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1.
Nurse Educ Today ; 140: 106272, 2024 09.
Artigo em Inglês | MEDLINE | ID: mdl-38851019

RESUMO

BACKGROUND: Empathy and self-efficacy for smoking cessation counseling can be enhanced through smoking cessation training. Narrative videos and virtual reality (VR) games have been applied in medical education, but their application in smoking cessation training is limited and understudied. OBJECTIVES: To evaluate the effect of smokers' narrative videos and mini-VR games on nursing students' empathy towards smokers (State Empathy Scale), confidence in practicing empathy, self-efficacy in smoking cessation counseling, and learning satisfaction. DESIGN: An open-labeled randomized controlled trial, registration number: NCT05440877 (ClinicalTrials.gov). SETTING AND PARTICIPANTS: Master of nursing students from the University in Hong Kong who enrolled in a smoking cessation course. METHODS: All students attended a tutorial including case-based discussions and role-play. The intervention group could additionally access the narrative videos and mini-VR games of smokers' cases. Linear mixed models and Cohen's d were used to evaluate the intervention effect on the self-reported learning outcomes after the intervention. RESULTS: 26 students enrolled in this trial, with 13 in each trial arm. All completed the trial. Post-test state empathy scores were significantly higher in the control group than in the intervention group (Cohen's d = 0.814, p = 0.049). No significant group differences were observed in the change of confidence in practicing empathy (ß = -11.154, p = 0.073), self-efficacy (ß = 4.846, p = 0.096), and students' learning satisfaction (Cohen's d = 0.041, p = 0.917). Both groups showed a significant increase in self-efficacy post-test (p < 0.001). CONCLUSIONS: Narrative videos showing smoking scenes and reluctance to quit, and our mini-VR games may weaken nursing students' empathy towards smokers. Smoking cessation training involving narrative videos should be modified. Debriefing and guidance to understand smokers' difficulties and express empathy are needed. VR games for smoking cessation training can involve more frame stories and challenging tasks to increase engagement.


Assuntos
Aconselhamento , Empatia , Autoeficácia , Abandono do Hábito de Fumar , Estudantes de Enfermagem , Jogos de Vídeo , Humanos , Feminino , Masculino , Hong Kong , Estudantes de Enfermagem/psicologia , Estudantes de Enfermagem/estatística & dados numéricos , Abandono do Hábito de Fumar/métodos , Abandono do Hábito de Fumar/psicologia , Jogos de Vídeo/psicologia , Adulto , Aconselhamento/métodos , Aconselhamento/educação , Narração , Gravação em Vídeo , Educação de Pós-Graduação em Enfermagem/métodos
2.
Compr Psychiatry ; 132: 152470, 2024 07.
Artigo em Inglês | MEDLINE | ID: mdl-38631271

RESUMO

INTRODUCTION: With the inclusion of gaming disorder in the ICD-11, diagnostic criteria were introduced for this relatively new disorder. These criteria may be applied to other potential specific Internet-use disorders. The 11-item Assessment of Criteria for Specific Internet-use Disorders (ACSID-11) was developed for consistent screening of gaming disorder, online buying-shopping disorder, online pornography-use disorder, social networks-use disorder, and online gambling disorder. This study tested the construct validity of the ACSID-11, including convergent and divergent measures. METHODS: The ACSID-11 measures five behavioral addictions with the same set of items by following the principles of the Alcohol, Smoking and Substance Involvement Screening Test (ASSIST). The ACSID-11 was administered to a convenience sample of active Internet users (N = 1597) together with validated and established measures of each specific Internet-use disorder along with screeners for mental health. Included are the Ten-Item Internet Gaming Disorder Test (IGDT-10), the Bergen Shopping Addiction Scale (BSAS), the Problematic Pornography Consumption Scale (PPCS), the Bergen Social Media Addiction Scale (BSMAS) and the Berlin Inventory of Gambling behavior - Screening (BIG-S). The ACSID-11 was compared convergently and divergently through a multitrait-multimethod approach along with contingency tables with the other Internet-use disorder screeners. RESULTS: The multitrait-multimethod results shows that each behavior assessed with the ACSID-11 has moderate to strong correlations (r's from 0.462 to 0.609) with the scores of the corresponding established measures and, furthermore, positive correlations (r's from 0.122 to 0.434) with measures of psychological distress and further shows that the ACSID-11 can be used for a comprehensive assessment of different behaviors. The contingency tables reveal large divergences between the ACSID-11 and other screening instruments concerning the classification of problematic specific Internet use based on the given cut-off values. CONCLUSION: The current work provides additional validation for the ACSID-11. Accordingly, this tool can be considered as reliable and valid for the simultaneous assessment of different Internet-use disorders: gaming disorder, online buying-shopping disorder, online pornography use disorder, social networks use disorder, and online gambling disorder. With a subsequent clinical validation of the scale and the proposed cut-off score, the ACSID-11 will be a thoroughly validated useful screening tool for clinical practice.


