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1.
Artigo em Inglês | MEDLINE | ID: mdl-37898905

RESUMO

INTRODUCTION: Despite the growing recognition of gaming disorder as a mental disorder, there is still debate about how it should be best screened for. This is especially relevant in countries where prevalence studies that could support evidence-based policymaking are still to be conducted. This study aims to evaluate the psychometric properties of the Brazilian Portuguese version of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and to explore its association with functional impairment. METHODS: An online convenience sample of 805 Brazilian adults who reported playing games completed the adapted version of IGDT-10 and World Health Organization Disability Assessment Schedule 2.0, as well as the Problematic Internet Use Questionnaire, the Center for Epidemiologic Studies-Depression Scale, the Rosenberg Self Esteem Scale and socio-demographic questions. RESULTS: The Brazilian Portuguese version of IGDT-10 demonstrated a unidimensional structure in both confirmatory and exploratory factor analysis, with satisfactory internal consistency and adequate temporal stability. Participants who scored five or more on IGDT-10 presented higher levels of functional impairment compared to those who scored positive for four symptoms or less. The difference between the two groups was statistically significant and showed a moderate effect size. Network analysis showed a direct connection between IGDT-10 and functional impairment, and identified "negative consequences" as the most relevant item connecting these variables. CONCLUSION: The IGDT-10 is a brief, easy-to-understand, valid, and reliable instrument, proving to be a suitable candidate for screening gaming disorder in future epidemiological studies.

2.
J Psychiatr Res ; 159: 14-21, 2023 03.
Artigo em Inglês | MEDLINE | ID: mdl-36652752

RESUMO

OBJECTIVES: Little is known about the relationship between depression in mothers and problematic gaming in their children. Therefore, we aimed to investigate the potential role of mothers' depression in childhood as a risk factor for problematic gaming in their offspring in late adolescence/young adulthood. METHODS: We assessed data from 1557 participants on three waves (T0 collected in 2010/2011, T1 in 2013/2014, and T2 in 2018/2019) of a large Brazilian school-based cohort. Mother's depression at T0 was tested as a predictor of problematic gaming at T2 in a logistic regression model. In mediation analyses, we individually assessed internalizing or externalizing disorders at T1 as mediators in this association, with participants' sex being tested as a moderator in both models. Inverse probability weights were used to account for sample attrition at T2. All models were adjusted for maternal and participant-related covariates. RESULTS: Mother's depression at T0 was significantly associated with problematic gaming at T2 (OR = 2.09, p < 0.001) even after adjusting for multiple confounding factors. The presence of any internalizing disorder at T1 was a partial mediator of this relationship, accounting for 8.18% (p = 0.032) of the total effect, while the presence of any externalizing disorder at T1 was not a significant mediator. Participants' sex was not a significant moderator in mediation models. CONCLUSIONS: These findings suggest mother's depression in childhood as a risk factor for problematic gaming in later developmental stages, which may be partially mediated by internalizing psychopathology.


Assuntos
Mães , Jogos de Vídeo , Feminino , Criança , Humanos , Adolescente , Adulto Jovem , Adulto , Depressão , Psicopatologia , Modelos Logísticos
3.
Psychiatry Res ; 319: 115001, 2023 01.
Artigo em Inglês | MEDLINE | ID: mdl-36528960

RESUMO

The Smartphone Addiction Inventory - Short Form (SPAI-SF) is shorter version (10 items) of the original version of SPAI (26 items). In this study, we aimed to: (i) adapt and test the internal structure of the SPAI-SF, using confirmatory factor analysis (CFA), multigroup confirmatory factor analysis (MGCFA), and network analysis; (ii) analyze the internal consistency, temporal stability, criterion, predictive and construct validities of the SPAI-SF. A total of 392 adolescents (M = 12.76; SD = 1.00) completed the following measures: demographic questionnaire, SPAI-SF, Smartphone Addiction Scale - Short Version (SAS-SV), and the Internet Addiction Test (IAT). The CFA showed good fit indices with the original four factors, and MGCFA indicated measurement invariance for gender. Network analysis provided an understanding of the core symptoms of problematic smartphone use (PSU) for both boys and girls. The intraclass correlation coefficient (ICC) was 0.865 (95% CI: 0.841 - 0.887) and indicated a robust temporal stability. The instrument demonstrated acceptable overall reliability measured by Cronbach's alpha and McDonald's Omega criteria (α = 0.722; ω = 0.725) and did not show floor and ceiling effects. The scale's significant correlations demonstrated convergent and criterion validities of the SPAI-SF with SAS-SV, IAT, and Smartphone usage data. The SPAI-SF is a reliable instrument to detect PSU in adolescents.


