We report longitudinal data in which we assessed the relationships between intelligence and support for two constructs that shape ideological frameworks, namely, right-wing authoritarianism (RWA) and social dominance orientation (SDO). Participants (N = 375) were assessed in Grade 7 and again in Grade 12. Verbal and numerical ability were assessed when students entered high school in Grade 7. RWA and SDO were assessed before school graduation in Grade 12. After controlling for the possible confounding effects of personality and religious values in Grade 12, RWA was predicted by low g (β = − .16) and low verbal intelligence (β = − .18). SDO was predicted by low verbal intelligence only (β = − .13). These results are discussed with reference to the role of verbal intelligence in predicting support for such ideological frameworks and some comments are offered regarding the cognitive distinctions between RWA and SDO.
The nature and potential benefit of awareness and experiential acceptance in adolescence remains neglected and understudied. To address this gap in the literature, 776 students (50% female) in Grade 10 completed measures of mindfulness, emotional awareness, and experiential acceptance, as well as measures of major personality traits. To study prospective changes, assessments of emotional well‐being were completed across a 1‐year interval. Analyses revealed that “Acting with Awareness” (engaging fully in one's current activity with undivided attention), emotional awareness, and experiential acceptance where all linked to prosocial tendencies and uniquely predicted increases in well‐being across the year. Observing experience (noticing, observing, and attending to a variety of stimuli) was correlated with positive and negative aspects of personality and did not predict changes in well‐being. We discuss the implications for understanding awareness and acceptance in youth.
In 2014, over 23 million individuals were playing massive multiplayer online role-playing games (MMORPGs). In light of the framework provided by Davis's (2001) cognitive-behavioral model of pathological Internet use, social anxiety, expressions of true self, and perceived in-game and face-to-face social support were examined as predictors of Generalized Problematic Internet Use Scale (GPIUS) scores and hours spent playing MMORPGs per week. Data were collected from adult MMORPG players via an online survey (N = 626). Using structural equation modeling, the hypothesized model was tested on 1 half of the sample (N = 313) and then retested on the other half of the sample. The results indicated that the hypothesized model fit the data well in both samples. Specifically, expressing true self in game, higher levels of social anxiety, larger numbers of in-game social supports, and fewer supportive face-to-face relationships were significant predictors of higher GPIUS scores, and the number of in-game supports was significantly associated with time spent playing. The current study provides clinicians and researchers with a deeper understanding of MMORPG use by being the first to apply, test, and replicate a theory-driven model across 2 samples of MMORPG players. In addition, the present findings suggest that a psychometric measure of MMORPG usage is more indicative of players' psychological and social well-being than is time spent playing these games.
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