Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 7 de 7
Filter
1.
Cyberpsychol Behav Soc Netw ; 21(11): 727-734, 2018 Nov.
Article in English | MEDLINE | ID: mdl-30421998

ABSTRACT

Self-regulation strategies are helpful for increasing goal commitment and maintaining behavior change. Evidence suggests that the self-regulation strategy of mental contrasting with implementation intentions (MCII) shows promise in helping people increase their physical activity. The purpose of this research was to investigate whether these self-regulation strategies would increase physical activity, which would, in turn, improve well-being and mental health. In a quasi-experimental study, participants were randomized by school to an experimental group (n = 40) and control group (n = 45). The experimental group received self-regulation strategies, whereas the control group did not. Both groups were given a Fitbit and the goal of 10,000 steps per day. Participants' well-being and depressive, anxiety, and stress symptoms were measured at baseline and after the 3-week intervention. The experimental group's physical activity increased from 7,938 to 9,288 steps per day (p = 0.001), whereas that of the control group did not increase. In the experimental group, the findings suggested a significant increase for men, and a nonsignificant increasing trend for women. The study demonstrated the benefits of self-regulation strategies such as MCII on achieving physical activity goals. Findings also suggested that self-regulation strategies provided improvement beyond physical activity by decreasing the depressive symptoms of female participants in the experimental group. Given the small sample size, effects by gender have to be interpreted with caution. Limitations and suggestions for future research are discussed.


Subject(s)
Exercise/psychology , Fitness Trackers , Goals , Intention , Mental Health , Adult , Female , Humans , Male , Non-Randomized Controlled Trials as Topic , Schools , Sex Factors
2.
Cyberpsychol Behav Soc Netw ; 18(1): 30-6, 2015 Jan.
Article in English | MEDLINE | ID: mdl-25531285

ABSTRACT

Pathological Internet use (PIU) occurs when excessive Internet use results in addictive symptoms that exert detrimental consequences on one's overall functioning and well-being. Poor family functioning has been found to be associated with youths' addictive Internet use, and parental use of active and restrictive mediation has been found to reduce online risk. The current study aims to test if parental active and restrictive mediation strategies are negatively associated with youths' PIU. Additionally, it also tests the effectiveness of these strategies as a function of the broader family environment with measures of parent-child attachment, family communication, and the youth's comfort with living at home. The data of 3,079 students in Singapore were analyzed through a series of logistic regressions. The results revealed that the family environment for students with PIU was significantly less positive. Only restrictive mediation was found to be negatively associated with PIU. This relation was stronger for higher levels of attachment, communication, and comfort at home, implying that the effectiveness of restrictive mediation varies with the degree of warmth and support in the general family environment. The implications are discussed.


Subject(s)
Family/psychology , Internet , Parent-Child Relations , Parenting/psychology , Adolescent , Adult , Behavior, Addictive , Child , Female , Humans , Male , Negotiating , Object Attachment , Singapore , Young Adult
3.
Asia Pac J Public Health ; 27(2): NP2188-96, 2015 Mar.
Article in English | MEDLINE | ID: mdl-22199156

ABSTRACT

Given the potential negative mental health consequences of pathological video gaming, understanding its etiology may lead to useful treatment developments. The purpose of the study was to examine the influence of impulsive and regulatory processes on pathological video gaming. Study 1 involved 2154 students from 6 primary and 4 secondary schools in Singapore. Study 2 involved 191 students from 2 secondary schools. The results of study 1 and study 2 supported the hypothesis that self-regulation is a mediator between impulsivity and pathological video gaming. Specifically, higher levels of impulsivity was related to lower levels of self-regulation, which in turn was related to higher levels of pathological video gaming. The use of impulsivity and self-regulation in predicting pathological video gaming supports the dual-system model of incorporating both impulsive and reflective systems in the prediction of self-control outcomes. The study highlights the development of self-regulatory resources as a possible avenue for future prevention and treatment research.


