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BACKGROUND: Cyberbullying perpetration and victimisation have been associated with psychological distress, including depression and suicidal ideation. Prior studies have shown that the 'Dark Triad' personality traits (narcissism, Machiavellianism, and psychopathy) are associated with greater likelihood of perpetration, yet there is a research gap regarding potential mediators of this relationship. AIMS: To test whether functional and dysfunctional impulsivity act as mediators between Dark Triad traits and cyberbullying perpetration. METHODS: A cross-sectional online study was conducted, in which a sample of 141 university students (63% male) from Malaysia were recruited by online and local poster advertising inviting them to complete a questionnaire containing a series of psychometric scales, including measures of 'Dark Triad' personality traits, impulsivity and cyberbullying perpetration. RESULTS: A relationship between cyberbullying perpetration and higher psychopathy scale scores was mediated by dysfunctional, but not functional, impulsivity. The relationship between cyberbullying and narcissism scores was not mediated by impulsivity. Higher Machiavellianism scores were similarly associated with cyberbullying, but there was no correlation at all between Machiavellianism and impulsivity scores. CONCLUSION: Our findings add to the literature by showing that not only Dark Triad scale scores are associated with cyberbullying, but that difficulty in refraining from or controlling impulsive behaviours (dysfunctional impulsivity) may be a key component in this relationship. Given that our sample was of generally well-functioning people, our findings may not extend to those with serious cyberbullying problems. Yet, they provide avenues for identifying people at risk of such behaviours before problems become well-established and call for more nuanced approaches towards understanding and intervening with problematic cyberbullying.
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Cyberbullying , Comportamento Impulsivo , Feminino , Humanos , Masculino , Transtorno da Personalidade Antissocial/psicologia , Estudos Transversais , Maquiavelismo , NarcisismoRESUMO
Research has shown that religion can play a protective role in diverse risky behaviors among young people. However, very little is known about the effect of religion in gambling, especially among young problem gamblers. A strong moral belief regarding gambling may prevent adolescents and young adults engaging in gambling and developing problems. Nevertheless, some evidence suggests that religion might have an influence on gambling cognitive distortions (i.e., some religious beliefs might influence the conceptions of chance and luck, which may contribute to an increase in gambling participation). The present study examined the different effects that religion can have on gambling behavior, in two different cultural contexts (i.e., Portugal and England), characterized by different religious affiliations. A sample (n = 725) comprising Portuguese (n = 312) and English (n = 413) adolescents and young adults completed an online survey. The findings indicated that Portuguese youth were more religious than their English counterparts. Moreover, religiosity was associated with lower gambling engagement among participants in both samples. Mediation analyses also showed that the cognitive distortion of illusion of control mediated the relationship between religiosity and problem gambling among the Portuguese participants, and the interpretative bias was a significant mediator in the English sample. The study's findings suggest that religion can have a protective role on gambling behaviors. However, further research is needed to explore the interactive role of religion and cognitive distortions.
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Attentional, executive, and memory processes play a pivotal role in time perception. As acute or chronic alcohol consumption influences these processes, it should also modify time perception. We systematically reviewed and critically assessed all existing studies on time perception among alcohol drinkers, following the PICOS procedure and PRISMA guidelines. We selected 31 articles, distributed across four populations (i.e., alcohol intoxication, binge/heavy drinking, severe alcohol use disorder [SAUD], and Korsakoff syndrome). Several studies suggested the overestimation or underestimation of time during alcohol intoxication. No direct effect of binge/heavy drinking was observed on time perception, while studies on SAUD reported conflicting results. Participants with Korsakoff syndrome exhibited globally impaired time perception and marked deficits in associated cognitive abilities. This systematic review suggests that alcohol consumption affects time perception only when specific cognitive processes are depleted. However, due to the methodological limitations related to existing studies, no firm conclusion can be drawn. Guidelines and perspectives to advance the field are proposed.
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Intoxicação Alcoólica , Percepção do Tempo , Consumo de Bebidas Alcoólicas , Atenção , Etanol , HumanosRESUMO
This commentary explores how emotion fits in the dual-systems model of temporal cognition proposed by Hoerl & McCormack. The updating system would be affected by emotion via the attentional/arousal effect according to the attentional gate model. The reasoning system would be disrupted by emotion, especially for traumatic events. Time discrepancies described in the dual-systems model are also explained.
