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1.
Encephale ; 50(3): 309-328, 2024 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-38326137

RESUMEN

Attention Deficit Disorder with or without Hyperactivity (ADHD is a neurodevelopmental disorder which affects the day-to-day functioning of children and adults with this condition. Pharmacological treatment can reduce the symptoms associated with ADHD, but it has some limitations. The objective of this symposium is to determine the effects of non-pharmacological approaches on ADHD symptoms. Results indicate that the following intervention are promising approaches: cognitive behavioral therapy (CBT), mindfulness-based interventions (MBI), yoga, cognitive and metacognitive intervention, neurofeedback and parental training programs. Current research advocates multimodal approaches in conjunction with school or work accommodations integrating innovative technologies.


Asunto(s)
Trastorno por Déficit de Atención con Hiperactividad , Terapia Cognitivo-Conductual , Atención Plena , Neurorretroalimentación , Humanos , Trastorno por Déficit de Atención con Hiperactividad/terapia , Trastorno por Déficit de Atención con Hiperactividad/psicología , Terapia Cognitivo-Conductual/métodos , Neurorretroalimentación/métodos , Atención Plena/métodos , Niño , Yoga , Adulto , Terapia Combinada
2.
Adicciones ; 0(0): 1948, 2024 Jun 28.
Artículo en Inglés, Español | MEDLINE | ID: mdl-39033530

RESUMEN

There are few cross-cultural studies utilizing longitudinal analysis to explore problematic internet use (PIU), and almost none among adults. The present follow-up study compared three waves across 12-month period every six months and observed the natural course and trajectory of PIU in a European multi-country sample of adults from 11 countries (Finland, Germany, Italy, Spain, France, Switzerland, Hungary, Poland, UK, Norway, Belgium). A total of 139 participants (45.5% females) provided data across all three waves with an average age of 26.14 years (SD = 5.92). There were longitudinal effects in PIU, with statistical differences between at-risk users compared to healthy users in Waves 1 and 2, and Waves 1 and 3. The analyses of variance showed a longitudinal effect of waves on the PIU symptoms. PIU was significantly affected by time and type of user, with those classed as at-risk having higher scores than healthy users, although PIU decreased over time. In addition, the type of PIU detected in adults contained mild addictive symptoms. In conclusion, this study demonstrated that PIU was generally low among European adult population and tended to decrease over the one-year period, what contrasts with adolescent population findings.


Existen pocos estudios transculturales que utilizan análisis longitudinales para explorar el uso problemático de internet (PIU), y apenas existen estudios en población adulta. El presente estudio de seguimiento ha comparado tres observaciones a lo largo de un período de 12 meses, una cada seis meses. Se observó el curso natural y la trayectoria del PIU en una muestra europea de adultos de 11 países (Finlandia, Alemania, Italia, España, Francia, Suiza, Hungría, Polonia, Reino Unido, Noruega, Bélgica). 139 participantes (45,5 % mujeres) con una edad promedio de 26,14 años (DE = 5,92) proporcionaron datos en las tres observaciones. Se detectaros efectos longitudinales en el PIU, con diferencias estadísticas entre usuarios en riesgo en comparación con usuarios sanos en las observaciones 1 y 2, y las correspondientes a las observaciones 1 y 3. Los análisis de varianza mostraron un efecto longitudinal de las observaciones en los síntomas del PIU. Se halló que el PIU fue significativamente afectado por los factores del tiempo y del tipo de usuario, y aquellos participantes clasificados como en posible riesgo de PIU obtuvieron puntuaciones más altas que los usuarios sanos, aunque el PIU disminuyó con el tiempo en ambos grupos. Además, el tipo de PIU detectado en adultos contenía una sintomatología adictiva leve. En conclusión, este estudio demostró que el PIU fue generalmente bajo entre la población adulta europea y, además, tendió a disminuir durante el período de un año, lo que contrasta con los resultados en población adolescente.

3.
J Gambl Stud ; 2023 Sep 07.
Artículo en Inglés | MEDLINE | ID: mdl-37676582

RESUMEN

Over the last few years, gambling has diversified, particularly with the arrival of legislation authorizing online gambling in 2010 in France. Psychology has been very interested in emotional regulation strategies, and more recently and more sparsely in the presence of shame and guilt. Through an observational study (N = 1955) shame, guilt, and emotional regulation were assessed among gamblers. We found that (i) Less guilt is associated with problem gambling, (ii) Shame-proneness is similar regardless of the type of gamblers, (iii) Every facet of emotion regulation indicates less effective strategies for problem gamblers excepted for a behavior oriented to a goal. These results suggest the importance of shame or guilt as predictors of problem gambling, as well as processes underlying emotion regulation.

