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1.
Front Psychol ; 13: 1019976, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36619067

RESUMO

Introduction: The present study investigated the role of dispositional hope as a potential protective factor moderator in the relationship between adult ADHD symptoms, media use/smart phone addiction and wellbeing during the period of isolation because of the COVID-19 pandemic among students in Romania. Methods: A sample of 333 college students (86.8% female and 13.2% male) between the age of 18 and 47 with a mean of 20.6 years old from West University of Timisoara completed online surveys. Mediation and moderation analyses were performed to assess the associations among the variables. Results: Results confirmed the negative associations of both adult ADHD and smartphone addiction with overall wellbeing. The smartphone addiction/ wellbeing association was moderated by dispositional hopefulness, such that high hopefulness served as a protective factor [b = -0.008, 95% percentile CI (-0.0134; -0.0012)]. Discussion: Implications for the educational environment are discussed.

2.
Psychol Sci ; 25(2): 358-68, 2014 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-24335350

RESUMO

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.


Assuntos
Agressão/psicologia , Empatia/fisiologia , Comportamento de Ajuda , Mídias Sociais/estatística & dados numéricos , Jogos de Vídeo/psicologia , Violência/psicologia , Adulto , Comparação Transcultural , Humanos , Estudos Longitudinais , Masculino , Singapura , Adulto Jovem
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