Maladaptive Beliefs of Young Adults in Interpersonal Relationships: A Systematic Literature Review

2021 ◽  
pp. 152483802110386
Author(s):  
Garcia Eduardo Araújo ◽  
Olga Souza Cruz ◽  
Diana Moreira

Beliefs that are too rigid and misadjusted may legitimize interpersonal relationships marked by verbal, physical, or sexual violence. A systematic literature review was performed to identify the existence of maladaptive beliefs (MBs) in interpersonal relationships of young adults and their association with problematic behaviors. Following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, studies were obtained through a search in multiple databases: EBSCOhost, PubMed, and Web of Science. Of the 1,280 articles retrieved, 42 were retained for further analysis and 15 were considered eligible for inclusion. In addition, seven studies were added through manual search, leading to a final sample of 15 articles, published between 1964 and 2021. Only empirical studies with quantitative methodologies were included. Objectives, sample (age in years), sample type, country of origin of studies, instruments, control group, and results and main conclusions were extracted from each study. Results suggest the existence of MBs that may legitimize antisocial behavior and violence, whether physical, sexual, gender, domestic, or in intimate relationships. Some intervention programs were also identified, with different approaches with a reasonable degree of efficacy in changing these beliefs or in reducing the rates of recidivism by the aggressors.

2019 ◽  
Vol 24 (4) ◽  
pp. 312-321 ◽  
Author(s):  
Diana Moreira ◽  
Fernando Barbosa

Abstract. Delay discounting (DD) is the process of devaluing results that happen in the future. With this review, we intend to identify specificities in the processes of DD in impulsive behavior. Studies were retrieved from multiple literature databases, through rigorous criteria (we included systematic reviews and empirical studies with adult human subjects), following the procedures of the Cochrane Collaboration initiative. Of the 174 documents obtained, 19 were considered eligible for inclusion and were retained for in-depth analysis. In addition, 13 studies from the manual search were included. Thus, a total of 32 studies were selected for review. The objectives/hypotheses, results, and the main conclusion(s) were extracted from each study. Results show that people with pronounced traits of impulsivity discount rewards more markedly, that is, they prefer immediate rewards, though of less value, or postponed losses, even though they worsen in the future. Taken together, the existing data suggest the importance of inserting DD as a tool for initial assessment in conjunction with measures of addiction and stress level, as well as the consideration of new therapies.


Author(s):  
Florentine U. Salmony ◽  
Dominik K. Kanbach

AbstractThe personality traits that define entrepreneurs have been of significant interest to academic research for several decades. However, previous studies have used vastly different definitions of the term “entrepreneur”, meaning their subjects have ranged from rural farmers to tech-industry start-up founders. Consequently, most research has investigated disparate sub-types of entrepreneurs, which may not allow for inferences to be made regarding the general entrepreneurial population. Despite this, studies have frequently extrapolated results from narrow sub-types to entrepreneurs in general. This variation in entrepreneur samples reduces the comparability of empirical studies and calls into question the reviews that pool results without systematic differentiation between sub-types. The present study offers a novel account by differentiating between the definitions of “entrepreneur” used in studies on entrepreneurs’ personality traits. We conduct a systematic literature review across 95 studies from 1985 to 2020. We uncover three main themes across the previous studies. First, previous research applied a wide range of definitions of the term “entrepreneur”. Second, we identify several inconsistent findings across studies, which may at least partially be due to the use of heterogeneous entrepreneur samples. Third, the few studies that distinguished between various types of entrepreneurs revealed differences between them. Our systematic differentiation between entrepreneur sub-types and our research integration offer a novel perspective that has, to date, been widely neglected in academic research. Future research should use clearly defined entrepreneurial samples and conduct more systematic investigations into the differences between entrepreneur sub-types.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Chiara Oppi ◽  
Cristina Campanale ◽  
Lino Cinquini

PurposeThis paper presents a systematic literature review aiming at analysing how research has addressed performance measurement systems’ (PMSs) ambiguities in the public sector. This paper embraces the ambiguity perspective that PMSs in public sector coexist with and cope with existing ambiguities.Design/methodology/approachThe authors conducted a literature review in Scopus and ScienceDirect, considering articles published since 1985, and the authors selected articles published in the journals included in the Association of Business Schools' Academic Journal Guide (Chartered ABS, 2018). Of the 1,278 abstracts that matched the study’s search criteria, the authors selected 131 articles for full reading and 37 articles for the final discussion.FindingsThe study's key findings concern the elements of ambiguity in PMSs discussed in the literature. The study’s results suggest that ambiguity is still a relevant problem in performance measurement, as a problem that is impossible to be solved and therefore needs to be better understood by researchers and public managers. The analysis allows us to summarize the antecedents and consequences of ambiguity in the public sector.Research limitations/implicationsThe key findings of the study concern the main sources of ambiguity in PMSs discussed in the literature, their antecedents and their consequences. The study results suggest that ambiguity exists in performance measurement and that is an issue to be handled with various strategies that can be implemented by managers and employees.Practical implicationsManagers and researchers may benefit from this research as it may represent a guideline to understand ambiguities in their organizations or in field research. Researchers may also benefit from a summary list of the key issues that have been analysed in the empirical cases provided by this research. Social implicationsThis research may provide insights to limit ambiguity and thus contribute to improve performance measurement in the public sector.Originality/valueThis research presents a comprehensive review on the topic. It provides insight that suggests what future research should attend to in helping to interpret ambiguity, considering also what should be done to influence ambiguity.


