Cyberspace

Cyberspace, it is no place, limitless, not well regulated by laws that offer to the user a freedom to decide whether participation in it is transcendental to his or her life. Today, human beings no longer manifest only in traditional public and private contexts, but do it through virtual spaces or hybrid communities that appear and disappear like spontaneous generation.
We are actually living in a digital epoch that represents not just a technological change. It constituted a cultural and social challenge because it just doesn't implied the interconnections between technologies without the interconnection of human beings through the technology. We are in the age of the interconnect intelligences, mind to mind, as Castranova said the power of the intellect and the imagination.
PhD project: The Game transfer Phenomena
Survey: Second Life Survey - Resident profile, gambling & engagement
© 2006 Angelica Ortiz de Gortari. All Rights Reserved.
Cyberspace | Virtual comunities & Chats
Virtual communities are faithful mirrors of our reality, limitless projections of our more recondite desires, dreams and ambitions where it is possible to try, create and recreate our utopias as a society and as individual human's beings.
- 3D Chats
- Avatar psychology
- Social Networks in Virtual Worlds
Introduccion to virtual worlds
MIT's Henry Jenkins Intreview: Social Networks
© 2006 Angelica Ortiz de Gortari. All Rights Reserved.
Cyberspace | New Culture & Generations
New generations have grown up together with the computer, internet, video games and toys that simulate being alive, growing and dying. Members of this generation have easily accepted the internet as a medium for socialization, information access, entertainment and work; they are accustomed to the constant reception of stimuli and have learned to handle diverse software and mediums at the same time and have enough flexibility to play fantasy multiplayer games; to interact in virtual communities; to play easily with different identities. Since they are naturalized citizens in the digital culture they are also accustomed to a special digital language for communications with others as emoticons, abbreviations, syllogisms, etc. They bring us new questions and they represent a big challenge for the adults.
The understanding of the new generations, their necessities and perspective of life can help us to conciliate the generational break between the individuals from the digital generations and the naturalize citizens to this new world. And also to create correct measure for stimulate their positive and constructive use of the technology since with the Internet connection whatever system of security can be vulnerable.
© 2006 Angelica Ortiz de Gortari. All Rights Reserved.
Cyberspace | Human computer interaction
Are we judging the present and the future from the correct perspective? Now-a-days we can judge the past and believe that we are conscientious about the future; nevertheless, we are probably incapable of reaching the level of consciousness necessary to understand it. We appreciate it through a substantially old logic.
The conceptual and ethical inapplicability to what we recognize as normal is dominated by hurried visions and neglect in the face of a complexity and impact of the technological advances in which we are immersed. The breaking of the well-known and of the preconception of what is possible and that which prevents us from seeing in today what tomorrow can offer us.
© 2006 Angelica Ortiz de Gortari. All Rights Reserved.
Cyberspace | Virtual Therapy
More material to come. For now, check out these links:
Therapeutic War Game Helps Iraq Vets
Ambient Intelligence and Immersive Virtual Telepresence in Health Care
© 2006 Angelica Ortiz de Gortari. All Rights Reserved.
Cyberspace | Virtual economy
Like in any economy, the flux of supply and demand in virtual worlds ultimately determines its prosperity as a culture. Supply and demand requires as a base prerequisite the belief that private property has intrinsic value, and the predominance of this belief is a growing phenomenon in cyberspace. Private ownership of virtual property is not only becoming a central concept in many online communities, but it is rapidly becoming a driving economic force in the real world for online gamers. In fact, just like in the real world, private ownership of real estate carries with it many benefits to more and more online citizens of virtual worlds.
For example, in Second Life, land owners are rewarded with virtual money based on the number of players that visit their land and the duration of each visitor's stay. Land owners who have the most "popular" land have actually been paid out real USD cash rewards on a monthly basis in Second Life. Another good example of virtual economics spilling into the real world is the Entropia Universe Cash Card, from Mindark, the developers of Entropia Universe. This is a Reloadable Debit Card, not associated with any bank, but can be used to withdraw real funds from an Entropia Universe PED account from over 1 Million ATM Machines Worldwide.

