Purpose: The purpose of this study was to determined the postpartum anxiety levels of women during the COVID-19 pandemic process. Methods: This study was a descriptive study. This study was carried out at the obstetrics and gynecology service of a hospital between July 2020 and January 2021. This study was conducted with 271 Turkish women. Data were collected using an interview questionnaire and the State-Trait Anxiety Inventory (STAI). Results: The mean age of the women participating in the study was detected 28.25 ± 5.04. In the present study, the postnatal State Anxiety (STAI-S) mean scores of women were found 43.03 ± 4.08 and their Trait Anxiety (STAI-T) mean scores were found 47.34 ± 5.50. In the study, it was determined that the education level of women, the number of receiving prenatal care services, experience fear due to COVID-19 infection, worry about themselves and their baby due to COVID-19 infection affected the State Anxiety level (p = 0.005; p = 0.010; p = 0.033; p = 0.037; p = 0.011; p = 0.017). Also, women's worry about their baby also affects the level of Trait Anxiety. Conclusion and Suggestions: In the current study, it was determined that postpartum State-Trait Anxiety of women during the COVID-19 pandemic process were "moderate". Accordingly; Determining the postpartum anxiety levels of women will create the basis for implementing specific interventions in terms of maternal-newborn health.
This review investigates theoretical explanations, predictors, and psychological outcomes of identification with game characters. Theoretical explanations depended on Cohen’s conceptualization of identification with media characters, wishful identification, similarity identification, embodied presence concepts, self-perception, self-discrepancy, and social identity theories. Predictors included customizability, how the character is perceived (ideal, attractive, similar, real), narrative, immersion, presence, age, time spent playing/playing history, player’s psychological characteristics, and perceived performance. Psychological outcomes included enjoyment, flow experience, addiction, problematic gaming, playing motivations, self-efficacy, competence, short-term outcomes (change in aggression, empathy), intention to continue playing, game-related spending, social identification, and in-group bias. The self-discrepancy perspective provides the most prevalent explanation, which proposes that game characters are closer to players’ ideal selves, and identification with the game character reduces their self-discrepancies. However, the social identity perspective offers more overarching explanations discussing identification with game-related groups (groups created within the game and game community) and the game character together, thus pointing to a bigger picture where players develop social identities through interaction with game-related groups. Therefore, unlike other explanations discussing game character identification as a temporary experience, the social identity perspective indicates it may be a lasting experience. Regarding predictors, only two were game-related (customizability, narrative), while most were player-related (e.g., age, time spent playing, player’s psychological characteristics), which might show that player characteristics deserve more attention than the game itself to understand the identification process. Concerning psychological outcomes, while two were positive (enjoyment, flow experience) and two were negative (addiction, problematic gaming), most had various aftermaths, such as a short-term outcome of an increase in aggression or empathy.
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