Browse Our Latest Psychology and Behavioral Science Journals
Psychological journals are peer-reviewed, interdisciplinary journals that publish original work in some areas of psychology. The most common publications include cognitive, health and clinical psychology, applied, developmental, biological, social, experimental, and educational psychology, and psychoanalysis.
Behavioral Sciences
Abstract
Social chatbots powered by artificial intelligence (AI) may be particularly appealing to individuals with social deficits or conditions that affect their social functioning. In this letter, we discuss some of the noteworthy characteristics of social chatbots and how they may influence adaptive and maladaptive behaviors, including the potential for ‘dependency’ on chatbots. We call for more independent studies to evaluate the potential developmental and therapeutic effects of this increasingly popular technology.
Abstract
Background
Whilst some research has explored the impact of COVID-19 on gambling behaviour, little is yet known about online search behaviours for gambling during this period. The current study explored gambling-related online searches before, during and after the outbreak of the COVID-19 pandemic in the UK. We also assessed whether search trends were related to Gambling Commission behavioural data over the same period.
Methods
Google Trends™ search data, covering thirty months from January 2020 to June 2022, for five gambling activities and five gambling operators were downloaded. Graphical displays of the weekly relative search values over this period were then produced to visualise trends in search terms, with key dates in COVID-19 policy and sporting events highlighted. Cross-correlations between seasonally adjusted monthly search data and behavioural indices were conducted.
Results
Sharp increases in internet searches for poker, slots, and bingo were evident during the first lockdown in the UK, with operator searches sharply decreasing over this period. No changes in gambling activity searches were highlighted during subsequent lockdowns, although small increases in operator-based searches were detected. Strong positive correlations were found between search data and industry data for sports betting and poker but not for slots.
Conclusions
Google Trends™ data may act as an indicator of population-level gambling behaviour. Substitution of preferred gambling activities for others may have occurred during the first lockdown when opportunities for sports betting were limited. Further research is needed to assess the effectiveness of internet search data in predicting gambling-related harm.
Abstract
Introduction
Considering adverse correlates of problematic use of internet use (PUI), the present study evaluated an intervention aimed at PUI and several putative underpinnings.
Methods
A randomized controlled trial study investigated the efficacy of emotional working memory training (eWMT) in improving impulsivity, risky decision-making, and cognitive emotion-regulation (CER) strategies among individuals with PUI in comparison with a placebo group. Young adults (N = 36) with PUI were either trained for 20 sessions in an n-back dual emotional task (eWMT; n = 18) or a feature-matching task (placebo; n = 18).
Results
Twenty continuous sessions of eWMT significantly improved participants' impulsivity, risky decision-making, CER, internet use and PUI symptoms in the short term, compared to the placebo condition.
Discussion
These preliminary results suggest that eWMT may constitute a promising intervention for PUI and improving cognitive and emotional functioning, and larger, longer studies are warranted.
Abstract
Background and aims
Research on the development of gaming disorder assumes that the quality of reinforcement learning as well as the content of use expectancies are initially rewarding in the early stages of the addictive behavior and becomes steadily more compensatory in the later stages. This assumed transition could be reflected in gaming-related mental imagery as well as the decision to play videogames in daily life.
Methods
We recruited 127 individuals who play videogames. Following a strict diagnostic procedure, individuals were either classified as showing casual or at-risk gaming patterns. The experience and expectancy of reward and relief were assessed in the laboratory, followed by a 14-day ambulatory assessment asking for gaming-related mental imagery intensity and playing frequency. Besides group differences, we tested a gratification and a compensation pathway in a structural equation model among groups separately.
Results
Results indicate that mental imagery and playing frequency as well as reinforcement processes and use expectancies are heightened among individuals showing at-risk gaming patterns as compared to casual gaming patterns. Gaming-related mental imagery was only predicted by compensation among individuals showing casual gaming patterns, and we found no significant predictions for daily gaming frequency in any of the models.
Discussion and conclusions
The results implicate that individuals with at-risk gaming patterns might hold stronger learned reinforcement contingencies. Daily usage seems unaffected by these contingencies, possibly indicative of habitualized behaviors. Additionally, the results provide some support for the consideration of imaginal desire thoughts as a specific coping mechanism in the context of gaming behaviors.
Abstract
Open science refers to a set of practices that aim to make scientific research more transparent, accessible, and reproducible, including pre-registration of study protocols, sharing of data and materials, the use of transparent research methods, and open access publishing. In this commentary, we describe and evaluate the current state of open science practices in behavioral addiction research. We highlight the specific value of open science practices for the field; discuss recent field-specific meta-scientific reviews that show the adoption of such practices remains in its infancy; address the challenges to engaging with open science; and make recommendations for how researchers, journals, and scientific institutions can work to overcome these challenges and promote high-quality, transparently reported behavioral addiction research. By collaboratively promoting open science practices, the field can create a more sustainable and productive research environment that benefits both the scientific community and society as a whole.
Abstract
Background and aims
Internet Use Disorders (IUDs) are emerging as a societal challenge. Evidence-based treatment options are scarce. Digital health interventions may be promising to deliver psychological treatment to individuals with IUDs directly in their online setting. The aim of this study was to evaluate the efficacy of a digital health intervention for IUDs compared to a waitlist control group (WCG).
