíaTRUEpu

    Video Game Playing and Internet Gaming Disorder: A Profile of Young Adolescents

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    In recent times, growing concern has arisen regarding the utilization of technology, video games, and the emergence of internet gaming disorder (IGD), particularly among young adolescents. This worry arises from the ambiguity in distinguishing between “normal” and “problematic” video game behavior, despite efforts to establish clear criteria for defining both. The goal of this study is to outline distinct profiles of adolescent video game players and identify variables associated with their gaming practices that correlate with problematic gaming. The study utilizes a substantial sample of adolescents drawn from a representative cross-section of educational institutions in the city of Madrid, ranging in age from 12 to 16 years. In total, 1516 participants (75%) acknowledged engaging in video game activities. The research delves into characterizing prevailing profiles of video game participants within this cohort and scrutinizes the profile that aligns with issues of IGD. In summary, approximately three-quarters of young adolescents participate in video gaming, with males constituting the majority. Typically, participants immerse themselves in action genre games for over three days per week, with males exhibiting a higher frequency than their female counterparts. Elevated gaming frequency correlates with heightened IGD scores, particularly among females. Young adolescents show a preference for game consoles (males) and mobile phones (females) and often play alone at home. Specific factors such as the device used, online mode, company, and gaming location impact the IGD scores. These profiles aim to assist families and educators in recognizing potential risk behaviors and IGD concerns; however, it is crucial to emphasize the necessity for case-specific screening and evaluation before deliberating on such behaviors.Ministerio de economía y competitividadDepto. de Personalidad, Evaluación y Psicología ClínicaDepto. de Psicobiología y Metodología en Ciencias del ComportamientoFac. de PsicologíaTRUEpubDescuento UC

    Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis

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    Background: Video game playing (VGP) is an increasingly common leisure activity among children and adolescents, although in some cases, it is accompanied by problems due to misuse. Method: A sample of 2884 children and adolescents aged between 12 and 20, representative of the Community of Madrid (Spain), were studied using a cluster analysis to explore the existence of cognitive patterns associated with engagement, attitudes, and concurrent cognitions. We also explored the relationship between these patterns and problematic VGP, using the 2173 gamers as a reference. Results: The concurrent cognitions were not qualitatively different between the problematic users and the others. High engagement and high activation of concurrent cognitions (intensity and frequency) showed the greatest relationship with problematic VGP. Conclusions: The results suggest the existence of different groups of gamers and the relevance to include psycho-educational aspects in intervention programs, as well as the training of specific skills, especially those related with the control of activation. Limitations related to the sample size and potential supplementary analyses are acknowledged.Ministerio de economia y competividadDepto. de Psicobiología y Metodología en Ciencias del ComportamientoFac. de PsicologíaTRUEpubDescuento UC
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