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Changing electronic use behavior in adolescents while studying: An interventional psychology experiment

Kumar et al. | Mar 02, 2024

Changing electronic use behavior in adolescents while studying: An interventional psychology experiment
Image credit: RAMSHA ASAD

Here, the authors investigated the effects of an interventional psychology on the study habits of high school students specifically related to the use of electronic distractions such as social media or texting, listening to music, or watching TV. They reported varying degrees of success between the control and intervention groups, suggesting that the methods of habit-breaking for students merits further study.

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Determining the Effects of Voice Pitch on Adolescent Perception, Subconscious Bias, and Marketing Success Using Electroencephalography

Guan et al. | Apr 28, 2021

Determining the Effects of Voice Pitch on Adolescent Perception, Subconscious Bias, and Marketing Success Using Electroencephalography

Voice pitch affects perceived authoritativeness, competency, and leadership capacity. In this study, the authors suggest that examining certain measures of brain activity collected using an affordable EEG could predict advertising effectiveness, which may be invaluable in future neuromarketing research. Understanding voice pitch and other factors that cause implicit bias may allow significant advances in marketing, facilitating business success.

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The effects of social media on STEM identity in adolescent girls

Sreekanth et al. | Mar 11, 2024

The effects of social media on STEM identity in adolescent girls
Image credit: Diane Serik

Social media is widely used and easily accessible for adolescents, it has the potential to increase STEM (Science, Technology, Engineering, and Math) identity in girls. We aimed to investigate the effects of exposure to counter-stereotypical portrayals of women in STEM on social media on the STEM identity of adolescent girls. The study concluded that social media alone may not be an effective tool to increase STEM identity in girls. Social media can still be used as a complementary tool to support and encourage women in STEM, but it should not be relied upon solely to address the gender disparity in STEM fields.

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Reimagize – a digital card-based roleplaying game to improve adolescent girls’ body image

Kumar et al. | Oct 04, 2021

Reimagize – a digital card-based roleplaying game to improve adolescent girls’ body image

Reimagize, a role-playing with decision-making, was conjured, implementing social psychological concepts like counter-stereotyping and perspective-taking. As the game works implicitly to influence body image, it even counters image issues beyond personal body dissatisfaction. This study explored whether a digital role-playing card game, incorporating some of the most common prejudices of body image (like size prejudice, prejudices from the media, etc.) as identified by a digital survey/questionnaire completed by Indian girls aged 11-21, could counter these issues and reduce personal body dissatisfaction.

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The knowledge and perception of opioid abuse and its long-term effects among high schoolers

Shroff et al. | Nov 27, 2021

The knowledge and perception of opioid abuse and its long-term effects among high schoolers

Due to the susceptibility of adolescent age groups to opioid misuse, here the authors sought to determine if there was a difference in the perception and knowledge between 9th and 12th graders regarding the opioid crisis. An educational intervention trial was done with the 9th graders and surveys were used to identify its effects. Although the authors acknowledge a small sample size, their results suggest that their are gaps within the knowledge of adolescents in regards to opioid misuse and its long-term effects that could be addressed with further education.

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Extroverts as Materialists: Correlating Personality Traits, Materialism, and Spending Behavior

Jackson et al. | Feb 19, 2017

Extroverts as Materialists: Correlating Personality Traits, Materialism, and Spending Behavior

The authors investigated the relationship between personality traits and adolescent materialism, as well as how materialism relates to spending habits. Results indicate that extroversion was positively correlated with materialism, and that adolescents' purchases were affected by the purchasing behaviors of their friends or peers. Moreover, materialistic youth were more likely than non-materialistic youth to spend money on themselves when given a hypothetical windfall of $500.

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The Effect of Interactive Electronics Use on Psychological Well Being and Interpersonal Relationship Quality in Adults

Belkin et al. | Apr 19, 2018

The Effect of Interactive Electronics Use on Psychological Well Being and Interpersonal Relationship Quality in Adults

In recent years, usage of interactive electronic devices such as computers, smartphones, and tablets has increased dramatically. Many studies have examined the potential adverse effects of excessive usage of such devices on children and adolescents, but the effects on adults are not well understood. In this study, the authors examined the relationship between adult usage of interactive electronic devices and a variety of clinical measures of psychological well-being. They found that according to some metrics, higher usage of interactive electronic devices is associated with several adverse psychological outcomes, suggesting a need for more careful consideration of such usage patterns in clinical settings.

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Anonymity Reduces Generosity in High School Students

Vargas-Guerrero et al. | Nov 25, 2019

Anonymity Reduces Generosity in High School Students

The disinterested willingness a person has for helping others is known as altruism. But is this willingness to help others dependent on external factors that make you more or less inclined to be generous? We hypothesized that generosity in adolescents would depend on external factors and that these factors would change the amount of help given. To evaluate altruism and generosity, we conducted non-anonymous and anonymous variations of the dictator game and ultimatum game experiments and explored the role of anonymity, fairness, and reciprocity in high school students.

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