Topic Review
Professional Esports Players Motivation
Esports refers to competitive video games in which teams or individuals compete against each other. It is considered a sporting activity in which players can develop and train their mental skills and hand-eye coordination while playing. The professionalisation of esports has increased in recent years, generating the need for further study. Its evolution and continuous development have led the consideration of esports as a profession, increasing the number of players, practice modalities, and hours of play dedicated to this field.
  • 231
  • 18 Mar 2022
Topic Review
LEAP Motion Technology and Psychology
Technological advancement is constantly evolving, and it is also developing in the mental health field. Various applications, often based on virtual reality, have been implemented to carry out psychological assessments and interventions, using innovative human–machine interaction systems. In this context, the LEAP Motion sensing technology has raised interest, since it allows for more natural interactions with digital contents, via an optical tracking of hand and finger movements. 
  • 217
  • 14 Sep 2021
Topic Review
Ontological Addiction
Ontological Addiction theory (OAT) presently construed as “the maladaptive condition whereby an individual is addicted to the belief that they inherently exist” risks being caught in a performative contradiction. This is related to an implicit transcendetal reductionsist assumption operative in its conception. Any assimulation and application of skillful means to mental health within a western context will also seek to integrate the insights of the Western Enlightenment and the value of the individual. Critically this entails a developmental appreciation of the problematic perception of egoic individualism as distinct from the conception of an individuating ‘whole person’, with ontological import. Thus OAT could positively be supplemented, reconstructed and reconceived as Ontological Affirmation Theory. 
  • 206
  • 03 Nov 2021
Topic Review
EntreComp Questionnaire for Entrepreneurship Competencies
The European Entrepreneurship Competence Framework (EntreComp) offers a comprehensive description of the knowledge, skills, and attitudes that people need to develop for an entrepreneurial mindset. Entrepreneurship competencies have usually been equated to management skills, but it is assumed that entrepreneurship activities cannot be narrowed to the management of business, since it requires a wider range of competencies. In particular, the European Council adopted the concept of entrepreneurship competencies as a set of abilities with the potential of shaping society through value creation at a social, cultural, or financial level with the sense of entrepreneurship as one of the eight key competencies necessary for a knowledge-based society.
  • 181
  • 18 Mar 2022
Topic Review
Social Anxiety Disorder (SAD) amongst Adolescents in Schools
Adolescence is a stage of development that is impacted by a number of factors including relationships with peers, parent and teachers. A condition such as Social Anxiety Disorder (SAD), which impedes those relationships due fear about social interactions, has detrimental impact on adolescent development. Through the review of recent studies, this paper will explore the use of Cognitive Behavioural Therapy (CBT) and the school-based program, Skills for Social and Academic Success (SASS), with adolescents experiencing SAD. A review of the assessment and diagnostic process for SAD is provided which explores the limitations and gaps within current assessment processes. Suggestions for more developmentally informed assessment processes are considered. The paper will also outline the role which schools can play in the detection and treatment of SAD amongst an adolescent population. Furthermore, the outcomes of those interventions are considered herein.
  • 175
  • 15 Nov 2021
Topic Review
Preschool Children’s Processing of Events during Verb Learning
Verbs are central to the syntactic structure of sentences, and, thus, important for learning one’s native language. Pointing results show that 2-, 3-, and 4-year-old children are able to learn and extend newly learned verbs to new events at test. In addition, children’s visual attention to agents’ faces and hands differs depending on whether events cooccur with the new verb or do not. 
  • 170
  • 25 Mar 2022
Topic Review
Despite decades of extensive research on creativity, the field still combats psychometric problems when measuring individual differences in creative ability and people’s potential to achieve real-world outcomes that are both original and useful. We think these seemingly technical issues have a conceptual origin. We therefore propose a minimal theory of creative ability (MTCA) to create a consistent conceptual theory to guide investigations of individual differences in creative ability. 
  • 159
  • 01 Jul 2021
Topic Review
Plant-Based Meat Alternatives
Plant-based meat alternatives (PBMA) are highly processed products that aim to imitate the experience of eating meat by mimicking animal meat in its sensory characteristics such as taste, texture, or aesthetic appearance. 
  • 157
  • 17 Dec 2021
Topic Review
Emotion Regulation in Autobiographical Memories
When facing a negative event, people implement different strategies to regulate ongoing emotions. Although the previous literature has suggested that the emotional intensity of a negative episode is associated with the characteristics of the subsequent autobiographical memory, it is still unknown whether emotion regulation (ER) moderates this relationship. In the present study, we provided undergraduate students with a smartphone-based diary to report a negative episode immediately after its occurrence and rate the momentary use of two ER strategies: cognitive reappraisal and rumination. To explore autobiographical memory, two “surprise” recall tasks were performed one week and one month after the event. According to the results, cognitive reappraisal was linked with better memory performances, and a tendency to retrospectively underestimate the negativity of highly intense events was observed only in participants adopting high rates of this strategy. Conversely, intense rumination was found to be associated with less detailed memories of emotionally intense events, as well as with higher emotional involvement with negative episodes over time, regardless of their intensity. The results support the maladaptive role of rumination and the adaptive influence of cognitive reappraisal on autobiographical memory. 
  • 152
  • 16 Jul 2021
Topic Review
Gamification as a Learning Strategy
The use of games for purposes other than mere entertainment dates back to very ancient stages of humanity itself. In the context of education and learning, the interest of researchers for their uses and effects is a more recent character, around the 1970s when Clark Abt coined the term serious game. He defined serious games as “those that have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement. This does not mean that serious games are not, or should not be, entertaining”(p. 27). This means that “the ‘seriousness’ of these games refers to a content that may well be used as teaching material by teachers” (p. 27). However, the interest in the educational use of games grew especially since the early 2000s when some game designers began looking for strategies to transfer the excitement and joy of playing to the real world. In its origin, this process adopted different names as playful or gameful design, but in 2002 Nick Pelling coined the term gamification to refer to the use of the game in contexts other than the game. Thus, a term that originated in the digital media industry was largely adopted in all potential application areas, including education.
  • 150
  • 06 Jan 2022
  • Page
  • of
  • 10