Mariano Chóliz Montañés
Dados Biográficos
| ID | 7127978 |
|---|---|
| NOME | Mariano Chóliz Montañés |
| PRENOMES | Mariano Chóliz |
| SOBRENOME | Montañés |
| ASSINATURA | MONTAÑÉS M C |
| AFILIAÇÕES | Universitat de València |
| ORCID | 0000-0002-4324-2603 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 15 |
| TOTAL DE CITAÇÕES | 0 |
| TOTAL COMO AUTOR | 15 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2010 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2024 |
| ÍNDICE H | 0 |
Indicadores de eficacia de la prevención de la adicción a las TIC
No existen muchos programas de prevención de adicción a las TIC y menos todavía validados científicamente. Prevenir la adicción a las TIC es clave en las políticas gubernamentales de salud mental de los adolescentes. Clickeando es un programa escolar de prevención universal de la adicción a las TIC para adolescentes. Lleva realizándose catorce años y ha sido diseñado con base en los índices de calidad destacados para esta clase de programas. Desd…
Validación transcultural de la estructura y propiedades internas del Test de Dependencia a Videojuegos (TDV)
Introduction: The assessment of video game addiction is typically performed from the DSM-5 criteria, which are based on adult population despite adolescents being the most vulnerable to this disorder. The TDV is a video game addiction test specifically aimed at Spanish-speaking adolescents, initially composed of four second-order factors of video game addiction (Abstinence, Abuse and Tolerance, Lack of Control and Associated Problems). This instr…
Crisis, What Crisis? The Effect of Economic Crises on Spending on Online and Offline Gambling in Spain
(1) Background: In the period between 2008 and 2020, the world experienced two global economic crises that affected people's way of life and well-being: the financial crisis of 2008 and that precipitated by the COVID-19 pandemic. Despite the crises' radically different causes, their consequences for economic activity have been equally dramatic; (2) Methods: This article analyzes the consequences of both crises on gambling spending in Spain and co…
Is gambling like a virus
The findings of this work support the hypothesis that, just as the SAR-CoV-2 virus is responsible for the global pandemic of COVID-19, which can only be stopped with vaccines and social distancing, in the case of gambling, the absence of an effective vaccine for "gambling virus" can lead to an epidemic of gambling disorders in societies, if the environmental conditions that are favorable for the spread of such virus are not modified. Some prevent…
Perceptions Underlying Addictive Technology Use Patterns
Cognitive-Behavioural Therapy (CBT) is considered the 'gold standard' in the treatment of addictive disorders related to excessive technology use. However, the cognitive components of problematic internet use are not yet well-known. The aim of the present study was to explore the cognitive components, that according to problematic users, can lead to potential internet addiction. A total of 854 European adults completed an online survey using a mi…
The Risk of Online Gambling
Measurement Invariance of the Short Version of the Problematic Mobile Phone Use Questionnaire (PMPUQ-SV) across Eight Languages
The prevalence of mobile phone use across the world has increased greatly over the past two decades. Problematic Mobile Phone Use (PMPU) has been studied in relation to public health and comprises various behaviours, including dangerous, prohibited, and dependent use. These types of problematic mobile phone behaviours are typically assessed with the short version of the Problematic Mobile Phone Use Questionnaire (PMPUQ−SV). However, to date, no s…
Self-reported dependence on mobile phones in young adults
Background and aims Despite many positive benefits, mobile phone use can be associated with harmful and detrimental behaviors. The aim of this study was twofold: to examine (a) cross-cultural patterns of perceived dependence on mobile phones in ten European countries, first, grouped in four different regions (North: Finland and UK; South: Spain and Italy; East: Hungary and Poland; West: France, Belgium, Germany, and Switzerland), and second by co…
Screening Tools for Technological Addictions
The placebo in the context of scientific theories
Placebo is not a unitary concept. It can have different meanings, depending on the scientific discipline in which it is used. The placebo exists in psychology, medicine, and other sciences, and in each case it is assumed that the results obtained by the placebo are unexplainable. But the results that can’t be explained by a scientific discipline could be explained by another. For example, a sugar pill used in the treatment of pain could be a phar…
Recognition of Emotional Facial Expressions
Recognition of emotional facial expressions is a central area in the psychology of emotion. This study presents two experiments. The first experiment analyzed recognition accuracy for basic emotions including happiness, anger, fear, sadness, surprise, and disgust. 30 pictures (5 for each emotion) were displayed to 96 participants to assess recognition accuracy. The results showed that recognition accuracy varied significantly across emotions. The…
Mobile Phone Addiction
A scientific debate is currently taking place about the new DSM-V classification regarding the diagnostic entity of pathological gambling [1,2] or compulsive internet usage [3,4] as addictive behaviours. With regard to technological addictions [5,6], the mobile phone has many attributes and characteristics that make it very attractive and foment its use, particularly in adolescence. In particular, the possession and use of the mobile phone by tee…
Experimental Analysis of the Game in Pathological Gamblers
Cognitive Biases and Decision Making in Gambling
Heuristics and cognitive biases can occur in reasoning and decision making. Some of them are very common in gamblers (illusion of control, representativeness, availability, etc.). Structural characteristics and functioning of games of chance favor the appearance of these biases. Two experiments were conducted with nonpathological gamblers. The first experiment was a game of dice with wagers. In the second experiment, the participants played two b…
