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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
4.
Psicol. conduct ; 22(2): 257-276, mayo-ago. 2014. ilus, tab
Article in Spanish | IBECS (Spain) | ID: ibc-127799

ABSTRACT

Algunos de los miedos presentes en la infancia se mantienen y provocan un malestar significativo e interfieren en la vida diaria del niño, entre ellos las fobias específicas a los animales. Existen tratamientos bien establecidos basados en la exposición para este problema (Davis, May y Whiting, 2011). No obstante, uno de los problemas que presentan, es la no aceptación en muchos casos por parte de los pacientes, ya que los encuentran demasiado aversivos. Los avances en las tecnologías de la información y la comunicación (TICs) han permitido desarrollar nuevos procedimientos que se están aplicando con éxito en el tratamiento de fobias específicas en adultos. Sin embargo, existen escasas investigaciones sobre el empleo de las TICs en niños. El objetivo del presente trabajo es evaluar, en un estudio de N= 1, si el uso de imágenes, juegos de ordenador y realidad aumentada puede facilitar el tratamiento de la fobia a los animales pequeños y ayudar a preparar a los niños para que sean capaces de realizar la exposición envivo al animal temido


Some of the fears present during childhood remain and cause significant distress and interfere in the child’s daily life, including specific animal phobias. Well-established treatments based on exposure are available for this problem (Davis, May, & Whiting, 2011). However, one of the main problems treatments face is the frequent rejection by patients because they consider them too aversive. Information and Communication Technologies (ICTs) have managed to develop new procedures which are being implemented successfully in the treatment of specific phobias in adults. However, there is little research in the use of ICTs in children. The aim of this paper is to assess in a N= 1 study whether the use of images, computer games, and Augmented Reality can facilitate the treatment of fear to small animals and help to prepare the children to be able to conduct in vivo exposure to the feared animal


Subject(s)
Humans , Male , Female , Child , Phobic Disorders/therapy , Therapy, Computer-Assisted , Animals , Information Technology , Computer Graphics , User-Computer Interface , Video Games
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