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1.
J Pediatr Endocrinol Metab ; 36(4): 371-377, 2023 Apr 25.
Artigo em Inglês | MEDLINE | ID: mdl-36829271

RESUMO

OBJECTIVES: Epicardial adipose tissue (EAT) thickness, a novel marker of cardiovascular disease (CVD), is increased in children with a healthy weight and type 1 diabetes (T1D). The prevalence of obesity has increased in children with T1D and may confer additional CVD risk. The purpose of this study was to examine EAT thickness in youth with and without T1D in the setting of overweight/obesity. METHODS: Youth with overweight/obesity and T1D (n=38) or without T1D (n=34) between the ages of 6-18 years were included in this study. Echocardiogram using spectral and color flow Doppler was used to measure EAT and cardiac function. Waist circumference, blood pressure, and HbA1c, were used to calculate estimated glucose disposal rate (eGDR) to estimate insulin resistance in children with T1D. RESULTS: EAT thickness was not significantly different in youth with T1D compared to controls (2.10 ± 0.67 mm vs. 1.90 ± 0.59 mm, p=0.19). When groups were combined, EAT significantly correlated with age (r=0.449, p≤0.001), BMI (r=0.538, p≤0.001), waist circumference (r=0.552, p≤0.001), systolic BP (r=0.247, p=0.036), myocardial performance index (r=-0.287, p=0.015), ejection fraction (r=-0.442, p≤0.001), and cardiac output index (r=-0.306, p=0.009). In the group with T1D, diastolic BP (r=0.39, p=0.02) and eGDR (r=-0.48, p=0.002) correlated with EAT. CONCLUSIONS: EAT was associated with measures of adiposity and insulin resistance but does not differ by diabetes status among youth with overweight/obesity. These findings suggest that adiposity rather than glycemia is the main driver of EAT thickness among youth with T1D.


Assuntos
Doenças Cardiovasculares , Diabetes Mellitus Tipo 1 , Resistência à Insulina , Adolescente , Humanos , Criança , Diabetes Mellitus Tipo 1/complicações , Sobrepeso/complicações , Resistência à Insulina/fisiologia , Fatores de Risco , Obesidade/complicações , Glucose , Tecido Adiposo/diagnóstico por imagem , Pericárdio/diagnóstico por imagem
2.
Artigo em Inglês | MEDLINE | ID: mdl-32708906

RESUMO

First person shooter or action video games represent one of the most popular genres within the gaming industry. Studies reveal that action gaming experience leads to enhancements of visuo-spatial processing. In contrast, some correlational evidence reveals that experience with action video games may be associated with reduced proactive cognitive control. The two primary goals of the current study were to test the causal nature of the effect of action gaming on proactive cognitive control and to examine whether an increase in visuo-spatial processing and a decrease in proactive cognitive control arise from the same amount of experience playing an action video game. Participants completed tasks measuring visuo-spatial processing and cognitive control before and after 10 practice sessions involving one of three video games or were assigned to a no gaming experience control group. The data revealed the typical increase in visuo-spatial processing and a decrease in proactive, but not reactive, cognitive control following action game training. The sizes of these two training effects were similar in magnitude, but interpretation of the effects was constrained by baseline differences between the four groups of subjects. The possibility of a causal effect of action gaming on proactive cognitive control is interesting within the context of correlational evidence linking greater action gaming experience to reduced cognitive control, poor decision making, and increased impulsivity.


Assuntos
Processamento Espacial , Jogos de Vídeo , Cognição , Humanos , Comportamento Impulsivo
3.
Pers Soc Psychol Bull ; 43(7): 986-998, 2017 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-28903698

RESUMO

Cultural generality versus specificity of media violence effects on aggression was examined in seven countries (Australia, China, Croatia, Germany, Japan, Romania, the United States). Participants reported aggressive behaviors, media use habits, and several other known risk and protective factors for aggression. Across nations, exposure to violent screen media was positively associated with aggression. This effect was partially mediated by aggressive cognitions and empathy. The media violence effect on aggression remained significant even after statistically controlling a number of relevant risk and protective factors (e.g., abusive parenting, peer delinquency), and was similar in magnitude to effects of other risk factors. In support of the cumulative risk model, joint effects of different risk factors on aggressive behavior in each culture were larger than effects of any individual risk factor.


