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Never married parents (NMPs) are a burgeoning population within the Family Court system. However, there is no empirical research on these parents' separation process, though the neighboring literature purports that NMPs are more at risk for negative child wellbeing outcomes than their divorcing counterparts. This study investigated child behavior

Never married parents (NMPs) are a burgeoning population within the Family Court system. However, there is no empirical research on these parents' separation process, though the neighboring literature purports that NMPs are more at risk for negative child wellbeing outcomes than their divorcing counterparts. This study investigated child behavior problems in high conflict litigating never married families by assessing four salient issues collectively termed chaotic environment: economic strain, lack of social support for the parents, parental repartnering, and family relocation, which included parent changing residence and child changing schools. They were then compared to divorcing parents. It was hypothesized that NMPs would experience higher levels of chaotic environment, and subsequent increases in child behavior problems than divorcing parents, but that the relationship for NMPs and divorcing parents would be the same with each of the chaotic environment variables. This study found the contrary. NMPs only had significantly higher mean scores on lack of social support for fathers and marital status did not predict child behavior problems. Both economic strain and child changing schools predicted child behavior problems for both mothers and fathers. Two interaction effects with mothers were found, indicating that the more a never married mothers repartnered and/or changed her residence, the more behavior problems her child had, while divorcing mothers experiencing the converse effect.
ContributorsHita, Liza Cohen (Author) / Braver, Sanford (Thesis advisor) / Sandler, Irwin (Thesis advisor) / Bernstein, Bianca (Committee member) / Homer, Judith (Committee member) / Arizona State University (Publisher)
Created2011
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Description
School bullying is a serious problem for children and adolescents, associated with a multitude of psychological and behavioral problems. Interventions at the individual level have primarily been social skills training for victims of bullying. However, investigators have had mixed results; finding little change in victimization rates. It has been suggested

School bullying is a serious problem for children and adolescents, associated with a multitude of psychological and behavioral problems. Interventions at the individual level have primarily been social skills training for victims of bullying. However, investigators have had mixed results; finding little change in victimization rates. It has been suggested victims of school bullying have the social skills necessary to be effective in a bullying situation; however they experience intense emotional arousal and negative thoughts leading to an inability to use social skills. One intervention that has been getting increasing acknowledgement for its utility in the intervention literature in psychology is mindfulness. However, there has been no research conducted examining the effects of mindfulness meditation on victims of bullying. Therefore, the purpose of this study was to develop an online intervention for victims of bullying that utilizes the cutting-edge technique of mindfulness and to determine the efficacy of this intervention in the context of bullying victimization. Participants were 32 adolescents ages 11 to 14 identified by their school facilitators as victims of bullying. Repeated measures ANOVAs were used to assess the efficacy of the NMT program versus a treatment as usual (TAU) social skills program. Results revealed significant decreases in victimization and increases in mindfulness among both treatment groups from pre-test to follow-up and post-test to follow-up assessments. There were no differences found between the two treatment groups for mean victimization or mindfulness scores. Overall, the NMT program appears to be a promising online intervention for bullied teens. Directions for future research and limitations of this study were also discussed.
ContributorsYabko, Brandon (Author) / Tracey, Terence J. G. (Thesis advisor) / Homer, Judith (Committee member) / Sebren, Ann (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Previous research indicates that difficulties in emotion regulation and greater dissociation from one's emotions are often observed among trauma survivors. Further, trauma survivors often show greater negative emotions such as anger, and diminished positive emotions such as happiness. Relatively less is known about the relationship between posttraumatic stress symptoms, dissociation,

Previous research indicates that difficulties in emotion regulation and greater dissociation from one's emotions are often observed among trauma survivors. Further, trauma survivors often show greater negative emotions such as anger, and diminished positive emotions such as happiness. Relatively less is known about the relationship between posttraumatic stress symptoms, dissociation, emotion regulation difficulties, and non-trauma related emotional experiences in daily life. This study examined whether greater reports of posttraumatic stress symptoms, difficulties in emotion regulation, and dissociative tendencies were associated with greater intensity of anger and lower intensity of happiness during a relived emotions task (i.e., recalling and describing autobiographical memories evoking specific emotions). Participants were 50 individuals who had experienced a traumatic event and reported a range of posttraumatic stress symptoms. Participants rated how they felt while recalling specific emotional memories, as well as how they remembered feeling at the time of the event. Results showed that dissociative tendencies was the best predictor of greater intensity of anger and, contrary to the hypothesis, dissociative tendencies was predictive of greater happiness intensity as well. These findings are consistent with previous research indicating a paradoxical effect of heightened anger reactivity among individuals with dissociative tendencies. In addition, researchers have argued that individuals with a history of traumatization do not report lower positive emotional experiences. The present findings may suggest the use of dissociation as a mechanism to avoid certain trauma related emotions (e.g, fear and anxiety), in turn creating heightened experiences of other emotions such as anger and happiness.
ContributorsTorres, Dhannia L (Author) / Robinson Kurpius, Sharon (Thesis advisor) / Roberts, Nicole A. (Committee member) / Homer, Judith (Committee member) / Arizona State University (Publisher)
Created2013
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Description
The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of

