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1.
J Korean Med Sci ; 38(25): e192, 2023 Jun 26.
Artículo en Inglés | MEDLINE | ID: mdl-37365726

RESUMEN

A motivational interviewing (MI)-based brief intervention was performed with high-risk drinking outpatients screened at internal medicine settings in Korea after the doctor advised them to reduce alcohol consumption. Participants were assigned to a MI group or a control group where they received a brochure with information on the harm of high-risk drinking and tips on managing drinking habits. Four-week follow-up results showed that Alcohol Use Disorders Identification Test-Concise (AUDIT-C) scores decreased in the MI group and the control group compared to baseline scores. The difference between groups was not significant; however, group by time interaction was significant between the two groups: the slope of decreasing AUDIT-C scores over time was greater in the intervention group than in the control group (P = 0.042). The findings suggest that short comments received from doctors might be a key component in performing brief interventions for high-risk drinking management in Korean clinical settings. Trial Registration: Clinical Research Information Service Identifier: KCT0002719.


Asunto(s)
Alcoholismo , Entrevista Motivacional , Humanos , Consumo de Bebidas Alcohólicas/prevención & control , Entrevista Motivacional/métodos , Alcoholismo/prevención & control , Intervención en la Crisis (Psiquiatría) , República de Corea
2.
J Behav Addict ; 11(4): 1035-1043, 2022 Dec 27.
Artículo en Inglés | MEDLINE | ID: mdl-36194504

RESUMEN

Background and aims: Internet gaming disorder (IGD) is known to cause various psychological and physical complications. Through data collected from an adolescent prospective longitudinal cohort, we examined how IGD is related to lifestyle and physical symptoms, as well as the temporal relationship between them. Methods: This study was conducted as part of iCURE (Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence) in Korea between 2015 and 2019. Sleep and physical activity time, dry eye symptoms, musculoskeletal pain, and near-miss accidents were measured at baseline and followed-up after one year. IGD risk was evaluated using the Internet Game Use - Elicited Symptom Screen (IGUESS). The association between IGD risk and measured variables was analyzed, both at baseline and at follow-up after one year. Results: At baseline, the IGD risk group had significantly less physical activity time and sleep time and had more dry eye symptoms, musculoskeletal pain, and near-miss accidents than the IGD non-risk group. Additionally, in the IGD risk group at baseline, dry eye symptoms, musculoskeletal pain, and near-miss accidents occurred significantly more after one year of follow-up. Discussion and conclusion: The results of this study show that IGD is a significant risk factor that increases the probability of physical disease and trauma in adolescents. Therefore, interventions aimed at reducing IGD risk and protecting the physical and mental health of adolescents are imperative.


Asunto(s)
Conducta Adictiva , Dolor Musculoesquelético , Juegos de Video , Humanos , Adolescente , Estudios de Cohortes , Estudios Prospectivos , Trastorno de Adicción a Internet , Conducta Adictiva/psicología , Juegos de Video/psicología , Factores de Riesgo , República de Corea/epidemiología , Internet
3.
Cyberpsychol Behav Soc Netw ; 25(4): 237-244, 2022 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-35363564

RESUMEN

This study was performed to examine whether depressive symptoms (DPs) and low self-control (LSC) traits has modifying effects on the association of time spent on Internet gaming and problematic Internet game use (PIGU). Among 1,535 middle school students, 42.1 percent reported playing ≥1.5 hours of Internet games/day on average, and 10.0 percent were classified as PIGU. Stratified multiple logistic regression analysis showed gameplay of ≥1.5 hours/day led to more PIGU in the non-LSC traits group (higher DP group, p < 0.001; lower group, p = 0.019). In LSC trait group, in contrast, time spent on Internet gamine was not associated with PIGU regardless of the level of DP. Adolescents without LSC traits, to which most youths belong, might have higher possibility of PIGU if they do not limit their time spent on Internet gaming, regardless of whether they are depressed or not. In case of LSC trait, additional strategies would be needed. ClinicalTrials.gov identifier: NCT02415322.