Assuntos
Comportamento Aditivo , Transtorno de Adição à Internet , Masculino , Feminino , Humanos , Adolescente , Transtorno de Adição à Internet/diagnóstico , Psicometria , Brasil , Reprodutibilidade dos Testes , Comportamento Aditivo/diagnóstico , Inquéritos e Questionários
4.
Int J Soc Psychiatry ; 68(6): 1203-1212, 2022 09.
Artigo em Inglês | MEDLINE | ID: mdl-35240886

RESUMO

INTRODUCTION: Several barriers for mental health help-seeking were identified among medical students, including minimizing mental illness. Studies examining aspects particular to those who perceive psychological impairment but do not access treatment are necessary for planning interventions. AIMS: To identify help-seeking barriers based on the students' perception about their need for treatment and psychiatric symptoms. Methods: Cross-sectional study assessing 436 Brazilian medical students (833 attending the medical school = 52.3% response rate). Data collection covered sociodemographic data, mental health, academic environment, and Beck Inventories of Depression (BDI) and Anxiety (BAI). Non-parametric tests and hierarchical logistic regression were used to compare students undergoing treatment, those willing to access treatment, and the ones reporting no need for treatment. RESULTS: Among the 382 students who completed the survey (87.6% completion rate), 38.5% (n = 147) were in treatment, and 33% (n = 126) were in need. Moderate to severe risk of alcohol abuse was observed in 45.9% (n = 50) of students reporting no need for treatment. Regression models suggested that perceiving need for treatment - whether already undergoing it or not - was associated with the severity of depressive symptoms (OR 1.14 [95% CI 1.07-1.21]), female assigned sex (OR 2.18 [95% CI 1.23-3.88]), LGBTQ+ (OR 2.47 [95% CI 1.09-5.60]) and reporting good relationship with the family (OR 0.26 [95% CI 0.08-0.83]). Models comparing students in treatment and those in need, pointed that the factors associated with lacking mental health care were age (OR 0.90 [95% CI 0.82-0.99]), perception of a heavy workload (OR 2.43 [95% CI 1.35-4.38]) and good relationship with colleagues (OR 3.51 [95% CI 1.81-6.81]). DISCUSSION: Social variables and the severity of depressive symptoms are positively associated with perceived need for treatment. Age and academic environment factors were related to help-seeking behavior among students with appropriate self-awareness. We discuss these findings' implications for planning interventions.


Assuntos
Estudantes de Medicina , Ansiedade/psicologia , Brasil/epidemiologia , Estudos Transversais , Depressão/epidemiologia , Depressão/psicologia , Depressão/terapia , Feminino , Humanos , Saúde Mental , Aceitação pelo Paciente de Cuidados de Saúde/psicologia , Estudantes de Medicina/psicologia , Inquéritos e Questionários
5.
Curr Psychol ; : 1-12, 2022 Mar 11.
Artigo em Inglês | MEDLINE | ID: mdl-35291222

RESUMO

Text messaging is the primary form of technology-mediated interpersonal contact and the most carried out activity on cell phones. Despite its advantages, text messaging is not exempt from risks. The present paper aimed to validate and expand the psychometric properties of the Self-perception of Text-message Dependency Scale (STDS) in a Brazilian sample of adult internet users. In this cross-sectional study, we recruited a convenience sample of Brazilian internet users aged 18 and over. A total of 1,642 (M age = 38.6, SD = 13.5; 73% female) participants completed the STDS, the Mobile Phone Problem Usage Scale-27 (MPPUS), and the Problematic Internet Use Questionnaire - Short form - 9 questionnaires (PIUQ-SF-9). Multigroup confirmatory factor analysis showed measurement invariance for gender and age. Internal consistency was high when accessed by both McDonalds' Omega and Cronbach's alpha. Network Analysis provided insights into the core symptoms of problematic text messaging. Convergent validity of the STDS was demonstrated by the subscale's correlation with MPPUS and PIUQ-SF-9. Due to its expanded psychometric properties and brevity, the STDS can be used in more comprehensive investigations about other excessive technology-related behaviors, such as problematic smartphone and internet use, allowing a better understanding of the mechanisms involved in problematic technology use. Supplementary Information: The online version contains supplementary material available at 10.1007/s12144-022-02957-8.