Virtual Asset Trading in MMORPGs
© 2006 Angelica Ortiz de Gortari. All Rights Reserved.
Cyberspace | Technological problems
"The advance of technology faces head-on the subjectivity of the human soul"
-ABOG, 2000 -
Actually, we currently don't have enough research on the consequences of the rapid interactional and societal changes technology is provoking in the human being, but it is necessary to formulate and reformulate approaches and solutions in order to cross "the Hanging Bridge" during this period of adaptation. Consider that we may be judging the present time in an inaccurate manner since we appreciate it through a substantially old logic, and what is abnormal today can become the normality of tomorrow.
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Technolgical Addictions
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Cybercrimes
eGaming & eGambling
Human cognition and emotion are dissolved in the mercury drops flowing through the digital connections of the future. Rationality and intelligence is just beginning to originate from inorganic beings. Emotions are reproduced in video games, toys, software assistants and robots.
Technology today is simulating human affect and disposition that tomorrow will be the cognition, or even intuition, of artificial intelligence. Technological creations will have a capacity to respond to unexpected situations in surprisingly human-like ways.
© 2006 Angelica Ortiz de Gortari. All Rights Reserved.
eGaming & eGambling | MMOGs & MP
MMOG World of Warcraft Everquest What is it?, how it works? in RL
What is SL? & learning oportunities Cory Ondrejka on digital media and learning
Video games are interactive tools that emotionally bond players together by manipulating dreams and fantastic storylines through the use of artificial intelligence simulation and extremely vivid sensory experience, all of this opening a window to a world of the fantasy and imagination.
Video games with virtual money

Ortiz de Gortari, A.B (2006) Psychosocial Dynamics and Impact of Online Video Gaming. Report for the Swedish National Institute of Public Health.
© 2006 Angelica Ortiz de Gortari. All Rights Reserved.
eGaming & eGambling | Digital Economy
Games with money/virtual economy game types (RTM)

Ortiz de Gortari, A.B (2006) Psychosocial Dynamics and Impact of Online Video Gaming. Report for the Swedish National Institute of Public Health.
© 2006 Angelica Ortiz de Gortari. All Rights Reserved.
eGaming & eGambling | Stimulated Gambling


Ortiz de Gortari, A.B (2006) Psychosocial Dynamics and Impact of Online Video Gaming. Report made for the Swedish National Institute of Public Health.
EVERQUEST 2
SECOND LIFE
eGaming & eGambling | Pathological game
The advance of technology faces head-on the subjectivity of the human soul.
Actually, we currently don't have enough research on the consequences of the rapid interactional and societal changes technology is provoking in the human being, but it is necessary to formulate and reformulate approaches and solutions in order to cross "the Hanging Bridge" during this period of adaptation. Consider that we may be judging the present time in an inaccurate manner since we appreciate it through a substantially old logic, and what is abnormal today can become the normality of tomorrow.
Multifactors that should be observed in gaming problematic
Motivation factors - Why does the gamer play? (e.g. for entertainment, to pass the time, as a catharsis, out of solitude, for socialization, fashion, etc.)
Frequency - How much overall and how much increasingly during each session? (e.g. The gamer takes pauses or not, How long does he play without interruption)
The game structure characteristics - What does the gamer play? (e.g. A war game, sport, educational) Which activities does he perform? (e.g. socialize, hunt)
Gaming style - How does the gamer game? (Alone, with friends, under what ergonomic conditions, shout, show emotions when is gaming while is gaming)
Meaningfulness of the game - How is the game perceived? - Is the game considered to be a part of the fantasy life or as an important part of real life and like an alternative place to live. How interact with others in real world.
Gamer's typology- Professional, casual gamer, etc. Favorite activity in the game (T. ex explorer, socializer)
Change of humor- How is conflict between fantasy and reality managed, (T.ex.depresion, anxiety, frustration). How does the player manage his/her emotions during and after a gaming session? (T.ex anxiety, fears, excitation) Physiological reactions (T.ex.sweat, heart palpitations, stress).
Conflict -How are online and offline activities combined, change of pattern behaviors (T.ex to eat, to sleep, maintain personal hygiene, or enjoy doing other activities that were previously enjoyed before becoming involved in the game)
Individual personality characteristics and the presence of other psychological disorders
Stress and life situation (t. ex influence of friends, unemployment)
Ortiz de Gortari, A.B (2006) Psychosocial Dynamics and Impact of Online Video Gaming. Report for the Swedish National Institute of Public Health.
Watch videos and learn about addiction
http://www.videojug.com/tag/addiction/search?keywords=addiction&Content=all
© 2006 Angelica Ortiz de Gortari. All Rights Reserved.
eGaming & eGambling | Virtual Casinos
Gambling in Virtual Casino Communities offers a flexible world of entertainment and amusement; the gambling dynamics contain psychological variables not seen in previous gambling environments yet yield novel structural advantages to the gambler, who is also exposed to many innovative seductive tactics.

