Marcos Bella-Fernández

Dr. Marcos Bella-Fernández

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Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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31 December 2022 in European Child & Adolescent Psychiatry
Verified
Journal Article
Open access
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CLChao Li
Chao Li
PWPing Wang
Ping Wang
MMMarina Martin-Moratinos
Marina Martin-Moratinos
MBMarcos Bella-Fernández
Marcos Bella-Fernández
Hilario Blasco-FontecillaHilario Blasco-Fontecilla
Hilario Blasco-Fontecilla
Bullying is a risk factor for the physical and mental health of adolescents. The advent of new technologies has resulted in a brand-new type of bullying, cyberbullying (CB). The co-occurring effects of cyberbullying and traditional bullying(TB) forms of bullying on adolescent mental health are unclear. We performed a meta-analysis to explore the unique and combined effects of CB and TB on adverse psychological outcomes in victims by conducting a joint study of both types of bullying. By doing so, we provide the basis for a comprehensive community bullying prevention program. The database PubMed, PsyclNFO, and Web of Science were searched for studies from 2010 to 2021. The Preferred Reporting Items for Systematic Reviews and Meta-analyses (PRISMA) reporting guideline was followed for data abstraction, and the NIH tool was used to evaluate study-level risk of bias. 42 studies with 266,888 participants were identified. Random-Effect models were used for our study. The moderator analysis was used to explore the moderator of prevalence. Studies with three groups of victims (TB only, CB only, and Both) and two groups of victims (TB and CB) were compared in subgroup analysis. The mean victimization rate was 24.32% (95% CI 20.32–28.83%) for TB and 11.10% (95% CI 9.12–13.44%) for CB. Roughly one-third of TB victims were also victimized by CB. Conversely, only about one-third of CB victims were free from TB. The estimated ORs for depression, suicidal ideation, suicide attempts, and self-harm in the three-group (TB only, CB only and Both) analysis were: depression [TB only: 3.33 (2.22–5.00); CB only: 3.38 (2.57–4.46); Both: 5.30 (2.43–11.56)]; suicidal ideations [TB only: 3.08 (2.12–4.46); CB only: 3.52 (2.38–5.20); Both: 6.64 (4.14–10.64)]; self-harm [TB only: 2.70 (1.86–3.91); CB only: 3.57 (3.20–3.98); Both: 5.57 (2.11–16.00)]; and suicide attempts: [TB only: 2.61 (1.50–4.55); CB only: 3.52 (2.50–4.98); Both: 7.82 (3.83–15.93)]. TB and CB victimization among youth are a matter of public health concern. Victimization appears to be a marker of greater psychopathological severity, particularly suicide-related issues.

12 May 2023 in Journal of Medical Internet Research
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Journal Article
Open access
MMMarina Martin-Moratinos
Marina Martin-Moratinos
MBMarcos Bella-Fernández
Marcos Bella-Fernández
Hilario Blasco-FontecillaHilario Blasco-Fontecilla
Hilario Blasco-Fontecilla
Background: Attention-deficit/hyperactivity disorder (ADHD) has a considerable impact on an individual’s daily life. Some difficulties with timing deficits may be associated with deficiencies in attention, reading, language skills, or executive function. Music therapy, either active (playing an instrument) or passive (listening to music) has demonstrated its efficacy in reducing symptomatology in many disorders. Video games may prove to be a useful assessment and treatment tool in compensating for the difficulties with multimodal treatment in ADHD. Objective: The aim of the study is to (1) analyze the evidence that music is beneficial in reducing the symptomatology of ADHD using systematic review and (2) propose the application of music in video games following music therapy strategies. Methods: Searches were conducted in PubMed, Embase, PsycINFO, Cochrane, and gray literature (Google Scholar and WorldCat). We used the following search syntax: ((music[Title/Abstract]) or (music therapy[Title/Abstract])) and (attention deficit disorder[MeSH or thesaurus term]). Results: Of the 70 records identified, 17 provided findings that music can be beneficial in various domains of ADHD. Active music therapy improves hemispheric synchrony, social skills, aggressivity, and impulsivity. Passive music therapy improves academic skills like arithmetic, drawing, and reading comprehension, as well as attention and disruptive behaviors. The effects depend on the music genre, tempo, or task difficulty. Music in video games was generally found to be beneficial for people with ADHD. Music improves immersion and flow while playing video games. Using rhythm may also improve timing skills and immersion in patients with ADHD. Regarding the proposed application of aspects of music to therapeutic video games for ADHD, some paradigms in timing and music therapy were considered in the proposed design of video games. Conclusions: Improving ADHD treatment through the application of music in video games is proposed. Trial Registration: PROSPERO CRD42021288226; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=288226

21 March 2021 in Psychological Research
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Journal Article
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MBMarcos Bella-Fernández
Marcos Bella-Fernández
MSManuel Suero Suñé
Manuel Suero Suñé
BLBeatriz Gil-Gómez de Liaño
Beatriz Gil-Gómez de Liaño

