18 research outputs found

    The effectiveness of an instagram intervention targeted at men to reduce body dissatisfaction

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    Instagram is a hugely popular social media website; however, research has suggested that continued use of the site may lead to increased body dissatisfaction and lower body esteem. Materials intended to reduce these effects are available, but these often focus more on thinness and are intended for use by females. Male users tend to focus more on muscularity and leanness, and so these materials may not fully address male body image issues. In this paper, we created and tested materials intended to address this gap. These materials used two principles; media literacy, which educates users about the veracity of the images they see, and cognitive restructuring, which trains user to recognise unfavourable social comparisons they may make about themselves. Across two experimental studies (study 1 N = 192; study 2 N = 301), we found these materials were effective. Participants reported greater body image esteem, and lower body dissatisfaction after viewing materials. Moreover, they seemed to operate on increasing scepticism regarding the realism of images on social media. Narcissism as an individual difference moderated these effects, showing that high narcissism precluded the need for intervention because such individuals were unaffected by Instagram exposure. Ideas for future studies, including a forthcoming longitudinal examination of these effects are then discussed

    Measles outbreak linked to European B3 outbreaks, Wales, United Kingdom, 2017

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    The United Kingdom achieved interrupted endemic measles transmission for 36 months in 2016. Despite this, ongoing challenges from sporadic measles cases typically imported from abroad remain. We summarise a B3 measles genotype outbreak in south-east Wales occurring between May and September 2017, linked with other European outbreaks, and lessons learnt. Seventeen confirmed cases and one probable case occurred principally in education and healthcare-settings. Six confirmed cases attended healthcare settings when infectious, without being isolated

    Self-regulation and self-control in exercise: The strength-energy model

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    Self-regulation is an important component of psychosocial theories of exercise behaviour and lack of self-regulatory skills are associated with low adherence to health-related exercise. This review presents a strength-energy model of self-control as an explanation of self-regulation in exercise contexts. The review will provide impetus for original research aimed at understanding exercise behaviour and help develop recommendations for exercise promotion. In the model, self-control is conceptualized as a global but limited resource. Engaging in actions requiring self-control depletes resources leading to self-regulatory failure. Self-control resource depletion is reduced through rest and frequent training on self-control. The expectation of the need to exert self-control in future leads to a conservation of self-control resources. Proposed mechanisms for self-control resource depletion include changes in physiological markers and blood glucose levels. Based on our review, we propose an integrated model of self-regulation incorporating hypotheses from the strength-energy model with those from traditional psychosocial models of exercise behaviour. Recommendations for future research include incorporating hypotheses from the strength-energy model into theories of self-presentation and interpersonal relations in exercise. Practical recommendations aimed at minimising self-control depletion in exercise include the provision of advice on nutrition and recovery, self-control training and motivational and implementation intention strategies

    Mutations in CDC45, Encoding an Essential Component of the Pre-initiation Complex, Cause Meier-Gorlin Syndrome and Craniosynostosis

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    DNA replication precisely duplicates the genome to ensure stable inheritance of genetic information. Impaired licensing of origins of replication during the G1 phase of the cell cycle has been implicated in Meier-Gorlin syndrome (MGS), a disorder defined by the triad of short stature, microtia, and a/hypoplastic patellae. Biallelic partial loss-of-function mutations in multiple components of the pre-replication complex (preRC; ORC1, ORC4, ORC6, CDT1, or CDC6) as well as de novo stabilizing mutations in the licensing inhibitor, GMNN, cause MGS. Here we report the identification of mutations in CDC45 in 15 affected individuals from 12 families with MGS and/or craniosynostosis. CDC45 encodes a component of both the pre-initiation (preIC) and CMG helicase complexes, required for initiation of DNA replication origin firing and ongoing DNA synthesis during S-phase itself, respectively, and hence is functionally distinct from previously identified MGS-associated genes. The phenotypes of affected individuals range from syndromic coronal craniosynostosis to severe growth restriction, fulfilling diagnostic criteria for Meier-Gorlin syndrome. All mutations identified were biallelic and included synonymous mutations altering splicing of physiological CDC45 transcripts, as well as amino acid substitutions expected to result in partial loss of function. Functionally, mutations reduce levels of full-length transcripts and protein in subject cells, consistent with partial loss of CDC45 function and a predicted limited rate of DNA replication and cell proliferation. Our findings therefore implicate the preIC as an additional protein complex involved in the etiology of MGS and connect the core cellular machinery of genome replication with growth, chondrogenesis, and cranial suture homeostasis