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Cognição , Emoções , Nível de Alerta , Atenção , Resolução de ProblemasRESUMO
BACKGROUND: From the theory of compensatory Internet use, escapism through videogames may constitute a coping strategy that is sometimes helpful but, in some cases, maladaptive. To date, however, evidence supporting this view has been gathered only through the use of explicit self-reported questionnaires, which are known to be biased. Accordingly, the aim of the current study was to test whether the escapism motive is related to a preference for the virtual environment. METHOD: A laboratory task that allowed the measurement of implicit attitudes, namely, the Affect Misattribution Procedure, was created with stimuli from real world and videogames. The task was administered online with a series of questionnaire and completed by 273 online gamers from the community. RESULTS: Participants had more positive attitudes toward pictures depicting virtual environments than toward those depicting real environments. Furthermore, participants who frequently used videogames to escape real life and were highly engaged in video gaming had a more pronounced positive implicit attitude toward virtual environments. DISCUSSION: This study contributes to a better understanding of the psychological processes underlying escapism in videogames and calls for a refinement of the escapism construct, which can be related to both problematic (i.e., potential coping strategy) and nonproblematic patterns of videogame use. Among the limitations, it should be noted that the selection of stimuli related to videogames is restricted to one genre of game, and that the participants' environment could not be controlled due to the online design.
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Comportamento de Escolha , Internet , Comportamento Social , Jogos de Vídeo/psicologia , Adaptação Fisiológica , Adolescente , Adulto , Análise de Variância , Atitude , Comportamento Aditivo/psicologia , Feminino , Humanos , Masculino , Motivação , Análise de Regressão , Inquéritos e Questionários , Adulto JovemRESUMO
The Ten-Item Internet Gaming Disorder Test (IGDT-10) is a short screening instrument developed to assess Internet gaming disorder (IGD) as proposed in the Diagnostic and Statistical Manual of MentalDisorders, fifth edition (DSM-5), adopting a concise, clear, and consistent item-wording. According to initial studies conducted in 2014, the instrument showed promising psychometric characteristics. The present study tested the psychometric properties, including language and gender invariance, in a large international sample of online gamers. In this study, data were collected from 7,193 participants comprising Hungarian (n = 3,924), Iranian (n = 791), English-speaking (n = 754), French-speaking (n = 421), Norwegian (n = 195), Czech (n = 496), and Peruvian (n = 612) online gamers via gaming-related websites and gaming-related social-networking-site groups. A unidimensional factor structure provided a good fit to the data in all language-based samples. In addition, results indicated both language and gender invariance on the level of scalar invariance. Criterion and construct validity of the IGDT-10 was supported by its strong association with the Problematic Online Gaming Questionnaire and moderate association with weekly gaming time, psychopathological symptoms, and impulsivity. The proportions of each sample that met the cut-off score on the IGDT-10 varied between 1.61% and 4.48% in the individual samples, except for the Peruvian sample (13.44%). The IGDT-10 shows robust psychometric properties and appears suitable for conducting cross-cultural and gender comparisons across seven languages. (PsycINFO Database Record (c) 2019 APA, all rights reserved).
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Comportamento Aditivo/diagnóstico , Internet , Jogos de Vídeo , Adulto , Austrália , Canadá , Comparação Transcultural , República Tcheca , Manual Diagnóstico e Estatístico de Transtornos Mentais , Análise Fatorial , Feminino , Humanos , Hungria , Comportamento Impulsivo , Irã (Geográfico) , Itália , Idioma , Masculino , Pessoa de Meia-Idade , Noruega , Peru , Psicometria , Reprodutibilidade dos Testes , República da Coreia , Projetos de Pesquisa , Eslováquia , Eslovênia , Inquéritos e Questionários , Reino Unido , Estados Unidos , Adulto JovemRESUMO
OBJECTIVE: The aim of the present study is to examine the heterogeneity of attenuated psychotic symptoms (PS) and related personality factors using a cluster analytic approach. METHOD: A large sample of participants from the general population was evaluated in terms of attenuated symptomatology (psychotic and affective) and two personality factors: encoding style and impulsivity traits. RESULTS: Cluster analysis emphasized the existence of five independent clusters: High Psychosis, High Positive, High Negative, High Impulsive-Low Psychosis, and Low Psychosis. Cluster comparisons demonstrated that the personality factors and PS are differentially involved in the clusters. CONCLUSIONS: The present study demonstrated that reliable and relatively distinct clusters of individuals from the general population can be identified based on established PS and related personality factors. The fact that a variety of profiles was observed contributes to a better understanding of the nature of the heterogeneity characterizing PS and has clear theoretical and clinical implications.
