Purpose Social distancing and school closures have changed the lives of many parents around the globe. In addition to these problems, parents of children with developmental difficulties (DD) have faced additional stressors that make them even more susceptible to higher stress levels and the onset or worsening of anxiety or depression. Consequentially, these stressors may have an indirect effect on parental functioning and children with DD owing to the spillover effect. Design/methodology/approach The purpose of this paper is to draw attention to parents of children with DD through an overview of possible additional stressors that have appeared during the coronavirus pandemic in Croatia. In writing this viewpoint paper, three sources were consulted: official state documents, communication with professionals (e.g. speech therapists) and online support groups for parents of children with DD. Findings Restrictive measures during the lockdown led to a lack of both formal and informal support for parents of children with DD. Moreover, the possibility of infection led to higher levels of fear among these parents; children with DD also encountered problems coping with both the restrictive measures and the demands of distance learning. Practical implications This paper may present a good starting point for both governments and NGOs when discussing and planning further advancement in the quality of response to the COVID-19 pandemic and a “recovery” response after the crisis. This overview may provide better insight into COVID-19–related consequences among parents of children with DD, which is vital to increasing the effectiveness of future measures and actions. Originality/value Although some negative effects of the pandemic on children have already been discussed by several authors, little attention has been paid to parents, and even less so to parents of children with DD. This paper may even represent a pioneering work in exploring the consequences of the COVID-19 pandemic on this population group.
In people with knee OA, decreased balance confidence is associated with more physical difficulties, an increased effect of pain on ADL, and lower quality of life. An improved awareness of decreased balance confidence may lead to more effective management of older people with knee OA by improving their mobility and QOL through rehabilitation. Furthermore, future research in that direction is warranted.
Traditional mind sports are extremely suitable for online environment, so various specialized platforms, were developed for this purpose. Although online games are technically superior and popular, many players argue that online play lacks “the game spirit”. The aim of this article was to compare motives and experiences of live and online games of Bridge. The authors conducted ten semi-structured online interviews with bridge players. All participants confirmed that Bridge significantly improved their quality of life. The participants reported benefits in accordance with Major (2001) serious leisure benefits and partially in accordance with the DRAMMA model of five factors related to leisure activities (Newman, Tay and Diener, 2014). Results showed that online bridge was generally perceived as less challenging and demanding, but appropriate for training purposes. The most important difference in motivation is related to boredom – frequent motive of online bridge, while not existent in live settings.
Traditional mind sports are extremely suitable for online environment, so various specialized platforms, were developed for this purpose. Although online games are technically superior and popular, many players argue that online play lacks “the game spirit”. The aim of this article was to compare motives and experiences of live and online games of Bridge. The authors conducted ten semi-structured online interviews with bridge players. All participants confirmed that Bridge significantly improved their quality of life. The participants reported benefits in accordance with Major (2001) serious leisure benefits and partially in accordance with the DRAMMA model of five factors related to leisure activities (Newman, Tay and Diener, 2014). Results showed that online bridge was generally perceived as less challenging and demanding, but appropriate for training purposes. The most important difference in motivation is related to boredom – frequent motive of online bridge, while not existent in live settings.
Parents of children with developmental difficulties (DD) face many challenges on an everyday basis and, compared to a parent of a typically developed child (TD), are at risk to experience lower well-being. Earlier, as a part of the CRO-WELL project, we explored differences in the well-being of parents of children with DD and a matching group of parents of TD children. Results showed that both groups of parents were equally happy and satisfied with their lives in general, with only a difference in satisfaction with free time. The aim of the current study was to explore what happened in one-year’s time. Out of the initial sample of 41 parents by group, the second wave was completed by 19 parents of DD children and 27 parents of TD children. Results showed that parents of children with DD were less satisfied with life in general, as well as less happy and less satisfied with health, family, friends, and safety compared to parents of TD children. They also experienced three times more negative events than parents of TD children. Having a child with developmental difficulties reflects on many life domains and these results could serve as a guidepost in the design of support for families of children with developmental difficulties. All authors have read and agreed to the published version of the manuscript.
The aim of this research was to study frequencies of playing live and digital games, and to test for gender differences, to identify the most frequently played games, and to explore association between well-being indicators and frequency of playing. We found low positive association between frequency of playing of live and digital games. Most frequently played live games were various card games, and Shooter games were most frequent among digital games. Male participants played more frequently both live and digital games. Male participants played more action and simulation computer games, while female participants preferred puzzles and card games. Internet addiction was positively correlated to the amount of time spent logged on to the internet, and higher levels of loneliness and depression. Participants who played live games more reported lower levels of depression. Participants who played digital games more, spent more time logged to the internet, reported higher levels of internet addiction, but lower levels of depression.
Previous research has identified numerous employee’s individual differences that play a role in predicting success in sales work tasks. However, it seems that the role of attitudes towards sales and its relatedness to sales performance has not yet been in-vestigated, which was the aim of this study. This research was conducted on a sample of contact center agents who sell on a daily basis. We collected data on their demo-graphics, personality traits and attitudes towards sales. The information on agents’ objective monthly offer rate and sales performance across six months was provided by the employer. A series of hierarchical linear models showed that men sell more compa-red to women; that success in sales decreases over years of employment; that attitudes predict sales performance and that they are a better predictor then personality traits; and that offer rate does not mediate the relation of attitudes and closed sales. Further-more, the relation between attitudes and sales was not moderated by employee’s gen-der, level of education nor employment duration. These findings are interpreted in light of the theory of planned behavior.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.