15,262 research outputs found

    Presence and rehabilitation: toward second-generation virtual reality applications in neuropsychology

    Get PDF
    Virtual Reality (VR) offers a blend of attractive attributes for rehabilitation. The most exploited is its ability to create a 3D simulation of reality that can be explored by patients under the supervision of a therapist. In fact, VR can be defined as an advanced communication interface based on interactive 3D visualization, able to collect and integrate different inputs and data sets in a single real-like experience. However, "treatment is not just fixing what is broken; it is nurturing what is best" (Seligman & Csikszentmihalyi). For rehabilitators, this statement supports the growing interest in the influence of positive psychological state on objective health care outcomes. This paper introduces a bio-cultural theory of presence linking the state of optimal experience defined as "flow" to a virtual reality experience. This suggests the possibility of using VR for a new breed of rehabilitative applications focused on a strategy defined as transformation of flow. In this view, VR can be used to trigger a broad empowerment process within the flow experience induced by a high sense of presence. The link between its experiential and simulative capabilities may transform VR into the ultimate rehabilitative device. Nevertheless, further research is required to explore more in depth the link between cognitive processes, motor activities, presence and flow

    Turbulence, Turmoil, and Termination: The Dark Side of Social Networking Sites for Romantic Relationships

    Full text link
    Excerpt: Social networking websites (SNSs) have become an integral medium for communicating within and about interpersonal relationships (boyd & Ellison, 2008; Stafford & Hillyer, 2012). SNSs have been lauded for their ability to unite distal friends, maintain relational ties, facilitate relationship development, and promote social capital (e.g., Ellison, Vitak, Gray, & Lampe, 2014; Fox, Warber, & Makstaller, 2013; McEwan, 2013). Although considerable research has elected to focus on the benefits of using SNSs, it is also important to examine the dark side of computer-mediated communication (DeAndrea, Tong, & Walther, 2011). For example, SNS use has been tied to decreases in psychological well-being (Chen & Lee, 2013), and scholars have noted negative psychological outcomes when users experience rejection on SNSs (e.g., Bevan, Ang, & Fearns, 2014; Tokunaga, 2011a, 2014)

    Internet Addiction among Greek University Students: Demographic Associations with the Phenomenon, Using the Greek Version of Young's Internet Addiction Test

    Get PDF
    Internet addiction (IA) is a new disorder described in 1996 by the psychologist Kimberly Young. The aim of this paper is to estimate the percentage of IA among Greek university students. Results of a sample survey among 1876 Greek university students, 18-27 years old, are presented. The questionnaire consisted of eight questions from Young’s Diagnostic Test for Internet Addiction (YDTIA) as well as an inventory including demographic factors and questions about academic performance, computer and Internet use. YDTIA had a good reliability and diagnostic accuracy, tested with Cronbach’s alpha (0.71) and sensitivity analysis. Results show that the percentage of IA (5-8 YDTIA criteria) is 11.6%, while problematic Internet users were (3-8 YDTIA criteria) 34.7%. Men were more likely to be addicted to the Internet than women, and Internet addicted students were associated with poorer academic performance. Multiple logistic regression showed that significant predictors of IA included increased hours of daily Internet use, increased hours visiting chat rooms, sex pages and blogs, male gender, divorced status, poor grades, and accessing the Internet outside of the home. The results of this study will allow health officials to recognise students who are Internet addicted or on the verge of becoming addicted and stress risk factors indicating a need for intervention in order to prevent the appearance of IA

    Understanding Perceptions of Problematic Facebook Use: When People Experience Negative Life Impact and a Lack of Control

    Full text link
    While many people use social network sites to connect with friends and family, some feel that their use is problematic, seriously affecting their sleep, work, or life. Pairing a survey of 20,000 Facebook users measuring perceptions of problematic use with behavioral and demographic data, we examined Facebook activities associated with problematic use as well as the kinds of people most likely to experience it. People who feel their use is problematic are more likely to be younger, male, and going through a major life event such as a breakup. They spend more time on the platform, particularly at night, and spend proportionally more time looking at profiles and less time browsing their News Feeds. They also message their friends more frequently. While they are more likely to respond to notifications, they are also more likely to deactivate their accounts, perhaps in an effort to better manage their time. Further, they are more likely to have seen content about social media or phone addiction. Notably, people reporting problematic use rate the site as more valuable to them, highlighting the complex relationship between technology use and well-being. A better understanding of problematic Facebook use can inform the design of context-appropriate and supportive tools to help people become more in control.Comment: CHI 201

    Mom, Dad It’s Only a Game! Perceived Gambling and Gaming Behaviors among Adolescents and Young Adults: an Exploratory Study

    Get PDF
    Gambling and gaming are increasingly popular activities among adolescents. Although gambling is illegal in Portugal for youth under the age of 18 years, gambling opportunities are growing, mainly due to similarity between gambling and other technology-based games. Given the relationship between gambling and gaming activities, the paucity of research on gambling and gaming behaviors in Portugal, and the potential negative consequences in the lives of young people, the goal of this study was to explore and compare the perceptions of these two behaviors between Portuguese adolescents and young adults. Results from six focus groups (three with adolescents and three with young adults, comprising 37 participants aged between 13 and 26 years) indicated different perceptions for the two age groups. For adolescents, gaming was associated with addiction whereas for young adults it was perceived a tool for increasing personal and social skills. With regard to gambling, adolescents associated it with luck and financial rewards, whereas young adults perceived it as an activity with more risks than benefits. These results suggest developmental differences that have implications for intervention programs and future research

