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Publications (10 of 13) Show all publications
Vieira Pereira, H., Teixeira, D. S., Slawinska, M., Davis, P. A., López-Flores, M., Nyström, M., . . . Gomes, L. (2025). Physical activity promotion apps for adolescents. Narrative review of key behavior change techniques and central features. Retos: Nuevas Perspectivas de Educación Física, Deporte y Recreación, 65, 32-43
Open this publication in new window or tab >>Physical activity promotion apps for adolescents. Narrative review of key behavior change techniques and central features
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2025 (English)In: Retos: Nuevas Perspectivas de Educación Física, Deporte y Recreación, ISSN 1579-1726, E-ISSN 1988-2041, Vol. 65, p. 32-43Article, review/survey (Refereed) Published
Place, publisher, year, edition, pages
FEADEF, 2025
National Category
Psychology
Identifiers
urn:nbn:se:ltu:diva-111789 (URN)10.47197/retos.v65.110823 (DOI)2-s2.0-105001588321 (Scopus ID)
Note

Full text license: CC BY-NC-ND 4.0;

Available from: 2025-03-03 Created: 2025-03-03 Last updated: 2025-12-03Bibliographically approved
Sehlström, M., Körning-Ljungberg, J., Nyström, M. B. T. & Claeson, A.-S. (2025). Relations of personality factors and suitability ratings to Swedish military pilot education completion. International Journal of Selection and Assessment, 33(1), Article ID e12492.
Open this publication in new window or tab >>Relations of personality factors and suitability ratings to Swedish military pilot education completion
2025 (English)In: International Journal of Selection and Assessment, ISSN 0965-075X, E-ISSN 1468-2389, Vol. 33, no 1, article id e12492Article in journal (Refereed) Published
Abstract [en]

Improved understanding of what it takes to be a pilot is an ongoing effort within aviation. We used an exploratory approach to examine whether there are personality-related differences in who completes the Swedish military pilot education. Assessment records of 182 applicants, accepted to the education between the years of 2004 and 2020 were studied (Mean age 24, SD 4.2 96% men, 4% women). Discriminant analysis was used to explore which personality traits and suitability ratings might be related to education completion. Analysis included suitability assessments made by senior pilots and by a psychologist, a number of traits assessed by the same psychologist, as well as the Commander Trait Inventory (CTI). The resulting discriminant function was significant (Wilk's Lambda = 0.808, (20) = 32.817, p = .035) with a canonical correlation of 0.44. The model was able to classify 74.1% of sample cases correctly. The modeling suggests that senior pilot assessment and psychologist assessment both predict education completion. Also contributing were the traits energy, professional motivation, study forecast and leader potential.

Place, publisher, year, edition, pages
John Wiley & Sons, 2025
Keywords
aviation, education, military, personality, selection, suitability
National Category
Applied Psychology
Research subject
Psychology
Identifiers
urn:nbn:se:ltu:diva-108239 (URN)10.1111/ijsa.12492 (DOI)001258679700001 ()2-s2.0-85197380559 (Scopus ID)
Funder
Umeå UniversityVinnova, 202100‐2841Swedish Armed Forces
Note

Validerad;2024;Nivå 2;2024-12-05 (hanlid);

Full text license: CC BY;

Funder: SAAB;

Available from: 2024-07-01 Created: 2024-07-01 Last updated: 2025-10-21Bibliographically approved
Gomes, L., Teixeira, D., Slawinska, M., Davis, P., López-Flores, M., Nyström, M., . . . Pereira, H. (2024). Adolescents' Perspectives on Smartphone Applications for Physical Activity Promotion: Insights from Focus Group Discussions. Retos, 56, 85-94
Open this publication in new window or tab >>Adolescents' Perspectives on Smartphone Applications for Physical Activity Promotion: Insights from Focus Group Discussions
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2024 (English)In: Retos, ISSN 1579-1726, Vol. 56, p. 85-94Article in journal (Refereed) Published
Abstract [en]

