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
This paper aims at presenting an overview of the historic and current features concerning the relationship among original peoples, psychoactive drugs, and various forms of anti-drug practices in Latin America. The current expansion of extractivist capitalism in Latin America overlaps with Indigenous peoples' traditional lands, provoking new forms of violence and confrontation. The War on Drugs is being used as a justification to militarize these lands and to criminalize Indigenous populations. Thus, neo-extractivist initiatives in Latin America provoke renewed clashes between Indigenous peoples' interests and local and global elites' purposes. We seek to raise awareness about the relationship between the drug war and Indigenous people's human rights violations as an alert and an invitation for social scientists to engage in theoretical and empirical research on this issue.
Abstract
Background and aims
Maladaptive Daydreaming (MD) is a suggested syndrome where individuals become addicted to fantasizing vividly for hours on end at the expense of engaging in real-world relationships and functioning. MD can be seen as a behavioral addiction. However, a paucity of longitudinal research means that there is no empirical evidence confirming the stability of this alleged addiction. Moreover, the direction of its association with psychopathology is unclear.
Methods
We examine, for the first time, long-term stability and longitudinal associations between MD, psychological distress (stress, anxiety, and depression symptoms) and COVID-19 related exposure.
Results
Participants (N = 814) completed an online survey twice, with a lag of 13 months. A two-wave structural equation model demonstrated high MD stability and positive cross-lagged pathways from MD to psychological distress. COVID-19 related exposure was not a longitudinal predictor.
Discussion and conclusions
MD is a stable condition and a risk factor for an increase in psychological distress.
Abstract
Background and aims
Limited research has investigated how individuals' problem gaming affects significant others. The present study investigated the extent to which partners and parents were personally affected by their partner or child's problematic gaming behavior and what steps, if any, were taken in relation to treatment and other help-seeking by the gamers and the respondents themselves.
Methods
Two targeted samples (parents, n = 104; partners, n = 264) in Australia were recruited and administered an online survey. The survey assessed gaming-related harm across multiple domains, including financial, relationship, emotional wellbeing, physical health and work/study. Treatment and help-seeking questions referred to seeking psychological assistance, self-help, and community support. Non-parametric tests compared groups on harm measures based on GD status.
Results
Parents and partners of individuals rated in the ‘problem gaming’ range reported significantly greater harms compared to those in the at-risk and non-problem categories. The most frequently endorsed harms were in the relationship domain, including neglected household responsibilities, withdrawal from social events, and relationship conflict. Some parents consult with friends and family (15%) to resolve their child's gaming-related problems. Partners reported to seek outside support and assistance for themselves, including 30% who sought a psychologist. No partners reported having consulted a psychologist for their gaming partner.
Discussion
Problem gaming affects significant others across multiple life areas, but few seek outside help or support, suggesting there may be significant unmet needs.
Conclusions
Further research should examine factors that influence acceptance and engagement with problem gaming help options. Harm indicators may be useful for evaluating targeted interventions and other measures to reduce problem gaming.
Abstract
Background and aims
Problem gambling and tobacco use are highly comorbid among adults. However, there are few treatment frameworks that target both gambling and tobacco use simultaneously (i.e., an integrated approach), while also being accessible and evidence-based. The aim of this two-arm open label RCT was to examine the efficacy of an integrated online treatment for problem gambling and tobacco use.
Methods
A sample of 209 participants (M age = 37.66, SD = 13.81; 62.2% female) from North America were randomized into one of two treatment conditions (integrated [n = 91] or gambling only [n = 118]) that lasted for eight weeks and consisted of seven online modules. Participants completed assessments at baseline, after treatment completion, and at 24-week follow-up.
Results
While a priori planned generalized linear mixed models showed no condition differences on primary (gambling days, money spent, time spent) and secondary outcomes, both conditions did appear to significantly reduce problem gambling and smoking behaviours over time. Post hoc analyses showed that reductions in smoking and gambling craving were correlated with reductions in days spent gambling, as well as with gambling disorder symptoms. Relatively high (versus low) nicotine replacement therapy use was associated with greater reductions in gambling behaviours in the integrated treatment condition.