Assuntos
Transtorno de Adição à Internet , Humanos , Transtorno de Adição à Internet/diagnóstico , Transtorno de Adição à Internet/psicologia , Masculino , Feminino , Adulto , Reprodutibilidade dos Testes , Classificação Internacional de Doenças , Adulto Jovem , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/psicologia , Comportamento Aditivo/classificação , Pessoa de Meia-Idade , Adolescente , Internet , Jogos de Vídeo/psicologia , Psicometria/instrumentação , Psicometria/métodos , Escalas de Graduação Psiquiátrica/normas , Programas de Rastreamento/métodos , Programas de Rastreamento/normas , Inquéritos e Questionários
3.
Games Health J ; 13(4): 268-277, 2024 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-38563685

RESUMO

Background: Children can learn efficiently with well-designed serious games. The use of applications to promote health has proliferated, but there is a lack of scientific studies on educational games in oral health. Materials and Methods: We developed the Brazilian version of a British and Jordanian oral health education game for children from the perspectives of Brazilian specialists and users. This descriptive study, with a qualitative and quantitative approach, comprised three phases: I-Experts' discussion of the appropriateness of the previous version of the game to Brazil; II-Development of the first Brazilian version of the game; and III-Evaluation of the first version with 15 children from 4 to 8 years of age. Results: In Phase I, the specialists agreed with the development of the Brazilian version of the game, with minor adjustments on: advice on eating; advice on oral hygiene habits, users' age group, game characters, and game purpose. Phase II: a version with a few changes in images and recommendations, written and spoken in Brazilian Portuguese. Phase III: The global average of correct answers in the game's tasks was 75.3%, ranging from 50.0% to 100%. Children reported having fun with the game, and most understood the content and its interface; their parents found the information relevant and enjoyed the gameplay with their children. Conclusions: The Oral Health Education Game offered basic information for preventing dental caries to Brazilian children aged 4-8 years old in an interactive and fun way; it could support professionals in improving oral health education.


Assuntos
Saúde Bucal , Jogos de Vídeo , Humanos , Criança , Saúde Bucal/normas , Saúde Bucal/educação , Pré-Escolar , Masculino , Feminino , Brasil , Jogos de Vídeo/normas , Jogos de Vídeo/psicologia , Educação em Saúde/métodos , Educação em Saúde/normas
4.
Comput Inform Nurs ; 42(7): 537-545, 2024 Jul 01.
Artigo em Inglês | MEDLINE | ID: mdl-38625019

RESUMO

Empathy is significant in nursing, and showing empathy toward a patient positively impacts a patient's health. Learning empathy through immersive simulations is effective. Immersion is an essential factor in virtual reality. This study aimed to describe nursing students' experiences of empathy in a virtual reality simulation game. Data were collected from nursing students (n = 20) from May 2021 to January 2022. Data collection included individual semistructured interviews; before the interviews, the virtual reality gaming procedure was conducted. Inductive content analysis was used. Nursing students experienced compassion and a feeling of concern in the virtual reality simulation game. Students were willing to help the virtual patient, and they recognized the virtual patient's emotions using methods such as listening and imagining. Students felt the need to improve the patient's condition, and they responded to the virtual patient's emotions with the help of nonverbal and verbal communication and helping methods. Empathy is possible to experience by playing virtual reality simulation games, but it demands technique practicing before entering the virtual reality simulation game.


Assuntos
Empatia , Pesquisa Qualitativa , Estudantes de Enfermagem , Realidade Virtual , Humanos , Estudantes de Enfermagem/psicologia , Feminino , Masculino , Jogos de Vídeo/psicologia , Bacharelado em Enfermagem/métodos , Adulto , Treinamento por Simulação/métodos , Simulação de Paciente , Adulto Jovem
5.
Artigo em Russo | MEDLINE | ID: mdl-38529869

RESUMO

OBJECTIVE: To conduct the primary prevention of computer game addiction (PPCGA) in students of General education institutions (GEI), aimed at preventing the formation of CGA. MATERIAL AND METHODS: The study included 488 students in grades 7-10 of GEI aged 12-17 years (14.6±2.4 years), of which 393 adolescents, who made up the main group, received PPCGA and 95 - control, without PPCGA. RESULTS: Preventive measures were carried out without interrupting the educational process; they were carried out by addiction psychiatrists and medical psychologists. PPCGA was aimed at teaching students a healthy lifestyle, the development of their personal resources, the formation of skills to overcome problem situations, a change in the value attitude to computer games and the formation of alternative interests. In the main group, a decrease in the time interval spent by students at the computer was found (p<0.05). There was a decrease in the number of students (p<0.05), experiencing affective disorders when abstaining from the computer, including mild depression and subclinically expressed anxiety/depression, for whom computer games could lead to problems and negative consequences. An increase in the interval of time spent by students at the computer (p<0.05); an increase in the number of students experiencing affective disorders when abstaining from the computer (p<0.05); a trend towards the increase in the frequency of problems and delayed meetings and personal matters related to spending time at the computer; an increase in clearly uncommunicative (p<0.05) were found in the control group. CONCLUSIONS: Primary prevention of computer gaming increase the number of students who prefer a healthy lifestyle (physical education and sports, rational nutrition, sex education, family relationships) and reduce the number of people who prefer computer games as a form of leisure.