Subject(s)
Behavior, Addictive/psychology , Impulsive Behavior , Self-Control/psychology , Video Games/psychology , Adolescent , Adolescent Behavior , Adolescent Health , Child , Humans , Singapore
4.
Psychol Sci ; 25(2): 358-68, 2014 Feb.
Article in English | MEDLINE | ID: mdl-24335350

ABSTRACT

Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediated by empathy and was similar across cultures. Study 2 explored longitudinal relations among prosocial-video-game use, violent-video-game use, empathy, and helping in a large sample of Singaporean children and adolescents measured three times across 2 years. Path analyses showed significant longitudinal effects of prosocial- and violent-video-game use on prosocial behavior through empathy. Latent-growth-curve modeling for the 2-year period revealed that change in video-game use significantly affected change in helping, and that this relationship was mediated by change in empathy.


Subject(s)
Aggression/psychology , Empathy/physiology , Helping Behavior , Social Media/statistics & numerical data , Video Games/psychology , Violence/psychology , Adult , Cross-Cultural Comparison , Humans , Longitudinal Studies , Male , Singapore , Young Adult
5.
Ann Acad Med Singap ; 39(11): 822-9, 2010 Nov.
Article in English | MEDLINE | ID: mdl-21165520

ABSTRACT

INTRODUCTION: Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming. MATERIALS AND METHODS: A total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested. RESULTS: Of all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used. CONCLUSION: The prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.


Subject(s)
Behavior, Addictive/psychology , Psychopathology , Video Games/adverse effects , Adolescent , Behavior, Addictive/epidemiology , Behavior, Addictive/pathology , Child , Diagnostic and Statistical Manual of Mental Disorders , Female , Health Surveys , Humans , Male , Prevalence , Sex Factors , Singapore/epidemiology , Socioeconomic Factors , Statistics as Topic , Surveys and Questionnaires , Video Games/psychology
6.
Pers Soc Psychol Bull ; 35(6): 752-63, 2009 Jun.
Article in English | MEDLINE | ID: mdl-19321812

ABSTRACT

Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. In the correlational study, Singaporean middle-school students who played more prosocial games behaved more prosocially. In the two longitudinal samples of Japanese children and adolescents, prosocial game play predicted later increases in prosocial behavior. In the experimental study, U.S. undergraduates randomly assigned to play prosocial games behaved more prosocially toward another student. These similar results across different methodologies, ages, and cultures provide robust evidence of a prosocial game content effect, and they provide support for the General Learning Model.


Subject(s)
Internal-External Control , Social Behavior , Video Games/psychology , Visual Perception , Adolescent , Adolescent Behavior/psychology , Aggression/psychology , Child , Child Behavior/psychology , Empathy , Female , Helping Behavior , Humans , Longitudinal Studies , Male , Models, Psychological , Research Design , Risk Factors , Sex Factors , Students/psychology , Video Games/adverse effects , Violence/psychology
7.
Dev Psychol ; 39(2): 292-308, 2003 Mar.
Article in English | MEDLINE | ID: mdl-12661887

ABSTRACT

PeaceBuilders is a universal, elementary-school-based violence prevention program that attempts to alter the climate of a school by teaching students and staff simple rules and activities aimed at improving child social competence and reducing aggressive behavior. Eight matched schools (N > 4,000 students in Grades K-5) were randomly assigned to either immediate postbaseline intervention (PBI) or to a delayed intervention 1 year later (PBD). Hierarchical linear modeling was used to analyze results from assessments in the fall and spring of 2 consecutive school years. In Year 1, significant gains in teacher-rated social competence for students in Grades K-2, in childself-reported peace-building behavior in Grades K-5, and reductions in aggressive behavior in Grades 3-5 were found for PBI but not PBD schools. Differential effects in Year 1 were also observed for aggression and prosocial behavior. Most effects were maintained in Year 2 for PBI schools, including increases in child prosocial behavior in Grades K-2. Implications for early universal school-based prevention and challenges related toevaluating large-scale prevention trials are discussed.


Subject(s)
Child Behavior Disorders/prevention & control , School Health Services/organization & administration , Teaching/methods , Violence/prevention & control , Child , Humans , Male , Surveys and Questionnaires , Time Factors
SELECTION OF CITATIONS
SEARCH DETAIL
...