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Introduction: Self-compassion is a fundamental aspect of psychological health and well-being that can be cultivated through self-compassion meditations, but it remains unclear how to facilitate this most effectively. This study is the first to explore whether sensory and semantic priming introduced prior to a guided self-compassion meditation could enhance the effects of meditation in comparison with a control condition. Methods: The study was conducted with 3 × 3 repeated measures between-group design, including three groups (sensory priming, semantic priming and control group), and three assessment time points of state self-compassion, self-criticism, and positive and negative affect (at baseline, after priming, and after guided meditation). Additionally, a meditation appeal questionnaire was used. The total sample size included 71 students who underwent a 3-min priming intervention followed by a 15-min self-compassion guided meditation session. Results: First, prior to guided meditation, sensory priming significantly decreased state self-criticism more than the control condition or semantic priming, although some reliability issues of the applied self-criticism scale must be taken into consideration. Second, neither sensory nor semantic priming changed state self-compassion, positive affect or negative affect. Third, neither semantic nor sensory priming significantly enhanced the effects of guided self-compassion meditation either in positive and negative affect, self-compassion states, self-criticism states, or in the appeal of the meditation experience. Discussion: Although this study is underpowered (estimated post hoc power ranges from 0.20 to 0.42), the findings provide preliminary insights into the potential priming has as a tool to enhance meditation effects and provide guidelines for future studies.
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When it comes to coping with stress, positive emotion upregulation is of utmost importance. Positive emotions have been suggested to be an important resource during stressful times since people try to create and upregulate pleasant emotional states when feeling stressed. Accordingly, individual differences in the ability to generate and savor positive emotional states could also affect one's skills in dealing with stress. In this regard, an important factor might be depression, which is associated with impaired positive emotion regulation. To disentangle the reciprocal influence between perceived stress and positive emotion upregulation, we conducted an Ecological Momentary Assessment study (n = 92) in which we assessed participants' stress levels and use of positive upregulating strategies (attentional deployment, cognitive change, and response modulation) three times a day over 2 weeks. Results from linear mixed-effects models showed that higher levels of perceived stress at one point predicted increased use of positive upregulating strategies from this point to the next which, in turn, resulted in subsequent diminished stress levels. Interaction analyses indicated that participants with higher depressive symptoms implemented upregulating strategies to a lower extent when experiencing intense stress. Furthermore, attentional deployment was less effective in decreasing stress in individuals higher in depression, whereas the other strategies showed comparable or even higher efficacy. Overall, positive emotion upregulation might be regarded as an adaptive tool that helps cope with stress. This mechanism might be altered in people higher in depression, who specifically struggle to implement positive upregulating strategies during times of stress. (PsycInfo Database Record (c) 2024 APA, all rights reserved).
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Adaptación Psicológica , Depresión , Regulación Emocional , Estrés Psicológico , Humanos , Femenino , Masculino , Adulto , Adaptación Psicológica/fisiología , Adulto Joven , Regulación Emocional/fisiología , Evaluación Ecológica Momentánea , Emociones/fisiologíaRESUMEN
The study aimed to analyze the longitudinal change in mental health during the third wave of COVID-19 infections in Spain. Negative (e.g., emotional distress) and positive (e.g., positive functioning variables) outcomes were analyzed. Protective factors (e.g., resilience) as predictors of psychological adjustment (i.e., positive mental health, openness to the future, and low burden due to COVID-19) after ten months of the pandemic were also examined. The sample consisted of 164 participants, and self-reported questionnaires were administered at the beginning of the lockdown (March 2020), at the end of the lockdown (June 2020), and during the third wave (January 2021). Linear mixed models showed that individuals' emotional distress increased, and positive functioning variables (i.e., meaning in life, gratitude, resilience, and life satisfaction) decreased over time, but an increase was observed in some dimensions of posttraumatic growth. Regression analyses showed that resilience scores at all three data collection time points were significant predictors of positive mental health, openness to the future, and burden during the third wave. Mediation analyses showed that positive mental health and openness to the future were mediators of the effect of resilience on burden. The prolonged situation of the COVID-19 crisis had an important impact on positive and negative mental health. However, resilience may help to build up resources that can act as a buffer against adverse psychological effects.