Discussion and conclusions
While our open label RCT does not support a clear benefit of integrated treatment, findings suggest that changes in smoking and gambling were correlated over time, regardless of treatment condition, suggesting that more research on mechanisms of smoking outcomes in the context of gambling treatment may be relevant.
Abstract
The current article advances the hypothesis that creative culture evolved, in part, to allay the costs of the overgrown human brain and the cognitive integration limit that it imposes. Specific features can be expected among cultural elements best suited to allaying the integration limit and also among the neurocognitive mechanisms that might undergird these cultural effects. Music, visual art, and meditation are used as examples to illustrate how culture helps to bridge or sidestep the integration limit. Tiered religious, philosophical, and psychological concepts are considered in light of their reflection of the tiered process of cognitive integration. The link between creativity and mental illness is offered as additional support for the role of cognitive disconnection as a wellspring of cultural creativity, and I propose that this link can be harnessed in defense of neurodiversity. Developmental and evolutionary implications of the integration limit are discussed.
Abstract
Current theories in moral psychology do not agree about the kinds and range of offenses that people should moralize. In this study, a new approach to defining the moral domain, Human Superorganism Theory (HSoT), is presented and tested. HSoT proposes that the primary function of moral action is the suppression of cheaters in the unusually large societies recently established by our species (i.e., human ‘superorganisms’). It suggests that a broad range of moral concerns exist beyond traditional notions of harm and fairness, including actions that inhibit functions such as group-level social control, physical and social structuring, reproduction, communication, signaling and memory. Roughly 80,000 respondents completed a web-based experiment hosted by the British Broadcasting Corporation, which elicited a suite of responses to characteristics of a set of 33 short scenarios representing the areas identified by the HSoT perspective. Results indicate that all 13 superorganism functions are moralized, while violations of scenarios falling outside this area (social customs and individual decisions) are not. Several hypotheses derived specifically from HSoT were also supported. Given this evidence, we believe this new approach to defining a broader moral domain has implications for fields ranging from psychology to legal theory.
Abstract
Objective
According to ICD-11 gaming disorder is currently defined as a behavioral addiction. While our understanding of crucial aspects of this new condition including other subtypes of internet use disorders is growing, less is known about treatment strategies and their effectiveness. Particularly, dimensions of life satisfaction and their meaning for internet use disorders are poorly investigated. The aim of this study was addressing the role of life satisfaction dimensions in a randomized controlled trial. We examined life satisfaction as an additional treatment outcome and investigated in how far life satisfaction is predictive for symptom reduction and related to personality traits.
Methods
A multicenter randomized controlled trial with three measure points (baseline, post-treatment, 6-month follow-up) was conducted based on N = 143 patients aged 17 and above meeting diagnostic criteria for internet use disorders. A cognitive-behavioral disorder specific intervention was applied in n = 72 and compared to a wait list control (n = 71). Endpoints included symptoms of internet use disorders, psychosocial functioning, and life satisfaction. Personality traits were assessed as moderating factors.
Results
Life satisfaction (η 2 = 0.106) and health satisfaction (η 2 = 0.173) significantly increased in the intervention group with large effect sizes. Decreasing symptoms of internet use disorders at follow-up were predicted by life satisfaction at post-treatment (ß = −0.51) with extraversion (B = 1.606) and openness (B = 2.069) moderating this association.
Conclusion
Life satisfaction yields additional value as a secondary treatment outcome in internet use disorders and can be therapeutically addressed in order to stabilize treatment effects in the long run. Our study indicates that existing treatment strategies might benefit from explicitly addressing and enhancing psychosocial resources in order to prevent relapses in patients.
Abstract
Background and objectives
Craving is one of the main criteria for the diagnosis of substance use disorder according to the DSM-5; however, it is not included in the main criteria for gambling disorder (GD). In the present systematic review, we aimed to evaluate the available body of knowledge regarding gambling craving to help step forward to a consensus regarding this topic.
Data sources
PsycINFO/PsycARTICLES and PubMed/Medline were used.
