271,236 research outputs found
Changes to automatic thoughts and dysfunctional attitudes in group CBT for depression
The present study sought to clarify the role of cognitive change in Cognitive Behavioural Therapy (CBT) by examining the relationship between depression outcome and changes to automatic thoughts and dysfunctional attitudes at different points of therapy. Thirty patients suffering from Major Depression (MDD) or Dysthymia attended the 12 sessions of a group CBT program. Multiple regressions found total scores on the Automatic Thoughts Questionnaire (ATQ) and cumulative change scores on the Dysfunctional Attitudes Scale (DAS) to predict scores on the Beck Depression Inventory (BDI) at later stages of therapy, though neither form of cognition was predictive from earlier stages of therapy. Only scores on the ATQ were significantly related to both cognitive and somatic subscales of the BDI, indicating that automatic thoughts are more directly related to cognitive change than dysfunctional attitudes. Overall findings suggest that significant reductions in both automatic thoughts and dysfunctional attitudes are related to non-clinical levels of depressive symptoms at the end of the treatment
Game Transfer Phenomena in video game playing: a qualitative interview study
Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what we describe as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games sometimes triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations
Spontaneous and deliberate future thinking: A dual process account
© 2019 Springer Nature.This is the final published version of an article published in Psychological Research, licensed under a Creative Commons Attri-bution 4.0 International License. Available online at: https://doi.org/10.1007/s00426-019-01262-7.In this article, we address an apparent paradox in the literature on mental time travel and mind-wandering: How is it possible that future thinking is both constructive, yet often experienced as occurring spontaneously? We identify and describe two ‘routes’ whereby episodic future thoughts are brought to consciousness, with each of the ‘routes’ being associated with separable cognitive processes and functions. Voluntary future thinking relies on controlled, deliberate and slow cognitive processing. The other, termed involuntary or spontaneous future thinking, relies on automatic processes that allows ‘fully-fledged’ episodic future thoughts to freely come to mind, often triggered by internal or external cues. To unravel the paradox, we propose that the majority of spontaneous future thoughts are ‘pre-made’ (i.e., each spontaneous future thought is a re-iteration of a previously constructed future event), and therefore based on simple, well-understood, memory processes. We also propose that the pre-made hypothesis explains why spontaneous future thoughts occur rapidly, are similar to involuntary memories, and predominantly about upcoming tasks and goals. We also raise the possibility that spontaneous future thinking is the default mode of imagining the future. This dual process approach complements and extends standard theoretical approaches that emphasise constructive simulation, and outlines novel opportunities for researchers examining voluntary and spontaneous forms of future thinking.Peer reviewe
Exploring the paths between dysfunctional attitudes towards motherhood and postpartum depressive symptoms: The moderating role of self-compassion.
Better understanding how cognitive processes operate to influence women’s depressive
symptoms during the postpartum period is crucial for informing preventive and
treatment approaches. The present study aimed to examine the relationship between
women’s dysfunctional attitudes towards motherhood and depressive symptoms,
considering the mediating role of negative automatic thoughts and the moderating role
of self-compassion. A sample of 387 women in the postpartum period cross-sectionally
answered a set of questionnaires to assess dysfunctional attitudes towards motherhood,
negative automatic thoughts (general and postpartum-specific), depressive symptoms
and self-compassion. Women with clinically significant depressive symptoms presented
more dysfunctional attitudes towards motherhood, more frequent negative thoughts and
lower self-compassion. More dysfunctional beliefs about others’ judgments and about
maternal responsibility were associated with higher depressive symptoms, and this
effect occurred through both general and postpartum-specific thoughts related to the
metacognitive appraisal of the thought content. Moreover, these relationships occurred
only when women presented low or moderate levels of self-compassion. These results
highlight the need to comprehensively assess women’s cognitive variables during the
postpartum period with appropriate measures, for the early identification of women with
more dysfunctional beliefs about motherhood, who may be at higher risk of depression.
