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1.
Aust N Z J Psychiatry ; 57(5): 745-757, 2023 05.
Artigo em Inglês | MEDLINE | ID: mdl-36081341

RESUMO

OBJECTIVE: We aimed to compare a co-produced online intervention encompassing the diverse human stories behind art and artefacts, named Ways of Being (WoB), with a typical museum website, the Ashmolean (Ash) on negative affect (NA), positive affect (PA) and psychological distress (K10). METHODS: In this parallel group RCT, 463 YP aged 16-24 were randomly assigned, 231 to WoB and 232 to Ash. RESULTS: Over the intervention phase (an aggregate score including all post-allocation timepoints to day-five) a group difference was apparent in favour of WoB for NA (WoB-Ash n=448, NA -0.158, p=0.010) but no differences were detected for PA or K10 and differences were not detected at week six. Group differences in NA in favour of WoB were detected in specific subgroups, e.g. ethnic minorities and males. Across participants (from both groups) mean K10 and NA improved between baseline and six weeks despite increased COVID-19 restrictions. Trial recruitment was rapid, retention high and feedback positive with broad geographical, occupational and ethnic diversity. CONCLUSIONS: Online engagement with arts and culture has the potential to impact on mental health in a measurable way in YP with high unmet mental health needs.


Assuntos
COVID-19 , Intervenção Baseada em Internet , Masculino , Humanos , Saúde Mental , Museus
2.
Behav Res Methods ; 53(2): 792-802, 2021 04.
Artigo em Inglês | MEDLINE | ID: mdl-32875401

RESUMO

A consensus on the importance of open data and reproducible code is emerging. How should data and code be shared to maximize the key desiderata of reproducibility, permanence, and accessibility? Research assets should be stored persistently in formats that are not software restrictive, and documented so that others can reproduce and extend the required computations. The sharing method should be easy to adopt by already busy researchers. We suggest the R package standard as a solution for creating, curating, and communicating research assets. The R package standard, with extensions discussed herein, provides a format for assets and metadata that satisfies the above desiderata, facilitates reproducibility, open access, and sharing of materials through online platforms like GitHub and Open Science Framework. We discuss a stack of R resources that help users create reproducible collections of research assets, from experiments to manuscripts, in the RStudio interface. We created an R package, vertical, to help researchers incorporate these tools into their workflows, and discuss its functionality at length in an online supplement. Together, these tools may increase the reproducibility and openness of psychological science.


Assuntos
Metadados , Software , Humanos , Reprodutibilidade dos Testes , Fluxo de Trabalho
3.
Hippocampus ; 29(12): 1141-1149, 2019 12.
Artigo em Inglês | MEDLINE | ID: mdl-31254433

RESUMO

Nadel, Jacobs, and colleagues have postulated that human memory under conditions of extremely high stress is "special." In particular, episodic memories are thought to be susceptible to impairment, and possibly fragmentation, attributable to hormonally based dysfunction occurring selectively in the hippocampal system. While memory for highly salient and self-relevant events should be better than the memory for less central events, an overall nonmonotonic decrease in spatio/temporal episodic memory as stress approaches traumatic levels is posited. Testing human memory at extremely high levels of stress, however, is difficult and reports are rare. Firefighting is the most stressful civilian occupation in our society. In the present study, we asked New York City firefighters to recall everything that they could upon returning from fires they had just fought. Communications during all fires were recorded, allowing verification of actual events. Our results confirmed that recall was, indeed, impaired with increasing stress. A nonmonotonic relation was observed consistent with the posited inverted u-shaped memory-stress function. Central details about emergency situations were better recalled than were more schematic events, but both kinds of events showed the memory decrement with high stress. There was no evidence of fragmentation. Self-relevant events were recalled nearly five times better than events that were not self-relevant. These results provide confirmation that memories encoded under conditions of extremely high stress are, indeed, special and are impaired in a manner that is consistent with the Nadel/Jacobs hippocampal hypothesis.