Study eligibility criteria, participants, and interventions
(1) individuals of both genders who had a clinical diagnosis of GD in which the presence of gambling craving were studied by means of tasks or self-report tools; (2) we included three types of studies: (a) validation articles of craving psychometric tools in which GD was assessed; (b) articles in which craving–GD association was explored; and (c) treatment articles for GD in which craving was assessed.
Results
n = 63 studies were finally included in the systematic review. Some studies described an association between craving- and gambling-related factors, and craving was also described as a predictor of GD severity, gambling episodes, chasing persistence and income-generating offenses. Gambling craving also seems to be associated with emotional states and negative urgency. Finally, some studies implemented specific interventions for GD and assessed its impact on reducing gambling craving.
Conclusions
There is a growing body of knowledge on the relevant role of craving in gambling behavior and GD. Further studies are needed to reach a consensus on the diagnostic criterion for GD.
Abstract
Background
Existing research has demonstrated that problematic smartphone use (PSU) may reflect a composition of heterogeneous symptoms, with individual PSU symptoms uniquely related to predisposing variables. The Big Five personality traits represent one of the most frequently examined predisposing variables in relation to PSU. However, no studies to date have examined the trait-to-symptom association between the Big Five personality traits and PSU. Using a network analysis approach, we aimed to understand: 1) specific pathways linking each of the Big Five personality traits to PSU symptoms and 2) the bridging effects of each Big Five personality trait on the PSU symptom cluster.
Methods
A regularised graphical Gaussian model was estimated among 1,849 Chinese university students. PSU symptoms were assessed with items from the Problematic Smartphone Use Scale. Facets of the Big Five personality traits were assessed with the subscales of the Chinese Big Five Personality Inventory-15. An empirical index (i.e., bridge expected influence) was used to quantify bridge nodes.
Results
Results revealed specific and distinct pathways between the Big Five personality traits and PSU symptoms (e.g., Neuroticism-Escapism/Avoidance, Conscientiousness-Preoccupation and Extraversion-Escapism/Avoidance). Further, Neuroticism showed the highest positive bridge centrality among the Big Five personality traits, while Conscientiousness had the highest negative bridge centrality.
Discussion and conclusions
The current study provided direct empirical evidence concerning specific pathways between the Big Five personality traits and PSU symptoms and highlighted the influential role of Neuroticism and Conscientiousness as potential targets for early detection and treatment of PSU.
Abstract
Background and aims
Online gaming motives have proven to be useful in differentiating problematic engagement in online gaming. However, the mixture modeling approach for classifying problematic subtypes based on gaming motives remains limited. This study attempted to differentiate heterogeneous online gamers into more homogenous subtypes based on gaming motives using latent profile analysis (LPA). We also compared various psychological and gaming/leisure related variables across the derived profiles.
Methods
A total of 674 Korean online game users (mean age = 21.81 years, male = 76%) completed self-report questionnaires, including the Korean version of the Motives for Online Gaming Questionnaire (K-MOGQ). After the LPA, the relationships between latent profile membership and auxiliary variables were explored.
Results
Four latent profiles were identified, that were further classified into one problematic (highly motivated-dissatisfied gamer), one highly engaged (highly motivated-satisfied gamer), and two casual (moderately-motivated casual gamer and lowly-motivated casual gamer) gamer profiles. Inter-profile comparisons revealed that highly motivated-dissatisfied gamer had the most pathological profile, characterized by high Internet gaming disorder (IGD) tendency, neuroticism, and impulsivity, but the lowest recreation motive. While highly motivated-satisfied gamer also demonstrated a heightened IGD tendency, they showed positive patterns of psychological and gaming/leisure-related variables, which indicated they could be better considered as high engaged instead of problematic gamers.
Discussion and conclusions
These results indicate that the recreation motive, in addition to fantasy or escape motives, is an important factor in differentiating maladaptive online gamers. Classifying online gamers based on gaming motives can contribute to a clearer conceptualization of heterogeneous gamers, paving the way for individualized assessment and treatment planning.