Current Organizations / Institutes

The organizations/institutes from the scholar's latest article


Iván Bonilla has a total of 57 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Open Access

    Well-being in post-pandemic digital higher education: a scoping review of students and teaching staff

    by Juan P. Sanabria-Mazo, Helena Bentil, Iván Bonilla, Ramón Cladellas, Dovile Dudenaite, Tanja Tillmanns, Isabella Dobler, Anna Muro, Elena Riva


  • What is the perception of the bullying training provided to pre-service Physical Education teachers?

    by Xènia Ríos-Sisó, Carles Ventura, Evelyn Ríos-Valdés, Maria Prat, Iván Bonilla, Gonzalo Flores-Aguilar


  • Open Access

    Video Game Structural Features Are Related to Internet Gaming Disorder and Motivations of Play: Design and Validation of the Video Game Structure Scale (VGSS)

    by Arnau Carmona, Xavier Carbonell, Iván Bonilla, Jan Ivern, Andrés Chamarro

    Structural characteristics of video games influence the development of maladaptive behavioral patterns such as Internet gaming disorder (IGD). The aim of this study was to develop and validate a tool to evaluate users’ perceptions of video game structural features. The sample was composed of 502 gamers with an average age of 23.35 years ( SD = 6.89). In total, 67.3% used a personal computer, 20.7% a desktop console, 11.4% a mobile platform, and 0.6% a portable console. Multiple exploratory factor analyses were conducted to identify the optimal model. Initial evidence of reliability, construct, and external validity was found (TLI and CFI > .90, RMSEA < .06, SRMR < .08). Structural features were categorized into three primary factors: social, control, and reward. After a multiple linear regression, structural features and gaming motivations explain 19% of the variance in IGD. In conclusion, the scale demonstrates solid psychometric properties for assessing how Spanish-speaking players perceive the structural characteristics of video games and how these relate to the development of IGD.


  • The Mental Health Status of Esports Athletes

    by Jolan Kegelaers, Olivier Mairesse, Lucas Van Ruysevelt, Michael G. Trotter, Matthew Watson, Ismael Pedraza-Ramirez, Iván Bonilla, Paul Davis, Jóhann Ragnarsson, Martijn Van Heel

    The rapid rise of esports has prompted growing concern for the mental health of esports athletes. Gaining a better understanding of the mental health status of esports athletes is crucial to recognize the health risks associated with the industry, as well as inform targeted mental health interventions. Thus, the aim of the current study was to examine the mental health status of a large sample of esports athletes, spanning different performance levels and esports titles. Using a cross-sectional survey, we examined the well-being and symptoms of common mental disorders, in an international sample of 1,105 esports athletes. Overall, 36.7% of participants reported low well-being, 44.7% experienced symptoms of depression, 33.4% experienced anxiety, and 69.3% experienced sleep disturbance. The findings suggest that the mental health burden of esports athletes may be greater than previously reported. Moreover, esports athletes of higher competitive levels and females reported higher symptoms of mental ill-health but also higher well-being, relative to esports athletes of lower competitive levels and males, respectively. Future research is needed to better understand and explain this mental health burden within esports. Additionally, this study highlights the urgent need for the design, implementation, and evaluation of context-specific targeted mental health interventions in esports.


  • Open Access

    The Third Half: a positive psychoeducational program to promote well-being and mental health among early career researchers

    by María Paola Jiménez-Villamizar, Claudia Tejada-Gallardo, Angelica Becerra-Rojas, Maximiliano Devoto-Araya, María Fernández-García, Rodrigo López-García, Ivan Bonilla, Maja Tadić Vujčić, Stefan T. Mol, Antoni Sanz-Ruiz, et al.

    The decreasing well-being among doctoral candidates, coupled with a high prevalence of distress problems, is a topic of increasing concern in the field of higher education and research policy. The present study aimed to replicate, implement, and evaluate the effectiveness of The Third Half, a multi-component psychoeducational program in doctoral students. To address the limitations of the pilot study, we conducted a non-randomized controlled study using a repeated measures pre-post design with a total of 97 participants (Mage = 32.5; SD = 8.23), of whom 26 participated in the experimental group. Results showed that Third Half program participants reported significant decreases in indicators of negative affect (F = 4.01; p = .04) and anxiety (F = 4.95; p = .02) compared to the general control group; in the matched sample analysis (n = 20) significant decreases were found in indicators of negative affect (F = 4.72; p = .03), anxiety (F = 4.09; p < .001), and depression (F = 4.95; p = .03). It is concluded that the Third Half program is an effective and implementable psychoeducational program to improve the skills of early-career researchers in wellness management.


