77 results on '"Lopez-Fernandez O"'
Search Results
2. Problematic internet use among adults:a cross-cultural study in 15 countries
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Lopez-Fernandez, O. (Olatz), Romo, L. (Lucia), Kern, L. (Laurence), Rousseau, A. (Amélie), Lelonek-Kuleta, B. (Bernadeta), Chwaszcz, J. (Joanna), Männikkö, N. (Niko), Rumpf, H.-J. (Hans-Jürgen), Bischof, A. (Anja), Király, O. (Orsolya), Gässler, A.-K. (Ann-Kathrin), Graziani, P. (Pierluigi), Kääriäinen, M. (Maria), Landrø, N. I. (Nils Inge), Zacarés, J. J. (Juan José), Chóliz, M. (Mariano), Dufour, M. (Magali), Rochat, L. (Lucien), Zullino, D. (Daniele), Achab, S. (Sophia), Demetrovics, Z. (Zsolt), Griffiths, M. D. (Mark D.), Kuss, D. J. (Daria J.), Lopez-Fernandez, O. (Olatz), Romo, L. (Lucia), Kern, L. (Laurence), Rousseau, A. (Amélie), Lelonek-Kuleta, B. (Bernadeta), Chwaszcz, J. (Joanna), Männikkö, N. (Niko), Rumpf, H.-J. (Hans-Jürgen), Bischof, A. (Anja), Király, O. (Orsolya), Gässler, A.-K. (Ann-Kathrin), Graziani, P. (Pierluigi), Kääriäinen, M. (Maria), Landrø, N. I. (Nils Inge), Zacarés, J. J. (Juan José), Chóliz, M. (Mariano), Dufour, M. (Magali), Rochat, L. (Lucien), Zullino, D. (Daniele), Achab, S. (Sophia), Demetrovics, Z. (Zsolt), Griffiths, M. D. (Mark D.), and Kuss, D. J. (Daria J.)
- Abstract
Background: The present study compared adult usage patterns of online activities, the frequency rate of problematic internet use (PIU), and risk factors (including the psychopathology associated with PIU, i.e., distress and impulsivity) among adults in 15 countries from Europe, America, and Asia. Methods: A total of 5130 adults from Belgium, Finland, Germany, Italy, Spain, France, Switzerland, Hungary, Poland, UK, Norway, Peru, Canada, US, and Indonesia completed an online survey assessing PIU and a number of psychological variables (i.e., depression, anxiety, stress, and impulsivity). The sample included more females, with a mean age of 24.71 years (SD = 8.70). Results: PIU was slightly lower in European countries (rates ranged from 1.1% in Finland to 10.1% in the UK, compared to 2.9% in Canada and 10.4% in the US). There were differences in specific PIU rates (e.g., problematic gaming ranged from 0.4% in Poland to 4.7% in Indonesia). Regression analyses showed that PIU was predicted by problematic social networking and gaming, lack of perseverance, positive urgency, and depression. Conclusions: The differences in PIU between countries were significant for those between continental regions (Europe versus non-European countries). One of the most interesting findings is that the specific PIU risks were generally low compared to contemporary literature. However, higher levels of PIU were present in countries outside of Europe, although intra-European differences existed.
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- 2023
3. Dissipation kinetics of pre-plant pesticides in greenhouse-devoted soils
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López-Fernández, O., Rial-Otero, R., Simal-Gándara, J., and Boned, J.
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- 2016
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4. Factors governing the removal of mancozeb residues from lettuces with washing solutions
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López-Fernández, O., Rial-Otero, R., and Simal-Gándara, J.
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- 2013
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5. Effects of ascorbic acid on the microstructure and properties of SDS micellar aggregates for potential food applications
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Cid, A., Mejuto, J.C., Orellana, P.G., López-Fernández, O., Rial-Otero, R., and Simal-Gandara, J.
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- 2013
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6. Las comunidades terapéuticas como tratamiento para las drogodependencias: una revisión sistemática del seguimiento a corto plazo
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Lopez-Fernandez, O., Román-Jiménez, E., Castello-Cullell, N., and García-Claver, M.
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- 2012
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7. The Potential Interaction Between Time Perception and Gaming: A Narrative Review
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Nuyens, FM, Kuss, DJ, Lopez-Fernandez, O, and Griffiths, MD
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genetic structures ,Working memory ,05 social sciences ,Time perception ,Affect (psychology) ,050105 experimental psychology ,03 medical and health sciences ,Psychiatry and Mental health ,Health psychology ,0302 clinical medicine ,Duration (philosophy) ,Phenomenon ,0501 psychology and cognitive sciences ,Narrative review ,Reactivity (psychology) ,Psychology ,030217 neurology & neurosurgery ,Cognitive psychology - Abstract
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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- 2019
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8. The arousing and attentional effects of facial expressions on time perception: a systematic review
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Nuyens, FM, Kuss, DJ, Griffiths, MD, and Lopez-Fernandez, O
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Although time perception has mainly been explored through the prospective paradigm, it appears that emotional stimuli lead to an overestimation of time either through an arousing or an attentional effect. Amongst the emotional stimuli, emotional expressions are of inlerest due to their social importance. The purpose of this paper was to systematically review research carried out into emotional expression interference on time perception. A systematic literature review of 13 peer-reviewed papers with an empirical design that tested healthy participants was conducted on studies exploring both time perception and emotional expression. Furthermore, the papers were only included if they were written in English language and dated from at least the year 1964 (i.e. following Treisman’s model of time perception in 1963). Findings showed a congruent overestimation when participants were exposed to emotional faces, especially when they expressed anger. This interaction was mediated by the dynamism of the stimuli used (i.e. there was a stronger effect if the expressions were animated), the model gaze and direction (i.e. nullified effect when the face was directed away from the participant), the embodiment effect (i.e. nullified effect when participants could not mimic the expression), and participant age (i.e. stronger effect of positive expressions amongst elderly participants). In conclusion, it emerged that two underlying mechanisms explain the overestimation observed when confronted with emotional expressions – attention and arousal. Although these two mechanisms appear to impair time perception independently, the studies on the stimuli dynamism indicated a potential conjoint effect of these mechanisms.
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- 2021
9. SY03-2-3NIDA-ISAM FELLOWSHIP THE CYBERADDICTION SPECTRUM: A RESEARCH AGENDA FOR A CROSS-CULTURAL EUROPE-JAPAN RESEARCH
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Lopez-Fernandez, O., Higuchi, S., and Billieux, J.
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- 2014
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10. Determination of polyphenols using liquid chromatography–tandem mass spectrometry technique (LC–MS/MS): A review
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Lopez-fernandez, O., Dominguez, R., Pateiro, M., Munekata, P. E. S., Rocchetti, Gabriele, Lorenzo, J. M., Rocchetti G. (ORCID:0000-0003-3488-4513), Lopez-fernandez, O., Dominguez, R., Pateiro, M., Munekata, P. E. S., Rocchetti, Gabriele, Lorenzo, J. M., and Rocchetti G. (ORCID:0000-0003-3488-4513)
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In recent years, the consumption of polyphenols has been increasing, largely due to its beneficial effects on health. They are present in a wide variety of foods, but their extraction and characterization are complicated since they are mostly in complex matrices. For this reason, the use of selective, sensitive, and versatile analytical techniques such as liquid chromatography coupled to tandem mass spectrometry (LC–MS/MS) is necessary. In this review, the most relevant studies of the last years regarding the analysis of polyphenols in different matrices by comprehensive LC– MS/MS are discussed. Relevant steps such as extraction, sample purification, and chromatographic analysis methods are emphasized. In particular, the following methodological aspects are discussed: (a) the proper selection of the extraction technique, (b) the extraction and elution solvents, (c) the purification step, (d) the selection of both stationary and mobile phases for the chromatographic separation of compounds, and (e) the different conditions for mass spectrometry. Overall, this review presents the data from the most recent studies, in a comprehensive way, thus providing and simplifying the information of the great variety of works that exist in the literature on this wide topic.