Assuntos
Comportamento Aditivo , Jogos de Vídeo , Adolescente , Humanos , Jogos de Vídeo/psicologia , Estudantes , Comportamento Aditivo/epidemiologia , Comportamento Aditivo/prevenção & controle , Comportamento Aditivo/psicologia , Prevenção Primária
6.
J Gambl Stud ; 39(4): 1661-1674, 2023 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-37115422

RESUMO

The purpose of this study was to investigate university students' gaming and gambling behaviors, the factors that relate to these behaviors, and the connection between gaming and gambling behaviors. The study was designed as survey research, which is one of the quantitative research methods. The sample for the study consists of 232 students who are continuing their education at a state university in Turkey. The data of the research were collected through the Student Information Form, the Game Addiction Scale, and the South Oaks Gambling Screen. While the rate of students with problematic gambling behavior was 9.1% (n = 21), the rate of students with problematic gambling behavior was 14.2% (n = 33). Gaming behavior showed significant differences according to gender, age, the feeling of success, leisure time sufficiency, sleep proficiency, smoking, and alcohol use. Gambling behavior showed significant differences according to gender, family type, family income, the feeling of success, level of happiness, the experience of psychological distress, social relationship satisfaction, smoking, and alcohol use, and the presence of an addicted person in the social environment. Gender, perception of success, leisure proficiency, and alcohol use were variables associated with both gambling and gaming. There was a positive and significant relationship between gaming and gambling behavior (r = .264, p < .001). As a result, it is seen that the variables related to gaming and gambling behavior differ rather than partnership. Considering the weak relationship between gaming and gambling behavior, it is difficult to put forward sharp views on the relationship between gaming and gambling.


Assuntos
Comportamento Aditivo , Jogo de Azar , Jogos de Vídeo , Humanos , Jogo de Azar/psicologia , Universidades , Jogos de Vídeo/psicologia , Comportamento Aditivo/psicologia , Estudantes
7.
Artigo em Inglês | MEDLINE | ID: mdl-36498020

RESUMO

The aim of this cross-sectional study was to examine the impact of gaming and gaming disorder on the wellbeing of Israeli male university students and other adults. Gaming disorder (i.e., persistent, and recurrent gaming activity associated with a lack of control that may be clinically diagnosed) was determined using the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Survey participants were recruited from gaming associations, clubs and the gaming community using Facebook. Data were collected in June 2022. A total of 526 males completed the survey (30.9% university students and 69.1% other young adults). Various statistical methods of analysis including regression were used for this study. Significant study group differences revealed university students with more indications of gaming disorder, more burnout, less loneliness, more stimulant (i.e., Ritalin) use, a greater consumption of salt- and/or sugar-loaded foods and lower economic wellbeing. The levels of resilience (i.e., the ability to recover from stress), substance use (e.g., tobacco and alcohol) and weight gain were similar for the two groups. Regression analysis showed gaming disorder as a key predictor of burnout, economic wellbeing and resilience. This study examined only male gamers because of the small number of female respondents. However, additional research is needed about female internet gamers, including their possible exposure to online harassment and sexual degradation. Additionally, additional research should be considered to verify the present study's findings about gamers based on demographic factors and gaming disorder levels. Prevention and treatment intervention measures, including those that can be made available on campus, should be thought about by university administration personnel and student association leaders in consultation with professionals who are experienced in reducing gaming disorder and other harmful behaviors among students.


Assuntos
Comportamento Aditivo , Transtornos Disruptivos, de Controle do Impulso e da Conduta , Jogos de Vídeo , Adulto Jovem , Humanos , Masculino , Feminino , Comportamento Aditivo/psicologia , Jogos de Vídeo/psicologia , Estudos Transversais , Inquéritos e Questionários , Internet
8.
Cuestiones infanc ; 23(2): 48-65, Oct. 19, 2022.
Artigo em Espanhol | LILACS, UNISALUD, BINACIS | ID: biblio-1427032

RESUMO

Este trabajo parte de un interrogante actual y acuciante: qué condiciones de subjetivación encuentran las infancias y adolescencias contemporáneas en el ambiente tecnológico. Tomando el jugar como hilo conductor por su valencia estructurante y considerando su derrotero en los contextos virtuales, se van examinando las posibilidades y las encerronas que niños y adolescentes tienen en la actualidad. Se emplea la distinción winnicottiana entre jugar (play) y juego (game) como modelo para examinar tanto la cualidad del hacer de niños y adolescentes con la virtualidad, como así también la propuesta cultural conectiva. Por último, se describe la configuración de un gameepocal destituyente del jugar y del lazo social y se propone restituir una política sobre el jugar como apuesta subjetivante, dado que sin creatividad y sin poder pensar con otros, resulta extremadamente difícil habitar un mundo tan tambaleante, complejo y disruptivo AU


This work is based on a current and pressing question, what conditions of subjectivation do contemporary childhoods and adolescentsfind in the technological environment. Taking play as a guiding thread due to its structuring valence and considering its course in virtual contexts, the possibilities and obstacles that children and adolescents have today are examined. The Winnicottian distinction between playing (play) and game (game) is used as a model to examine both the quality of children and adolescents doing with virtuality, as well as the connective cultural proposal. Finally, the configuration of an epochal game destituting playing and the social bond is described and it is proposed to restore a policy on playing as a subjectivizing bet, given that without creativity and without being able to think with others, it is extremely difficult to inhabit such a shaky world. complex and disruptive AU


