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Dive into the research topics where Andrés Chamarro is active.

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Featured researches published by Andrés Chamarro.


Computers in Human Behavior | 2009

Problematic Internet and mobile phone use and clinical symptoms in college students: The role of emotional intelligence

Marta Beranuy; Ursula Oberst; Xavier Carbonell; Andrés Chamarro

This study deals with maladaptive use of the Internet and the mobile phone and its relationship to symptoms of psychological distress and mental disorder, as well as to the possible role of Perceived Emotional Intelligence in this relationship. Three hundred and sixty-five undergraduate university freshmen at Ramon Llull University, Barcelona (Spain), majoring in four different studies (Psychology, Education, Journalism and Broadcasting, and Health Studies) replied to scales assessing the negative consequences of maladaptive use of both the Internet (CERI) and the mobile phone (CERM), a self-report scale on Perceived Emotional Intelligence (TMMS-24), and a clinical instrument to check for complaints related to the presence of psychological distress (Symptom Checklist-90-R; SCL-90-R). Results indicate that psychological distress is related to maladaptive use of both the Internet and the mobile phone; females scored higher than males on the mobile phone questionnaire, showing more negative consequences of its maladaptive use. With respect to major study, students of Journalism and Broadcasting showed a more maladaptive pattern of Internet use than students of other majors. The components of Perceived Emotional Intelligence contributed to the explanation of the variance of the general indicators of psychological distress, but to a lesser degree than maladaptive use of Internet and mobile phone.


Accident Analysis & Prevention | 2009

The perception of causes of accidents in mountain sports: a study based on the experiences of victims

Andrés Chamarro; Jordi Fernández-Castro

Each year, accidents involving mountain sports have many repercussions, including alarming public opinion and society. This study outlines the results of a qualitative study on the responses of 135 survivors of accidents that took place while mountaineering, climbing, downhill skiing and ski mountaineering, hiking, cross-country biking, and mountain racing. A content analysis was performed on the textual data obtained from the responses to an online survey. The identified causes were: environmental events, equipment, medical events, behavioral events, and time pressure, but they appear combined in different ways for the analyzed disciplines. Results show that for downhill skiing, direct causes of accidents were mainly behavioral: excessive speed, skiing errors, and fatigue. For ski mountaineering, direct causes were errors in decision-making and skiing. In mountaineering, precursors were unfavorable conditions, fatigue, lack of preparation, and skill errors. In climbing, difficulty is an omnipresent feature, but the precursors are mainly errors. Our results highlight the multi-causal nature of accidents that take place when practicing mountain sports. Finally, we examine the need to promote a mountain sports culture that highlights safety and injury prevention.


Cyberpsychology, Behavior, and Social Networking | 2014

Relationship between passion and motivation for gaming in players of massively multiplayer online role-playing games

Héctor Fuster; Andrés Chamarro; Xavier Carbonell; Robert J. Vallerand

Passion represents one of the factors involved in online video gaming. However, it remains unclear how passion affects the way gamers are involved in massively multiplayer online role-playing games (MMORPGs). The objective of the present study was to analyze the relationships between passions and motivations for online game playing. A total of 410 MMORPG players completed an online questionnaire including motives for gaming and the Passion Scale. Results indicated that passionate gamers were interested in relating with others through the game and exhibited a high degree of interest in discovery of the game, gaining leadership and prestige but little interest in escape from reality. However, some differences were observed with respect to the role of the two types of passion in the different types of motivation. Specifically, harmonious passion (HP) predicted higher levels of exploration, socialization, and achievement, in that order, while obsessive passion (OP) predicted higher levels of dissociation, achievement, and socialization. The present findings suggest that HP and OP predict different ways of engaging in MMORPGs and confirm that passion is a useful construct to help understand different motivational patterns demonstrated by MMORPG players.


Spanish Journal of Psychology | 2013

Interaction with the Game and Motivation among Players of Massively Multiplayer Online Role-Playing Games

Héctor Fuster; Xavier Carbonell; Andrés Chamarro; Ursula Oberst

Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the games possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.