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- 2020
11. The Empirical Analysis of Non-problematic Video Gaming and Cognitive Skills: A Systematic Review
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Nuyens, FM, Kuss, DJ, Lopez-Fernandez, O, and Griffiths, MD
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Task switching ,Rehabilitation ,medicine.medical_treatment ,05 social sciences ,Attentional control ,Cognition ,Time perception ,050105 experimental psychology ,03 medical and health sciences ,Psychiatry and Mental health ,Health psychology ,0302 clinical medicine ,Empirical research ,medicine ,0501 psychology and cognitive sciences ,Cognitive skill ,Psychology ,030217 neurology & neurosurgery ,Cognitive psychology - Abstract
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.
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- 2018
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12. The experimental analysis of problematic video gaming and cognitive skills: A systematic review
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Nuyens, F, Kuss, DJ, Lopez-Fernandez, O, and Griffiths, MD
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Video gaming ,media_common.quotation_subject ,Psychological literature ,05 social sciences ,Art history ,Cognition ,Art ,Time perception ,050105 experimental psychology ,03 medical and health sciences ,Psychiatry and Mental health ,Clinical Psychology ,0302 clinical medicine ,Neuropsychology and Physiological Psychology ,Inclusion and exclusion criteria ,0501 psychology and cognitive sciences ,Cognitive skill ,030217 neurology & neurosurgery ,Cognitive psychology ,media_common - Abstract
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.\ud \ud \ud 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.\ud \ud 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).\ud \ud 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).\ud \ud 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).
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- 2017
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13. Female gaming, gaming addiction, and the role of women within gaming culture
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Lopez-Fernandez, O, Williams, AJ, Griffiths, MD, and Kuss, DJ
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Research investigating female gaming has begun to emerge despite gaming being traditionally more popular with males. Research in the 21st century has drawn attention to the role of women in culture, society, and technology, and female gaming is one of the growing phenomena not to have been researched in depth. The aim of the present paper was to review female gaming (i.e., the role of females within video game culture) and identify any associated psychopathological symptomatology. The review adapted the Sample, Phenomenon of Interest, Design, Evaluation, Research (SPIDER) model in conducting a narrative literature review. A search of three scientific electronic databases yielded 49 papers for further evaluation. From a methodological perspective, studies had to fulfill the following criteria to be included: i) published between the years 2000 and 2018; ii) assessed female gaming or the female position within gaming culture, iii) contained quantitative, qualitative, or mixed methods approaches to produce empirical data or discuss theoretical implications through reviews, iv) be retrievable as a full-text peer-reviewed journal paper, and v) published in English, German, Polish, Spanish, Italian, Portuguese, or French. Four categories emerged from the papers: i) the benefits of female gaming, ii) why women might play video games less than men, iii) perceptions and realities of female characters within video games, and iv) women’s position in gaming culture. The main findings showed playing video games has benefits for women in terms of enhancing cognitive, social, and physical abilities. However, they are less encouraged to play video games due to negative expectations based on gender and/or experiences during game play. Video games are associated with stereotypical male characteristics, such as being overly aggressive, and frequently contain sexualized content. Female gamers appear to require coping strategies to handle online harassment. Females look for different things in video games, which are not often included in game designs thereby limiting their abilities. For instance, female avatar representation—which is exaggerated and hypersexualized—can prompt social comparisons and lead to feelings of decreased self-esteem, depression, and other impacts on well-being. Overall, there are still obstacles for women playing video games even though they comprise half of the gaming population.
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- 2019
14. Problematic gaming behavior among Finnish junior high school students:relation to socio-demographics and gaming behavior characteristics
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Männikkö, N. (Niko), Ruotsalainen, H. (Heidi), Demetrovics, Z. (Zsolt), Lopez-Fernandez, O. (Olatz), Myllymäki, L. (Laura), Miettunen, J. (Jouko), and Kääriäinen, M. (Maria)
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gaming types ,ComputingMilieux_PERSONALCOMPUTING ,digital media use ,adolescents ,Internet Gaming Disorder ,problematic gaming - Abstract
Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.
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- 2018
15. Mobile gaming and problematic smartphone use:a comparative study between Belgium and Finland
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Lopez-Fernandez, O. (Olatz), Männikkö, N. (Niko), Kääriäinen, M. (Maria), Griffiths, M. D. (Mark D.), and Kuss, D. J. (Daria J.)
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mobile gaming ,smartphone dependence ,dangerous smartphone use ,prohibited smartphone use ,problematic mobile phone use ,ComputingMilieux_PERSONALCOMPUTING ,cross-cultural study - Abstract
Background and aims: Gaming applications have become one of the main entertainment features on smartphones, and this could be potentially problematic in terms of dangerous, prohibited, and dependent use among a minority of individuals. A cross-national study was conducted in Belgium and Finland. The aim was to examine the relationship between gaming on smartphones and self-perceived problematic smartphone use via an online survey to ascertain potential predictors. Methods: The Short Version of the Problematic Mobile Phone Use Questionnaire (PMPUQ-SV) was administered to a sample comprising 899 participants (30% male; age range: 18–67 years). Results: Good validity and adequate reliability were confirmed regarding the PMPUQ-SV, especially the dependence subscale, but low prevalence rates were reported in both countries using the scale. Regression analysis showed that downloading, using Facebook, and being stressed contributed to problematic smartphone use. Anxiety emerged as predictor for dependence. Mobile games were used by one-third of the respective populations, but their use did not predict problematic smartphone use. Very few cross-cultural differences were found in relation to gaming through smartphones. Conclusion: Findings suggest mobile gaming does not appear to be problematic in Belgium and Finland.
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- 2018
16. Including Gaming Disorder in the ICD-11: The Need to Do so from a Clinical and Public Health Perspective
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Rumpf, H-J, Achab, S, Billieux, J, Bowden-Jones, H, Carragher, N, Demetrovics, Z, Higuchi, S, King, DL, Mann, K, Potenza, M, Saunders, JB, Abbott, M, Ambekar, A, Tolga Aricak, O, Assanangkornchai, S, Bahar, N, Borges, G, Brand, M, Chan, EM-L, Chung, T, Derevensky, J, El Kashef, A, Farrell, M, Fineberg, N, Gandin, C, Gentile, D, Griffiths, MD, Goudriaan, AE, Grall-Bronne, M, Hao, W, Hodgins, DC, Ip, P, Király, O, Lee, HK, Kuss, DJ, Lemmens, JS, Long, J, Lopez-Fernandez, O, Mihara, S, Petry, NM, Pontes, HM, Rahimi-Movaghar, A, Rehbein, F, Rehm, J, Scafato, E, Sharma, M, Spritzer, D, Stein, DJ, Tam, P, Weinstein, A, Wittchen, H-U, Wölfling, K, Zullino, D, Poznyak, V, MethodS in Patients-centered outcomes and HEalth ResEarch (SPHERE), Université de Tours (UT)-Institut National de la Santé et de la Recherche Médicale (INSERM)-Université de Nantes - UFR des Sciences Pharmaceutiques et Biologiques, Université de Nantes (UN)-Université de Nantes (UN), and Université de Tours-Institut National de la Santé et de la Recherche Médicale (INSERM)-Université de Nantes - UFR des Sciences Pharmaceutiques et Biologiques
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gaming disorder ,Psychologie ,ICD-11 ,[SDV]Life Sciences [q-bio] ,public health ,clinical perspective ,manop ,Traitement & psychologie clinique [H13] [Sciences sociales & comportementales, psychologie] ,Treatment & clinical psychology [H13] [Social & behavioral sciences, psychology] - Abstract
The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the criticism raised against the inclusion of GD in ICD-11 by Aarseth et al. (2017). We argue that this group of researchers fails to recognize the clinical and public health considerations, which support the WHO perspective. It is important to recognize a range of biases that may influence this debate; in particular, the gaming industry may wish to diminish its responsibility by claiming that GD is not a public health problem, a position which maybe supported by arguments from scholars based in media psychology, computer games research, communication science, and related disciplines. However, just as with any other disease or disorder in the ICD-11, the decision whether or not to include GD is based on clinical evidence and public health needs. Therefore, we reiterate our conclusion that including GD reflects the essence of the ICD and will facilitate treatment and prevention for those who need it. CA extern
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- 2018
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17. How Has Internet Addiction Research Evolved Since the Advent of Internet Gaming Disorder? An Overview of Cyberaddictions from a Psychological Perspective
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Lopez-Fernandez, O
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Behavioral addiction ,Conceptualization ,Scientific progress ,business.industry ,Addiction ,media_common.quotation_subject ,Perspective (graphical) ,Applied psychology ,Scientific literature ,medicine.disease ,3. Good health ,Psychiatry and Mental health ,Clinical Psychology ,medicine ,The Internet ,medicine.symptom ,business ,Psychology ,Addictive behavior ,media_common ,Clinical psychology - Abstract
During the past two decades, Internet addiction (IA) has been the most commonly used term in research into online activities and their influence on the development of behavioral addictions. The aim of this review is to assess the impact of the concept of Internet gaming disorder (IGD), proposed by the American Psychiatric Association, on the scientific literature regarding IA. It presents a bibliometric analysis of the IA literature starting from the time IGD was first proposed, with the objective of observing and comparing the topics that have arisen during this period among the different IA themes researched. The findings demonstrate a steady evolution, particularly regarding publications related to the general aspects of IA: its clinical component, its prevalence and psychometric measures, the growing interest in the contextual factors promoting this addictive behavior, scientific progress in its conceptualization based on existing theoretical models, and neuropsychological studies. Nevertheless, many of the studies (22 %) focus on specific IA behaviors and show heterogeneity among the cyberaddictions, with online gaming (related to IGD) most common, followed by cybersex and social networking. Although research on the general concept of IA continues, investigators have begun to pay attention to the diverse spectrum of specific cyberaddictions and their psychological components.
