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Mobile phones are ubiquitous in everyday life. Scientific studies on the problematic use of mobile phones have given initial indications of negative consequences, such as increased depression and anxiety rates and reduced sleep quality. The Problematic Use of Mobile Phone (PUMP) scale is a well evaluated, 20-item questionnaire, but a German version of the scale is still lacking.

An online sample (n=723, age 27.8±11.2years, 25.2% men) completed a German translation of the PUMP scale (PUMP-D). We conducted standard item analyses and calculated internal consistency and retest reliability. An exploratory (EFA) and a confirmatory factor analysis (CFA) were conducted using a random split of the sample, and correlations with the self-estimated time of mobile phone usage and a global self-rating of patterns of problematic use were computed. Additionally, a second sample (n=256, age 25.0±8.8years, 34.0% men) completed the paper version of the PUMP-D scale twice to determine the 14-day retest reliability.

The item-total correlations ranged from

=0.35 (p<0.001) to

=0.75 (p<.001). The internal consistency was α=0.90. The self-estimated time of usage correlated with the total value of the PUMP-D scale at

=0.50 (p<.001). The EFA resulted in a single factor, which explained 36% of the variance. The CFA of the showed a moderate fit. The two-week retest reliability in the second sample was



=0.87 (p<.001).

The German translation of the PUMP-D demonstrated a single factor structure, good psychometric properties and can be used in further research.

The German translation of the PUMP-D demonstrated a single factor structure, good psychometric properties and can be used in further research.Internet Gaming Disorder (IGD) is associated with considerable psychological distress in adolescents. However, studies which strive to shed light on the developmental background of IGD are still sparse. We aimed to examine the role of metacognitions and emotion recognition in predicting IGD during the early adolescence period. Four hundred and seventy-seven secondary school students were recruited for the study. Participants completed the Internet Gaming Disorder Test (IGDT), the Metacognitions Questionnaire for Children (MCQ-C), and the Children's Version of Reading the Mind in the Eye Test (RMET). Correlation analyses indicated that three factors of the MCQ-C (positive meta-worry, negative meta-worry, and superstition, punishment, and responsibility) and its total score were positively correlated with the majority of factors of the IGDT. The negative factor of the RMET was positively correlated with the salience, tolerance, and relapse factors and total score of the IGDT. Daily internet use was positively correlated with all factors of the IGDT and its total score. Hierarchical regression analyses indicated that daily internet use and metacognitions (in different combinations) were significant independent predictors of IGDT factors and its total score, and that the negative factor of the RMET was a significant independent predictor of the salience and tolerance factors of IGDT and its total score. The implications of these findings are discussed.

Desire thinking is a voluntary cognitive process that involves the imaginal forecast of a desired activity and the verbal perseveration with plans and good reasons for engaging in it. Considering theoretical models arguing that specific decision-making processes may be involved in the development of gaming disorder, we hypothesized that an initial urge to game might be accelerated by desire thinking, leading to the decision to game in an everyday setting although the gaming behavior may conflict with another activity or certain other goals.

A pre-study helped developing a catalogue of situations that provides forced-choice scenarios warranting a decision for or against gaming. To explore the postulated sequence of cognitive and affective events, a serial mediation model with urge to game as predictor, decision to game as dependent variable, and imaginal prefiguration and verbal perseveration as mediators was tested in a sample of 118 recreational gamers with varying degrees of gaming intensity.

The pre-study revealed a catalogue of 18 conflicting situations that likely happen in the daily life of gamers, containing conflicting activities such as job/educational performance and meeting friends/family/acquaintances. In the sequential mediation model, the desire thinking facets imaginal prefiguration and verbal perseveration fully mediated the relation between an initial urge and the decision to game.

The mediation model emphasizes the serial ordinance of desire thinking facets and their role in motivating decisions to game after an initial urge has been experienced. Results may indicate that desire thinking plays a considerable role in problematic gaming tendencies.

The mediation model emphasizes the serial ordinance of desire thinking facets and their role in motivating decisions to game after an initial urge has been experienced. Results may indicate that desire thinking plays a considerable role in problematic gaming tendencies.

Facebook and Snapchat employ different features for encouraging repeated, reinforced use of their platforms. Importantly, this repeated use can become maladaptive and problematic. We sought to understand differences between these platforms in regard to problematic use, and its motivations and outcomes. We specifically focused on trait social reward preferences as important yet overlooked motivations. We also focused on quit and use reduction attempts as important yet overlooked outcomes.

Participants (N=472) responded to an online survey that assessed their Snapchat and Facebook use, as well as trait social reward preferences.