4.
Support Care Cancer ; 29(2): 823-831, 2021 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-32495031

RESUMEN

BACKGROUND: The theory of planned behavior (TPB) is used to document children's health behaviors linked to their physical activity. The TPB model and its components have been applied to comprehend the adoption of physical activity along informational and motivational parameters. Thus, this exploratory study aims to assess the evolution of children's physical activity levels (MVLPA) during the first weeks of their cancer, in addition to documenting the evolution of the TPB measures, self-reported fitness, and self-esteem in the physical domain to better understand children's physical activity behavior. METHODS: A total of 16 children (8 boys and 8 girls) with cancer answered psychosocial questionnaires at the diagnosis of cancer (time 1) and at 6 to 8 weeks (time 2) to assess the TPB measures, self-reported fitness, self-esteem in the physical domain, and their daily physical activities. RESULTS: A significant decrease of 41.2 min/days of daily MVLPA was observed between the time at cancer diagnosis (50.5 ± 32.8 min/days) and 6 to 8 weeks after the first interview (9.3 ± 9.1 min/days). We found that the time after the diagnosis of cancer negatively impacted children's TPB measures (mean in attitude, injunctive norms, identity, facilitating factors, self-confidence, and intention) and MVLPA levels. The TPB model explains 40% of the variance in MVLPA by the injunctive norms during the first weeks following cancer diagnosis in children. CONCLUSION: The findings of this study highlight the negative impacts of cancer on children's TPB measures, self-reported fitness, and self-esteem in the physical domain and self-reported MVLPA levels over 4 to 6 weeks following the diagnosis. These findings help to better understand the effect of cancer diagnosis on children's physical activity behavior.


Asunto(s)
Ejercicio Físico/psicología , Neoplasias/psicología , Teoría Psicológica , Adolescente , Actitud , Niño , Femenino , Humanos , Intención , Masculino , Motivación , Neoplasias/diagnóstico , Autoimagen , Autoinforme , Encuestas y Cuestionarios
5.
Qual Life Res ; 30(8): 2387-2404, 2021 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-33723696

RESUMEN

INTRODUCTION: Assessing health-related quality of life (HRQoL) is an increasingly important aspect of standard care in pediatric oncology. Currently, there is a gap in the availability of French questionnaires to assess the quality of life of French-speaking pediatric brain tumor (PBT) patients, which has important implications in the care of this population. The first aim of this study was to translate the original English Pediatric Quality of Life Inventory™ (PedsQL) brain tumor module version into French. The second aim was to describe the stability, repeatability and convergent validity of the French PedsQL brain tumor module. METHODS: A total of 61 PBT patients were included in this study. Among them, 15 children and 20 parents participated in the translation process. As part of the validation study, 48 children and 48 parents answered the PedsQL brain tumor module twice, and the PedsQL generic core scales and the patient-reported outcomes measurement information system (PROMIS-37 pediatric profile v2.0) questionnaire were administered once to the participants. The mean age of the 25 boys and 23 girls was 8.3 ± 4.8 years. For temporal stability, we used intraclass correlation coefficients (ICCs), for repeatability, we used the Bland and Altman method to assess the accuracy at a 1-week interval, and we used Pearson's correlation coefficients for convergent validity between the PedsQL brain tumor module, PedsQL general module and the PROMIS. RESULTS: Temporal stability for the parent proxy-reports (average ICC = 0.98) and the child self-reports (average ICC = 0.98) were excellent. There was a high absolute stability over a 1-week interval for the parent proxy-reports (ICC > 0.96) and child self-reports (ICC > 0.96). Convergent validity between parent proxy-reports and child self-reports was supported by positive correlations for five subscales. Children reported higher scores in cognitive problems and the movement and balance parameters than their parents and reported lower scores on the worry parameter than their parents. CONCLUSION: The strong psychometric properties of the French version of the PedsQL brain tumor module indicate that it is a validate and reliable questionnaire to measure HRQoL in PBT patients. The availability of a French version of the PedsQL brain tumor module supports the wider dissemination of the assessment of HRQOL in PBT patients.


Asunto(s)
Neoplasias Encefálicas , Calidad de Vida , Niño , Femenino , Humanos , Recién Nacido , Masculino , Padres , Psicometría , Calidad de Vida/psicología , Reproducibilidad de los Resultados , Encuestas y Cuestionarios
6.
Can J Psychiatry ; 66(12): 1051-1058, 2021 12.
Artículo en Francés | MEDLINE | ID: mdl-33563027

RESUMEN

BACKGROUND: The study aims to validate an online video game problematic use (Internet Gaming Disorder or IGD) scale in French language: the IGD-20. IGD-20 has been elaborated considering the discussion about the etiology of the IGD, which was included in the section III of the DSM-5. The IGD-20 is composed of 20 items split in six components based on the six components model of addiction from Griffiths. METHODS: A total of 166 online video game players were recruited on specialized forums, playing 21.9 hours per week. The French version of the IGD-20 was validated through a confirmatory factor analysis via structural equation modeling (SEM). RESULT: The French version of the IGD-20 showed a good validity and a six-factor structure (salience, mood modification, tolerance, withdrawal symptoms, conflict and relapse) (RMSEA = 0.063 [0.049; 0,077], CFI = 0.912, TLI = 0.909). CONCLUSION: The validation of a French scale such as the IGD-20 shows some interest for the French-speaking population, including therapists who could use this scale to investigate the IGD-20 more precisely and for people with IGD-20 who could benefit from a more refined support.


