
Editorial
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Acute and chronic psychological distress are prevalent during adolescence and can have negative impacts on adolescents in all life domains. The aim of this systematic review was to appraise the use of virtual reality (VR) interventions to manage symptoms of psychological distress symptoms among adolescents. MEDLINE, PubMed, PsycINFO, and Scopus databases were searched up to June 2020. Available citations were de-duplicated and screened by two authors using title and abstract information. A total of 301 articles were retained for full-text evaluation next to eligibility criteria. Empirical studies of all designs and comparator groups were included if these appraised the impact of an immersive VR intervention on any standardized measure indicative of psychological distress in an adolescent sample. Data were extracted into a standardized coding sheet. Results were tabulated and discussed with a narrative synthesis due to the heterogeneity between studies. A total of seven studies met inclusion criteria. There were four randomized controlled trials and three uncontrolled pilot studies on new VR interventions. Distress-related issues included: state-anxiety, venepuncture, risk taking, public speaking anxiety, social anxiety disorder, sexual victimization, and chemotherapy administration. All studies reported significant changes on outcome measures after VR treatment. Six studies reported small-to-large reductions in symptoms. The average attrition rate was 3.6 percent during the active VR treatment phase. Treatment acceptability was high in the studies that assessed user engagement factors. The VR technology can provide a safe, rapidly efficacious, and acceptable treatment modality for managing psychological distress in several key adolescent populations.
Despite a growing understanding of the triggers for suicidal thoughts and behavior, little is known about the mechanisms that prevent people from killing themselves. The goal of the present study was to use publicly available Reddit data to better understand the reasons that people give for not following through with a potentially lethal suicide attempt. Threads containing key terms (e.g., “kill yourself”) within the subreddit /r/AskReddit were collected and all top posts from these threads were thematically coded. Across the posts collected, 11 different themes were identified; friends and family, curiosity and optimism about the future, spite, purpose, transience, hobbies, animals/pets, fear of survival, fear of pain, death and/or the afterlife, apathy/laziness, and intervention. Some additional themes were captured in an “other” category, and a twelfth theme, use of pharmaceutical drugs, was identified, but not discussed. These findings provide a broad overview about the proximal protective factors that directly stopped people from making a suicide attempt. They also illustrate the potential for Reddit as platform through which to better understand factors that may help to identify and support those in suicidal crisis. Such insight may help to inform intervention and prevention strategies for suicide and those in suicidal crisis.
Research on parasocial interaction (PSI) has a long tradition in noninteractive environments such as watching TV or listening to radio speakers. In the past years, researchers have started to apply PSI on videogame streaming environments, where the audience can interact with the observed media persona and get immediate feedback on their messages and requests. In a 3 × 2 online experiment (
This study assessed the mediating roles of problematic gaming, problematic social media use, and problematic smartphone use in the associations between psychological distress and screen time use among primary school children during the school hiatus due to the outbreak of the novel coronavirus disease 2019 (COVID-19). Students (
The Internet has brought about a paradigm shift in the lives of many people, especially adolescents. While it has opened great possibilities, it has also led to various risks such as cyberbullying and problematic Internet use (PIU). These two constructs have been extensively researched individually and jointly, but the existence of different profiles of problematic use according to the role a person assumes in the context of cyberbullying has not yet been explored. Therefore, the main aim of this study is to analyze the different PIU profiles of those who have been cybervictims, cyberbullies, and cyberbully victims. An analytical and cross-sectional study was conducted on 25,341 adolescents between 10 and 18 years of age (14.60 ± 1.68). The Cyberbullying Triangulation Questionnaire (CTQ) and the Spanish version of the Generalized and Problematic Internet Use Scale-2 (GPIUS2) were used. The results indicate that cybervictims (6.4 percent), cyberbullies (4.3 percent), and cyberbully victims (2.7 percent) have different profiles of PIU (
Alcohol use disorder (AUD) is a major global problem. Neuropsychological studies have shown that AUD causes deficits in executive functions (EFs), a set of higher order cognitive skills that govern individual behavior in everyday situations. Many standardized neuropsychological tests are used to evaluate EF. These are reliable and valid but have limitations in predicting real-life performance. To address this, we present a preliminary study to test the virtual cooking task (VCT) as an alternative to standardized neuropsychological tests. The VCT includes four subtasks developed to assess attentional, planning, and cognitive shifting abilities; it was tested in an immersive three-dimensional environment. To evaluate the VCT performance and standardized neuropsychological tests, data were gathered from a sample of healthy subjects (control group [CG];
Visual field defect caused by glaucoma seriously affects the quality of life of patients, and clinically, this type of visual field defect has been considered to be irreversible. The aim of this study is to use binocular virtual reality training (VR training) to repair visual field defect in glaucoma patients, improve the quality of life of patients, and provide a new therapeutic strategy for the rehabilitation of glaucoma. Seventy glaucoma patients (median 56, range 15–84 years) were recruited and divided into control and training groups. Fifty-four patients' data were analyzed. The training group (
Clinical Trail registration number: ChiCTR1900027909.
Prior research suggests that rejection sensitive individuals may find it easier to express their true selves in an online environment. The purpose of the present study was to examine the extent to which rejection sensitivity (RS) and true self influence self-disclosure within the context of online dating. We collected data from a total of 1,295 individuals who completed an online survey. For those who engaged in online dating, RS was not directly related to self-disclosure in online dating profiles or in communicating with individuals met through online dating sites/apps, but true self was. In addition, there was an indirect relationship between RS and self-disclosure in the context of online dating through true self. These findings suggest that rejection sensitive individuals who feel more comfortable revealing aspects of their “true” selves online may be more likely to engage in self-disclosure within the context of online dating, which could potentially offer some clue as to why rejection sensitive individuals may be somewhat more likely to engage in online dating than less rejection sensitive individuals. That is, rejection sensitive individuals are perhaps more likely to engage in online dating because it may facilitate representation of their “true” selves and may thus increase dating success.