Asunto(s)
Conducta Adictiva , Autocontrol , Juegos de Video , Adolescente , Depresión , Humanos , Internet
4.
Asia Pac J Public Health ; 34(4): 370-376, 2022 05.
Artículo en Inglés | MEDLINE | ID: mdl-35285284

RESUMEN

Children and adolescents' Internet game use has both functional and dysfunctional aspects. This study aimed to examine how changes in online gaming behaviors impact the risk of Internet gaming disorder (IGD). We observed 1318 adolescent online game users. Baseline and 12-month follow-up evaluations were performed, and it was defined whether the average online gaming time per day exceeded 1.5 hours and whether the number of gaming days per week exceeded 4 days. Gaming disorder was defined using the Internet Game Use-Elicited Symptom Screen. Multiple logistic regression was performed to examine the difference in the incidence rate ratio (IRR) of IGD risk according to changes in gaming time or frequency. Results indicated the IRR of IGD risk was 2.54 for the increased time spent group and 2.38 for the consistent higher time spent group against the consistent lower time spent group. The IRR was 3.76 for the increased frequency group and 2.92 for the consistent higher frequency group against the consistent lower frequency group. Therefore, managing Internet game use not to exceed 1.5 hours per day on average and 4 days per week would help prevent elevation of IGD risk.


Asunto(s)
Conducta Adictiva , Juegos de Video , Adolescente , Niño , Humanos , Conducta Adictiva/epidemiología , Estudios de Seguimiento , Internet , Trastorno de Adicción a Internet/epidemiología , República de Corea/epidemiología , Juegos de Video/efectos adversos
5.
J Korean Med Sci ; 36(27): e185, 2021 Jul 12.
Artículo en Inglés | MEDLINE | ID: mdl-34254472

RESUMEN

BACKGROUND: The frequencies of South Korean soldiers' depression and resulting suicide are increasing every year. Thus, this study aimed to develop and confirm the reliability and validity of a simple short form depression screening scale for soldiers. METHODS: This study was conducted as part of a 2013 research project named 'The Epidemiological Study on the Prevalence of Depression in Military Service and a Search for High Risk Group Management.' Clinical depression was diagnosed using the Korean version of the Mini International Neuropsychiatric Interview and suicide risk was assessed through the Korean version of the Composite International Diagnostic Interview. Furthermore, the Center for Epidemiological Studies for Depression Scale (CES-D), the Stress Response Inventory, and the Barret Impulsiveness Scale were employed. Of the 20 CES-D items, three of the most correlated items with clinical diagnosis were derived to form the short form scale. Analyses for internal consistency, concurrent validity, and factor analysis were implemented for its validation. We performed a receiver operating curve (ROC) analysis using a clinical diagnosis of depression as a gold standard to calculate the area under the curve (AUC) value, cut-off score, and corresponding sensitivity and specificity to that cut-off score. RESULTS: According to the results of the correlation analysis, 7, 18, and 4 were selected to be on our scale. The three-item scale was reliable with a Cronbach's alpha value of 0.720, and a factor was derived from the factor analysis. The ROC analysis showed a high discriminant validity, with an AUC value of 0.891. The sensitivity and specificity were 84.8% and 78.2%, and 71.7% and 91.6%, respectively, for each when the selected cut-off scores were 2 and 3, respectively. Depression screened through the scale when the cut-off score was 2 or 3 was significantly associated with suicidality, stress, and social support. CONCLUSION: The depression screening questionnaire for Korean soldiers developed through this study demonstrated high reliability and validity. Since it comprises only three items, it can be utilized easily and frequently. It is expected to be employed in a large-scale suicide prevention project targeting military soldiers in the future; it will be beneficial in selecting high-risk groups for depression.


Asunto(s)
Depresión/diagnóstico , Personal Militar/psicología , Psicometría/métodos , Encuestas y Cuestionarios/normas , Adulto , Depresión/psicología , Femenino , Humanos , Masculino , Tamizaje Masivo , Escalas de Valoración Psiquiátrica/estadística & datos numéricos , Reproducibilidad de los Resultados , República de Corea , Sensibilidad y Especificidad , Adulto Joven
6.
Psychiatry Investig ; 17(8): 762-768, 2020 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-32777921

