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  • FPCEE Blanquerna. Universitat Ramon Llull
    Císter, 34
    08022 Barcelona
    Spain
Passion represents one of the factors involved in online video gaming. However, it remains unclear how passion affects the way gamers are involved in massively multiplayer online role-playing games (MMORPGs). The objective of the present... more
Passion represents one of the factors involved in online video gaming. However, it remains unclear how passion affects the way gamers are involved in massively multiplayer online role-playing games (MMORPGs). The objective of the present study was to analyze the relationships between passions and motivations for online game playing. A total of 410 MMORPG players completed an online questionnaire including motives for gaming and the Passion Scale. Results indicated that passionate gamers were interested in relating with others through the game and exhibited a high degree of interest in discovery of the game, gaining leadership and prestige but little interest in escape from reality. However, some differences were observed with respect to the role of the two types of passion in the different types of motivation. Specifically, harmonious passion (HP) predicted higher levels of exploration, socialization, and achievement, in that order, while obsessive passion (OP) predicted higher levels of dissociation, achievement, and socialization. The present findings suggest that HP and OP predict different ways of engaging in MMORPGs and confirm that passion is a useful construct to help understand different motivational patterns demonstrated by MMORPG players.
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El desarrollo de las Tecnologías de la Información y la Comunicación (TIC) ha propiciado investiga-ciones sobre la adicción a Internet, a los videojuegos y teléfonos móviles y su tratamiento. El objetivo del presente estudio es presentar... more
El desarrollo de las Tecnologías de la Información y la Comunicación (TIC) ha propiciado investiga-ciones sobre la adicción a Internet, a los videojuegos y teléfonos móviles y su tratamiento. El objetivo del presente estudio es presentar la aplicación de un programa de tratamiento psicoterapéutico para la adicción a las TIC (PIPATIC) y la evaluación de su efectividad en un estudio de caso único de un paciente con trastorno dual: Inter-net Gaming Disorder (IGD) y trastorno obsesivo-compulsivo (TOC). Los resultados son alentadores y muestran cambios positivos: reducción significativa del tiempo dedicado a los juegos, aumento del autocontrol y reducción de la sintomatología general y de los síntomas relacionados con el TOC. Palabras clave: trastorno de juego por Internet; trastorno obsesivo-compulsivo; adicción a videojuegos; patología dual; tratamiento; estudio de caso Online videogame addiction: Treatment using the PIPATIC program Summary. The development of Information and Communication Technology (CIT) has given rise to research on addictions to the Internet, videogames and mobile phones and their treatment. The objective of this study is to apply a program of psychotherapeutical treatment for CIT addiction (PIPATIC) and to evaluate its effectiveness via a single case study of a patient with a dual pathology: Internet Gaming Disorder (IGD) and Obsessive Compulsive Disorder (OCD). The results are encouraging and display positive changes: a significant reduction in the time spent on games, an increase in self-control and a reduction in overall symptomology and in the symptoms related to OCD.
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This study describes the construction and validation process of two questionnaires designed to assess the addictive use of Internet and mobile phones. The scales were applied to a sample of 1,879 students. Results support a two-factor... more
This study describes the construction and validation process of two questionnaires designed to assess the addictive use of Internet and mobile phones. The scales were applied to a sample of 1,879 students. Results support a two-factor model, presenting an acceptable internal consistency and indices of convergent and discriminant validity. The Questionnaire of Experiences Related to Internet was found to assess intra- and interpersonal conflicts related to Internet use. The Questionnaire of Experiences Related to the Mobile Phone was found to assess conflicts related to mobile phone abuse and to maladaptive emotional and communicational patterns. Our results indicate that the mobile phone does not produce the same degree of addictive behavior as Internet; it could rather be interpreted as problematic use. Men displayed more addictive use of Internet, whilst women seemed to use the mobile phone as a means for emotional communication. It seems that the use of both technologies is more ...
The aim of this study is to validate the Video Game-Related Experiences Questionnaire (CERV in Spanish). The questionnaire consists of 17 items, developed from the CERI (Internet-Related Experiences Questionnaire - Beranuy and cols.), and... more
The aim of this study is to validate the Video Game-Related Experiences Questionnaire (CERV in Spanish). The questionnaire consists of 17 items, developed from the CERI (Internet-Related Experiences Questionnaire - Beranuy and cols.), and assesses the problematic use of non-massive video games. It was validated for adolescents in Compulsory Secondary Education. To validate the questionnaire, a confirmatory factor analysis (CFA) and an internal consistency analysis were carried out. The factor structure shows two factors: (a) Psychological dependence and use for evasion; and (b) Negative consequences of using video games. Two cut-off points were established for people with no problems in their use of video games (NP), with potential problems in their use of video games (PP), and with serious problems in their use of video games (SP). Results show that there is higher prevalence among males and that problematic use decreases with age. The CERV seems to be a good instrument for the scr...
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Resumen 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,... more
Resumen 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 des-arrollar conductas desadaptativas entorno a esta tecnología. El objetivo del presente ...