    Playing Well With Others: The Role of Opponent and Intergroup Anxiety in the Reduction of Prejudice Through Collaborative Video Game Play

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    Recent work on the social effects of video gaming has moved away from the view they are detrimental, and has instead demonstrated how they may be a force for good. One example is how collaborative intergroup play can reduce prejudice between groups. However, this literature is at a nascent stage, and many of the intricacies of such a mechanism are unknown. Previous work has predominantly used attitude scales and ignored other measures. Factors such as the role of the opponent in games and what may be the mechanism behind any effects has likewise received little attention. In this laboratory study, participants played collaborative games with an outgroup member, or alone. Their opponent was also reported to be computer-controlled, or controlled by another person. Following play, intergroup anxiety was reported, and participants wrote a short passage of prose regarding the outgroup as well as rating on attitude scales. Analysis demonstrated that playing with outgroup members was indeed an effective method of increase the positivity towards outgroup members, reflected in both scale and prose measures. Anxiety was also found to be a significant mediator; however it was less clear whether a human opponent moderated any effects. Further ideas of how these findings could be developed are then discussed

    The power of reputations: The role of third party information in the admission of new group members

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    Two experiments investigated whether groups use reputational information to recruit new members. The authors manipulated the candidate's reported self-sacrifices to enter the group and the source of this information. The authors found that third party information was more influential in group admission decisions than information from the candidates themselves, suggesting the power of reputations. Furthermore, group admission rates were also influenced by opportunities to socialize new group members. These results are discussed in light of their contribution to research on reputations and group dynamics

    Student pro-sociality: Measuring institutional and individual factors that predict pro-social behaviour at university

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    Students operate within a bounded social context and often face decisions regarding whether to pursue selfish or group-level benefit. Yet little work has examined what predicts their behaviour towards fellow students. This work addresses this gap by investigating what factors may predict students’ performance of pro-social actions at university, and how an institution may maximise such behaviour. Study 1 created the student pro-sociality scale, used to measure these tendencies in students. In study 2, 428 students from 25 UK universities took part an online survey study using this scale, and several other pre-existing measures of possible predictors. Analysis suggested that of those factors examined, role clarity, affective commitment, empathy, and perspective-taking emerged as the most influential. This first foray into this area can now inspire further research in finding the effective ways of fostering pro-social behaviour in students

    Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses

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    Loot boxes are purchasable randomized rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming, perhaps driven by a range of overlapping psychological processes (e.g. impulsivity, gambling-related cognitions, etc.) It has also been argued that loot box engagement may have negative influences on player financial and psychological wellbeing. We conducted a pre-registered survey of 1495 loot box purchasing gamers (LB cohort) and 1223 gamers who purchase other, non-randomized game content (nLB cohort). Our survey confirms 15 of our 23 pre-registered hypotheses against our primary outcome (risky loot box engagement), establishing associations with problem gambling, problem gaming, impulsivity, gambling cognitions, experiences of game-related ‘flow’ and specific ‘distraction and compulsion’ motivations for purchase. Results with hypotheses concerning potential harms established that risky loot box engagement was negatively correlated with wellbeing and positively correlated with distress. Overall, results indicate that any risks from loot boxes are liable to disproportionately affect various ‘at risk’ cohorts (e.g. those experiencing problem gambling or video gaming), thereby reiterating calls for policy action on loot boxes
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