RESUMEN

OBJECTIVE: This study examined the diagnostic validity of a three-item ultra-brief screening tool for online gaming disorder in line with the gaming disorder criteria in the International Classification of Diseases 11th Revision. METHODS: The Three-item Gaming disorder Test-Online-Centered (TIGTOC) was composed of three items using a four-point Likert scale selected from the Internet Game Use-Elicited Symptom Screen (IGUESS). Among a cohort of 2319 young-adolescent Internet users, the baseline data of 228 healthy controls and 45 Internet-gaming-disorder cases were analyzed. Receiver operation characteristic (ROC) analysis was performed using mental health specialists' diagnoses as the gold standard. RESULTS: The ROC curve analysis showed an area under the curve of 86%. Using a cut-off score of 4 from a full range of 0-9, the sensitivity, specificity, and Cronbach's α were 72%, 90%, and 0.811, respectively. TIGTOC scores was positively associated with time spent on online gaming, depressive symptoms, attention-deficit/hyperactivity disorder symptoms, and addictive Internet use. CONCLUSION: The TIGTOC appears to be a brief, valid, and reliable screening tool for online gaming disorder within the community or in primary care settings.

7.
J Behav Addict ; 9(2): 401-409, 2020 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-32634112

RESUMEN

OBJECTIVES: We examined serial mediating roles of low self-control and aggression in explaining relationships between levels of inattention and hyperactivity problems (IHPs) and severity of Internet gaming disorder (IGD) features when exposed to online games among adolescents without Attention deficit hyperactivity disorder (ADHD) stratified by gender using three-wave longitudinal study. METHOD: The sample comprised a total of 1,732 family dyads from a study that was conducted among seventh graders without diagnoses of ADHD at baseline. Levels of IHPs were assessed by the parent reported Korean version of the ADHD rating scale at baseline (wave1). Severity of IGD features was assessed by the Internet Game Use-Elicited Symptom Screen (IGUESS) at wave3. Both levels of self-control (wave1) and aggression (wave2) were assessed by self-report. The mediating role of low self-control and aggression in the relationships between level of IHPs and severity of IGD were evaluated using serial mediation analysis separately for each gender. RESULTS: Levels of IHPs were related directly to severity of IGD features in both genders. The indirect effects via low self-control were also significant in both genders, however, the indirect effects via aggression was significant only in women. The serial mediation effect via low self-control and aggression between levels of IHPs and IGD features was significant in both genders (men, coefficient:0.009, 95%CI 0.005-0.019; women, coefficient:0.010, 95%CI:0.005-0.026). CONCLUSION: We revealed a possible mechanism underlying a serial mediation chain from low self-control to aggression explaining the effects of IHPs on severity of IGD features. However, this conclusion should be taken with a caution, because the effect sizes were very low.


Asunto(s)
Conducta del Adolescente/fisiología , Agresión/fisiología , Atención/fisiología , Síntomas Conductuales/fisiopatología , Trastorno de Adicción a Internet/fisiopatología , Agitación Psicomotora/fisiopatología , Autocontrol , Juegos de Video , Adolescente , Femenino , Humanos , Estudios Longitudinales , Masculino , Índice de Severidad de la Enfermedad
8.
Psychiatry Investig ; 17(5): 481-486, 2020 May.
Artículo en Inglés | MEDLINE | ID: mdl-32403208

RESUMEN

OBJECTIVE: Population-based suicidal screening can be an important intervention method to reduce suicidal attempt rate in community. However, directly asking about suicidal behavior may be burdensome to non-mental health workers. This study aimed to evaluate the clinical usefulness of the Geriatric Depression Scale-15 (GDS-15) in identifying the elderly at risk of suicide in community. METHODS: Nine hundred forty-eight over 60 years of age participated in this study. All participants completed the GDS-15. A trained interviewer interviewed each participant for suicidality including suicidal ideation, plan, and prior attempt using the Structured Clinical Interview for DSM-IV. RESULTS: When the cut-off score of 10 in the GDS-15 was applied to identify the elderly at risk of suicide, the proportion of directly asking about suicidal behavior by non-mental health workers was reduced by 33.1%; however, 19.5% at risk of suicide were missed. When the cut-off was changed to 6, 100% at risk of suicide were covered by the GDS-15. CONCLUSION: Screening for suicidality using GDS-15 is a promising way to reduce the proportion of directly asking about suicidal behavior by non-mental health workers among the high-risk suicidal elderly in a community setting.

