School bullying and cyberbullying represent the most common forms of victimization during childhood and adolescence in many countries across the globe. Although they can be studied as distinct phenomena with their own defining characteristics, there is evidence to suggest that they are related and often co-occur. The present research aimed to estimate the rates of school bullying and cyberbullying, studied their evolution by age, and analyzed any possible overlap between the two. An empirical study was carried out with a large sample of children and adolescents in Galicia, Spain (N = 2083), where 10–17 year olds were presented with The European Bullying Intervention Project Questionnaire and European Cyberbullying Intervention Project Questionnaire. School bullying was found to be more prevalent than cyberbullying, with 25.1% involved as victims and 14.3% as bully-victims, while the cyberbullying rates were 9.4% for victims and 5.8% for bully-victims. Perpetration rates were similar for school and cyberbullying (4.4% and 4.3% respectively). The overlap between both phenomena adds to the evidence for a whole-community approach to tackling all types of bullying and victimization experiences, as opposed to each in silo. The clear age differences in bullying behaviours also suggest the appropriateness of tailoring anti-bullying programs to target specific age groups.
1 July 2012 in Psychology Research and Behavior Management
Peer reviewed article authored by (Stover JB, de la Iglesia G, Rial Boubeta A, Fernández Liporace M). Read article or submit your manuscript for publishing.
Epidemiological studies on problematic Internet use and problematic gaming conducted so far have mainly been carried out with unrepresentative and self-selected convenience samples, resulting in unreliable prevalence rates. This study estimates the prevalence of problematic Internet use and problematic gaming in a large sample of Spanish adolescents (N = 41,507) and identifies risk and protective factors for these risky behaviours. Data were collected online using the Adolescent Problem Internet Use Scale and the Adolescent Gaming Addiction Scale. Using a cut-off approach with measurement instruments inspired by the DSM-5 framework, we found a prevalence of 33% for problematic Internet use and 3.1% for problematic gaming. With a more conservative approach inspired by the ICD-11 framework, prevalence rates decreased to 2.98% for problematic Internet use and 1.8% for problematic gaming. Female gender, higher parents' education, elevated Internet connection time, reporting being online after midnight and using the mobile phone in class predicted problematic Internet use; whereas male gender, "living situation" where families do not have a traditional structure or stable environment, elevated Internet connection time and reporting using the mobile phone in class predicted problematic gaming. A cut-off approach involving scales that recycle substance use criteria (as in the DSM-5) over-pathologize Internet use and gaming behaviours. In contrast, the ICD-11 approach seems to provide more realistic and reliable prevalence rates.
1 August 2015 in International Journal of Performance Analysis in Sport
This study analyzes corner kicks in elite football to determine their efficacy, identify shared characteristics and associated variables, and propose a model for predicting successful outcomes. In total, 1139 kicks taken in 124 matches in the 2010 FIFA World Cup (64 matches), UEFA Euro 2012 (31 matches), and the UEFA Champions League 2010-2011 (29 matches) were studied by univariate, bivariate, and multivariate analysis. Just 2.2% of the corners ended in goal, but this goal was responsible for the team winning or drawing the match on 76% of occasions. In general, kicks are delivered through the air to the near post, with 1 or 2 intervening attackers; the attack is organized statically and the defense is a combination of zone and man-to-man. The following variables were significantly associated with corner kicks resulting in a goal: time (p=0.04), number of intervening attackers (p=0.001), and offensive organization (p=0.02). The likelihood of a shot on goal or shot could be increased with the intervention of 3 or 4 attackers, a dynamic attack, and indirect delivery of the ball to the far post. This information could be of great interest for football professionals interested in improving corner kick performance.
The opportunities and challenges related to Internet use continue to grow, as well as the social concern around problematic Internet use (PIU), online risky behaviors, and the intensive use of Internet, mainly among adolescents. The aim of this study was to conduct a general screening of PIU in a large sample of school-based adolescents in Spain (n = 40,955), providing updated prevalence data of PIU and different online risky practices, as well as rates of Internet and social network use. Differences between problematic and nonproblematic users were explored in terms of demographics, parental control, and motivations for using. The association between PIU and the involvement in other online risky behaviors was also analyzed, as well as the role of intensive use. The findings show that the global prevalence of PIU among Spanish adolescents is 16.3 percent although this is higher among females, those in their late teens, intensive users, and those without parental control. Logistic regression confirmed that both PIU and intensive use are risk factors for being involved in any online risky behavior. A tentative explanation could be that there is a common deficit of personal and social skills underlying PIU, intensive use, and most online risky practices. From our perspective, value-based education and life skills training are the best way to reach responsible and sensible use of Internet among adolescents. Parents, schools, institutions, and adolescents themselves are called upon to actively engage in facing this problem.