Trastornos Adictivos | 2012

Análisis de las propiedades psicométricas de la versión en español del Internet Addiction Test

X. Carbonell; Andrés Chamarro

Resumen Objetivo . El Internet Addiction Test (IAT) ha sido adaptado a diferentes lenguas, convirtiendose en uno de los cuestionarios mas empleados para la evaluacion de los sintomas de la adiccion a Internet. Sin embargo, la version en lengua espanola carece de estudios psicometricos en aplicaciones online. El objetivo del estudio fue analizar las caracteristicas psicometricas de la version en lengua espanola del IAT. Material y metodo . 1.117 usuarios de Internet de nacionalidad colombiana completaron online el cuestionario de datos demograficos y uso de Internet y el IAT. La fiabilidad fue establecida con el coeficiente Alfa de Cronbach y para analizar la estructura del test se aplico un analisis factorial exploratorio. Resultados Los resultados muestran una alta consistencia interna del test. Se extrajeron tres factores (consecuencias por el uso de Internet, dimension cognitiva-emocional y control del tiempo) que correlacionaron positivamente con las horas de acceso diario a la red y negativamente con la edad. Conclusiones La version en lengua espanola del IAT ha demostrado una alta fiabilidad, es un instrumento adecuado para evaluar el impacto del uso de Internet en las interacciones sociales y la influencia del uso de Internet en la vida diaria. Se recomienda seguir investigando las dimensiones subyacentes del test.


Computers in Human Behavior | 2016

Gender stereotypes in Facebook profiles

Ursula Oberst; Vanessa Renau; Andrés Chamarro; Xavier Carbonell

Social Networking Sites (SNS) provide a platform for young people to present themselves as they would like to be seen by others. Several authors have argued that females and males are subjected to differing sorts of temptation to present altered images of themselves online, with added pressure placed upon girls to present themselves in a more stereotypical way, possibly undermining their psychological wellbeing. In this study, 797 adolescents (429 females) between 12 and 17 years replied to a questionnaire on their Facebook use, the Personal Well-being Index (PWI), the Big Five Questionnaire for Children and Adolescents and the Bem Sex Roles Inventory, administered twice, the first time reporting how they see themselves in terms of gender stereotypes and the second indicating how they present themselves on Facebook. Results indicate that users present themselves in a less gender stereotypical way online, and that women do so more than males; altered self-presentation on Facebook influenced personal well-being, but to a lesser degree than other factors; finally, high intensity Facebook use showed a negative effect on well-being. Several factors could account for these results: a change in gender stereotypes, the trend toward more self descriptions as androgynous, a progressive normalization of Facebook use, and educational campaigns for safer use. Adolescents present themselves on Facebook in a less gender-stereotypical way.Girls want to be less female online.Alteration of Facebook profile influences personal well-being negatively, but less than personality factors.


Psicothema | 2015

Psychometric properties of the Spanish version of the Passion Scale

Andrés Chamarro; Eva Penelo; Albert Fornieles; Ursula Oberst; Robert J. Vallerand; Jordi Fernández-Castro

BACKGROUND Passion has been shown to be involved in psychological processes that emerge in diverse human activities like physical activity and sports, work, leisure, videogaming, pathological gambling, and interpersonal relationships. We aimed to present evidence of validity and internal consistency of the Passion Scale in Spanish based on the Dualistic Model of Passion, comprising harmonious and obsessive dimensions. METHOD The sample comprised 1,007 participants (350 females and 657 males), aged 16-65 (Md= 30.0 years). Exploratory Structural Equation Modeling (ESEM), measurement invariance and Multiple-Cause-Multiple-Indicator models (MIMIC) were used. RESULTS Fit for the ESEM 2-factor solution was acceptable. Near full or partial measurement invariance across sex, type of activity, and age was supported. Relationships between both harmonious and obsessive dimensions and the external variables considered (age, sex, and criterion items) reasonably replicated those found in previous studies. Both scale scores showed adequate internal consistency (α = .81). CONCLUSIONS Empirical evidence for the validity and internal consistency of the Spanish version of the Passion Scale is satisfactory and reveals that the scale is comparable to the English and French versions. Therefore, the Passion Scale can be used in research conducted in Spanish.


BMC Pediatrics | 2016

The problematic use of Information and Communication Technologies (ICT) in adolescents by the cross sectional JOITIC study

Raquel Muñoz-Miralles; Raquel Ortega-González; M. Rosa López-Morón; Carme Batalla-Martínez; Josep Maria Manresa; Núria Montellà-Jordana; Andrés Chamarro; Xavier Carbonell; Pere Torán-Monserrat

