Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Héctor Fuster is active.

Publication


Featured researches published by Héctor Fuster.


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.


International Journal of Preventive Medicine | 2016

Trends in Scientific Literature on Addiction to the Internet, Video Games, and Cell Phones from 2006 to 2010

Xavier Carbonell; Elena Guardiola; Héctor Fuster; Frederic Gil; Tayana Panova

Background: The goals of the present work were to retrieve the scientific articles published on addiction to the Internet, video games, and cell phones and to analyze the pattern of publications in this area (who is doing the research, when and where it is taking place, and in which journals it is being published), to determine the research being conducted as well as to document geographical trends in publication over time in three types of technological addictions: Internet, cell phones, and video games. Methods: Articles indexed in PubMed and PsycINFO between 2006 and 2010 related to the pathological use of Internet, cell phones, and video games were retrieved. Search results were reviewed to eliminate articles that were not relevant or were duplicates. Results: Three hundred and thirty valid articles were retrieved from PubMed and PsycINFO from 2006 to 2010. Results were compared with those of 1996–2005. The year with the highest number of articles published was 2008 (n = 96). The most productive countries, in terms of number of articles published, were China (n = 67), the United States (n = 56), the United Kingdom (n = 47), and Taiwan (n = 33). The most commonly used language was English (70.3%), followed by Chinese (15.4%). Articles were published in 153 different journals. The journal that published the most articles was Cyberpsychology and Behavior (n = 73), followed by Chinese Journal of Clinical Psychology (n = 27) and International Journal of Mental Health and Addiction (n = 16). Internet was the area most frequently studied, with an increasing interest in other areas such as online video games and cell phones. Conclusions: The number of publications on technological addictions reached a peak in 2008. The scientific contributions of China, Taiwan, and Korea are overrepresented compared to other scientific fields such as drug addiction. The inclusion of Internet Gaming Disorder in the Diagnostic and Statistical Manual of Mental Disorders, 5th Edition could change the publication trends in the technological addiction area and underline the relevance of this upcoming disorder in dissatisfaction with life in general.


Journal of behavioral addictions | 2018

May the passion be with you: The addictive potential of collectible card games, miniatures, and dice of the Star Wars universe

Fran Calvo; Xavier Carbonell; Ursula Oberst; Héctor Fuster

Background and aims In recent years, we have witnessed a growing research interest in behavioral addictions and in pleasurable behaviors that generate a certain discomfort in the people who engage in them. The objective of this study was to assess if users of collectible card games, miniatures, and dice from the Star Wars Universe Games (SWUG) may also present criteria of addiction and if the presence of these criteria is related to demographic variables, game-playing habits, and other variables. Methods SWUG players were contacted through specialized gaming chats, and 218 of them completed the Internet Gaming Disorder Scale – Short Form (IGDS-SF9), a scale that assesses motivation to engage in the game (Massively Multiplayer Online Motivations Scale), the Rosenberg Self-Esteem Questionnaire, the Diener Satisfaction with Life Scale, and a question for the self-assessment of addiction. Results Significant predictors of addictive symptoms were the motivation to seek dissociation and (negatively) self-esteem. Users more significantly dedicate indirect hours to the game (thinking about the game, preparing material, etc.) than to actually playing. No participant could be considered pathologically addicted, as no one scored above the tentative cut-off point of the IGDS-SF9. Discussion and conclusions Despite the fact that many players considered themselves “addicted” and some presented various economic and family problems related to their activity, it was found that playing these games could not be equated to true addictive behavior, since no player had scores above the cut-off point. This finding contributes to current discussions about the tendency to overestimate excessive pleasurable behaviors.


Papeles del Psicólogo | 2012

ADICCIÓN A INTERNET Y MÓVIL: UNA REVISIÓN DE ESTUDIOS EMPÍRICOS ESPAÑOLES

Xavier Sánchez Carbonell; Héctor Fuster; Ander Chamarro; Ursula Oberst


Computers in Human Behavior | 2016

Spanish validation of the Internet Gaming Disorder-20 (IGD-20) Test

Héctor Fuster; Xavier Carbonell; Halley M. Pontes; Mark D. Griffiths


Aloma: revista de psicologia, ciències de l'educació i de l'esport Blanquerna | 2017

Fear of Missing Out, online social networking and mobile phone addiction : a latent profile approach

Héctor Fuster; Andrés Chamarro; Ursula Oberst


Aloma: revista de psicologia, ciències de l'educació i de l'esport Blanquerna | 2010

Retos metodológicos de la investigación psicológica a distancia

A. Baena; Héctor Fuster; Xavier Carbonell; Ursula Oberst


Abuso de Internet: ¿antesala para la adicción al juego de azar online?, 2016, ISBN 9788436835816, págs. 83-104 | 2016

El potencial adictivo de los videojuegos

Xavier Carbonell; Alexandra Torres Rodríguez; Héctor Fuster


Communication papers: media literacy and gender studies | 2015

Entrenamiento de la percepción rotacional con videojuegos

Marcos Castejon; Xavier Carbonell; Héctor Fuster

Collaboration


Dive into the Héctor Fuster's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Andrés Chamarro

Autonomous University of Barcelona

View shared research outputs
Top Co-Authors

Avatar

Ander Chamarro

Autonomous University of Barcelona

View shared research outputs
Top Co-Authors

Avatar

Andrés Chamarro Lusar

Autonomous University of Barcelona

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Fran Calvo

Ramon Llull University

View shared research outputs
Top Co-Authors

Avatar

Halley M. Pontes

Nottingham Trent University

View shared research outputs
Top Co-Authors

Avatar

Mark D. Griffiths

Nottingham Trent University

View shared research outputs
Top Co-Authors

Avatar

Robert J. Vallerand

Université du Québec à Montréal

View shared research outputs
Researchain Logo
Decentralizing Knowledge