INTRODUCTION: L'objectif de cette étude est de valider en langue française une échelle de mesure de l'usage problématique des jeux vidéo en ligne (Internet Gaming Disorder ou IGD): l'Internet Gaming Disorder-20. L'échelle IGD-20 s'inscrit dans le débat sur les déterminants et les facteurs de maintien de l'IGD, trouble introduit dans la section III du DSM-5 et récemment référencé à la classification statistique internationale des maladies et des problèmes connexes sous l'intitulé de « trouble du jeu vidéo ¼. L'échelle se compose de 20 items séparés en six composantes reposant sur le modèle de l'addiction de Griffiths. MÉTHODE: L'étude a porté sur 166 joueurs de jeux vidéo francophones, recrutés sur des forums spécialisés, jouant en moyenne 21,9 heures par semaine. La version française de l'IGD-20 a été soumise à une analyse factorielle confirmatoire par le biais d'une modélisation en équations structurelles (SEM) afin de retrouver les six facteurs de l'échelle originale (saillance, modification de l'humeur, tolérance, manque, conflits et rechute). RÉSULTAT:S: L'analyse factorielle confirmatoire par modélisation en équations structurelles montre un ajustement satisfaisant du modèle (RMSEA = 0,063 [0,049; 0,077], CFI = 0,912, TLI = 0,909). DISCUSSION: Une validation en langue française d'un outil tel que l'IGD-20 a un intérêt pour les populations francophones, notamment pour les thérapeutes qui pourront investiguer de façon plus précise le trouble et pour les personnes atteintes qui bénéficieront d'un accompagnement affiné.


Asunto(s)
Conducta Adictiva , Juegos de Video , Conducta Adictiva/diagnóstico , Conducta Adictiva/epidemiología , Humanos , Internet , Trastorno de Adicción a Internet , Lenguaje , Reproducibilidad de los Resultados
7.
J Pers ; 89(6): 1252-1262, 2021 12.
Artículo en Inglés | MEDLINE | ID: mdl-34114654

RESUMEN

AIMS: Negative and positive urgency are emotion-related impulsivity traits that are thought to be transdiagnostic factors in psychopathology. However, it has recently been claimed that these two traits are closely related to each other and that considering them separately might have limited conceptual and methodological value. The present study aimed to examine whether positive and negative urgency constructs constitute separate impulsivity traits. METHODS: In contrast to previous studies that have used latent variable approaches, this study employed an item-based network analysis conducted in two different samples: a large sample of non-clinical participants (N = 18,568) and a sample of clinical participants with psychiatric disorders (N = 385). RESULTS: The network analysis demonstrated that items denoting both positive and negative urgency cohere as a single cluster of items termed "general urgency" in both clinical and non-clinical samples, thereby suggesting that differentiating positive and negative urgency as separate constructs is not necessary. CONCLUSION: These findings have important implications for the conceptualization and assessment of urgency and, more broadly, for future research on impulsivity, personality, and psychopathology.


Asunto(s)
Conducta Impulsiva , Trastornos Mentales , Humanos , Personalidad , Psicopatología
8.
J Gambl Stud ; 32(2): 757-71, 2016 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-25980378

RESUMEN

With the aim of validating the three pathways hypothesis of pathological gambling (Blaszczynski and Nower in Addiction 97:487-499, 2002) 372 pathological gamblers meeting DSM IV (2000) criteria were assessed via a structured clinical interview as well as being subjected to personality tests and evaluation of their gambling practices. Our results show that it is possible to identify three subgroups corresponding to the three pathways: behaviourally conditioned problem gamblers, emotionally vulnerable problem gamblers and antisocial impulsivist problem gamblers. Our results particularly demonstrate that impulsivist gamblers preferentially choose semi-skilful gambling (horse racing and sports gambling) whereas emotionally vulnerable gamblers are significantly more attracted to games of chance (one-armed bandits, scratch cards, etc.) This led us to propose a functional presentation of the three pathways model which differs somewhat from the Blaszczynski and Nower presentation.


