The current age is characterized by having too many options. Decision-making is harder when there are numerous options to choose from. However, having a large number of options is not necessarily a problem for everyone and in this context, maximizing and satisficing tendencies are described. Yet, there is a debate about the effect of these tendencies on well-being and it has to be asked as to whether maximizing and satisficing have an adaptive or maladaptive effect on our well-being. Moreover, it raises questions regarding the conceptualization and measurement of maximizing and satisficing tendencies. In a sample of 480 subjects from the general population, a two-component model of maximizing was examined. The results show that the two-component model (maximizing as a strategy and maximizing as a goal) is an efficient way to measure maximizing tendency. The results show that maximizing as a strategy (measured as alternative search) was maladaptive (was positively related to depression and negatively related to happiness), whereas maximizing as a goal (measured as high standards) had no maladaptive effect (was not related to well-being at all). In addition, the two components were differently associated with personality factors which strengthen the need for measuring maximizing as a two-component model. In the current study, it was found that even though great effort was invested in studying maximizing tendency, satisficing tendency stayed behind and its conceptualization and measurement are unclear. Therefore, the (mal)adaptive effect of these tendencies depends on their conceptualization as well as on how these tendencies are measured, and also on their different relationship with personality factors.
Background: This large-scale meta-analysis aimed to provide the most comprehensive synthesis to date of the available evidence on risk and protective factors for (internet) gaming disorder (as defined in the DSM-5 or ICD-11) across all studied populations.Methods: The risk/protective factors included demographic characteristics, psychological, psychopathological, social, and gaming-related factors. In total, we have included 1578 effects from 250 different studies, summarizing data from 206690 participants. Apart from estimating these predictive associations and relevant moderating effects, we implemented state-of-the-art adjustments for publication bias, psychometric artifacts, and other forms of bias arising from the publication process. Additionally, we carried out an in-depth assessment of the quality of underlying evidence by examining indications of selective reporting, statistical inconsistencies, the typical power of utilized study designs to detect theoretically relevant effects, and performed various sensitivity analyses.Results: The available evidence suggests the existence of numerous moderately strong and highly heterogeneous risk factors but only a few empirically robust protective factors (all having markedly smaller effect sizes).Conclusions: We discuss the theoretical implications of our results for prominent theoretical models of gaming disorder and for the existing and future prevention strategies. The impact of various examined biasing factors on the available evidence seemed to be modest, yet we identified shortcomings in the measurement and reporting practices.Registration number: Preregistered at PROSPERO under ID:CRD42020187776.
A cancer diagnosis is a stressful life event that can lead to posttraumatic reactions. The two most common posttraumatic reactions in cancer survivors are posttraumatic stress disorder (PTSD) and posttraumatic growth (PTG). PTSD represents the negative changes and PTG the positive changes resulting from the process of adapting to cancer. The PTSD, PTG and combined PTSD-PTG network structure with bridge nodes were estimated in 696 adult cancer survivors. The most central indicators in the PTG network were putting more effort into relationships, the ability to do better things with one’s own life and a greater sense of closeness with others. The most central symptoms in the PTSD network were being jumpy or startled and cancer-related flashbacks. Hypervigilance (PTSD symptom), knowing better that one can handle difficulties and changing priorities about what is important in life (PTG indicators) were identified as the nodes that link PTSD and PTG. In the cancer survivors with lower and higher levels of PTG, PTSD network structure, and the PTG strength of centrality indicators were different. In addition, PTSD and PTG were linked through different bridge nodes. This supports the hypothesis that PTSD and PTG are related differently in people with low and high PTG. The network approach can bring new insight into understanding the negative and positive posttraumatic reactions and their co-occurrence in cancer survivors.
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