BackgroundThe emerging field of Information and Communications Technology (ICT) has brought about new interaction styles. Its excessive use may lead to addictive behaviours.The objective is to determine the prevalence of the problematic use of ICT such as Internet, mobile phones and video games, among adolescents enrolled in mandatory Secondary Education (ESO in Spanish) and to examine associated factors.MethodsCross sectional, multi-centric descriptive study. Population: 5538 students enrolled in years one to four of ESO at 28 schools in the Vallès Occidental region (Barcelona, Spain). Data collection: self-administered socio-demographic and ICT access questionnaire, and validated questionnaires on experiences related to the use of the Internet, mobile phones and video games (CERI, CERM, CERV).ResultsQuestionnaires were collected from 5,538 adolescents between the ages of 12 and 20 (77.3 % of the total response), 48.6 % were females. Problematic use of the Internet was observed in 13.6 % of the surveyed individuals; problematic use of mobile phones in 2.4 % and problematic use in video games in 6.2 %.Problematic Internet use was associated with female students, tobacco consumption, a background of binge drinking, the use of cannabis or other drugs, poor academic performance, poor family relationships and an intensive use of the computer.Factors associated with the problematic use of mobile phones were the consumption of other drugs and an intensive use of these devices.Frequent problems with video game use have been associated with male students, the consumption of other drugs, poor academic performance, poor family relationships and an intensive use of these games.ConclusionsThis study offers information on the prevalence of addictive behaviours of the Internet, mobile phones and video game use.The problematic use of these ICT devices has been related to the consumption of drugs, poor academic performance and poor family relationships.This intensive use may constitute a risk marker for ICT addiction.


International Journal of Environmental Research and Public Health | 2018

Problematic Use of the Internet and Smartphones in University Students: 2006–2017

Xavier Carbonell; Andrés Chamarro; Ursula Oberst; Beatriz Rodrigo; Mariona Prades

It has been more than a decade since a concern about the addictive use of the Internet and mobile phones was first expressed, and its possible inclusion into the lists of mental disorders has recently become a popular topic of scientific discussion. Thus, it seems to be a fitting moment to investigate the prevalence of this issue over time. The aim of the present study was to analyze the prevalence of the perception of problematic Internet and smartphone use in young people over the period 2006–2017. To this end, a questionnaire on Internet use habits and two questionnaires on the negative consequences of Internet and smartphone use were administered to a sample of 792 university students. The scores were then compared with the results of former studies that had used these questionnaires. The perception of problematic Internet and mobile phone use has increased over the last decade, social networks are considered responsible for this increase, and females are perceived to be more affected than males. The current study shows how strong smartphone and Internet addiction and social media overlap. Participants from 2017 report higher negative consequences of both Internet and mobile phone use than those from 2006, but long-term observations show a decrease in problematic use after a sharp increase in 2013. We conclude that the diagnosis of technological addictions is influenced by both time and social and culture changes.


Computers in Human Behavior | 2017

How passion and impulsivity influence a player's choice of videogame, intensity of playing and time spent playing

Diana Ximena Puerta-Cortés; Tayana Panova; Xavier Carbonell; Andrés Chamarro

Abstract Videogames have received much attention in addiction research due to their popularity and frequent use. However, few studies have addressed the effect of passion and impulsivity in gamers. Therefore, the aim of the current study was to examine the influence of passion and impulsivity on the intensity of play, playing time, and choice of Massive Multiplayer Online Role Play Game (MMORPG) vs. non-MMORPG. A sample of 630 university students (40.7% Colombian, 59.3% Spanish) responded to a questionnaire on gaming habits, the Passion scale and the Inventory of Impulsivity. Results showed that men preferred sports and MMORPG games and women played more simulation and strategy games and mini-games. The predictor variables for Intensity of Play were: playing MMORPG games, harmonious and obsessive passion and dysfunctional impulsivity. The predictor variables for Hours of Play were: age, harmonious passion and dysfunctional impulsivity. Age, both passions, and functional impulsivity predicted preference for MMORPGs. Impulsivity and passion help explain how players engage with videogames. Dysfunctional impulsivity is related to higher hours and intensity of play and functional impulsivity is a defining feature of MMORPG players. The presence of both passions was related to a higher intensity of play, however only harmonious passion was positively associated with playing for a longer time. These results suggest that the different types of passion and impulsivity have distinct influences on the manner of game play and the experience of that play.

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Jordi Fernández-Castro

Autonomous University of Barcelona

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Ramon Cladellas

Autonomous University of Barcelona

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Enric Bertran

Autonomous University of Barcelona

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Josep Maria Manresa

Autonomous University of Barcelona

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Raquel Muñoz-Miralles

Autonomous University of Barcelona

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Tatiana Rovira

Autonomous University of Barcelona

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