Asunto(s)
Conducta Adictiva/psicología , Juego de Azar/psicología , Modelos Psicológicos , Adulto , Animales , Trastorno de Personalidad Antisocial/psicología , Femenino , Caballos , Humanos , Masculino , Persona de Mediana Edad , Factores de Riesgo , Autoevaluación (Psicología) , Encuestas y Cuestionarios
9.
Eur Arch Psychiatry Clin Neurosci ; 264(5): 391-400, 2014 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-24077910

RESUMEN

A significant comorbidity between attention-deficit/hyperactivity disorder (ADHD) and affective disorders has been consistently reported in adults. Less data regarding the role of personality traits and the influence of ADHD co-occurrence on clinical characteristics and outcome of mood disorders are currently available. One hundred and six remitted major depressed, 102 euthymic bipolar subjects, and 120 healthy controls, homogeneous with respect to demographic characteristics, were included in the study. ADHD diagnosis was based on DSM-IV-TR criteria. Childhood and adult ADHD features were measured with the Wender Utah Rating Scale, the Adult ADHD Self-rating Scale, and the Brown Attention-Deficit Disorder Scale. The Revised NEO Personality Inventory was also administered to the clinical groups, in order to investigate personality dimensions. The occurrence of adult ADHD in subjects with bipolar disorders (BD) or major depressive disorder (MDD) was 15.7 and 7.5 %, respectively, compared to 3.3 % in healthy controls (HC). Significant associations (p < .001) between personality traits (neuroticism, conscientiousness, and extraversion) and ADHD features were observed. Logistic regression analysis of all clinical subjects (n = 208) showed that those with lower levels of neuroticism (OR = 1.031; p = .025) had a lower frequency of ADHD comorbidity. The present study emphasizes the close relationship between affective disorders, especially BD, and ADHD in adults. Our findings support the need to assess subjects with mood disorders in the clinical setting for possible coexisting ADHD and to further investigate personality traits to better understand the etiology of affective disorders and ADHD co-occurrence.


Asunto(s)
Trastorno por Déficit de Atención con Hiperactividad/epidemiología , Trastorno por Déficit de Atención con Hiperactividad/psicología , Trastorno Depresivo Mayor/epidemiología , Trastorno Depresivo Mayor/psicología , Personalidad , Adolescente , Adulto , Anciano , Análisis de Varianza , Femenino , Humanos , Masculino , Persona de Mediana Edad , Inventario de Personalidad , Escalas de Valoración Psiquiátrica , Estudios Retrospectivos , Adulto Joven
10.
BMC Psychiatry ; 14: 226, 2014 Aug 20.
Artículo en Inglés | MEDLINE | ID: mdl-25141820

RESUMEN

BACKGROUND: There is abundant literature on how to distinguish problem gambling (PG) from social gambling, but there are very few studies of the long-term evolution of gambling practice. As a consequence, the correlates of key state changes in the gambling trajectory are still unknown. The objective of the JEU cohort study is to identify the determinants of key state changes in the gambling practice, such as the emergence of a gambling problem, natural recovery from a gambling problem, resolution of a gambling problem with intermediate care intervention, relapses or care recourse. METHODS/DESIGN: The present study was designed to overcome the limitations of previous cohort study on PG. Indeed, this longitudinal case-control cohort is the first which plans to recruit enough participants from different initial gambling severity levels to observe these rare changes. In particular, we plan to recruit three groups of gamblers: non-problem gamblers, problem gamblers without treatment and problem gamblers seeking treatment.Recruitment takes place in various gambling places, through the press and in care centers. Cohort participants are gamblers of both sexes who reported gambling on at least one occasion in the previous year and who were aged between 18 and 65. They were assessed through a structured clinical interview and self-assessment questionnaires at baseline and then once a year for five years. Data collection comprises sociodemographic characteristics, gambling habits (including gambling trajectory), the PG section of the DSM-IV, the South Oaks Gambling Screen, the Gambling Attitudes and Beliefs Survey - 23, the Mini International Neuropsychiatric Interview, the Wender-Utah Rating Scale-Child, the Adult ADHD Self-report Scale, somatic comorbidities (especially current treatment and Parkinson disease) and the Temperament and Character Inventory - 125. DISCUSSION: The JEU cohort study is the first study which proposes to identify the predictive factors of key state changes in gambling practice. This is the first case-control cohort on gambling which mixes non-problem gamblers, problem gamblers without treatment and problem gamblers seeking treatment in almost equal proportions. This work may help providing a fresh perspective on the etiology of pathological gambling, which may provide support for future research, care and preventive actions. TRIAL REGISTRATION: (ClinicalTrials.gov): NCT01207674.


Asunto(s)
Juego de Azar/epidemiología , Juego de Azar/psicología , Adolescente , Adulto , Anciano , Actitud , Carácter , Comorbilidad , Recolección de Datos , Manual Diagnóstico y Estadístico de los Trastornos Mentales , Femenino , Estudios de Seguimiento , Francia , Humanos , Masculino , Persona de Mediana Edad , Inventario de Personalidad , Autoevaluación (Psicología) , Encuestas y Cuestionarios , Adulto Joven
11.
JMIR Mhealth Uhealth ; 12: e51025, 2024 Oct 02.
Artículo en Inglés | MEDLINE | ID: mdl-39357053