Purpose: This study explores how children and adolescents perceive physical activity (PA) and PA apps. We aim to understand their perceptions, past experiences, and expectations of PA and PA apps. Methods: Participants (N=39) aged 11-15 from five European countries: Netherlands (NL), Poland (PL), Portugal (PT), Spain (ES), and Sweden (SWE) participated in the study. They provided insight regarding Behaviour Chance Techniques (BCTs) that enhance app engagement. Results: The results offer valuable insights for creating fun and engaging adolescent PA apps that meet diverse user preferences. They also provide invaluable guidance for designing PA apps that boost adolescents' enjoyment, fun, and engagement while considering a broad spectrum of user preferences. Key BCTs identified as significantly impacting app engagement included self-monitoring, rewards, feedback, social support, action planning, and reminders - preferences and suggestions varied by gender, age, and PA levels. Conclusions: Findings in the present study inform the MOVE4FUN project that contributes to understanding how BCTs promote sustained PA in adolescents. It underscores the pivotal role of personalised app design and a supportive climate in fulfilling individual needs and intrinsic goals. These insights contribute significantly to developing educational tools that encourage regular PA and nurture the holistic development of physically educated citizens.

Place, publisher, year, edition, pages
FEADEF, 2024
Keywords
Children and adolescents, Physical Activity, PA Apps, Behaviour Chance Techniques
National Category
Psychology
Research subject
Psychology
Identifiers
urn:nbn:se:ltu:diva-105337 (URN)10.47197/retos.v56.104357 (DOI)2-s2.0-85193968915 (Scopus ID)
Note

Validerad;2024;Nivå 1;2024-12-09 (sarsun);

Full text license: CC BY-NC-ND 4.0; 

Funder: Erasmus+ (101050871);

Available from: 2024-05-06 Created: 2024-05-06 Last updated: 2025-10-21Bibliographically approved
Olander, A., Wilhelmsson, J., Davis, P. A., Gomes, L., Pereira, H. V., Teixeira, D. S. & Nyström, M. B. T. (2024). An Exploration of Swedish Adolescents’ Experiences of Mobile Apps for Physical Activity. Psychological Topics, 33(1), 91-114
Open this publication in new window or tab >>An Exploration of Swedish Adolescents’ Experiences of Mobile Apps for Physical Activity
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2024 (English)In: Psychological Topics, ISSN 1332-0742, Vol. 33, no 1, p. 91-114Article in journal (Refereed) Published
Abstract [en]

Recent reports on children and adolescents’ physical activity indicate that approximately 80% do not meet the World Health Organisation’s recommended levels of physical activity. Childhood is a critical period of development; as such, it is important to prioritize health promotion in this phase of one’s life. Use of gamification in mobile apps has been shown to positively influence physical activity levels in children and adolescents. Inclusion of behaviour change techniques (BCTs) has been noted to increase the effect of health promoting interventions. Previous research highlights that children and adolescents find the BCTs of goal setting/planning, feedback, reward, self-monitoring, social comparison, and social support to be of interest. The aim of this study was to explore Swedish adolescents’ experience with physical activity and apps with a focus on the influence of BCTs. Three focus group interviews were undertaken with a total of 18 participants (11-15 years of age). The data were explored using reflective thematic analysis. In addition to the BCTs identified in previous research, participants in the present study indicated they were positive about mobile apps providing instruction on how to perform a behaviour, demonstration of the behaviour, and the influence of removal of reward. Other attractive features of physical activities apps included developing a streak, competition, and provision of an adequate level of challenge. The present study contributes to a deeper understanding of how BCTs and other features can be implemented in physical activity apps, where individualization and renewal appear to be more important than the actual content features. These findings are important for future work to create interventions that increase the level of physical activity among adolescents both in Sweden and other countries.

Place, publisher, year, edition, pages
University of Rijeka, Faculty of Humanities and Social Sciences, 2024
Keywords
children, youth, health promotion, behaviour change techniques, exercise
National Category
Public Health, Global Health and Social Medicine
Research subject
Psychology
Identifiers
urn:nbn:se:ltu:diva-105295 (URN)10.31820/pt.33.1.5 (DOI)001258859300006 ()2-s2.0-85192387724 (Scopus ID)
Note

Validerad;2024;Nivå 1;2024-08-05 (hanlid);

Full text license: CC BY-SA (License text: Psychological Topics is an Open Access journal. All articles are published Open Access, under a Creative Commons CC-BY-SA licence.)

