308 research outputs found

    Why do you dance? Development of the Dance Motivation Inventory (DMI)

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    Dancing is a popular form of physical exercise and studies have show that dancing can decrease anxiety, increase self-esteem, and improve psychological wellbeing. The aim of the current study was to explore the motivational basis of recreational social dancing and develop a new psychometric instrument to assess dancing motivation. The sample comprised 447 salsa and/or ballroom dancers (68% female; mean age 32.8 years) who completed an online survey. Eight motivational factors were identified via exploratory factor analysis and comprise a new Dance Motivation Inventory: Fitness, Mood Enhancement, Intimacy, Socialising, Trance, Mastery, Self-confidence and Escapism. Mood Enhancement was the strongest motivational factor for both males and females, although motives differed according to gender. Dancing intensity was predicted by three motivational factors: Mood Enhancement, Socialising, and Escapism. The eight dimensions identified cover possible motives for social recreational dancing, and the DMI proved to be a suitable measurement tool to assess these motives. The explored motives such as Mood Enhancement, Socialising and Escapism appear to be similar to those identified in other forms of behaviour such as drinking alcohol, exercise, gambling, and gaming

    set6: R6 Mathematical Sets Interface

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    The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey

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    Background: The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types

    An Integer Programming Approach to the Student-Project Allocation Problem with Preferences over Projects

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    The Student-Project Allocation problem with preferences over Projects (SPA-P) involves sets of students, projects and lecturers, where the students and lecturers each have preferences over the projects. In this context, we typically seek a stable matching of students to projects (and lecturers). However, these stable matchings can have different sizes, and the problem of finding a maximum stable matching (MAX-SPA-P) is NP-hard. There are two known approximation algorithms for MAX-SPA-P, with performance guarantees of 2 and 32 . In this paper, we describe an Integer Programming (IP) model to enable MAX-SPA-P to be solved optimally. Following this, we present results arising from an empirical analysis that investigates how the solution produced by the approximation algorithms compares to the optimal solution obtained from the IP model, with respect to the size of the stable matchings constructed, on instances that are both randomly-generated and derived from real datasets. Our main finding is that the 32 -approximation algorithm finds stable matchings that are very close to having maximum cardinality

    Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study

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    Previous research has suggested that motives play an important role in several potentially addictive activities including online gaming. The aims of the present study were to (i) examine the mediation effect of different online gaming motives between psychiatric distress and problematic online gaming, and (ii) validate Italian versions of the Problematic Online Gaming Questionnaire, and the Motives for Online Gaming Questionnaire. Data collection took place online and targeted Italian-speaking online gamers active on popular Italian gaming forums, and/or Italian groups related to online games on social networking sites. The final sample size comprised 327 participants (mean age 23.1 years [SD = 7.0], 83.7% male). The two instruments showed good psychometric properties in the Italian sample. General psychiatric distress had both a significant direct effect on problematic online gaming and a significant indirect effect via two motives: escape and fantasy. Psychiatric symptoms are both directly and indirectly associated with problematic online gaming. Playing online games to escape and to avoid everyday problems appears to be a motivation associated with psychiatric distress and in predicting problematic gaming

    On Generalizations of Network Design Problems with Degree Bounds

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    Iterative rounding and relaxation have arguably become the method of choice in dealing with unconstrained and constrained network design problems. In this paper we extend the scope of the iterative relaxation method in two directions: (1) by handling more complex degree constraints in the minimum spanning tree problem (namely, laminar crossing spanning tree), and (2) by incorporating `degree bounds' in other combinatorial optimization problems such as matroid intersection and lattice polyhedra. We give new or improved approximation algorithms, hardness results, and integrality gaps for these problems.Comment: v2, 24 pages, 4 figure

    Hypersexuality, gender, and sexual orientation: a large-scale psychometric survey study

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    Criteria for Hypersexual Disorder (HD) were proposed for consideration in the DSM-5 but ultimately excluded for a variety of reasons. Regardless, research continues to investigate hypersexual behavior (HB). The Hypersexual Behavior Inventory (HBI) is one of the most robust scales assessing HB, but further examination is needed to explore its psychometric properties among different groups. Therefore, the aim of the present study was to examine the generalizability of the HBI in a large, diverse, nonclinical sample (N = 18,034 participants; females = 6132; 34.0%; Mage = 33.6 years, SDage = 11.1) across both gender and sexual orientation. Measurement invariance testing was carried out to ensure gender- and sexual-orintation based comparisons were meaningful. Results demonstrated when both gender and sexual-orientation were considered (i.e., heterosexual males vs. LGBTQ males vs. heterosexual females vs. LGBTQ females), LGBTQ males had significantly higher latent means on the HBI factors. Results also demonstrated LGBTQ males had the highest scores on other possible indicators of hypersexuality (e.g., frequency of masturbation, number of sexual partners, or frequency of pornography viewing). These findings suggest LGBTQ males may be a group most at risk of engaging in hypersexual behavior and LGBTQ females are at a higher risk of engaging in hypersexual activities due to coping problems. Given the largescale nature of the study, the findings significantly contribute to the currently growing body of literature on hypersexuality
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