- Effect of Cognitive Processing Style on Attentional Blink during Analogue Trauma
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Ye Ji Son, Yun-Kyeung Choi
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STRESS. 2024;32(1):38-45. Published online March 28, 2024
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DOI: https://doi.org/10.17547/kjsr.2024.32.1.38
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Abstract
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- Background
This study attempted to examine the impact of each cognitive processing style (bottom-up, top-down) on attention patterns following a traumatic experience by measuring attentional blink (AB).
Methods Participants were 37 university students with no direct experience of traffic accidents. They were randomly assigned to either a single-task (bottom-up processing) group or a dual-task (top-down processing) group, who performed the Rapid Serial Visual Presentation (RSVP) after watching an analogue trauma video. The correct response rate to target stimuli was then compared between groups based on stimulus type and stimulus presentation interval.
Results In the dual-task group, no significant differences were found. However, in the single-task group, a trend towards a decrease in the correct response rate to the target stimulus was observed 200 ms after the presentation of the traumatic stimulus (i.e., AB).
Conclusions This tendency can be explained by the phenomenon of automatic attentional capture by traumatic stimuli, suggesting a relationship between bottom-up processing and attentional bias.
- Efficacy of a Serious Game for Individuals with Interpersonal Trauma
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Hyae Young Yoon, Sang-Hyun Cho, Yun-Kyeung Choi
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STRESS. 2023;31(4):205-219. Published online December 28, 2023
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DOI: https://doi.org/10.17547/kjsr.2023.31.4.205
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Abstract
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- Background
This study aimed to develop a serious game for college students with interpersonal trauma to practice adopting an alternative perspective mentoring a game character with similar experiences.
Methods We recruited 44 college students with high levels of distress after experiencing interpersonal trauma. They were assigned to either the serious game+relaxation training (SG+RX, n=22) or the virtual reality+relaxation training condition (VR+RX, n=22). Cognitive, emotional, and self-efficacy aspects related to trauma were compared in both groups before and after treatment. In addition, interpersonal perceptions of "warmth, dominance, trust, and accessibility" for facial expressions of happiness, anger, and neutrality were compared in both groups before and after treatment.
Results Both groups showed positive changes in relaxation, post-traumatic cognition, and post-traumatic emotion after treatment. The SG+RX group showed greater increases in behavioral competence and confidence in the future and rated accessibility to angry/happy facial expressions higher than the VR+RX group.
Conclusions These findings suggest that an interactive serious game promoting empathy, coping skills, and an alternative perspective effects positive changes for individuals with interpersonal trauma.
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