Three basic characteristics of virtual gambling *
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On-line gambling is not an isolated event
Multitasking operative systems allow gambling events to be embedded into more standard everyday computer activities. -
Internet connection
The internet is a hybrid system conformed by diverse organisms, interconnected in constant change and adaptation, creating correlation and intermittent interaction with multiple applications, and even the reception of unrequested stimuli. -
The optimal structure of virtual casinos
Virtual casinos are not just a place where it is possible to play a collection of games. Virtual casino web pages represent a virtual community that offers to the player many different free services like forums, learning strategies, chats with other player, etc.
* Excerpted from a presentation at the:
6th European Conference on Gambling Studies and Policy Issues
Virtual casinos: More than gambling. Angelica Ortiz. Radisson SAS, Malmö, Sweden
29 June - 2 July 2005
© 2006 Angelica Ortiz de Gortari. All Rights Reserved.
eGaming & eGambling | FAQ & Discussion
Why should the intense use of online video games be interpreted differently than the intense use of offline video games?
Because the characteristics of the video games and the profile of the player are diferent.Talking about computer "addiction" or video game "addiction" involving non-internet technologies from the 1980's is not the same as talking about the intense use of technology we are seeing now in the 21st Century. Certainly the symptoms of addiction are the same. Nevertheless, today the profile of a computer or video game player is quite different than that described in 1989 by M. Shotton. Back then, playing computers games was considered an activity for the technically savvy yet socially inept, introverted individual and an activity that would invariably isolate the player from the real world, as a way to escape interaction with others. Today playing online video games is a new way to socialize without the requirement of physical presences. In fact, most who are now playing video games are indeed very social people. Playing video games as a form of entertainment has become as popular as watching television. It is a way to be a group member, to challenge others, to be in the center of social events and in most cases, an individuals problems which involve the intensive use of video games or internet are often symptomatic of other underlying personal issues (ex. psychological disorders, miss challenge environment, situational stress, etc).
Why is the evaluation of gaming problems not the same for individuals from different generations?
The younger generations perceive technology from a different perspective than adults. For them, technology is a way of life, for socializing, learning, expressing themselves and being a part of the world. For them the intense use of technology doesn't mean they are isolated from the real world. Young people have grown up together with the computer, internet, video games and toys that simulate being alive, growing and dying. They are accustomed to the constant reception of stimuli and have learned to handle diverse software and mediums simultaneously and have enough flexibility to play varying roles and adopt different genders online as a way of experimentation, exploration, self-knowledge, and in search of their real identity. They are also accustomed to a special digital language for communicating with others (e.g. emoticons, abbreviations, syllogisms, etc.) Adults are merely naturalized citizens in the digital culture trying to learn and adapt themselves to the intense use of the technology that in many cases can isolate them from their real world social networks and activities.
Why do today's online video games evoke more intense emotions in player?
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They have high quality images and special effects.
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The advanced artificial intelligence allows for the presentation of fantastically realistic characters that interact and respond in unpredictable ways to the player. Furthermore, these characters are "objects of emotional touch" because they elicit and transmit multiple sensory-perceptive stimuli that modify feelings in the individual. They are engaging technologies.
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The ability to personalize avatars to extreme levels of detail allows players to identify themselves with role-play in the game and rebuild themselves in unimaginable ways.
