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1.
Encephale ; 46(1): 23-29, 2020 Feb.
Artigo em Francês | MEDLINE | ID: mdl-31761313

RESUMO

The experiment presented is the result of a partnership between the Paris-Nanterre University (CLIPSYD laboratory, EA 4430) and the CSAPA Imagine (Simone Veil Hospital, GH Eaubonne-Montmorency). Virtual reality immersion exposure for pathological gamblers is beneficial in the context of cognitive and behavioral interventions. It can be used to evoke the desire to play and to have access to automatic thoughts and mistaken beliefs of the players when they find themselves in a gambling context. Exposure is used until the urge to play diminishes and disappears which is the process of desensitization or extinction. OBJECTIVE: The objective of the study was to investigate the possibilities implemented by virtual reality in the case of an exhibition for pathological gamers to create a desire to play and work with the patient in an environment identical to the ecological one. Two hypotheses were proposed. On the one hand, the virtual reality exhibition will help to change the desire to play in relation to the game. On the other hand, virtual exhibition sessions associated with cognitive restructuring will have a greater impact on the perception of reality. METHOD: After a diagnosis was made, participation in the study was offered to patients (n=10) in routine care and able to participate (exclusion criteria). It consisted of four virtual reality exposure sessions integrated with traditional care. Exposure did not exceed 20minutes. To carry out this study we used the virtual reality headset "Oculus Rift CV1" and the headphones measuring EEG waves, "Emotiv Epoc". A battery of questionnaires were proposed to evaluate gambling-related behaviors (ICJP, GRCS, UPPS), to analyze the interest of the virtual reality exhibition (SIS, CGI, TEI, EVA), and to glimpse the immersion abilities (QEP and QPI). RESULTS: Ten participants aged 25 to 60 agreed to participate in the study. The results of this study demonstrated the viability of RV gamers' exposure as a tool that can help reduce pathological gambling symptoms and the severity perceived by therapists (CPI: t=1.6, P=0.001; CGI: t=4.87, P=0.001) between the beginning of the care and the end of the care and at D+1. We were also able to observe significant results (P<0.05) concerning a decrease in cognitive distortions (GRCS tot, Illusion of control, Power of prediction, Favorable interpretation). CONCLUSION: The feasibility study shows that the desire to play is very present during the virtual reality exhibition in accordance with literature studies. The results also demonstrate the utility of virtual reality to allow the patient to elaborate on the cognitive distortions associated with the practice of pathological gambling. From a therapeutic point of view, the results suggest that virtual reality can increase the effectiveness of cognitive restructuring and increase understanding of the urge to play related to stimuli in the environment of play.


Assuntos
Jogo de Azar/terapia , Realidade Virtual , Adulto , Manual Diagnóstico e Estatístico de Transtornos Mentais , Eletroencefalografia , Estudos de Viabilidade , Feminino , Jogo de Azar/psicologia , Humanos , Comportamento Impulsivo , Masculino , Pessoa de Meia-Idade , Motivação , Testes Neuropsicológicos , Inquéritos e Questionários , Resultado do Tratamento
2.
J Gambl Stud ; 31(4): 1261-72, 2015 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-25466366

RESUMO

Attention deficit disorder with or without hyperactivity (ADD/ADHD) is a neurodevelopmental disorder that can be exacerbated by psychosocial factors. Various studies confirm that the severity of a psychiatric disorder, particularly when it comes to ADHD, is strongly correlated with the amount of use. This study (1) evaluated the association between ADHD and gambling among young students; (2) determined which symptom among ADHD's three symptoms (attention deficit, hyperactivity, or impulsivity) had the strongest association with video game addiction and gambling; and (3) determined the impact of the association between ADHD and video game addiction and gambling on self-esteem and academic performance of students. A total of 720 students (445 males and 274 females) were recruited from eight higher educational institutions of Ile de France. They all completed a battery of questionnaire consisting of Canadian Problem Gambling Index, UPPS Impulsive Behavior Scale, Wender Utah Rating Scale (WURS), Adult ADHD Self-Report Scale (ASRS) and Rosenberg scales, and socio-demographic data. 13.33% of the participants had symptoms of ADHD during childhood (WURS scale score) and 40.41% of them have symptoms of ADHD in adulthood (ASRS score). Finally, among the participants, 37.5% had excessive gambling addiction, have positive results on WURS and ASRS scales, thus having a probable ADHD, whereas 14.55% had no gambling addiction. The results demonstrated that adult ADHD was associated with gambling addiction. Significant associations were observed between ADHD and impulsivity, academic difficulties and gambling addiction. The association between ADHD and gambling seems to be common among vulnerable populations such as adolescents and could be related to variables such as self-esteem, which appears to potentially worsen the prognosis. Further research on this relationship is needed to optimize prevention strategies and effective treatment.


