Listing 1 - 4 of 4 |
Sort by
|
Choose an application
La dépression, psychopathologie dont la prévalence est en constante augmentation, est notamment caractérisée par la diminution de l’engagement dans des activités obligatoires et plaisantes (Lewinsohn & Amenson, 1978). L’activation comportementale, protocole visant spécifiquement ce symptôme, a déjà démontré son efficacité dans le traitement de la dépression (Carvalho & Hopko, 2011). Les tailles d’effet pouvant être améliorées, il semble pertinent de potentialiser les effets de cette prise en charge en y ajoutant d’autres outils. La réalité virtuelle (RV) pourrait être un de ces outils. Cette étude a deux objectifs. D’abord, elle vise à investiguer si les ruminations et d’autres variables psychologiques (dépression, activation, évitement) sont susceptibles d’impacter la propension à l’immersion. Nous visons également à déterminer si des personnes souffrantes d’une symptomatologie dépressive sont favorables à un traitement impliquant l’utilisation de la RV. Nous avons récolté les données de nos participants au moyen d’un questionnaire en ligne. Cette étude a d’abord permis de constater que d’autres variables que la dépression, l’activation, l’évitement et les ruminations entrent en jeu dans la propension à l’immersion. Les résultats de notre étude suggèrent que les évitements sont prédicteur d’une difficulté à l’immersion. La dépression et les ruminations, au contraire, semblent être liées à une plus haute propension à l’immersion. Notre étude a également permis de constater que la majorité des participants composant notre échantillon sont favorables à une prise en charge par réalité virtuelle. Ces résultats suggèrent que le traitement d’activation comportementale combiné à la réalité virtuelle est envisageable pour des personnes avec une symptomatologie dépressive et une tendance aux ruminations.
Choose an application
Internet use-related addiction problems (e.g., Internet addiction, problem mobile phone use, problem gaming, and social networking) have been defined according to the same core element: the addictive symptomatology presented by individuals who excessively and problematically behave using the technology. Online activity is the most important factor in their lives, causing them the loss of control by stress and difficulties in managing at least one aspect of their daily life, affecting users’ wellbeing and health. In 2018, Gaming Disorder was included as a mental disease in the 11th Revision of the International Classification of Diseases by the World Health Organization. In 2013, the American Psychiatric Association requested additional research on Internet Gaming Disorder. The papers contained in this e-Book provide unique and original perspectives on the concept, development, and early detection of the prevention of these health problems. They are diverse in the nature of the problems they deal with, methodologies, populations, cultures, and contain insights and a clear indication of the impact of individual, social, and environmental factors on Internet use-related addiction problems. The e-Book illustrates recent progress in the evolution of research, with great emphasis on gaming and smartphone problems, signaling areas in which research would be useful, even cross-culturally.
phubbing --- CERM --- smartphone --- technological addictions --- CERI --- mobile phone use --- gambling --- teenagers --- behavioural addictions --- video-game addiction --- review --- suppression --- gaming disorder --- generalised versus specific problem Internet uses --- young children --- Internet Use Disorder --- measurement invariance --- immersion --- latent profile analysis --- adolescents --- emotional regulation --- deep approach to learning --- Behavioral Inhibition System/Behavioral Activation System (BIS/BAS) --- comorbid psychopathology --- adolescence --- smartphone use --- gender --- self-control --- internet gaming disorder --- personality traits --- expectancies --- prevalence --- screen addiction --- surface approach to learning --- Internet-use disorder --- expectations --- early childhood education --- stress --- smartphone addiction --- convergent design --- mobile phone addiction --- Symptom Checklist-90-Revised (SCL-90-R) --- mobile phone (or smartphone) use --- comorbidity --- Diagnostic and Statistical Manual for Mental Disorders (DSM-5) --- focus group --- emergent bilinguals --- psychometric testing --- approaches to learning --- problematic Internet use --- social networking --- commuting --- mixed methods research --- interpersonal relationships --- Internet gaming disorder --- self-efficacy --- Brief Self-Control Scale (BSCS) --- Internet literacy --- parenting --- Dickman Impulsivity Inventory-Short Version (DII) --- well-being --- problematic smartphone use --- coping strategies --- addiction --- anxiety --- cognitive distortion --- fear of missing out (FOMO) --- impulsivity --- survey --- propensity score --- game device usage pattern --- hostility --- young people --- cognitive reappraisal --- Internet addiction --- university students --- epidemiology --- problematic social media use (PSMU) --- personality --- behavioral addictions --- China --- cultural differences --- problematic mobile phone use --- mobile phone dependence --- interpersonal relations --- social media --- online social network --- Problematic Mobile Phone Use Questionnaire --- Internet Gaming Disorder --- IGD --- intergenerational language transmission --- internet addiction --- Problematic Mobile Phone Use --- pathological video-game use --- serial mediation --- depression --- time
Choose an application
Internet use-related addiction problems (e.g., Internet addiction, problem mobile phone use, problem gaming, and social networking) have been defined according to the same core element: the addictive symptomatology presented by individuals who excessively and problematically behave using the technology. Online activity is the most important factor in their lives, causing them the loss of control by stress and difficulties in managing at least one aspect of their daily life, affecting users’ wellbeing and health. In 2018, Gaming Disorder was included as a mental disease in the 11th Revision of the International Classification of Diseases by the World Health Organization. In 2013, the American Psychiatric Association requested additional research on Internet Gaming Disorder. The papers contained in this e-Book provide unique and original perspectives on the concept, development, and early detection of the prevention of these health problems. They are diverse in the nature of the problems they deal with, methodologies, populations, cultures, and contain insights and a clear indication of the impact of individual, social, and environmental factors on Internet use-related addiction problems. The e-Book illustrates recent progress in the evolution of research, with great emphasis on gaming and smartphone problems, signaling areas in which research would be useful, even cross-culturally.