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New video games are not just about repetitive movements and simple manipulations of virtual items. They stimulate body immersion of the player (the sensation being in the game place). In today's video games, the game activity is important but also the enviroment within which the players perceives themself.
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The most of the time players play versus other player and not just versus the computer.
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The game playing is much more interactivity and implies the interconnection between different activities
Why do people like to socialize in online worlds?
Virtual communities are engaging, innovative and interactive platforms for socialization, self-expression and self-exploration. They provide and fulfill many psychological earnings and needs for the user which can be very positive for many people but can also represent risk for some. Online video games and virtual communities are interactive tools which emotionally bond participants by manipulating dreams through the use of artificial intelligence and extremely vivid sensory experience opening a window to a world of fantasy, imagination and experimentation. People like to participate mainly in Second life because it is fun and exciting, because they can create and build, because they can meet people from all around the world and because it is a permanent place where they can move, do, have and speak freely.
What consequences can result when a person escapes from the real world and from his or her real life and ego?
There are many real world activities that provide or involve some kind of escape mechanism. Taking a vacation allows us to temporarily escape our usual daily routine, reading or watching television allows us to escape to another time, place or circumstance, and the list goes on. People enjoy these activities because they are relaxing or stimulating, and evoke pleasure, passion, inspiration, comfort and humor. The problem starts to emerge when someone consistently escapes to a fantasy world primarily to avoid real life problems and not just as a temporary catharsis experience. Usually those who escape are individuals with real or perceived personal or situational problems, or people who cannot find an adequately stimulating real life environment. Online games or virtual communities offer a perfect platform in which to escape. Having a parallel identity, or even changing gender, can also be simply an experimental exercise. The youngest generations have greater flexibility in doing this, being accustomed to role playing, using different nick names and manipulating abstract information and symbols. In the online world you can present a fragment personality, choose what you like in yourself and project it into the screen, removing what you don't like. Avatar personalization and customization offers us an opportunity to build a unique character and explore different facets of our personality. Escaping to virtual worlds can be very exciting, but some individuals also may experience dramatic shifts in mood, feeling frustration, sadness or even depression when they compare their abilities, material wealth, and popularity in the virtual world with that of real life.
What is On-line Gambling Addiction?
On-line gambling disorder is a new form of an old pathology but implies different variables derivates from the interaction between the human, the new technologies and the cyberspace where the gambling takes place. What is On-line Gambling Addiction? On-line gambling disorder is a new form of an old pathology but implies different variables derivates from the interaction between the human, the new technologies and the cyberspace where the gambling takes place.
© 2006 Angelica Ortiz de Gortari. All Rights Reserved.
About Us
Our Ideals
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To contribute to a healthy and balanced use of new interactive media technologies
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To provide unbiased expert knowledge on the benefits and risks of new interactive media technologies use to clinical, parental, educational, employment and commercial providers
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To promote a better understanding of the relationship between young people and emerging interactive media technologies
Our Main Goal
To provide information and support on new interactive media technologies to non-profit organizations and commercial entities with an emphasis on online gaming, gambling and virtual communities.
What We Do
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Psychosocial analysis of specific games or virtual communities
