350 research outputs found

    CAMbase – A XML-based bibliographical database on Complementary and Alternative Medicine (CAM)

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    The term "Complementary and Alternative Medicine (CAM)" covers a variety of approaches to medical theory and practice, which are not commonly accepted by representatives of conventional medicine. In the past two decades, these approaches have been studied in various areas of medicine. Although there appears to be a growing number of scientific publications on CAM, the complete spectrum of complementary therapies still requires more information about published evidence. A majority of these research publications are still not listed in electronic bibliographical databases such as MEDLINE. However, with a growing demand by patients for such therapies, physicians increasingly need an overview of scientific publications on CAM. Bearing this in mind, CAMbase, a bibliographical database on CAM was launched in order to close this gap. It can be accessed online free of charge or additional costs. The user can peruse more than 80,000 records from over 30 journals and periodicals on CAM, which are stored in CAMbase. A special search engine performing syntactical and semantical analysis of textual phrases allows the user quickly to find relevant bibliographical information on CAM. Between August 2003 and July 2006, 43,299 search queries, an average of 38 search queries per day, were registered focussing on CAM topics such as acupuncture, cancer or general safety aspects. Analysis of the requests led to the conclusion that CAMbase is not only used by scientists and researchers but also by physicians and patients who want to find out more about CAM. Closely related to this effort is our aim to establish a modern library center on Complementary Medicine which offers the complete spectrum of a modern digital library including a document delivery-service for physicians, therapists, scientists and researchers

    The Use of Sexually Explicit Internet Material and Its Antecedents: A Longitudinal Comparison of Adolescents and Adults

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    An implicit assumption in research on adolescents’ use of sexually explicit internet material (SEIM) is that they may feel more attracted to such material than adults, given the “forbidden” character of SEIM for minors. However, systematic comparisons between adolescents’ and adults’ SEIM use and of its antecedents are missing. We conducted a two-wave panel survey among a nationally representative sample of 1,445 Dutch adolescents and a nationally representative sample of 833 Dutch adults. Adolescents’ and adults’ SEIM use was similar. When significant differences in the SEIM use occurred, they indicated that adults used SEIM more often than adolescents. Male adults were the most frequent users of SEIM. No difference in the antecedent structure of SEIM use emerged between adolescents and adults. In both groups, males, sensation seekers, as well as people with a not exclusively heterosexual orientation used SEIM more often. Among adolescents and adults, lower life satisfaction increased SEIM use. Our findings suggest that the frequency of SEIM use and its antecedents are largely the same among adolescents and adults

    Exploring a rationale for choosing to listen to sad music when feeling sad

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    Choosing to listen to self-identified sad music after experiencing negative psychological circumstances seems paradoxical given the commonly-held view that people are motivated to seek a positive affective state when distressed. We examined the motivations people described to listen to music they identified as sad, particularly when experiencing negative circumstances, and the self-reported effects of this activity. We asked adults to respond to an online survey and analyzed their narrative reports using a modified grounded theory approach. Responses were received from 65 adults across five countries. The process that underlies choosing to listen to sad music as well as the self-regulatory strategies and functions of sad music were identified. The music-selection strategies included: connection; selecting music based on memory triggers; high aesthetic value; and message communicated. The functions of these strategies were in the domains of (re-)experiencing affect, cognitive, social, retrieving memories, friend, distraction, and mood enhancement. We additionally modelled the underlying psychological process that guides sad music listening behaviour and the effects of listening. These findings present core insights into the dynamics and value of choosing to listen to self-identified sad music when coping with negative psychological circumstances

    Some like it bad: testing a model on perceiving and experiencing fictional characters

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    We developed an encompassing theory that explains how readers of fiction and spectators of motion pictures establish affective relationships with fictional characters (FCs). The perceiving and experiencing fictional characters (PEFiC) theory is anchored in art perception, psychological aesthetics, and social and emotion psychology and addresses both the complexity and intrinsic affectivity involved in media exposure. In a between-subject design (N = 312), engagement and appreciation were measured as a function of the ethics (good vs. bad), aesthetics (beautiful vs. ugly), and epistemics (realistic vs. unrealistic) of eight protagonists in feature movies. The PEFiC model best fit the data with a unipolarity of factors and outperformed traditional theories (identification, empathy): The trade-off between involvement and distance explained the appreciation of FCs better than either distance or involvement alone. The mediators similarity, relevance, and valence exerted significant (interaction) effects, thus complicating the results. Furthermore, the effects of mediated bad persons differed strongly from ethically good ones. Copyright © 2005, Lawrence Erlbaum Associates, Inc

    Just a game? Unjustified virtual violence produces guilt in empathetic players

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    Many avid gamers discount violent conduct in video games as morally insignificant as "it is just a game." However, recent debates among users, regarding video games featuring inappropriate forms of virtual violence, suggest a more complex truth. Two ex- periments (
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