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1.
Compr Psychiatry ; 134: 152507, 2024 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-38905774

RESUMEN

BACKGROUND: The activation of permissive beliefs is a cognitive mechanism through which individuals permit themselves to engage in pleasurable, yet potentially unregulated activities. Existing measures are heterogenous, focusing either on specific behaviors or on particular licensing mechanisms. The new Permissive Beliefs Questionnaire (PBQ) seeks to integrate self-licensing mechanisms from various research domains and to be applicable to different behaviors. METHODS: Study 1 aimed at exploring the factor structure and reduce the number of items. In study 2, we used confirmatory factor analysis and tested convergent and discriminant validity in three subsamples of individuals playing videogames (n = 489), shopping online (n = 506), and drinking alcohol (n = 511). We tested the hypothesis whether individuals who experience a self-regulatory conflict show a greater expression of permissive beliefs. RESULTS: The final version of the PBQ consists of 12 items which represent two factors: Deserving Reward and Defensive Optimism. The PBQ exhibited robust model fit indices and internal consistencies in the three samples. Permissive beliefs were heightened among individuals intending to downregulate their gaming, shopping, or drinking behaviors as compared to individuals without this intention. CONCLUSION: The PBQ is a valid measure of permissive beliefs for gaming, online shopping, and drinking alcohol. It serves an ecologic and psychometrically valid tool to address empirical research questions regarding the functioning of permissive beliefs. Additionally, it may be used in clinical settings to measure and raise an understanding for permissive beliefs in clients.


Asunto(s)
Consumo de Bebidas Alcohólicas , Psicometría , Autoinforme , Juegos de Video , Humanos , Masculino , Femenino , Consumo de Bebidas Alcohólicas/psicología , Adulto , Juegos de Video/psicología , Adulto Joven , Psicometría/instrumentación , Psicometría/métodos , Encuestas y Cuestionarios , Adolescente , Persona de Mediana Edad , Análisis Factorial , Reproducibilidad de los Resultados
2.
J Behav Addict ; 13(2): 327-353, 2024 Jun 26.
Artículo en Inglés | MEDLINE | ID: mdl-38703362

RESUMEN

Introduction: Problematic usage of the internet (PUI) is an umbrella term for a range of uncontrolled, excessive, and potentially harmful online behaviors. Recently, numerous studies have examined the potential of mindfulness programs (MPs) for reducing PUI. We conducted a comprehensive systematic review and meta-analysis in this emerging field. Methods: We searched eight databases from inception to October 18, 2022, with no language restrictions. We included randomized controlled trials (RCTs) and nonrandomized trials (NRTs). The primary outcome was change in self-reported PUI, the secondary outcome was change in screen time. Results: Of 3,473 identified records, 19 RCTs and 20 NRTs with a total of 1,549 participants were included. Participation in an MP was associated with large reductions in PUI in between-group analysis in RCTs (k = 19; g = -1.67; 95% CI -2.15, -1.19) and in within-group pre-post analysis in all studies (k = 35; g = -1.67; 95% CI -1.99, -1.36). Screen time showed a medium reduction in within-group pre-post analysis (k = 10; g = -0.65; 95% CI -0.90, -0.41). The effects for PUI remained significant in a series of sensitivity analyses, such as excluding low quality studies, excluding outliers, adjusting for publication bias, or using follow-up data. Heterogeneity between studies was high and the overall quality of evidence was rated low. Discussion and conclusions: MPs are probably effective in reducing PUI and might be effective in reducing screen time. Shortcomings in the quality of evidence highlight the need for high-quality controlled trials with long-term follow-ups to confirm results.