Methods
In a two-armed randomized controlled trial, N = 130 individuals showing IUDs (Internet Addiction Test; IAT ≥49) were randomly allocated to the intervention group (IG; n = 65) or WCG (n = 65). The intervention consisted of 7 sessions based on cognitive behavioral therapy. The primary outcome was IUD symptom severity measured via the IAT at post treatment 7 weeks after randomization. Secondary outcomes included IUD symptoms (Compulsive Internet Use Scale; CIUS), quality of life, depressive and anxiety symptoms, and other psychosocial variables associated with IUDs.
Results
Participants were on average 28.45 years old (SD = 10.59) and 50% identified as women, 49% as men, and 1% as non-binary. The IG (n = 65) showed significantly less IUD symptom severity (IAT) (d = 0.54, 95% CI 0.19–0.89) and symptoms (d = 0.57, 95% CI 0.22–0.92) than the WCG (n = 65) at post-treatment. Study attrition was 20%. Effects on all other secondary outcomes were not significant. On average, participants completed 67.5% of the intervention.
Discussion and Conclusions
A digital health intervention could be a promising first step to reduce IUD symptom severity.
Abstract
Background and aims
The prominent cognitive-behavioral model of hoarding posits that information processing deficits contribute to hoarding disorder. Although individuals with hoarding symptoms consistently self-report attentional and impulsivity difficulties, neuropsychological tests have inconsistently identified impairments. These mixed findings may be the result of using different neuropsychological tests, tests with poor psychometric properties, and/or testing individuals in a context that drastically differs from their own homes.
Methods
One hundred twenty-three participants (hoarding = 63; control = 60) completed neuropsychological tests of sustained attention, focused attention, and response inhibition in cluttered and tidy environments in a counterbalanced order.
Results
Hoarding participants demonstrated poorer sustained attention and response inhibition than the control group (CPT-3 Omission and VST scores) and poorer response inhibition in the cluttered environment than when in the tidy environment (VST scores). CPT-3 Detectability and Commission scores also indicated that hoarding participants had greater difficulty sustaining attention and inhibiting responses than the control group; however, these effect sizes were just below the lowest practically meaningful magnitude. Posthoc exploratory analyses demonstrated that fewer than one-third of hoarding participants demonstrated sustained attention and response inhibition difficulties and that these participants reported greater hoarding severity and greater distress in the cluttered room.
Discussion and conclusions
Given these findings and other studies showing that attentional difficulties may be a transdiagnostic factor for psychopathology, future studies will want to explore whether greater sustained attention and response inhibition difficulties in real life contexts contribute to comorbidity and functional impairment in hoarding disorder.
Abstract
Questions are currently being posed concerning the implications of the clinical uptake of psychedelics. While enthusiasm surrounds the potential therapeutic benefits of psychedelics and critique surrounds their appropriation to commercial ends, limited attention has been given to the role of psychedelics in generating social transformation. Herbert Marcuse contended radical change requires ‘new imaginaries of liberation’. We consider whether clinical uptake of psychedelics may produce the perceptual shifts necessary to generate social transformation surrounding contemporary alienating conditions. Economic structures contributing to these alienating conditions are highly resistant to change and may neuter psychedelics' revolutionary potential. We illustrate how psychedelics may be instrumentalised: regulating individuals into unjust systems; redirecting psychedelic usage away from therapeutic ends towards productivity; distracting or diverting attention from systemic forms of control; usurping non-ordinary states into the domain of self-care; and fetishistically commodifying psychedelic experience as a consumable. There are, however, reasons to believe that psychedelics, in raising consciousnesses, may prove resistant to co-option. In particular, psychedelics induce perceptual experiences that: challenge the paradigmatic assumptions of industrial society by provoking alternative epistemologies and metaphysics; generate expanded or ecological constructions of selfhood, thereby offering resignifications of meanings, desires, and life potentials; and offer the enriched phenomenological insight into self, other, and world called for in combating ubiquitous social alienation. In this way, psychedelics may induce the revolution in perception necessary to imagine liberatory potentials and spark the desire for collective emancipation.
Abstract
Objective and Method
Electronic gambling machines are a prominent cause of significant gambling harms globally. We use simulations of a simplified video poker game to show how changes in game volatility, defined primarily by the size of the main prize, affect patterns of wins and losses as well as winning streaks.
Results
We found that in low- and medium volatility games the proportion of winning players quickly drops to zero after about 30 h of play, while in the high volatility game 5% of players are still winning after playing for 100 h. However, the proportion of winning streaks was significantly higher in the low- and medium volatility games compared with high volatility: the simulated players were on a winning streak about 26.3, 25.6 and 18% of the time in the low-, medium- and high volatility games, respectively.
Conclusions
Fast-paced video poker with varying volatility levels but identical return-to-player rates and win frequencies can yield highly different result patterns across individuals. These patterns may be counter-intuitive for players and difficult to realize without simulations and visualizations. We argue that the findings have relevance for responsible gambling communication and for building a better understanding of how cognitive biases influence gambling behaviour.