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- 2015
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18. Measurement invariance of the short version of the problematic mobile phone use questionnaire (PMPUQ-SV) across eight languages
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Lopez-Fernandez, O. (Olatz), Kuss, D. J. (Daria J.), Pontes, H. M. (Halley M.), Griffiths, M. D. (Mark D. ), Dawes, C. (Christopher), Justice, L. V. (Lucy V.), Männikkö, N. (Niko), Kääriäinen, M. (Maria), Rumpf, H.-J. (Hans-Jürgen), Bischof, A. (Anja), Gässler, A.-K. (Ann-Kathrin), Romo, L. (Lucia), Kern, L. (Laurence), Morvan, Y. (Yannick), Rousseau, A. (Amélie), Graziani, P. (Pierluigi), Demetrovics, Z. (Zsolt), Király, O. (Orsolya), Schimmenti, A. (Adriano), Passanisi, A. (Alessia), Lelonek-Kuleta, B. (Bernadeta), Chwaszcz, J. (Joanna), Chóliz, M. (Mariano), Zacarés, J. J. (Juan José), Serra, E. (Emilia), Dufour, M. (Magali), Rochat, L. (Lucien), Zullino, D. (Daniele), Achab, S. (Sophia), Landrø, N. I. (Nils Inge), Suryani, E. (Eva), Hormes, J. M. (Julia M.), Ponce Terashima, J. (Javier), Billieux, J. (Joël), Lopez-Fernandez, O. (Olatz), Kuss, D. J. (Daria J.), Pontes, H. M. (Halley M.), Griffiths, M. D. (Mark D. ), Dawes, C. (Christopher), Justice, L. V. (Lucy V.), Männikkö, N. (Niko), Kääriäinen, M. (Maria), Rumpf, H.-J. (Hans-Jürgen), Bischof, A. (Anja), Gässler, A.-K. (Ann-Kathrin), Romo, L. (Lucia), Kern, L. (Laurence), Morvan, Y. (Yannick), Rousseau, A. (Amélie), Graziani, P. (Pierluigi), Demetrovics, Z. (Zsolt), Király, O. (Orsolya), Schimmenti, A. (Adriano), Passanisi, A. (Alessia), Lelonek-Kuleta, B. (Bernadeta), Chwaszcz, J. (Joanna), Chóliz, M. (Mariano), Zacarés, J. J. (Juan José), Serra, E. (Emilia), Dufour, M. (Magali), Rochat, L. (Lucien), Zullino, D. (Daniele), Achab, S. (Sophia), Landrø, N. I. (Nils Inge), Suryani, E. (Eva), Hormes, J. M. (Julia M.), Ponce Terashima, J. (Javier), and Billieux, J. (Joël)
- Abstract
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.
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- 2018
19. Problematic gaming exists and is an example of disordered gaming
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Griffiths, MD, Kuss, DJ, Lopez-Fernandez, O, and Pontes, HM
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gaming addiction ,Commentary ,video games ,manop ,Internet Gaming Disorder ,problematic gaming ,human activities ,Gaming Disorder - Abstract
Background: \ud The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because “Gaming Disorder” (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization’s International Classification of Diseases (ICD-11).\ud \ud Methods:\ud This study uses contemporary literature to argue why GD should be included in the ICD-11.\ud \ud Results:\ud Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming. How can such an activity be seriously problematic yet not disordered? Similar to other addictions, gaming addiction is relatively rare and is in essence a syndrome (i.e., a condition or disorder characterized by a set of associated symptoms that tend to occur under specific circumstances). Consequently, not everyone will exhibit exactly the same set of symptoms and consequences, and this partly explains why those working in the problematic gaming field often disagree on symptomatology.\ud \ud Conclusions:\ud Research into gaming is not about pathologizing healthy entertainment, but about pathologizing excessive and problematic behaviors that cause significant psychological distress and impairment in an individual’s life. These are two related, but (ultimately) very distinct phenomena. While being aware that gaming is a pastime activity which is enjoyed non-problematically by many millions of individuals worldwide, it is concluded that problematic gaming exists and that it is an example of disordered gaming.
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- 2017
20. Measuring mobile phone dependence in Spanish and Greek high school students using a short scale: Validating both adaptations
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Lopez-Fernandez, O. Nikolopoulou, K.
- Abstract
Mobile phones appear to have become one of the main entertainment features in adolescents’ life, which has also been suggested to be potentially addictive. A shortened version of a scale used to detect this potential addiction, the Mobile Phone Problematic Use Scale (MPPUS-10; Foerster, Roser, Schoeni, & Röösli, 2015) has been extracted from the Mobile Phone Problematic Use Scale for Adolescents (MPPUSA; Lopez-Fernandez, Honrubia-Serrano, & Freixa-Blanxart, 2012). To validate this shortened scale, a cross-national study surveyed 1391 high school students in both Spain and Greece, assessing both socio-demographic variables and self- perceived mobile use dependency. The MPPUS-10 exhibited good factorial validity, good reliability, and similar mid scores in both countries. Results from sub-scale symptomatology showed consistency in elevated levels of craving, withdrawal, and loss of control related to mobile phone use in both countries. This study presents evidence of self-perceived mobile phone dependence in south-European high school students, but more research is needed. © 2017, IFIP International Federation for Information Processing.