Ce travail est basé sur une question actuelle et pressante, quelles conditions de subjectivationles enfances et les adolescents contemporains trouvent-ils dans l'environnement technologique. En prenant le jeu comme fil conducteur en raison de sa valence structurante et en considérant son déroulement dans des contextes virtuels, les possibilités et les obstacles que les enfants et les adolescents ont aujourd'hui sont examinés. La distinction winnicottienne entre playet gameest utilisée comme modèle pour examiner à la fois la qualité des enfants et des adolescents faisant avec la virtualité, ainsi que la proposition culturelle connective. Enfin, la configuration d'un jeu d'époque dénué de jeu et de lien social est décrite et il est proposé de restituer une politique du jeu comme pari subjectivant, étant donné que sans créativité et sans pouvoir penseravec les autres, il est extrêmement difficile d'habiter un monde si instable, complexe et perturbateur AU


Este trabalho parte de uma questão atual e premente, quais as condições de subjetivação que as infâncias e os adolescentes contemporâneos encontram no ambiente tecnológico. Tomando o brincar como fio condutor por sua valência estruturante e considerando seu percurso em contextos virtuais, examinam-se as possibilidades e os obstáculos que as crianças e adolescentes têm hoje. A distinção winnicottiana entre brincar (jogar) e jogo (jogo) é utilizada como modelo para examinar tanto a qualidade do fazer de crianças eadolescentes com a virtualidade, quanto a proposta cultural conectiva. Por fim, descreve-se a configuração de um jogo epocal que destitui o brincar e o vínculo social e propõe-se restaurar uma política do brincar como aposta subjetivante, pois sem criatividade e sem poder pensar com os outros é extremamente difícil habitar um mundo tão instável, complexo e perturbador AU


Assuntos
Humanos , Masculino , Feminino , Criança , Adolescente , Jogos de Vídeo/psicologia , Confiança/psicologia , Tecnologia Digital , Fatores Socioeconômicos , Luto , Puberdade/psicologia , Comparação Social
9.
Aval. psicol ; 21(3): 251-260, jul.-set. 2022. ilus, tab
Artigo em Inglês | LILACS, Index Psicologia - Periódicos | ID: biblio-1447472

RESUMO

Despite the growing engagement in electronic games globally and the need to measure behavior in this context, there are few instruments for this purpose. The present study aimed to develop and validate the Game Behavior Scale-Electronic (GBS-E) in Brazil. In Study 1 (N=409), exploratory factor analysis supported the adequacy of a two-factor solution (individual and collective behavior). In Study 2 (N=373), we used confirmatory factor analysis, item response theory (to evaluate the discrimination and difficulty levels), and graphical factor analysis to test the above version of the scale and propose a short form of the GBS-E. The results suggest that both forms (full form, 31 items and short form, 10 items) of the GBS-E demonstrate psychometric evidence (factorial validity and internal consistency) for the adequacy of the measure to evaluate individual and collective behavior in electronic games. (AU)


Apesar do avanço da prática do esporte eletrônico a nível global e da necessidade de mensurar comportamentos neste contexto, são escassos na literatura instrumentos para este fim. Assim, o presente estudo objetivou elaborar e validar a Escala de Comportamento em Jogo - Eletrônico (ECJ-E) em uma amostra brasileira. No Estudo 1 (N=409) uma análise fatorial exploratória suportou a adequação de uma solução bifatorial (comportamento individual e coletivo). No Estudo 2 (N=373), utilizou-se de análise fatorial confirmatoria, da Teoria de Resposta ao Item (para avaliar os níveis de discriminação e dificuldade) e da análise fatorial gráfica para testar a versão do estudo anterior e propor uma forma curta da ECJ-E. Os resultados sugerem que tanto a forma completa (31 itens) quanto a curta (10 itens) da ECJ-E fornecem evidências psicométricas (validade fatorial e consistência interna) de adequação da medida para avaliar o comportamento individual e coletivo em jogo - eletrônico. (AU)


A pesar del avance de los deportes electrónicos a nivel mundial y la necesidad de medir comportamientos en este contexto, los instrumentos para tal fin son escasos en la literatura. El presente estudio tuvo como objetivo desarrollar y validar la Escala de Comportamiento en el Juego - Electrónico (ECJ-E) en una muestra brasileña. En el Estudio 1 (N=409), un análisis factorial exploratorio apoyó la idoneidad de una solución de dos factores (comportamiento individual y colectivo). En el Estudio 2 (N=373), utilizamos el análisis factorial confirmatorio, la Teoría de la Respuesta al Ítem (para evaluar los niveles de discriminación y dificultad) y el análisis factorial gráfico para probar la versión del estudio anterior y proponer un formulario breve. Los resultados sugieren que el formulario completo (31 ítems) y el breve (10 ítems) del ECJ-E aportan evidencias psicométricas (validez factorial y consistencia interna) de la adecuación de la medida para evaluar el comportamiento individual y colectivo en los juegos electrónicos. (AU)


Assuntos
Humanos , Masculino , Feminino , Adolescente , Adulto , Adulto Jovem , Comportamento , Jogos de Vídeo/psicologia , Psicometria , Reprodutibilidade dos Testes , Análise Fatorial , Redes Sociais Online , Fatores Sociodemográficos
10.
Cuestiones infanc ; 23(1): 30-48, Mayo 27, 2022.
Artigo em Espanhol | LILACS, UNISALUD, BINACIS | ID: biblio-1396134