Moreover, preventive/treatment approaches should aim not only to challenge women’s
pre-existing dysfunctional beliefs but also to promote a more self-compassionate
attitude towards themselves
Family and Individual Risk and Protective Factors of Depression among Chinese Migrant Children with Oppositional Defiant Disorder Symptoms
Migrant children reached 35.81 million in China and were vulnerable to serious emotional problems including depression. The present study aimed to identify the family and individual risk and protective factors for depression in an at-risk sample of Chinese migrant children. Participants were 368 children (9.47 ± 1.46 years old, 73.4% boys) who had at least one symptom of Oppositional Defiant Disorder symptoms (ODD) and their parents in Mainland China. Risk and protective factors within both family (i.e., family maltreatment and family functioning) and individual (i.e., automatic thoughts and resilience) perspectives. Family maltreatment and negative automatic thoughts served as risk factors in relation to children's depression. Further, automatic thoughts mediated the relationship between family maltreatment and children's depression. Family functioning (cohesion, but bot adaptability) and individual resilience could buffer the effects of risk factors in the Structure Emotion Model such that both cohesion and resilience moderated the relationship between family maltreatment and children's automatic thoughts only. Our findings highlighted the urgent need to decrease risk factors and increase protective factors of both family and child individual characteristics in prevention and intervention depression among migrant children with ODD symptoms in China
The Elaborated Intrusion Theory of Desire: A 10-year retrospective and implications for addiction treatments
Ten years after the publication of Elaborated Intrusion (EI) Theory, there is now substantial research into its key predictions. The distinction between intrusive thoughts, which are driven by automatic processes, and their elaboration, involving controlled processing, is well established. Desires for both addictive substances and other desired targets are typically marked by imagery, especially when they are intense. Attention training strategies such as body scanning reduce intrusive thoughts, while concurrent tasks that introduce competing sensory information interfere with elaboration, especially if they compete for the same limited-capacity working memory resources. EI Theory has spawned new assessment instruments that are performing strongly and offer the ability to more clearly delineate craving from correlated processes. It has also inspired new approaches to treatment. In particular, training people to use vivid sensory imagery for functional goals holds promise as an intervention for substance misuse, since it is likely to both sustain motivation and moderate craving
Cognitive-behavioral treatment of panic disorder with agoraphobia
This paper reports a clinical case study on the effectiveness of Cognitive- Behavioral Treatment (CBT) in treating panic attack with agoraphobia in a local health psychology clinic. M.N., a 24 year old male, complained of
nightmares, heart palpitations, sweating, tremors and fearful feelings for thepast one and a half years. He felt anxious about going to crowded places such as bus stations, night markets, supermarkets, and mosques and being left alone in any place which he was not familiar with. This case study adopted an ABC design whereby the subject was assessed at three different phases: pre-treatment,
mid-treatment and post-treatment. Four standard assessment measures were administered: Beck Anxiety Inventory (BAI), Beck Depression Inventory (BDI), Anxiety Scale of Minnesota Multiphasic Personality Inventory-2 (MMPI-2) and State-Trait Anxiety Inventory (STAI). The subject responded well to 12 sessions of intervention employed in the study based on CBT model and this could be noticed by minimal score on the entire psychological test administered.
The application of behavioral and cognitive strategies became more effective due to patient’s ability to understand and also due to his cooperative behavior.
He responded well to imagery exposure and in-vivo gradual exposure and successfully went to shopping malls, used lifts at Kuala Lumpur Tower, went to night markets and used public transport
Cognitive-Behavioral Therapy
Cognitive-behavioral therapy (CBT) is the merging of behavioral and cognitive therapies that mostly focuses on working with the client in the present. Although there are many approaches to CBT, there tend to be some common features. For example, CBT is generally a directive approach to psychotherapy that helps clients to challenge their problematic thoughts and to change the behaviors associated with those thoughts. In addition, most approaches to CBT are structured and time limited and include some type of homework where the client can practice the cognitive and behavioral strategies learned in the therapeutic setting. This entry focuses mostly on CBT as defined by Aaron Beck, one of the early founders of this approach
Automatic mental processes, automatic actions and behaviours in game transfer phenomena: an empirical self-report study using online forum data
Previous studies have demonstrated that the playing of videogames can have both intended and unintended effects. The purpose of this study was to investigate the influence of videogames on players’ mental processes and behaviours in day-to-day settings. A total of 1,023 self-reports from 762 gamers collected from online videogame forums were classified, quantified, described and explained. The data include automatic thoughts, sensations and impulses, automatic mental replays of the game in real life, and voluntary/involuntary behaviours with videogame content. Many gamers reported that they had responded – at least sometimes – to real life stimuli as if they were still playing videogames. This included overreactions, avoidances, and involuntary movements of limbs. These experiences lasted relatively short periods of time but in a minority of players were recurrent. The gamers' experiences appeared to be enhanced by virtual embodiment, repetitive manipulation of game controls, and their gaming habits. However, similar phenomena may also occur when doing other non-gaming activities. The implications of these game transfer experiences are discussed
Learning Correlations between Linguistic Indicators and Semantic Constraints: Reuse of Context-Dependent Descriptions of Entities
This paper presents the results of a study on the semantic constraints
imposed on lexical choice by certain contextual indicators. We show how such
indicators are computed and how correlations between them and the choice of a
noun phrase description of a named entity can be automatically established
using supervised learning. Based on this correlation, we have developed a
technique for automatic lexical choice of descriptions of entities in text
generation. We discuss the underlying relationship between the pragmatics of
choosing an appropriate description that serves a specific purpose in the
automatically generated text and the semantics of the description itself. We
present our work in the framework of the more general concept of reuse of
linguistic structures that are automatically extracted from large corpora. We
present a formal evaluation of our approach and we conclude with some thoughts
on potential applications of our method.Comment: 7 pages, uses colacl.sty and acl.bst, uses epsfig. To appear in the
Proceedings of the Joint 17th International Conference on Computational
Linguistics 36th Annual Meeting of the Association for Computational
Linguistics (COLING-ACL'98
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