scholarly journals What gaze adds to arrows: Changes in attentional response to gaze versus arrows in childhood and adolescence

Author(s):  
Belén Aranda‐Martín ◽  
María Ángeles Ballesteros‐Duperón ◽  
Juan Lupiáñez
2014 ◽  
Vol 21 (1) ◽  
pp. 29-37
Author(s):  
Siva priya Santhanam

Adults on the autism spectrum, despite having received intervention throughout their childhood and adolescence, continue to experience challenges with everyday social interactions, forming and maintaining relationships, and social abilities needed in work settings. This article presents a case example of a 22-year-old adult with Asperger syndrome, and highlights the issues in providing intervention for highly able young adults on the autism spectrum. A unique feature of this report is the inclusion of the client's own insights into his experiences, perspectives, and challenges with the intervention. The approaches used to address his social communication and organizational needs are outlined, and clinical implications discussed.


Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


Crisis ◽  
2014 ◽  
Vol 35 (5) ◽  
pp. 292-300 ◽  
Author(s):  
Rebecca Soole ◽  
Kairi Kõlves ◽  
Diego De Leo

Background: Suicide among children under the age of 15 years is a leading cause of death. Aims: The aim of the current study is to identify demographic, psychosocial, and psychiatric factors associated with child suicides. Method: Using external causes of deaths recorded in the Queensland Child Death Register, a case-control study design was applied. Cases were suicides of children (10–14 years) and adolescents (15–17 years); controls were other external causes of death in the same age band. Results: Between 2004 and 2012, 149 suicides were recorded: 34 of children aged 10–14 years and 115 of adolescents aged 15–17 years. The gender asymmetry was less evident in child suicides and suicides were significantly more prevalent in indigenous children. Children residing in remote areas were significantly more likely to die by suicide than other external causes compared with children in metropolitan areas. Types of precipitating events differed between children and adolescents, with children more likely to experience family problems. Disorders usually diagnosed during infancy, childhood, and adolescence (e.g., ADHD) were significantly more common among children compared with adolescents who died by suicide. Conclusion: Psychosocial and environmental aspects of children, in addition to mental health and behavioral difficulties, are important in the understanding of suicide in this age group and in the development of targeted suicide prevention.


1974 ◽  
Vol 19 (8) ◽  
pp. 633-633
Author(s):  
JEANNE HUMPHREY BLOCK

1960 ◽  
Vol 5 (6) ◽  
pp. 200-201
Author(s):  
IRWIN J. KNOPF

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