Q51706483
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Psychologická setkávání ; sv. 6
158 s. : il. ; 15 cm
Jací jsme ve virtuálním světě? Jak se zde chováme a komunikujeme? Projevuje se naše osobnost „on line“ jinak než ve skutečném životě? Jaké je naše virtuální Já? Můžeme se prostřednictvím internetu zamilovat? Jakou povahu mají virtuální vztahy? Můžeme být na internetu závislí? Téma „psychologie internetu“ v sobě přitažlivě spojuje dva protilehlé světy – svět duše a svět techniky. Technika nám dává nástroje a prostředky pro navazování kontaktů ve virtuální realitě a naše duše se v ní zrcadlí, odráží a projevuje. Pomocí této knihy můžeme lépe pochopit jejich vzájemné prolínání, střetávání a ovlivňování.
- Konspekt
- Psychologie
- NLK Obory
- psychologie, klinická psychologie
- NLK Publikační typ
- studie
BACKGROUND: The online environment provides adolescents with vast amounts of health-related information; however, navigating this effectively requires high levels of eHealth literacy to avoid misinformation and harmful content. Parental guidance is often considered a crucial factor in shaping adolescents' online health behaviors; however, there is limited longitudinal research examining how parental eHealth literacy mediation influences adolescents' development of eHealth literacy over time. OBJECTIVE: This study aims to examine the reciprocal relationship between parental eHealth literacy mediation and adolescents' eHealth literacy. It also investigates whether parental education moderates this relationship, specifically exploring whether higher levels of parental education enhance the effectiveness of eHealth literacy mediation in improving adolescents' eHealth literacy. METHODS: A 3-wave longitudinal study was conducted, collecting data from 2500 adolescent-parent pairs. A random intercept cross-lagged panel model was applied to assess the reciprocal effects between parental eHealth literacy mediation and adolescents' eHealth literacy across the 3 waves. Parental education was included in the model as a potential moderating variable to examine whether it influences the strength of the relationship between parental eHealth literacy mediation and adolescents' eHealth literacy. RESULTS: The findings revealed no significant within-person effects, indicating that changes in parental eHealth literacy mediation over time did not lead to corresponding changes in adolescents' eHealth literacy (T1→T2 β=-.03, P=.65; T2→T3 β=.01, P=.84), and vice versa (T1→T2 β=.02, P=.71; T2→T3 β=-.07, P=.19). Furthermore, the data did not support a moderating effect of parental education, suggesting that higher educational attainment does not enhance the impact of parental eHealth literacy mediation. However, a significant between-person association was observed: adolescents with higher levels of eHealth literacy tend to have parents who engage more frequently in eHealth literacy mediation (r=0.30, P<.001). CONCLUSIONS: This study contributes to the understanding of parental involvement in shaping adolescents' eHealth literacy. Contrary to expectations, parental eHealth literacy mediation does not appear to have a significant longitudinal impact on the development of adolescents' eHealth literacy, nor does higher parental education strengthen this relationship. These findings suggest that additional factors beyond parental mediation and education may play a critical role in supporting adolescents' ability to navigate online health information effectively.
BACKGROUND: Longitudinal investigation of the association between mobile health (mHealth) app use and attitudes toward one's body during adolescence is scarce. mHealth apps might shape adolescents' body image perceptions by influencing their attitudes toward their bodies. Adolescents might also use mHealth apps based on how they feel and think about their bodies. OBJECTIVE: This prospective study examined the longitudinal within-person associations between mHealth app use, body dissatisfaction, and physical self-worth during adolescence. METHODS: The data were gathered from a nationally representative sample of Czech adolescents aged between 11 and 16 years (N=2500; n=1250, 50% girls; mean age 13.43, SD 1.69 years) in 3 waves with 6-month intervals. Participants completed online questionnaires assessing their mHealth app use, physical self-worth, and body dissatisfaction at each wave. The mHealth app use was determined by the frequency of using sports, weight management, and nutritional intake apps. Physical self-worth was assessed using the physical self-worth subscale of the Physical Self Inventory-Short Form. Body dissatisfaction was measured with the items from the body dissatisfaction subscale of the Eating Disorder Inventory-3. The random intercept cross-lagged panel model examined longitudinal within-person associations between the variables. A multigroup design was used to compare genders. Due to the missing values, the final analyses used data from 2232 adolescents (n=1089, 48.8% girls; mean age 13.43, SD 1.69 years). RESULTS: The results revealed a positive within-person effect of mHealth app use on the physical self-worth of girls: increased mHealth app use predicted higher physical self-worth 6 months later (β=.199, P=.04). However, this effect was not consistent from the 6th to the 12th month: a within-person increase in using apps in the 6th month did not predict changes in girls' physical self-worth in the 12th month (β=.161, P=.07). Regardless of gender, the within-person changes in the frequency of using apps did not influence adolescents' body dissatisfaction. In addition, neither body dissatisfaction nor physical self-worth predicted app use frequency at the within-person level. CONCLUSIONS: This study highlighted that within-person changes in using mHealth apps were differentially associated with adolescents' body-related attitudes. While increased use of mHealth apps did not influence body dissatisfaction across genders, it significantly predicted higher physical self-worth in adolescent girls 6 months later. A similar association was not observed among boys after 6 months. These findings indicate that using mHealth apps is unlikely to have a detrimental impact on adolescents' body dissatisfaction and physical self-worth; instead, they may have a positive influence, particularly in boosting the physical self-worth of adolescent girls.