phubbing --- CERM --- smartphone --- technological addictions --- CERI --- mobile phone use --- gambling --- teenagers --- behavioural addictions --- video-game addiction --- review --- suppression --- gaming disorder --- generalised versus specific problem Internet uses --- young children --- Internet Use Disorder --- measurement invariance --- immersion --- latent profile analysis --- adolescents --- emotional regulation --- deep approach to learning --- Behavioral Inhibition System/Behavioral Activation System (BIS/BAS) --- comorbid psychopathology --- adolescence --- smartphone use --- gender --- self-control --- internet gaming disorder --- personality traits --- expectancies --- prevalence --- screen addiction --- surface approach to learning --- Internet-use disorder --- expectations --- early childhood education --- stress --- smartphone addiction --- convergent design --- mobile phone addiction --- Symptom Checklist-90-Revised (SCL-90-R) --- mobile phone (or smartphone) use --- comorbidity --- Diagnostic and Statistical Manual for Mental Disorders (DSM-5) --- focus group --- emergent bilinguals --- psychometric testing --- approaches to learning --- problematic Internet use --- social networking --- commuting --- mixed methods research --- interpersonal relationships --- Internet gaming disorder --- self-efficacy --- Brief Self-Control Scale (BSCS) --- Internet literacy --- parenting --- Dickman Impulsivity Inventory-Short Version (DII) --- well-being --- problematic smartphone use --- coping strategies --- addiction --- anxiety --- cognitive distortion --- fear of missing out (FOMO) --- impulsivity --- survey --- propensity score --- game device usage pattern --- hostility --- young people --- cognitive reappraisal --- Internet addiction --- university students --- epidemiology --- problematic social media use (PSMU) --- personality --- behavioral addictions --- China --- cultural differences --- problematic mobile phone use --- mobile phone dependence --- interpersonal relations --- social media --- online social network --- Problematic Mobile Phone Use Questionnaire --- Internet Gaming Disorder --- IGD --- intergenerational language transmission --- internet addiction --- Problematic Mobile Phone Use --- pathological video-game use --- serial mediation --- depression --- time
Choose an application
Internet use-related addiction problems (e.g., Internet addiction, problem mobile phone use, problem gaming, and social networking) have been defined according to the same core element: the addictive symptomatology presented by individuals who excessively and problematically behave using the technology. Online activity is the most important factor in their lives, causing them the loss of control by stress and difficulties in managing at least one aspect of their daily life, affecting users’ wellbeing and health. In 2018, Gaming Disorder was included as a mental disease in the 11th Revision of the International Classification of Diseases by the World Health Organization. In 2013, the American Psychiatric Association requested additional research on Internet Gaming Disorder. The papers contained in this e-Book provide unique and original perspectives on the concept, development, and early detection of the prevention of these health problems. They are diverse in the nature of the problems they deal with, methodologies, populations, cultures, and contain insights and a clear indication of the impact of individual, social, and environmental factors on Internet use-related addiction problems. The e-Book illustrates recent progress in the evolution of research, with great emphasis on gaming and smartphone problems, signaling areas in which research would be useful, even cross-culturally.
phubbing --- CERM --- smartphone --- technological addictions --- CERI --- mobile phone use --- gambling --- teenagers --- behavioural addictions --- video-game addiction --- review --- suppression --- gaming disorder --- generalised versus specific problem Internet uses --- young children --- Internet Use Disorder --- measurement invariance --- immersion --- latent profile analysis --- adolescents --- emotional regulation --- deep approach to learning --- Behavioral Inhibition System/Behavioral Activation System (BIS/BAS) --- comorbid psychopathology --- adolescence --- smartphone use --- gender --- self-control --- internet gaming disorder --- personality traits --- expectancies --- prevalence --- screen addiction --- surface approach to learning --- Internet-use disorder --- expectations --- early childhood education --- stress --- smartphone addiction --- convergent design --- mobile phone addiction --- Symptom Checklist-90-Revised (SCL-90-R) --- mobile phone (or smartphone) use --- comorbidity --- Diagnostic and Statistical Manual for Mental Disorders (DSM-5) --- focus group --- emergent bilinguals --- psychometric testing --- approaches to learning --- problematic Internet use --- social networking --- commuting --- mixed methods research --- interpersonal relationships --- Internet gaming disorder --- self-efficacy --- Brief Self-Control Scale (BSCS) --- Internet literacy --- parenting --- Dickman Impulsivity Inventory-Short Version (DII) --- well-being --- problematic smartphone use --- coping strategies --- addiction --- anxiety --- cognitive distortion --- fear of missing out (FOMO) --- impulsivity --- survey --- propensity score --- game device usage pattern --- hostility --- young people --- cognitive reappraisal --- Internet addiction --- university students --- epidemiology --- problematic social media use (PSMU) --- personality --- behavioral addictions --- China --- cultural differences --- problematic mobile phone use --- mobile phone dependence --- interpersonal relations --- social media --- online social network --- Problematic Mobile Phone Use Questionnaire --- Internet Gaming Disorder --- IGD --- intergenerational language transmission --- internet addiction --- Problematic Mobile Phone Use --- pathological video-game use --- serial mediation --- depression --- time
Listing 1 - 4 of 4 |
Sort by
|