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1.
Semin Speech Lang ; 43(5): 361-377, 2022 11.
Artículo en Inglés | MEDLINE | ID: mdl-35276735

RESUMEN

To compare pulse oximetry (PO) levels during swallowing in healthy adults and adults with severe chronic obstructive pulmonary disease (COPD). Participants included two groups of 60 healthy adults, balanced for gender. The young group ranged from 18 to 38 years, and the older group from 60 to 87 years. In addition, there were 11 participants with COPD aged 43 to 82 years. PO levels were collected as each participant swallowed 10 mL of water, 10 mL of applesauce, and a piece of diced pear (three trials each). Analyses for the healthy groups revealed neither statistically significant main effects for bolus type nor interactions between gender and age. For between-subject effects, there was no main effect for gender, but there was a large main effect for age, and a gender and age interaction. In the group with COPD, there were no significant differences across bolus types; however, PO measures were consistently lower than the healthy groups for all bolus types. Healthy adults exhibited stable PO levels across bolus types. Adults with COPD, although exhibiting significantly lower PO levels, also remained stable. For clinicians who monitor PO measures, these results offer a more comprehensive understanding of the nature of these measures during swallowing in these groups.


Asunto(s)
Deglución , Enfermedad Pulmonar Obstructiva Crónica , Adulto , Humanos , Oximetría/métodos , Enfermedad Pulmonar Obstructiva Crónica/diagnóstico , Agua
2.
J Behav Addict ; 6(4): 572-578, 2017 Dec 01.
Artículo en Inglés | MEDLINE | ID: mdl-29280397

RESUMEN

Background Internet gaming disorder (IGD) was introduced in the DSM-5 as a way of identifying and diagnosing problematic video game play. However, the use of the diagnosis is constrained, as it shares criteria with other addictive orders (e.g., pathological gambling). Aims Further work is required to better understand IGD. One potential avenue of investigation is IGD's relationship to the primary reinforcing behavioral functions. This study explores the relationship between duration of video game play and the reinforcing behavioral functions that may motivate or maintain video gaming. Methods A total of 499 video game players began the online survey, with complete data from 453 participants (85% white and 28% female), were analyzed. Individuals were placed into five groups based on self-reported hours of video gaming per week, and completed the Video Game Functional Assessment - Revised (VGFA-R). Results The results demonstrated the escape and social attention function were significant in predicting duration of video game play, whereas sensory and tangible were not significant. Conclusion Future implications of the VGFA-R and behaviorally based research are discussed.


Asunto(s)
Atención , Conducta Adictiva/psicología , Motivación , Refuerzo en Psicología , Conducta Social , Juegos de Video/psicología , Adulto , Femenino , Humanos , Masculino , Encuestas y Cuestionarios , Factores de Tiempo , Juegos de Video/estadística & datos numéricos , Adulto Joven
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