- Inicio
- RESULTADOS DE INVESTIGACIÓN
- Listar RESULTADOS DE INVESTIGACIÓN por autor
Listar RESULTADOS DE INVESTIGACIÓN por autor "Basterra-González, Mª Aránzazu"
Mostrando ítems 1-5 de 5
-
Design and Validation of the Brief Self Online Scale (SO-8) in Early Adolescence: An Exploratory Study
Ortega-Barón, Jessica ; Machimbarrena, Juan Manuel; Montiel, Irene ; Buelga, Sofía; Basterra-González, Mª Aránzazu ; González-Cabrera, Joaquín (Journal of early adolescence, 2021)For the Z-Generation, the Internet has become a very important experimentation laboratory for the discovery and validation of their identity. Despite the importance of the process of building the self in the adolescent, ... -
Loot box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling
Montiel, Irene ; Basterra-González, Mª Aránzazu ; Machimbarrena, Juan Manuel; Ortega-Barón, Jessica ; González-Cabrera, Joaquín (PLOS ONE, 2022)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 ... -
Loot box purchases and their relationship with internet gaming disorder and online gambling disorder in adolescents: A prospective study
González-Cabrera, Joaquín; Basterra-González, Mª Aránzazu; Ortega-Barón, Jessica; Caba-Machado, Vanessa; Díaz-López, Adoración; Pontes, Halley M.; Machimbarrena, Juan Manuel (Computers in Human Behavior, 2023)In recent years, the video game industry has introduced Loot Box (LB), a new type of microtransaction in which a gamer uses real currency to purchase a random virtual item within a video game. Recently, LBs became more ... -
Loot boxes in Spanish adolescents and young adults: Relationship with internet gaming disorder and online gambling disorder
González-Cabrera, Joaquín; Basterra-González, Mª Aránzazu; Montiel, Irene; Calvete, Esther; Pontes, Halley M.; Machimbarrena, Juan Manuel (Elsevier Ltd, 2022)In recent years, the video game industry has introduced the possibility of buying virtual random goods (e.g., loot boxes) in electronic games using money through microtransactions, which are becoming more widespread and ... -
Problematic online gambling among adolescents: A systematic review about prevalence and related measurement issues
Montiel, Irene; Ortega-Barón, Jessica; Basterra-González, Mª Aránzazu; González-Cabrera, Joaquín; Machimbarrena, Juan Manuel (Akademiai Kiado ZRt., 2021)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 ...