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- 2017
21. Self-reported dependence on mobile phones in young adults:a European cross-cultural empirical survey
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Lopez-Fernandez, O. (Olatz), Kuss, D. J. (Daria J.), Romo, L. (Lucia), Morvan, Y. (Yannick), Kern, L. (Laurence), Graziani, P. (Pierluigi), Rousseau, A. (Amélie), Rumpf, H.-J. (Hans-Jürgen), Bischof, A. (Anja), Gässler, A.-K. (Ann-Kathrin), Schimmenti, A. (Adriano), Passanisi, A. (Alessia), Männikkö, N. (Niko), Kääriäinen, M. (Maria), Demetrovics, Z. (Zsolt), Király, O. (Orsolya), Chóliz, M. (Mariano), Zacarés, J. J. (Juan José), Serra, E. (Emilia), Griffiths, M. D. (Mark D.), Pontes, H. M. (Halley M.), Lelonek-Kuleta, B. (Bernadeta), Chwaszcz, J. (Joanna), Zullino, D. (Daniele), Rochat, L. (Lucien), Achab, S. (Sophia), Billieux, J. (Joël), Lopez-Fernandez, O. (Olatz), Kuss, D. J. (Daria J.), Romo, L. (Lucia), Morvan, Y. (Yannick), Kern, L. (Laurence), Graziani, P. (Pierluigi), Rousseau, A. (Amélie), Rumpf, H.-J. (Hans-Jürgen), Bischof, A. (Anja), Gässler, A.-K. (Ann-Kathrin), Schimmenti, A. (Adriano), Passanisi, A. (Alessia), Männikkö, N. (Niko), Kääriäinen, M. (Maria), Demetrovics, Z. (Zsolt), Király, O. (Orsolya), Chóliz, M. (Mariano), Zacarés, J. J. (Juan José), Serra, E. (Emilia), Griffiths, M. D. (Mark D.), Pontes, H. M. (Halley M.), Lelonek-Kuleta, B. (Bernadeta), Chwaszcz, J. (Joanna), Zullino, D. (Daniele), Rochat, L. (Lucien), Achab, S. (Sophia), and Billieux, J. (Joël)
- Abstract
Background and aims: Despite many positive benefits, mobile phone use can be associated with harmful and detrimental behaviors. The aim of this study was twofold: to examine (a) cross-cultural patterns of perceived dependence on mobile phones in ten European countries, first, grouped in four different regions (North: Finland and UK; South: Spain and Italy; East: Hungary and Poland; West: France, Belgium, Germany, and Switzerland), and second by country, and (b) how socio-demographics, geographic differences, mobile phone usage patterns, and associated activities predicted this perceived dependence. Methods: A sample of 2,775 young adults (aged 18–29 years) were recruited in different European Universities who participated in an online survey. Measures included socio-demographic variables, patterns of mobile phone use, and the dependence subscale of a short version of the Problematic Mobile Phone Use Questionnaire (PMPUQ; Billieux, Van der Linden, Rochat, 2008). Results: The young adults from the Northern and Southern regions reported the heaviest use of mobile phones, whereas perceived dependence was less prevalent in the Eastern region. However, the proportion of highly dependent mobile phone users was more elevated in Belgium, UK, and France. Regression analysis identified several risk factors for increased scores on the PMPUQ dependence subscale, namely using mobile phones daily, being female, engaging in social networking, playing video games, shopping and viewing TV shows through the Internet, chatting and messaging, and using mobile phones for downloading-related activities. Discussion and conclusions: Self-reported dependence on mobile phone use is influenced by frequency and specific application usage.
- Published
- 2017
22. Validation in clinical population of the Problematic Internet Entertainment Use Scale for Adults (PIEUSAd)
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Lopez-Fernandez, O, González-Bueso, V, Montero, E, Santamaría, JJ, and Merino, L
- Abstract
Addiction to technologies has been a widely debated scientific and clinically, being a condition for further study as potential psychiatric disorder. Some Spanish scales measure Internet addiction, but no one has been validated clinically. The aims were to describe a clinical sample of patients in treatment for a technology addiction, and to validate clinically the “Problematic Internet Entertainment Use Scale for Adults” (PIEUSAd). Little-scale clinical adult sample (N=31; 71 % men, and an age mean of 33.31) was selected, collecting socio-demographic and clinical data, technological usages, and the PIEUSAd and Compulsive Internet Use Scale in a survey. The setting was a public health center in Barcelona (Spain). The patients in treatment for a technological addiction as primary diagnosis were usually young males, which suffer from a genuine e-addiction (above all, internet addiction, gaming and cybersex); only the middle seems to have a dual pathology (usually another addiction). They are usually referred by other clinician and the majority don’t have previous psychiatric care. The PIEUSAd showed large variability in item scored, and high factor and construct validity, and excellent reliability (a=0.98). In conclusion, the heterogeneity in the characteristics of patients is evidenced. Moreover, the PIEUSAd has been clinical validated to do a better screen in technological addictions, where “loss of control” and “evasion” seems to be the prevalent addictive symptoms in these types of patients.\ud Spanish abstract: La adicción a las tecnologías ha sido debatida ampliamente tanto científica como clínicamente, siendo una condición a estudiar como potencial trastorno psiquiátrico. Algunas escalas españolas miden la adicción al internet, pero ninguna ha sido validada clínicamente. Los objetivos son describir la muestra clínica de pacientes en tratamiento por una adicción tecnológica, así como validar clínicamente la “Problematic Internet Entertainment Use Scale for Adults” (PIEUSAd). Una muestra clínica a pequeña escala (N=31; 71 % hombres, con una edad media de 33,31) fue seleccionada, se recogieron datos socio-demográficos, clínicos y de uso de tecnologías, así como la PIEUSAd y la “Compulsive Internet Use Scale” a través de una encuesta. El contexto fue un centro de salud pública de Barcelona (España). Los pacientes en tratamiento por una adicción tecnológica como primer diagnóstico eran usualmente hombres jóvenes que sufrían de una e-adicción genuina (sobre todo, adicción a internet, videojuegos o cibersexo); solo la mitad parecía sufrir una patología dual (normalmente otra adicción). Eran normalmente derivados por otros profesionales de la salud y la mayor parte no habían sido tratados psiquiá- tricamente con anterioridad. La PIEUSAd mostró gran variabilidad en sus puntuaciones, alta validez factorial y de constructo, y excelente fiabilidad (a=0,98). En conclusión, la heterogeneidad de las características de los pacientes fue evidenciada. Además, la PIEUSAd ha sido validada clínicamente para poder hacer un mejor cribado en las adicciones tecnológicas, donde la “pérdida de control” y la “evasión” parecen ser los síntomas prevalentes en estos tipos de pacientes.
- Published
- 2016
23. Diferencias psicopatológicas en mujeres con Dependencia Emocional con y sin uso de sustancias ilegales comórbido
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González-Bueso, V, Santamaría, JJ, Merino, L, Montero, E, Cano Vega, M, and Lopez-Fernandez, O
- Abstract
En este artículo se presenta un análisis clínico de las diferencias psicopatológicas entre dos grupos de pacientes, mujeres, con problemas de Dependencia Emocional con y sin consumo de sustancias ilegales comórbido. Las pacientes fueron evaluadas mediante los cuestionarios TDS100, SCL-90-R, BIS-11 y una entrevista semiestructurada adaptada de la entrevista SCID-I. Los grupos se formaron en función de si existía consumo de drogas o no en el momento de la evaluación. \ud A través de los resultados hallados, se puede concluir que el grupo de mujeres con un consumo ocasional de drogas presenta una mayor gravedad en la escala de Acomodación medida a través del TDS-100, así como puntuaciones más altas en psicopatología comórbida (Sensibilidad Interpersonal, Ansiedad, Hostilidad, Ideación paranoide, Psicoticismo y GSI) medida por el SCL-90-R. Finalmente, el grupo con uso de drogas obtuvo puntuaciones significativamente más altas en la subescala Impulsividad Motora medida por el BIS-11.\ud English abstract: In this article we present a clinical analysis of the psychopathological differences between women patients with Affective Dependence problems with and without comorbid substance use. The patients were assessed trough the TDS-100, SCL-90-R, BIS-11 questionnaires and a semi-structured interview adapted from the SCID-I interview. The groups were created based on the substance use at the moment of the assessment.\ud The results reveal that the group of women with occasional use of drugs shows higher severity in the Accommodation scale measured trough the TDS-100 and in the comorbid psychopathology measured by the SCL-90R (Interpersonal Sensitivity, Anxiety, Hostility, Paranoid ideation, Psychoticism y GSI). Finally, the group with drug use obtained significantly higher scores in the Motor Impulsiveness subscale measured by the BIS-11.
