The histories of autism and Asperger's Disorder (AD), based on original contributions by Kanner and Asperger, are reviewed in relation to DSM-IV diagnostic criteria. Their original articles appear to have influenced the distinction between AD and autism made in the DSM-IV. Based on up-to-date empirical research, however, it appears that AD and autism are not qualitatively distinct disorders, but are different quantitative manifestations of the same disorder. The differences between AD and autism may be a function of individual variability in these areas, not the manifestation of qualitatively distinct disorders. The DSM-IV criteria for AD and autism need to be considered with their historical developments, and based on empirical evidence, the DSM-IV diagnostic criteria may be subject to critical review.
The relationship between video gaming and gambling was examined in a large cross-sectional sample of 3942 Canadian online panelists who responded to a solicitation recruiting individuals who regularly gambled or played video games. Most past year video gamers reported gambling in the past year (78.5%) and most past year gamblers reported playing video games in the past year (70.7%). However, frequency of involvement in gambling as well as all individual types of gambling was only weakly correlated with frequency of involvement in video games. Problem gamblers and problem gamers were found to have similar demographic features as well as high rates of mental health problems and impulsivity. Some differences did exist, with problem video gamers tending to be younger, somewhat less impulsive, less likely to have a substance use disorder, and more likely to have depression. Despite having similar profiles, overlap between problematic levels of gaming and gambling was modest, with only 10.5% of the 466 problem gamblers also being problem video gamers and 24.1% of the 203 problem video gamers also being problem gamblers. In general, the evidence would suggest that although the risk factors and manifestations of problem gaming and problem gambling are similar, involvement and/or overinvolvement in one is not a strong predictor of involvement and/or overinvolvement in the other.
The results of a Caltech Submillimeter Observatory (CSO) search for l-C 3 H + , first detected by Pety et al. in observations towards the Horsehead photodissociation region (PDR), are presented. A total of 39 sources were observed in the 1 mm window. Evidence of emission from l-C 3 H + is found in only a single source -the Orion Bar PDR region -which shows a rotational temperature of 178( 13) K and a column density of 7(2) × 10 11 cm −2 . In the remaining sources, upper limits of ∼10 11 -10 13 cm −2 are found. These results are discussed in the context of guiding future observational searches for this species.
Most tests of video game addiction have weak construct validity and limited ability to correctly identify people in denial. The purpose of the present research was to investigate the reliability and validity of a new test of video game addiction (Behavioral Addiction Measure-Video Gaming [BAM-VG]) that was developed in part to address these deficiencies. Regular adult video gamers (n = 506) were recruited from a Canadian online panel and completed a survey containing three measures of excessive video gaming (BAM-VG; DSM-5 criteria for Internet Gaming Disorder [IGD]; and the IGD-20), as well as questions concerning extensiveness of video game involvement and self-report of problems associated with video gaming. One month later, they were reassessed for the purposes of establishing test-retest reliability. The BAM-VG demonstrated good internal consistency as well as 1 month test-retest reliability. Criterion-related validity was demonstrated by significant correlations with the following: time spent playing, self-identification of video game problems, and scores on other instruments designed to assess video game addiction (DSM-5 IGD, IGD-20). Consistent with the theory, principal component analysis identified two components underlying the BAM-VG that roughly correspond with impaired control and significant negative consequences deriving from this impaired control. Together with its excellent construct validity and other technical features, the BAM-VG represents a reliable and valid test of video game addiction.
Background
ND-PAE, as a condition needing further study, requires validation. Few studies have assessed the validity of ND-PAE with none using a prospective sample.
Methods
Fifty-eight children underwent multidisciplinary FASD assessments and were evaluated for ND-PAE using a prospective, clinical approach. Construct and factorial validity of ND-PAE were assessed, and associations between domains and symptoms described. Post hoc analysis assessed external validity of factors.
Results
ND-PAE demonstrated weak construct validity with variable convergence and divergence within and between symptoms. Factor analysis revealed one strong factor consisting of abilities associated with adaptive behavior and general cognitive ability. Relative contribution of symptoms and domains were variable.
Conclusion
This study provides an evidence-based approach to assessing ND-PAE symptoms and is a starting point to elucidating its neurobehavioral pattern.
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