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BACKGROUND: New technologies have slowly become a part of psychologists' therapeutic office. However, many therapists still have doubts about the possibility of creating a good therapeutic relationship with patients in the presence of technology. AIMS: This study evaluates the development of the therapeutic alliance in individuals with small animal phobia disorder who were treated with Augmented Reality Exposure Therapy or In Vivo Exposure Therapy. METHOD: Twenty-two participants received an intensive session of cognitive behavioural therapy in either a technology-mediated therapeutic context or in a traditional therapeutic context. RESULTS: The results show no significant difference for the therapeutic alliance between two conditions. CONCLUSIONS: The results seem to show that technologies such as Augmented Reality do not represent a danger to negatively influence the therapeutic alliance.
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Terapia Cognitivo-Conductual/métodos , Terapia Implosiva/métodos , Trastornos Fóbicos/terapia , Relaciones Profesional-Paciente , Prueba de Realidad , Interfaz Usuario-Computador , Adulto , Femenino , Humanos , Masculino , Trastornos Fóbicos/diagnóstico , Trastornos Fóbicos/psicología , Adulto JovenRESUMEN
We all have an irrational fear or two. Some of us get scared by an unexpected visit from a spider in our house; others get nervous when they look down from a high building. Fear is an evolutionary and adaptive function that can promote self-preservation and help us deal with the feared object or situation. However, when this state becomes excessive, it might develop into psychological disorders such as phobias, producing high anxiety and affecting everyday life. The Therapeutic Lamp is an interactive projection-based augmented-reality system for treating small-animal phobias. It aims to increase patient-therapist communication, promote more natural interaction, and improve the patient's engagement in the therapy.
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Gráficos por Computador , Trastornos Fóbicos/terapia , Interfaz Usuario-Computador , Terapia de Exposición Mediante Realidad Virtual/instrumentación , Terapia de Exposición Mediante Realidad Virtual/métodos , Adulto , Animales , Cucarachas , Femenino , Humanos , Imagenología Tridimensional , Masculino , Autoeficacia , Arañas , Adulto JovenRESUMEN
The aim of this paper is to present digital representations of humans (i.e., avatars) that look like the self, applied to the Mental Health (MH) field. Virtual Representations of the Self (VRS) are in our opinion a tool with a great potential for engaging teenagers in emotional regulation strategies learning and an excellent example of new technology application to the basic concept in psychology field such as Bandura's modeling [1]. VRSs have already demonstrated their potential on human behavior modification (e.g. modification of physical activity; eating habits) in general population [2]. Thus, the same technology can bring in our opinion a lot to the Mental Health field, especially in emotional regulation learning. This paper presents a theoretical background and describes the methodology that we plan to apply in order to validate the efficacy of VRSs in clinical settings. Also, the implications of such technology and future research lines are discussed.
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Emociones , Expresión Facial , Trastornos Mentales/psicología , Trastornos Mentales/rehabilitación , Psicología del Adolescente , Autoimagen , Interfaz Usuario-Computador , Adolescente , Femenino , Humanos , MasculinoRESUMEN
The aim of this paper is to describe GameTeen, a novel instrument for the assessment and training of Emotional Regulation (ER) strategies in adolescent population. These new tools are based on the use of 3D serious games that can be played under different settings. The evolution of ER strategies will be monitored in two ways depending on the setting where the tool is presented. Firstly, in the laboratory, physiological signals and facial expressions of participants will be recorded. Secondly, in real life settings, ecological momentary assessment tools will be used to obtain answers from the subjects using their mobile phone. The goal is to obtain more attractive and reliable tools to evaluate and train ER strategies.
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Emociones , Psicología del Adolescente/instrumentación , Interfaz Usuario-Computador , Juegos de Video , Adolescente , Teléfono Celular , Electrocardiografía , Electroencefalografía , Expresión Facial , Femenino , Humanos , Masculino , Encuestas y CuestionariosRESUMEN
Recent research presents Augmented Reality Exposure Therapy (ARET) for treatment of phobia of cockroaches as a potentially effective technique. However, to the authors' knowledge no studies have been published concerning the Human-Computer-Interaction issues of such a system. The aim of this paper is to report some preliminary data on how patients, therapists and an Augmented Reality system collaborate and interact during the therapeutic process. The results show that the therapeutic process is distributed between individuals (patient and therapist) and artifacts (e.g. AR cockroaches, a computer screen, a Head Mounted Display (HMD), a keyboard, a swatter and therapists' notes on paper). The results are discussed in terms of possible improvement of the ARET system.