The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of this study was to investigate the relationships between gameplay enjoyment and the individual characteristics of gaming goal orientations, game usage, and gender. A total of 301 participants were surveyed and the data were analyzed using Structural Equation Modeling (SEM). This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game features, an overarching Enjoyment factor, and 9 specific components, including Challenge, Companionship, Discovery, Fantasy, Fidelity, Identity, Multiplayer, Recognition, and Strategy. Furthermore, the 3x2 educational goal orientation framework was successfully applied to a gaming context. The resulting 3x2 Gaming Goal Orientations (GGO) model consists of 18 statements that describe players' motivations for gaming, which are distributed across the six dimensions of Task-Approach, Task-Avoidance, Self-Approach, Self-Avoidance, Other-Approach, and Other-Avoidance. Lastly, players' individual characteristics were used to predict gameplay enjoyment, which resulted in the formation of the GEM-Individual Characteristics (GEM-IC) model. In GEM-IC, the six GGO dimensions were the strongest predictors. Meanwhile, game usage variables like multiplayer, genre, and platform preference, were minimal to moderate predictors. Although commonly appearing in games research, gender and game time commitment variables failed to predict enjoyment. The results of this study enable important work to be conducted involving game experiences and player characteristics. After several empirical iterations, GEM is considered suitable to employ as a research and design tool. In addition, GGO should be useful to researchers interested in how player motivations relate to gameplay experiences. Moreover, GEM-IC points to several variables that may prove useful in future research. Accordingly, it is posited that researchers will derive more meaningful insights on games and players by investigating detailed, context-specific characteristics as compared to general, demographic ones. Ultimately, it is believed that GEM, GGO, and GEM-IC will be useful tools for researchers and designers who seek to create effective gameplay experiences that meet the needs of players.
ContributorsQuick, John (Author) / Atkinson, Robert (Thesis advisor) / McNamara, Danielle (Committee member) / Nelson, Brian (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2013
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Description
As many as one-third of OEF/OIF soldiers and combat veterans may be struggling with less visible psychological injuries. Military/veteran students may face heightened difficulties as they are not only adjusting to civilian life but also transitioning to college life. University administrators and staff have been charged to address their transitional

As many as one-third of OEF/OIF soldiers and combat veterans may be struggling with less visible psychological injuries. Military/veteran students may face heightened difficulties as they are not only adjusting to civilian life but also transitioning to college life. University administrators and staff have been charged to address their transitional needs and to promote their academic success. Despite significant influx in enrollment with the passing of the Post-9/11 GI Bill, research on OEF/OIF service members and veterans in higher education remains limited. Utilizing self-report measures, the current study examined the psychosocial functioning of 323 military/veteran students enrolled at Arizona State University who served at least one combat deployment as part of OEF/OIF. The study further investigated whether enlisting for educational benefits and utilizing campus programs/services were associated with more positive academic persistence decisions. Participants were also asked to rate ASU's programming for military/veteran students as well as suggest campus programs/services to promote their academic success. More PTSD symptoms, depression, anxiety, and anger/aggression were found to be associated with less cultural congruity and lower perceived social support. Cultural congruity and social support were significant predictors of academic persistence decisions. Participants who reported utilizing more campus programs/services also tended to endorse more positive persistence decisions. No significant differences in persistence decisions were found between participants who enlisted in the military for education benefits and those who enlisted for non-educational reasons. Approximately two-thirds reported utilizing academic advising services and Veteran Benefits and Certifications. Library services, financial aid services, and ASU sporting events were the next most frequently utilized. More than 91% rated ASU's programming satisfactory or better. Over 71% of participants indicated that increasing recognition of their military experience would facilitate their academic success. Nearly 40% recommended a military/veteran student lounge and improvements to VA education benefits counseling. Another 30% recommended that ASU provide professional development for faculty/staff on military/veteran readjustment issues, improve the re-enrollment process following deployment/training, offer a veteran-specific orientation, and establish a department or center for military/veteran programming. Findings are discussed in light of Tinto's interactionist model of college student attrition, and implications for university mental health providers are presented.
ContributorsWeber, Dana Joy (Author) / Robinson Kurpius, Sharon E. (Thesis advisor) / Robinson Kurpius, Sharon (Committee member) / Roberts, Nicole (Committee member) / Homer, Judith (Committee member) / Arizona State University (Publisher)
Created2012
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Description
The purpose of this study was to evaluate whether five select scales of the MMPI-A (F, Scale 2, A-dep, A-lse, and A-aln) are predictive of a diagnosis of a major depressive episode according to the current DSM-IV-TR criteria. Participants were 90 girls and 58 boys in a clinical psychiatric setting.

