Objective
Individuals with a gastrointestinal (GI) disorder often alter their diet to manage GI symptoms, adding complexity to understanding the diverse motivations contributing to food avoidance/restriction. When a GI disorder is present, the DSM‐5 states that Avoidant/Restrictive Food Intake Disorder (ARFID) can be diagnosed only when eating disturbance exceeds that expected. There is limited guidance to make this determination. This study attempts to address this gap by characterizing the presentation of ARFID in adults with and without a self‐reported GI disorder.
Method
Participants were 2,610 adults ages 18–44 who self‐identified as “picky eaters.” Participants reported on motivations for food avoidance, affective experiences towards food, and perceived impairment. Responses were compared across four groups: GI issues and likely ARFID (L‐ARFID/GI), L‐ARFID‐only, GI‐only, and No‐ARFID/No‐GI.
Results
Groups with a GI disorder (L‐ARFID/GI, GI‐only) reported more fear of aversive consequences of eating than those without a GI disorder, while groups with L‐ARFID (L‐ARFID, L‐ARFID/GI) evidenced significantly greater sensory aversion to food and indifference to food or eating, negative emotional reactions to food and overall disgust sensitivity, and eating related impairment.
Discussion
Consideration of the interplay of a GI disorder with ARFID can add precision to case conceptualization. Food avoidance may be attempts to manage fears of aversive consequences that are augmented by a history of GI symptoms, while sensory aversions and negative emotional reactions towards foods may be more elevated in ARFID. These findings emphasize the need to consider an ARFID diagnosis in patients with GI disorders to optimize care.
Whether sexualization of female characters in video games impacts women players’ body satisfaction and aggression toward other women remains an issue of debate. In the current study, female players were randomly assigned to play either a more or less sexualized avatar in a Tomb Raider game. Participants also reported on their self-objectification and body dissatisfaction, as well as hostility and aggression toward a female confederate. Results indicated that exposure to a sexualized avatar in a video game did not influence any outcomes for female participants. These results indicate that, at least for video games, exposure to sexualized females may not have a substantial impact on female players.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.