RESUMEN

BACKGROUND: Mobile health apps can facilitate access to effective treatment and therapeutic information services. However, the real-world effectiveness of mobile apps for smoking cessation and their potential impact in everyday settings remain unclear. OBJECTIVE: In an ecological context, this study aimed to estimate the engagement rate of a mobile app-based smoking cessation preparation program and its potential impact on users' willingness, ability, and readiness to quit smoking. METHODS: A total of 2331 "organic users" (ie, users who discover and install a mobile app on their own, without any prompts) chose 1 of 2 program versions of the mobile app (Kwit): the basic version or the premium version. Both versions were identical in design, with 4 more evidence-based content items and strategies in the premium version. Outcomes were analyzed based on automated data registered in the app (engagement rate, motivation to quit, motivation type, motivation levels, and satisfaction level). Mann-Whitney and χ2 tests were used to compare the results of both groups. RESULTS: As expected, in the ecological context, a high dropout rate was observed at different moments. A significant difference was observed between the 2 versions (n=2331; χ21=5.4; P=.02), with a proportionally higher engagement rate in the premium version (premium=4.7% vs basic=2%). Likewise, differences were also observed between the 2 groups in terms of reasons to quit (n=2331; χ24=19; P≤.001; V=0.08), motivation type (n=2331; χ27=14.7; P=.04), and motivation level. Users of the app's premium version more frequently reported "well-being" (23.3% vs 17.9%) and "planning a pregnancy" (7.4% vs 4.4%) as their primary reasons for quitting smoking compared to those with the basic version. Moreover, they reported being more likely to be driven in the smoking cessation process by intrinsic motivation (premium=28% vs basic=20.4%), as well as feeling significantly more willing (z score=156,055; P≤.001; Cohen d=0.15), able (z score=172,905; P=.04; Cohen d=0.09), and ready (z score=166,390; P=.005; Cohen d=0.12) to stop smoking than users who had the basic version before completion of the preparation program. Among participants who finished each version of the program (premium: 9/189, 4.8%; basic: 47/2142, 2.19%), significant improvements in motivation levels were observed in both groups, although in different areas for each group (willingness levels for the premium group and ability for the basic group). CONCLUSIONS: These results suggest that even in ecological contexts where engagement rates are meager, the Kwit preparation program can address ambivalence by increasing willingness to change, self-confidence, and readiness to quit among its users, especially those who feel less able to do so. Further development and evaluations are needed to better understand determinants for regular mobile health apps.


Asunto(s)
Aplicaciones Móviles , Cese del Hábito de Fumar , Humanos , Aplicaciones Móviles/estadística & datos numéricos , Aplicaciones Móviles/normas , Cese del Hábito de Fumar/métodos , Cese del Hábito de Fumar/psicología , Cese del Hábito de Fumar/estadística & datos numéricos , Femenino , Masculino , Adulto , Persona de Mediana Edad , Estudios de Factibilidad , Motivación , Encuestas y Cuestionarios , Evaluación de Programas y Proyectos de Salud/métodos
12.
Percept Mot Skills ; 131(1): 106-134, 2024 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-38061396

RESUMEN

The study of exercise dependence, or as we prefer, problematic physical activity (PPA), faces both theoretical and methodological challenges. Different factorial solutions were obtained for the widely used Exercise Dependence Scale-Revised (EDS-R), leading us to question both its latent underlying construct and the interpretation of its factor solutions. Through confirmatory factor analysis (CFA) and the use of a bifactor model (BCFA), we assessed the dimensionality of a French version of the EDS-R. We recruited 745 students from Paris Nanterre University, but we removed 88 responses (16.8%) to retain only those who (a) engaged in a moderate to high levels of physical activity, according to the Global Physical Activity Questionnaire (GPAQ; N = 494; 9.5%), and (b) completed the EDS-R. We used a final sample of 435 students (58.4% of the total population) for a factorial analysis of the EDS-R. We conducted a three-step CFA in Mplus, producing three models: (a) unidimensional, (b) second-order, and (c) bi-factor (BCFA). The results of the BCFA indicated that most EDS-R items were better indicators of a general factor than their respective group factors, except for the second factor measuring a withdrawal construct. These results add to an ongoing debate in the field of behavioral addiction as to how to better conceptualize and measure exercise dependence or PPA. Withdrawal appears to have a special position in this debate, since our BCFA suggested that it is the only specific sub-dimension of the EDS-R scale.


Asunto(s)
Ejercicio Físico , Estudiantes , Humanos , Reproducibilidad de los Resultados , Psicometría/métodos , Análisis Factorial , Encuestas y Cuestionarios
13.
Violence Against Women ; 30(8): 1731-1759, 2024 06.
Artículo en Inglés | MEDLINE | ID: mdl-38477712

RESUMEN

Intimate partner sexual violence (IPSV) is a common form of intimate partner violence (IPV). This study aimed to (a) identify a typology of intimate partner sexual victimization among French women victims of IPV on the basis of the frequency of various forms of sexual violence and (b) evaluate whether these profiles differ in several clinical characteristics. A total of 93 women consulting a specialized hospital service were recruited. Cluster analyses suggested four profiles: highly frequent rapes (5.4%), predominant sexual coercion (20.4%), medium frequency of all forms (20.4%), and low frequency of all forms (19.4%). Further person-centered research focusing on IPSV is warranted.