Assuntos
Agressão , Exposição à Violência , Meios de Comunicação de Massa , Adolescente , Adulto , Comparação Transcultural , Feminino , Humanos , Masculino , Fatores de Risco , Jogos de Vídeo , Adulto Jovem
4.
Aggress Behav ; 40(3): 197-203, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-24452487

RESUMO

Previous research has established media violence as a causal risk factor for aggressive behavior. Several theoretical mechanisms have been identified to explain this effect. The present study assessed 422 undergraduate students to test the possibility that individual differences in attention problems and impulsiveness can help explain the link between violent media and aggression. Attention problems and impulsiveness proved to be a distinct construct from other processes believed to mediate aggression (aggressive beliefs, aggression related schemata, trait anger, and trait hostility). Attention problems and impulsiveness were uniquely related to both media exposure (total weekly hours and violent content) and aggression. Attention problems and impulsiveness were particularly related to impulsive (as opposed to premeditated) aggression. These results suggest that attention problems and impulsiveness may play an important role in violent media effects on aggression.


Assuntos
Agressão/psicologia , Atenção/fisiologia , Comportamento Impulsivo/fisiologia , Meios de Comunicação de Massa , Violência/psicologia , Adulto , Ira , Transtorno do Deficit de Atenção com Hiperatividade/fisiopatologia , Feminino , Hostilidade , Humanos , Individualidade , Masculino , Personalidade/fisiologia , Adulto Jovem
5.
Psychol Sci ; 25(2): 358-68, 2014 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-24335350

RESUMO

Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediated by empathy and was similar across cultures. Study 2 explored longitudinal relations among prosocial-video-game use, violent-video-game use, empathy, and helping in a large sample of Singaporean children and adolescents measured three times across 2 years. Path analyses showed significant longitudinal effects of prosocial- and violent-video-game use on prosocial behavior through empathy. Latent-growth-curve modeling for the 2-year period revealed that change in video-game use significantly affected change in helping, and that this relationship was mediated by change in empathy.


Assuntos
Agressão/psicologia , Empatia/fisiologia , Comportamento de Ajuda , Mídias Sociais/estatística & dados numéricos , Jogos de Vídeo/psicologia , Violência/psicologia , Adulto , Comparação Transcultural , Humanos , Estudos Longitudinais , Masculino , Singapura , Adulto Jovem
6.
Pediatrics ; 126(2): 214-21, 2010 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-20603258

RESUMO

OBJECTIVES: Television viewing has been associated with greater subsequent attention problems in children. Few studies have examined the possibility of a similar association between video games and attention problems, and none of these has used a longitudinal design. METHODS: A sample of 1323 middle childhood participants were assessed during a 13-month period by parent- and child-reported television and video game exposure as well as teacher-reported attention problems. Another sample of 210 late adolescent/early adult participants provided self-reports of television exposure, video game exposure, and attention problems. RESULTS: Exposure to television and video games was associated with greater attention problems. The association of television and video games to attention problems in the middle childhood sample remained significant when earlier attention problems and gender were statistically controlled. The associations of screen media and attention problems were similar across media type (television or video games) and age (middle childhood or late adolescent/early adult). CONCLUSIONS: Viewing television and playing video games each are associated with increased subsequent attention problems in childhood. It seems that a similar association among television, video games, and attention problems exists in late adolescence and early adulthood. Research on potential risk factors for attention problems should be expanded to include video games in addition to television.


Assuntos
Transtorno do Deficit de Atenção com Hiperatividade/epidemiologia , Fixação Ocular , Estimulação Luminosa , Televisão , Jogos de Vídeo , Adolescente , Transtorno do Deficit de Atenção com Hiperatividade/diagnóstico , Criança , Transtornos Disruptivos, de Controle do Impulso e da Conduta/diagnóstico , Transtornos Disruptivos, de Controle do Impulso e da Conduta/epidemiologia , Feminino , Humanos , Masculino , Autoeficácia , Fatores de Tempo
7.
Psychol Bull ; 136(2): 151-73, 2010 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-20192553

RESUMO

Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes except physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f) sensitivity analyses. Social-cognitive models and cultural differences between Japan and Western countries were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome variables. The pattern of results for different outcomes and research designs (experimental, cross-sectional, longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to be robust, with little evidence of selection (publication) bias.


Assuntos
Agressão/psicologia , Empatia , Comportamento Social , Jogos de Vídeo/psicologia , Violência/psicologia , Adolescente , Comportamento do Adolescente/psicologia , Adulto , Afeto , Criança , Comportamento Infantil/psicologia , Cognição , Comparação Transcultural , Feminino , Humanos , Japão , Estudos Longitudinais , Masculino , Estados Unidos , Adulto Jovem
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