Available from: 2024-04-30 Created: 2024-04-30 Last updated: 2025-10-21Bibliographically approved
Bäcklund, C., Eriksson Sörman, D., Röhlcke, S. & Nyström, M. B. T. (2024). Exploring the relationship between personality and gaming disorder symptoms in a sample of Dota 2 players. Current Psychology, 43(30), 24789-24798
Open this publication in new window or tab >>Exploring the relationship between personality and gaming disorder symptoms in a sample of Dota 2 players
2024 (English)In: Current Psychology, ISSN 1046-1310, E-ISSN 1936-4733, Vol. 43, no 30, p. 24789-24798Article in journal (Refereed) Published
Abstract [en]

This study explored the relationship between the big five personality traits and gaming disorder symptoms (GDS) in a sample of Dota 2 players. Recent research has indicated that the relationship between personality traits and GDS may depend on the video game genre investigated. However, the association between GDS and personality has yet to be investigated within a specific game, which may be even more relevant to explore as each game offers unique gameplay mechanics that can influence player behavior differently. Thus, the present study investigated the relationship between the big five personality traits and GDS in a sample of video game players from a specific game, DOTA 2 (n = 321, M = 23.25 years, SD = 4.51). Multiple linear regression was used to analyze GDS formatted as a composite score, and one-way Analysis of Variance (ANOVA) were further conducted for analyses in which gamers were classified into normal gamers (i.e., less than three criteria endorsed), moderate-risk gamers (i.e., four criteria endorsed), and high-risk gamers (i.e., all criteria endorsed). The analysis of the composite score showed a significant relationship between neuroticism, conscientiousness, agreeableness, and GDS. Analyses of the gaming classifications revealed that neuroticism was the most crucial factor concerning differentiating moderate-risk and high-risk from normal gamers. The findings and their practical implications are further discussed.

Place, publisher, year, edition, pages
Springer Nature, 2024
Keywords
Gaming disorder, Problematic gaming, Internet gaming disorder, Multiplayer Online Battle Arena, Personality, Video games
National Category
Psychiatry
Research subject
Psychology
Identifiers
urn:nbn:se:ltu:diva-107301 (URN)10.1007/s12144-024-06180-5 (DOI)001243288000007 ()2-s2.0-85195270696 (Scopus ID)
Note

Validerad;2024;Nivå 2;2024-09-20 (hanlid);

Full text license: CC BY;

A correction is available for this publication, please see: Bäcklund, C., Sörman, D.E., Röhlcke, S. et al. Correction to: Exploring the relationship between personality and gaming disorder symptoms in a sample of Dota 2 players. Curr Psychol 43, 24799 (2024). https://doi.org/10.1007/s12144-024-06251-7

Available from: 2024-06-18 Created: 2024-06-18 Last updated: 2025-10-21Bibliographically approved
Axelsson, S., Kihlberg, S., Davis, P. & Nyström, M. B. T. (2024). Psychotherapy students' experiences of supervisee-centred supervision based on deliberate practice, feedback-informed treatment and self-compassion. Counselling and Psychotherapy Research, 24(2), 719-733
Open this publication in new window or tab >>Psychotherapy students' experiences of supervisee-centred supervision based on deliberate practice, feedback-informed treatment and self-compassion
2024 (English)In: Counselling and Psychotherapy Research, ISSN 1473-3145, E-ISSN 1746-1405, Vol. 24, no 2, p. 719-733Article in journal (Refereed) Published
Abstract [en]

Objective: There are few methods that focus on therapists' experiences of supervision. To facilitate the development of psychologist students, a supervisee-centred supervision, based on deliberate practice, feedback informed treatment and self-compassion, was introduced.

Methods: This study examines six supervisees’ experiences of a supervisee-centred supervision. A semi- structured interview was used for the collection of the data, which identified two main themes: Learning and Development and five associated sub-themes: structure and purposesfulness, prerequisites, experience-based learning, therapeutic skills and personal development.

Conclusion: The experience- and feedback-based approach was perceived as efficient, structured and goal oriented. This created high-focused activity and participation, a strong group dynamic and a good alliance with the supervisors, providing a good climate for learning and development. Focusing on performance and feedback was perceived as a potential obstacle that could create stress and anxiety.