The purpose of this study was to evaluate whether five select scales of the MMPI-A (F, Scale 2, A-dep, A-lse, and A-aln) are predictive of a diagnosis of a major depressive episode according to the current DSM-IV-TR criteria. Participants were 90 girls and 58 boys in a clinical psychiatric setting. The study examined two separate hypotheses across the five scales. The first set of hypotheses tested whether a significant T-score on each of the five scales would predict a diagnosis of a major depressive episode in clinical adolescents. The second set of hypotheses attempted to step away from the constraints of diagnostic and statistical cut-off criteria and evaluated the ability of discrete T-scores of the MMPI-A in predicting the number of symptoms of a major depressive episode in clinical adolescents. Results indicated that none of the five scales were predictive of a diagnosis of a major depressive disorder in clinical adolescents. All but one scale (Scale 2) was significant in its ability to predict the number of depressive symptoms in clinical adolescents. Implications of this study include the need for a better diagnostic criteria for adolescent depression as well as re-evaluating the cut-off criteria of scales on the MMPI-A. Directions for future research are also discussed.
ContributorsPham, Tuyen T (Author) / Claiborn, Charles D. (Thesis advisor) / Homer, Judith (Committee member) / Gerkin, Richard D. (Committee member) / Fair, Christine (Committee member) / Arizona State University (Publisher)
Created2010
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Description
Millions of people every day log onto their computers to play competitive games with others around the world. Each of these players has their own unique personality and their own reasons for playing. To explore the relationship between player personalities and gameplay, this study asked participants to report their Myers-Briggs

Millions of people every day log onto their computers to play competitive games with others around the world. Each of these players has their own unique personality and their own reasons for playing. To explore the relationship between player personalities and gameplay, this study asked participants to report their Myers-Briggs sixteen personality types and complete a survey that asked them questions about their behavior while games playing competitively online including their preferred in-game archetype and questions about how they interact with other players online. The survey also included the Grit Scale test, which which was intended to explore players' perseverance. Nearly 700 people participated in the study and all responses were analyzed based on their Myers-Briggs' personality type. While this study revealed that Myers-Briggs' personality type alone cannot determine a player's mindset while playing online, it was found to be an indicator of how they feel about socializing with others online. The implications of these results are discussed in this paper.
ContributorsKeyvani, Kurosh (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Abstract Chess has been a common research topic for expert-novice studies and thus for learning science as a whole because of its limited framework and longevity as a game. One factor is that chess studies are good at measuring how expert chess players use their memory and skills to approach

Abstract Chess has been a common research topic for expert-novice studies and thus for learning science as a whole because of its limited framework and longevity as a game. One factor is that chess studies are good at measuring how expert chess players use their memory and skills to approach a new chessboard con�guration. Studies have shown that chess skill is based on memory, speci�cally, "chunks" of chess piece positions that have been previously encountered by players. However, debate exists concerning how these chunks are constructed in players' memory. These chunks could be constructed by proximity of pieces on the chessboard as well as their precise location or constructed through attack-defense relations. The primary objective of this study is to support which one is more in line with chess players' actual chess abilities based off their memory, proximity or attack/defense. This study replicates and extends an experiment conducted by McGregor and Howe (2002), which explored the argument that pieces are primed more by attack and defense relations than by proximity. Like their study, the present study examined novice and expert chess players' response times for correct and error responses by showing slides of game configurations. In addition to these metrics, the present study also incorporated an eye-tracker to measure visual attention and EEG to measure affective and cognitive states. They were added to allow the comparison of subtle and unconscious behaviors of both novices and expert chess players. Overall, most McGregor and Howe's (2002) results were replicated supporting their theory on chess expertise. This included statistically significance for skill in the error rates with the mean error rates on the piece recognition tests were 70.1% for novices and 87.9% for experts, as well as significance for the two-way interaction for relatedness and proximity with error rates of 22.4% for unrelated/far, 18.8% for related/far, 15.8% for unrelated
ear, and 29.3% for related
ear. Unfortunately, there were no statistically significance for any of the response time effects, which McGregor and Howe found for the interaction between skill and proximity. Despite eye-tracking and EEG data not either support nor confirm McGregor and Howe's theory on how chess players memorize chessboard configurations, these metrics did help build a secondary theory on how novices typically rely on proximity to approach chess and new visual problems in general. This was exemplified by the statistically significant results for short-term excitement for the two-way interaction of skill and proximity, where the largest short-term excitement score was between novices on near proximity slides. This may indicate that novices, because they may lean toward using proximity to try to recall these pieces, experience a short burst of excitement when the pieces are close to each other because they are more likely to recall these configurations.
ContributorsSeto, Christian Paul (Author) / Atkinson, Robert (Thesis director) / Runger, George (Committee member) / Industrial, Systems (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
Description

