Several authors have studied the risks arising from the growth in mobile phone use (e.g. large debts incurred by young people, banned or dangerous use of cellular phones). The aim of this study is to analyse whether impulsivity, which has often been related to various forms of addictive behaviours, is associated with massive use of and dependence on the mobile phone. In this study, 108 female undergraduate psychology students were screened using a questionnaire evaluating actual use of and perceived dependence on the mobile phone, and with the French adaptation of the UPPS Impulsive Behavior Scale. This scale identifies four distinct components associated with impulsive behaviour: Urgency, lack of Premeditation, lack of Perseverance, and Sensation Seeking. The results showed that a relationship can be established between the use of and perceived dependence on the cellular phone and two facets of impulsivity: Urgency and lack of Perseverance.
The purpose of the present study was to explore the links among the four facets of impulsivity (urgency, lack of premeditation, lack of perseverance, and sensation seeking) proposed by and decision-making processes. Thirty undergraduate students completed a self-report questionnaire evaluating impulsivity as well as a task measuring decision-making processes, the Iowa Gambling Task. Zero-order correlations and multilevel analysis revealed that only lack of premeditation was specifically linked to disadvantageous decisions on the Gambling Task. This suggests that premeditation is related to decision making influenced by somatic (or emotional) markers.
Over the past few years, several questionnaires have been developed to measure mindfulness. The Mindful Attention Awareness Scale (MAAS) was created to specifically capture attention and awareness in daily life (Brown & Ryan, 2003). In this article, we present a French adaptation of the MAAS. In the 1st study, we explored the psychometric properties of this adaptation. In the 2nd study, we investigated its relation to cognitive emotion regulation and depressive symptomatology using path analysis. As in the original version of the MAAS, the French adaptation has a strong 1-factor structure. Moreover, there was a negative relationship between the MAAS and the severity of depressive symptoms, both directly and indirectly. The indirect pathway was mediated by the nonadaptive cognitive emotion regulation strategy of self-blame and the adaptive cognitive emotion regulation strategy of positive reappraisal. In conclusion, this questionnaire represents a valid mindfulness measure for French-speaking clinicians and researchers.
The main purpose of this study was to validate a French version of the Cognitive Emotion Regulation Questionnaire (CERQ). A sample of 224 young adults completed the French translation of the CERQ and the Beck Depression Inventory II. Exploratory and confirmatory factor analyses showed that a nine-factor model also explained the data collected with the French version. Internal reliability scores for each strategy ranged from .68 to .87. As in the original version, we found that the emotion regulation strategies could be grouped into adaptive and less adaptive cognitive regulation strategies. In addition, we observed that Self-blame and Rumination are key cognitive regulation strategies predicting whether high or low depressive symptoms are reported.
Background: Several studies have linked massively multiplayer online role-playing games (MMORPGs) with possible problematic usage or internet addiction. Aims: The main goal of the present study was to assess links between motivations to play in MMORPGs and addictive involvement in such types of games. Methods: A total of 696 gamers responded to an online survey. Results and Conclusion: Five distinct motivations to play were identified in gamers: achievement, socializing, immersion, relaxing and escaping. Multiple regression analysis revealed that addictive MMORPG use patterns are predicted by achievement, escapism and socializing motives. Gender was also a significant predictor of problematic involvement in MMORPGs. Moreover, addictive MMORPG use positively correlated with the weekly time devoted to playing MMORPGs.
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