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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

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Abstract

Background and aims

The authors of the present study wanted to know whether the previously reported psychiatric comorbidities of internet gaming disorder (IGD) based on DSM-5 criteria were also more prevalent among gaming disorder (GD) or hazardous gaming (HG) based on ICD-11 criteria. Therefore, the present case-control study evaluated the psychiatric comorbidities and associative factors of GD and HG based on ICD-11 criteria.

Methods

A sample of 60 individuals with GD, 45 with HG, and 120 controls were assessed with an ICD-11 criteria-based diagnostic interview along with attention deficit hyperactivity disorder (ADHD), generalized anxiety disorder (GAD), depressive disorder, and social anxiety disorder (SAD). Participants also completed Conners' Continuous Performance Test (CCPT), Dickman's Impulsivity Inventory, the Emotion Regulation Questionnaire, and the Behavior Inhibition System and Behavior Approach System Scales.

Results

GD was associated with ADHD, depressive disorder, and GAD. ADHD was the most associative comorbidity of HG. Depressive disorder was associated with GD relative to HG. Moreover, individuals with lower reappraisal, higher aversion sensitivity, and impulsivity were more likely to be diagnosed with GD. Those with higher fun-seeking were more likely to be diagnosed with HG.

Conclusion

In the present study, ADHD was the psychiatric comorbidity most significantly associated with GD, followed by depressive disorder and GAD, as previously reported for IGD. ADHD was also associated with HG. Depressive disorder was more associated with GD compared to HG. Intervention for HG and GD should be tailored by the consideration of the clients' psychiatric comorbidity as well as their reappraisal skills, impulsivity, aversion sensitivity, and fun-seeking.

Open access

Abstract

As the changeful history of psychedelic research and therapy since the 1950s can be assumed to be well enough known to this journal's audience, it is only recalled briefly in this article. Rarely has it been addressed, though, that the discursive struggles through which this history has been spawned have antecedents in much older controversies in the 18th and 19th centuries. As knowledge of this prehistory may shed new light on the current state of affairs in psychedelic matters, this article starts with an account of the transformations that animal magnetism underwent during the so-called ‘long century of mediumship’, transformations by which it was ultimately tamed by science. Based on this historical sensitization, the text then turns to a recent strand of the scientific debate on psychedelic therapy – to seminal journal articles from the Johns Hopkins research group – and subjects these articles to a fine-grained discourse analysis. In doing so, the inner cohesion of the forces that are currently tugging at the psychedelic, mostly pushing aside its emancipatory, resistive, utopian, and ‘spiritual’ connotations, becomes more apparent.

Open access

Az MMPI-2 értelmezési és alkalmazási lehetőségei addiktológiai zavarok esetében

Interpretation and application of the MMPI-2 in addictive disorders

Magyar Pszichológiai Szemle
Authors:
Hunor Girasek
,
Aishah Batal Brigitta
,
Alexandra Soós
, and
Anna Kiss

Bevezetés: A Minnesota Multiphasic Personality Inventory-2 (MMPI-2) pszichodiagnosztikai tesztben számos olyan skála – köztük három addikció skála – áll rendelkezésre, amelyek hasznos információt nyújthatnak addiktológiai zavarok diagnosztikus folyamatában és a kezelés megtervezésében. Célkitűzés: Jelen tanulmány célja, hogy bemutassa azon MMPI-2 skálákat, csúcskódokat, melyek relevánsak a szerhasználó betegek személyiségjegyeinek felmérése, kezelésének megtervezése szempontjából. A téma-összefoglaló tanulmányunk első felében röviden ismertetjük az MMPI és az MMPI-2 közötti változásokat, az MMPI-2 felvételének sajátosságait addiktológiai betegek esetében, majd az MMPI-2 addikció skáláit, illetve azon skálákat, melyek a kutatások alapján ezen betegek esetében fontos értelmezési keretet nyújtanak. Tanulmányunk második felében az MMPI-2 pszichoterápiás alkalmazásának lehetőségeit ismertetjük az addiktológiai betegek körében. Következtetések: A hazai és nemzetközi kutatások eredményei rávilágítanak arra, hogy az MMPI-2 addikció skálái (MAC-R, AAS, APS), Klinikai skálái (Pd, Sc, Ma), Újrastrukturált klinikai skálái (RCd, RC1, RC4, RC9), Tartalmi skálái (ANG, CYN, ASP), PSY-5 skálái (AGGR, DISC, NEGE), illetve a Klinikai skálák mentén kirajzolódó csúcskódok segítik az addikció súlyosságának felmérését, illetve azon személyiségvonások feltérképezését (pl. impulzivitás, hangulati labilitás, szorongás, ingerkeresés), melyek szoros kapcsolatot mutatnak az addiktológiai zavarokkal, különös tekintettel a szerhasználati zavarokra. Továbbá a nemzetközi szakirodalmak kiemelik, hogy az MMPI-2 értékes információkkal szolgál a szerhasználati problémákkal küzdő betegek pszichoterápiás konceptualizálásában, ugyanis értelmezési támpontokat ad a személy érzelmi, kognitív és szociális tényezőihez, pszichopatológiai tüneteihez. Konklúzió: Az MMPI-2 eredményei fontos diagnosztikai támpontokkal szolgálhatnak az addiktológiai betegek körében, segítik a beteg személyiségjegyeinek, vonásainak, panaszainak, pszichopatológiai tüneteinek feltérképezését, továbbá a hatékony kezelési terv felállításához és a terápiás intervenciók megtervezéséhez is információkat nyújt.