2021 ◽  
Author(s):  
Michael Christian Leitner ◽  
Frank Daumann ◽  
Florian Follert ◽  
Fabio Richlan

The phenomenon of home advantage (or home bias) is well-analyzed in the scientific literature and is traditionally an interdisciplinary topic. Current theorizing views the fans as a crucial factor influencing the outcome of a football (a.k.a. soccer) game, as the crowd influences the behavior of the players and officials involved in the game through social pressure. So far, the phenomenon has been difficult to study because, although there have always been single matches where the spectators were excluded, this never happened globally to all teams within a league or even across leagues. From an empirical perspective, the situation with COVID-19 governmental measures, especially the ban of fans from stadiums all over the world, can be interpreted as a “natural experiment” and analyzed accordingly. Thus, several studies examined the influence of supporters by comparing matches before the COVID-19 restrictions with so-called ghost games during the pandemic. To synthesize the existing knowledge after over a year of ghost games and to offer the scientific community and other stakeholders an overview regarding the numerous studies, we provide a systematic literature review that summarizes the main findings of empirical studies and discusses the results accordingly. Our findings - based on 16 studies - indicate that ghost games have a considerable impact on the phenomenon of home advantage. No study found an increased home advantage in ghost games. Rather, our results show that 13 (from 16 included) analyzed studies conclude – based on their individually analyzed data – a more or less significant decrease of home advantage in ghost games. We conclude that our findings are highly relevant from a both socio-economic and behavioral perspective and highlight the indirect and direct influence of spectators and fans on football. Our results have – besides for the scientific community – a high importance for sports and team managers, media executives, fan representatives and other responsible.


2018 ◽  
Vol 24 (4) ◽  
pp. 900-922 ◽  
Author(s):  
Malte Thiede ◽  
Daniel Fuerstenau ◽  
Ana Paula Bezerra Barquet

Purpose The purpose of this paper is to review empirical studies on process mining in order to understand its use by organizations. The paper further aims to outline future research opportunities. Design/methodology/approach The authors propose a classification model that combines core conceptual elements of process mining with prior models from technology classification from the enterprise resource planning and business intelligence field. The model incorporates an organizational usage, a system-orientation and service nature, adding a focus on physical services. The application is based on a systematic literature review of 144 research papers. Findings The results show that, thus far, the literature has been chiefly concerned with realization of single business process management systems in single organizations. The authors conclude that cross-system or cross-organizational process mining is underrepresented in the ISR, as is the analysis of physical services. Practical implications Process mining researchers have paid little attention to utilizing complex use cases and mining mixed physical-digital services. Practitioners should work closely with academics to overcome these knowledge gaps. Only then will process mining be on the cusp of becoming a technology that allows new insights into customer processes by supplying business operations with valuable and detailed information. Originality/value Despite the scientific interest in process mining, particularly scant attention has been given by researchers to investigating its use in relatively complex scenarios, e.g., cross-system and cross-organizational process mining. Furthermore, coverage on the use of process mining from a service perspective is limited, which fails to reflect the marketing and business context of most contemporary organizations, wherein the importance of such scenarios is widely acknowledged. The small number of studies encountered may be due to a lack of knowledge about the potential of such scenarios as well as successful examples, a situation the authors seek to remedy with this study.


Author(s):  
Jéssica David Dias ◽  
Aline Natalia Domingues ◽  
Chris Mayara Tibes ◽  
Silvia Helena Zem-Mascarenhas ◽  
Luciana Mara Monti Fonseca