Place, publisher, year, edition, pages
John Wiley & Sons, 2024
Keywords
deliberate practice, feedback-informed treatment, self-compassion, supervision, therapy training
National Category
Applied Psychology
Research subject
Psychology
Identifiers
urn:nbn:se:ltu:diva-102514 (URN)10.1002/capr.12708 (DOI)001100471500001 ()2-s2.0-85176095362 (Scopus ID)
Note

Validerad;2024;Nivå 1;2024-04-23 (joosat);

Full text license: CC BY-NC

Available from: 2023-11-20 Created: 2023-11-20 Last updated: 2025-10-21Bibliographically approved
Ericsson, S., Öman Ekervhén, L., Nyström, M., Stenlund, T. & Davis, P. (2024). “There Is No Script”: Police Teachers’ Experiences of Training Investigative Interviewing. Journal of Police and Criminal Psychology, 39, 789-804
Open this publication in new window or tab >>“There Is No Script”: Police Teachers’ Experiences of Training Investigative Interviewing
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2024 (English)In: Journal of Police and Criminal Psychology, ISSN 0882-0783, E-ISSN 1936-6469, Vol. 39, p. 789-804Article in journal (Refereed) Published
Abstract [en]

Swedish police are implementing a new model for investigative interviewing. Previous research has highlighted that investigative interviewing is difficult to operationalize and teach to recruits. This study aimed to understand what Swedish police teachers value as important interpersonal skills for investigative interviewing as well as what strategies and struggles these teachers face when teaching recruits. Interviews were conducted with six experienced interviewing teachers at Swedish police training programs. Data were analyzed using thematic analysis. The teachers described that taking the interviewee’s perspective and accepting responsibility to build rapport, as well as social and situational flexibility were important skills for interviewers to process. When describing their strategies and struggles in teaching, the teachers described the need to bridge theory and practice, train flexibility through diverse scenarios, adjust to students’ social maturity and ability to self-reflect, and work with limited resources. This study also highlights how interviewing teachers express a need for adequate time and resources to be able to help recruits develop the necessary skills for interviewing.

Place, publisher, year, edition, pages
Springer Nature, 2024
Keywords
PEACE, Rapport, Flexibility, Pedagogy
National Category
Sociology (excluding Social Work, Social Psychology and Social Anthropology) Psychology (excluding Applied Psychology)
Research subject
Psychology
Identifiers
urn:nbn:se:ltu:diva-108425 (URN)10.1007/s11896-024-09692-9 (DOI)001275395000001 ()2-s2.0-85199375416 (Scopus ID)
Note

Validerad;2024;Nivå 1;2024-12-04 (signyg);

Fulltext license: CC BY

Available from: 2024-07-30 Created: 2024-07-30 Last updated: 2025-10-21Bibliographically approved
Mårs, T., Knight, C. J., Davis, L., Nyström, M. B. T. & Rouquette, O. Y. (2024). Understanding parental secure base support across youth sport contexts in Sweden. Psychology of Sport And Exercise, 73, Article ID 102658.
Open this publication in new window or tab >>Understanding parental secure base support across youth sport contexts in Sweden
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2024 (English)In: Psychology of Sport And Exercise, ISSN 1469-0292, E-ISSN 1878-5476, Vol. 73, article id 102658Article in journal (Refereed) Published
Abstract [en]

The notion of secure base explains how a child can grow and become independent through access to a significant other (i.e., parent) who is available, encouraging, and noninterfering. The purpose of the current study was to develop an understanding of parental secure base support within the context of youth sport in Sweden, with a specific focus on: (a) what parental behaviors constitute a secure base, and (b) how these behaviors differ across contexts (at home before and after sport, at practice and during competitions). An interpretive descriptive methodology (Thorne, 2016) was used. Interviews were conducted with 13 family triads (children aged 12-15 years) and 1 dyad living in Sweden. Analysis was conducted to illuminate associations, patterns, and relationships within the sample. Analysis led to the development of nine categories of parental behaviors that were perceived to underpin a secure base. Availability was seen to comprise physical presence and support provision, being responsive, and developing positive mental representations. Encouragement encompassed demonstrating that sport participation is valued, motivating to explore sporting endeavors, and reinforcing and rewarding persistence in sports. Interference was described as unrequested interference, requested interference, and intentionally constrained involvement. Additionally, influencing factors such as communication, family structure and culture, were identified. The findings provide an empirical illustration for several behaviors that have been perceived as positive in previous literature, as well as highlighting numerous further complexities, particularly as it relates to interference.