RESUMO

El avance de la tecnología es constante, las redes sociales son de uso cotidiano y también una forma de vincularse con otros. La virtualidad llegó para quedarse, y con la pandemia por covid19 su uso se acrecentó. Esto implicó poner en marcha estrategias y herramientas para poder dar continuidad al trabajo clínico con niños y adolescentes. El presente trabajo da cuenta del recorrido terapéutico con una joven que presentaba autolesiones, tricotilomanía y trastornos alimenticios. Ante este cuadro de desvalimiento psíquico de la paciente, se advierten fallas en la constitución de la subjetividad y la perturbación en el sentimiento de estar vivo. A partir del relato de un tipo particular de juego en línea, los juegos de rol, se evidenció un cambio en la actitud de la paciente. La inclusión del material de dichos juegos en el trabajo terapéutico permitió desplegar elementos de su subjetividad AU


Technology's progress is constant. Social networks are the way of connecting with others daily. With the COVID 19 pandemic, virtuality increased noticeably and is here to stay. Different stra-tegies and tools were implemented in order to continue clinical work with children and teena-gers. This article develops the therapeutic work with a young woman who presented self-harm, trichotillomania (pulling out hair) and eating disorders. Given the patient ́s state of psychic hel-plessness, flaws in the constitution of subjectivity were noted, along with the disturbance in the feeling of being alive. Her sessions and stories were focused on role-playing online games. The inclusion of the mate-rial of those games in the therapy allowed to display elements of her subjectivity. Since then, a change in the patient's attitude was evidenced AU


L'avancement de la technologie est constant. Les réseaux sociaux sont le moyen quotidien de se connecter avec les autres. Avec la pandémie de COVID 19, la virtualité s'est développée rapidement et est là pour rester. Différentes stratégies et outils ont été mis en place afin de poursuivre le travail clinique auprès des enfants et des adolescentes. Cet article développe le travail thérapeutique auprès d'une jeunefemme qui présentait de l'automutilation, de la trichotillomanie (arracher les cheveux) et des troubles alimentaires. Face à ce tableau d'impuissance psychique du patient, on constate des défaillances dans la constitution de la subjectivité et des perturbations dans le sentiment d'être vivant.Ses sessions et ses histoires se sont concentrées sur les jeux de rôle en ligne. L'inclusion de ces jeux dans le travail thérapeutique a permis de montrer des éléments de leur subjectivité. De ces histoires de jeux, un changement dans l'attitude du patient était évident AU


O avanço da tecnologia é constante. As redes sociais são a maneira cotidiana de se conectar com os outros. Com a pandemia do COVID 19, a virtualidade cresceu rapidamente e veio para ficar. Diferentes estratégias e ferramentas foram implementadas para dar continuidade ao tra-balho clínico com crianças e adolescentes. O presente trabalho desenvolve a jornada tera-pêutica com uma jovem que apresentava automutilação, tricotilomania (arrancar o cabelo) e transtornos alimentares. Diante desse quadro de desamparo psíquico do paciente, observam-se falhas na constituição da subjetividade e perturbação no sentimento de estar vivo. Suas sessões e histórias se concentravam em jogos de RPG online. A inclusão desses jogos no trabalho terapêutico permitiu evidenciar elementos de sua subjetividade. A partir de então, evidenciou-se uma mudança na atitude do paciente AU


Assuntos
Humanos , Feminino , Adolescente , Psicologia Clínica , Jogos de Vídeo/psicologia , Realidade Virtual , Comportamento Autodestrutivo/psicologia , COVID-19/epidemiologia
11.
J Addict Dis ; 40(2): 197-207, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-34515623

RESUMO

BACKGROUND: The problematic use of video games is linked to mental health and behavioral problems among adolescents. World reported averages for problematic use range from 1.3% to 19.3%. This is the first study to investigate these problems among Brazilian adolescents. OBJECTIVES: This study aimed to describe the prevalence of the non-problematic and problematic use of video games among Brazilian adolescents, and to assess mental health and behavioral problems associated with both types of use. METHODS: This study used the baseline data of a cluster randomized controlled trial that evaluated the effectiveness of the school-based program #Tamojunto2.0. The sample included 3,939 eighth-grade students who answered an anonymous self-report questionnaire. Video game use was investigated through a question, and problematic use was assessed using a scale. Weighted logistic regressions were used to investigate the associated factors. RESULTS: The results show that 85.85% of the children reported playing video games in the past year, 28.17% fulfilled our criteria for problematic use. Non-problematic video game use is associated with being male, younger ages, and bullying perpetration. Problematic video game use is associated with being male, tobacco and alcohol use, bullying perpetrators, and bullying victims, with abnormal levels of hyperactivity/inattention, social behavior problems, conduct problems, peer relationship problems, and emotional symptoms. CONCLUSION: Brazilian adolescents' self-reported use of video games is compatible with the world average, but the percentage of those who showed problematic use is higher than the world average. This study demonstrates the need for investigating how to prevent and intervene in this situation.


Assuntos
Comportamento do Adolescente , Comportamento Aditivo , Comportamento Problema , Jogos de Vídeo , Adolescente , Comportamento Aditivo/epidemiologia , Brasil/epidemiologia , Criança , Feminino , Humanos , Masculino , Saúde Mental , Jogos de Vídeo/efeitos adversos , Jogos de Vídeo/psicologia
12.
J Gambl Stud ; 38(3): 941-965, 2022 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-34625873

RESUMO

The increasing presence of gaming disorder in recent years has led to major efforts to identify the specific predictors that have a high impact on the profile of people seeking treatment for this mental condition. The purpose of this study was to explore the network structure of the correlates of gaming disorder considering sociodemographic features and other clinical symptoms. Network analysis was applied to a sample of patients who met clinical criteria for gaming disorder (n = 117, of ages ranging from 15 to 70 yrs-old). Variables considered in the network included sex, age, socioeconomic position, global emotional distress, age of onset and duration of the gaming disorder, personality traits and the presence of other addictive behaviors (tobacco, alcohol and behavioral addictions). The central nodes in the network were global psychological distress, chronological age, and age of onset of gaming related problems. Linkage analysis also identified psychopathological status and age as the variables with the most valuable information in the model. The poorest relevance in the analysis was for the duration of gaming problems and socioeconomic levels. Modularity analysis grouped the nodes within four clusters. Identification of the variables with the highest centrality/linkage can be particularly useful for developing precise management plans to prevent and treat gaming disorder related problems.


