Ignacio Fernández-Arias

Dr. Ignacio Fernández-Arias

orcid

Research Focus & Metrics

Academic Career Length

15Years (2012-Present)

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

Representative Publications

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13 July 2019 in Archives of Gynecology and Obstetrics
Verified
Journal Article
Closed access
PDF file
CLCristina Larroy
Cristina Larroy
CMC. Marin Martin
C. Marin Martin
APAmanda Lopez Picado
Amanda Lopez Picado
IFIgnacio Fernández-Arias
Ignacio Fernández-Arias

15 June 2024 in The American Journal on Addictions
Verified
Journal Article
Open access
FEFrancisco J. Estupiñá
Francisco J. Estupiñá
MBMónica Bernaldo‐De‐Quirós
Mónica Bernaldo‐De‐Quirós
MVMarina Vallejo‐Achón
Marina Vallejo‐Achón
IFIgnacio Fernández-Arias
Ignacio Fernández-Arias
FLFrancisco Labrador
Francisco Labrador
Background and Objectives: Problematic video game use is a source of concern. In addictions, difficulties with emotional regulation have become an important variable of interest. However, their study in relation to problematic video game use remains insufficient.Methods: A systematic review was conducted following PRISMA 2020 guidelines; 322 studies were screened, resulting in a final sample of k = 18 studies. The methodological quality of these studies was rated as moderate according to the McMaster Critical Review Form for Quantitative studies (CRF‐Q).Results: There is evidence of relationship between different facets of emotional regulation and the presence of problematic video game use. Particularly, video games serve as escape strategy for suppressing emotional expression. There is no consensus regarding the nature of the relationship between emotional regulation, psychopathology, and problematic video game use, with various proposals suggesting moderation and mediation. There is also no consensus regarding the mediation of gender in the relationship between emotional dysregulation and problematic video game use. The level of certainty regarding the validity of the results was moderate.Discussion and Conclusions: Emotional dysregulation plays a role in problematic video game use, especially through strategies as emotional suppression, and lack of abilities to understand and control emotions. It is important to consider emotional regulation as a potential target for research and intervention in clinical populations.Scientific Significance: We review the largest sample of papers on problem gaming and emotion regulation to date. Our results highlight the importance of emotion regulation and, specially, emotional suppression, or negative escapism, on problematic video game use.

1 January 2021 in Anales de Psicología
Verified
Journal Article
Open access
PDF file
FLFrancisco Javier Labrador
Francisco Javier Labrador
FEFrancisco J. Estupiñá
Francisco J. Estupiñá
MVMarina Vallejo-Achón
Marina Vallejo-Achón
Iván Sánchez-IglesiasIván Sánchez-Iglesias
Iván Sánchez-Iglesias
MGMaría González-Álvarez
María González-Álvarez
MBMónica Bernaldo-De-Quir´ós
Mónica Bernaldo-De-Quir´ós
Los posibles efectos negativos de la publicidad de juegos de azar (JdA), sobre todo en Adolescentes y Jóvenes (AyJ), generan alarma social. Se realizó una revisión sistemática de las investigaciones sobre publicidad y juego en AyJ, en los últimos 10 años, siguiendo las directrices PRISMA, seleccionándose 31 trabajos. Los resultados destacan que AyJ, en contra de la legislación, participan con frecuencia en JdA, presentando problemas de juego. La publicidad de JdA es variada e intensa en especial en TV, eventos deportivos y redes sociales, estando dirigida a JyA, aunque suelen ser críticos con ella. Afecta más a varones jóvenes y con conductas de juego inadecuadas, consolidándolas. Los contenidos principales tratan de normalizar el juego y resaltar ganancias (sociales o económicas). El nivel de recuerdo y las actitudes sobre la publicidad del juego se asocian a incrementos en la intención de jugar, comportamientos de juego, y problemas de juego. Los incentivos más eficaces para jugar incluyen promociones económicas. La publicidad parece tener efecto, aunque reducido, para mejorar la actitud hacia los JdA e incrementar la participación en éstos, pero es difícil identificar sus efectos a medio y largo plazo. Son necesarios más estudios sobre JdA y publicidad, en especial en España. The possible negative effects of Gambling Advertising (GA), especially in Adolescents and Youth (A&Y), generate social alarm. A systematic review of the research on advertising and gaming at A&Y in the last 10 years was carried out, following the PRISMA guidelines, including 31 studies. The results highlight that A&Y, against the law, frequently participate in gambling, with some having gambling problems. The GA is varied and intense, especially on TV, sporting events and social networks, also targeting A&Y, although they are often critical of it. It affects more young men and people with inappropriate gambling behaviors, consolidating those behaviors. The main contents try to normalize gambling and highlight profits (social or economic). The levels of recall as well as the attitudes about the GA are associated with increases in gambling intentions, behaviors, and problems. The most effective incentives to gamble include economic promotions. Publicity seems to have an effect, albeit reduced, to improve the attitude towards gambling and increase participation in it, but it is difficult to identify its effects in the medium and long term. More studies on gambling and advertising are necessary, especially in Spain.