Place, publisher, year, edition, pages
Elsevier, 2024
Keywords
attachment theory, availability, encouragement, interference, sport
National Category
Sport and Fitness Sciences
Research subject
Psychology
Identifiers
urn:nbn:se:ltu:diva-105433 (URN)10.1016/j.psychsport.2024.102658 (DOI)001243236800001 ()38723755 (PubMedID)2-s2.0-85192761104 (Scopus ID)
Funder
Swedish National Centre for Research in Sports
Note

Validerad;2024;Nivå 2;2024-07-02 (hanlid);

Full text license: CC BY 4.0;

Funder: Umeå School of Sport Sciences (Idrottshögskolan - IH)

Available from: 2024-05-13 Created: 2024-05-13 Last updated: 2025-10-21Bibliographically approved
Jingili, N., Oyelere, S., Nyström, M. B. T. & Anyshchenko, L. (2023). A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression. Frontiers in Digital Health, 5, Article ID 1239435.
Open this publication in new window or tab >>A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression
2023 (English)In: Frontiers in Digital Health, E-ISSN 2673-253X, Vol. 5, article id 1239435Article in journal (Refereed) Published
Abstract [en]

This systematic review aims to assess the effectiveness of virtual reality (VR) and gamification interventions in addressing anxiety and depression. The review also seeks to identify gaps in the current VR treatment landscape and provide guidelines for future research and development. A systematic literature search was conducted using Scopus, Web of Science, and PubMed databases, focusing on studies that utilized VR and gamification technology to address anxiety and depression disorders. A total of 2,664 studies were initially identified, 15 of those studies fulfilled the inclusion criteria for this systematic review. The efficacy of VR in addressing anxiety and depression was evident across all included studies. However, the diversity among VR interventions highlights the need for further investigation. It is advised to incorporate more diverse participant samples and larger cohorts and explore a broader spectrum of therapeutic approaches within VR interventions for addressing anxiety and depression to enhance the credibility of future research. Additionally, conducting studies in varying socioeconomic contexts would contribute to a more comprehensive understanding of their real-world applicability.

Place, publisher, year, edition, pages
Frontiers Media S.A., 2023
Keywords
anxiety, depression, virtual reality, randomized controlled trials, mental health
National Category
Computer Sciences
Research subject
Pervasive Mobile Computing; Psychology
Identifiers
urn:nbn:se:ltu:diva-102337 (URN)10.3389/fdgth.2023.1239435 (DOI)001104959600001 ()38026832 (PubMedID)2-s2.0-85177470078 (Scopus ID)
Funder
Luleå University of Technology, Luleå LTU-3515-2022
Note

Validerad;2023;Nivå 2;2023-11-08 (joosat);

CC BY 4.0 License

Available from: 2023-11-08 Created: 2023-11-08 Last updated: 2025-10-21Bibliographically approved
Colombo, S., Hansson, P. & Nyström, M. B. .. (2023). Mining players’ experience in computer games: Immersion affects flow but not presence. Computers in Human Behavior Reports, 12, Article ID 100334.
Open this publication in new window or tab >>Mining players’ experience in computer games: Immersion affects flow but not presence
2023 (English)In: Computers in Human Behavior Reports, E-ISSN 2451-9588, Vol. 12, article id 100334Article in journal (Refereed) Published
Abstract [en]

Understanding how different levels of immersion influence the experiences of flow and presence can shed light on the intricate interplay between these constructs and provide valuable insights into the factors that contribute to engaging and immersive gameplay. The independent variable, immersion, was manipulated in three conditions (high, moderate, and low) in a between-subject design within the video game Minecraft. Participants were asked to complete 15 min of gameplay and then fill out the questionnaires concerning flow and presence. The experiment was conducted remotely on a video-sharing platform. Bayesian analysis revealed an effect of immersion level on flow, while no evidence of an effect was found for the experience of presence. This study provides evidence in favor of a relation between flow and immersion while supporting a presumed double dissociation of immersion from presence. Future research using a Bayesian approach is encouraged to build further knowledge on this research topic.

Place, publisher, year, edition, pages
Elsevier, 2023
Keywords
Computer games, Flow, Human-computer interaction, Immersion, Minecraft, Player experience, Presence
National Category
Human Computer Interaction
Research subject
Psychology
Identifiers
urn:nbn:se:ltu:diva-102694 (URN)10.1016/j.chbr.2023.100334 (DOI)001088268900001 ()2-s2.0-85172998051 (Scopus ID)
Note

Validerad;2023;Nivå 2;2023-11-23 (hanlid);

Full text license: CC BY-NC-ND

Available from: 2023-11-23 Created: 2023-11-23 Last updated: 2025-10-21Bibliographically approved
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ORCID iD: ORCID iD iconorcid.org/0000-0002-0536-2890

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