Background and aims: Fear of missing out (FoMO) is described as a pervasive unpleasant sensation that others might be having rewarding experiences of which one is not part, as well as the desire to stay continually connected with what others are doing. It has shown to play an important mediating role in predicting negative outcomes of heavy use of these networks. The aim of the present study was to analyze the different profiles found among users. Methods: 5,280 Spanish speaking social media users from Latin America replied in an online survey to the Spanish version of the FoMO scale, to a short set of questionnaires on online social network use (frequency, intensity and type of access) and indicators of mobile phone addiction. Results: FoMO correlated with the number of different networks used and with all indicators of social network use and mobile phone addiction. Using a Latent Profile Analysis, four classes of users were identified: low-engagement light users, high-engagement heavy users, high-engagement low-risk users, and high-engagement high-risk users; individuals from the fourth class can be considered at risk for developing addiction to online social networks (7.6 % of the sample). Discussion: Accessing the social networks via the mobile phone and presenting addictive behavior seem to be important correlates of FoMO.
En el contexto de las investigaciones sobre el uso intensivo y/o maladaptativo del teléfono móvil y de las redes sociales en línea se han ido describiendo nuevos fenómenos que pueden ser asociados a un malestar psicológico importante. El fear of missing out o FoMO (miedo a perderse algo) es un nuevo constructo psicológico que se ha descrito como la sensación de malestar al saber que otras personas están realizando actividades agradables y que uno no es parte de ello. El presente estudio investiga la relación entre el grado de FoMO experimentado, los indicadores de uso problemático del teléfono móvil y los indicadores de malestar psicológico. Mediante un análisis de regresión lineal jerárquico se encontró que tanto la conducta adictiva en torno al teléfono móvil como el FoMO son importantes predictores de síntomas psicopatológicos, especialmente, de ansiedad. El fear of missing out se perfila como un correlato importante del uso desadaptativo del smartphone y de las redes sociales en línea.
Amo (2021): Towards sustainable tourism development in a mature destination: measuring multi-group invariance between residents and visitors' attitudes with high use of accommodation-sharing platforms, Journal of Sustainable Tourism,
1) Background: It has been more than a decade since the concern about addictive use of the Internet and mobile phones was first expressed and its possible inclusion into the lists of mental disorders has been a popular topic of discussion recently, thus it seems to be a fitting moment to investigate the networks are considered responsible for this increase, and females are the ones perceived to be more affected than males. The degree to which participants agree with the statement "I am addicted to the Internet" can be used as a screening item for problematic use.
Electronic sports (eSports) are a category of video games that are played competitively following rules, either in teams or individually. Currently, the top videogame is League of Legends (LoL), a game in the genre known as Multiplayer Online Battle Arena (MOBA) with more than 100 million monthly active players worldwide. Research has shown that video games can satisfy basic psychological needs and be experienced as a passion, and that passion is a useful construct to help understand the different motivational patterns of video game use. In addition, no relevant studies have been found with professional players. Therefore, the objective of this study is to explore whether knowledge of the degree of frustration of gamers’ basic psychological needs in everyday life, users’ passion and their motives to play makes it possible to distinguish between types of players (amateurs or semi-professionals). The participants were 195 Spanish-speaking LoL players (156 amateurs and 39 semi-professionals) who were passionate about LoL. The results indicate that the game is most often played for competitive, social and exploration reasons. As for passion, players play more out of harmonious passion than out of obsessive passion, the latter being associated with the frustration of basic psychological needs. As a whole, being younger, less motivated by the plot of the game, having greater motivation to improve mental abilities, and spending more hours playing are predictors of the type of player (semi-professional). It is concluded that eSports players are not characterized as obsessed or frustrated people, and that the use of videogames is not necessarily harmful.Los deportes electrónicos (eSports) son un conjunto de videojuegos que se juegan de manera competitiva siguiendo unas reglas, ya sea por equipos o en solitario. Actualmente, el videojuego por excelencia es el League of Legends (LoL), del género Multiplayer Online Battle Arena (MOBA), con más de 100 millones de jugadores mensuales activos a nivel mundial. La investigación ha demostrado que los videojuegos pueden satisfacer necesidades psicológicas básicas y ser vividos como una pasión, y que la pasión es un constructo útil para ayudar a comprender los diferentes patrones motivacionales del uso del videojuego. Además, no se han encontrado estudios relevantes con jugadores profesionales. Así pues, el objetivo de este estudio es explorar si la frustración de las necesidades psicológicas básicas en la vida cotidiana, la pasión y los motivos de juego permiten diferenciar el tipo de jugador (amateur y semi-profesional). Los participantes fueron 195 jugadores de LoL (156 amateurs y 39 semi-profesionales) castellano-hablantes y apasionados al LoL. Los resultados indican que el uso predominante del juego son los motivos competitivos, sociales y de exploración. En cuanto a la pasión, los jugadores juegan más por pasión armoniosa que por pasión obsesiva, siendo esta última junto con la frustración de las necesidades psicológicas básicas las más bajas. En conjunto, tener menor edad, una menor motivación por la historia del juego, una mayor motivación por mejorar las capacidades mentales, y dedicar más horas de juego por semana son predictores del tipo de jugador (semi-profesional). Se concluye que los jugadores de eSports no se caracterizan por ser personas obsesivas o frustradas, y que el uso del videojuego no es necesariamente perjudicial.
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