- Published
- 2016
24. Cross-cultural research in internet addiction: a systematic review
- Author
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Lopez-Fernandez, O
- Abstract
Internet addiction (IA) is the most studied behavioral addiction. However, few studies have been conducted that simultaneously include several countries to attain an inter-cultural and international perspective on the phenomenon. The aim of this systematic review is to observe the characteristics of cross-cultural IA studies, in order to explore (i) their classification, (ii) the cultures involved, (iii) the IA issues treated, and (iv) the commonalities and differences among cultures. For this review the PsycINFO scientific database was selected to make searches without restrictions. Out of 23 documents, 8 were selected (34.8%), after applying two research paper selection phases with the following specific inclusion criteria: the paper needs to be (i) an empirical cross-cultural study, (ii) focused on IA or other related online excessive behaviors, and (iii) published in a journal. Between 2008 and 2015, the results show that from 2012 onwards until the present, there has been a continuing increase of papers, mostly cross-national intercontinental studies that usually research IA in its generalized subtype and estimate its prevalence with classic and valid scales, while only one study focuses on video gaming. The continents involved are usually Asia, America and Europe, and the commonalities show that the higher rates of IA exist in Asian countries, in male users who spend a lot of hours online. Differences among countries and risk factors have however also been detected and cultural factors are usually not analyzed. More cross-cultural research on IA and other potentially addictive technologies and online activities is needed, so that we may further explore cultural factors and achieve higher external validity of the findings.
- Published
- 2015
25. Video game addiction: Providing evidence for Internet gaming disorder through a systematic review of clinical studies
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Lopez-Fernandez, O., primary, Kuss, D., additional, Pontes, H., additional, and Griffiths, M., additional
- Published
- 2016
- Full Text
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26. Internet-use related addiction: The state of the art of clinical research
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Kuss, D., primary and Lopez-Fernandez, O., additional
- Published
- 2016
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27. Internet addiction and problematic Internet use: A systematic review of clinical research
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Kuss, DJ and Lopez-Fernandez, O
- Subjects
medicine.medical_specialty ,Systematic Reviews ,Inclusion (disability rights) ,business.industry ,Addiction ,media_common.quotation_subject ,education ,Alternative medicine ,3. Good health ,030227 psychiatry ,Natural history ,03 medical and health sciences ,Seekers ,0302 clinical medicine ,Systematic review ,Clinical research ,medicine ,The Internet ,Psychiatry ,business ,030217 neurology & neurosurgery ,media_common - Abstract
AIM: To provide a comprehensive overview of clinical studies on the clinical picture of Internet-use related addictions from a holistic perspective. A literature search was conducted using the database Web of Science. METHODS: Over the last 15 years, the number of Internet users has increased by 1000%, and at the same time, research on addictive Internet use has proliferated. Internet addiction has not yet been understood very well, and research on its etiology and natural history is still in its infancy. In 2013, the American Psychiatric Association included Internet Gaming Disorder in the appendix of the updated version of the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) as condition that requires further research prior to official inclusion in the main manual, with important repercussions for research and treatment. To date, reviews have focused on clinical and treatment studies of Internet addiction and Internet Gaming Disorder. This arguably limits the analysis to a specific diagnosis of a potential disorder that has not yet been officially recognised in the Western world, rather than a comprehensive and inclusive investigation of Internet-use related addictions (including problematic Internet use) more generally. RESULTS: The systematic literature review identified a total of 46 relevant studies. The included studies used clinical samples, and focused on characteristics of treatment seekers and online addiction treatment. Four main types of clinical research studies were identified, namely research involving (1) treatment seeker characteristics; (2) psychopharmacotherapy; (3) psychological therapy; and (4) combined treatment. CONCLUSION: A consensus regarding diagnostic criteria and measures is needed to improve reliability across studies and to develop effective and efficient treatment approaches for treatment seekers.
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- 2016
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28. SY03-2-3 * NIDA-ISAM FELLOWSHIP THE CYBERADDICTION SPECTRUM: A RESEARCH AGENDA FOR A CROSS-CULTURAL EUROPE-JAPAN RESEARCH
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Lopez-Fernandez, O., primary, Higuchi, S., additional, and Billieux, J., additional
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- 2014
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29. P-77 * INTERNET AND GAMING ADDICTION: A SYSTEMATIC LITERATURE REVIEW OF CLINICAL STUDIES
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Lopez-Fernandez, O., primary, Kuss, D. J., additional, Billieux, J., additional, and Griffiths, M. D., additional
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- 2014
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30. P-76 * PROBLEMATIC MOBILE PHONE USE: A COMPREHENSIVE REVIEW OF MEASUREMENTS
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Lopez-Fernandez, O., primary, Kuss, D. J., additional, Griffiths, M. D., additional, and Billieux, J., additional
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- 2014
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31. Adapting the Mobile Phone Problem Use Scale for adolescents: The English version
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Lopez-Fernandez, O., primary, Honrubia-Serrano, M.L., additional, and Freixa-Blanxart, M., additional
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- 2014
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32. Analysing Differential Item Functioning in the problem video game playing test: A pilot study comparing the Spanish and English versions
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Lopez-Fernandez, O., primary, Guilera, G., additional, Gómez-Benito, J., additional, and Honrubia-Serrano, M.L., additional
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- 2014
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33. A feasibility study of a Smart screening tool for people at risk of mental health issues: Response rate, and sociodemographic and clinical factors.
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Chamorro-Delmo J, Lopez-Fernandez O, Villasante-Soriano P, Antonio PP, Álvarez-García R, Porras-Segovia A, and Baca-García E
- Subjects
- Humans, Female, Male, Middle Aged, Adult, Aged, Surveys and Questionnaires, Young Adult, Spain, Adolescent, Feasibility Studies, Mental Disorders diagnosis, Mass Screening methods
- Abstract
Background: The use of Smart Screening tools to identify mental health problems has scarce empirical data on their effectiveness. This study aims to explore the response rate of patients to this tool and observe their socio-demographic and healthcare characteristics, and the tool's ability to detect potential mental health diagnoses., Methods: The study employed an online survey within patient portal from patients of four teaching hospitals in Madrid. The sample included 8749 patients, comprising 66.77 % females and 31.21 % middle-aged adults., Results: 60.56 % responded to the Smart Screening tool. Respondents were found to be predominantly middle-aged women who had been contacted by mental health services multiple times but had not exhibited suicidal behaviour. These patients demonstrated a higher appointment attendance rate and generated low healthcare costs. The tool identified probable low depression and mild anxiety (72.16 %), and individuals aged 50-65 exhibited higher levels of mental health problems, such as psychosis and suicidality, although these results were not all significant regarding previous mental health diagnoses., Limitations: The Smart Screening tool collects anonymous online data through short questionnaires to apply sophisticated algorithms and determine probable mental health diagnoses., Conclusions: The response rate to the Smart Screening tool was higher than in previous studies. The respondents' profile was middle-aged and older women with moderate mental health problems, although suicidality was also identified. Future research should focus on those who did not respond to the tool and explore the link between previous psychiatric diagnoses and the accuracy of the Smart Screening tool., Competing Interests: Declaration of competing interest EBG has been a consultant to or has received honoraria or grants from Janssen Cilag, Lundbeck, Otsuka, Pziffer, Servier and Sanoffi. EBG and AAR designed the MEmind application. The other authors confirm they have no conflict of interest., (Copyright © 2024 Elsevier B.V. All rights reserved.)
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- 2024
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34. The Electronic Mental Wellness Tool as a Self-Administered Brief Screening Instrument for Mental Disorders in the General Spanish Population during the Post-COVID-19 Era.
