Iván Bonilla
Biographic Data
| ID | 7775380 |
|---|---|
| NAME | Iván Bonilla |
| GIVEN NAMES | Iván |
| FAMILY NAME | Bonilla |
| SIGNATURE | BONILLA I |
| AFFILIATIONS | Universitat Autonòma de Barcelona |
| ORCID | 0000-0002-0817-8132 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 6 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
The impact of social media on athletes' mental health
Social media use has reached almost every sport context, yet its psychological implications for athletes remain inconsistently defined. Existing research suggests potential links between social media engagement and mental health outcomes, but findings vary across athlete populations, platforms, and usage patterns. The aim of this systematic review was to synthesize empirical evidence examining the relationship between social media use and mental …
Gaming Toxicity Scale (GTOX)
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…
What is the perception of the bullying training provided to pre-service Physical Education teachers
Teachers play a key role in tackling bullying, underscoring the need to integrate theoretical and practical knowledge of this phenomenon into their university education. This study examined the bullying education provided to students pursuing degrees in Primary Education with a specialization in Physical Education (PETE) and in Physical Activity and Sport Sciences (PASS). Participants were 425 fourth-year students (253 men, 172 women) from 14 Spa…
Video Game Structural Features Are Related to Internet Gaming Disorder and Motivations of Play
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
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 Third Half
Over the last few years, various studies have reported decreasing well-being levels among doctoral students, who show a higher risk of suffering from psychological distress than the general population. Accordingly, European policies in higher education encourage well-being promotion programs among doctoral studies to enhance young researchers' well-being. However, programs using evidence-based practices for well-being promotion are not yet genera…
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The Third Half
Over the last few years, various studies have reported decreasing well-being levels among doctoral students, who show a higher risk of suffering from psychological distress than the general population. Accordingly, European policies in higher education encourage well-being promotion programs among doctoral studies to enhance young researchers' well-being. However, programs using evidence-based practices for well-being promotion are not yet genera…
Stress and suicide risk among adolescents
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…
What is the perception of the bullying training provided to pre-service Physical Education teachers
Teachers play a key role in tackling bullying, underscoring the need to integrate theoretical and practical knowledge of this phenomenon into their university education. This study examined the bullying education provided to students pursuing degrees in Primary Education with a specialization in Physical Education (PETE) and in Physical Activity and Sport Sciences (PASS). Participants were 425 fourth-year students (253 men, 172 women) from 14 Spa…
Video Game Structural Features Are Related to Internet Gaming Disorder and Motivations of Play
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…
The impact of social media on athletes' mental health
Social media use has reached almost every sport context, yet its psychological implications for athletes remain inconsistently defined. Existing research suggests potential links between social media engagement and mental health outcomes, but findings vary across athlete populations, platforms, and usage patterns. The aim of this systematic review was to synthesize empirical evidence examining the relationship between social media use and mental …
Gaming Toxicity Scale (GTOX)
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…
Impact of Technology on Adolescents (3 works) · Medicine (3 works) · Psychology (3 works) · Applied Psychology (2 works) · Applied Psychology (2 works) · Bullying, Victimization, and Aggression (2 works) · Clinical Psychology (2 works) · Clinical Psychology (2 works) · Computer Science (2 works) · Digital Games and Media (2 works)