Assuntos
Comportamento Aditivo , Transtornos Disruptivos, de Controle do Impulso e da Conduta , Jogo de Azar , Jogos de Vídeo , Adolescente , Adulto , Idoso , Comportamento Aditivo/psicologia , Comportamento Aditivo/terapia , Jogo de Azar/psicologia , Humanos , Pessoa de Meia-Idade , Jogos de Vídeo/psicologia , Adulto Jovem
13.
Br J Anaesth ; 127(4): 608-619, 2021 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-34340838

RESUMO

BACKGROUND: Procedural pain and anxiety in children can be poorly controlled, leading to significant short- and long-term sequelae, such as longer procedure times or future healthcare avoidance. Caregiver anxiety can exacerbate these effects. We aimed to evaluate the effect of interactive video game interventions on children's procedural pain and anxiety, including the effect of different types of video games on those outcomes. METHODS: We conducted a systematic review and meta-analysis of the effectiveness of interactive video games compared with standard care in children (0-18 yr) undergoing painful procedures. We searched the databases MEDLINE, Embase, and PsycINFO. We conducted random-effects meta-analysis using 'R' of children's procedural pain and anxiety and caregivers' anxiety. RESULTS: Of 2185 studies screened, 36 were eligible (n=3406 patients). Studies commonly involved venous access (33%) or day surgery (31%). Thirty-four studies were eligible for meta-analyses. Interactive video games appear to reduce children's procedural pain (standardised mean difference [SMD]=-0.43; 95% confidence interval [CI]: -0.67 to -0.20), anxiety (SMD=0.61; 95% CI: -0.88 to -0.34), and caregivers' procedural anxiety (SMD=-0.31; 95% CI: -0.58 to -0.04). We observed no difference between preparatory and distracting games, or between virtual reality and non-virtual reality games. We also observed no difference between interactive video games compared with standard care for most medical outcomes (e.g. procedure length), except a reduced need for restraint. Studies reported minimal adverse effects and typically had high intervention acceptability and satisfaction. CONCLUSIONS: Our findings support introducing easily available video games, such as distraction-based conventional video games, into routine practice to minimise paediatric procedural pain and child/caregiver anxiety.


Assuntos
Ansiedade/prevenção & controle , Dor Processual/prevenção & controle , Jogos de Vídeo/psicologia , Adolescente , Cuidadores/psicologia , Criança , Pré-Escolar , Humanos , Lactente
15.
PLoS One ; 15(8): e0232341, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32845892

RESUMO

BACKGROUND: Both laparoscopic surgery and computer games make similar demands on eye-hand coordination and visuospatial cognitive ability. A possible connection between both areas could be used for the recruitment and training of future surgery residents. AIM: The goal of this study was to investigate whether gaming skills are associated with better laparoscopic performance in medical students. METHODS: 135 medical students (55 males, 80 females) participated in an experimental study. Students completed three laparoscopic tasks (rope pass, paper cut, and peg transfer) and played two custom-designed video games (2D and 3D game) that had been previously validated in a group of casual and professional gamers. RESULTS: There was a small significant correlation between performance on the rope pass task and the 3D game, Kendall's τ(111) = -.151, P = .019. There was also a small significant correlation between the paper cut task and points in the 2D game, Kendall's τ(102) = -.180, P = .008. Overall laparoscopic performance was also significantly correlated with both the 3D game, Kendall's τ(112) = -.134, P = .036, and points in the 2D game, Kendall's τ(113) = -.163, P = .011. However, there was no significant correlation between the peg transfer task and both games (2D and 3D game), P = n.s.. CONCLUSION: This study provides further evidence that gaming skills may be an advantage when learning laparoscopic surgery.


Assuntos
Competência Clínica , Laparoscopia , Cirurgiões , Jogos de Vídeo , Adulto , Simulação por Computador , Feminino , Alemanha , Humanos , Laparoscopia/psicologia , Curva de Aprendizado , Masculino , Destreza Motora , Desempenho Psicomotor , Fatores Sexuais , Processamento Espacial , Estudantes de Medicina/psicologia , Cirurgiões/psicologia , Análise e Desempenho de Tarefas , Jogos de Vídeo/psicologia , Adulto Jovem
16.
Nutrients ; 12(8)2020 Jul 24.
Artigo em Inglês | MEDLINE | ID: mdl-32722228

RESUMO

Currently, there are several methodological models that have broken into different disciplines of knowledge with the aim of making the teaching/learning process more dynamic, active and participatory for students. This is the case of Flipped Classroom, which is based on a mixed approach between e-learning and face-to-face teaching, as well as gamification, which bases its didactic principles on the recreational components of the games. Within this context, the aim of this research is to observe what effect the application of Flipped Classroom and gamification has in the development of motivation, autonomy and self-regulation towards learning through a didactic unit on healthy habits and diet in 202 students of 6th grade of Primary School from four different schools (public and state-subsidized) in the city of Granada (Spain). For this purpose, a methodological design was used with pre-test and post-test to check the effects of the experience on the students. The findings obtained showed that the application of these methods promoted an increase in students' motivation, as well as in their autonomy and self-regulation when facing the contents of the subject. For this reason, it is advocated that there is a need to continue promoting a quality and innovative educational practice according to the figure of the student today.