- MeSH
- dítě MeSH
- lidé MeSH
- longitudinální studie MeSH
- mladiství MeSH
- mobilní aplikace * MeSH
- nespokojenost s tělem * psychologie MeSH
- osobní uspokojení MeSH
- představa o vlastním těle psychologie MeSH
- prospektivní studie MeSH
- průzkumy a dotazníky MeSH
- sebepojetí * MeSH
- telemedicína * MeSH
- Check Tag
- dítě MeSH
- lidé MeSH
- mladiství MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
- Publikační typ
- časopisecké články MeSH
- Geografické názvy
- Česká republika MeSH
Research on adolescents' sexual exposure has mostly focused on negcative outcomes using a risk-based lens, and there is little work on the factors that may predict exposure, as well as youths' emotional responses to sexual content. Using a cross-national sample, the present study examined the associations of individual (sensation seeking and emotional problems) and social characteristics (the quality of family environment, including active and restrictive parental mediation) with adolescents' exposure to sexually explicit materials and their feelings after exposure. The survey included 8,820 11- to 16-year-olds (Mage = 13.36 years, SD = 1.62, 48.0% male) from nine European countries (Czech Republic, Finland, Malta, Poland, Portugal, Romania, Serbia, Spain, Switzerland). The results revealed that although there were differences in the prevalence of youths' sexual exposure by country, there were also similarities in the characteristics underlying exposure and subsequent feelings across different country contexts. No significant relationship was found between active parental mediation and exposure in most countries, and the findings regarding restrictive parental mediation were mixed. Although the majority of the participants reported neutral feelings, there were gender differences in feeling happy and upset after exposure. Overall, the results suggest that exposure may not be as distressing to youth as prevalent risk-focused narratives have suggested.
- MeSH
- chování mladistvých * psychologie MeSH
- emoce MeSH
- lidé MeSH
- mladiství MeSH
- průzkumy a dotazníky MeSH
- rodiče psychologie MeSH
- sexuální chování * MeSH
- Check Tag
- lidé MeSH
- mladiství MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
- Publikační typ
- časopisecké články MeSH
- práce podpořená grantem MeSH
- Geografické názvy
- Evropa MeSH
Even though the internet is a common source of information and treatment for people with eating disorder (ED) experience, the motives for illness-related searches have rarely been investigated beyond the perceived negatives. This study explores how women with ED experience reflect upon the advantages and disadvantages of their ED-related internet use. We expand the framework of the Uses and Gratifications Theory (U&G) into the context of users with ED experience through 30 semi-structured interviews with women with ED experience, aged 16 to 28, who live in the Czech Republic. Thematic analysis revealed four themes related to the pros and cons of their internet usage: ED-related Information Content; Internet Features Important to Users; Body Image; and Social Interaction. The results challenge the binary view of ED-related internet use and question some presumptions of U&G Theory within the specific context of users with ED experience.