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Provide analysis and guidance for online gaming, gambling and virtual community projects in educational and entrepreneurial arenas
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Assist in the crafting and enhancement of specific clinical analysis or others instruments for measuring use and problematic internet and video game use
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Advise on the development of responsible gaming websites
Workshops, Talks and Seminars
If you, your community or school are interested in learning more about how online virtual experiences are evolving and what the differences are between healthy and potentially unhealthy internet use, we would be more than happy to provide a presentation or workshop on these topics. Click the Contact Us icon in the top right corner of this website to send an email to us, and we will promptly respond to your request.
© 2006 Angelica Ortiz de Gortari. All Rights Reserved.
About Us | Professional Background
Hello! 
My name is Angelica Ortiz de Gortari. I am a licensed psychologist with master degrees in mental health and bioethics and in Human Rights and the Best Interest of the Child. I am currently doing my PhD studies at Nottingham Trent University, researching about the psychosocial & cognitive effects of video games playing.
My PhD project focuses in what I have called "The Game Transfer Phenomena" (GTP). GTP occurs when video games' elements are associated with real life elements triggering subsequent thoughts, sensations and behaviours. The GTP can ocurr intentionally, when players elaborated and integrated video games elements in real life situations & automatically when video games thoughs appear without premeditation of the players.
My experience in the analysis of Internet and new media use dates back to 1998 when I began conducting explorative research on the psychosocial aspects of normal and pathological internet use. Since then I have remained active in this area of study, participating in television and radio interviews, attending or presenting at various conferences.
During the last years, I lived in Sweden. There I worked at the Swedish National Institute of Public Health (Fhi.se) in the area of gambling addiction. At the Institute, I contributed to online gambling and video gaming research.
My interest for the Internet and online video game use derives from my strong curiosity and need to understand the interaction between human beings and new media, with the goal of maximizing the psychological and social benefits of interactive virtual technologies while reducing the risks or dangers it can present to some individuals.
Visit the Game Transfer Phenomena project webpage.
About Us | Conference & Media
Conference Papers
- Ortiz de Gortari, A.B, Aronsson, K & Griffiths, M (2011) Exploring Game Transfer Phenomena in Young People. FROG 2011 21-23 October 2011, Vienna, Austria.
-Ortiz de Gortari, A.B (2011) Exploring Game Transfer Phenomena in young people. Poster. Selected for the Regional Vitae poster Competition Nottingham Trent Univeristy 2011.
- Ortiz de Gortari, A.; Griffiths, M.D (2011) Using Online Interview with young people: Exploring the Game Transfer Phenomenon. Poster. Conference. General Online Research 2011. March 14-16, 2011, Heinrich-Heine University of Düsseldorf
-Playing beyond the mirror: Video game's Mechanisms, Phenomenon and their impact on the human psyche. IV Congress of Cybersociety. Analog crisis, digital future 2009
-“Interactive media technologies challenges and Risks among youth". Two cases analysis”. IV Congress of Cybersociety. Analog crisis, digital future 2009. Abstract
-Onlinedataspel: Psykosociala faktorer inom nya dataspel? Centrum för kunskaputveckling , 28 maj Stockholm, 2008
-Second Life Survey: User Profile for Gambling and Engagement in Second Life community 21, October 2007
-Second Life Survey: User Profile for Gambling and Engagement.
The virtual conference. 20-22th September School of Communication, Technology & Design at Södertörn university 2007
-Psychosocial implications of online video games 2007
Game in action conference, Gothemburg, Sweden
-Psycho-dynamics of Online Video Games and their Implications 2006
Presentation for Institute Director, National Institute of Public Health Stockholm, Sweden
-Psychodynamics of Online Video Games and their Implications 2006
National Meeting of Gambling Addiction, Norra Latin Conference Center Stockholm, Sweden
-Virtual Casinos 2005
Klickar på Internet, Swedish Council for Information on Alcohol and Drugs Stockholm, Sweden