9.
BMC Public Health ; 20(1): 484, 2020 Apr 15.
Artículo en Inglés | MEDLINE | ID: mdl-32293368

RESUMEN

BACKGROUND: This study evaluated whether parent-child attachment and self-esteem may mediate the relationship between parental marital conflict and increases in features of internet gaming disorder (IGD) in children at 1 year. METHODS: The baseline and one-year follow-up data for 268 pre-teens aged between 9 and 10 from the Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence (iCURE) study were collected. The students were children at low risk for IGD in the initial self-reported assessment, anyone living with both parents, current game user at baseline, and those who completed a 12-month follow-up assessment. The Internet Game Use-Elicited Symptom Screen (IGUESS) was used to identify increases in IGD features at 12 months. To examine a potential mediation effect, structural equation modeling was performed. RESULTS: The direct effect was statistically significant, and parental marital conflict at baseline significantly predicted the increases in IGD features in children at the 12-month follow-up after adjusting for gender, sex, socioeconomic status, and baseline IGUESS score (ß = 0.206, P = 0.003). The indirect effect showed that attachment to fathers through self-esteem was a significant mediating effect (ß = 0.078, P = 0.045). Parental marital conflicts were associated with increases in IGD features in children through poor father-child attachment, and in turn, the lower levels of self-esteem in the children. CONCLUSIONS: Parents, especially fathers, should make an effort to bond with their children to reduce the risk of their children's developing the IGD features.


Asunto(s)
Conducta Adictiva , Conducta Infantil , Conflicto Familiar , Relaciones Padre-Hijo , Internet , Autoimagen , Juegos de Video , Adolescente , Adulto , Niño , Estudios de Cohortes , Padre , Femenino , Estudios de Seguimiento , Humanos , Masculino , Apego a Objetos , Padres , Riesgo , Autoinforme
10.
Epidemiol Health ; 42: e2020016, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-32272007

RESUMEN

OBJECTIVES: This study examined the association between high risk of Internet gaming disorder (IGD) and online game genres used by adolescents. METHODS: The data derived from the baseline data of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence. A total 1,532 middle school students who use online games included. The participants reported the names of the online games they used during the past year. Game genres were categorized into role playing games (RPGs), shooting, multiplayer online battle arena (MOBA), simulation, arcade, sports and action games. The risk of IGD was measured using the Internet Gaming Use-Elicited symptom Screen. The relationship between the experience of online game genre and high risk of IGD was analyzed using multiple logistic regression model. RESULTS: The game time of a student was longer if he or she had an experience of RPGs, shooting games, MOBA games, simulation games, and action games. The direct and independent association between high risk of IGD in adolescents and the genres of RPGs, simulation games and MOBA were found to be odds ratios 1.52 (95% confidence interval [CI], 1.03 to 2.26); 1.59 (95% CI, 1.03 to 2.45); and 1.51 (95% CI, 1.03 to 2.21), respectively after adjusted the potential confounding variables and the use of other online game genres. CONCLUSIONS: The present cross-sectional study has found an association between online game genres and the risk of IGD in adolescents attending a school. A cohort study should verify the causal association in future.


Asunto(s)
Conducta Adictiva/epidemiología , Internet , Juegos de Video/psicología , Adolescente , Estudios Transversales , Femenino , Humanos , Masculino , República de Corea/epidemiología , Medición de Riesgo , Instituciones Académicas , Estudiantes/psicología , Estudiantes/estadística & datos numéricos
11.
Environ Res ; 182: 109105, 2020 03.
Artículo en Inglés | MEDLINE | ID: mdl-32069759

