Beyond “Concentration Difficulties”: Probing Attention Impairments in Depression and Anxiety Across Multiple Units of Analysis

2020 ◽  
Vol 87 (9) ◽  
pp. S124
Author(s):  
Arielle Keller ◽  
Bailey Holt-Gosselin ◽  
Ruth Ling ◽  
Leanne M. Williams
2021 ◽  
pp. 1-14
Author(s):  
T.G. Vargas ◽  
V.A. Mittal

Abstract Discrimination has been associated with adverse mental health outcomes, though it is unclear how early in life this association becomes apparent. Implicit emotion regulation, developing during childhood, is a foundational skill tied to a range of outcomes. Implicit emotion regulation has yet to be tested as an associated process for mental illness symptoms that can often emerge during this sensitive developmental period. Youth aged 9–11 were recruited for the Adolescent Brain Cognitive Development (ABCD) study. Associations between psychotic-like experiences, depressive symptoms, and total discrimination (due to race, ethnicity, nationality, weight, or sexual minority status) were tested, as well as associations with implicit emotion regulation measures (emotional updating working memory and inhibitory control). Analyses examined whether associations with symptoms were mediated by implicit emotion regulation. Discrimination related to decreased implicit emotion regulation performance, and increased endorsement of depressive symptoms and psychotic-like experiences. Emotional updating working memory performance partially mediated the association between discrimination and psychotic-like experiences, while emotional inhibitory control did not. Discrimination and implicit emotion regulation could serve as putative transdiagnostic markers of vulnerability. Results support the utility of using multiple units of analysis to improve understanding of complex emerging neurocognitive functions and developmentally sensitive periods.


Author(s):  
Dian Pratiwi ◽  
Dwi Martani

The Audit Board of the Republic of Indonesia (BPK) had findings on tax receivables in the last seven years, indicate that the DGT has not managed tax receivables properly. This study aims to analyze problems in the administration of tax receivables at DGT, benchmarking with other countries, and provide suggestions to solve these problems. This study uses a qualitative method with case studies at the DGT and some other tax authorities as multiple units of analysis. Data collection are carried out through interviews and documentation. The results show several problems in the administration of tax receivables at DGT that lead to the system, Taxpayer Account application, regulation, human resource, and exchange of information. Some suggested solutions to solve these problems are integrating existing systems in DGT, developing Taxpayer Accounts, improving the quality of human resources and conducting regular supervision, revised PER-08/PJ./2009 and affirming rules for DGT's recurring business processes, and building a data exchange system between the DGT and the Tax Court as well as the DGT and Directorate General of the Treasury


Author(s):  
Jeffrey J. Reuer ◽  
Sharon F. Matusik ◽  
Jessica Jones

The role of collaboration in entrepreneurship spans across different contexts, varied theoretical perspectives, and multiple units of analysis. This chapter introduces The Oxford Handbook of Entrepreneurship and Collaboration with an overview of the important role that collaboration plays in value creation, resource acquisition, and the development of entrepreneurial ventures. It is organized in two ways. First, the chapter summarizes each chapter to direct readers to the material of greatest relevance and interest to them. Second, it identifies important research questions to further push connections between the fields of entrepreneurship and interorganizational collaboration.


2010 ◽  
pp. 213-226 ◽  
Author(s):  
Tim Marsh

Serious gaming environments provide the potential to create player activities and opportunities to design for experience. A flexible, powerful and rich way to create, represent and characterize player activities in serious games is through scenarios. Scenarios are stories: they are realized through text descriptions and supporting artwork such as storyboards and sketches. In this way, they illustrate a game’s scenes, settings, circumstances and situations, as well as the possible future sequence or choice of events that make-up a game’s narrative flow. While the flexibility of scenarios makes them useful for describing player activities, the lack of tools and methodologies to guide their design may lead to the use of ad hoc non-standardized language. Borrowing from film, HCI, and activity theory, this chapter describes a hierarchical activity-based framework that on the one hand is sufficiently flexible to support the design and development of scenarios at any level of complexity, while on the other hand provides a standard template and language with which to frame scenarios in serious game design. The proposed framework provides a way to bridge the gaps between design, development, and implementation of serious games. In addition, it incorporates a multi-level structure providing multiple units of analysis (a variable lens) for analyzing learning from objectives to goals and subgoals.


2021 ◽  
Vol 298 ◽  
pp. 113786
Author(s):  
Brian C. Kavanaugh ◽  
Alexa Fryc ◽  
Simona Temereanca ◽  
Eric Tirrell ◽  
Lindsay Oberman ◽  
...  

2014 ◽  
Vol 35 (3) ◽  
pp. 137-143 ◽  
Author(s):  
Lindsay M. Niccolai ◽  
Thomas Holtgraves

This research examined differences in the perception of emotion words as a function of individual differences in subclinical levels of depression and anxiety. Participants completed measures of depression and anxiety and performed a lexical decision task for words varying in affective valence (but equated for arousal) that were presented briefly to the right or left visual field. Participants with a lower level of depression demonstrated hemispheric asymmetry with a bias toward words presented to the left hemisphere, but participants with a higher level of depression displayed no hemispheric differences. Participants with a lower level of depression also demonstrated a bias toward positive words, a pattern that did not occur for participants with a higher level of depression. A similar pattern occurred for anxiety. Overall, this study demonstrates how variability in levels of depression and anxiety can influence the perception of emotion words, with patterns that are consistent with past research.


2008 ◽  
Vol 24 (1) ◽  
pp. 22-26 ◽  
Author(s):  
Brian E. McGuire ◽  
Michael J. Hogan ◽  
Todd G. Morrison

Abstract. Objective: To factor analyze the Pain Patient Profile questionnaire (P3; Tollison & Langley, 1995 ), a self-report measure of emotional distress in respondents with chronic pain. Method: An unweighted least squares factor analysis with oblique rotation was conducted on the P3 scores of 160 pain patients to look for evidence of three distinct factors (i.e., Depression, Anxiety, and Somatization). Results: Fit indices suggested that three distinct factors, accounting for 32.1%, 7.0%, and 5.5% of the shared variance, provided an adequate representation of the data. However, inspection of item groupings revealed that this structure did not map onto the Depression, Anxiety, and Somatization division purportedly represented by the P3. Further, when the analysis was re-run, eliminating items that failed to meet salience criteria, a two-factor solution emerged, with Factor 1 representing a mixture of Depression and Anxiety items and Factor 2 denoting Somatization. Each of these factors correlated significantly with a subsample's assessment of pain intensity. Conclusion: Results were not congruent with the P3's suggested tripartite model of pain experience and indicate that modifications to the scale may be required.


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