Consumer automotive vehicles have been an essential part of daily life for many over several decades. Many people also find that the multimedia screens found in the center consoles of many modern vehicles are robust enough to complete a certain number of tasks, such as navigating to a destination, playing

Consumer automotive vehicles have been an essential part of daily life for many over several decades. Many people also find that the multimedia screens found in the center consoles of many modern vehicles are robust enough to complete a certain number of tasks, such as navigating to a destination, playing music, or taking a phone call. As a result, it is important for designers to look into their decisions and how they might affect the overall experience a person has while interacting with multimedia screen as they are driving a vehicle. This study aims to look into how existing design decisions present themselves in the multimedia screens of modern vehicles and which principles of design users favor when interacting with the systems. With 188 participants and three vehicles tested, including the 2019 Toyota Highlander equipped with native software, the 2019 Hyundai Sonata equipped with Android Auto, and the 2020 Hyundai Elantra equipped with Apple CarPlay, it was found that design principles found in Human Computer Interaction, such as Gestalt principles, are relevant in allowing for a more positive, enjoyable experience in completing tasks such as navigation, playing music, and taking a phone call.

ContributorsHwang, Jaesang (Author) / Atkinson, Robert (Thesis director) / Chavez Echeagaray, Maria Elena (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
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Description
Sociopolitical involvement has been previously shown to be associated with experiences of discrimination. Lesbian, gay, and bisexual (LGB) racial/ethnic minorities have faced multiple levels of discrimination from the mainstream community, racial/ethnic minority communities, and LGB communities. However, not many studies have investigated the association between intersectional forms of discrimination and

Sociopolitical involvement has been previously shown to be associated with experiences of discrimination. Lesbian, gay, and bisexual (LGB) racial/ethnic minorities have faced multiple levels of discrimination from the mainstream community, racial/ethnic minority communities, and LGB communities. However, not many studies have investigated the association between intersectional forms of discrimination and sociopolitical involvement. The present study examines differences in perceptions of racism in the LGB community, sociopolitical involvement in racial/ethnic communities, and sociopolitical involvement in LGB communities among LGB racial/ethnic minorities (N = 203, MAge = 27.25). The sample included 107 (52.7%) men and 96 (47.3%) women; 41 (20.2%) lesbians, 89 (43.8%) gay men, and 73 (36.0%) bisexuals; 47 (23.2%) African Americans, 50 (24.6%) Asian Americans, 64 (31.5%) Latinos/as, and 42 (20.7%) from another race/ethnicity or mixed race. This study also looks at the association between perceptions of racism in the LGB community and sociopolitical involvement in racial/ethnic communities and/or LGB communities. Asian American participants reported perceiving higher levels of racism in the LGB community than Latino/a participants. No other differences in perceptions of racism in the LGB community were found between sexual orientation or by racial/ethnic group. No differences between racial/ethnic group or sexual orientations were found in sociopolitical involvement in racial/ethnic or LGB communities. When controlling for sexual orientation, gender, and race/ethnicity, perceptions of racism in the LGB community predicted sociopolitical involvement in racial/ethnic and LGB communities. By exploring correlates of discrimination from an intersectional perspective, this study provides a better understanding of the experiences of LGB racial/ethnic minorities.
ContributorsVanDaalen, Rachel (Author) / Santos, Carlos (Thesis advisor) / Homer, Judith (Committee member) / Tracey, Terence (Committee member) / Arizona State University (Publisher)
Created2016