14.
Trials ; 25(1): 417, 2024 Jun 27.
Artículo en Inglés | MEDLINE | ID: mdl-38937776

RESUMEN

CONTEXT: According to the World Health Organization, alcohol is a major global public health problem, leading to a significant increase in illness and death. To treat alcohol use disorders, new therapeutic tools are being promoted, among which virtual reality (VR) shows promise. Previous research has demonstrated the efficacy of VR in reducing alcohol cravings in patients, but there is a lack of data on its effectiveness in maintaining abstinence or reducing consumption in recently abstinent individuals. The E-Reva study aims to compare the efficacy of a treatment strategy combining virtual reality cue exposure therapy (VR-CET) and cognitive behavioral therapy (CBT) with conventional CBT in reducing alcohol consumption and craving in patients with alcohol use disorder (AUD). In addition to this primary objective, the study will compare the effects of VR-CET combined with CBT on anxiety, depression, rumination, and feelings of self-efficacy versus conventional CBT. METHODS: This prospective randomized controlled trial will be conducted over 8 months in four addiction departments in France. It includes two parallel groups: i) the VR-CET + CBT group, and ii) the CBT-only group, which serves as a control group. Participants will be recruited by the investigating doctor in the addiction centers. The sample will consist of 156 patients diagnosed with AUD and abstinent for at least 15 days. Both treatment groups will participate in four group CBT sessions followed by four individual sessions: i) the VR-CET group will be exposed to virtual environments associated with alcohol-related stimuli, ii) the CBT-only group will receive traditional CBT sessions. After completion of the 8 sessions, patients will be followed up for 6 months. The primary outcome is the cumulative number of standard drinks consumed at 8 months, assessed using the TLFB method. DISCUSSION: Despite the promise of VR-CET to reduce the desire to drink, the effect on alcohol consumption remains uncertain in the existing literature. Our protocol aims to address the limitations of previous research by increasing sample size, targeting consumption reduction, and incorporating neutral environments. E-Reva aims to enrich the literature on the use of VR in the treatment of AUD and open new perspectives for future interventions. TRIAL REGISTRATION: ClinicalTrials.gov ID NCT06104176, Registered 2023/11/13 ( https://clinicaltrials.gov/study/NCT06104176?id=NCT06104176&rank=1 ). N° IDRCB: 2022-A02797-36. Protocol version 1.0, 12/05/2023.


Asunto(s)
Alcoholismo , Terapia Cognitivo-Conductual , Ansia , Ensayos Clínicos Controlados Aleatorios como Asunto , Terapia de Exposición Mediante Realidad Virtual , Humanos , Terapia Cognitivo-Conductual/métodos , Terapia de Exposición Mediante Realidad Virtual/métodos , Alcoholismo/terapia , Alcoholismo/psicología , Estudios Prospectivos , Resultado del Tratamiento , Estudios Multicéntricos como Asunto , Abstinencia de Alcohol , Francia , Factores de Tiempo , Adulto , Masculino , Femenino , Persona de Mediana Edad , Señales (Psicología) , Realidad Virtual , Consumo de Bebidas Alcohólicas/psicología , Consumo de Bebidas Alcohólicas/terapia , Consumo de Bebidas Alcohólicas/prevención & control , Consumo de Bebidas Alcohólicas/efectos adversos
15.
Heliyon ; 9(9): e20074, 2023 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-37810130

RESUMEN

Road crashes are the first cause of mortality for young adults aged 18-25 years and the human factor contributes to 90-95% of events. The present study was carried out to determine the efficacity of the ECARR2 recurrence prevention program among adolescents and young adults at high risk of having a new traffic crash in the following months. A total of 288 participants having had a traffic crash that required going to the emergency room, at high risk of accident recurrence (ECARR≥5) were randomly allocated to either the intervention group (n = 144) or the control group (n = 144). Results: revealed that the risk of recurrence was highest during the first 6 months (66% of recurrences). In per-protocol analysis population, at 6 months after inclusion, the accident recurrence rate was 14.2% ± 3.3% in the intervention group, and 23.5% ± 4.0% in the control group. The intervention had an effect per se, independently of the other predictors (p = 0.020). This effect was mediated by the three interaction variables: BDI, Impulsive Behavior Scale lack of perseverance, and Orientation to Happiness engagement. It was therefore through these dimensions that the intervention had an effect. In conclusion, the ECARR score predicts the risk of recurrence, risk which is the highest during the first 6 months. Finally, results confirm the predictive validity of the ECARR scale. The ECARR score had an effect on the risk of recurrence regardless of group (p = 0.045) and was predictive of recurrence (p = 0.045).A brief psychological intervention such as ECARR2 program, offered to young people ar hight risk of having a new crash, just after the crash, seems to halve the risk of recurrence at 6 months. Future research should improve the brief psychological intervention and its access via a mobile application or few hours in high school or in a driving school given.

