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BEHAV: A Behavioral-Pattern Six-Dimensional Framework

Authors: Adam Hafez, Zat+ Research Team Version: 1.0.0 — DRAFT


Abstract

BEHAV targets behavioral-pattern instruments (eating, sleep, sexual, exercise, screen-use) where the construct of interest is observable behavior frequency rather than internal symptom burden. Companions: EAT-26, SCOFF, EDE-QS, ISI, PSQI, FSFI, BSMAS, SAS-SV.


1. Background & Gaps

Behavioral disorders (eating, sleep, sex) involve frequency, control, and consequence dimensions distinct from mood/anxiety. Standard scales output severity bands but miss the cyclical-pattern temporal dimension (binge-restrict cycles, sleep-debt accumulation, hyperexual-asexual cycling). BEHAV adds explicit cycle/severity/control axes.


2. Specification

2.1 Dimensions

CodeNameDirectionOperationalization
BBurden (frequency)deficitHow often the behavior happens
EEffect (functional impact)deficitDisruption to life roles
HHabit-strength (compulsion)deficitDifficulty stopping / cravings
AAwarenessstrengthInsight into the pattern
VVariation (cyclicity)deficitCycle amplitude — binge/restrict, hyper/hypo

5 letters. 6th = R (Recovery resources / strengths) added for parity with other frameworks. Acronym: BEHAVR.

2.2 Composite Index

BEHAV_Index = round(
  (100 − B) × 0.18 +
  (100 − E) × 0.20 +
  (100 − H) × 0.18 +
        A   × 0.16 +
  (100 − V) × 0.14 +
        R   × 0.14
)

2.3 Norms

EAT-26 cutoff ≥ 20 for eating disorder risk (Garner et al. 1982). ISI cutoff ≥ 15 for clinical insomnia (Morin et al. 2011). BSMAS cutoff ≥ 19 for problematic social media use (Andreassen et al. 2017).


3. Comparison

PropertyDSM-5 behavioralEAT-26 aloneISI aloneBEHAV
Frequency captured
Cyclicitypartial
Awareness/insight
Recovery resources
Cross-behavior unifiedn/an/a

References

  1. Garner, D. M., et al. (1982). The Eating Attitudes Test (EAT-26). Psychol Med, 12(4), 871-878.
  2. Morin, C. M., et al. (2011). The Insomnia Severity Index. Sleep, 34(5), 601-608.
  3. Andreassen, C. S., et al. (2017). The relationship between addictive use of social media and video games and symptoms of psychiatric disorders. Addict Behav, 64, 287-293.