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Contexto cultural y consecuencias legales del consumo de drogas.
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... more
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 confirm the existence of a persistent addictive disorder related to ICT.
ABSTRACT Objective This study is part of a wider project to analyse mortality, morbidity, and social evolution of heroin addicts that started treatment in the eighties. This section in particular aims at describing their prison... more
ABSTRACT Objective This study is part of a wider project to analyse mortality, morbidity, and social evolution of heroin addicts that started treatment in the eighties. This section in particular aims at describing their prison record.Method Longitudinal study of a cohort of 135 heroin addicts, since they started treatment in 1985 until 2000. To find out the number of imprisonments, the Programmes Catalunya and Sigma were consulted. The list of addicts identified in the EMETYST Project was matched with these two programmes through name, surnames, ID, and date of birth.ResultsDuring the 15-year follow-up, 57 subjects (42.2% of the sample) were imprisoned at least once. The year with more first imprisonments was 1986. The last first imprisonment occurred in 1995. The total number of imprisonments was 146. On 31 December 1991, 23% of the cohort were in prison. The overall cohort spent 34,581 days in prison.Conclusions Linkage or official register matching has been proved to be efficient, reliable, sensitive, and comparable. Heroin addiction presents a very high social cost. Legal consequences eventually decrease—which may imply a process of maturation. Addicts are more likely to go back to prison than non-addict inmates. Many addicts manage to keep apart from the social rejection related to imprisonment.
L'ús de gestors de referències com RefWorks agilitza el treball dels autors però el seu ús en castellà presenta dificultats a causa de la seva construcció original en anglès. Per això, un dels formats de RefWorks s'ha adaptat a... more
L'ús de gestors de referències com RefWorks agilitza el treball dels autors però el seu ús en castellà presenta dificultats a causa de la seva construcció original en anglès. Per això, un dels formats de RefWorks s'ha adaptat a les normes gramaticals i ortogràfiques del castellà i s'ha posat a disposició de la comunitat científica.
The aim of this study was to locate the scientific literature dealing with addiction to the Internet, video games, and cell phones and to characterize the pattern of publications in these areas. One hundred seventy-nine valid articles... more
The aim of this study was to locate the scientific literature dealing with addiction to the Internet, video games, and cell phones and to characterize the pattern of publications in these areas. One hundred seventy-nine valid articles were retrieved from PubMed and PsycINFO between 1996 and 2005 related to pathological Internet, cell phone, or video game use. The years with the highest numbers of articles published were 2004 (n = 42) and 2005 (n = 40). The most productive countries, in terms of number of articles published, were the United States (n = 52), China (n = 23), the United Kingdom (n = 17), Taiwan (n = 13), and South Korea (n = 9). The most commonly used language was English (65.4%), followed by Chinese (12.8%) and Spanish (4.5%). Articles were published in 96 different journals, of which 22 published 2 or more articles. The journal that published the most articles was Cyberpsychology & Behavior (n = 41). Addiction to the Internet was the most intensely studied (85.3%), followed by addiction to video games (13.6%) and cell phones (2.1%). The number of publications in this area is growing, but it is difficult to conduct precise searches due to a lack of clear terminology. To facilitate retrieval, bibliographic databases should include descriptor terms referring specifically to Internet, video games, and cell phone addiction as well as to more general addictions involving communications and information technologies and other behavioral addictions.
El consum de drogues i els problemes se'n deriven, en el conjunt de pa& sos que componen la Unió Europea (UE), és un fenomen principalment juvenil, de gran impacte social, que genera inversions importants en accions preventives i... more
El consum de drogues i els problemes se'n deriven, en el conjunt de pa& sos que componen la Unió Europea (UE), és un fenomen principalment juvenil, de gran impacte social, que genera inversions importants en accions preventives i terapeutiques. En les ...
Ferrer Ventura, Marta;Sarrado Soldevila, Joan Josep;Carbonell, Xavier;Virgili Tejedor, Carles;Cebrià Andreu, Jordi Nivel de ansiedad de jóvenes infractores internados en un centro educativo de régimen cerrado Anales de Psicología, Vol.... more
Ferrer Ventura, Marta;Sarrado Soldevila, Joan Josep;Carbonell, Xavier;Virgili Tejedor, Carles;Cebrià Andreu, Jordi Nivel de ansiedad de jóvenes infractores internados en un centro educativo de régimen cerrado Anales de Psicología, Vol. 24, Núm. 2, diciembre, 2008, ...
Objetivo: Análisis del consumo de drogas legales e ilegales en las películas dirigidas por el cineasta Pedro Almodóvar. La finalidad es indagar cómo el cine contribuye a crear una imagen de las drogas. Método: Se estudiaron los tipos de... more
Objetivo: Análisis del consumo de drogas legales e ilegales en las películas dirigidas por el cineasta Pedro Almodóvar. La finalidad es indagar cómo el cine contribuye a crear una imagen de las drogas. Método: Se estudiaron los tipos de sustancias, la diferencia entre géneros, ...

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