Crisis and Loss in the Social Experiences of Young Adults with Undiagnosed Personality Disorder

2012 ◽  
Vol 20 (2) ◽  
pp. 119-140
Author(s):  
Anthony Gilbert ◽  
Paul Farrand ◽  
Gloria Lankshear
2017 ◽  
Vol 33 (2) ◽  
pp. 123-128 ◽  
Author(s):  
Anne van Alebeek ◽  
Paul T. van der Heijden ◽  
Christel Hessels ◽  
Melissa S.Y. Thong ◽  
Marcel van Aken

Abstract. One of the most common personality disorders among adolescents and young adults is the Borderline Personality Disorder (BPD). The objective of current study was to assess three questionnaires that can reliably screen for BPD in adolescents and young adults (N = 53): the McLean Screening Instrument for BPD (MSI-BPD; Zanarini et al., 2003 ), the Personality Diagnostic Questionnaire 4th edition – BPD scale (PDQ-4 BPD; Hyler, 1994 ), and the SCID-II Patient Questionnaire – BPD scale (SCID-II-PQ BPD). The nine criteria of BPD according to the Diagnostic and Statistical Manual of Mental Disorders-IV (DSM-IV; APA, 1994 ) were measured with the Structural Clinical Interview for DSM-IV Axis II disorders – BPD scale (SCID-II; First, Spitzer, Gibbon, Williams, & Benjamin, 1995 ). Correlations between the questionnaires and the SCID-II were calculated. In addition, the sensitivity and specificity of the questionnaires were tested. All instruments predicted the BPD diagnosis equally well.


2010 ◽  
Vol 15 (2) ◽  
pp. 99-108 ◽  
Author(s):  
Christopher J. Ferguson ◽  
Stephanie M. Rueda

This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme (i.e., playing as a good character taking on evil), or a violent game in which they played as a “bad guy.” Results indicated that randomized video game play had no effect on aggressive behavior; real-life violent video game-playing history, however, was predictive of decreased hostile feelings and decreased depression following the frustration task. Results do not support a link between violent video games and aggressive behavior, but do suggest that violent games reduce depression and hostile feelings in players through mood management.


Author(s):  
Garima Sharma

This article explores the transition of youth from childcare institutions as young adults through the lens of youth identity and gender. The research revolves around rethinking the delicate boundaries of adolescence and adulthood for the ‘institutionalised’ youth that is already on the edge of the society. This research tries to understand and decode the experiences of youth, who have lived in the childcare institutions. The childcare institutions reinforce the gender roles through its practices and structure, enabling gaps and challenges for both male and female youth outside the childcare institutions. There is an absence of a strong mechanism, enabling the smooth transition of youth from childcare institutions to adulthood. This results in unprepared young adults for an unplanned transition, fostering several challenges on them as they exit the childcare system. This is a qualitative study. The research includes both male and female youth who have lived in childcare institutions situated in Delhi. The data was collected using semi-structured interviews with the youth. This study finds that youth leaving the childcare institutions are at higher risks of having negative adult outcomes in life. While there is an absolute absence of any body or mechanism to help the youth transit smoothly, childcare institutions reinforce the inferiority and exclusion on a child during the stay period, creating a foundation for youth to perceive the social factor outside the institutions.


2021 ◽  
pp. 205015792110050
Author(s):  
Sabrina Sobieraj ◽  
Lee Humphreys

Mobile dating apps like Tinder became very popular among young adults, and, in contrast to mobile dating websites, they were designed to create a more game-like experience. While it is well documented that seeking entertainment is one core motivation for mobile dating app use, the social nature of entertainment has garnered less attention. Therefore, in this paper we draw on research on entertainment in dating apps and the socio-physical contexts of use to identify patterned behaviors of heterosexual users. To do this, we employed a qualitative multi-phase research approach. First, we conducted 20 interviews with mobile dating app users. Based on the findings from that study, we conducted gender-specific focus groups and a discourse analysis to explore the social phenomena identified in phase one. Our findings suggest the fun of mobile dating is not just interacting with potential matches through the apps, but the use of the apps among one’s friends. These “dating games” are entertaining, but importantly mitigate potential social or physical risks of mobile dating. Unsurprisingly, notions of “play” across the interview, focus group, and discourse analyses reflect highly gendered practices surrounding mobile dating apps and different risks associated with such games.


Author(s):  
Julia Boog-Kaminski

Artikelbeginn:[English title and abstract below] Kaum eine Zeit steht so sehr für die sexuelle Befreiung und Sprengung familialer Strukturen wie die 1968er (vgl. Herzog 2005). Kaum ein Märchen steht in der psychoanalytischen Deutung so sehr für den sexuellen Reifungsprozess und das Unabhängigwerden eines Kindes wie Der Froschkönig. Der vorliegende Artikel greift diese Verbindung auf, da gerade während der 68er-Bewegung verschiedene Wasser- und Amphibienfiguren in der Kinder- und Jugendliteratur (KJL) vorkommen, die stark an die Motive des Märchens erinnern. Frogs and CucumbersTransformed Men in Children’s and Young Adult Literature Since 1968 In psychoanalysis, the fairy tale The Frog Prince has attracted much interest as a narrative of sexual liberation. Placing this motif at the heart of Nöstlinger’s and Pressler’s ›antiauthoritarian classics,‹ this article puts forward a new reading of literature for children and young adults. Through the ambiguity of the frog figure – oscillating between nature and culture, consciousness and unconsciousness – these books chronicle, in their own manner, the social transformation associated with 1968. They portray the emancipation movement as a hurtful and paradoxical process instead of one that reproduces the myth of linear progress.


2017 ◽  
Vol 85 ◽  
pp. 158-164 ◽  
Author(s):  
Marion Timmermann ◽  
Haang Jeung ◽  
Ruth Schmitt ◽  
Sabrina Boll ◽  
Christine M. Freitag ◽  
...  

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