Assuntos
Bombeiros/psicologia , Incêndios , Hipocampo/fisiologia , Memória Episódica , Rememoração Mental/fisiologia , Estresse Psicológico/psicologia , Adulto , Feminino , Humanos , Masculino , Testes Neuropsicológicos , Cidade de Nova Iorque/epidemiologia , Estresse Psicológico/epidemiologia
4.
Conscious Cogn ; 63: 206-217, 2018 08.
Artigo em Inglês | MEDLINE | ID: mdl-29887295

RESUMO

This article investigates the relations among the tip-of-the-tongue (TOT) state, event related potentials (ERPs) to correct feedback to questions, and subsequent memory. ERPs were used to investigate neurocognitive responses to feedback to general information questions for which participants had expressed either being or not being in a TOT state. For questions in which participants were unable to answer within 3 s, they indicated whether they were experiencing a TOT state and then were immediately provided with the correct answer. Feedback during a TOT state, as opposed to not knowing the answer, was associated with enhanced positivity over centro-parietal electrodes 250-700 ms post-feedback, and this enhanced positivity mediated a positive relationship between TOTs and later recall. Although effects of increased semantic access during TOT states cannot be ruled out, these results suggest that information received during TOT states elicits enhanced processing-suggestive of curiosity-leading to enhanced learning of studied material.


Assuntos
Retroalimentação Psicológica , Rememoração Mental , Adolescente , Adulto , Encéfalo/fisiologia , Eletroencefalografia , Potenciais Evocados/fisiologia , Retroalimentação Psicológica/fisiologia , Feminino , Humanos , Masculino , Rememoração Mental/fisiologia , Adulto Jovem
5.
Behav Res Methods ; 50(5): 2125-2143, 2018 10.
Artigo em Inglês | MEDLINE | ID: mdl-29247385

RESUMO

Statistical mediation allows researchers to investigate potential causal effects of experimental manipulations through intervening variables. It is a powerful tool for assessing the presence and strength of postulated causal mechanisms. Although mediation is used in certain areas of psychology, it is rarely applied in cognitive psychology and neuroscience. One reason for the scarcity of applications is that these areas of psychology commonly employ within-subjects designs, and mediation models for within-subjects data are considerably more complicated than for between-subjects data. Here, we draw attention to the importance and ubiquity of mediational hypotheses in within-subjects designs, and we present a general and flexible software package for conducting Bayesian within-subjects mediation analyses in the R programming environment. We use experimental data from cognitive psychology to illustrate the benefits of within-subject mediation for theory testing and comparison.


Assuntos
Interpretação Estatística de Dados , Modelos Estatísticos , Neurociências/métodos , Psicologia/métodos , Teorema de Bayes , Causalidade , Humanos , Software
6.
Neuroimage ; 150: 1-13, 2017 04 15.
Artigo em Inglês | MEDLINE | ID: mdl-28188916

RESUMO

Sense of agency (SoA) refers to the feeling that we are in control of our actions and, through them, of events in the outside world. One influential view claims that the SoA depends on retrospectively matching the expected and actual outcomes of action. However, recent studies have revealed an additional, prospective component to SoA, driven by action selection processes. We used event-related potentials (ERPs) to clarify the neural mechanisms underlying prospective agency. Subliminal priming was used to manipulate the fluency of selecting a left or right hand action in response to a supraliminal target. These actions were followed by one of several coloured circles, after a variable delay. Participants then rated their degree of control over this visual outcome. Incompatible priming impaired action selection, and reduced sense of agency over action outcomes, relative to compatible priming. More negative ERPs immediately after the action, linked to post-decisional action monitoring, were associated with reduced agency ratings over action outcomes. Additionally, feedback-related negativity evoked by the outcome was also associated with reduced agency ratings. These ERP components may reflect brain processes underlying prospective and retrospective components of sense of agency respectively.


Assuntos
Encéfalo/fisiologia , Potenciais Evocados/fisiologia , Autonomia Pessoal , Adulto , Eletroencefalografia , Feminino , Humanos , Masculino , Tempo de Reação , Adulto Jovem
7.
Conscious Cogn ; 43: 133-42, 2016 07.
Artigo em Inglês | MEDLINE | ID: mdl-27288822

RESUMO

This article investigates the relation between people's feelings of agency and their feelings of flow. In the dominant model describing how people are able to assess their own agency-the comparator model of agency-when the person's intentions match perfectly to what happens, the discrepancy between intention and outcome is zero, and the person is thought to interpret this lack of discrepancy as being in control. The lack of perceived push back from the external world seems remarkably similar to the state that has been described as a state of flow. However, when we used a computer game paradigm to investigate the relation between people's feelings of agency and their feelings of flow, we found a dissociation between these two states. Although these two states may, in some ways, seem to be similar, our data indicate that they are governed by different principles and phenomenology.