RESUMEN

PURPOSE: The risk and protective factors of Internet gaming disorder (IGD) could vary by individual. The identification of more homogeneous subgroups may lead to better understanding of gaming behaviors and their consequences in adolescents. The purpose of this study was to investigate the prevalence of IGD among the subgroups defined by cluster analysis in adolescents. METHODS: A total of 2319 adolescents were enrolled in the Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence (iCURE) study at baseline. Self-reported IGD was assessed with a DMS-5 adapted measurement. Smartphone addiction, musculoskeletal discomfort, and dry eye symptoms were evaluated by self-administered questionnaires. Cluster analysis was performed using risk and protective factors of IGD after considering multicollinearity. RESULTS: Three different clusters were identified. Cluster 1 (19.2%) was users with combined potential psychological and social issues. Cluster 2 (32.3%) was users with potential social but no psychological issues. Cluster 3 (45.6%) was users with no potential issues of either a social or psychological nature. Adolescents from both clusters 1 and 2 showed higher degrees of IGD, smartphone addiction, musculoskeletal discomfort, and dry eye symptoms than did those from cluster 3. Also compared with adolescents in cluster 3, those in cluster 1 showed statistically higher risks of IGD (aOR:11.9, 95%CI:7.5-19.9), smartphone addiction (aOR:5.4, 95%CI:4.0-7.2), musculoskeletal discomfort (aOR:2.6, 95%CI:2.1-7.4), and dry eye symptoms (aOR:3.8, 95%CI:3.0-4.9). Those in cluster 2 also showed statistically higher risk of IGD, smartphone addiction, musculoskeletal discomfort, and dry eye symptoms compared with cluster 3 (aOR:4.5, 95%CI:2.8-7.6; aOR:2.8, 95%CI:2.1-3.7; aOR:1.6, 95%CI:1.3-1.9; and aOR:1.9, 95%CI:1.6-2.4, respectively). CONCLUSIONS: Clustering based on the risk and preventive factors of IGD may be suitable for determination of high risk of IGD in adolescents. However, we need to confirm the usefulness and clinical application of the classifications by observing their longitudinal changes.


Asunto(s)
Conducta Adictiva , Juegos de Video , Adolescente , Estudios de Cohortes , Humanos , Internet , Encuestas y Cuestionarios
12.
Psychiatry Investig ; 16(8): 621-624, 2019 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-31446687

RESUMEN

The suicide rate in Korea has been declining steadily after peaking in 2011. However, to date, time-series analyses of Korean suicide rate data have mainly addressed factors related to increases in suicide rates. This study analyzed one of the most important evidence-based public health strategies to decrease suicide, that is, preventive effects of restricting access to lethal means via a charcoal-selling procedure improvement campaign, using multivariate time series analysis. The results showed the campaign in Gyeonggi Province had a significant effect on decreasing the number of charcoal-burning suicides in this area. It is believed that the present study has important implications in terms of providing the first empirical evidence for the charcoal-selling procedure improvement campaign in Korea. Further repeated research is needed to evaluate the impact of the intervention when the more enough observational data become available.

13.
Alcohol Clin Exp Res ; 43(10): 2196-2202, 2019 10.
Artículo en Inglés | MEDLINE | ID: mdl-31386203

RESUMEN

BACKGROUND: Web-based alcohol screenings and brief interventions have been shown to be effective methods for changing drinking behavior. This study evaluated the efficacy of the online-based Brief Empowerment Program for Alcohol-Use Monitor (on-BEAM), a brief intervention applying personalized normative feedback (PNF) and components of motivational interviewing (MI) techniques. METHODS: A community-based, double-blind, parallel-group randomized controlled trial with individual randomization was conducted in Korea (registered at Clinical Research Information Service-KCT0003050). An e-mail about participating in a survey on drinking behavior was sent to 5,684 individuals, aged 20 to 40, that were registered as part of a research panel. Male and female participants with AUDIT-C scores of ≥4 and ≥3, respectively, were randomly assigned to either an intervention (received a drinking behavior assessment and the results with normative feedback) or control group (assessment and results without normative feedback). To evaluate the effects of the intervention with 2 sessions over the course of a month, a follow-up assessment was performed online 4 weeks after completion of the intervention. The main outcome was the number of standard drinks consumed during the past week measured using the timeline followback method. The rate ratios (RRs) were calculated to test the effects of the intervention. RESULTS: In total, 1,496 participants were randomized and 93% of them followed up. The intervention group reported consuming less alcohol during the past week (RR = 0.13; p = 0.012) than the control group. Additionally, the intervention group had fewer binge drinkers (RR = 0.69; p < 0.001) and a lower AUDIT-C score (RR = 0.59; p = 0.009) than the control group. CONCLUSIONS: The web-based intervention, on-BEAM, which applies PNF and MI components related to high-risk drinking reduced the amount of alcohol consumption in our study population. Further research is needed to determine the duration of on-BEAM's effects and evaluate its effectiveness in the real world.


