Publications by authors named "Machimbarrena J"

Background: The video game industry has introduced a new form of monetization through microtransactions. A controversial example has been the so-called "loot boxes" (LBs) as virtual objects, which are randomized and bought with legal money. In recent years, LBs have come to connect 2 distinct problem behaviors, namely internet gaming disorder (IGD) and online gambling disorder (OGD).

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The use of loot boxes has been compared to gambling due to its random nature, with the consequent risk of being conceived as an ordinary activity implemented in the daily routine. One of the factors contributing to these gambling behaviors is exposure to gambling advertisements. It is essential to protect children and adolescents from prejudicial advertising, since due to their psycho-evolutionary development, advertising makes them impressionable and suggestible.

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Peer cybervictimization and cyberaggression are educational and social concerns which have been extensively studied during adolescence but there is less research conducted specifically across all stages of adolescence (early, middle, late, and emerging adulthood). The objective was to analyse the prevalence of cybervictimization and cyberaggression, the roles, and the associated behaviors, depending on the stages of adolescence. The sample was composed of 7295 non-university Spanish adolescents, between 11 and 22 years old from 47 schools.

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Background: Violent behaviors in romantic relationships among adolescents and young people are pressing social matter as they have an effect on both victims and aggressors. Moreover, in the last decades, new forms of harassment, control, and abuse through social networks and mobile phones have arisen. Therefore, now forms of online and offline dating violence coexist.

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Sexual solicitation and sexualized interaction with minors by adults constitute one of the most pernicious risks of the Internet. Little is known about the age range in which this phenomenon is most prevalent or the relationship and overlap of this problem with other risks, such as peer-to-peer cybervictimization and cyber dating abuse. Additionally, little empirical evidence exists on whether the overlap between these types of online victimization affects health-related quality of life (HRQoL).

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Dispositional mindfulness has been related to a decreased propensity to aggressive behaviors toward others, including dating partners. Nevertheless, research in the context of romantic relationships is scarce, based on cross-sectional designs and offline (face to face) aggression. Thus, this 6-month longitudinal study seeks to fill a gap in the literature by examining the predictive role of dispositional mindfulness facets (observing, describing, acting with awareness, non-judging, and non-reacting) in the perpetration of cyber dating abuse (CDA) behaviors in adolescents.

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Introduction: Research focused on the association between peer cybervictimization and declining health-related quality of life (HRQoL) is scarce. Currently, few longitudinal studies find an association between these phenomena, and none focus on cybervictimization profiles. The main objectives are: (1) to analyze the point and period prevalence, and incidence of cybervictimization profiles (uninvolved, new, ceased, intermittent, and stable cybervictims); (2) to study the relationship between cybervictimization and HRQoL over time; (3) to determine the longitudinal impact on the HRQoL of each type of profile.

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General Problematic Internet Use (GPIU) is a dysfunctional use of Internet handling and management in general. In contrast, Internet Gaming Disorder (IGD) is a specific behaviour linked to online videogames. Both problems are becoming common in adolescents, but they have hardly been studied simultaneously, and the joint relationship of the two constructs with Health-Related Quality of Life (HRQoL) is unknown.

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The aim of this study was to assess the conceptual and operational descriptions of negative social networking site (SNS) use in adolescents. A search was conducted among four databases, following the guidelines set forth in the PRISMA-ScR. The search resulted in 1503 articles, of which 112 met the inclusion criteria.

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Cyberhate represents a risk to adolescents' development and peaceful coexistence in democratic societies. Yet, not much is known about the relationship between adolescents' ability to cope with cyberhate and their cyberhate involvement. To fill current gaps in the literature and inform the development of media education programs, the present study investigated various coping strategies in a hypothetical cyberhate scenario as correlates for being cyberhate victims, perpetrators, and both victim-perpetrators.

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Background: Loot boxes are an increasingly common type of random microtransaction in videogames. There is some concern about their expansion and entailed risks, especially among adolescents. The actual prevalence of engagement with loot boxes among child and adult population is uncertain, and there is still controversy over the nature of their relationship with problematic gaming and gambling.

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In recent years, viral challenges on the Internet have become a very frequent phenomenon. These allude to the actions that are proposed to Internet users to record themselves performing a challenge and disseminate it on different online platforms so that other users will also perform it. Despite its rapid expansion, there is no evidence of any validated assessment tool of this phenomenon.

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Background And Aims: Despite its illegality among adolescents, online gambling is a common practice, which puts their mental health and well-being at serious risk. This systematic review summarises international scientific literature from the last 20 years on problematic online gambling among adolescents (11-21 years old) to determine its prevalence and to analyse related measurement issues.

Methods: The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were followed and a protocol was registered in the International Prospective Register of Systematic Reviews (PROSPERO, IC: CRD42020162932).

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Many programs exist to prevent bullying and cyberbullying. Nevertheless, despite evidence of the numerous overlapping risks of the Internet, programs that jointly and adequately address large sets of risks are not presently described in the scientific literature. This study's main objective was to assess the effectiveness of the Safety.

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The Internet has brought about a paradigm shift in the lives of many people, especially adolescents. While it has opened great possibilities, it has also led to various risks such as cyberbullying and problematic Internet use (PIU). These two constructs have been extensively researched individually and jointly, but the existence of different profiles of problematic use according to the role a person assumes in the context of cyberbullying has not yet been explored.

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Nomophobia is a situational phobia leading to a deep, irrational, and disproportionate fear of not being able to use the smartphone. An instrumental study on the Spanish version of the Nomophobia Questionnaire (NMP-Q) was carried out. The objectives were: 1) To analyse its factor structure and reliability; 2) to test for the invariance of sex and age groups, and 3) to obtain specific cut-off points by sex and age non-existent to date.

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This study was primarily aimed at identifying classes of adolescents in relation to their probability of endorsing several risks associated with the Internet (cyberbullying victimization and perpetration, cyberdating abuse victimization, and perpetration, sexting, and grooming). The second objective was to examine a mediational model linking dispositional mindfulness, risk perception, exposure to antisocial content in the media, Internet-risk classes of adolescents, and health-related quality of life (HRQL). The sample comprised 3,076 adolescents (46.

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Online gaming is a very common form of leisure among adolescents and young people, although its excessive and/or compulsive use is associated with psychological impairments in a minority of gamers. The latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5, Section III) tentatively introduced Internet Gaming Disorder (IGD). Since then, a number of evaluation tools using the DSM-5 criteria have been developed, including the Internet Gaming Disorder Scale-Short Form (IGDS9-SF).

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Concern about the increase of cyberbullying underlies this study, which had four objectives: (1) to calculate the prevalence of cyberaggressors; (2) to compare non-cyberaggressors with cyberaggressors in other bullying/cyberbullying roles, in psychopathological symptoms, and in self-image of masculinity/femininity, happiness, and empathy; (3) to analyze whether cyberaggressors consulted with a psychologist more than non-cyberaggressors; and (4) to identify predictor variables of cyberaggression. Participants were 1558 Bolivian students aged 13 to 17 years. Seven evaluation instruments were administered, using a descriptive, comparative, cross-sectional methodology.

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Gambling disorder is of great clinical and social relevance since it seriously affects people who suffer from it. More recently, the Internet has exacerbated the problem with online casinos, poker, and sports betting. However, there is little evidence of this problem, and we know of no diagnostic questionnaire.

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