Assuntos
Conscientização/fisiologia , Emoções/fisiologia , Intenção , Julgamento/fisiologia , Desempenho Psicomotor/fisiologia , Adulto , Feminino , Humanos , Masculino , Jogos de Vídeo/psicologia , Adulto Jovem
8.
Br J Educ Psychol ; 2024 Jan 11.
Artigo em Inglês | MEDLINE | ID: mdl-38212139

RESUMO

BACKGROUND: Although the generation of errors has been thought, traditionally, to impair learning, recent studies indicate that, under particular feedback conditions, the commission of errors may have a beneficial effect. AIMS: This study investigates the teaching strategies that facilitate learning from errors. MATERIALS AND METHODS: This 2-year study, involving two cohorts of ~88 students each, contrasted a learning-from-errors (LFE) with an explicit instruction (EI) teaching strategy in a multi-session implementation directed at improving student performance on the high-stakes New York State Algebra 1 Regents examination. In the LFE condition, instead of receiving instruction on 4 sessions, students took mini-tests. Their errors were isolated to become the focus of 4 teacher-guided feedback sessions. In the EI condition, teachers explicitly taught the mathematical material for all 8 sessions. RESULTS: Teacher time-on in the LFE condition produced a higher rate of learning than did teacher time-on in the EI condition. The learning benefit in the LFE condition was, however, inconsistent across teachers. Second-by-second analyses of classroom activities, directed at isolating learning-relevant differences in teaching style revealed that a highly interactive mode of engaging the students in understanding their errors was more conducive to learning than was teaching directed at getting to the correct solution, either by lecturing about corrections or by interaction focused on corrections. CONCLUSION: These results indicate that engaging the students interactively to focus on errors, and the reasons for them, facilitates productive failure and learning from errors.

9.
R Soc Open Sci ; 10(8): 221451, 2023 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-37564066

RESUMO

Social media's potential effects on well-being have received considerable research interest, but much of past work is hampered by an exclusive focus on demographics in the Global North and inaccurate self-reports of social media engagement. We describe associations linking 72 countries' Facebook adoption to the well-being of 946 798 individuals from 2008 to 2019. We found no evidence suggesting that the global penetration of social media is associated with widespread psychological harm: Facebook adoption predicted life satisfaction and positive experiences positively, and negative experiences negatively, both between countries and within countries over time. Nevertheless, the observed associations were small and did not reach a conventional 97.5% one-sided credibility threshold in all cases. Facebook adoption predicted aspects of well-being more positively for younger individuals, but country-specific results were mixed. To move beyond studying aggregates and to better understand social media's roles in people's lives, and their potential causal effects, we need more transparent collaborative research between independent scientists and the technology industry.

10.
J Exp Psychol Gen ; 152(2): 464-482, 2023 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-36048057

RESUMO

In 10 experiments, we investigated the relations among curiosity and people's confidence in their answers to general information questions after receiving different kinds of feedback: yes/no feedback, true or false informational feedback under uncertainty, or no feedback. The results showed that when people had given a correct answer, yes/no feedback resulted in a near complete loss of curiosity. Upon learning they had made an error via yes/no feedback, curiosity increased, especially for high-confidence errors. When people were given true feedback under uncertainty (they were given the correct answer but were not told that it was correct), curiosity increased for high-confidence errors but was unchanged for correct responses. In contrast, when people were given false feedback under uncertainty, curiosity increased for high-confidence correct responses but was unchanged for errors. These results, taken as a whole, are consistent with the region of proximal learning model which proposes that while curiosity is minimal when people are completely certain that they know the answer, it is maximal when people believe that they almost know. Manipulations that drew participants toward this region of "almost knowing" resulted in increased curiosity. A serendipitous result was the finding (replicated four times in this study) that when no feedback was given, people were more curious about high-confidence errors than they were about equally high-confidence correct answers. It was as if they had some knowledge, tapped selectively by their feelings of curiosity, that there was something special (and possibly amiss) about high-confidence errors. (PsycInfo Database Record (c) 2023 APA, all rights reserved).