Asunto(s)
Trastorno de Adicción a Internet , Atención Plena , Humanos
3.
Ann N Y Acad Sci ; 1532(1): 37-49, 2024 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-38197226

RESUMEN

Traditional mindfulness interventions have been frequently reported to be effective in improving cognitive functions. In recent years, however, traditional programs are being increasingly replaced by technology-enabled mindfulness training programs. The aim of the present systematic review (PROSPERO ID: CRD42021289480) is to evaluate the research evidence on their effects on cognitive functions. Empirical training studies in the realm of digital mindfulness training that fulfilled the inclusion criteria led to 19 studies and 1654 participants being included in this review from among the papers searched in PubMed, Scopus, and Web of Knowledge. Results support previous assumptions on the potential of digital mindfulness training, with the most robust effect on attention control, followed by executive regulation, memory, cognitive flexibility, and other cognitive functions. However, the number of studies that did not find significant changes at least equaled, if not exceeded, the number of studies that found increases. The heterogeneity of identified studies prompted us to discuss several aspects in order to help the future development of digital applications.


Asunto(s)
Cognición , Atención Plena , Humanos , Atención Plena/métodos , Cognición/fisiología , Atención/fisiología , Memoria/fisiología , Función Ejecutiva/fisiología
4.
BMC Psychol ; 11(1): 176, 2023 Jun 03.
Artículo en Inglés | MEDLINE | ID: mdl-37270492

RESUMEN

According to the Elaborated Intrusion Theory of Desire, desire thinking and an associated deficit are fundamental factors to the emergence of craving. In the special case of problematic social networking sites (SNS) use, this experienced deficit could be constituted of an online-specific fear of missing out (FoMO). To test the interaction of these cognitions and their influence on problematic SNS use, we tested a serial mediation model on a sample of N = 193 individuals who use SNS (73% female, Mage = 28.3, SD = 9.29). We found that desire thinking predicted FoMO and both variables were only significant predictors of problematic SNS use when considered in interplay with craving. Ad hoc analyses revealed that the verbal subcomponent of desire thinking is more strongly associated with FoMO than imaginal prefiguration. Our results highlight that neither desire thinking nor FoMO are inherently dysfunctional but become problematic when they increase craving for potentially problematic SNS use.


Asunto(s)
Medios de Comunicación Sociales , Humanos , Femenino , Adulto , Masculino , Miedo , Cognición , Ansia , Red Social
5.
Addict Behav ; 139: 107573, 2023 04.
Artículo en Inglés | MEDLINE | ID: mdl-36608591

RESUMEN

Permissive beliefs are considered the most proximal predictor of actual behavior. Whereas they have frequently been researched in substance-use disorders, the field of social networking sites (SNS) use is missing the investigation as to how relevant permissive beliefs might be in this context, what might be causal precursors of permissive beliefs (i.e., desire thinking), and which processes might influence the effect that permissive beliefs have on actual behavior (i.e., self-control). To answer these questions, 116 people who use SNS participated in an online survey that contained an experimental manipulation of desire thinking and questionnaires measuring permissive beliefs, self-control, and severity of problematic SNS use. In a one-week follow-up, 85 participants reported their SNS usage times. Results showed that the association between permissive beliefs and tendencies to use SNS problematically was not significant. The experimental manipulation led to a decrease in permissive beliefs in the control condition, but did not increase permissive beliefs in the desire thinking condition. Permissive beliefs predicted SNS use in the follow-up assessment, which was not moderated by self-control. The results suggest that permissive beliefs seem to be unrelated to addictive tendencies of SNS use, but are nevertheless associated with daily use. Desire thinking does not appear to activate permissive beliefs in this study, possibly because the use of social networks is less often experienced as conflicting. Due to its ubiquitous availability, the use of social networks itself might quickly resolve the conflict between desires and possible regulatory attempts, making good reasons for use unnecessary.