Assuntos
Transtorno do Deficit de Atenção com Hiperatividade/psicologia , Jogo de Azar/psicologia , Comportamento Impulsivo , Estudantes/psicologia , Adolescente , Adulto , Transtorno do Deficit de Atenção com Hiperatividade/epidemiologia , Comportamento Aditivo/psicologia , Feminino , França/epidemiologia , Jogo de Azar/epidemiologia , Humanos , Masculino , Autorrelato , Índice de Gravidade de Doença , Estudantes/estatística & dados numéricos , Inquéritos e Questionários , Adulto Jovem
3.
Encephale ; 41(4): 287-94, 2015 Sep.
Artigo em Francês | MEDLINE | ID: mdl-25240939

RESUMO

INTRODUCTION: Cyberbullying is a relatively new form of bullying. This bullying is committed by means of an electronic act, the transmission of a communication by message, text, sound, or image by means of an electronic device, including but limited to, a computer phone, wireless telephone, or other wireless communication device, computer, games console or pager. Cyberbullying is characterized by deliberately threatening, harassing, intimidating, or ridiculing an individual or group of individuals; placing an individual in reasonable fear of harm; posting sensitive, private information about another person without his/her permission; breaking into another person's account and/or assuming another individual's identity in order to damage that person's reputation or friendships. LITERATURE FINDING: A review of the literature shows that between 6 and 40% of all youths have experienced cyberbullying at least once in their lives. Several cyberbullying definitions have been offered in the literature, many of which are derived from definitions of traditional bullying. In our study we asked clear definition of cyberbullying. Few studies explicate the psychosocial determinants of cyberbullying, and coping mechanisms. The authors of the literature recommend developing resiliency, but without analyzing the resilience factor. OBJECTIVES: The first aim of this study was to determine the prevalence of adolescents and adults engaged in cyberbullying. The second aim was to examine the coping mechanisms and comorbidity factors associated with the cyberbullied people. METHODOLOGY: The sample was composed of 272 adolescents (from a high school) and adults (mean age=16.44 ± 1). The Olweus Bully/Victim Questionnaire was used to identify profiles of cyberbullying. Coping mechanisms were investigated using the Hurt Disposition Scale (HDS) and the Brief Resilience Scale (BRS). Comorbidities were assessed using the Hospital Anxiety and Depression Scale (HAD), Liebowitz's Social Anxiety Scale (LSAS), and the Bermond-Vorst Alexithymia Questionnaire (BVAQ). RESULTS: Almost one student in three was involved in cyberbullying (34.9% as cyber-victim, 16.9 as cyberbully); 4.8% of our sample was concerned by bullying as a victim. The victims of bullying were also victims of cyberbullying. The mean age of victims of cyberbullying was 17.84 ± 5.9 years, and the mean age of victims of bullying was 16.3 ± 4.5 years. Correlation coefficient was significant for HAD, LSAS, BVAQ scales with CQ. The retaliatory variable of HDS scale was not significant. Finally, the coping strategies of students who reported victimization were explored. These strategies include coping, telling someone, figuring out the situation, and avoidant coping. The results showed for the victims of cyberbullying, that they take longer to recover from a stressful event, compared to victims of bullying. CONCLUSION: Results have indicated the importance of further study of cyberbullying because its association with comorbidities was distinct from traditional forms of bullying. The biggest risk factor for the adolescents is the severity of the consequences. These are: the adoption of the avoidance coping strategy, the occurrence of offline bullying during the situation, the adoption of the self-control coping strategy, the variety of cyberbullying acts, the victim's level of self-blame, the victim's perception of the duration of the situation, and the frequency of cyberbullying victimization.


Assuntos
Adaptação Psicológica , Bullying , Internet , Adolescente , Comorbidade , Vítimas de Crime/psicologia , Feminino , Humanos , Masculino , Inquéritos e Questionários , Adulto Jovem
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