6.
Front Psychiatry ; 12: 660186, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34054616

RESUMO

Objective: The goal of the study is to adapt and examine the psychometric properties of the Brazilian version of the nine-item Problematic Internet Use Questionnaire (PIUQ-SF-9). Methods: A convenience sample of Brazilian internet users aged between 18 and 89 years (72.7% female, mean age 38.7 years ± 13.5) was recruited online from September 2018 to July 2019 (test sample = 1,525; retest sample = 237). Participants responded to the adapted version of the PIUQ-SF-9, as well as the Center for Epidemiologic Studies-Depression Scale (CES-D-10) and sociodemographic questions. Results: A bifactor model with one general factor and three specific dimensions (obsession, neglect and control disorder) yielded the best fit indices [χ2 = 67.66, df = 15, CFI = 0.99, TLI = 0.99, RMSEA = 0.048 (0.037-0.060), RMSEA p close = 0.587 and SRMR = 0.01]. McDonald's hierarchical omega coefficient was 0.76 for the general factor and varied between 0.16 and 0.33 for the specific dimensions. The intraclass correlation coefficient was 0.73 for the general factor and varied between 0.64 and 0.72 for the specific dimensions. The MIMIC model supported the scale's construct validity as the relationship of the predictors (age, time spent online, self-perception of problematic internet use, and depression symptoms) with the PIUQ-SF-9 factors was in line with the assumptions based on the literature. Conclusion: PIUQ-SF-9 seems to be a brief and culturally validated instrument with sound psychometric properties to be used in future studies on problematic internet use in the Brazilian population.

7.
J Behav Addict ; 7(3): 518-521, 2018 09 01.
Artigo em Inglês | MEDLINE | ID: mdl-29950104

RESUMO

Brazil is the leading game market in South America and the second leading market in Latin America. Worldwide, Brazil ranks fourth in number of gamers, with nearly 66.3 million gamers. In the last years, there has been a significant and progressive concern about the negative consequences of video gaming overuse, but no population-based study has estimated the prevalence of problematic gaming in Brazil. There is also no public policy aimed at reducing risk and harm of problematic gaming. Drawing a parallel between gaming and alcohol policies, we discuss some alternatives to address this challenging situation.


Assuntos
Comportamento Aditivo , Jogos de Vídeo , Brasil , Jogos Recreativos , Humanos , Prevalência
8.
Rev. Bras. Psicoter. (Online) ; 16(1): 53-67, 2014.
Artigo em Português | LILACS, INDEXPSI | ID: biblio-847880

RESUMO

Com o incrível avanço tecnológico das últimas décadas, os jogos eletrônicos se tornaram uma das principais atividades de lazer de crianças e adolescentes. Os problemas relacionados ao uso excessivo dos games despertam cada vez mais a atenção de profissionais da saúde, e o número de artigos sobre o tema tem aumentado progressivamente. MÉTODOS: Foi realizada uma revisão não sistemática da literatura utilizandose os bancos de dados PubMed, SciELO e LILACS. RESULTADOS: São descritas as características dos jogos e dos jogadores que parecem estar envolvidos nesse comportamento de dependência, assim como as características clínicas, as bases neurobiológicas, o perfil de comorbidades e as opções de tratamento. A inclusão da categoria Internet Gaming Disorder no DSM-5 demonstra a importância que a comunidade científica tem dado ao assunto e estimula o desenvolvimento de mais pesquisas nessa área. Estudos epidemiológicos, clínicos e de neuroimagem observam que trata-se de um transtorno prevalente principalmente entre os jovens, que acarreta prejuízo significativo na vida dos indivíduos acometidos e que apresenta grandes semelhanças com outros comportamentos de dependência. Discute-se também a influência e os potenciais mecanismos pelos quais os jogos violentos podem estimular a agressividade, principalmente entre os jogadores que já apresentam outros fatores de risco para esse comportamento. CONCLUSÃO: Apesar do crescente corpo de evidências científicas disponíveis na literatura, muitas dúvidas ainda necessitam de esclarecimento e mais pesquisas sobre o tema devem ser estimuladas para que se tenha um maior êxito no reconhecimento e tratamento desse transtorno.(AU)


Along with the amazing technological development seen in the last decades, video games have become one of the main entertainment activities of children and adolescents. The problems due to the overuse of video games have increasingly drawn more attention from health professionals, and the number of publications is growing steadily. METHODS: A non-systematic literature review using the PubMed database, SciELO and LILACS databases was performed. RESULTS: The characteristics of games and players that seem to be involved in addictive behavior, as well as clinical characteristics, neurobiology, comorbidity profile and treatment options are described. The inclusion of Internet Gaming Disorder in DSM-5 demonstrates the importance that the scientific community has given to the subject, and stimulates the development of further research. Epidemiological, clinical and neuroimaging studies show that it is a prevalent disorder particularly among youth, which causes significant impairment in the life of affected individuals, and that presents strong similarities with other addictive behaviors. The influence and potential mechanisms by which violent games can stimulate aggression, especially among players who already have other risk factors for this behavior is also discussed. CONCLUSION: Despite the growing body of scientific evidence available in the literature, many questions still need clarification, and further research on the topic should be encouraged in order to improve the recognition and treatment of this disorder.(AU)