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Martinez-Nicolas I, Basaraba C, Delgado-Gomez D, Lopez-Fernandez O, Baca-Garcia E, and Wainberg ML
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- Humans, Mental Health, Cross-Sectional Studies, Mass Screening, Alcoholism, COVID-19, Mental Disorders epidemiology, Substance-Related Disorders epidemiology
- Abstract
(1) Background: In the "post-COVID-19 era", there is a need to focus on properly assessing and addressing the extent of its well-established mental health collateral damage. The "Electronic Mental Wellness Tool" (E-mwTool) is a 13-item validated stepped-care or stratified management instrument that aims at the high-sensitivity captures of individuals with mental health disorders to determine the need for mental health care. This study validated the E-mwTool in a Spanish-speaking population. (2) Methods: It is a cross-sectional validation study using the Mini International Neuropsychiatric Interview as a criterion standard in a sample of 433 participants. (3) Results: About 72% of the sample had a psychiatric disorder, and 67% had a common mental disorder. Severe mental disorders, alcohol use disorders, substance use disorders, and suicide risk had a much lower prevalence rate (6.7%, 6.2%, 3.2%, and 6.2%, respectively). The first three items performed excellently in identifying any mental health disorder with 0.97 sensitivity. Ten additional items classified participants with common mental disorders, severe mental disorders, substance use disorders, and suicide risk. (4) Conclusions: The E-mwTool had high sensitivity in identifying common mental disorders, alcohol and substance use disorders, and suicidal risk. However, the tool's sensitivity in detecting low-prevalence disorders in the sample was low. This Spanish version may be useful to detect patients at risk of mental health burden at the front line of primary and secondary care in facilitating help-seeking and referral by their physicians.
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- 2023
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35. Problematic Internet Use among Adults: A Cross-Cultural Study in 15 Countries.
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Lopez-Fernandez O, Romo L, Kern L, Rousseau A, Lelonek-Kuleta B, Chwaszcz J, Männikkö N, Rumpf HJ, Bischof A, Király O, Gässler AK, Graziani P, Kääriäinen M, Landrø NI, Zacarés JJ, Chóliz M, Dufour M, Rochat L, Zullino D, Achab S, Demetrovics Z, Griffiths MD, and Kuss DJ
- Abstract
Background: The present study compared adult usage patterns of online activities, the frequency rate of problematic internet use (PIU), and risk factors (including the psychopathology associated with PIU, i.e., distress and impulsivity) among adults in 15 countries from Europe, America, and Asia., Methods: A total of 5130 adults from Belgium, Finland, Germany, Italy, Spain, France, Switzerland, Hungary, Poland, UK, Norway, Peru, Canada, US, and Indonesia completed an online survey assessing PIU and a number of psychological variables (i.e., depression, anxiety, stress, and impulsivity). The sample included more females, with a mean age of 24.71 years (SD = 8.70)., Results: PIU was slightly lower in European countries (rates ranged from 1.1% in Finland to 10.1% in the UK, compared to 2.9% in Canada and 10.4% in the US). There were differences in specific PIU rates (e.g., problematic gaming ranged from 0.4% in Poland to 4.7% in Indonesia). Regression analyses showed that PIU was predicted by problematic social networking and gaming, lack of perseverance, positive urgency, and depression., Conclusions: The differences in PIU between countries were significant for those between continental regions (Europe versus non-European countries). One of the most interesting findings is that the specific PIU risks were generally low compared to contemporary literature. However, higher levels of PIU were present in countries outside of Europe, although intra-European differences existed.
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- 2023
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36. What the grey literature can contribute to addictive behaviour disorder classification •.
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Kuss DJ and Lopez-Fernandez O
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- Erotica, Gray Literature, Humans, International Classification of Diseases, Behavior, Addictive diagnosis, Problem Behavior
- Abstract
This commentary examines the proposal made by Brand et al. (2022) regarding a framework outlining relevant criteria for considering possible behavioural addictions within the current World Health Organisation's International Classification of Diseases (ICD-11) category of 'other specified disorders due to addictive behaviours'. We agree with the framework as it highlights the clinical perspective requiring agreed-upon classifications and criteria to produce effective diagnostic procedures and efficacious treatments. Additionally, we propose to add the need of recognising potential addictive behaviour through the inclusion of a fourth meta-level criterion: 'grey literature evidence'. Utilising non-academic evidence can provide validity in the social context where the behaviour takes place, and it can support authorities in taking action to prevent and treat the resultant behavioural problems. The inclusion of the proposed fourth criterion will aid comprehensibility of the current proposal and provide clarity, as indicated in the present commentary, which includes the fourth criterion analysis for problematic pornography use, shopping/buying and social networking site use.
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- 2022
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37. Stigma and gaming disorder: should we take a 'glass half full' or 'glass half empty' perspective?
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Pontes HM, Montag C, Elhai JD, Monteiro AV, Evren C, Throuvala MA, Macur M, McDowall A, Rumpf HJ, Carbonell X, Kuss D, Lopez-Fernandez O, and Griffiths MD
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- Humans, Internet, Behavior, Addictive, Disruptive, Impulse Control, and Conduct Disorders, Video Games
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- 2022
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38. The Role of Shared Decision-Making in Personalised Medicine: Opening the Debate.
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Guadalajara H, Lopez-Fernandez O, León Arellano M, Domínguez-Prieto V, Caramés C, and Garcia-Olmo D
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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 pharmaceutical. 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 cancer.
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- 2022
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39. To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity.
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Kuss DJ, Kristensen AM, Williams AJ, and Lopez-Fernandez O
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- Adolescent, Adult, Europe, Female, Humans, Internet, Male, Self Concept, Behavior, Addictive psychology, Video Games psychology
- Abstract
The literature on online gaming has generally focused on male gamers and has been dominated by negative aspects of gaming. The present study addresses the gender gap in this field by exploring experiences of female gamers further by unravelling several positive experiences alongside some potentially harmful tendencies connected to gaming, including female gamers' wishes and ambitions for their future gaming. A total of 20 female adult gamers across Europe were interviewed and results were analysed using thematic analysis. Four main themes were identified: (i) to be or not to be a (female) gamer; (ii) improving social skills and levelling up on mental health; (iii) not always a healthy escape; and (iv) there is more to explore. The present study is one of few empirical studies regarding the construction of self-image, and experiences of female gamers. It has showed participants have a history as gamers from adolescence, but still face problems derived from the stigmatised internal gender self-image. Externally, female gamer stigmatisation may result in sexism, gender violence, harassment, and objectification. Additionally, females may decide against identifying as gamers, engaging in social gaming interaction, or hold back from online gaming in general, thereby missing out on the opportunities for recreation as well as social and psychological benefits that gaming brings. There is, therefore, urgent need for more research and actions to promote change, equity, education, and security for female gamers as well as their male counterparts. Game developers would benefit from understanding this large gamer demographic better and tailoring games for women specifically.
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- 2022
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40. Perceptions Underlying Addictive Technology Use Patterns: Insights for Cognitive-Behavioural Therapy.
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Lopez-Fernandez O, Romo L, Kern L, Rousseau A, Graziani P, Rochat L, Achab S, Zullino D, Landrø NI, Zacarés JJ, Serra E, Chóliz M, Pontes HM, Griffiths MD, and Kuss DJ
- Subjects
- Adult, Humans, Internet, Social Networking, Technology, Behavior, Addictive, Cognitive Behavioral Therapy, Video Games
- Abstract
Cognitive-Behavioural Therapy (CBT) is considered the 'gold standard' in the treatment of addictive disorders related to excessive technology use. However, the cognitive components of problematic internet use are not yet well-known. The aim of the present study was to explore the cognitive components, that according to problematic users, can lead to potential internet addiction. A total of 854 European adults completed an online survey using a mixed-methods design. Internet problems and attachment styles were assessed, prevalence rates estimated, correlations, chi-squared automatic interaction detection, and content analysis were performed. Self-reported addictions to social networking, internet, and gaming had a prevalence between 1.2% (gaming) to 2.7% (social networking). Self-perception of the addiction problem and preoccupied attachment style were discriminative factors for internet addiction. In an analysis of qualitative responses from self-identified compulsive internet users, a sense of not belonging and feeling of disconnection during life events were perceived as causes for internet addiction. The development depended on a cycle of mixed feelings associated with negative thoughts, compensated by a positive online identity. The severity of this behaviour pattern produced significant impairment in various areas of the participants' functioning, suggesting a possible addiction problem. It is suggested that health professionals administering CBT should target unhealthy preoccupations and monitor mixed feelings and thoughts related to internet use to support coping with cognitive distortions.