Asunto(s)
Conducta Adictiva , Medios de Comunicación Sociales , Humanos , Red Social , Encuestas y Cuestionarios
6.
Addict Behav ; 120: 106957, 2021 09.
Artículo en Inglés | MEDLINE | ID: mdl-33932838

RESUMEN

INTRODUCTION: Desire thinking is defined as a voluntary cognitive activity aimed at imaginatively and verbally elaborating a future scenario of performing a desired behavior. Although not problematic per se, desire thinking can become dysfunctional if it is used to regulate negative mood states and due to its ability to induce craving. This study tests a mediation model where desire thinking is hypothesized to mediate the association between emotional reactivity and craving among specific online activities. METHODS: The study comprised an online survey that was completed by 925 participants who indicated that their first-choice online activity was one out of social-networks use, shopping, gaming, gambling, or pornography viewing. In this sample, a structural equation model was tested where negative emotional reactivity, desire thinking, and craving were latently modelled in this serial order. RESULTS: Results indicated that higher levels in negative emotional reactivity significantly predicted higher desire thinking tendencies, which in turn significantly predicted higher cravings for online activities. The direct path between negative reactivity and craving was not significant. Further, our results support the two-factorial structure of a German version of the Desire Thinking Questionnaire (Caselli & Spada, 2011). DISCUSSION: The findings show that desire thinking might be initiated as an attempt to regulate negative affective states. This highlights its possible role as a maladaptive coping mechanism in the context of specific online activities due to the resulting craving responses, which in turn could promote the emergence of unwanted behaviors.


Asunto(s)
Conducta Adictiva , Juego de Azar , Adaptación Psicológica , Ansia , Literatura Erótica , Humanos , Encuestas y Cuestionarios
7.
Front Psychiatry ; 12: 623099, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-33967850

RESUMEN

The occurrence of the COVID-19-virus led to drastic short-term measures to reduce its spread and influence. Regulations such as "physical distancing," mentioned as "social distancing," and the closure of public facilities during the lockdown could be perceived as burdensome especially by individuals who feel a strong need for social exchange and belonging. These components such as need to belong and the fear of missing out also play a major role in the development and maintenance of a problematic use of social networks. Researchers have argued recently that an increase of addictive (online) behaviors may be a likely consequence of subjectively experienced restrictions in the context of the COVID-19 pandemic. The current study investigates the interplay of perceived strain due to COVID-19-related restrictions and the fear of missing out (FoMO) as well as of symptoms of problematic social-networks use. We hypothesized that perceived strain due to COVID-19-related restrictions mediates the effect of specific predisposing variables related to social needs on the symptom severity of a problematic use. To assess the perceived strain due to COVID-19-related restrictions, we developed a specific questionnaire asking for perceived COVID-19-related strain in several domains of everyday-life. An exploratory factor analysis identified five factors: perceived strain related to restrictions of (1) social contacts, (2) travel, (3) childcare, (4) work, and (5) own health. In a sample of 719 German participants and data collection during the first COVID-19 lockdown (March 30th until April 3rd 2020), a structural equation model was calculated showing that higher levels of need to belong and FoMO increase perceived COVID-19-related strain, which is related to symptoms of a problematic social-networks use. The effect of need to belong on problematic social-networks use is mediated by experienced COVID-19-related strain and FoMO-online. Even if the use of social networks is not pathological per se, it may be associated with suffering for a vulnerable part of users. We conclude that specific needs and fear-associated predisposing variables contribute to experiencing physical distance and other pandemic-related restrictions as more stressful, which may increase problematic social-networks use and potentially other addictive behaviors as well in the context of the COVID-19-related lockdown.