-Virtual Casinos: More than gambling 2005. Sixth European Conference on Gambling Studies and Policy Issues Malmo, Sweden
Conference Posters
Ortiz de Gortari, A; Griffiths, M.D (2011) Using Online Interview with young people: Exploring the Game Transfer Phenomenon. Poster. Conference. General Online Research 2011. March 14-16, 2011, Heinrich-Heine University of Düsseldorf
Media Apparances
Interviews
Gaming online" Primetime Television Channel 12. Multimedios Estrellas de Oro.Monterrey, México 2008
Online Video Games. Primetime Television Channel 12. Multimedios Estrellas de Oro Monterrey, México 2006
Psychosocial Implications of the Internet. Radio Multimedios Estrellas de Oro Monterrey México 2000
Interent addiction. Buenos Dias. Primetime Television Channel 2: Televisa Monterrey. Monterrey, México 1999
Online Video Games. Radio Nuevo Leon. Monterrey, México 2006
México and Sweden Culture. Radio Nuevo Leon.Monterrey, México 2006
Internet Addiction. Radio Nuevo Leon. Monterrey, México 2006
Internet and the Presidential Elections Radio Multimedios Estrellas de Oro. Monterrey, México 2000
Talk shows
Cambios: Cyber Users. Primetime Television Channel 12: Multimedios Estrellas de Oro. Monterrey, México 2000.
Cambios: Psychiatric Panel - Caught in the Net" Primetime Television Channel 2: Televisa . Monterrey. Monterrey, México 1999
Foro: Love in the Internet" 1999 Primetime Television Channel 2: Televisa Monterrey.Monterrey, México " Poetry Oration - "You Can" 1997 American Institute Theater. Monterrey, México " Poetry Oration - "More Than Words" 1997 IMSS Theater. Monterrey, México
Presentation - "The Internet as a New Social Phenomenon" 1998 UDEM High School (alumni presentation) Monterrey, México
Presentation - "The Internet as a New Social Phenomenon" 1998 University of Monterrey Monterrey, México
Poetry Oration - "You Can" 1997 American Institute Theater Monterrey, México
Poetry Oration - "More Than Words" 1997 IMSS Theater Monterrey, México
Newspapers and Magazines
Newspaper Grupo Reforma. Editorial (July 16, 2007) Addiction to the Virtual?/Adiccion a lo Virtual? Audio: Adiccion a lo Virtual?
Newspaper El Norte. Editorial section .(September 20, 2006) Video Juegosonline/video juegos en linea
Angelica Ortiz (2005) Virtual Casinos. More than Gambling
Electronic publication UDEM. (July, 2005) Exa-Udem en Mälmo. Monterrey, México
"Exa-udem in Malmo" 2005 UDEM electronic newspaper Monterrey, México
El Norte newspaper Editorial section. (July 21, 2005) Casinos Virtuales/virtual casinos
Folleto: Virtual Casinos. More than gambling. 6th European Conference on Gambling Studies and Policy Issues . Radisson SAS, Malmö, Sweden 29 June - 2 July 2005.
El Norte newspaper Editorial section.(January 12, 2000) La ruptura de lo conocido/Breaking the known
Angelica Ortiz (2000) Explorative research at UDEM on the psychosocial aspects of normal and pathological internet use
El Norte newspaper Editorial section. (Agust, 13, 1999) Puede Internet cambiar nuestra vida?/ Can Internet change our life?
Newspaper Article - "The Don Quijote That Lives In You" 1997 UDEM Newspaper Monterrey, México
Between Two Worlds
M2 A real newspaper for a virtual world. SL survey promises greater understanding of SLers .Issue Agust, 31, 2007
Projects
Ortiz, A & Pierre, E (2007) "Second Life Survey - Resident Profile, Gambling & Engagement" 2007 Online Virtual Community Survey
"Psychosocial Implications of Online Games" Swedish National Institute of Public Health 2006 (to be published summer 2007) Abstract
"Virtual Casinos: More Than Gambling" 2005 Swedish National Institute of Health
"Building a Responsible Poker Web Page" 2005 Swedish National Institute of Health Contribution to the Lotteriinspektionen
"The Psychosocial Implications of Internet and Internet Addiction" 2000 Graduate Thesis at University of Monterrey Academic Evaluation of "Excellence in Content and Presentation"
Creative therapy with childrens in the street. Parque fundidora Monterrey, Mexico 1996
Refeere
Hellström, C (2006) Dator - och tv-spelsvanor, hälsa och livsstil- En studie bland gymnasieelever i Västmanland. Institutionen för Vård -och Folkhälsovetenskap
Monica Wadsworth (2006) Chocka och förskräcka. Avaible att http://www.clan1430.se/content.php?article.25
About Us | Research & others
Academic and professional journal papers
-Ortiz de Gortari, A. B., Aronsson, K., & Griffiths, M. D. (2011). Game Transfer Phenomena in Video Game Playing: A qualitative interview study. International Journal of Cyber Behavior, Psychology and Learning, minor revisions submitted. Abstract