19 June 2020 in The Spanish Journal of Psychology
Verified
Journal Article
Closed access
PDF file
Iván Sánchez-IglesiasIván Sánchez-Iglesias
Iván Sánchez-Iglesias
MBMónica Bernaldo-De-Quirós
Mónica Bernaldo-De-Quirós
FLFrancisco J. Labrador
Francisco J. Labrador
FEFrancisco J. Estupiñá
Francisco J. Estupiñá
MLMarta Labrador
Marta Labrador
IFIgnacio Fernández-Arias
Ignacio Fernández-Arias
Since the inclusion of the Internet Gaming Disorder (IGD) in the Diagnostic and statistical manual of mental disorders (5th ed.) (DSM-5), the Internet Gaming Disorder Scale-Short Form (IGDS9-SF), a short nine items test, has become one of the most used standardized instruments for its psychometric evaluation. This study presents a validation and psychometric evaluation of the Spanish version of the IGDS9-SF. A sample of 2173 videogame players between 12 and 22 years old, comprising both genders, was employed, achieved with a randomized selection process from educational institutions in the city of Madrid. Participants completed the adapted version of the IGDS9-SF, the General Health Questionnaire (GHQ-12) and a negative cognitions scale associated with videogame use, as well as sociodemographic data and frequency of videogame play. A unifactorial structure with sufficient reliability and internal consistency was found through exploratory and confirmatory analyses. In addition, the instrument was found to have good construct validity; the scoring of the IGDS9-SF were found to show a positive association with gaming frequency, with general health problems, and to a greater extent, with problematic cognitions with regard to videogames. Factorial invariance was found concerning the age of participants. However, even though the factorial structure was consistent across genders, neither metric nor scalar invariance were found; for this reason, we present a scale for the whole sample and a different one for gender. These results suggest that this Spanish version of the IGDS9-SF is a reliable and valid instrument, useful to evaluate the severity of IGD in Spanish students, and we provide a scoring scale for measurement purposes.

MLMarta Labrador
Marta Labrador
Iván Sánchez-IglesiasIván Sánchez-Iglesias
Iván Sánchez-Iglesias
MBMónica Bernaldo-De-Quirós
Mónica Bernaldo-De-Quirós
FEFrancisco J. Estupiñá
Francisco J. Estupiñá
IFIgnacio Fernández-Arias
Ignacio Fernández-Arias
FLFrancisco J. Labrador
Francisco J. Labrador
In recent times, growing concern has arisen regarding the utilization of technology, video games, and the emergence of internet gaming disorder (IGD), particularly among young adolescents. This worry arises from the ambiguity in distinguishing between “normal” and “problematic” video game behavior, despite efforts to establish clear criteria for defining both. The goal of this study is to outline distinct profiles of adolescent video game players and identify variables associated with their gaming practices that correlate with problematic gaming. The study utilizes a substantial sample of adolescents drawn from a representative cross-section of educational institutions in the city of Madrid, ranging in age from 12 to 16 years. In total, 1516 participants (75%) acknowledged engaging in video game activities. The research delves into characterizing prevailing profiles of video game participants within this cohort and scrutinizes the profile that aligns with issues of IGD. In summary, approximately three-quarters of young adolescents participate in video gaming, with males constituting the majority. Typically, participants immerse themselves in action genre games for over three days per week, with males exhibiting a higher frequency than their female counterparts. Elevated gaming frequency correlates with heightened IGD scores, particularly among females. Young adolescents show a preference for game consoles (males) and mobile phones (females) and often play alone at home. Specific factors such as the device used, online mode, company, and gaming location impact the IGD scores. These profiles aim to assist families and educators in recognizing potential risk behaviors and IGD concerns; however, it is crucial to emphasize the necessity for case-specific screening and evaluation before deliberating on such behaviors.

20 May 2019 in Menopause
Verified
Journal Article
Closed access
CMCarolina Marín Martin
Carolina Marín Martin
CLCristina Larroy
Cristina Larroy
APAmanda Lopez Picado
Amanda Lopez Picado
IFIgnacio Fernández-Arias
Ignacio Fernández-Arias
Objective: The aim of the study was to evaluate the accuracy of the Menopause Rating Scale (MRS) and the Menopause Quality of Life Questionnaire (MENQOL) to discriminate women suffering from anxiety (AD) and depression disorder (DD). Methods: A cohort of 416 women aged 45 to 65 years (51.7 ± 3.8) completed the MRS, MENQOL and Hospital Anxiety and Depression Scale, plotting receiver operator curves to assess the diagnostic accuracy of the MRS and MENQOL items related to anxiety and depression. Results: Both the MRS6 (area under the ROC curve [AUC] 0.773, 95% confidence interval [CI] 0.721-0.824) and MENQOL5 (AUC: 0.772, 95% CI 0.723-0.822) proved to be accurate tools to identify individuals with anxiety or with a likelihood to develop AD. Likewise, the items MRS4 (AUC: 0.771, 95% CI 0.625-0.797) and MENQOL8 (AUC: 0.744, 95% CI 0.668-0.821) appeared to be suitable to discriminate individuals with DD. Two cut-off points were established for each item in the different scales to optimize their capacity to detect and discriminate problems of anxiety and depression. Lower cut-off values (MRS ≥ 1; MENQOL ≥ 2) were established to detect AD and DD, the sensitivity of which varied between 76.0% and 84.6%% and a negative predictive value varying between 86.7% and 95.3%. A more specific cut-off was established for the discrimination of AD and DD (MRS ≥ 2; MENQOL ≥ 7), with a specificity ranging from 86.2% to 99.4% and a positive predictive value varying between 68.6% and 92.6%. Conclusions: The MRS and MENQOL display moderate accuracy in discriminating menopausal women with symptoms of anxiety and depression. The intensity of the symptoms appears to be related to the probability of detecting a probable or definitive disorder.