The perception of the effectiveness of instrumental actions is influenced by depressed mood. Depressive realism (DR) is the claim that depressed people are particularly accurate in evaluating instrumentality. In two experiments, the authors tested the DR hypothesis using an action-outcome contingency judgment task. DR effects were a function of intertrial interval length and outcome density, suggesting that depressed mood is accompanied by reduced contextual processing rather than increased judgment accuracy. The DR effect was observed only when participants were exposed to extended periods in which no actions or outcomes occurred. This implies that DR may result from an impairment in contextual processing rather than accurate but negative expectations. Therefore, DR is consistent with a cognitive distortion view of depression.
Therapists who work with traumatized individuals can experience psychological growth following this vicarious exposure to trauma. The purpose of the present study is to examine the variables that may moderate such vicarious posttraumatic growth. Therapists (N = 118) completed measures of vicarious exposure to trauma and growth, as well as empathy, sense of coherence, and perceived organizational support. Results showed that having a strong sense of coherence negatively predicted growth (β = -.28, p = .001), whereas empathy was a positive predictor (β = .37, p < .001). Empathy also moderated the exposure to growth relationship when growth involved relating to others (β = -.20; p = .018). Organizational support did not predict growth. The results have implications for the recruitment, training, and supervision of therapists working with individuals who have experienced trauma.
Accessible summary• Twelve children with autistic disorder (aged 9-13 years) talked about their time in physical education.• The children spoke about good and bad experiences they had in physical education. • Most of the children found some activities hard to do and felt left out at times. • They enjoyed spending time with other children and making friends.
SummaryTwelve students with autistic disorder participated in interviews to reveal their perspective of physical education. Inductive thematic analysis was undertaken to provide a comprehensive account of the data. Three key themes emerged, each a compilation of a set of subthemes. The first theme, individual challenges, was comprised of physical ability, sensory challenges and a fear of injury. The second theme, peer interactions, encapsulated subthemes of initiation of friendship, camaraderie, social comparison and bullying. The final theme that emerged from the data was exclusion, which attends to children's experiences of being excluded by the teacher or as a result of activities being too difficult. Most notably, however, this theme relates to children requesting to be excluded. These findings are discussed in relation to research on the perspectives of students with and without disabilities. Considerations for future research are also provided.
Video games are a source of entertainment for a wide population and have varied effects on well-being. The purpose of this article is to comprehensively examine game-play research to identify the factors that contribute to these disparate well-being outcomes and to highlight the potential positive effects. On the basis of existing literature, we argue that the effects of gaming on well-being are moderated by other variables, such as motivations for gaming and video-game characteristics. Specifically, the inclusion of social activity can benefit prosocial behaviors and affect the relationship between violent video games and aggression that some studies have demonstrated. Moreover, the research on the relationship between violent video games and aggression depends greatly on individual and sociocontextual variables outside of game play. The inclusion of physical activity in games can provide an improvement in physical health with high levels of enjoyment, potentially increasing adherence rates. Overall, following our review, we determined that the effects of gaming on well-being are moderated by and depend on the motivation for gaming, outside variables, the presence of violence, social interaction, and physical activity. Thus, we argue that there is potential for an “optimal gaming profile” that can be used in the future for both academic- and industry-related research.
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