ABSTRACT Objectives: to identify in the literature the efficacy of serious games to improve knowledge for and/or behavioral changes among overweight or obese children. Method: Systematic Literature Review. The Cochrane Systematic Reviews Handbook was used. The studies were collected from the following databases: Public Medline; Web Of Science; Science Direct; Latin American and Caribbean Health Sciences Literature; and the Health Game Research and Cumulative Index to Nursing & Allied Health Literature. The descriptors were video games and obesity, while the key word was serious games. Inclusion criteria were: studies classified as Randomized Clinical Trials written in English, Spanish or Portuguese and in which children were the subjects of the study. Results: 2,722 studies were identified in the initial search and six studies remained in the final sample. The papers focused on encouraging behavioral changes in players, including physical exercise and improved eating habits. The studies report that serious games are a potential strategy to encourage positive coping with childhood obesity. Conclusion: research in this field is an expanding and promising strategy and serious games represent an alternative means to provide health education to children.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Arun Thirumalesh Madanaguli ◽  
Puneet Kaur ◽  
Stefano Bresciani ◽  
Amandeep Dhir

Purpose Entrepreneurship in the rural hospitality and tourism sector (RHT) has received wide attention in the past decade. However, a systematic review on this topic is currently lacking. This study aims to track the progress of the RHT and entrepreneurship literature by examining the various thematic research areas, identifying the research gaps and forecasting avenues of future research on the topic. Design/methodology/approach This paper catalogs and synthesizes the body of literature from the year 2000–2020 using a systematic literature review methodology. After discussing a brief history of RHT and entrepreneurship, the current study presents a review of 101 research articles. Findings The review highlights that RHT and entrepreneurship have received relatively limited attention from entrepreneurship journals. The content analysis revealed different gaps and limitations in the understanding of entrepreneurship in RHT, including a predominance of qualitative studies with limited theoretically-grounded and generalizable empirical studies. Furthermore, a high concentration of studies is from European countries. Six main thematic research areas were identified, namely, barriers and enablers, the roles of an entrepreneur, women in RHT, influencers of firm performance, innovation and value creation and methodological commonalities. The review also advances an RHT entrepreneurship ecosystem framework to summarize the findings. Originality/value Six promising research avenues are outlined based on the six themes identified. The suggested research questions draw from allied literature on small and medium businesses, innovation, women entrepreneurship and institutions to encourage the interdisciplinary cross-pollination of ideas. The findings are summarized in a novel research framework.


2021 ◽  
Author(s):  
Simon Warsinsky ◽  
Manuel Schmidt-Kraepelin ◽  
Sascha Rank ◽  
Scott Thiebes ◽  
Ali Sunyaev

BACKGROUND In healthcare, using game-based intervention approaches to increase motivation, engagement, and overall sustainability of health behaviors is steadily becoming more common. The most prevailing approaches for such game-based interventions in healthcare research are gamification and serious games. Various researchers have discussed substantial conceptual differences between these two concepts, supported by empirical studies showing differences in the effects on specific health behaviors. However, researchers also frequently report cases where terms related to these two concepts are used ambiguously or even interchangeably. It remains unclear to which extent existing healthcare research explicitly distinguishes between gamification and serious games and whether it draws on existing conceptual considerations in order to do so. OBJECTIVE Our study aims to address this lack of knowledge by capturing the current state of conceptualizations of gamification and serious games in healthcare research. Furthermore, we provide tools for researchers to disambiguate reporting on game-based interventions. METHODS We employed a 2-step research approach. First, we conducted a systematic literature review of 206 studies published in the Journal of Medical Internet Research and its sister journals containing terms related to either gamification, serious games, or both. We analyzed their conceptualizations of gamification and serious games, as well as distinctions between the two concepts. Second, based on the literature review findings, we developed a set of guidelines for researchers reporting on game-based interventions and evaluated them with a group of 7 experts from the field. RESULTS Our results show that less than half of concept mentions are accompanied by an explicit definition. For the distinction between the two concepts, we identified 4 common approaches: implicit distinction, synonymous use of terms, serious games as gamified systems, and distinction based on the full game dimension. Our Game-based Intervention Reporting Guidelines (GAMING) consist of 25 items grouped into 4 topics: (1) Conceptual Focus, (2) Contribution, (3) Mindfulness about Related Concepts, and (4) Individual Concept Definitions. CONCLUSIONS Conceptualizations of gamification and serious games in healthcare literature are strongly heterogeneous, leading to conceptual ambiguity. Following the GAMING guidelines can support authors in rigorous reporting on study results of game-based interventions.


2013 ◽  
pp. 160-181
Author(s):  
Razatulshima Ghazali ◽  
Nor Hidayati Zakaria

Activities related to Enterprise Systems (ES) are knowledge-intensive tasks, and the management of ES-related knowledge has received much attention in the Knowledge Management (KM) field. A systematic literature review of empirical studies of KM processes in the ES lifecycle identifies the KM processes most widely explored and the ES-related knowledge most often addressed. From 350 relevant book chapters, journal articles, and conference papers, 49 papers discuss KM processes in the ES lifecycle. The KM process that appears most often in studies of KM in the ES context is knowledge transfer/sharing. The type of ES-related knowledge most often studied in the literature is knowledge of the client organization.


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