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Comportamento Impulsivo/fisiologia , Percepção/fisiologia , Personalidade/fisiologia , Transtornos Psicóticos/fisiopatologia , Adolescente , Adulto , Idoso , Análise por Conglomerados , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Transtornos Psicóticos/classificação , Adulto JovemRESUMO
Background and aims The DSM-5 includes criteria for diagnosing Internet gaming disorder (IGD) that are adapted from substance abuse and widely used in research and clinical contexts, although evidence supporting their validity remains scarce. This study compared online gamers who do or do not endorse IGD criteria regarding self-control-related abilities (impulsivity, inhibitory control, and decision-making), considered the hallmarks of addictive behaviors. Method A double approach was adopted to distinguish pathological from recreational gamers: The first is the classic DSM-5 approach (≥5 criteria required to endorse the IGD diagnosis), and the second consists in using latent class analysis (LCA) for IGD criteria to distinguish gamers' subgroups. We computed comparisons separately for each approach. Ninety-seven volunteer gamers from the community were recruited. Self-reported questionnaires were used to measure demographic- and game-related characteristics, problematic online gaming (with the Problematic Online Gaming Questionnaire), impulsivity (with the UPPS-P Impulsive Behavior Scale), and depression (with the Beck Depression Inventory-II). Experimental tasks were used to measure inhibitory control (Hybrid-Stop Task) and decision-making abilities (Game of Dice Task). Results Thirty-two participants met IGD criteria (33% of the sample), whereas LCA identified two groups of gamers [pathological (35%) and recreational]. Comparisons that used both approaches (DSM-5 and LCA) failed to identify significant differences regarding all constructs except for variables related to actual or problematic gaming behaviors. Discussion The validity of IGD criteria is questioned, mostly with respect to their relevance in distinguishing high engagement from pathological involvement in video games.
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Comportamento Aditivo/diagnóstico , Internet , Recreação , Jogos de Vídeo , Adolescente , Adulto , Comportamento Aditivo/psicologia , Estudos de Casos e Controles , Tomada de Decisões , Depressão/psicologia , Manual Diagnóstico e Estatístico de Transtornos Mentais , Feminino , Humanos , Comportamento Impulsivo , Inibição Psicológica , Masculino , Reprodutibilidade dos Testes , Fatores de Risco , Sensibilidade e Especificidade , Inquéritos e Questionários , Adulto JovemRESUMO
PURPOSE OF REVIEW: There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date. RECENT FINDINGS: The paper examines a number of areas including (i) similarities in structural characteristics of gambling and video gaming, (ii) structural characteristics in video games, (iii) narrative and flow in video games, (iv) structural characteristic taxonomies for video games, and (v) video game structural characteristics and game design ethics. Many of the studies carried out to date are small-scale, and comprise self-selected convenience samples (typically using self-report surveys or non-ecologically valid laboratory experiments). SUMMARY: Based on the small amount of empirical data, it appears that structural features that take a long time to achieve in-game are the ones most associated with problematic video game play (e.g., earning experience points, managing in-game resources, mastering the video game, getting 100% in-game). The study of video games from a structural characteristic perspective is of benefit to many different stakeholders including academic researchers, video game players, and video game designers, as well as those interested in prevention and policymaking by making the games more socially responsible. It is important that researchers understand and recognize the psycho-social effects and impacts that the structural characteristics of video games can have on players, both positive and negative.
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Background and aims Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states but has not yet been explored in MOBA games. In this context, the objective of the present study is to explore the associations between impulsivity and symptoms of addictive use of MOBA games in a sample of highly involved League of Legends (LoL, currently the most popular MOBA game) gamers. Methods Thirty-six LoL gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsiveness Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire). Results Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated that impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement. Conclusions Despite these results are preliminary and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games.