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Sökning: WFRF:(Arriaga P.)

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  • Buchanan, E. M., et al. (författare)
  • The Psychological Science Accelerator's COVID-19 rapid-response dataset
  • 2023
  • Ingår i: Scientific Data. - : Springer Science and Business Media LLC. - 2052-4463. ; 10:1
  • Tidskriftsartikel (refereegranskat)abstract
    • In response to the COVID-19 pandemic, the Psychological Science Accelerator coordinated three large-scale psychological studies to examine the effects of loss-gain framing, cognitive reappraisals, and autonomy framing manipulations on behavioral intentions and affective measures. The data collected (April to October 2020) included specific measures for each experimental study, a general questionnaire examining health prevention behaviors and COVID-19 experience, geographical and cultural context characterization, and demographic information for each participant. Each participant started the study with the same general questions and then was randomized to complete either one longer experiment or two shorter experiments. Data were provided by 73,223 participants with varying completion rates. Participants completed the survey from 111 geopolitical regions in 44 unique languages/dialects. The anonymized dataset described here is provided in both raw and processed formats to facilitate re-use and further analyses. The dataset offers secondary analytic opportunities to explore coping, framing, and self-determination across a diverse, global sample obtained at the onset of the COVID-19 pandemic, which can be merged with other time-sampled or geographic data.
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  • Rosa, P. J., et al. (författare)
  • Effects of fear-relevant stimuli on attention : Integrating gaze data with subliminal exposure
  • 2014
  • Ingår i: IEEE MeMeA 2014 - IEEE International Symposium on Medical Measurements and Applications, Proceedings. - 9781479929207 ; , s. Art. no. 6860021-
  • Konferensbidrag (refereegranskat)abstract
    • The phenomenon of an attentional bias has been found for threatening stimuli, such as snakes, when presented simultaneously with neutral stimuli. This priority attentional bias effect regarding snakes has been shown through reaction time- or response accuracy-based paradigms. Many studies suggested a preattentive attentional capture of threatening stimuli based on inferences from reaction time data, which might as well be caused by the same rather slow elaborated cognitive processing for threatening stimuli as for neutral stimuli, but more strong motor preparation for source of potential threat. To overcome this ambiguity in the outcomes from reaction time data, eye movements recording can be an alternative approach. The aim of the present study was to examine exogenous spatial attentional orienting when snakes were competing subliminally with neutral stimuli while presenting a video clip. In a free-viewing task, the eye movements of 50 female volunteers were continuously recorded. Twenty trials with subliminal pairs of images (1/60 s duration) were presented while a video was displayed for 4 minutes. The results revealed that the proportion of ocular saccades into the areas where snakes were presented was higher in comparison to control stimuli immediately after the subliminal presentation. A facilitating effect for the fear of snakes was found, which is in line with the assumption that a predisposition to fear has an effect on ocular and attentional behavior, which may act as a vulnerability factor for developing anxiety disorders. The integration between subliminal exposure in video and gaze tracking has showed to be a reliable methodology to detected ban attentional orientation bias toward threat while watching videos, contributing to potential clinical applications with respect to assessment and their use as a desensitization technique to overcome specific phobias.
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  • Arriaga, P., et al. (författare)
  • Playing for better or for worse? : Health and social outcomes with electronic gaming
  • 2013
  • Ingår i: Handbook of Research on ICTs for Human-Centered Healthcare and Social Care Services. - : IGI Global. - 9781466639867 ; , s. 48-69
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Of the many of Information and Communication Technology (ICT) products, electronic games are considered as having great potential for improving health and social outcomes. This chapter considers the factors that may be involved in facilitating health and social outcomes and also those factors that might be considered risk factors by reviewing studies that have shown both positive and detrimental effects on people's physical and mental health. The authors also debate some research questions that remain unanswered and suggest guidelines for practitioners, researchers, and game designers.
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