Cognitive Biases and Decision Making in Gambling 1
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Mobile Phone Addiction
A scientific debate is currently taking place about the new DSM-V classification regarding the diagnostic entity of pathological gambling [1,2] or compulsive internet usage [3,4] as addictive behaviours. With regard to technological addictions [5,6], the mobile phone has many attributes and characteristics that make it very attractive and foment its use, particularly in adolescence. In particular, the possession and use of the mobile phone by tee…
Experimental Analysis of the Game in Pathological Gamblers
Cognitive Biases and Decision Making in Gambling
Heuristics and cognitive biases can occur in reasoning and decision making. Some of them are very common in gamblers (illusion of control, representativeness, availability, etc.). Structural characteristics and functioning of games of chance favor the appearance of these biases. Two experiments were conducted with nonpathological gamblers. The first experiment was a game of dice with wagers. In the second experiment, the participants played two b…
Cognitive Biases and Decision Making in Gambling 1
The placebo in the context of scientific theories
Placebo is not a unitary concept. It can have different meanings, depending on the scientific discipline in which it is used. The placebo exists in psychology, medicine, and other sciences, and in each case it is assumed that the results obtained by the placebo are unexplainable. But the results that can’t be explained by a scientific discipline could be explained by another. For example, a sugar pill used in the treatment of pain could be a phar…
Recognition of Emotional Facial Expressions
Recognition of emotional facial expressions is a central area in the psychology of emotion. This study presents two experiments. The first experiment analyzed recognition accuracy for basic emotions including happiness, anger, fear, sadness, surprise, and disgust. 30 pictures (5 for each emotion) were displayed to 96 participants to assess recognition accuracy. The results showed that recognition accuracy varied significantly across emotions. The…
Self-reported dependence on mobile phones in young adults
Background and aims Despite many positive benefits, mobile phone use can be associated with harmful and detrimental behaviors. The aim of this study was twofold: to examine (a) cross-cultural patterns of perceived dependence on mobile phones in ten European countries, first, grouped in four different regions (North: Finland and UK; South: Spain and Italy; East: Hungary and Poland; West: France, Belgium, Germany, and Switzerland), and second by co…
Screening Tools for Technological Addictions
Measurement Invariance of the Short Version of the Problematic Mobile Phone Use Questionnaire (PMPUQ-SV) across Eight Languages
The prevalence of mobile phone use across the world has increased greatly over the past two decades. Problematic Mobile Phone Use (PMPU) has been studied in relation to public health and comprises various behaviours, including dangerous, prohibited, and dependent use. These types of problematic mobile phone behaviours are typically assessed with the short version of the Problematic Mobile Phone Use Questionnaire (PMPUQ−SV). However, to date, no s…
The Risk of Online Gambling
Perceptions Underlying Addictive Technology Use Patterns
Cognitive-Behavioural Therapy (CBT) is considered the 'gold standard' in the treatment of addictive disorders related to excessive technology use. However, the cognitive components of problematic internet use are not yet well-known. The aim of the present study was to explore the cognitive components, that according to problematic users, can lead to potential internet addiction. A total of 854 European adults completed an online survey using a mi…
Validación transcultural de la estructura y propiedades internas del Test de Dependencia a Videojuegos (TDV)
Introduction: The assessment of video game addiction is typically performed from the DSM-5 criteria, which are based on adult population despite adolescents being the most vulnerable to this disorder. The TDV is a video game addiction test specifically aimed at Spanish-speaking adolescents, initially composed of four second-order factors of video game addiction (Abstinence, Abuse and Tolerance, Lack of Control and Associated Problems). This instr…
Crisis, What Crisis? The Effect of Economic Crises on Spending on Online and Offline Gambling in Spain
(1) Background: In the period between 2008 and 2020, the world experienced two global economic crises that affected people's way of life and well-being: the financial crisis of 2008 and that precipitated by the COVID-19 pandemic. Despite the crises' radically different causes, their consequences for economic activity have been equally dramatic; (2) Methods: This article analyzes the consequences of both crises on gambling spending in Spain and co…
Is gambling like a virus
The findings of this work support the hypothesis that, just as the SAR-CoV-2 virus is responsible for the global pandemic of COVID-19, which can only be stopped with vaccines and social distancing, in the case of gambling, the absence of an effective vaccine for "gambling virus" can lead to an epidemic of gambling disorders in societies, if the environmental conditions that are favorable for the spread of such virus are not modified. Some prevent…
Indicadores de eficacia de la prevención de la adicción a las TIC
No existen muchos programas de prevención de adicción a las TIC y menos todavía validados científicamente. Prevenir la adicción a las TIC es clave en las políticas gubernamentales de salud mental de los adolescentes. Clickeando es un programa escolar de prevención universal de la adicción a las TIC para adolescentes. Lleva realizándose catorce años y ha sido diseñado con base en los índices de calidad destacados para esta clase de programas. Desd…
Psychology (14 obras) · Addiction (8 obras) · Psychiatry (8 obras) · Impact of Technology on Adolescents (7 obras) · Computer Science (6 obras) · Gambling Behavior and Treatments (6 obras) · Medicine (6 obras) · Social Psychology (5 obras) · The Internet (5 obras) · Business (4 obras)