Ander Chamarro
Biographic Data
| ID | 1409276 |
|---|---|
| NAME | Ander Chamarro |
| GIVEN NAMES | Ander |
| FAMILY NAME | Chamarro |
| SIGNATURE | CHAMARRO A |
| AFFILIATIONS | Universitat Autonòma de Barcelona |
| ORCID | 0000-0002-8059-5467 |
| VERIFIED | Yes |
| TOTAL WORKS | 15 |
| TOTAL CITATIONS | 19 |
| AUTHOR COUNT | 15 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2005 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 3 |
Guided nature-based adventure activity in the Pyrenees: Visitors’ profiles and effects on environmental attitudes and well-being
Nature-based adventure activity has become increasingly popular due to its positive impact on well-being. Activities, such as mountaineering, often incorporate thrill components and require tourists to master physical and technical skills. Guides can play a key role in improving tourists' experience and promoting environmental consciousness. This study investigated the impact of guiding on tourist's experience and pro-environmental attitudes, alo…
Gaming Toxicity Scale (GTOX): An assessment tool of toxic behaviours within online video games
Toxic behaviour could be defined as an umbrella term that encompasses any behavioural or verbal action performed during online video games that negatively impact other gamers’ experiences, well-being, or health. Despite its normalisation within gaming communities, there is currently no validated measure for its psychometric assessment. Therefore, the present study aimed to create an instrument to evaluate the perpetration and victimisation of tox…
Video Game Structural Features Are Related to Internet Gaming Disorder and Motivations of Play: Design and Validation of the Video Game Structure Scale (VGSS)
Structural characteristics of video games influence the development of maladaptive behavioral patterns such as Internet gaming disorder (IGD). The aim of this study was to develop and validate a tool to evaluate users’ perceptions of video game structural features. The sample was composed of 502 gamers with an average age of 23.35 years ( SD = 6.89). In total, 67.3% used a personal computer, 20.7% a desktop console, 11.4% a mobile platform, and 0…
Stress and suicide risk among adolescents: The role of problematic internet use, gaming disorder and emotional regulation
Considering the prevalence of suicide among adolescents, the results of the present study suggest that suicide prevention programs should include emotional regulation strategies, stress coping, and videogaming management skills in the early stages of high school. Providing these protective resources to adolescents will help them face the stressful and changing situations typical of adolescence and will help them to attain greater well-being and s…
The relationship between suicidal behavior and perceived stress: The role of cognitive emotional regulation and problematic alcohol use in Spanish adolescents
Suicidal behavior has become an important public health problem, correlating with stress and emotional deficits in recent research. This study examined the relationship between perceived stress and suicidal behavior risk, testing the mediating roles of cognitive emotion regulation and impulsivity, and the moderating role of problematic alcohol use in stress-suicidal behavior association in a sample of 121 Spanish adolescents surveyed online. Resu…
Es la dirección escolar un trabajo apasionante? Evaluación de la pasión en directivos de Chile y Cataluña
According to the literature, the increase in complexity in the direction and management of the centers could explain the scarcity of candidates for the school direction and the exhaustion and desertion of principals. However, that principals are satisfied and passionate about their work. The aim of this article is to analyse the levels of passion of the school management professionals using the Passion Scale (Marsh et al., 2013) and its relations…
The Spanish Version of the Video Game Functional Assessment-Revised
It is estimated that 16.8 million in Spain (41% female) are involved in gaming, and approximately 8.3% of Spanish gamers are problematic gamers (i.e., endorsing five or more of the nine criteria for Internet Gaming Disorder [IGD]). Given the high prevalence of IGD in Spain, this study evaluated construct validity and concurrent validity of the Spanish Version of the Video Game Functional Assessment-Revised (SP-VGFA-R), by examining the correlatio…
Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming
Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for the mediating role of some mechanisms involved. The aim of this study is to investigate the impact of the frustration of psychological needs on mobil…
Risk Judgments in Climbers: The Role of Difficulty, Meteorological Conditions, Confidence and Appropriate Tools
Risk perception among climbers is a factor that can contribute to injury prevention. The purpose of this study was to analyze how expert climbers make judgments about potential risks to their safety. Specifically, we studied how climbers combine the available information on environmental conditions and personal resources in order to arrive at risk judgments. Sixteen distinct scenarios were presented to 134 climbers, and their risk perception rela…
Problematic Use of the Internet and Smartphones in University Students: 2006–2017
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 sm…
Negative consequences from heavy social networking in adolescents: The mediating role of fear of missing out
