Persona: López-Fernández, Olatz
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López-Fernández
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Publicación Internet Addictions Outside of Europe: A Systematic Literature Review(Elsevier, 2021-02) López-Fernández, OlatzBackground and aims: The growing problem of Internet addiction has been acknowledged through the inclusion of Internet Gaming Disorder (IGD) in the American Psychiatric Association’s fifth Diagnostic and Statistical Manual of Mental Disorders in April 2013. In response to a recent review report on the research published in Europe since the adoption, this review summarizes and investigates studies published outside of Europe between April 2013 and September 2019. Methods: Literature on internet addiction was included and reviewed critically following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, with the objectives to (i) highlight the main findings in explorative and intervention studies and (ii) to investigate the cultural similarities and differences within the extra-European. A critical look is cast on the validity and reliability of the studies in question. Results: A total of 64 studies met the inclusion criteria. The majority of studies investigated internet addiction and IGD; however, studies on addiction to online gambling, online pornography, and social media addiction were also included. Demographically East Asia was highly represented through studies from China, Japan, and South Korea. Prevalence rates of generalised internet addiction varied from 12.6% to 67.5%. The main findings revealed a range of risk factors associated with online addictions, such as psychological distress, mood disorders, suicidality, impulsivity, aggression, and sleep problems. Most of the intervention studies made use of a cognitive behavioural therapy approach, although other interventions appeared effective in reducing addiction symptoms. Further katamnestic research is needed to follow-up on intervention studies. Conclusions: Based on the consistent findings of positive associations between online addictions and mental health problems across cultures in combination with relatively high prevalence rates amongst adolescents and university students, further research is needed and prevention strategies and treatment offers require developing and implementing.Publicación Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives(Frontiers Media, 2019-04-26) López-Fernández, Olatz; Williams, A. Jess; Kuss, Daria J.; Stavropoulos, VasileiosResearch 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.Publicación Self-reported dependence on mobile phones in young adults: A European cross-cultural empirical survey(Akadémiai Kiadó, 2017-06-01) López-Fernández, Olatz; Kuss, Daria J; Romo, Lucia; Morvan, Yannick; Kern, Laurence; Graziani, Pierluigi; Rousseau, Amélie; Rumpf, Hans-Jürgen; Bischof, Anja; Gässler, Ann-Kathrin; Schimmenti, Adriano; Passanisi, Alessia; Männikkö, Niko; Kääriänen, Maria; Demetrovics, Zsolt; Király, Orsolya; Chóliz, Mariano; Zacarés, Juan José; Serra, Emilia; Griffiths, Mark D; Pontes, Halley M; Lelonek-Kuleta, Bernadeta; Chwaszcz, Joanna; Zullino, Daniele; Rochat, Lucien; Achab, Sophia; Billieux, JoëlBackground 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.Publicación Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland(Akadémiai Kiadó, 2018-03-01) López-Fernández, Olatz; Männikkö, Niko; Kääriäinen, Maria; Griffiths, Mark D; Kuss, Daria JBackground 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.Publicación Problematic gaming exists and is an example of disordered gaming(2063-5303, 2017-09-01) López-Fernández, OlatzBackground: 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). Methods: This study uses contemporary literature to argue why GD should be included in the ICD-11. Results: 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. Conclusions: 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.Publicación Pathological video game playing in Spanish and British adolescents: Towards the exploration of Internet Gaming Disorder symptomatology(ELSEVIER, 2014) Honrubia Serrano, María Luisa; Baguley, Thom; Griffiths, Mark; López-Fernández, Olatz; https://orcid.org/0000-0002-4294-9156; https://orcid.org/0000-0002-0477-2492; https://orcid.org/0000-0001-8880-6524Research into problematic video gaming has increased greatly over the last decade and many screening instruments have been developed to identify such behaviour. This study re-examined the Problematic Videogame Playing [PVP] Scale. The objectives of the study were to (i) examine its psychometric properties in two European countries, (ii) estimate the prevalence of potential pathological gaming among adolescents in both countries, and (iii) assess the classification accuracy of the PVP Scale based on its symptomatology as a way of exploring its relationship with both the behavioural component model of addiction and the proposed Internet Gaming Disorder. The data were collected via a survey administered to 2356 adolescents aged between 11 and 18 years from Spain (n = 1132) and Great Britain (n = 1224). Results indicated that the reliability of both versions was adequate, and the factorial and construct validity were good. Findings also showed that the prevalence of pathological gamers estimated with a rigorous cut-off point was 7.7% for Spanish and 14.6% for British adolescents. The scale showed adequate sensitivity, specificity and classification accuracy in both countries, and was able to differentiate between social and potential pathological gamers, and from their addictive symptomatology. The implications of these findings are discussed.Publicación Formación online y tutorización virtual: Hacia una nueva forma de interacción educativa y comunicativa(2001-06-01) Besolí Martín, Andrés; López-Fernández, OlatzPublicación Las listas de distribución y la creación de comunidades on-line: estudio del foro telemático de docencia de la Universidad de Barcelona (FDU)(2001-06-01) Gros Salvat, Begoña; Galve, Sonia; López-Fernández, OlatzPublicación Entornos virtuales de comunicación on-line en la enseñanza superior: análisis del caso práctico del diseño y producción de la Web de la división de Ciencias de la Educación de la Universidad de Barcelona(2002-06-12) Gros Salvat, Begoña; López-Fernández, OlatzPublicación Raising Spanish Children with an Antisocial Tendency: Do We Know What the Optimal Parenting Style is?(Sage Journals, 2018-12-14) Garcia, Oscar F.; López-Fernández, Olatz; Serra, Emilia; https://orcid.org/0000-0001-8146-7590Families 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.