Asunto(s)
Alcoholismo/prevención & control , Internet , Adulto , Factores de Edad , Consumo de Bebidas Alcohólicas/epidemiología , Consumo de Bebidas Alcohólicas/psicología , Alcoholismo/epidemiología , Pueblo Asiatico , Consumo Excesivo de Bebidas Alcohólicas/prevención & control , Consumo Excesivo de Bebidas Alcohólicas/psicología , Método Doble Ciego , Retroalimentación , Femenino , Humanos , Masculino , Entrevista Motivacional , Educación del Paciente como Asunto , República de Corea/epidemiología , Estudiantes , Encuestas y Cuestionarios , Resultado del Tratamiento , Universidades , Adulto Joven
14.
J Behav Addict ; 8(4): 725-732, 2019 Dec 01.
Artículo en Inglés | MEDLINE | ID: mdl-32359239

RESUMEN

OBJECTIVES: Previous studies have reported an association between Internet gaming disorder (IGD) and depression, but the directionality of the relationship remains unclear. Therefore, we examined the reciprocal relationship between level of depressive symptoms and IGD among children in a longitudinal study. METHODS: Research panels for this study consisted of 366 elementary-school students in the iCURE study. All participants were current Internet users, so they could be considered an at-risk population for IGD. Self-reported severity of IGD features and level of depression were assessed by the Internet Game Use-Elicited Symptom Screen and Children's Depression Inventory, respectively. Follow-up assessment was completed after 12 months. We fitted cross-lagged structural equation models to investigate the association between the two variables at two time points contemporaneously. RESULTS: The cross-lagged analysis revealed that level of depression at baseline significantly predicted severity of IGD features at the 12-month follow-up (ß = 0.15, p = .003). Severity of IGD features at baseline also significantly predicted level of depression at the 12-month follow-up (ß = 0.11, p = .018), controlling for possible confounding factors. CONCLUSIONS: The cross-lagged path analysis indicates a reciprocal relationship between severity of IGD features and level of depressive symptoms. Understanding the reciprocal relationship between depressive symptoms and severity of IGD features can assist in interventions to prevent both conditions. These findings provide theoretical support for prevention and remediation plans for IGD and depressive symptoms among children.


Asunto(s)
Depresión/etiología , Internet , Juegos de Video/psicología , Niño , Estudios Transversales , Femenino , Humanos , Estudios Longitudinales , Masculino , República de Corea , Factores de Riesgo
15.
J Korean Med Sci ; 33(50): e318, 2018 Dec 10.
Artículo en Inglés | MEDLINE | ID: mdl-30534030

RESUMEN

BACKGROUND: In this prospective cohort study, we investigated the association between fatty acid ethyl esters (FAEEs) in meconium as biomarkers of prenatal ethanol exposure and growth deficits, as birth outcomes, that constitute several of the key cardinal features of fetal alcohol syndrome. METHODS: A total of 157 meconium samples were collected from enrolled infants within 24 hours of birth, and nine FAEEs were quantified using liquid chromatography/tandem mass spectrometry. The relationships between cumulative concentrations of nine species of FAEEs in meconium and birth parameters of growth (age-sex-specific centiles of head circumference [HC], weight, and length) and respective and combined birth outcomes of growth deficits (HC ≤ 10th centile, weight ≤ 10th centile, and length ≤ 10th centile) were determined. RESULTS: Multivariate logistic regression analysis demonstrated that higher cumulative concentrations of meconium FAEEs correlated with elevated risks for HC and length, both, 10th percentile or less (adjusted odds ratio [aOR], 2.94; 95% confidence interval [CI], 1.12-7.74; P = 0.029) and HC and weight and length, all of them, 10th percentile or less (aOR, 3.27; 95% CI, 1.12-9.59; P = 0.031). CONCLUSION: The elevated cumulative FAEEs in meconium were associated with combined growth deficits at birth, specifically HC and length, both, 10th percentile or less, which might be correlated with detrimental alcohol effects on fetal brain and bone development, suggesting a plausible alcohol-specific pattern of intrauterine growth restriction.


