This study investigated the relationships between affective and cognitive empathy, social preference and perceived popularity, and involvement in bullying situations by bullying others or defending the victimized children. The participants were 266 primary and 195 secondary school students. Affective and cognitive empathy, as well as the status variables, had some significant main effects on involvement in bullying. In addition, several interaction effects emerged. For instance, the positive association between affective empathy and defending behavior was stronger among boys who had a high status (i.e., were highly preferred) in the group. The results highlight the importance of studying child-by-environment models, which take into account both child characteristics and interpersonal variables in predicting social adjustment.
International literature has identified a stable correlation between problems in the sphere of adolescents' personal relationships and potential Internet dependence. The objective of this research is to verify in an Italian context the relationship among problematic Internet use (PIU), the quality of interpersonal relationships, and the cognitive strategies habitually used by adolescents to face daily problems. The participants in the research were 98 adolescents ages 14 to 19 (M = 16.28 years). The following instruments were administered to the participants: the Internet Addiction Test (IAT), the Test of Interpersonal Relationships (TRI); and the Children's Coping Strategies Checklist (CCSC). Parents of the participants were administered the Child Behavior Checklist (CBCL). Of the participants, 36.7% showed signs of PIU. These adolescents use the Internet for many hours per week; most utilize dysfunctional coping strategies and show worse interpersonal relations than peers who do not show signs of PIU.
The present study investigated the role of theory of mind (ToM) skills in three forms of involvement in bullying: ringleader bullying, defending the victim(s), and victimization. Individual (affective empathy) and interpersonal variables (social preference and perceived popularity) were assumed to moderate the associations between ToM and the ways of being involved in bullying. Moderation effects by gender were also explored. Participants were 211 primary school pupils (average age = 10 years and 2 months, SD = 6 months), who took part in a ToM interview and filled in self- and peer-report questionnaires on empathy, social status, and involvement in bullying. ToM skills were positively linked to defending, and among boys this association was further strengthened by social preference. Practical implications include the need to focus on both peer relationships (i.e., status) and emotional characteristics (i.e., empathy) when trying to motivate youth with good cognitive skills to actively defend their victimized classmates.
Several studies have documented the existence of a behavioral addiction related to Video Games, which appears to be similar to other forms of addiction (gambling and substance-related) in terms of characteristics and consequences. Literature about this topic has suffered from the lack of a standard definition of this disorder before the publication of DSM-5. Thus, the prevalence of the disorder and its characteristics at the moment are unclear. The present research aimed to investigate the differences between sub-clinical problematic Video Game (VG) use and Internet use and clear Internet gaming disorder (IGD) and Internet addiction in terms of gender, amount of time spent gaming, preferential coping strategies, adjustment problems, interpersonal relations, and to identify risk factors that predict a problematic engagement in video gaming. We administered a survey containing measures about coping strategies, interpersonal relations, internalizing/externalizing problems, and Internet and Video Game addiction to 612 Italian students recruited in the four main regions of the country (age range 9-19; M = 13.94). Results show that 15.2% of participants showed a subclinical problematic use of Video Games, while those with a clear IGD were 2.1% (n = 13); 16.3% of them showed a sub-clinical problematic Internet use, while full-criteria Internet addiction was found in 5.9% of the sample. IGD appears to be linked to various dysfunctional outcomes including a wide range of psychological symptoms and behavioral and social problems. Also, problematic video gamers tend to preferentially adopt dysfunctional coping Int J Ment Health Addiction
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