    Attention deficit hyperactivity symptoms predict problematic mobile phone use

    Get PDF
    Attention-deficit-hyperactivity disorder (ADHD) is the most commonly diagnosed childhood disorder characterised by inattention, hyperactivity/impulsivity, or both. Some of the key traits of ADHD have previously been linked to addictive and problematic behaviours. The aim of the present study was to examine the relationship between problematic mobile phone use, smartphone addiction risk and ADHD symptoms in an adult population. A sample of 273 healthy adult volunteers completed the Adult ADHD Self-Report Scale (ASRS), the Mobile Phone Problem Usage Scale (MPPUS), and the Smartphone Addiction Scale (SAS). A significant positive correlation was found between the ASRS and both scales. More specifically, inattention symptoms and age predicted smartphone addiction risk and problematic mobile phone use. Our results suggest that there is a positive relationship between ADHD traits and problematic mobile phone use. In particular, younger adults with higher level of inattention symptoms could be at higher risk of developing smartphone addiction. The implication of our findings for theoretical frameworks of problematic mobile phone use and clinical practice are discussed

    A Qualitative Analysis of Online Gaming:

    Get PDF
    The popularity of Massively Multi-Player Online Role-Playing Games (MMORPGs) has risen dramatically over the last decade. Some gamers spend many hours a day in these virtual environments interacting with others gamers, completing quests, and forming social groups. The present study set out to explore the experiences and feelings of online gamers. The study comprised 71 interviews with online gamers (52 males and 19 females) from 11 different countries. Many themes emerged from the analyses of the interview transcripts including (i) relationship with social networking, (ii) social interaction, (iii) the community, (iv) learning real-life skills, (v) reinforcement schedules and operant conditioning, (vi) game design and content, (vii) escaping from real life, (viii) playing longer than intended, and (ix) gamers’ obligations towards others in online worlds. These findings specifically showed the social networking capabilities of online gaming, the community aspects and the psychological mechanisms within MMORPGs that can lead to excessive online gaming. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area

    The volume and source of cyberabuse influences victim blame and perceptions of attractiveness

    Get PDF
    Cyberabuse is an escalating problem in society, as opportunities for abuse to occur in online public domains increase. Such acts are often defined by the frequency of abuse, and in many cases multiple individuals play a part in the abuse. Although consequences of such acts are often severe, there is typically little public sympathy/support for victims. To better understand perceptions of victims of abusive online acts, we manipulated the Volume (low, high) and Source (same-source, multi-source) of abusive posts in artificially-manipulated Facebook timelines of four fictitious ‘victims’. One hundred and sixty-four participants [United Kingdom-based; aged 18–59] rated ‘victims’ on measures of direct victim blame (DVB) and perceived social-, physical- and task-attractiveness. Results revealed significant Volume × Source interactions on DVB and social-attractiveness ratings. Few abusive posts authored by a single source yielded higher DVB and lower social-attractiveness ratings. Strong correlations between attractiveness and DVB were observed. We propose that our results could be due to an observer desensitization effect, or that participants interpreted the posts as indicative of friendly ‘teasing’ or ‘banter’ within an established social relationship, helping to explain why victims of online abuse often receive little sympathy or support

    An exploratory study on internet addiction, somatic symptoms and emotional and behavioral functioning in school-aged adolescents

    Get PDF
    Objective: In the last two decades there has been a significant transformation regarding the use of new technologies. Despite growing acknowledgement concerning the different activities and functions of digital technologies, there remains a lack of understanding on how technology overuse may negatively impact both physical and psychosocial well-being. Although researchers have begun to explore the meaning and implications of excessive Internet use in non-clinical populations of children and adolescents, there is still little consistent knowledge on the topic. This study aimed to extend existing knowledge on the excessive use of the Internet among school-aged adolescents, focusing on its association with recurrent somatic symptoms, depressive risk and behavioral and emotional problems. Method: Two hundred and forty adolescents (51.9% females) aged between 10 and 15, participated in this study. Data was collected using the Children’s Somatization Inventory, the Internet Addiction Test, the Children’s Depression Inventory, the Youth Self Report and the Emotion Regulation Questionnaire. Structural Equation Model analysis was used to analyse the data. Results: Approximately 21.8% of participants reported excessive Internet use based on Young’s criteria. Higher levels of Internet use were associated with somatic and depressive symptoms as well as emotional and behavioral problems. Depressive Symptoms predicted both Internet Addiction (b = 0.304, p < 0.001) and Internalizing (b = 0.542, p <0.001) and Externalizing problems (b = 0.484, p < 0.001). Internet Addiction also significantly predicted both Internalizing (b = 0.162, p = 0.02) and Externalizing problems (b = 0.183, p = 0.02). Finally, Structural Equation Modeling showed that the indirect effect of Depressive Symptoms (via Internet Addiction) on Internalizing or Externalizing problems were significant. Conclusions: Longitudinal studies are needed to confirm these findings and to identify the mechanisms linking Internet use, somatic symptoms and adaptive functioning
    corecore