Background and aims. Tinder is a geo-located online dating application, which is present in almost 200 countries and has 10 million daily users. The aim of the present research was to investigate the ...motivational, personality, and basic psychological need-related background of problematic Tinder use.
Methods. After qualitative pretest and item construction, in Study 1 (N = 414), confirmatory factor analysis was conducted to corroborate the different motivational factors behind Tinder use. In Study 2 (N = 346), the associations between Big Five traits, Tinder motivations, and problematic Tinder use were examined with structural equation modeling (SEM). In Study 3 (N = 298), the potential role of general self-esteem, relatedness need satisfaction, and frustration in relation to Tinder-use motivations and problematic Tinder use was examined with SEM. Results. In Study 1, a 16-item first-order factor structure was identified with four motivational factors, such as sex, love, self-esteem enhancement, and boredom. In Study 2, problematic Tinder use was mainly related to using Tinder for self-esteem enhancement. The Big Five personality factors were only weakly related to the four motivations and to problematic Tinder use. Counterintuitively, Study 3 showed that instead of global self-esteem, relatedness need frustration was the strongest predictor of self-esteem enhancement Tinder-use motivation which, in turn, was the strongest predictor of problematic Tinder use.
Discussion. Four motivational factors were identified as predictors of problematic use with need frustration being a relevant background variable instead of general personality traits.
Correlations among distinct behaviors are foundational to personality science, but the field remains far from a consensus regarding the causes of such covariation. We advance a novel explanation for ...personality covariation, which views trait covariance as being shaped within a particular socioecology. We hypothesize that the degree of personality covariation observed within a society will be inversely related to the society’s socioecological complexity, that is, its diversity of social and occupational niches. Using personality survey data from participant samples in 55 nations (N = 17,637), we demonstrate that the Big Five dimensions are more strongly intercorrelated in less complex societies, where the complexity is indexed by nation-level measures of economic development, urbanization, and sectoral diversity. This inverse relationship is robust to control variables accounting for a number of methodological and response biases. Our findings support the socioecological complexity hypothesis and more generally bolster functionalist accounts of trait covariation.
The application of cloud-based simulators has increasing momentum in maritime education and training as a virtual platform for supplementing professional training with task-specific simulation-based ...learning. Congruent with traditional simulator technology and training methods, this new condition allows for asynchronous and unlimited simulator access where participation in training sessions is at the discretion of the trainee. Furthermore, this provides a learning environment that can have adaptive features to the trainee characteristics with selectable complexity levels, automated feedback, and automated performance assessment. With the advent of this emerging training technology, the organization of how training is deployed, the new roles and expectations for trainees and instructors, and the application of new data-driven analytics are not yet well understood. This paper employs a quasi-experimental study to investigate trainee
motivation
,
personality traits
, and
task performance
using a novel training design. The study was administered remotely to a sample (
N
= 18) of first-year maritime students who first completed a knowledge acquisition phase before conducting a skill acquisition phase with repeated simulator training of a procedural task, and finally a performance assessment of the simulator scenario. Data was collected from (1) a multiple-choice knowledge test, (2) a short-scaled Big Five Inventory, (3) the Motivated Strategies for Learning Questionnaire, and (4) programmed simulator metrics. Results indicate that
Extraversion
correlates with
motivation
and
self-efficacy
predicts training performance. No significant relationship between prior knowledge and the training performance was found. The results can provide knowledge for implementation and delivery of remote simulator training in maritime education and training, as well as other fields.
The purpose of this study was to evaluate the role of socially desirable responding in an item-pair measure of acquiescence from the Big Five Inventory. If both items in an item-pair have desirable ...content, the likelihood of agreeing with both items is increased, and consequently, the type of responding that would be taken to indicate acquiescence. In Study I, item content desirability was evaluated for each of the 32 items belonging to the item-pairs in two samples of 214 and 68 university students. The item-pair desirability was then correlated with the percentage of respondents who agreed with both items in a separate sample of 895 students. Results showed a substantial correlation between item-pairs' desirability and the percentage of estimated acquiescence, indicating an inflation of acquiescence when item-pairs have desirable content. The finding was further supported by Study II, in which acquiescence and item difficulty, assessed with cognitive interviews, were unrelated.