  • Open Access

    Binge drinking among adolescents: the role of stress, problematic internet use, and emotional regulation

    by Adrián Diaz-Moreno, Iván Bonilla, Andrés Chamarro, Queralt Ballabrera, María José Gómez-Romero, Mark D. Griffiths, Joaquín T. Limonero

    Background: Adolescence is a period marked by significant physical, psychological, and emotional changes as youngsters transition into adulthood. During this time, many adolescents consume alcohol, and in some cases, this leads to binge drinking, a behavior associated with various health risks and other problematic behaviors. However, knowledge about binge drinking in this population remains limited. Additionally, many adolescents engage in intensive technology use, which has been linked to mental health issues and substance abuse. Stress is often considered a precursor to both alcohol consumption and problematic internet use. In this context, emotional regulation could serve as a protective factor. Therefore, the present study aimed to examine the relationship between stress, problematic internet use, emotional regulation, and binge drinking among adolescents using structural equation modeling. Methods: A cross-sectional survey was completed by a sample of 876 high school adolescents (63.57% female, mean age 16.86 years). Data were collected using an online survey, which included sociodemographic information and measures of perceived stress, emotional regulation, excessive alcohol consumption, and problematic internet use. Problematic alcohol use was assessed using several questions adapted from the ‘Survey on Drug Use in Secondary Education in Spain’. Results: Problematic internet use emerged as a mediator between stress and binge drinking, suggesting that stress contributes to the development of problematic internet use, which in turn increases the likelihood of binge drinking. Furthermore, stress was negatively correlated with emotional regulation, indicating that inadequate emotional management may predispose adolescents to problematic internet use and binge drinking. The complex interplay between stress, emotional regulation, problematic internet use, and binge drinking underscores the need for comprehensive interventions targeting these factors among adolescents. Conclusions: The results provide insights into potential pathways linking stress and binge drinking via problematic internet use and highlight the importance of emotional regulation as a protective mechanism against maladaptive behaviors.


  • Open Access

    Conceptualization and validation of the TILT questionnaire: relationship with IGD and life satisfaction

    by Iván Bonilla, Andrés Chamarro, Phil Birch, Benjamin T. Sharpe, Adrián Martín-Castellanos, Diego Muriarte, Carles Ventura

    Currently, the study of esports is growing within the field of psychology. Among the different variables attracting interest — including stress or psychological factors associated with performance — an emerging concept known as tilt is gaining prominence in the literature. However, this construct has yet to be operationalized or defined. Thus, the present study aims to address this gap by defining and conceptualizing TILT while devising and validating a questionnaire to measure the construct in esports players. The initial phase of the study comprised 27 interviews conducted with professional players (n = 6), semi-professionals (n = 8), amateurs (n = 8), and coaches (n = 5) to characterize the concept of tilt. Following these interviews, a definition of tilt was formulated, and a panel of five experts in sports psychology and esports proposed a comprehensive set of 53 items. A total of 488 participants (278 males, 210 females), aged 18–50 (mean age = 26.9 years, SD = 7.57), completed the survey, including the 53 tilt items, a questionnaire measuring toxic behavior, and the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). The tilt construct is primarily characterized as a state of frustration escalating into anger, resulting in diminished performance, attention, and recurring negative thoughts about errors. Its onset typically coincides with stressful situations, persisting for approximately 30 min. Through an Exploratory Factor Analysis (EFA), 18 items were retained and categorized into two factors: Causes (7 Items) and Consequences (11 Items) of tilt. The entire questionnaire yielded a Cronbach’s α of 0.922, with the first and second factors showing values of 0.854 and 0.890, respectively. Confirmatory factor analysis (CFA) revealed an acceptable fit for the 2-factor solution. Correlations with related constructs, such as Toxic Behavior and IGD, provided preliminary evidence of external validity. Empirical evidence for the validity and internal consistency of the Tilt Scale is robust, indicating its potential utility in future research on the psychological experiences of esports players.


  • Psychosocial Outcomes Associated With Types and Intensities of Physical Activity in People With Spinal Cord Injury: The Mediating Role of Self-Efficacy and Functionality

    by Alex Castan, Iván Bonilla, Andrés Chamarro, Joan Saurí

    Background: Low rates of participation and quality of life (QoL) and high rates of psychological distress are common in spinal cord injury (SCI) population. Research has supported the mediating role of self-efficacy and functionality in improving psychosocial outcomes. Furthermore, evidence supports the impact of physical activity (PA) on psychosocial variables, but little is known about the types and intensities of PA. The objective of this study was to determine whether functionality and/or general self-efficacy (GSE) mediate the relationships between the various types of PA: (1) lifestyle and (2) leisure-time physical activity (LTPA); and various intensities of PA: (1) mild, (2) moderate, and (3) heavy PA with participation, psychological distress, and perception of QoL. Methods: The Physical Activity Recall Assessment for SCI, and measures of functionality, GSE, participation, psychological distress, and perception of QoL were administered to 159 participants. Path analysis was performed using Jeffrey’s Amazing Statistics Program. Results: GSE significantly mediated, and functionality partially significantly mediated, the relationship between LTPA and psychosocial outcomes. GSE and functionality did not mediate the relationship between lifestyle activity and psychosocial outcomes. Conclusions: It is recommended that people with SCI perform LTPA on a regular basis to achieve psychosocial benefits. These programs should be accompanied by strategies to improve GSE.