Assuntos
Criança , Adolescente , Dependência Psicológica , Jogos de Vídeo , Jogos de Vídeo/efeitos adversos
9.
Rev. Bras. Psicoter. (Online) ; 14(3): 18-24, 2012.
Artigo em Português | LILACS, INDEXPSI | ID: biblio-847499

RESUMO

O crescente envolvimento dos jovens com as novas tecnologias da comunicação e da informação aumenta o risco de uso problemático ou mesmo dependência de tecnologia. O Grupo de Estudos sobre Adições Tecnológicas (GEAT) estuda essa dependência comportamental desde 2006 e apresenta neste artigo o processo de criação de um website psicoeducativo sobre o assunto. O resultado desse trabalho encontra-se em www.dependenciadetecnologia.org e tem como objetivo final orientar pais, professores e outros profissionais de saúde sobre o envolvimento dos jovens com as novas tecnologias.(AU)


The increasing involvement of youth with new communication and information technologies increases the risk of problematic use or dependence on technology (technology addiction). The Study Group on Technology Addiction (GEAT) studies this behavioral addiction since 2006. This article presents the process of creating a psychoeducational website on the subject. The result of this work can be found at www.dependenciadetecnologia.org and aims to guide parents, teachers and other healthcare professionals about youth engagement with new technologies.(AU)


Assuntos
Bullying , Dependência Psicológica , Jogos de Vídeo/efeitos adversos , Tecnologia
10.
J Gambl Stud ; 27(4): 649-61, 2011 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-21234660

RESUMO

The objectives of the study are: (a) to provide the first prevalence estimates of pathological gambling among Brazilian adolescents using an age-specific instrument in a nationally representative sample; (b) to investigate the extent to which adolescents participate in gambling activities in a developing country; and (c) to correlate different levels of gambling behavior with demographic variables. Multistage cluster sampling selected 3,007 individuals over 14 years of age from Brazilian household population. A total of 661 participants were between 14 and 17 years old. The Lie/Bet Questionnaire and the DSM-IV-MR-J were used for assessing problem and pathological gambling. 2.8% scored positive on the screening questionnaire, while 1.6% were classified as problem and pathological gamblers. Factors associated with problem and pathological gambling were male sex, not currently studying and considering religion as not important. Less than 4 months elapsed between the age of regular gambling involvement and the first gambling problem. Prevalence rates were quite similar from recent studies which used nationally representative samples. The association of problem and pathological gambling with male sex, school drop-out and low religiosity supports the Problem Behavior Theory. The fast progression to problem gambling adds evidence that adolescents may be more vulnerable to the effects of gambling.


Assuntos
Comportamento do Adolescente/psicologia , Comportamento Aditivo/epidemiologia , Jogo de Azar/epidemiologia , Assunção de Riscos , Autoimagem , Adolescente , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/psicologia , Brasil/epidemiologia , Feminino , Jogo de Azar/diagnóstico , Jogo de Azar/psicologia , Humanos , Relações Interpessoais , Masculino , Grupo Associado , Prevalência , Inquéritos e Questionários
15.
Braz J Psychiatry ; 30(2): 156-67, 2008 Jun.
Artigo em Português | MEDLINE | ID: mdl-18592108

RESUMO

OBJECTIVE: With the introduction of the new technologies to our daily lives, the Internet and electronic games have become widely and unrestrictedly used tools and one of the major global phenomena in the last decade. Several investigations have attested the benefits from such resources; however, their healthy, adaptive use progressively gave place to their abuse and the lack of control, which have severely impacted on the daily life of millions of users. The objective of this study was to systematically review the articles looking into Internet and electronic games addiction in the general population. We intend, therefore, to evaluate the progression of these concepts in the course of the last decade, as well as contributing to better understand this condition and its comorbidities. METHOD: A systematic literature review was conducted by means of MedLine, Lilacs, SciELO, and Cochrane using the following terms as a parameter: "Internet addiction", "pathological internet use", "internet abuse", "videogame" , "computer games" and "electronic games". The electronic search was done up to December 2007. DISCUSSION: Studies conducted in distinct countries still indicate very different prevalence rates; this is probably due to the absence of consensus and the use of diverse names, which brings about the adoption of distinct diagnostic criteria. Many patients reporting abusive use and dependence show significant consequences to their professional, academic (school), social and family lives. CONCLUSIONS: Further investigations are needed to determine whether this abusive Internet and electronic game use should be understood as one of the newest psychiatric classifications of the 21st century or just substrates of other disorders.