8.
Addict Behav Rep ; 12: 100295, 2020 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-33364304

RESUMEN

INTRODUCTION: Desire thinking is a voluntary cognitive process that involves the imaginal forecast of a desired activity and the verbal perseveration with plans and good reasons for engaging in it. Considering theoretical models arguing that specific decision-making processes may be involved in the development of gaming disorder, we hypothesized that an initial urge to game might be accelerated by desire thinking, leading to the decision to game in an everyday setting although the gaming behavior may conflict with another activity or certain other goals. METHODS: A pre-study helped developing a catalogue of situations that provides forced-choice scenarios warranting a decision for or against gaming. To explore the postulated sequence of cognitive and affective events, a serial mediation model with urge to game as predictor, decision to game as dependent variable, and imaginal prefiguration and verbal perseveration as mediators was tested in a sample of 118 recreational gamers with varying degrees of gaming intensity. RESULTS: The pre-study revealed a catalogue of 18 conflicting situations that likely happen in the daily life of gamers, containing conflicting activities such as job/educational performance and meeting friends/family/acquaintances. In the sequential mediation model, the desire thinking facets imaginal prefiguration and verbal perseveration fully mediated the relation between an initial urge and the decision to game. CONCLUSIONS: The mediation model emphasizes the serial ordinance of desire thinking facets and their role in motivating decisions to game after an initial urge has been experienced. Results may indicate that desire thinking plays a considerable role in problematic gaming tendencies.

9.
Ergonomics ; 63(10): 1271-1280, 2020 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-32496964

RESUMEN

Previous studies increasingly report problems with simulator adaptation as well as dropouts. Therefore, the present study aims at better understanding these aspects by considering individual factors, such as age and mental abilities. 414 people were tested with commonly used neuropsychological measures as well as within a driving simulator which consists of a close-to-production vehicle of the compact class. In contrast to previous findings, neither a significant relationship between age and the time of adaptation nor an interaction between age and mental abilities on adaptation time could be identified. However, the time participants spent in the simulator (simulator dropout) significantly correlated with age but not with mental abilities. People who showed no adaptation spent significantly less time in the simulator, because of the occurrence of simulator sickness. Although attention was only mildly associated with the time of simulator adaptation, further research on this linkage is suggested. Practitioner summary: The study at hand clarifies the relevance of considering the process of simulator adaptation within simulator studies. However, the present findings suggest no relation between age and the time of adaptation but with simulator dropouts. Abbreviations: TMT: trail making test; LPS: leistungsprüfsystem; IOP: index of performance; ALFASY: altersgerechte fahrerassistenzsystem (Age-based Driver Assistance Systems).


Asunto(s)
Adaptación Fisiológica , Atención , Conducción de Automóvil , Realidad Virtual , Adulto , Factores de Edad , Anciano , Anciano de 80 o más Años , Femenino , Humanos , Masculino , Persona de Mediana Edad , Mareo por Movimiento/etiología
10.
Addict Behav ; 105: 106347, 2020 06.
Artículo en Inglés | MEDLINE | ID: mdl-32062335

RESUMEN

Vivid and emotionally laden imagery is a symptom across a wide range of psychiatric disorders. Flash-forwards describe the mental simulation of anticipated future events which might also be relevant in the context of gaming disorder. The aim of this laboratory study was to investigate flash-forwards and the experience of desires and craving in gamers, and to examine the effect of eye movements on their vividness and related desires. A sample of 77 gamers formed a mental picture of themselves gaming in the future and rated the vividness and emotionality of this imagination, and their current desire and craving for gaming. Thereafter, one half of the gamers conducted a dual task (i.e., horizontal eye movements while retrieving the picture), whereas the other half let their eyes rest on the middle of the computer screen while retrieving the picture (non-dual task). Vividness of the flash-forward and intensity of desire and craving were again measured after the dual or non-dual task. In the overall sample, more imagery-related desire correlated positively with associated positive affect and vividness of flash-forwards. However, in a subsample of problematic gamers, flash-forwards are experienced less vivid and less pleasurable with increasing symptom severity. Eye movements while retrieving the flash-forwards led to significantly decreased ratings of imagery-related desire intensity, which was not the case for the non-dual condition. Results suggest different properties of flash-forwards between recreational and problematic gamers. Moreover, an attention-demanding task taxing the working memory seems beneficial for reducing desires related to imagery-induced flash-forwards.


Asunto(s)
Ansia , Movimientos Oculares , Imaginación , Trastorno de Adicción a Internet/psicología , Adolescente , Adulto , Emociones , Femenino , Humanos , Masculino , Memoria a Corto Plazo , Persona de Mediana Edad , Adulto Joven
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