Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 3 de 3
Filtrar
1.
J Pediatr Health Care ; 32(4): 333-339, 2018.
Artículo en Inglés | MEDLINE | ID: mdl-29471982

RESUMEN

The Play Nicely program is a multimedia training program designed to teach caregivers and health care professionals how to manage early childhood aggression and to use positive parenting practices. The aim of this article is to help the practicing clinician determine whether the Play Nicely program should be incorporated into his/her practice and to evaluate whether the program is effective at decreasing positive attitudes toward spanking in a socioeconomically disadvantaged population in both a resident pediatric clinic and a community center. Thirty-three caregivers of children aged 2 to 5 years viewed the Play Nicely program and completed pre- and post-training questionnaires. Decreased positive attitudes toward spanking were reported after training. Favorable attitudes toward spanking were associated with increased use of harsher discipline and higher child externalizing behavior. This study provides support that this brief intervention is effective in a socioeconomically disadvantaged population, is portable, and can be used in a group setting. This program may serve as a prevention and population-based approach to addressing the adverse childhood experience of spanking.


Asunto(s)
Cuidadores/educación , Crianza del Niño/psicología , Violencia Doméstica/prevención & control , Padres/educación , Servicios Preventivos de Salud , Castigo/psicología , Adulto , Agresión , Cuidadores/psicología , Preescolar , Violencia Doméstica/psicología , Femenino , Humanos , Masculino , Relaciones Padres-Hijo , Responsabilidad Parental , Padres/psicología , Desarrollo de Programa , Evaluación de Programas y Proyectos de Salud
2.
J Pain Palliat Care Pharmacother ; 32(2-3): 129-133, 2018.
Artículo en Inglés | MEDLINE | ID: mdl-30198819

RESUMEN

The inappropriate use of opioids in the United States has increased markedly and has resulted in a tragic loss of lives. To combat this problem, prescription drug monitoring programs (PDMPs) have been instituted in most states. Use of the programs is voluntary for prescribers in some states, whereas in other states it is mandatory. The current study used a self-report survey instrument that was administered to 223 participant physicians. The goal of the study was to compare awareness and use of the PDMP in a state that mandates use (Ohio) with one that does not (North Carolina). Although awareness was not significantly different between respondents from the two states, self-reported use was significantly higher in the state mandating use (Ohio post-mandate vs. Ohio pre-mandate: 64% vs. 51%; χ2 = 15.66, P < .0001; and Ohio post-mandate vs. North Carolina: 64% vs. 42%; χ2 = 12.76, P < .0001). Based on these results, mandating use may be an effective method to increase PDMP utilization.


Asunto(s)
Analgésicos Opioides/administración & dosificación , Médicos/estadística & datos numéricos , Mal Uso de Medicamentos de Venta con Receta/prevención & control , Programas de Monitoreo de Medicamentos Recetados/organización & administración , Adulto , Analgésicos Opioides/efectos adversos , Concienciación , Femenino , Humanos , Masculino , Persona de Mediana Edad , North Carolina , Ohio , Pautas de la Práctica en Medicina/estadística & datos numéricos , Encuestas y Cuestionarios
3.
J Psychol ; 151(1): 76-87, 2017 Jan 02.
Artículo en Inglés | MEDLINE | ID: mdl-27662539

RESUMEN

Violent video game (VVG) use has repeatedly been found to be associated with hostile expectations about others, desensitization to violence, decreased empathy and prosocial behavior, and aggressive thoughts and behaviors. Although these research findings have been widely publicized, VVGs remain the most extensively played games and represent a multi-billion dollar industry. Although VVGs are typically rated "mature," indicating they are not suitable for youths, they are often purchased for youths. This may be in part because there is currently no system available to consumers that thoroughly describes the content of video games, and much of the public is unaware of the types of violence that characterize game play. The purpose of this paper is to describe the violent content of some of the top VVGs, based on sales. For the purposes of this issue, acts of senseless, unprovoked violence will be described in detail.


Asunto(s)
Trastorno de Personalidad Antisocial/psicología , Psicología del Adolescente , Juegos de Video , Violencia/psicología , Adolescente , Trastorno de Personalidad Antisocial/diagnóstico , Trastorno de Personalidad Antisocial/prevención & control , Niño , Empatía , Estudios de Evaluación como Asunto , Armas de Fuego , Homicidio/psicología , Hostilidad , Humanos , Responsabilidad Parental/psicología , Desarrollo de la Personalidad , Estados Unidos , Violencia/prevención & control , Heridas y Lesiones/psicología
SELECCIÓN DE REFERENCIAS
DETALLE DE LA BÚSQUEDA