-Ortiz de Gortari, A.B., Computer and video games online: Dynamics and psychosocial implications. Report presented to the Swedish National Institute of Public Health (FHI) (2006).
Papers & Papers
Angelica Ortiz (2010) Targeting the Real life Impact of Virtual interactions: The Game Transfer Phenomenon 42 video games players’ experiences. (Master Thesis Stockholm University) Abstract (english) Abstract (spanish)
Angelica Ortiz (2009) “Interactive media technologies challenges and Risks among youth". Two cases analysis”.´IV Congress of Cybersociety. Analog crisis, digital future Abstract
Angelica Ortiz(2009) Jugando más allá del espejo: Mecanismos de los video juegos y su impacto en la psique humana. IV Congress of Cybersociety. Analog crisis, digital future Abstract
Angelica Ortiz & Eltayeb (2009) Interactive media technologies challenges and Risks among Youth in Sweden”. – 11 children’s and 11 parents’ thoughts and experiences about Internet and video games. (Thesis Stockholm University) Abstract
Angelica Ortiz (2008) Objetos evocativos y relacionales en la cultura digital. (Master Thesis. Mental health and bioethic. Studios Universitarios & Universy of Leon). Abstract
Angelica Ortiz (2007) Love in Second Life. Focus groups.
Ortiz, A & Pierre, E (2007) Life Survey: User Profile for Gambling and Engagement
Angelica Ortiz (2007) Life Survey: User Profile for Gambling and Engagement. Psychological report Full paper Slide
Angelica Ortiz (2007) Psychosocial implications of video games online Abstract Full paper
Angelica Ortiz (2006) Strategies for healthy gaming project development
Angelica Ortiz (2006) Why develop a gaming prevention program?
Angelica Ortiz (2006) Variables required for building a video gaming problem measurement instrument
Angelica Ortiz (2005) Virtual communities the first touch: The psychology of MMORPG Abstract
Angelica Ortiz (2005) Building a responsible poker web page Abstract
Angelica Ortiz (2005) Virtual Casinos. More than Gambling
El Norte newspaper Editorial section .(Septiembre 20, 2006) Video juegosonline/video juegos en linea
Electronic publication UDEM. (July, 2005) Exa-Udem en Mälmo.
El Norte newspaper Editorial section. (July 21, 2005) Casinos Virtuales/virtual casinos
Folleto: Virtual Casinos. More than gambling. 6th European Conference on Gambling Studies and Policy Issues . Radisson SAS, Malmö, Sweden 29 June - 2 July 2005.
El Norte newspaper Editorial section.(January 12, 2000) La ruptura de lo conocido/Breaking the known
Angelica Ortiz (2000) Analisis of the Patologic Use of Internet from the perspective of diferents psychological models
Angelica Ortiz (2000) Explorative research at UDEM on the psychosocial aspects of normal and pathological internet use
El Norte newspaper Editorial section. (Agust, 13, 1999) Puede Internet cambiar nuestra vida?/ Can Internet change our life?
Events
Coordination of IV Congress of Cybersociety. Analog crisis, digital future 2009
About Us | Current Projects
PhD Project
Targeting the Psychosocial effects of virtual interaction: The Game Transfer Phenomena.
© 2006 Angelica Ortiz de Gortari. All Rights Reserved.
About Us | Photos & Media Downloads
Psykosociala faktorer som påverkar spelare och tv-dator spel dynamik/Psychosocial factors and game dynamic
Virtual Casinos. More than Gambling
6 th European Conference on Gambling Studies and Policy Issues. Mälmo, Suecia. 1 julio 2005
© 2006 Angelica Ortiz de Gortari. All Rights Reserved.
About Us | Photo Gallery
2011 Gor Conference

2008 Centrum för kunskaputveckling

The virtual conference 2007-Södertörn university

2007 Second Life Community


2005- Klickar på Internet, Swedish Council for Information on Alcohol and Drugs

2005- Sixth European Conference on Gambling Studies and Policy Issues

2006- Radio Monterrey -Internet & Youth
2006- Radio Monterrey
2000- Debate program "FORO"



2000- Debate program "Cambios"


About Us | Contact Us
Please email us your questions, comments, suggestions,etc .
angelica.ortiz [at] cyberpsyke.org
skype:
Cyberpsyke
Welcome to Cyberpsyke!
Our Main Goal
To provide
information and support on new interactive media
technologies to non-profit organizations and
commercial entities with an emphasis on online gaming,
gambling and virtual communities.
Workshops, Talks and Seminars
If you, your
community or school are interested in learning more about
how online virtual experiences are evolving and what the
differences are between healthy and potentially unhealthy
internet use, we would be more than happy to provide a
presentation or workshop on these topics. Click the Contact
Us icon in the top right corner of this website to send an
email to us, and we will promptly respond to your request.
Questions? If I am online, skype me!