Assuntos
Comportamento Exploratório , Retroalimentação Psicológica , Humanos , Comportamento Exploratório/fisiologia , Retroalimentação Psicológica/fisiologia , Aprendizagem/fisiologia , Incerteza , Emoções
11.
Sci Rep ; 13(1): 21160, 2023 12 05.
Artigo em Inglês | MEDLINE | ID: mdl-38052821

RESUMO

Two literatures argue that time alone is harmful (i.e., isolation) and valuable (i.e., positive solitude). We explored whether people benefit from a balance between their daily solitude and social time, such that having 'right' quantities of both maximizes well-being. Participants (n = 178) completed a 21-day diary study, which quantified solitude time in hours through reconstructing daily events. This procedure minimized retrospective bias and tested natural variations across time. There was no evidence for a one-size-fits-all 'optimal balance' between solitude and social time. Linear effects suggested that people were lonelier and less satisfied on days in which they spent more hours in solitude. These detrimental relations were nullified or reduced when daily solitude was autonomous (choiceful) and did not accumulate across days; those who were generally alone more were not, on the whole, lonelier. On days in which people spent more time alone they felt less stress and greater autonomy satisfaction (volitional, authentic, and free from pressure). These benefits were cumulative; those who spent more time alone across the span of the study were less stressed and more autonomy satisfied overall. Solitude time risks lowering well-being on some metrics but may hold key advantages to other aspects of well-being. PROTOCOL REGISTRATION: The stage 1 protocol for this Registered Report was accepted in principle on June 1, 2022. The protocol, as accepted by the journal, can be found at: https://doi.org/10.17605/OSF.IO/5KXQ3 .


Assuntos
Solidão , Comportamento Social , Humanos , Estudos Retrospectivos , Emoções , Satisfação Pessoal
12.
Sci Data ; 10(1): 622, 2023 09 13.
Artigo em Inglês | MEDLINE | ID: mdl-37704660

RESUMO

The potential impacts that video games might have on players' well-being are under increased scrutiny but poorly understood empirically. Although extensively studied, a level of understanding required to address concerns and advise policy is lacking, at least partly because much of this science has relied on artificial settings and limited self-report data. We describe a large and detailed dataset that addresses these issues by pairing video game play behaviors and events with in-game well-being and motivation reports. 11,080 players (from 39 countries) of the first person PC game PowerWash Simulator volunteered for a research version of the game that logged their play across 10 in-game behaviors and events (e.g. task completion) and 21 variables (e.g. current position), and responses to 6 psychological survey instruments via in-game pop-ups. The data consists of 15,772,514 gameplay events, 726,316 survey item responses, and 21,202,667 additional gameplay status records, and spans 222 days. The data and codebook are publicly available with a permissive CC0 license.

13.
Cortex ; 169: 290-308, 2023 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-37976871

RESUMO

The idea that the increased ubiquity of digital devices negatively impacts neurodevelopment is as compelling as it is disturbing. This study investigated this concern by systematically evaluating how different profiles of screen-based engagement related to functional brain organization in late childhood. We studied participants from a large and representative sample of young people participating in the first two years of the ABCD study (ages 9-12 years) to investigate the relations between self-reported use of various digital screen media activity (SMA) and functional brain organization. A series of generalized additive mixed models evaluated how these relationships related to functional outcomes associated with health and cognition. Of principal interest were two hypotheses: First, that functional brain organization (assessed through resting state functional connectivity MRI; rs-fcMRI) is related to digital screen engagement; and second, that children with higher rates of engagement will have functional brain organization profiles related to maladaptive functioning. Results did not support either of these predictions for SMA. Further, exploratory analyses predicting how screen media activity impacted neural trajectories showed no significant impact of SMA on neural maturation over a two-year period.