Methods for detecting socially desirable responding (SDR) differ in terms of ease of administration and may also differ in their capacity to capture SDR. Several methods have been used to capture ...desirable self-evaluations, among which are the better-than-average evaluation, fake-good instructions, social desirability scale value (SDSV) and the Marlowe-Crowne Social Desirability Short Form (MCSD-SF). The purpose of this research was to evaluate agreement between these methods in two studies, using personality items. Data for Study I was collected with internet surveys sent out to university students. The surveys contained a test of the better-than-average effect on the Big Five Inventory (BFI) items, the original BFI, the MCSD-SF, the BFI with fake-good instructions and instructions to evaluate the desirability (SDSV) of each BFI item. The findings suggest that three of the four methods capture socially desirable responding in personality items (fake-good, SDSV and MCSD-SF), with correlations between methods ranging between r = .80 and .98 (indicating high convergence between methods). However, the better-than-average manipulation did not produce more SDR indicating that it cannot be used to evaluate the desirability of item content. Study II was conducted to confirm the convergent validity of the remaining three methods (fake-good, SDSV and MCSD-SF). Results supported the convergent validity of the three methods with correlations between methods ranging between r = .84 and .98.
Introduction Subjective well-being (SWB) is a contributing factor for building resilience and a resource for positive outcomes, e.g. study achievement and work performance. Earlier studies have ...examined associations between and prospective effects of personality traits on SWB, but few addressed the role that SWB plays in formation of personality over time. The purpose of our study was to examine associations and prospective effects of SWB on personality traits and vice versa in a cohort sample of secondary school students in Sweden who completed self-reported measures of SWB and personality traits at baseline (N = 446, 76% females) and at 15-18 month follow-up (N = 283, 71% females). Methods SWB was defined and measured by the WHO-5 Well-being Index and the Satisfaction with Life Scale. The Big Five Inventory was used to measure personality traits. Autoregressive models were used to analyse associations and potential prospective effects of SWB on personality traits and vice versa. Results Low levels of neuroticism and high levels of extraversion, conscientiousness and agreeableness were associated with high levels of SWB at baseline and follow-up. The association between SWB and neuroticism was notably strong. We found high statistically significant rank order stability across the two time points for all measures of personality traits with stability effects, derived from the autoregressive models, ranging from .199 for extraversion to .440 for neuroticism. Stability for SWB was statistically significant across the two time points and ranged from .182 for well-being to .353 for life satisfaction. SWB had a prospective effect on agreeableness only. None of the personality traits had any significant prospective effects on SWB. Conclusions The present findings indicate that although correlated, bidirectional prospective effects between personality traits and SWB could not be confirmed. Neuroticism displayed the strongest negative association with adolescents' SWB. Schools are an appropriate setting to improve well-being, and allocating resources that reduce neuroticism is crucial, including structural interventions, policies for healthy school settings and teaching emotional regulation techniques. Keywords: Subjective well-being (SWB), Satisfaction with life scale (SWLS), WHO-5 well-being index (WHO-5), Big five inventory (BFI), Positive mental health, Young people
With the advancement of technology, the handheld devices equipped with various sensors are playing vital role in video game sector. In serious games where the goal is beyond entertainment, handheld ...devices act as an expedient medium. The accessibility of gaming has been leveraged enhancing its scope of application in various sectors including mental health. Qualitative analysis of gameplay experience is key to perpetuate the standard of game. While it comes to serious games, the impact of gameplay experience may significantly vary depending on the personality of the player. In serious games, where the primary goal is people's cognitive, social, motivational, and emotional enhancement, analyzing this differential impact is crucial. In this paper, we have presented an analysis of the differential impact of personality traits in serious gaming context. To conduct the experiment we have adopted our previously developed game Militant of the Maze (MoM) 38 that comprises one of the efficacious strategies of Cognitive Behavioral Therapy (CBT), Find alternative as underlying gameplay strategy, which is used to treat Obsessive Compulsive Disorder (OCD). After conducting a large-scale user experiment and statistical analysis we have demonstrated that individual PX can be significantly impacted by the player's personality trait in a serious gaming context, which may significantly impact the efficacy of the framework to treat neonle with OCD.
Cognitive Distortion, defined as erroneous and in-accurate thoughts 4 can cause fatal mental impairment. Identifying the presence of cognitive distortions is the fundamental initiative to treat ...mental health disorders such as anxiety and depression. As a consequence of COVID-19 and the other changes in social aspects, there is an escalation in the number of patients with mental illness. Although there are abundant effective psychotherapy strategies available, a substantial number of people avoid them due to misconceptions and stigma. Serious games can be a feasible solution to purvey mental healthcare to a significant percentage of people. The availability of smartphones unveils the opportunity to provide therapeutic facilities via digital gaming. Technology like Augmented Reality with its interactive features, has unlocked numerous opportunities in the mental health domain. In this paper, we have remodeled our previously proposed game, ARCoD, accessible on smartphones to measure Cognitive Distortions. We hypothesized that, through this game, it is possible to assess the level of 5 different Cognitive Distortions (Arbitrary Inference, Catastrophizing, Black and White Thinking, Emotional Reasoning, and Labeling) in an individual playing the game. The experimental outcome demonstrates that the level of Cognitive Distortions assessed from the game is exceedingly similar to the measurement accumulated from an established scale-Cognitive Distortion Scale (CDS).