Asunto(s)
Ácidos Grasos/análisis , Trastornos del Espectro Alcohólico Fetal/patología , Meconio/metabolismo , Área Bajo la Curva , Biomarcadores/análisis , Peso Corporal , Cromatografía Líquida de Alta Presión , Estudios de Cohortes , Ésteres/química , Femenino , Trastornos del Espectro Alcohólico Fetal/diagnóstico , Cabeza/fisiología , Humanos , Recién Nacido , Modelos Logísticos , Masculino , Oportunidad Relativa , Estudios Prospectivos , Curva ROC , Espectrometría de Masas en Tándem
16.
Epidemiol Health ; 40: e2018039, 2018.
Artículo en Inglés | MEDLINE | ID: mdl-30089352

RESUMEN

OBJECTIVES: Open and supportive communication between parents and children is known to reduce adolescents' delinquent behavior. Recently, the risk of Internet gaming disorder (IGD) has been increasing in adolescents. The purpose of this study was to investigate the mediating effects of parent-child communication styles on the relationship between adolescent aggressiveness and risk of IGD. METHODS: Participants in this study were 402 first-year students from 4 middle schools in Seoul who enrolled in the Internet user Cohort for Unbiased Recognition of gaming disorder in Early adolescence (iCURE) and completed baseline assessment in 2016. The structural equation model was constructed based on an aggression questionnaire, the Internet game use-elicited symptom screen, a mother-child communication inventory, and a father-child communication inventory. RESULTS: Adolescents' aggressiveness was found to be related to their risk of IGD. The father-child communication style mediated the relationship between aggression and risk of IGD. However, the mother-child communication style had no mediating effect. CONCLUSIONS: Our findings suggest that fathers should make an effort to improve open and positive communication skills with their children, because the father-child communication style plays an important role in the relationship between adolescent aggressiveness and risk of IGD.


Asunto(s)
Agresión/psicología , Conducta Adictiva/epidemiología , Juego de Azar/epidemiología , Juego de Azar/psicología , Internet , Adolescente , Conducta Adictiva/prevención & control , Estudios de Cohortes , Comunicación , Relaciones Padre-Hijo , Femenino , Juego de Azar/prevención & control , Humanos , Masculino , República de Corea/epidemiología , Riesgo
17.
Psychiatry Investig ; 15(7): 663-669, 2018 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-29945429

RESUMEN

OBJECTIVE: The purpose of this study was to determine the key components of Korean disaster psychiatric assistant teams (K-DPATs), to set up new mental health service providing system for the disaster victims. METHODS: We conducted an analytic hierarchy process (AHP) involving disaster mental health experts, using a pairwise comparison questionnaire to compare the relative importance of the key components of the Korean disaster mental health response system. In total, 41 experts completed the first online survey; of these, 36 completed the second survey. Ten experts participated in panel meetings and discussed the results of the survey and AHP process. RESULTS: It was agreed that K-DPATs should be independent of the existing mental health system (70.1%), funding for K-DPATs should be provided by the Ministry of Public Safety, and the system should be managed by the Ministry of Health (65.8%). Experts shared the view that K-DPAT leaders would be suitable key decision makers for all types of disaster, with the exception of those involving infectious diseases. CONCLUSION: K-DPAT, a new model for disaster mental health response systems could improve the insufficiency of the current system, address problems such as fragmentation, and fulfill disaster victims' unmet need for early professional intervention.

18.
Acta Paediatr ; 107(3): 511-516, 2018 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-28940637

RESUMEN

AIM: This study tested the diagnostic validity of the nine-item Internet Game Use-Elicited Symptom Screen (IGUESS) tool, which was developed by the authors after the Diagnostic and Statistical Manual of Mental Disorders, fifth edition, identified Internet gaming as a condition that needed further study. METHODS: A self-report screening test comprising IGUESS and Young's Internet Addiction Test was administered to 121 adolescents (74% boys) with a median age of 14 (range 10-19) recruited from school and health settings in Korea. After the screening test, a clinician conducted one-to-one interviews with all of the subjects to set a gold standard for diagnosis. RESULTS: The sensitivity and specificity of IGUESS were 87.0 and 86.7%, respectively, for a cut-off score of 10 points, with an area under the curve value of 0.93. Its reliability, as determined by Cronbach's alpha, was 0.94, and the correlation coefficient between IGUESS and Young's Internet Addiction Test was r = 0.902. CONCLUSION: The findings suggest that a cut-off score of 10 is appropriate for administering the IGUESS in various community-based settings, including schools, to screen for potential subjects in need of further assessment for Internet gaming problems.