Assuntos
Estilo de Vida Saudável , Serviços de Saúde Escolar , Estudantes/psicologia , Ensino/psicologia , Jogos de Vídeo/psicologia , Criança , Currículo , Dieta Saudável , Regulação Emocional , Feminino , Humanos , Masculino , Motivação , Autonomia Pessoal , Espanha
17.
Psychiatry Res ; 290: 113165, 2020 08.
Artigo em Inglês | MEDLINE | ID: mdl-32559564

RESUMO

The aim of this study was to develop a screening questionnaire to distinguish high-risk individuals associated with game overuse from casual internet users. Reliability, validity, and diagnostic ability were evaluated for the newly developed Game Overuse Screening Questionnaire (GOS-Q). Preliminary items were assessed by 50 addiction experts online and 30 questions were selected. A total of 158 subjects recruited from six community centers for internet addiction participated in this study. Finally, 150 people were used in the analysis after excluding eight non-respondents. GOS-Q, Young's internet addiction scale, and Korean scale for internet addiction were used to assess concurrent validity. Internal consistency and item-total correlations were favorable (α= 0.96, r= 0.47-0.82). Test-retest reliability was moderate in size (r= 0.74). GOS-Q showed superior concurrent validity, and the highest correlation with Y-Scale (r= 0.77). The construct validity was marginally supported by a six-factor model using exploratory factor analysis. The area under the Receiver Operating Characteristic curve was 0.945. The high-risk addiction group was effectively characterized by a cut-off point of 38.5, with a sensitivity of 0.87 and a specificity of 0.88. Overall, the current study supports the use of GOS-Q as a reliable screening tool in a variety of settings.


Assuntos
Comportamento Aditivo/diagnóstico , Comportamento Aditivo/psicologia , Programas de Rastreamento/psicologia , Programas de Rastreamento/normas , Inquéritos e Questionários/normas , Jogos de Vídeo/psicologia , Adolescente , Adulto , Comportamento Aditivo/epidemiologia , Feminino , Humanos , Masculino , Psicometria , Reprodutibilidade dos Testes , República da Coreia/epidemiologia , Adulto Jovem
18.
Games Health J ; 9(6): 446-452, 2020 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-32498637

RESUMO

Objective: To evaluate the effect of exergaming in the plasma levels of adipokines (interleukin [IL]-1ß, IL-6, IL-8, and tumor necrosis factor-alpha [TNF-α]), Th1 (IL-2, IL-12, and interferon gamma [IFN-γ]), Th2 (IL-4 and IL-33), Th17 (IL-17 and IL-23), and regulatory T (Treg) (IL-10 and transforming growth factor-beta [TGF-ß]) in cancer patients undergoing treatment. Materials and Methods: We conducted a quasi-experimental control clinical trial using exergaming in all groups through the Xbox 360 Kinect™. The game used in this study was called Your Shape Fitness Evolved 2012. The volunteer participants played the game two to three times per week, for a total of 20 sessions. Forty-five volunteer participants were divided into 3 groups: cancer patients undergoing chemotherapy and/or radiotherapy treatment (chemotherapy and/or radiotherapy group CRG; n = 15); cancer patients who finished chemotherapy and/or radiotherapy treatment (cancer accompaniment group CAG; n = 15); and the control group (volunteers without a cancer diagnosis CG; n = 15). In the pre- and post-training period, all volunteers submitted to blood collection procedures using the enzyme-linked immunosorbent assay (ELISA). This test was used to obtain the levels of adipokines expression (IL-1ß, IL-6, IL-8, and TNF-α) and the cytokine profiles Th1 (IL-2, IL-12, and IFN-γ), Th2 (IL-4 and IL-33), Th17 (IL-17 and IL-23), and Treg (IL-10 and TGF-ß). Results: After exergaming, the CRG showed significant reductions in proinflammatory cytokines (IL-6: P < 0.05; IL-10: P = 0.038; TGF-ß: P = 0.049) and for CAG (IL-10: P = 0.034), as well as a reduction in the expression of cytokines related to the action of T lymphocytes. Conclusion: Exergaming promoted changes in the expression of cytokine profiles IL-6, IL-10, and TGF-ß, which correlated with the action profiles of CD4+ T lymphocytes.