16.
JMIR Serious Games ; 11: e39975, 2023 Feb 01.
Artículo en Inglés | MEDLINE | ID: mdl-36724003

RESUMEN

BACKGROUND: Gamification in smoking cessation apps has been found to improve cognitive outcomes associated with higher odds of quitting. Although some research has shown that gamification can also positively impact behavioral outcomes such as smoking cessation, studies have largely focused on physical activity and mental health. Only a few studies have explored the effects of gamification on smoking cessation outcomes, of which the majority have adopted qualitative methodologies and/or assessed engagement with apps using self-report. OBJECTIVE: This study aimed to explore levels of user engagement with gamification features in a smoking cessation app via in-app metrics. Specifically, the objective of this paper was to investigate whether higher engagement with gamification features is associated with the likelihood of quitting in the short term. METHODS: Data from a larger online study that recruited smokers seeking to quit were analyzed to address the objectives presented in this paper. The study took place between June 2019 and July 2020, and participants were primarily recruited via social media posts. Participants who met the eligibility criteria used 1 of 2 mobile apps for smoking cessation. In-app metrics shared by the developer of one of the smoking cessation apps, called Kwit, were used to assess engagement with gamification features. Out of 58 participants who used the Kwit app, 14 were excluded due to missing data or low engagement with the app (ie, not opening the app once a week). For the remaining 44 participants, mean (SD) values were calculated for engagement with the app using in-app metrics. A logistic regression model was used to investigate the association between engagement with gamification and 7-day smoking abstinence. RESULTS: In total, data from 44 participants who used the Kwit app were analyzed. The majority of participants were male, married, and employed. Almost 30% (n=13) of participants self-reported successful 7-day abstinence at the end of the study. On average, the Kwit app was opened almost 31 (SD 39) times during the 4-week study period, with the diary feature used the most often (mean 22.8, SD 49.3). Moreover, it was found that each additional level unlocked was associated with approximately 22% higher odds of achieving 7-day abstinence after controlling for other factors such as age and gender (odds ratio 1.22, 95% CI 1.01-1.47). CONCLUSIONS: This study highlights the likely positive effects of certain gamification elements such as levels and achievements on short-term smoking abstinence. Although more robust research with a larger sample size is needed, this research highlights the important role that gamification features integrated into mobile apps can play in facilitating and supporting health behavior change.

17.
J Eat Disord ; 11(1): 65, 2023 Apr 28.
Artículo en Inglés | MEDLINE | ID: mdl-37106441

RESUMEN

As no French validated measurement tool distinguishing healthy orthorexia (HeOr) from orthorexia nervosa (OrNe) currently exists, this study aimed at examining psychometric properties of the French version of the Teruel Orthorexia Scale (TOS). A sample of 799 participants (Mean [SD] age: 28.5 [12.1] years-old) completed the French versions of the TOS, the Düsseldorfer Orthorexia Skala, the Eating Disorder Examination-Questionnaire, and the Obsessive-Compulsive Inventory-Revised. Confirmatory factor analysis and exploratory structural equation modeling (ESEM) were used. Although the bidimensional model, with OrNe and HeOr, of the original 17-item version showed an adequate fit, we suggest excluding items 9 and 15. The bidimensional model for the shortened version provided a satisfactory fit (ESEM model: CFI = .963, TLI = .949, RMSEA = .068). The mean loading was .65 for HeOr and .70 for OrNe. The internal consistency of both dimensions was adequate (αHeOr = .83 and αOrNe = .81). Partial correlations showed that eating disorders and obsessive-compulsive symptomatology measures were positively related to OrNe and unrelated or negatively related to HeOr. The scores from the 15-item French version of the TOS in the current sample appears to present an adequate internal consistency, pattern of associations in line with what was theoretically expected, and promising for differentiating both types of orthorexia in a French population. We discuss why both dimensions of orthorexia should be considered in this area of research.


Orthorexia ('right appetite', from the Greek) covers two dimensions: (1) orthorexia nervosa (OrNe), a strong preoccupation with healthy diet with negative emotional, cognitive, and/or social consequences while trying to approach this goal and when the eating behavior deviates from it, and (2) healthy orthorexia (HeOr), which can be defined as a healthy interest in diet, (self-assessed) healthy behavior with regard to diet and eating healthily as part of one's identity. OrNe is not yet indexed into mental disorder classifications. Some prominent measurement tools in the area of orthorexia present important limitations: it is unclear if they validly assess OrNe and they do not tap HeOr by design. To overcome these limitations, a promising self-reported instrument was developed: the Teruel Orthorexia Scale (TOS), a bidimensional questionnaire whose structure has been replicated in different samples. Our research based on 799 participants aimed to adapt this instrument in a French speaking population. The results revealed that the French version of the TOS is an empirically supported tool allowing to differentiate both forms of orthorexia (healthy and nervosa). It also suggests that OrNe is associated with psychopathological symptoms while opposite patterns were found with HeOr. We discuss the importance of measuring both orthorexia dimensions.