- MeSH
- internet MeSH
- lidé MeSH
- poruchy příjmu potravy * terapie MeSH
- používání internetu * MeSH
- představa o vlastním těle MeSH
- Check Tag
- lidé MeSH
- ženské pohlaví MeSH
- Publikační typ
- časopisecké články MeSH
- práce podpořená grantem MeSH
- Geografické názvy
- Česká republika MeSH
CÍLE: Popsat motivy ke hraní online her (tzv. MMORPG) u hráčů vykazujících prvky závislostního chování, důvody, které vedou tyto hráče k omezení hraní a způsob, jakým omezení hraní probíhalo. DESIGN: Kvalitativní studie. METODA: Obsahová analýza polostrukturovaných rozhovorů zaměřených na téma motivace a vývoj hraní SOUBOR: Šestnáct hráčů online her vykazujících rysy závislostního chování na Internetu (4 ženy a 12 mužů) ve věku 15-33 let. VÝSLEDKY: Motivace uváděné hráči pro jejich online h hraní jsou odreagování, seberealizace, kontakt s lidmi a zahanění nudy. Motivace pro hraní je dynamického charakteru a u jednotlivých hráčů se v průběhu času mění Motivy pro omezení hraní, které účastníci uváděli, byly: uvědomění si pohlcení hrou, zdravotní důvody, impuls z okolí, impuls ze hry. Strategie, které hráči volili k omezení online hraní, lze rozdělit do dvou základních skupin: postupné omezení se substitucí jiné online aplikace s „bezpečnějším profilem' a odinstalování hry ze svého počítače. ZÁVĚR: Výsledky motivace pro hraní potvrzují závěry zahraničních studií na toto téma a tuto kategorii rozšiřují o zcela nový submotiv hraní online her za účelem profesionálního růstu a možnosti se tímto či podobným tématem v budoucnu živit. Tato Studie navíc nově mapuje důvody pro omezení online her a způsob jeho omezení
OBJECTIVES: To describe the motives for playing online games (MMORPG) in players whose behaviour shows symptoms of addiction to the Internet, the reasons which lead the players to reduce their playing, and how such a reduction takes place. DESIGN: Qualitative study. METHOD: Content analysis of semi-structured inter- views focused on the motivation for and the development of online playing. PARTICIPANTS: Sixteen players of online games (4 women and 12 men) aged 15 to 33 years whose behaviour shows symptoms of addiction to the Internet. RESULTS: The motives for online gaming reported by the players included escapism, self-realisation, socialisation, and coping with boredom. The motivation for online playing changed dynamically with time. The motives for the reduction of online playing reported by participants included their realising that they have been absorbed by the game, health problems, impulses from their environment, and impulses from the game. Strategies that the players chose to reduce online gaming were divided into two basic groups: a gradual reduction with replacement by another online application with a “safer profile” and uninstalling the game from the user’s computer. CONCLUSION: The results of motivation for online playing confirm the findings of foreign studies and expand the category with the completely new motive of playing online games for professional growth. This study also maps out new reasons for limiting online gaming and how such reductions occurred.
- Klíčová slova
- online hry, online závislost,
- MeSH
- dospělí MeSH
- financování organizované MeSH
- internet využití MeSH
- lidé MeSH
- mladiství MeSH
- motivace MeSH
- návykové chování psychologie MeSH
- on-line systémy MeSH
- Check Tag
- dospělí MeSH
- lidé MeSH
- mladiství MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
This study focuses on the phenomenon of lying on adolescents' weblogs. The sample consisted of 113 completed surveys out of 120 in total. The age of participants ranged between 13 and 17 years old. Interviews were conducted with 10 randomly selected participants whose answers were then verified. The results suggest not only that adolescents present personal information such as their age, gender, and place of residence but that these pieces of information are presented truthfully. Generally, the level of dishonesty was low, with young adolescents tending to lie more often about their interests. Public topics (school and life) had the most truthful answers, whereas the least truthful answers concerned intimate topics (family life, partnership). These results suggest that adolescents' blogs serve as a place where the writers can both present themselves and communicate with their peers in a way that goes beyond a traditional diary.
- MeSH
- blogování MeSH
- chování mladistvých MeSH
- komunikace MeSH
- lidé MeSH
- mladiství MeSH
- podvádění MeSH
- průzkumy a dotazníky MeSH
- sběr dat MeSH
- sebeodhalení MeSH
- sexuální faktory MeSH
- sociální identifikace MeSH
- věkové faktory MeSH
- vyrovnaná skupina MeSH
- Check Tag
- lidé MeSH
- mladiství MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
- Publikační typ
- práce podpořená grantem MeSH
Článek se zabývá tématem sebepoškozování jako fenoménu objevujícího se na blozích (online denících) současných adolescentů. Cílem výzkumu bylo porozumět problematice sebepoškozování jako takové, motivaci psaní o sebepoškozování ve veřejném prostoru blogů a také otázce potenciálního vytváření komunity sebepoškozujících ve virtuálním světě. U dospívajících, kteří mají se sebepoškozováním zkušenost, výzkum zjišťoval jejich motivací; jak své sebepoškozování prožívají a jakou roli hraje v jejich sebepoškozování právě internet a blog. Představený výzkum je explorativního charakteru – s využitím metody zakotvené teorie bylo analyzováno 9 polostrukturovaných rozhovorů s dívkami ve věku 15 – 18 let. Výzkum ukázal, že blogová komunita spojená tématem sebepoškozování je adolescentkami vnímána jako podpůrná, má tendenci uzavírat se pomoci zvenčí a zároveň posilovat negativní postoje vůči odborné pomoci. Internet, potažmo blog, jsou pak důležitými činiteli šíření informací o sebepoškozování. Tato skutečnost je významná zejména z hlediska potenciální sociální nákazy sebepoškozování.