Assuntos
Exercício Físico/psicologia , Interleucina-10/análise , Neoplasias/genética , Proteínas da Superfamília de TGF-beta/análise , Jogos de Vídeo/normas , Adulto , Idoso , Feminino , Expressão Gênica/fisiologia , Humanos , Interleucina-10/sangue , Masculino , Pessoa de Meia-Idade , Neoplasias/terapia , Proteínas da Superfamília de TGF-beta/sangue , Jogos de Vídeo/psicologia
19.
Psico USF ; 25(2): 261-271, abr.-jun. 2020. tab
Artigo em Inglês | Index Psicologia - Periódicos, LILACS | ID: biblio-1135726

RESUMO

In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.4, DP = 1.12), who responded the following scales: Big Five Inventory, Buss and Perry Aggression Questionnaire, Antisocial and Criminal Behaviors Questionnaire and a new Scale of Video Games Violence. The regressions performed indicated that the violent games, antisocial behavior, anger and sex were predictors for physical aggression. In conclusion, the study confirms the hypothesis of the General Aggression Model on human aggression in which violent games are associated with aggressive behavior. (AU)


Nos últimos anos muitos estudos internacionais têm investigado a relação entre jogar jogos violentos e comportamento agressivo e delinquente, mas tem-se verificado uma escassez desses estudos no Brasil. O objetivo da pesquisa foi investigar a relação entre traços disposicionais e comportamentos antissociais com o consumo de videogames violentos. Participaram 249 estudantes do ensino médio, sendo 154 do sexo feminino e 95 do sexo masculino, e idade variando de 13 a 20 anos (M = 15,4; DP = 1,12), tendo respondido às seguintes escalas: Inventário dos Cinco Grandes Fatores, Questionário de Agressão de Buss e Perry, Questionário de Comportamentos Antissociais e Delitivos e a Escala de Violência nos Videogames. A regressão indicou que jogar videogames violentos, comportamento antissocial, raiva e gênero foram preditores da agressão física. Conclui-se que este estudo corrobora com a hipótese do Modelo Geral da Agressão sobre a agressão humana na qual os jogos violentos estão associados ao comportamento agressivo. (AU)


En los últimos años muchos estudios internacionales han investigado la relación entre jugar juegos violentos y comportamiento agresivo y delincuente, aunque en Brasil se ha verificado escasez de estos estudios. El objetivo de la presente búsqueda fue investigar la relación entre rasgos disposicionales y comportamientos antisociales con el consumo de videojuegos violentos. Para ello se contó con la participación de 249 estudiantes de Enseñanza Secundaria, siendo 154 de sexo femenino y 95 de sexo masculino, y edades variando de 13 a 20 años (M = 15,4, DP = 1,12), que respondieron las siguientes escalas: Inventario de los Cinco Grandes Factores, Cuestionario de Agresión de Buss y Perry, Cuestionario de Comportamientos Antisociales y Delictivos y la Escala de Violencia en los Videojuegos. La regresión indicó que jugar videojuegos violentos, comportamiento antisocial, rabia y género fueron predictores de agresión física. Se concluye que este estudio corrobora con la hipótesis del Modelo General de Agresión sobre agresión humana en la cual los juegos violentos están asociados al comportamiento agresivo. (AU)


Assuntos
Humanos , Masculino , Feminino , Adolescente , Adulto , Estudantes/psicologia , Jogos de Vídeo/psicologia , Ensino Fundamental e Médio , Agressão/psicologia , Transtorno da Personalidade Antissocial/psicologia
20.
BMC Public Health ; 20(1): 415, 2020 Mar 30.
Artigo em Inglês | MEDLINE | ID: mdl-32228539

RESUMO

BACKGROUND: Playing video games, a form of sedentary behaviour, is associated with poor well-being and increased risk of morbidity due to chronic disease. However, the association between health behaviours and video gaming is poorly understood. The purpose of this population-based study was to reveal the differences in dietary habits and physical activity for adolescent men with high amount of video games on weekdays, as compared to their peers who play less often. METHODS: Seven hundred ninety-six adolescent men (age: mean = 17.8, SD = 0.6) attended compulsory conscription for military service in 2013 and completed a questionnaire regarding the amount and frequency of their video gaming. They also participated in a medical examination and underwent physiological measurements. The participants who played video games more than 3 h/d on weekdays were compared with those who played 3h/d or less. The association between health behaviours and the amount of playing video gaming was analysed using multivariable logistic regression analysis. RESULTS: 24.1% (n = 192) of the participants reported video gaming in excess of 3 h/d. This group had higher incidence of having low physical fitness, having poor eating habits, and being obese. No differences were found in smoking or alcohol drinking habits. Other factors, including low leisure-time physical activity (OR = 1.94; 95% CI, 1.29-2.91), low consumption of vegetables and fruits (OR = 0.83; 95% CI, 0.72-0.97), high consumption of sweetened soft drinks (OR = 1.28; 95% CI, 1.06-1.55) and high amount of sitting time (OR = 1.40; 95% CI, 1.28-1.52), explained one-fourth of the difference. CONCLUSION: In this population-based study, adolescent men who played video games a lot on weekdays had lower physical fitness, were more often obese, and had poorer dietary habits, as compared to their peers who played less often. Because playing video games typically adds to a person's total sedentary time, this activity may be associated with adverse health outcomes at a very young age- especially in combination with poor health behaviours. The results of this study can be utilized to promote health interventions targeted at adolescent men so as to raise their awareness of the disadvantages of excessive video gaming.


Assuntos
Comportamento do Adolescente/psicologia , Exercício Físico/psicologia , Comportamento Alimentar/psicologia , Comportamentos Relacionados com a Saúde , Jogos de Vídeo/psicologia , Adolescente , Estudos Transversais , Humanos , Masculino , Obesidade/etiologia , Obesidade/psicologia , Comportamento Sedentário , Inquéritos e Questionários
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