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1.
Eur Eat Disord Rev ; 20(3): 255-6, 2012 May.
Article in English | MEDLINE | ID: mdl-22282004

ABSTRACT

The purpose of the present study was to analyse the psychometric properties of the 'Questionnaire of Sociocultural Influences on the Aesthetic Body Shape Model' (CIMEC-26) in a Spanish adolescent population. This questionnaire measures the influence of agents and situations that transmit the current aesthetic model, and assesses environmental influences favouring thinness. The CIMEC-26 was administered to a sample of 4031 female primary and secondary school students ranging in age from 10 to 17 years (M = 14, SD = 1.34). Results suggested that the CIMEC-26 has acceptable internal consistency (α = .93). The oldest group (15-17 years) had the highest scores on all factors and the highest total scores, suggesting greater influence of the aesthetic body shape model and higher vulnerability to social pressure to achieve it. Factor analysis suggested three moderately interrelated components of the scale. Confirmatory factor analysis showed that both the three-factor solution and the original five-factor structure had good fit indices, although the latter showed the best fit. The CIMEC-26 proved to be an effective instrument for research on the social influence on the aesthetic body model in female adolescents.


Subject(s)
Body Image , Culture , Esthetics , Surveys and Questionnaires , Adolescent , Child , Female , Humans , Psychometrics , Spain , White People
2.
Stud Health Technol Inform ; 181: 334-8, 2012.
Article in English | MEDLINE | ID: mdl-22954883

ABSTRACT

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.


Subject(s)
Emotions , Psychology, Adolescent/instrumentation , User-Computer Interface , Video Games , Adolescent , Cell Phone , Electrocardiography , Electroencephalography , Facial Expression , Female , Humans , Male , Surveys and Questionnaires
3.
Stud Health Technol Inform ; 181: 248-52, 2012.
Article in English | MEDLINE | ID: mdl-22954865

ABSTRACT

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.


Subject(s)
Emotions , Facial Expression , Mental Disorders/psychology , Mental Disorders/rehabilitation , Psychology, Adolescent , Self Concept , User-Computer Interface , Adolescent , Female , Humans , Male
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