Assuntos
Encéfalo , Cognição , Humanos , Criança , Adolescente , Encéfalo/diagnóstico por imagem , Imageamento por Ressonância Magnética , Rede Nervosa
14.
R Soc Open Sci ; 9(7): 220411, 2022 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-35911206

RESUMO

Video games are a massively popular form of entertainment, socializing, cooperation and competition. Games' ubiquity fuels fears that they cause poor mental health, and major health bodies and national governments have made far-reaching policy decisions to address games' potential risks, despite lacking adequate supporting data. The concern-evidence mismatch underscores that we know too little about games' impacts on well-being. We addressed this disconnect by linking six weeks of 38 935 players' objective game-behaviour data, provided by seven global game publishers, with three waves of their self-reported well-being that we collected. We found little to no evidence for a causal connection between game play and well-being. However, results suggested that motivations play a role in players' well-being. For good or ill, the average effects of time spent playing video games on players' well-being are probably very small, and further industry data are required to determine potential risks and supportive factors to health.

15.
Cogn Res Princ Implic ; 6(1): 69, 2021 11 03.
Artigo em Inglês | MEDLINE | ID: mdl-34731342

RESUMO

Past research has shown that when people are curious they are willing to wait to get an answer if the alternative is to not get the answer at all-a result that has been taken to mean that people valued the answers, and interpreted as supporting a reinforcement-learning (RL) view of curiosity. An alternative 'need for agency' view is forwarded that proposes that when curious, people are intrinsically motivated to actively seek the answer themselves rather than having it given to them. If answers can be freely obtained at any time, the RL view holds that, because time delay depreciates value, people will not wait to receive the answer. Because they value items that they are curious about more than those about which they are not curious they should seek the former more quickly. In contrast, the need for agency view holds that in order to take advantage of the opportunity to obtain the answer by their own efforts, when curious, people may wait. Consistent with this latter view, three experiments showed that even when the answer could be obtained at any time, people spontaneously waited longer to request the answer when they were curious. Furthermore, rather than requesting the answer itself-a response that would have maximally reduced informational uncertainty-in all three experiments, people asked for partial information in the form of hints, when curious. Such active hint seeking predicted later recall. The 'need for agency' view of curiosity, then, was supported by all three experiments.


Assuntos
Comportamento Exploratório , Aprendizagem , Humanos , Rememoração Mental , Incerteza
16.
Clin Psychol Sci ; 9(5): 823-835, 2021 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-37082461

RESUMO

Digital technology is ubiquitous in modern adolescence, and researchers are concerned that it has negative impacts on mental health that, furthermore, increase over time. To investigate if technology is becoming more harmful, we examined changes in associations between technology engagement and mental health in three nationally representative samples. Results were mixed across types of technology and mental health outcomes: Technology engagement had become less strongly associated with depression in the past decade, but social media use more strongly associated with emotional problems. We detected no changes in five other associations, or differential associations by gender. There is therefore little evidence for increases in the associations between adolescents' technology engagement and mental health. Information about new digital media has been collected for a relatively short time; drawing firm conclusions about changes in their associations with mental health may be premature. We urge transparent and credible collaborations between scientists and technology companies.

17.
R Soc Open Sci ; 8(2): 202049, 2021 Feb 17.
Artigo em Inglês | MEDLINE | ID: mdl-33972879

RESUMO

People have never played more video games, and many stakeholders are worried that this activity might be bad for players. So far, research has not had adequate data to test whether these worries are justified and if policymakers should act to regulate video game play time. We attempt to provide much-needed evidence with adequate data. Whereas previous research had to rely on self-reported play behaviour, we collaborated with two games companies, Electronic Arts and Nintendo of America, to obtain players' actual play behaviour. We surveyed players of Plants vs. Zombies: Battle for Neighborville and Animal Crossing: New Horizons for their well-being, motivations and need satisfaction during play, and merged their responses with telemetry data (i.e. logged game play). Contrary to many fears that excessive play time will lead to addiction and poor mental health, we found a small positive relation between game play and affective well-being. Need satisfaction and motivations during play did not interact with play time but were instead independently related to well-being. Our results advance the field in two important ways. First, we show that collaborations with industry partners can be done to high academic standards in an ethical and transparent fashion. Second, we deliver much-needed evidence to policymakers on the link between play and mental health.