1 August 2022 in JMIR Serious Games
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Journal Article
Open access
Aaron SujarAaron Sujar
Aaron Sujar
MMMarina Martin-Moratinos
Marina Martin-Moratinos
MYMaría Rodrigo Yanguas
María Rodrigo Yanguas
MBMarcos Bella-Fernández
Marcos Bella-Fernández
CGCarlos González-Tardón
Carlos González-Tardón
Hilario Blasco-FontecillaHilario Blasco-Fontecilla
Hilario Blasco-Fontecilla
Video game–based therapeutic interventions have demonstrated some effectiveness in decreasing the symptoms of attention deficit hyperactivity disorder (ADHD). Compared with more traditional strategies within the multimodal treatment of ADHD, video games have certain advantages such as being comfortable, flexible, and cost-efficient. However, establishing the most appropriate type(s) of video games that should be used for this treatment remains a matter of debate, including the commercial existing video games or serious video games that are specifically constructed to target specific disorders. This guide represents a starting point for developing serious video games aimed at treating ADHD. We summarize the key points that need to be addressed to generate an effective and motivating game-based treatment. Following recommendations from the literature to create game-based treatments, we describe the development stages of a serious video game for treating ADHD. Game design should consider the interests of future users; game mechanics should be based on cognitive exercises; and therapeutic mechanisms must include the control of difficulty, engagement, motivation, time constraints, and reinforcement. To elaborate upon this guide, we performed a narrative review focused on the use of video games for the treatment of ADHD, and were inspired by our own experience during the development of the game “The Secret Trail of Moon.”

24 April 2023 in JMIR Serious Games
Verified
Journal Article
Open access
MYMaría Rodrigo Yanguas
María Rodrigo Yanguas
MMMarina Martin-Moratinos
Marina Martin-Moratinos
CGCarlos González-Tardón
Carlos González-Tardón
FSFernando Sanchez-Sanchez
Fernando Sanchez-Sanchez
AVAna Vicente
Ana Vicente
Hilario Blasco-FontecillaHilario Blasco-Fontecilla
Hilario Blasco-Fontecilla
Background: Compared with traditional approaches, gaming strategies are promising interventions for the treatment of attention-deficit/hyperactivity disorder (ADHD). We developed a serious game, The Secret Trail of Moon (TSTM), for ADHD treatment. Objective: The main objective of this clinical trial was to demonstrate the effectiveness of an add-on, either TSTM or Therapeutic Chess (TC), in previously optimally drug-titrated, clinically stable patients with ADHD. Methods: This study is a prospective, unicentric, randomized clinical trial in clinically stable patients with ADHD, aged 12 to 22 years. The TSTM (n=35) and TC groups (n=34) performed 12 weekly sessions of their respective treatments. The control group (CG) patients (n=35) were called by phone every week, but they received no cognitive intervention. The primary end point was the change from baseline to end point in the parent “Behavior Rating Inventory of Executive Function-2” (BRIEF-2; patients’ parents) in the per-protocol population (31 serious videogame: 24 TC and 34 CG). Results: Our study failed to probe clear-cut improvements in the global score of the BRIEF-2. However, the TC group showed improvements in measures of emotional control, emotional regulation, and inattention. The TSTM group showed improvements in measures of emotional regulation, inattention, and school context. Conclusions: TSTM and TC did not improve executive function symptoms, but they improved ADHD symptomatology related to emotional regulation. Further studies with bigger samples are required to confirm these preliminary findings. Trial Registration: ClinicalTrials.gov NCT04355065; https://clinicaltrials.gov/ct2/show/NCT04355065

8 January 2025 in JMIR Serious Games
Verified
Journal Article
Open access
MMMarina Martin-Moratinos
Marina Martin-Moratinos
MBMarcos Bella-Fernández
Marcos Bella-Fernández
MYMaría Rodrigo Yanguas
María Rodrigo Yanguas
CGCarlos González-Tardón
Carlos González-Tardón
CLChao Li
Chao Li
Hilario Blasco-FontecillaHilario Blasco-Fontecilla
Hilario Blasco-Fontecilla
Background: Difficulties in emotional regulation are often observed in children and adolescents with attention-deficit/hyperactivity disorder (ADHD). Innovative complementary treatments, such as video games and virtual reality, have become increasingly appealing to patients. The Secret Trail of Moon (MOON) is a serious video game developed by a multidisciplinary team featuring cognitive training exercises. In this second randomized clinical trial, we evaluated the impact of a 20-session treatment with MOON on emotional regulation, as measured by the Strengths and Difficulties Questionnaire. Objective: We hypothesize that patients with ADHD using MOON will show improvements in (1) emotional regulation, (2) core ADHD symptoms, (3) cognitive functioning, and (4) academic performance, compared to a control group; additionally, we anticipate that (5) changing the platform (from face-to-face using virtual reality to the web) will not affect emotional regulation scores; and (6) the video game will not cause any clinically significant side effects. Methods: This was a prospective, unicentric, randomized, unblinded, pre- and postintervention study with block-randomized sequence masking. Participants included individuals aged between 7 and 18 years who had a clinical diagnosis of ADHD and were receiving pharmacological treatment. They were randomized into 2 groups using an electronic case report form: the MOON group, receiving standard pharmacological treatment plus personalized cognitive training via a serious video game, and the control group, receiving standard pharmacological treatment. We provided both the groups with psychoeducational support on ADHD. Analysis was conducted using the Student 2-tailed t test and 2-factor ANOVA. An independent monitor supervised the study. Results: A total of 76 patients with ADHD participated in the trial, with an equal randomization (MOON: n=38, 50% and control: n=38, 50%) and a total dropout rate of 7. The primary hypothesis, a 3- or 4-point reduction in the global Strengths and Difficulties Questionnaire score, was not met. However, significant improvements were observed in material organization (P=.03), working memory (P=.04), and inhibition (P=.05), particularly among patients more engaged with the MOON treatment. Conclusions: Serious video games, when integrated into a multimodal treatment plan, can enhance outcomes for symptoms associated with ADHD. Trial Registration: ClinicalTrials.gov NCT06006871; https://clinicaltrials.gov/study/NCT06006871 International Registered Report Identifier (IRRID): RR2-10.2196/53191