The present study investigated the relationship among different kinds of immersive or involving activities: videogaming (VG), psychological absorption, and daydreaming styles. Involvement with VG was ascertained through a new measure, the Videogame Experience Questionnaire (VEQ). Participants (N = 74) also completed the Tellegen Absorption Scale and the Short Imaginal Processes Inventory. Factor analysis of the VEQ yielded four factors. Psychological absorption is not related to level of self-reported engagement in VG, but specific daydreaming styles are related to specific factors of the VEQ. Positive/constructive daydreaming is related to VG Engagement. Guilt/fear/failure daydreaming is related to Social/Emotional Interference from VG. Interference with performance of responsibilities attributed to VG is related to poor attentional control daydreaming. Implications of the findings are discussed.
6 February 2025 in Frontiers in Artificial Intelligence
Introduction: Artificial intelligence (AI) has tremendous potential for use in psychology. Among the many applications that may benefit from development of AI applications is narrative-personality assessment. Use of these tools and research methods is notably time-consuming and resource intensive. AI has potential to address these issues in ways that would greatly reduce clinician and researcher burden. Nonetheless, it is unclear if current AI models are sufficiently sophisticated to perform the complex downstream tasks, such as narrative assessment.Methodology: The purpose of this study is to explore if an expert-refined prompt generation process can enable AI-empowered chatbots to reliably and accurately rate narratives using the Social Cognition and Object Relations scales – Global Rating Method (SCORS-G). Experts generated prompt inputs by engaging in a detailed review of SCORS-G training materials. Prompts were then improved using an systematic process in which experts worked with Llama-2-70b to refine prompts. The utility of the prompts was then tested on two AI-empowered chatbots, ChatGPT-4 (OpenAI, 2023) and CLAUDE-2-100k, that were not used in the prompt refinement process.Results: Results showed that the refined prompts allowed chatbots to reliably rate narratives at the global level, though accuracy varied across subscales. Averaging ratings from two chatbots notably improved reliability for the global score and all subscale scores. Experimentation indicated that expert-refined prompts outperformed basic prompts regarding interrater reliability and absolute agreement with gold standard ratings. Only the expert-refined prompts were able to generate acceptable single-rater interrater reliability estimates.Discussion: Findings suggest that AI could significantly reduce the time and resource burdens on clinicians and researchers using narrative rating systems like the SCORS-G. Limitations and implications for future research are discussed.
1 January 2013 in Journal of Infant, Child, and Adolescent Psychotherapy
Professional and nonprofessional communities have raised numerous concerns about the potential deleterious effects modern technology can have upon children and adolescents. Although such concern is understandable, it is important for mental health professionals to be aware of their own resistances and fears about such technology. Modern technology, as do all technologies, holds the potential to disrupt established power relationships between the young and the not so young. This can be humbling at best. This article cautions those who work with children to be mindful that we risk overpathologizing children's investment in technology out of our fears of losing power and of our envy of the ever-expanding technological advantages the young enjoy and will continue to enjoy after we are gone. The better informed we become about the semantics and syntax of this new world, the better we can understand and communicate with the children we are entrusted to help.
Considering the continuing interest in the use of eye-tracking technology for study of the Rorschach response process, the present study examines the internal consistencies for several eye-tracking indices during Rorschach administration. Many experimental psychologists have recently maintained that researchers should be interested in and report the internal consistency statistics of performance measures, including eye tracking in order to improve effect size, the power of hypothesis testing, and the replicability of findings. In the current study, eye-tracking variables more relevant to understanding top–down (goal-driven) processes showed good-to-excellent internal consistencies, while variables largely affected by bottom–up (stimulus-driven) processes showed questionable or poor internal consistency. The current findings provide support for recent research strategies of utilizing protocol-level eye-tracking averages to link to Rorschach coding variables. In addition, the current study found differences across cards for the eye-tracking variables, showing medium-to-large effect sizes, which provides evidence for the stimulus pull of the cards for visual search strategies, including variables not previously used in Rorschach research.