102,201 research outputs found

    Demonstrating the validity of the Video Game Functional Assessment-Revised (VGFA-R)

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    Problematic video play has been well documented over the course of the last decade. So much so the DSM-5 (APA, 2013) has included problematic video gaming as disorder categorized as Internet Gaming Disorder. The field of applied behavior analysis has been utilizing functional assessments for the last 30 years and has showed evidence of effective results across different populations and environments. Therefore, the purpose of this investigation (comprising three studies) was to validate an indirect functional assessment entitled the Video Game Functional Assessment-Revised (VGFA-R). Using academic experts in the field of video game addiction and applied behavioral analysis (n=6), the first study examined the content validity of the VGFA-R and was able to demonstrate the assessment exceeded the criterion for an established assessment. A second study comprising a survey of 467 gamers examined the factorability by using a confirmatory factor analysis, and found that VGFA-R had an overall variance above .60. Within the third laboratory-based study using gamers (n=11), the VGFA-R was examined for construct validity and found the VGFA-R was able to predict 85% of the appropriate function of behavior. Implications of the study are discussed along with the strengths and limitations of the study and future research directions

    Narrative Health Communication and Behavior Change: The Influence of Exemplars in the News on Intention to Quit Smoking.

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    This study investigated psychological mechanisms underlying the effect of narrative health communication on behavioral intention. Specifically, the study examined how exemplification in news about successful smoking cessation affects recipients\u27 narrative engagement, thereby changing their intention to quit smoking. Nationally representative samples of U.S. adult smokers participated in 2 experiments. The results from the 2 experiments consistently showed that smokers reading a news article with an exemplar experienced greater narrative engagement compared to those reading an article without an exemplar. Those who reported more engagement were in turn more likely to report greater smoking cessation intentions

    The applicability of self-regulation theories in sport : goal adjustment capacities, stress appraisals, coping and well-being among athletes

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    Objectives: We examined a model, informed by self-regulation theories, which included goal adjustment capacities, appraisals of challenge and threat, coping, and well-being. Design: Prospective. Methods: Two hundred and twelve athletes from the United Kingdom (n = 147) or Australia (n = 65), who played team (n = 135) or individual sports (n = 77), and competed at international (n = 7), national (n = 11), county (n = 67), club (n = 84), or beginner (n = 43) levels participated in this study. Participants completed measures of goal adjustment capacities and stress appraisals two days before competing. Athletes also completed questions on coping and well-being within three hours of their competition ending. Results: The way an athlete responds to an unattainable goal is associated with his or her well-being in the period leading up to and including the competition. Goal reengagement positively predicted well-being, whereas goal disengagement negatively predicted well-being. Further, goal reengagement was positively associated with challenge appraisals, which in turn was linked to task-oriented coping, and task-oriented coping positively associated with well-being. Conclusion: When highly-valued goals become unattainable, consultants could encourage athletes to seek out alternative approaches to achieve the same goal or help them develop a completely new goal

    Valuing adult learning : comparing wellbeing valuation to contingent valuation

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    Blurring Two Conceptions of Subjective Experience: Folk versus Philosophical Phenomenality

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    Philosophers and psychologists have experimentally explored various aspects of people\u27s understandings of subjective experience based on their responses to questions about whether robots “see red” or “feel frustrated,” but the intelligibility of such questions may well presuppose that people understand robots as experiencers in the first place. Departing from the standard approach, I develop an experimental framework that distinguishes between “phenomenal consciousness” as it is applied to a subject (an experiencer) and to an (experiential) mental state and experimentally test folk understandings of both subjective experience and experiencers. My findings (1) reveal limitations in experimental approaches using “artificial experiencers” like robots, (2) indicate that the standard philosophical conception of subjective experience in terms of qualia is distinct from that of the folk, and (3) show that folk intuitions do support a conception of qualia that departs from the philosophical conception in that it is physical rather than metaphysical. These findings have implications for the “hard problem” of consciousness

    The representation of conflict in the discourse of Italian melodrama

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    This paper is part of an extensive study of cinematic dialogue in a variety of film genres in Italian, which aims to address the disregard for the verbal plane that characterises film theory and, particularly, genre theory. Assuming a pragmatic and functional semantic perspective, it analyses the scripted dialogues in films against the backdrop of the literature on real life discourse. The focus of the paper is confrontational talk in Italian melodramas from early 1960s to the present. Conflict in such films is, to an extent, comparable to the cooperative sequential rebuttal of speakers' turns that typically occurs in comedies. However, melodramas are also marked by more incisive and subtle patterns of confrontation that can be summarised as 'disaffiliative dysfluency'. The forms of such break in the conversational flow are discussed and illustrated with selected scenes from a number of films

    The risk-taking and self-harm inventory for adolescents: Development and psychometric evaluation

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    In this study, we report on the development and psychometric evaluation of the Risk-Taking (RT) and Self-Harm (SH) Inventory for Adolescents (RTSHIA), a self-report measure designed to assess adolescent RT and SH in community and clinical settings. 651 young people from secondary schools in England ranging in age from 11.6 years to 18.7 years and 71 young people referred to mental health services for SH behavior in London between the ages of 11.9 years and 17.5 years completed the RTSHIA along with standardized measures of adolescent psychopathology. Two factors emerged from the principal axis factoring, and RT and SH were further validated by a confirmatory factor analysis as related, but different, constructs, rather than elements of a single continuum. Inter-item and test–retest reliabilities were high for both components (Cronbach's α = .85, rtt = .90; Cronbach's α .93, rtt = .87), and considerable evidence emerged in support of the measure's convergent, concurrent, and divergent validity. The findings are discussed with regard to potential usefulness of the RTSHIA for research and clinical purposes with adolescents

    The Relationship Between Employee Perceptions of the Employment Game and Their Perceptions of Cooperative Knowledge Behavior in High Tech Firms

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    The relationship between knowledge sharing and organizational performance for high technology start-up companies is not well understood. Using game theory and the concept of competitive advantage through human resource management, I examine employee perceptions of the employment game relating to cooperative knowledge behavior and firm performance as an entry point into researching organizational knowledge utilization. I draw upon classical game theory to develop four measures of perceptions critical to game playing and apply these to organizational situations via a survey instrument. I propose that perceptions of the employment game held by organization members are determinants of cooperative knowledge sharing and subsequently firm performance. I analyze survey data gathered from high-tech workers using both regression and path analysis techniques. The results from this study offer new insights into methods for measuring both the connections between knowledge work and firm performance and the perceptions critical for fostering collaborative knowledge work in high tech firms. Results of the study show a significant relationship between the game theory construct of reciprocity, knowledge building behavior and firm performance. The mediation model was weakly supported but shows potential usefulness for further research in the field of strategic human resource management

    Dispositional Source of Job Satisfaction: The Role of Self-Deception

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    Despite providing strong indication that there is a dispositional source of job satisfaction, past research has not fully addressed the cardinal questions of how--or what--dispositions influence job satisfaction. This study suggests that self-deception may serve as an important psychological variable that partly explicates the dispositional source of job satisfaction. Using three sources of data obtained from a sample of university employees, our results indicated that employees who tend to engage in self-deception indeed experienced more satisfaction in their lives and with their jobs. Results also suggested that the relationship between subjective wellbeing and job satisfaction is reciprocal. All these findings were observed in a model including a significant link from affective disposition to subjective well-being. The results suggest that dispositional variables such as self-deception are important explanations of the dispositional source of job satisfaction
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