Open access

Abstract

Psychedelic drugs show promising therapeutic potential; however, some users experience extended difficulties following their use. This study investigated the prevalence, severity, duration, and associated coping strategies of post-psychedelic difficulties. We conducted an online survey of 159 participants, all of whom reported experiencing difficulties lasting more than one day after psychedelic use within the past 2–10 years. Participants rated the severity and duration of 11 types of difficulties and indicated effective coping strategies. Results revealed that social disconnection (72%), anxiety and panic attacks (68%), and existential struggle (65%) were the most prevalent difficulties. Anxiety and panic attacks were rated as most severe, while existential struggle and diminished self-esteem persisted the longest, with mean durations exceeding 15 months. Derealization and depersonalization, despite being common, were consistently rated as less severe than other difficulties. Self-education emerged as the predominant coping strategy for multiple difficulties, including social disconnection and existential struggle. Professional therapy was most effective for depression and diminished self-esteem, while peer and family support were particularly beneficial for managing anxiety and panic attacks. These findings highlight the diverse nature of post-psychedelic difficulties and the varying effectiveness of different coping strategies. Our results contribute to the development of more nuanced, effective approaches to harm reduction and integration in psychedelic use, emphasizing the importance of multifaceted support systems that include professional, educational, and community-based resources.

Open access

Abstract

Background and aims

Deficits in emotion regulation (ER) are considered a key factor in the development of addiction, highlighting ER as a potential target for treatment. However, ER in problematic pornography use (PPU) remains poorly understood.

Methods

The current study investigated both spontaneous and instructed ER in male individuals at-risk for PPU (n = 35, average age = 20.40 ± 1.29) and in a control group (n = 33, average age = 20.06 ± 1.44). Initially, participants were evaluated with the Emotion Regulation Profile-Revised (ERP-R) to measure their spontaneous use of eight ER strategies across various negative emotion-eliciting scenarios. Subsequently, they completed an emotion reappraisal task, in which they were instructed to either observe or reappraise their reactions to negative images. Subjective emotional ratings (valence and arousal) and event-related potentials (ERPs) were recorded to examine the effects of deliberate ER on emotional processing.

Results

The results indicated that individuals at-risk for PPU reported less frequent spontaneous use of reappraisal compared to those in the control group. Furthermore, in both groups, reappraisal led to a decrease in the late positive potential (LPP) and the self-reported intensity of emotions elicited by negative images.

Discussion and conclusions

This indicates that both groups were able to effectively downregulate negative emotions through reappraisal when instructed. Our findings underscore the importance of incorporating ER skills, particularly reappraisal-based strategies, into the prevention and psychotherapy of PPU.

Open access

Abstract

Background

Gambling content on streaming platforms has gained popularity. Given their intense, cue-laden nature, watching gambling streams may trigger cravings among viewers. At the same time, people who gamble may be motivated to watch gambling streams in an attempt to regulate their cravings.

Methods

We tested these ideas across two preregistered online studies, recruiting i) people who gamble to compare a subgroup of gambling stream viewers with non-viewers (Study 1; n viewers = 221, n non-viewers = 642), and ii) a group of gambling stream viewers (Study 2; n viewers = 271).

Results

Gambling stream viewers were younger, tended to identify as men, and displayed higher levels of problem gambling and gambling cravings compared to non-viewers. Problem gambling severity was correlated positively with both the motivation to use gambling streams to regulate cravings and with cravings elicited by watching gambling streams.

Discussion

Our findings indicate that while viewers with higher levels of problem gambling may use gambling streams to regulate their cravings, doing so might evoke cravings.

