Search results for "Allgemeine Psychologie"
showing 4 items of 4 documents
The Interaction of Person-Affect-Cognition-Execution (I-PACE) model for addictive behaviors: Update, generalization to addictive behaviors beyond int…
2019
We propose an updated version of the Interaction of Person-Affect-Cognition-Execution (I-PACE) model, which we argue to be valid for several types of addictive behaviors, such as gambling, gaming, buying-shopping, and compulsive sexual behavior disorders. Based on recent empirical findings and theoretical considerations, we argue that addictive behaviors develop as a consequence of the interactions between predisposing variables, affective and cognitive responses to specific stimuli, and executive functions, such as inhibitory control and decision-making. In the process of addictive behaviors, the associations between cue-reactivity/craving and diminished inhibitory control contribute to th…
Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interac…
2016
Within the last two decades, many studies have addressed the clinical phenomenon of Internet-use disorders, with a particular focus on Internet-gaming disorder. Based on previous theoretical considerations and empirical findings, we suggest an Interaction of Person-Affect-Cognition-Execution (I-PACE) model of specific Internet-use disorders. The I-PACE model is a theoretical framework for the processes underlying the development and maintenance of an addictive use of certain Internet applications or sites promoting gaming, gambling, pornography viewing, shopping, or communication. The model is composed as a process model. Specific Internet-use disorders are considered to be the consequence …
Harder, Better, Faster, Stronger? The Relationship between Cognitive Task Demands in Video Games and Recovery Experiences
2019
Research has repeatedly demonstrated that the use of interactive media is associated with recovery experiences, suggesting that engaging with media can help people to alleviate stress and restore mental and physical resources. Video games, in particular, have been shown to fulfil various aspects of recovery, not least due to their ability to elicit feelings of mastery and control. However, little is known about the role of cognitive task demand (i.e., the amount of cognitive effort a task requires) in that process. Toward this end, our study aimed to investigate how cognitive task demand during gameplay affects users’ recovery experiences. Results of a laboratory experiment suggest that dif…
Perceived collective continuity and ingroup identification as defence against death awareness
2008
"Perhaps unique among the animal species, humans are aware that they will ultimately die. Terror management theory (TMT) posits that investing in a social group helps people to manage paralysing anxiety stemming from death awareness. In line with this proposition, research to date has shown that when reminded of their own mortality, people increase their identification with a relevant group and defend its beliefs, values, and practices. In the reported study, we demonstrate that a mortality salience induction enhances people’s perceptions of group temporal endurance—or perceived collective continuity (PCC), as we define it. Enhanced PCC leads, in turn, to enhanced group identification. This…