Background: Depressive disorder is one of the main health problems worldwide. Many risk factors have been associated with this pathology. However, while the association between risks factors and adult depression is well established, the mechanisms behind its impact remains poorly understood. A possible, yet untested explanation is the mediating impact of levels of personality functioning, i.e., impairments with regard to self and interpersonal.Method: Around 162 patients were assessed at the beginning of their therapy, with regard to risk factors, such as sociodemographic, physical, hereditary (Information Form), and adverse childhood experiences (ACE; CTQ). Depressive symptoms (Beck Depression Inventory, BDI) and personality functioning (OPD-SQ) were also measured. Associations between the related variables as well as other possible covariates were examined by means of zero-order correlations and bootstrapping-based mediation analysis.Results: Of all the risk factors taken into account, level of education and physical illness were associated with depression. On the other hand, the most significant predictor of depressive symptomatology was ACE, and this relationship was mediated by personality functioning. This indicates that patients presenting adverse childhood experiences are more likely to develop deficiencies in personality functioning, which in turn increases their likelihood of developing depressive symptomatology.Conclusion: These results reaffirm the importance of incorporating risk and vulnerability factors such as personality functioning in understanding depression.
Los videojuegos representan uno de los mayores fenómenos contemporáneos. Se reporta que hasta un 85% de ellos incluye alguna forma de violencia, generando una preocupación sobre el impacto negativo que pudiera llegar a tener. Esto ha dado lugar a gran número de investigaciones sobre su posible impacto, sin observarse un consenso sobre el tema. La presente investigación tuvo como objetivo medir el impacto de la exposición a videojuegos violentos como uno de los factores que pueden aumentar la agresividad de las personas, mencionado por el “Catalyst Model”. Mediante la realización de un experimento controlado, los resultados sugieren que los videojuegos no fueron un factor de aumento de la agresividad. Se detectaron dos casos anómalos. En el primero, el videojuego no violento tuvo un efecto calmante a actitudes hostiles y en el otro el videojuego violento, fungió como un incrementador de actitudes agresivas. Video games represent one of the greatest contemporary phenomena. It is reported that up to 85% of them include some form of violence, generating a concern about the negative impact that could have. This has led to a large number of research on its possible impact, without observing a consensus on the subject. The objective of this research was to measure the impact of exposure to violent video games as one of the factors that can increase the aggression of people, mentioned by the "Catalyst Model". By conducting a controlled experiment, the results suggest that video games were not a factor in increasing aggressiveness. Two anomalous cases were detected. On the first case, nonviolent videogames worked as a calming effect to hostile attitudes. On the other, they worked in a contrary way with violent videogames, acting as a catalyst of the participant's aggressive attitudes.
Los videojuegos representan uno de los mayores fenómenos contemporáneos. Se reporta que hasta un 85% de ellos incluye alguna forma de violencia, generando una preocupación sobre el impacto negativo que pudiera llegar a tener. Esto ha dado lugar a gran número de investigaciones sobre su posible impacto, sin observarse un consenso sobre el tema. La presente investigación tuvo como objetivo medir el impacto de la exposición a videojuegos violentos como uno de los factores que pueden aumentar la agresividad de las personas, mencionado por el “Catalyst Model”. Mediante la realización de un experimento controlado, los resultados sugieren que los videojuegos no fueron un factor de aumento de la agresividad. Se detectaron dos casos anómalos. En el primero, el videojuego no violento tuvo un efecto calmante a actitudes hostiles y en el otro el videojuego violento, fungió como un incrementador de actitudes agresivas. Video games represent one of the greatest contemporary phenomena. It is reported that up to 85% of them include some form of violence, generating a concern about the negative impact that could have. This has led to a large number of research on its possible impact, without observing a consensus on the subject. The objective of this research was to measure the impact of exposure to violent video games as one of the factors that can increase the aggression of people, mentioned by the "Catalyst Model". By conducting a controlled experiment, the results suggest that video games were not a factor in increasing aggressiveness. Two anomalous cases were detected. On the first case, nonviolent videogames worked as a calming effect to hostile attitudes. On the other, they worked in a contrary way with violent videogames, acting as a catalyst of the participant's aggressive attitudes.
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