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1.
J Nepal Health Res Counc ; 20(1): 41-46, 2022 Jun 02.
Artículo en Inglés | MEDLINE | ID: mdl-35945851

RESUMEN

BACKGROUND: The Corona Virus Disease (COVID-19) pandemic has significantly disrupted the regular school-going activities of the students, predominantly increasing internet gaming activities to endure significant stress. Excessive involvement in internet gaming brings deviant behaviour, especially aggression among the students. Hence, this study aimed to assess the internet gaming disorder and aggression among the students on school closure during COVID-19 pandemic in Chitwan, Nepal. METHODS: A web-based cross-sectional survey was conducted among 417 students from secondary and higher secondary level who studied in two private schools of Chitwan district. Sample were selected using simple random sampling technique and structured questionnaire, i.e. Internet gaming disorder scale- short form (IGDS9-SF) and Aggression questionnaire (Buss and Perry, 1992) were used to collect the data via web-based through Google Form. Obtained data were analysed using descriptive and inferential statistics. RESULTS: Out of 417 students, the mean age was 17 (±1.411) years, 278 (66.7%) were male and 150 (36.0%) were studying in twelve standard. Majority of students 405 (97.1%) were non-disordered gamers whereas only 12 (2.9%) students were disordered gamers. Students' overall aggression score was 57.79% where the verbal aggression score was higher (66.33%) followed by hostility (61.41%) and anger (56.80%). Further significant positive relationship was found between scores on online gaming disorders and aggression (r=0.239). CONCLUSIONS: Internet gaming disorder and aggression are common among the students during COVID-19 pandemic. Therefore, educational institutions and concern authorities need to organize awareness programs and effective psychosocial intervention approaches for students to enhance the knowledge regarding harmful use of internet game, IGD, to cope with stress and aggression as well as to enhance the adoptive behaviour.


Asunto(s)
Conducta Adictiva , COVID-19 , Juegos de Video , Adolescente , Agresión/psicología , Conducta Adictiva/epidemiología , Conducta Adictiva/psicología , COVID-19/epidemiología , Estudios Transversales , Femenino , Humanos , Internet , Trastorno de Adicción a Internet , Masculino , Nepal/epidemiología , Pandemias , Instituciones Académicas , Estudiantes/psicología , Juegos de Video/psicología
2.
BMJ Case Rep ; 20112011 Oct 04.
Artículo en Inglés | MEDLINE | ID: mdl-22679150

RESUMEN

A 2-year-old male child of exstrophy-epispadias complex presented to us. He had not received any treatment at the time of presentation. It was decided to perform a combined bladder exstrophy and epispadias repair under general anaesthesia. There was a wide diastasis of symphysis pubis, it was decided to perform a bilateral anterior innominate and vertical iliac osteotomy. The bladder was closed in two layers. The urethroplasty and penile reconstruction was done by modified Cantwell-Ransley repair. At the completion of procedure to prevent distraction of pubis, the baby was strapped using elastoplast bandage. The child had a very good cosmetic outcome, good pubic and rectus muscle approximation. On clamping the suprapubic catheter, the patient started passing urine per urethrally and there was a small penopubic fistula. Thereafter the suprapubic catheter was removed. The urine culture was sterile and the patient was discharged on prophylactic antibiotics. The patient is due for follow-up.


Asunto(s)
Extrofia de la Vejiga/cirugía , Epispadias/cirugía , Humanos , Lactante , Masculino , Osteotomía , Procedimientos de Cirugía Plástica
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