Assuntos
Comportamento Aditivo/psicologia , Transtornos Disruptivos, de Controle do Impulso e da Conduta/psicologia , Internet , Jogos de Vídeo/psicologia , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/epidemiologia , Comorbidade , Manual Diagnóstico e Estatístico de Transtornos Mentais , Transtornos Disruptivos, de Controle do Impulso e da Conduta/diagnóstico , Transtornos Disruptivos, de Controle do Impulso e da Conduta/epidemiologia , Humanos , Classificação Internacional de Doenças , Prevalência
16.
Braz. J. Psychiatry (São Paulo, 1999, Impr.) ; 30(2): 156-167, jun. 2008. tab
Artigo em Português | LILACS | ID: lil-485249

RESUMO

OBJETIVO: Com a inclusão das novas tecnologias contemporâneas, a Internet e os jogos eletrônicos tornaram-se ferramentas de uso amplo e irrestrito, transformando-se em um dos maiores fenômenos mundiais da última década. Diversas pesquisas atestam os benefícios desses recursos, mas seu uso sadio e adaptativo progressivamente deu lugar ao abuso e à falta de controle ao criar severos impactos na vida cotidiana de milhões de usuários. O objetivo deste estudo foi revisar de forma sistemática os artigos que examinam a dependência de Internet e jogos eletrônicos na população geral. Almejamos, portanto, avaliar a evolução destes conceitos no decorrer da última década, assim como contribuir para a melhor compreensão do quadro e suas comorbidades. MÉTODO: Foi feita uma revisão sistemática da literatura através do MedLine, Lilacs, SciELO e Cochrane usando-se como parâmetro os termos: "Internet addiction", pathological "Internet use", "problematic Internet use", "Internet abuse", "videogame", "computer games" e "electronic games". A busca eletrônica foi feita até dezembro de 2007. DISCUSSÃO: Estudos realizados em diferentes países apontam para prevalências ainda muito diversas, o que provavelmente se deve à falta de consenso e ao uso de diferentes denominações, dando margem à adoção de distintos critérios diagnósticos. Muitos pacientes que relatam o uso abusivo e dependência passam a apresentar prejuízos significativos na vida profissional, acadêmica (escolar), social e familiar. CONCLUSÕES: São necessárias novas investigações para determinar se esse uso abusivo de Internet e de jogos eletrônicos pode ser compreendido como uma das mais novas classificações psiquiátricas do século XXI ou apenas substratos de outros transtornos.


OBJECTIVE: With the introduction of the new technologies to our daily lives, the Internet and electronic games have become widely and unrestrictedly used tools and one of the major global phenomena in the last decade. Several investigations have attested the benefits from such resources; however, their healthy, adaptive use progressively gave place to their abuse and the lack of control, which have severely impacted on the daily life of millions of users. The objective of this study was to systematically review the articles looking into Internet and electronic games addiction in the general population. We intend, therefore, to evaluate the progression of these concepts in the course of the last decade, as well as contributing to better understand this condition and its comorbidities. METHOD: A systematic literature review was conducted by means of MedLine, Lilacs, SciELO, and Cochrane using the following terms as a parameter: "Internet addiction", "pathological internet use", "internet abuse", "videogame" , "computer games" and "electronic games". The electronic search was done up to December 2007. DISCUSSION: Studies conducted in distinct countries still indicate very different prevalence rates; this is probably due to the absence of consensus and the use of diverse names, which brings about the adoption of distinct diagnostic criteria. Many patients reporting abusive use and dependence show significant consequences to their professional, academic (school), social and family lives. CONCLUSIONS: Further investigations are needed to determine whether this abusive Internet and electronic game use should be understood as one of the newest psychiatric classifications of the 21st century or just substrates of other disorders.


Assuntos
Humanos , Comportamento Aditivo/psicologia , Transtornos Disruptivos, de Controle do Impulso e da Conduta/psicologia , Internet , Jogos de Vídeo/psicologia , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/epidemiologia , Comorbidade , Manual Diagnóstico e Estatístico de Transtornos Mentais , Transtornos Disruptivos, de Controle do Impulso e da Conduta/diagnóstico , Transtornos Disruptivos, de Controle do Impulso e da Conduta/epidemiologia , Classificação Internacional de Doenças , Prevalência
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