Open access
Journal of Behavioral Addictions
Authors:
Alessandro Giardina
,
Loïs Fournier
,
Vladan Starcevic
,
Daniel L. King
,
Maria Di Blasi
,
Adriano Schimmenti
, and
Joël Billieux

Abstract

Background

In the Compensatory-Dissociative Online Gaming (C-DOG; Giardina et al., 2024) model, we proposed a continuum from compensatory to dissociative gaming involvement. This continuum represents different degrees of integration between physical and virtual environments with three core processes – Active Escapism, Escape, and Dissociation – and two peripheral processes – Gaming-Related Relaxation and Body-Mind Detachment. Here, we developed and tested a multidimensional measure based on this model.

Method

We capitalized on existing items for measuring escapism and dissociation and we generated new items consistent with the hypothesized model dimensions. A total of 54 items were administered to 1,176 online gamers playing different game genres, together with measures of problematic gaming, passion for gaming, and other psychological distress indicators.

Results

Exploratory and confirmatory factor analyses yielded a six-factor, 36-item structure, with multiple hierarchical regression analyses highlighting unique associations with other psychological constructs assessed.

Discussion

The following factors were identified: (1) Emotional Displacement - redirection of negative emotion into the game with associated relaxation; (2) Absorption - detachment of the player from time and space while gaming; (3) Active Escapism - simulative use of the game to compensate for lack of self-confidence in reaching physical life objectives; (4) Virtual Withdrawal – maladaptive gaming to balance impaired social functioning, predicted by traumatic experiences and pervasive depression; (5) Dissociative Regulation - dysfunctional level of engagement associated with excessive anxiety; (6) Failure Escape - problematic avoidance via gaming related to fear of future failures.

Conclusions

The C-DOG factors identify critical psychological processes associated with problematic gaming, with relevant research and clinical implications.

Open access
Journal of Behavioral Addictions
Authors:
Vasileios Stavropoulos
,
Daniel Zarate
,
Maria Prokofieva
,
Noirin Van de Berg
,
Leila Karimi
,
Angela Gorman Alesi
,
Michaella Richards
,
Soula Bennet
, and
Mark D. Griffiths
Open access

Machine Learning(s) in gaming disorder through the user-avatar bond: A step towards conceptual and methodological clarity

Reply to: User-avatar bond as diagnostic indicator for gaming disorder: A word on the side of caution (2024)

Journal of Behavioral Addictions
Authors:
Vasileios Stavropoulos
,
Maria Prokofieva
,
Daniel Zarate
,
Michelle Colder Carras
,
Rabindra Ratan
,
Rachel Kowert
,
Bruno Schivinski
,
Tyrone L. Burleigh
,
Dylan Poulus
,
Leila Karimi
,
Angela Gorman-Alesi
,
Taylor Brown
,
Rapson Gomez
,
Kaiden Hein
,
Nalin Arachchilage
, and
Mark D. Griffiths

Abstract

In response to our study, the commentary by Infanti et al. (2024) raised critical points regarding (i) the conceptualization and utility of the user-avatar bond in addressing gaming disorder (GD) risk, and (ii) the optimization of supervised machine learning techniques applied to assess GD risk. To advance the scientific dialogue and progress in these areas, the present paper aims to: (i) enhance the clarity and understanding of the concepts of the avatar, the user-avatar bond, and the digital phenotype concerning gaming disorder (GD) within the broader field of behavioral addictions, and (ii) comparatively assess how the user-avatar bond (UAB) may predict GD risk, by both removing data augmentation before the data split and by implementing alternative data imbalance treatment approaches in programming.

Open access

User-avatar bond as diagnostic indicator for gaming disorder: A word on the side of caution

Commentary on: Deep learning(s) in gaming disorder through the user-avatar bond: A longitudinal study using machine learning (Stavropoulos et al., 2023)

Journal of Behavioral Addictions
Authors:
Alexandre Infanti
,
Alessandro Giardina
,
Josip Razum
,
Daniel L. King
,
Stephanie Baggio
,
Jeffrey G. Snodgrass
,
Matthew Vowels
,
Adriano Schimmenti
,
Orsolya Király
,
Hans-Juergen Rumpf
,
Claus Vögele
, and
Joël Billieux

Abstract

In their study, Stavropoulos et al. (2023) capitalized on supervised machine learning and a longitudinal design and reported that the User-Avatar Bond could be accurately employed to detect Gaming Disorder (GD) risk in a community sample of gamers. The authors suggested that the User-Avatar Bond is a “digital phenotype” that could be used as a diagnostic indicator for GD risk. In this commentary, our objectives are twofold: (1) to underscore the conceptual challenges of employing User-Avatar Bond for conceptualizing and diagnosing GD risk, and (2) to expound upon what we perceive as a misguided application of supervised machine learning techniques by the authors from a methodological standpoint.

Open access