RESUMO
Social restrictions during the COVID-19 pandemic had a major impact on the mental health of youth. We analyzed a sample of 274 adolescents and young adults that participated in an online survey. We used the Brief Symptom Inventory 18 (BSI 18) and the Perceived Stress Scale to assess mental health status. Furthermore, we assessed the frequency and intensity of social media use in all participants. More than 50 % of the adolescents and young adults reported clinically relevant scores for somatization, depression, anxiety, and perceived stress. Females had significantly higher mental health burdens than males. Although adolescents used social media more frequently and intensely than young adults, the results showed no correlation with psychopathology. Young adults had significantly higher scores compared to adolescents in somatization, depression, and perceived stress the more time they spent on social media. Our results emphasise that frequency and intensity of social media use alone were not associated with worsemental health.However, the adverse effects of socialmedia use have to be considered carefully.
Assuntos
COVID-19 , Mídias Sociais , Feminino , Masculino , Humanos , Adolescente , Adulto Jovem , Saúde Mental , Pandemias , AnsiedadeRESUMO
Virtual Reality (VR) is a growing field in psychological research and therapy. While there is strong evidence for the efficacy of exposure therapy in VR (VRET) to treat anxiety disorders, new opportunities for using VR to treat mental health disorders are emerging. In this chapter, we first describe the value of VRET for the treatment of several anxiety disorders. Next, we introduce some recent developments in research using VR investigating schizophrenia, neurodevelopmental disorders, and eating disorders. This includes therapeutic strategies beyond VRET, including avatar-based therapies or those combining VR with biofeedback approaches. Although VR offers many convincing advantages, contraindications in treatment must be considered when implementing VR-supported therapy in clinical practice. Finally, we provide an outlook for future research, highlighting the integration of augmented reality and automation processes in VR environments to create more efficient and tailored therapeutic tools. Further, future treatments will benefit from the gamification approach, which integrates elements of computer games and narratives that promote patients' motivation and enables methods to reduce drop-outs during psychological therapy.
Assuntos
Saúde Mental , Terapia de Exposição à Realidade Virtual , Humanos , Terapia de Exposição à Realidade Virtual/métodos , Transtornos de Ansiedade/psicologia , AnsiedadeRESUMO
As a global health crisis, COVID-19 has led to a rise in overall stress levels. Concurrently, conspiracy beliefs regarding the origin and spread of the disease have become widespread. Engaging in such beliefs can be explained as a form of coping in order to deal with elevated levels of stress. The present study investigated the indirect effects of coping strategies in the association between perceived chronic stress and COVID-related conspiracy beliefs. We report data from an online survey (N = 1,354 individuals: 807 female; 508 male; 8 diverse; 6 not specified; mean age 39.14 years) in German-speaking countries collected between January and March 2021. Our results indicate that people who felt more stressed were more prone to conspiracy beliefs. Coping via acceptance and self-blame was associated with decreased tendencies towards COVID-related conspiracy beliefs, while people who used denial as a strategy were more prone to these beliefs. These findings emphasize the need for stress management interventions and effective coping strategies during times of crisis in order to reduce chronic perceived stress, promote adaptive coping, and ultimately reduce conspiracy beliefs.