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1.
Psychiatry Investig ; 20(6): 531-540, 2023 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-37357669

RESUMO

OBJECTIVE: Problematic internet gaming in adolescents is associated with various negative outcomes, such as low self-esteem, depression, anxiety, and attention problems. We hypothesized that game coding education, by improving adolescents' self-esteem, would be more effective than game literacy education in mitigating problematic internet gaming. METHODS: A total of 126 adolescents who voluntarily applied for the game coding education and game literacy education program of the "Visiting Game Class" project operated by the Game Cultural Foundation participated in this study. We collected data on demographics, gaming patterns, and psychological status, including positive or negative perceptions of online games, depression, and anxiety. We designated those with scores higher than 40 on Young's Internet Addiction Scale as the "problematic internet gaming" group. RESULTS: Only game coding education was significantly effective in decreasing internet use, lowering depressive symptoms, and improving self-esteem. In the hierarchical logistic regression analysis, more frequent education time, coding education, stronger negative perceptions of gaming, and high self-esteem predicted decreased internet gaming among participants exhibiting problematic internet gameplay. CONCLUSION: Game coding education effectively mitigates problematic gaming by improving adolescents' self-esteem. Thus, it may be beneficial to increase education time and devise game education programs tailored to adolescents' psychological status.

2.
Front Public Health ; 9: 592770, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33718316

RESUMO

The purpose of this study was to compare the characteristics of suicide attempts by drug overdose between young people and adults, and evaluate the cost-effectiveness of a multi-disciplinary emergency consultation system (MECS) for suicide attempters with drug overdose. It was verified by comparing and analyzing data from June 1, 2017 to May 31, 2018 (before the MECS was implemented; pre-MECS), and from June 1, 2018 to May 31, 2019 (after the MECS was implemented; post-MECS). The data were retrospectively reviewed for a total of 251 such patients with suicide attempts by drug overdose who visited the emergency room of a university hospital in Seoul during the period. The young people group were shown to be more likely to use painkillers and less likely to use psychoactive drugs for a suicide attempt (p < 0.01), had more unplanned attempts than planned ones (p < 0.01), and had lower levels of intentionality for suicide (p = 0.04) and of suicide lethality (p = 0.02), compared to the adult group. We defined suicide attempts as being "serious" when there was both high intentionality and lethality. On this basis, the young people group had less serious suicide attempts, compared to the adult group (p = 0.02). Young people in the post-MECS group had lower intensive care unit (ICU) costs (p = 0.01) and lower costs in the 6-months after the suicide attempt (p = 0.02) compared to those in the pre-MECS group. Young people, both with serious (p < 0.01) and non-serious attempts (p < 0.01) in the post-MECS group had lower ICU costs compared to those in the pre-MECS group. Adults with non-serious attempts in the post-MECS group had lower ICU costs (p < 0.01) compared to those in the pre-MECS group. Therefore, it can be concluded that fast and precise cooperation from the multidisciplinary departments for patients who attempted suicide by drug overdose reduced unnecessary ICU treatment and costs, especially in young attempters and those with lower levels of intentionality and lethality.


Assuntos
Overdose de Drogas , Tentativa de Suicídio , Adolescente , Adulto , Análise Custo-Benefício , Overdose de Drogas/epidemiologia , Serviço Hospitalar de Emergência , Humanos , Encaminhamento e Consulta , Estudos Retrospectivos , Seul
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