The current study investigates what soldiers dream about (dream content), what they learn about waking life from their dreams (discovery), and the relationships among these variables. Previous research has found soldiers had more dream imagery relating to war and their experiences overseas compared with civilians. As predicted with the continuity hypothesis, specific dream content reflected their waking-day activities. The current study expands on this research, examining the predictive value of their dream content for their waking-day discovery. Twenty-five combat arms soldiers with operational experience in Afghanistan (M ϭ 30.32, SD ϭ 5.12) completed The Storytelling Method worksheet. Dreams were scored using Hall and Van de Castle guidelines for scoring imagery. As expected, soldiers had dream imagery relating to war, which was associated with learning about aggressive behavior, death, comrades, and the enemy in waking day. New to the research is the predictive value of the soldiers' dreams and their discovery. Specific dream imagery that predicted learning about aggressive behavior, death, and relationships with comrades in soldiers' discovery is discussed. Limitations and directions for future research with soldiers are also reviewed.
This study showcases the statewide strategies used to implement and sustain an evidence-based fall prevention program, A Matter of Balance (MOB) in North Carolina between 2014 and 2019. Statewide program implementation and data collection support strategies are detailed. The mostly White (not Hispanic/Latino), female participants were 75 years old on average. Pre- and post-self-reported assessments included demographic, health status, quality of life, and falls-related metrics. Survey responses were scaled and analyzed. Statistically significant improvements ( p < .05) across health status measurements, times fallen, and falls resulting in injury were observed. These results offer a model for effective statewide implementation of the MOB program to reduce falls among older adults in community settings with support from a statewide resource center.
Participants in the current study were 75 males, including 25 Canadian soldiers, 25 heavy gamers who play military based video games such as "Call of Duty," and a control group comprised of 25 males. One dream per participant was analyzed using Hall and Van de Castle content analysis guidelines, including aggression, threat, and previously established scales for intensity of aggression and emotion. The dreams of soldiers had a higher frequency of both aggression and threat, and were also more intense in aggression and emotion than both the heavy gamers and the controls. These findings suggest that exposure to real life violence and threat (as well as the emotional significance of the experience) is more frequently incorporated into dream imagery than simulated or virtual threat. Limitations and directions for future studies are discussed.
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