Objective: The global outbreak of COVID-19 has greatly affected individual's lives around the world and resulted in various negative psychological consequences. During the pandemic, reflection on and attention to COVID-19 may help in dealing with its symptomology but frequent and persistent thoughts about the situation can be unhealthy. The present study examined the direct and indirect associations between obsession concerning COVID-19, psychological distress, life satisfaction, and meaning in life.Design: This mediation study presents a primary analysis of normative data collected after (...) the initial outbreak of COVID-19 in Pakistan. Parametric bootstrapping was used to test the mediation models of subjective well-being, the extent of the effect, and meaning in life as parallel and serial mediators concerning the associations between COVID-19 obsession and psychological distress measures.Setting: A sample of 1,002 adults were recruited utilizing an online survey between April to May 2020. They were aged between 19 and 45 years and normalized on population characteristics.Results: Two out of three mediators in parallel mediation fully mediated the relationship between obsession and psychological distress illustrating that high-level obsessions were associated with low levels of satisfaction with life and presence of meaning in life and search for meaning in life. Psychological distress is likely to decrease in the presence of a high level of satisfaction with life and meaning. Moreover, satisfaction with life and search for meaning in life significantly mediated the association between COVID-19 obsession.Conclusion: The present study showed that life satisfaction and search for meaning in life may play a significant role in decreasing psychological distress during the COVID-19 pandemic. (shrink)
A lot of previous research has highlighted the negative consequences of Internet addiction. However, relatively few is known about the underlying mechanism for Internet addiction among college students in relation to family function. The present study explored the relationship between family function and Internet addiction among college students, as well as the mediating effects of alexithymia and loneliness. A sample of 783 Chinese college students were administered a number of psychometric scales including the “General Function” subscale of the Chinese version (...) of the Family Assessment Device, Toronto Alexithymia Scale, UCLA Loneliness Scale, and Revised Chinese Internet Addiction Scale. The results showed that family function was negatively associated with Internet addiction; the association was significantly mediated by alexithymia; the association was significantly mediated by loneliness; and alexithymia and loneliness sequentially mediated the association. The total mediating effect was 63.96%. The results of the present study are of great significance to the prevention and intervention of Internet addiction among college students. (shrink)
In the age of surveillance capitalism, the prevailing business model underlying the use of social media applications (“apps”) foresees the exchange of personal data for the allowance to use an online service. Such a data business model comes with many potential negative side effects ranging from violation of privacy issues to election manipulation. Therefore, it is of utmost importance to think of alternatives to the current data business model. The present study investigated how strong the support would be for a (...) monetary payment model among a sample of 210 participants. Participants were asked about their willingness to pay for social media, if in turn their data would be private and other problems concerning social media use would be tackled. Only one-fifth of participants (21.43%) supported such a model. From the Big Five Personality traits, Agreeableness was positively associated with support of such a model. Finally, data are also provided on how much participants would be willing to pay for social media on a monthly basis. The present study’s findings are of a preliminary nature and will contribute to the start of an important discussion. (shrink)
The present study sought to examine the extent to which the cultural portrayal of online gamers, often in comical, caricatured, or sensational forms, has become transformed into sets of cognitive associations between the category and traits. A total of 342 participants completed an online survey in which they rated how applicable each of a list of traits was to the group of online gamers. Ratings were made for both personal beliefs and stereotypical beliefs. While these beliefs were highly consensual as (...) stereotypes, personal beliefs varied, suggesting that the cultural portrayal of online gamers is beginning to shift into cognitive associations. The role of stereotypes in negotiating a group’s social position are discussed arguing that these stereotypes currently position online gamers as low in social status and socially peripheral. The function of the media in generating stereotypical representations of social groups and convincing the public of their validity is also discussed. (shrink)
The newly proposed framework for non-addictive psychoactive substances postulated by Müller & Schumann (M&S) provides an interesting and plausible explanation for non-addictive drug use. However, with specific reference to the relevant behavioral addiction literature, this commentary argues that the model may unexpectedly hold utility not only for non-addictive use of drugs, but also for non-addictive use of other potentially addictive behaviors.
The for addiction proposed by Redish and colleagues is only unified at a reductionist level of analysis, the biological one relating to decision-making. Theories of addiction may be complementary rather than mutually exclusive, suggesting that limitations of individual theories might be unified through the combination of ideas from different biopsychosocial systems perspectives.
IntroductionThe COVID-19 outbreak and related lockdowns brought substantial changes in people’s lives and led to concerns about possible increases of addictive behaviors at the initial stages of the pandemic. To examine these concerns, the aim of the present study was to assess longitudinal changes in addictive and problematic behaviors over time during the COVID-19 pandemic.MethodsThree waves of data collection took place in different stages of the COVID-19 outbreak in Hungary in a general population, from the first wave of lockdowns to (...) the second and third waves of restrictions. Latent growth curve models were calculated to assess the potential changes in addictive and problematic behaviors over time.ResultsLatent growth curve models showed that the sample varied in their initial scores, but there were no significant changes over time in any of the examined behaviors, except for compulsive sexual behavior disorder, which demonstrated a small but significant increase. However, the rate of this change was negligible. Overall, there were no noteworthy changes over time regarding any of the examined addictive and problematic behaviors.ConclusionContrary to initial concerns, no substantial changes over time were observed regarding the examined addictive behaviors during the COVID-19 pandemic and related lockdowns. These findings indicate that those who had no previous problem with these addictive behaviors, might have not developed a problem, and those who had problem with either of the behaviors previously, might have not experienced a significant increase in their symptoms. (shrink)
This commentary explores how emotion fits in the dual-systems model of temporal cognition proposed by Hoerl & McCormack. The updating system would be affected by emotion via the attentional/arousal effect according to the attentional gate model. The reasoning system would be disrupted by emotion, especially for traumatic events. Time discrepancies described in the dual-systems model are also explained.
Dubourg and Baumard posited that preferences for exploration are the key to the popularity in imaginary worlds. This commentary argues that other forms of exploration may also account for the success and appeal of specific types of imaginary worlds, namely self-exploration within interactive imaginary worlds such as videogames.