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- 2022
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41. Difficulties in Establishing "Truth" Conditions in the Assessment of Addictive Smartphone Use in Young Adults.
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García-Manglano J, López-Madrigal C, Sádaba-Chalezquer C, Serrano C, and Lopez-Fernandez O
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- Adolescent, Anxiety, Humans, Internet Addiction Disorder, Reproducibility of Results, Young Adult, Behavior, Addictive, Smartphone
- Abstract
The smartphone revolution has placed powerful, multipurpose devices in the hands of youth across the globe, prompting worries about the potential negative consequences of these technologies on mental health. Many assessment tools have been created, seeking to classify individuals into problematic and non-problematic smartphone users. These are identified using a cutoff value: a threshold, within the scale range, at which higher scores are expected to be associated with negative outcomes. Lacking a clinical assessment of individuals, the establishment of this threshold is challenging. We illustrate this difficulty by calculating cutoff values for the Short Version of the Smartphone Addiction Scale (SAS-SV) in 13 Spanish-speaking samples in 11 countries, using common procedures (i.e., reliability, validity, ROC methodology). After showing that results can be very heterogeneous (i.e., they lead to diverse cutoff points and rates of addiction) depending on the decisions made by the researchers, we call for caution in the use of these classifications, particularly when researchers lack a clinical definition of true addiction-as is the case with most available scales in the field of behavioral addictions-which can cause an unnecessary public health alert.
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- 2021
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42. The SARS-CoV-2 first wave impact in the acute inflammatory surgical pathologies.
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Guadalajara H, Muñoz de Nova JL, Yiasemidou M, Recarte Rico M, Juez LD, García Septiem J, Galindo Jara P, García Virosta M, Lobo Martínez E, Martín-Pérez E, Fernandez Gonzalez S, Lopez-Fernandez O, and García-Olmo D
- Subjects
- Adult, Aged, Appendicitis complications, Appendicitis epidemiology, Appendicitis surgery, COVID-19 complications, COVID-19 epidemiology, COVID-19 virology, Cholecystitis complications, Cholecystitis epidemiology, Cholecystitis surgery, Diverticulitis complications, Diverticulitis epidemiology, Diverticulitis surgery, Female, Humans, Laparoscopy, Length of Stay, Male, Middle Aged, Pandemics, SARS-CoV-2 isolation & purification, Severity of Illness Index, Spain epidemiology, Appendicitis pathology, COVID-19 pathology, Cholecystitis pathology, Diverticulitis pathology
- Abstract
Anecdotal evidence suggests that community infection control measures during the COVID-19 outbreak have modified the number and natural history of acute surgical inflammatory processes (ASIP-appendicitis, cholecystitis, diverticulitis and perianal abscesses) admissions. This study aims to evaluate the impact of the COVID-19 pandemic on the presentation and treatment ASIP and quantify the effect of COVID-19 infection on the outcomes of ASIP patients. This was a multicentre, comparative study, whereby ASIP cases from 2019, 2020 and 2021 (March 14th to May 2nd) were analyzed. Data regarding patient and disease characteristics as well as outcomes, were collected from sixteen centres in Madrid, and one in Seville (Spain). The number of patients treated for ASIP in 2019 was 822 compared to 521 in 2020 and 835 in 2021. This 1/3rd reduction occurs mainly in patients with mild cases, while the number of severe cases was similar. Surgical standards suffered a step back during the first wave: Lower laparoscopic approach and longer length of stay. We also found a more conservative approach to the patients this year, non-justified by clinical circumstances. Luckily these standards improved again in 2021. The positive COVID-19 status itself did not have a direct impact on mortality. Strikingly, none of the 33 surgically treated COVID positive patients during both years died postoperatively. This is an interesting finding which, if confirmed through future research with a larger sample size of COVID-19 positive patients, can expedite the recovery phase of acute surgical services., (© 2021. The Author(s).)
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- 2021
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43. Raising Spanish Children With an Antisocial Tendency: Do We Know What the Optimal Parenting Style Is?
- Author
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Garcia OF, Lopez-Fernandez O, and Serra E
- Subjects
- Adolescent, Adult, Child, Europe, Female, Humans, Male, Parent-Child Relations, Self Concept, Young Adult, Antisocial Personality Disorder, Parenting
- Abstract
Families can play an essential role in preventing violent and antisocial behaviors, which are considered a significant public health issue. However, some studies argue that most children are antisocial only during adolescence, and even teenagers can mimic antisocial behavior in ways that are normative and well-adjusted. This study analyzed patterns of competence and adjustment in young adults with and without an antisocial tendency during adolescence from authoritative (characterized by warmth and strictness), authoritarian (strictness but not warmth), indulgent (warmth but not strictness), and neglectful (neither warmth nor strictness) families. Emergent research has indicated that in a European context, the indulgent parenting style is optimal. Offspring's competence and adjustment were captured through self-esteem (academic and family), psychosocial development (self-competence and empathy), and low emotional maladjustment (nervousness and hostility). Participants consisted of a community sample of 489 Spanish young adults, 191 men (39.1%) and 298 women (60.9%), aged 18 to 34 years old. The design was a 4 × 2 × 2 × 2 MANOVA (parenting style × antisocial tendency × sex × age). Analysis of main effects showed that youths with an antisocial tendency have less self-esteem and psychosocial development, but more emotional maladjustment. Regardless of the parenting style, an antisocial tendency during adolescence is consistently associated with worse adjustment in young adults. Both the authoritative and indulgent parenting styles are consistently associated with better outcomes (higher self-esteem and psychosocial development, and lower emotional maladjustment) than the authoritarian and neglectful parenting styles. However, there are interactions between the parenting style and the antisocial tendency. For young adults without an antisocial tendency, only indulgent parenting is associated with less emotional maladjustment. These results support the idea that in Europe the indulgent parenting style performs better than the authoritative style, but only when raising adolescents without an antisocial tendency. For young adults with an antisocial tendency, indulgent and authoritative parenting are equally optimal for all the studied outcomes.
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- 2021
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44. Towards an Open Medical School without Checkerboards during the COVID-19 Pandemic: How to Flexibly Self-Manage General Surgery Practices in Hospitals?
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Guadalajara H, Palazón Á, Lopez-Fernandez O, Esteban-Flores P, Garcia JM, Gutiérrez-Misis A, Baca-García E, and Garcia-Olmo D
- Abstract
Background: Can we create a technological solution to flexibly self-manage undergraduate General Surgery practices within hospitals? Before the pandemic, the management of clerkships was starting to depend less on checkerboards. This study aims to explore undergraduates' perceptions of doing rotations in teaching hospitals using different teaching styles and elicit their views regarding the options of managing practices to design a mobile app that substitutes for checkerboards., Methods: In this sequential exploratory mixed methods study, 38 semi-structured interviews at a teaching hospital were conducted. The data was used to survey 124 students doing their rotations in four teaching hospitals during the first wave of COVID-19., Results: 21 themes highlighted concerns related to the practices, the teacher involvement in the students' education, and the students' adaptation to clinical culture. The students reported positive perceptions concerning self-managing and organizing practices via a mobile application. However, problems emerged regarding transparency, the lack of feedback, and the need for new tools. Regarding the teaching styles, the facilitator and personal models were perceived as optimal, but the personal style had no effect on using or not using a tool., Conclusions: A mobile-learning application designed like an educational opportunities' manager tool can probably promote self-directed learning, flexible teaching, and bidirectional assessments. However, teachers who employ a personal teaching style may not need either checkerboards or a tool. This solution supports teaching at hospitals in pandemic times without checkerboards.
- Published
- 2021
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45. Emerging Health and Education Issues Related to Internet Technologies and Addictive Problems.