Our findings, with individuals who used both Snapchat and Facebook, revealed that (a) participants reported more time on Snapchat than Facebook, as well as more problematic use of Snapchat than Facebook, nevertheless (b) they reported more attempts to quit Facebook than Snapchat, with no difference in use reduction attempts between platforms, and (c) trait social reward dimensions - admiration, negative social potency, and sociability - were positively associated with problematic Snapchat use, and only negative social potency was positively associated with problematic Facebook use.

These findings demonstrate the relevance of social media platform features and social reward preferences in problematic social media use. Implications for further research and practice are discussed.

These findings demonstrate the relevance of social media platform features and social reward preferences in problematic social media use. Implications for further research and practice are discussed.

Adverse childhood experiences (ACEs) and substance use disorders (SUDs) are highly prevalent public health challenges that have been shown to be strongly correlated. Although previous research has suggested a dose-response relationship between ACEs and SUDs, less is known about this phenomenon and the prevalence of ACEs in lower income, racially/ethnically diverse populations. This study sought to examine these relationships in a population treated at a multi-site safety net provider.

The ACEs survey was delivered as a standard assessment to all behavioral health patients seen at a large Federally Qualified Health Center (FQHC) in Connecticut. 4378 patients completed the questionnaire. Both total score and individual ACE questions were correlated with diagnostic history, according to chi-square and multiple-group structural equation modeling tests.

84.8% of patients reported at least one ACE and 49.1% had an ACE score≥4. Experiencing 1 or more ACEs predicted having any SUD, after controlling for race/ettions.

Energy drinks are a popular mixer with alcohol among college-aged young adults. Few studies to date have examined the relationships between expectancies of alcohol mixed with energy drink (AmED) use, AmED use and AmED-related negative consequences.

Eighty college-aged young adults were surveyed regarding their alcohol and AmED use, related negative consequences and AmED expectancies. Associations were assessed using chi-square tests and Cramér's V. A simple mediational model also was used to explore the potential relationships between AmED expectancies, AmED use and AmED-related negative consequences.

AmED use was associated with more types of related negative consequences than heavy alcohol use alone, and where AmED use and heavy alcohol use were mutually associated with a related negative consequence, the strength of association was stronger for AmED use. While several AmED-related negative consequences were associated with AmED expectancies, unwanted sexual contact and getting into a verbal argument on to reduce AmED use considering the possible subsequent related negative consequences, especially those involving negative interpersonal experiences.

Communities throughout the United States have implemented medicine disposal programs to prevent diversion of unused opioid analgesics from homes but a general lack of awareness may contribute to low rates of utilization. The objective of this study was to develop and test community-based campaign messages promoting appropriate disposal of unused opioids at disposal programs.

In Fall 2019, 491 residents (79% female, 97% White, mean age 40years) of five rural, Appalachian counties (3 in Kentucky and 2 in North Carolina) completed a web-based, experimental survey. Participants were randomly exposed to two of four messages and rated each message separately. A pretest-posttest design was utilized to assess change in beliefs about retaining unused prescription opioids in the home following exposure to message sets.

All messages favorably influenced participants' perceptions related to concerns and risks of retaining unused prescription opioids and importance of - and self-efficacy in disposing of unused opioid medications. After controlling for social and demographic characteristics and baseline beliefs in generalized linear mixed models, Message 1 outperformed other messages in increasing participants' concern about retaining unused prescription opioids in the home and Message 3 was most effective in increasing self-efficacy to dispose of unused prescription opioids.

Messages including young children and pictorially demonstrate how to dispose of medications may have the greatest impact on behavioral actions related to medication disposal. The findings from this study can be used to inform community-based campaigns to facilitate disposal of unused prescription opioids.

Messages including young children and pictorially demonstrate how to dispose of medications may have the greatest impact on behavioral actions related to medication disposal. The findings from this study can be used to inform community-based campaigns to facilitate disposal of unused prescription opioids.There is widespread concern about the potential impact on health and social care services of the ageing population and long-term health conditions, such as dementia. To effectively plan services it is important to understand current need and use and identify gaps in provision. Using data from the Cognitive Function and Ageing Study Wales (CFAS Wales), we used logistic regression to model the relationship between health (self-rated health, cognitive impairment, and activities of daily living), and the use of health and care services. CFAS Wales is a longitudinal cohort study of people aged 65 years and over, in two areas in Wales, UK, over-sampling those aged 75 years and over. Participants (n = 3593) answered a wide range of health and lifestyle questions and completed a variety of cognitive and physical health assessments. Data from 3153 people from wave 1 and 1968 people from wave 2 were analysed. As anticipated we found poorer health, on some indicators, predicted greater service use, including social care, hospital, general practitioner, and nursing services.

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