Social networking sites (SNS) are especially attractive for adolescents, but it has also been shown that these users can suffer from negative psychological consequences when using these sites excessively. We analyze the role of fear of missing out (FOMO) and intensity of SNS use for explaining the link between psychopathological symptoms and negative consequences of SNS use via mobile devices. In an online survey, 1468 Spanish-speaking Latin-Amer…
Gender stereotypes 2.0: Self-representations of adolescents on Facebook
Adolescent girls and boys use online networking sites differently, and girls have a higher risk of being harmed by non-adaptive use. The aim of the study was to assess the extent to which adolescents portray themselves according to gender stereotypes on their Facebook profiles. Participants were 623 Facebook users of both sexes who responded to the Bem Sex Role Inventory (BSRI) and the Personal Well-being Index (PWI). In the first step, the adole…
Efectos de las horas y los hábitos de sueño en el rendimiento académico de niños de 6 y 7 años: Un estudio preliminar
El presente estudio investiga la relación entre aspectos cuantitativos y cualitativos del sueño y el rendimiento académico en niños de 6 y 7 años. Un total de 142 alumnos de primaria (65 niñas y 77 niños) procedentes de diversos centros escolares y sin alteraciones patológicas que afectan el sueño fueron evaluados, a través de un cuestionario presentado a los padres, respecto a sus hábitos y horas de sueño nocturno. Paralelamente, se evaluaron un…
Problematic Internet and mobile phone use and clinical symptoms in college students: The role of emotional intelligence
Influence of gender and age in aggressive dream content of Spanish children and adolescents
This study investigated the aggressive components of the dream content of 120 Spanish children and adolescents of 4 different age groups. The C. S. Hall and R. L. Van de Castle (1966) coding system was used to rate the number of dream characters and aggressions, and the content findings were analyzed via the indicators presented by G. W. Domhoff (1993, 1996, 2003). Results confirm the findings of previous studies of gender and age differences in …
Influence of gender and age in aggressive dream content of Spanish children and adolescents
This study investigated the aggressive components of the dream content of 120 Spanish children and adolescents of 4 different age groups. The C. S. Hall and R. L. Van de Castle (1966) coding system was used to rate the number of dream characters and aggressions, and the content findings were analyzed via the indicators presented by G. W. Domhoff (1993, 1996, 2003). Results confirm the findings of previous studies of gender and age differences in …
Gender stereotypes 2.0: Self-representations of adolescents on Facebook
Adolescent girls and boys use online networking sites differently, and girls have a higher risk of being harmed by non-adaptive use. The aim of the study was to assess the extent to which adolescents portray themselves according to gender stereotypes on their Facebook profiles. Participants were 623 Facebook users of both sexes who responded to the Bem Sex Role Inventory (BSRI) and the Personal Well-being Index (PWI). In the first step, the adole…
Risk Judgments in Climbers: The Role of Difficulty, Meteorological Conditions, Confidence and Appropriate Tools
Risk perception among climbers is a factor that can contribute to injury prevention. The purpose of this study was to analyze how expert climbers make judgments about potential risks to their safety. Specifically, we studied how climbers combine the available information on environmental conditions and personal resources in order to arrive at risk judgments. Sixteen distinct scenarios were presented to 134 climbers, and their risk perception rela…
Influence of gender and age in aggressive dream content of Spanish children and adolescents
This study investigated the aggressive components of the dream content of 120 Spanish children and adolescents of 4 different age groups. The C. S. Hall and R. L. Van de Castle (1966) coding system was used to rate the number of dream characters and aggressions, and the content findings were analyzed via the indicators presented by G. W. Domhoff (1993, 1996, 2003). Results confirm the findings of previous studies of gender and age differences in …
Problematic Internet and mobile phone use and clinical symptoms in college students: The role of emotional intelligence
Efectos de las horas y los hábitos de sueño en el rendimiento académico de niños de 6 y 7 años: Un estudio preliminar
El presente estudio investiga la relación entre aspectos cuantitativos y cualitativos del sueño y el rendimiento académico en niños de 6 y 7 años. Un total de 142 alumnos de primaria (65 niñas y 77 niños) procedentes de diversos centros escolares y sin alteraciones patológicas que afectan el sueño fueron evaluados, a través de un cuestionario presentado a los padres, respecto a sus hábitos y horas de sueño nocturno. Paralelamente, se evaluaron un…
Negative consequences from heavy social networking in adolescents: The mediating role of fear of missing out
Social networking sites (SNS) are especially attractive for adolescents, but it has also been shown that these users can suffer from negative psychological consequences when using these sites excessively. We analyze the role of fear of missing out (FOMO) and intensity of SNS use for explaining the link between psychopathological symptoms and negative consequences of SNS use via mobile devices. In an online survey, 1468 Spanish-speaking Latin-Amer…
Gender stereotypes 2.0: Self-representations of adolescents on Facebook