Asunto(s)
Conducta Adictiva/diagnóstico , Manual Diagnóstico y Estadístico de los Trastornos Mentales , Autoinforme , Juegos de Video/estadística & datos numéricos , Adolescente , Factores de Edad , Área Bajo la Curva , Niño , Estudios de Cohortes , Femenino , Humanos , Masculino , Tamizaje Masivo , Curva ROC , República de Corea , Medición de Riesgo , Tiempo de Pantalla , Sensibilidad y Especificidad , Factores Sexuales , Adulto Joven
19.
Soa Chongsonyon Chongsin Uihak ; 29(2): 73-79, 2018 Apr 01.
Artículo en Inglés | MEDLINE | ID: mdl-32595298

RESUMEN

OBJECTIVES: The overuse of the Internet among adolescents has increased dramatically in recent years, leading to pathological or problematic Internet use. Cognitive behavioral therapy (CBT) is known to be effective for the treatment of problematic Internet use, particularly for adolescents. The aim of the present study was to evaluate the therapeutic efficacy of group CBT for problematic Internet use in adolescents. METHODS: A total of 17 patients aged 12-17 years who met Young's diagnostic questionnaire criteria of problematic Internet use participated in a school-based eight-session group CBT program. The level of problematic Internet use among participating students was measured using Young's Internet Addiction Scale (IAS). Depression and anxiety levels were evaluated using the Children's Depression Inventory (CDI) and the State-Trait Anxiety Inventory (STAI), respectively. Each construct was assessed at baseline, immediately after the intervention, and at a one-month follow-up visit. Statistical significance was based on a p-value of <0.05. RESULTS: Immediately after the program, the IAS, CDI, and State Anxiety Inventory (SAI) scores were significantly lower than before the program. At the one-month follow-up assessment, the IAS scores remained low, and the CDI and SAI scores were even lower than immediately after the program. CONCLUSION: Group CBT was effective for adolescents with problematic Internet use, and was also demonstrated to improve depression and anxiety.

20.
BMJ Open ; 7(10): e018350, 2017 Oct 05.
Artículo en Inglés | MEDLINE | ID: mdl-28982839

RESUMEN

INTRODUCTION: In 2013, the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) proposed nine internet gaming disorder (IGD) diagnostic criteria as a condition warranting further empirical and clinical research. The aim of this study is to clarify the natural and clinical courses of IGD proposed DSM-5 in adolescents and to evaluate its risk and protective factors. METHODS AND ANALYSIS: The Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence (iCURE) study is an ongoing multidisciplinary, prospective, longitudinal cohort study conducted in 21 schools in Korea. Participant recruitment commenced in March 2015 with the goal of registering 3000 adolescents. The baseline assessment included surveys on emotional, social and environmental characteristics. A parent or guardian completed questionnaires and a structured psychiatric comorbidity diagnostic interview regarding their children. Adolescents with the Internet Game Use-Elicited Symptom Screen total scores of 6 or higher were asked to participate in the clinical diagnostic interview. Two subcohorts of adolescents were constructed: a representative subcohort and a clinical evaluation subcohort. The representative subcohort comprises a randomly selected 10% of the iCURE to investigate the clinical course of IGD based on clinical diagnosis and to estimate the false negative rate. The clinical evaluation subcohort comprised participants meeting three or more of the nine IGD criteria, determined by clinical diagnostic interview, to show the clinical course of IGD. Follow-up data will be collected annually for the 3 years following the baseline assessments. The primary endpoint is 2-year incidence, remission and recurrence rates of IGD. Cross-sectional and longitudinal associations between exposures and outcomes as well as mediation factors will be evaluated. ETHICS AND DISSEMINATION: This study is approved by the Institutional Review Board of the Catholic University of Korea. Results will be published in peer-reviewed journals. TRIAL REGISTRATION NUMBER: ClinicalTrials.gov (identifier: NCT02415322).


Asunto(s)
Conducta del Adolescente/psicología , Conducta Adictiva/psicología , Trastornos de la Conducta Infantil/epidemiología , Internet/estadística & datos numéricos , Juegos de Video/efectos adversos , Adolescente , Conducta Adictiva/diagnóstico , Conducta Adictiva/epidemiología , Niño , Trastornos de la Conducta Infantil/diagnóstico , Estudios Transversales , Manual Diagnóstico y Estadístico de los Trastornos Mentales , Femenino , Humanos , Internet/tendencias , Modelos Lineales , Modelos Logísticos , Masculino , Estudios Prospectivos , Factores Protectores , República de Corea/epidemiología , Proyectos de Investigación , Autoinforme
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