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Lopez-Fernandez O
- Subjects
- Adult, COVID-19, Humans, Pandemics, Behavior, Addictive epidemiology, Internet, Smartphone
- Abstract
This timely editorial paper outlines some of the main emerging research on technological topics on health and education approaches to Internet use-related problems before and during the beginning of coronavirus disease 2019 (COVID-19)., Background: The aim is to provide a brief overview to facilitate a rapid comprehensive and practical approach to these new trends to promote research, interventions, education, and prevention., Methods: The rapid review includes an analysis of both health and education technologies studies on Internet use-related addiction problems included in the Special Issue "Internet and Smartphone Use-Related Addiction Health Problems: Treatment, Education and Research" to extract recent findings and a few reflections about the development of the field before and during the first wave of the COVID-19., Results: Main findings highlighted studies which tended to be empirical, with a relational type associating specific addictive problems with individual and a few contextual factors in adult populations. Psychometric studies about scales are prevalent, but predictive and mixed methods ones are starting to emerge, together with reviews about conceptualisation, measure, treatment, and prevention., Conclusions: From the arrival of Internet, our societies have converged in a global culture which has impacted health and educational domains. Internet use-related addiction problems have globally emerged and common knowledge, advances, and strategies exist to overcome challenges which are starting to be tested, and prevention interest has arisen in a pandemic situation with global health problems holistically tackled.
- Published
- 2021
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46. Considering existing classic and contemporary proposals for preventing online addiction problems: Some old recipes for new problems. •.
- Author
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Lopez-Fernandez O
- Subjects
- Health Status, Humans, Internet, Prevalence, Technology, Behavior, Addictive prevention & control, Quality of Life
- Abstract
This commentary examines the proposed framework in relation to current policy options and preventive strategies and adds classical prevention and ecological models to tackle internet use-related addiction problems. Specifically, it highlights the preventive developments regarding contributions to promote the healthy use of technologies, and the need of designing and testing prevention strategies targeting the incidence, prevalence and severity of these problems at all population levels. In summary, to start preventing and minimising harms due to the problematic and addictive use of emerging technologies, we already have old models we can apply to these new problems to ensure secure behaviours through the technologies, and enhance users' wellness and quality of life.
- Published
- 2020
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47. Preventing Harmful Internet Use-Related Addiction Problems in Europe: A Literature Review and Policy Options.
- Author
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Lopez-Fernandez O and Kuss DJ
- Subjects
- Adolescent, Behavior, Addictive epidemiology, Cognitive Behavioral Therapy, Europe, Gambling epidemiology, Gambling prevention & control, Humans, Male, Behavior, Addictive prevention & control, Internet, Video Games adverse effects
- Abstract
Internet use-related addiction problems are increasingly being recognized on a European scale due to international health organizations considering gaming addiction. In April 2013, the American Psychiatric Association recognized Internet Gaming Disorder in the fifth Diagnostic and Statistical Manual of Mental Disorders, and in April 2018, the World Health Organization included Gaming Disorder in the eleventh International Classification of Diseases. However, findings on these problems within this period are lacking in Europe, and a preventive approach is missing globally. A detailed critical literature review was conducted using PsycINFO and Web of Science in this five-year period. A total of 19 studies were reviewed and problems identified were: generalized Internet addiction and online gaming and gambling addictions across seven European countries (i.e., Spain, Germany, France, Italy, Greece, The Netherlands, and Denmark). The individuals with problematic use were found to be educated adolescents, usually young males with comorbid disorders, and gaming and gambling disorders were implicated in the most severe cases. Cognitive behavioral therapy was the main treatment, sometimes combined with a systemic approach for adolescents. Prevalence, high-risk populations, and factors contributing to these addiction problems are discussed, and a set of policy options are developed for this region. The implications for early detection, diagnosis, treatment, and prevention in Europe are considered., Competing Interests: The authors declare no conflict of interest.
- Published
- 2020
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48. Female Gaming, Gaming Addiction, and the Role of Women Within Gaming Culture: A Narrative Literature Review.
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Lopez-Fernandez O, Williams AJ, Griffiths MD, and Kuss DJ
- Abstract
Research investigating female gaming has begun to emerge despite gaming being traditionally more popular with males. Research in the 21st century has drawn attention to the role of women in culture, society, and technology, and female gaming is one of the growing phenomena not to have been researched in depth. The aim of the present paper was to review female gaming (i.e., the role of females within video game culture) and identify any associated psychopathological symptomatology. The review adapted the Sample, Phenomenon of Interest, Design, Evaluation, Research (SPIDER) model in conducting a narrative literature review. A search of three scientific electronic databases yielded 49 papers for further evaluation. From a methodological perspective, studies had to fulfill the following criteria to be included: i) published between the years 2000 and 2018; ii) assessed female gaming or the female position within gaming culture, iii) contained quantitative, qualitative, or mixed methods approaches to produce empirical data or discuss theoretical implications through reviews, iv) be retrievable as a full-text peer-reviewed journal paper, and v) published in English, German, Polish, Spanish, Italian, Portuguese, or French. Four categories emerged from the papers: i) the benefits of female gaming, ii) why women might play video games less than men, iii) perceptions and realities of female characters within video games, and iv) women's position in gaming culture. The main findings showed playing video games has benefits for women in terms of enhancing cognitive, social, and physical abilities. However, they are less encouraged to play video games due to negative expectations based on gender and/or experiences during game play. Video games are associated with stereotypical male characteristics, such as being overly aggressive, and frequently contain sexualized content. Female gamers appear to require coping strategies to handle online harassment. Females look for different things in video games, which are not often included in game designs thereby limiting their abilities. For instance, female avatar representation-which is exaggerated and hypersexualized-can prompt social comparisons and lead to feelings of decreased self-esteem, depression, and other impacts on well-being. Overall, there are still obstacles for women playing video games even though they comprise half of the gaming population.
- Published
- 2019
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49. Cross-Cultural Validation of the Compulsive Internet Use Scale in Four Forms and Eight Languages.
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Lopez-Fernandez O, Griffiths MD, Kuss DJ, Dawes C, Pontes HM, Justice L, Rumpf HJ, Bischof A, Gässler AK, Suryani E, Männikkö N, Kääriänen M, Romo L, Morvan Y, Kern L, Graziani P, Rousseau A, Hormes JM, Schimmenti A, Passanisi A, Demetrovics Z, Király O, Lelonek-Kuleta B, Chwaszcz J, Dufour M, Ponce Terashima J, Chóliz M, Zacarés JJ, Serra E, Rochat L, Zullino D, Achab S, Landrø NI, and Billieux J
- Subjects
- Adolescent, Adult, Female, Humans, Language, Male, Psychometrics, Reproducibility of Results, Translations, Young Adult, Compulsive Behavior diagnosis, Cross-Cultural Comparison, Internet statistics & numerical data, Psychological Tests standards
- Abstract
The 14-item Compulsive Internet Use Scale (CIUS) is one of the most frequently internationally adapted psychometric instruments developed to assess generalized problematic Internet use. Multiple adaptations of this instrument have led to versions in different languages (e.g., Arabic and French), and different numbers of items (e.g., from 5 to 16 items instead of the original 14). However, to date, the CIUS has never been simultaneously compared and validated in several languages and different versions. Consequently, the present study tested the psychometric properties of four CIUS versions (i.e., CIUS-14, CIUS-9, CIUS-7, and CIUS-5) across eight languages (i.e., German, French, English, Finnish, Spanish, Italian, Polish, and Hungarian) to (a) examine their psychometric properties, and (b) test their measurement invariance. These analyses also identified the optimal versions of the CIUS. The data were collected via online surveys administered to 4,226 voluntary participants from 15 countries, aged at least 18 years, and recruited from academic environments. All brief versions of the CIUS in all eight languages were validated. Dimensional, configural, and metric invariance were established across all languages for the CIUS-5, CIUS-7, and CIUS-9, but the CIUS-5 and CIUS-7 were slightly more suitable because their model fitted the ordinal estimate better, while for cross-comparisons, the CIUS-9 was slightly better. The brief versions of the CIUS are therefore reliable and structurally stable instruments that can be used for cross-cultural research across adult populations.
- Published
- 2019
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50. Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives.
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Lopez-Fernandez O, Williams AJ, and Kuss DJ
- Abstract
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.
- Published
- 2019
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