18.
Drug Alcohol Depend ; 253: 111027, 2023 Dec 01.
Artículo en Inglés | MEDLINE | ID: mdl-38006671

RESUMEN

Virtual reality is an immersive technology that can be used as a tool in the treatment of disorders linked to substance use disorders, such as alcohol use disorder. This systematic review of the literature examines the effectiveness of virtual reality as exposure therapy for heavy social drinkers, defined as people who regularly consume alcohol in a variety of social contexts, with or without a diagnosis of alcohol use disorder. The current review includes ten studies with a total of 377 participants. Most participants were adult men (61.03%), with an age average of 44.1 years [± 7.42] and alcohol use ranging from light to heavy. Although studies show heterogeneous results, the use of virtual reality cue exposure therapies has shown greater improvement in terms of craving reduction for patients suffering from alcohol use disorder. Studies have also shown that the realism of the virtual environment can influence levels of craving and anxiety, both in heavy social drinkers. In addition, the use of virtual reality has proven to increase feeling of self-efficacy and decrease the tendency to engage in automatic drinking behaviors. However, the review also mentions the necessity of larger research to determine the efficiency of virtual reality as a therapeutic treatment for alcohol use disorder, whilst considering comorbidities and treatment background, especially for resistant patients.


Asunto(s)
Intoxicación Alcohólica , Alcoholismo , Terapia Implosiva , Realidad Virtual , Adulto , Masculino , Humanos , Consumo de Bebidas Alcohólicas/terapia , Alcoholismo/terapia , Ansia
19.
J Clin Med ; 12(3)2023 Jan 29.
Artículo en Inglés | MEDLINE | ID: mdl-36769675

RESUMEN

BACKGROUND: The present study compared adult usage patterns of online activities, the frequency rate of problematic internet use (PIU), and risk factors (including the psychopathology associated with PIU, i.e., distress and impulsivity) among adults in 15 countries from Europe, America, and Asia. METHODS: A total of 5130 adults from Belgium, Finland, Germany, Italy, Spain, France, Switzerland, Hungary, Poland, UK, Norway, Peru, Canada, US, and Indonesia completed an online survey assessing PIU and a number of psychological variables (i.e., depression, anxiety, stress, and impulsivity). The sample included more females, with a mean age of 24.71 years (SD = 8.70). RESULTS: PIU was slightly lower in European countries (rates ranged from 1.1% in Finland to 10.1% in the UK, compared to 2.9% in Canada and 10.4% in the US). There were differences in specific PIU rates (e.g., problematic gaming ranged from 0.4% in Poland to 4.7% in Indonesia). Regression analyses showed that PIU was predicted by problematic social networking and gaming, lack of perseverance, positive urgency, and depression. CONCLUSIONS: The differences in PIU between countries were significant for those between continental regions (Europe versus non-European countries). One of the most interesting findings is that the specific PIU risks were generally low compared to contemporary literature. However, higher levels of PIU were present in countries outside of Europe, although intra-European differences existed.

20.
Am J Addict ; 21(1): 86-95, 2012.
Artículo en Inglés | MEDLINE | ID: mdl-22211351

RESUMEN

Familial and twin studies suggest the implication of a genetic factor in pathological gambling, but mainly assess probands through treatment settings or advertisements. The question raised here is: are parents of casino pathological gamblers using slot machines more affected with pathological gambling than nonpathological gamblers, all interviewed on site at the same casino? Three hundred and fifty-five casino gamblers on slot machines, which included 96 pathological gamblers, 116 problem gamblers, and 143 nonproblem gamblers, were recruited in situ at the largest casino in the Paris suburbs. We evaluated pathological gambling and two addictive disorders (alcohol dependence and tobacco consumption) in the gamblers and their 690 parents (through the proband). Familial aggregation of pathological gambling was confirmed, with a risk of 3.3 for being a pathological gambler when at least one of the parents has problematic gambling. No familial co-aggregation of pathological gambling with alcohol or tobacco dependence was observed. Pathological gambling is found in excess in the parents of pathological casino gamblers, in accordance with previous aggregation studies devoted to other types of gambling, and with studies recruiting gamblers in different settings.


Asunto(s)
Hijos Adultos/psicología , Consumo de Bebidas Alcohólicas/epidemiología , Juego de Azar , Padres/psicología , Tabaquismo/epidemiología , Adulto , Comorbilidad , Manual Diagnóstico y Estadístico de los Trastornos Mentales , Composición Familiar , Femenino , Francia/epidemiología , Juego de Azar/epidemiología , Juego de Azar/genética , Juego de Azar/psicología , Humanos , Entrevista Psicológica/métodos , Masculino , Persona de Mediana Edad , Oportunidad Relativa , Prevalencia , Estudios en Gemelos como Asunto
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