18.
Trials ; 22(1): 482, 2021 Jul 22.
Artigo em Inglês | MEDLINE | ID: mdl-34294126

RESUMO

BACKGROUND: Despite the high prevalence of common mental disorders in adolescents and young adults, and their association with poor health and socio-economic outcomes throughout the lifespan, many young people do not seek or receive help for such disorders. There is growing interest in the community sector in supporting mental health in young people; however, there is little by way of experimental research in this area. During the COVID-19 pandemic and lockdown, we designed an online cultural experience to reduce anxiety and depression and support mental health in people aged 16-24. METHODS/DESIGN: The O-ACE POP (Online Active Community Engagement Proof of Principle) study is a UK-based online randomised controlled trial of an online cultural experience named Ways of Being, involving human centred narratives and viewpoints, compared with a typical museum website (the Ashmolean Museum). We aim to compare efficacy on  affect,  symptoms of epression and anxiety, flourishing and loneliness as well as investigating potential mechanisms of action. DISCUSSION: The COVID-19 pandemic has provided a unique opportunity to design an innovative approach to supporting mental health in young adults. Findings derived from this study will allow us to evaluate the efficacy of this intervention and will inform the design of studies to further refine the resource and test it further. TRIAL REGISTRATION: ClinicalTrials.gov NCT04663594. Registered on 11 December 2020 (submitted in same form 27 November 2020). Protocol v1.0: 27 November 2020. Date recruitment began: 4 December 2020. Recruitment complete (estimate): February 2021.


Assuntos
COVID-19 , Pandemias , Adolescente , Controle de Doenças Transmissíveis , Humanos , Saúde Mental , Museus , Ensaios Clínicos Controlados Aleatórios como Assunto , SARS-CoV-2 , Resultado do Tratamento
19.
Health Psychol Behav Med ; 6(1): 49-78, 2018 Apr 11.
Artigo em Inglês | MEDLINE | ID: mdl-34040821

RESUMO

INTRODUCTION: Evaluating effects of behavior change interventions is a central interest in health psychology and behavioral medicine. Researchers in these fields routinely use frequentist statistical methods to evaluate the extent to which these interventions impact behavior and the hypothesized mediating processes in the population. However, calls to move beyond the exclusive use of frequentist reasoning are now widespread in psychology and allied fields. We suggest adding Bayesian statistical methods to the researcher's toolbox of statistical methods. OBJECTIVES: We first present the basic principles of the Bayesian approach to statistics and why they are useful for researchers in health psychology. We then provide a practical example on how to evaluate intervention effects using Bayesian methods, with a focus on Bayesian hierarchical modeling. We provide the necessary materials for introductory-level readers to follow the tutorial. CONCLUSION: Bayesian analytical methods are now available to researchers through easy-to-use software packages, and we recommend using them to evaluate the effectiveness of interventions for their conceptual and practical benefits.

20.
Cortex ; 101: 221-233, 2018 04.
Artigo em Inglês | MEDLINE | ID: mdl-29518705

RESUMO

Anosognosia for memory loss is a common feature of Alzheimer's disease (AD). Recent theories have proposed that anosognosia, a disruption in awareness at a global level, may reflect specific deficits in self-monitoring, or local awareness. Though anosognosia for memory loss has been shown to relate to memory self-monitoring, it is not clear if it relates to self-monitoring deficits in other domains (i.e., motor). The current study examined this question by analyzing the relationship between anosognosia for memory loss, memory monitoring, and motor monitoring in 35 individuals with mild to moderate AD. Anosognosia was assessed via clinical interview before participants completed a metamemory task to measure memory monitoring, and a computerized agency task to measure motor monitoring. Cognitive and psychological measures included memory, executive functions, and mood. Memory monitoring was associated with motor monitoring; however, anosognosia was associated only with memory monitoring, and not motor monitoring. Cognition and mood related differently to each measure of self-awareness. Results are interpreted within a hierarchical model of awareness in which local self-monitoring processes are associated across domain, but appear to only contribute to a global level awareness in a domain-specific fashion.


Assuntos
Agnosia/psicologia , Doença de Alzheimer/psicologia , Conscientização/fisiologia , Transtornos da Memória/psicologia , Memória/fisiologia , Autoimagem , Afeto/fisiologia , Idoso , Idoso de 80 Anos ou mais , Cognição/fisiologia , Depressão/fisiopatologia , Feminino , Hospitais Universitários , Humanos , Entrevista Psicológica , Modelos Lineares , Modelos Logísticos , Masculino , Pessoa de Meia-Idade , Testes Neuropsicológicos , Estatísticas não Paramétricas
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