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Abdullah Aktas,

Sefa Bulut

International Journal of Psychology and Counselling, Journal Year: 2021, Volume and Issue: Vol. 13(4), P. 92 - 99

Published: Oct. 1, 2021

Various studies claim that war has devastating effects on the psychological well-being of its victims. Such conflicts destroy not only cities and their infrastructure but also the established systems; such as the schooling system. In the wake of such destruction, millions of children are displaced and find themselves apart from their homes and their schools. Their attempts at accommodating themselves with the host communities are not easy, given the immense trauma they experienced. The resulting psychological and social problems make it more difficult for these children to fit in. The disruption to their education is yet another factor that affects …

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Maya Berger,

Aglaja Stirn,

Erich Kasten

International Journal of Psychology and Counselling, Journal Year: 2021, Volume and Issue: Vol. 13(4), P. 75 - 80

Created: Aug. 19, 2022

The term body integrity dysphoria (BID) describes a discrepancy between the actual anatomical body constitution and the mentally represented body of a physically impaired person, which is often experienced as chronically dysphoric as well as the resulting desire of the affected person to have a (permanent) physical impairment (amputation, paralysis, etc.) in order to complement their own “true” identity. In the present study, potentially relevant factors influencing the quality of life of BID sufferers in the context of their coming-out process were examined. A questionnaire survey was used to ask BID sufferers (N = 50) about the reactions of their …

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Reichrath Benedict,

Pietrowsky Reinhard

International Journal of Psychology and Counselling, Journal Year: 2022, Volume and Issue: Vol.14(2), P. 17 - 25

Published: May 31, 2022

In this study, the usability and applicability of a mindfulness based online administered gamified short-term intervention for people suffering from internet gaming disorder is investigated in a subclinical sample (N = 49). Within a four-week intervention program (Room2Respawn) participants were randomly allocated to a gamified condition (experimental) or a neutral condition (control). Participants were provided with three intervention sessions per week consisting of psychoeducation on internet gaming disorder and mindfulness-exercises. Most of the intervention content has been adopted from a group-therapy intervention to an online platform. The 39 participants who participated over the course of the whole intervention rated the …

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