Adolescent girls and boys use online networking sites differently, and girls have a higher risk of being harmed by non-adaptive use. The aim of the study was to assess the extent to which adolescents portray themselves according to gender stereotypes on their Facebook profiles. Participants were 623 Facebook users of both sexes who responded to the Bem Sex Role Inventory (BSRI) and the Personal Well-being Index (PWI). In the first step, the adole…
Problematic Use of the Internet and Smartphones in University Students: 2006–2017
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 sm…
Risk Judgments in Climbers: The Role of Difficulty, Meteorological Conditions, Confidence and Appropriate Tools
Risk perception among climbers is a factor that can contribute to injury prevention. The purpose of this study was to analyze how expert climbers make judgments about potential risks to their safety. Specifically, we studied how climbers combine the available information on environmental conditions and personal resources in order to arrive at risk judgments. Sixteen distinct scenarios were presented to 134 climbers, and their risk perception rela…
Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming
Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for the mediating role of some mechanisms involved. The aim of this study is to investigate the impact of the frustration of psychological needs on mobil…
The Spanish Version of the Video Game Functional Assessment-Revised
It is estimated that 16.8 million in Spain (41% female) are involved in gaming, and approximately 8.3% of Spanish gamers are problematic gamers (i.e., endorsing five or more of the nine criteria for Internet Gaming Disorder [IGD]). Given the high prevalence of IGD in Spain, this study evaluated construct validity and concurrent validity of the Spanish Version of the Video Game Functional Assessment-Revised (SP-VGFA-R), by examining the correlatio…
Es la dirección escolar un trabajo apasionante? Evaluación de la pasión en directivos de Chile y Cataluña
According to the literature, the increase in complexity in the direction and management of the centers could explain the scarcity of candidates for the school direction and the exhaustion and desertion of principals. However, that principals are satisfied and passionate about their work. The aim of this article is to analyse the levels of passion of the school management professionals using the Passion Scale (Marsh et al., 2013) and its relations…
Stress and suicide risk among adolescents: The role of problematic internet use, gaming disorder and emotional regulation
Considering the prevalence of suicide among adolescents, the results of the present study suggest that suicide prevention programs should include emotional regulation strategies, stress coping, and videogaming management skills in the early stages of high school. Providing these protective resources to adolescents will help them face the stressful and changing situations typical of adolescence and will help them to attain greater well-being and s…
The relationship between suicidal behavior and perceived stress: The role of cognitive emotional regulation and problematic alcohol use in Spanish adolescents
Suicidal behavior has become an important public health problem, correlating with stress and emotional deficits in recent research. This study examined the relationship between perceived stress and suicidal behavior risk, testing the mediating roles of cognitive emotion regulation and impulsivity, and the moderating role of problematic alcohol use in stress-suicidal behavior association in a sample of 121 Spanish adolescents surveyed online. Resu…
Video Game Structural Features Are Related to Internet Gaming Disorder and Motivations of Play: Design and Validation of the Video Game Structure Scale (VGSS)
Structural characteristics of video games influence the development of maladaptive behavioral patterns such as Internet gaming disorder (IGD). The aim of this study was to develop and validate a tool to evaluate users’ perceptions of video game structural features. The sample was composed of 502 gamers with an average age of 23.35 years ( SD = 6.89). In total, 67.3% used a personal computer, 20.7% a desktop console, 11.4% a mobile platform, and 0…
Guided nature-based adventure activity in the Pyrenees: Visitors’ profiles and effects on environmental attitudes and well-being
Nature-based adventure activity has become increasingly popular due to its positive impact on well-being. Activities, such as mountaineering, often incorporate thrill components and require tourists to master physical and technical skills. Guides can play a key role in improving tourists' experience and promoting environmental consciousness. This study investigated the impact of guiding on tourist's experience and pro-environmental attitudes, alo…
Gaming Toxicity Scale (GTOX): An assessment tool of toxic behaviours within online video games
Toxic behaviour could be defined as an umbrella term that encompasses any behavioural or verbal action performed during online video games that negatively impact other gamers’ experiences, well-being, or health. Despite its normalisation within gaming communities, there is currently no validated measure for its psychometric assessment. Therefore, the present study aimed to create an instrument to evaluate the perpetration and victimisation of tox…
Psychology (12 works) · Impact of Technology on Adolescents (9 works) · Psychiatry (7 works) · Child Development and Digital Technology (6 works) · Clinical Psychology (5 works) · Computer Science (5 works) · Applied Psychology (4 works) · Clinical Psychology (4 works) · Medicine (4 works) · Social Psychology (4 works)