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1.
Ind Psychiatry J ; 33(1): 3-12, 2024.
Article En | MEDLINE | ID: mdl-38853810

Non-consensual pornography has become a growing concern, with potentially negative consequences for the victims. Victims of revenge porn are more likely to be blamed, and understanding why and how blame is attributed toward victims of non-consensual pornography is crucial to support them and reduce the negative consequences. This study aimed to explore and synthesize the existing evidence on victim blaming in non-consensual pornography and the underlying psychosocial factors within the context of attribution framework. A comprehensive systematic review was conducted across four databases namely PubMed, ProQuest, Google Scholar, and Scopus for English-language studies published from April 2012 to June 2022. Data from the selected studies were extracted and collated into the review matrix. Among the 22 full-text reviews, 10 records that met the eligibility criteria were included in the final review. Two themes namely "Culture and morality" and "gendered differences in attributions of blame" were derived from a thematic synthesis of 10 studies and reflected the psychosocial underpinnings of victim blaming. The review highlighted how cultural narratives and perceived immorality play a major role in how attributions are placed on self or others for victim blaming in "non-consensual pornography." Blame attributions emerging from gender stereotyping and gendered responsibilization within cultural and societal contexts were found to impact self-blame and compound victimization in non-consensual pornography. The study findings implicated that recognizing psychosocial underpinnings of victim blame attribution in revenge porn would allow for evolving suitable legislative and policy responses for designing effective educative and preventative strategies.

2.
Ind Psychiatry J ; 33(1): 48-53, 2024.
Article En | MEDLINE | ID: mdl-38853816

Background: Depression among people living with human immunodeficiency virus (PLHIV) is highly prevalent and it is associated with increased morbidity, poor adherence to antiretroviral therapy, and poor psychosocial outcomes. To address this, integrated counselling and testing centres (ICTC) counsellors provide psychosocial support to PLHIV. Materials and Methods: This descriptive study aims to assess the awareness and knowledge of ICTC counsellors about depression and its management. A total of 338 (n = 452) ICTC counsellors participated in the study. A demographic data sheet and a semi-structured questionnaire were used to collect data. Results: More than half of the participants reported that biochemical imbalances cause depression. 71.60% and 79.59% of participants reported that depression was common among PLHIV and required immediate attention. 92.60% of counsellors reported that a combination of counselling and medication would be effective to treat depression. 86.98% and 81.95% of counsellors were confident and actively screened for depression among PLHIV, and 78.11% of counsellors had access to a psychiatrist. In contrast. One-third of participants had difficulties working with PLHIV, and 55.56% of participants expressed that addressing issues of PLHIVs' depression to be left to mental health professionals. Conclusion: ICTC counsellors had adequate knowledge about depression and its symptoms. However, lack of knowledge on intervention strategies, time constraints and work targets are significant barriers. These findings suggest that training on mental illness screening; brief intervention strategies may help counsellors to assist PLHIV in overcoming depression complications.

3.
Ind Psychiatry J ; 33(1): 81-87, 2024.
Article En | MEDLINE | ID: mdl-38853819

Background: Youth involvement in gaming has become an important concern for mental health professionals due to its significant impact on functionality and relationships. However, the gaming motives and associated family relationships and personality traits in the Indian context are poorly understood. Aim: The study examined problematic online gaming, including Internet gaming disorder in connection to gaming motives and personality, especially as they impact family relationships among Indian youth. Materials and Methods: The study consisted of 179 participants (86 males; 93 females) with the age range of 18-25 years who were involved in Internet gaming in the last 1 year. The subjects were recruited using an online survey. Tools used were brief and included the Gaming Usage Questionnaire, Internet Gaming Disorder Scale-Short-Form, Motivation for Online Gaming Questionnaire UCLA Loneliness Scale, Sheehan Disability Scale, Brief Family Relationships Questionnaire, and MINI International Personality Item Pool. Results: The mean age of the participants was 21.99 ± 2.202 years. A stepwise multivariate regression analysis indicated that escape and competition motives, low cohesion in family relationships, low level of conscientiousness, and low level of intellect/imagination contributed to problematic gaming behaviors. Conclusions: The study established a relationship between gaming motives and both internal and external factors associated with problematic online gaming. Generalizing the findings across a larger youth population would help in developing informed preventive measures to reduce the risk of developing a gaming disorder.

4.
Glob Ment Health (Camb) ; 11: e22, 2024.
Article En | MEDLINE | ID: mdl-38572246

Studies examining the neurocognitive and circuit-based etiology of psychiatric illness are moving toward inclusive, global designs. A potential confounding effect of these associations is general intelligence; however, an internationally validated, harmonized intelligence quotient (IQ) measure is not available. We describe the procedures used to measure IQ across a five-site, multinational study and demonstrate the harmonized measure's cross-site validity. Culturally appropriate intelligence measures were selected: four short-form Wechsler intelligence tests (Brazil, Netherlands, South Africa, United States) and the Binet Kamat (India). Analyses included IQ scores from 255 healthy participants (age 18-50; 42% male). Regression analyses tested between-site differences in IQ scores, as well as expected associations with sociodemographic factors (sex, socioeconomic status, education) to assess validity. Harmonization (e.g., a priori selection of tests) yielded the compatibility of IQ measures. Higher IQ was associated with higher socioeconomic status, suggesting good convergent validity. No association was found between sex and IQ at any site, suggesting good discriminant validity. Associations between higher IQ and higher years of education were found at all sites except the United States. Harmonized IQ scores provide a measure of IQ with evidence of good validity that can be used in neurocognitive and circuit-based studies to control for intelligence across global sites.

5.
Ophthalmology ; 2024 Jan 08.
Article En | MEDLINE | ID: mdl-38199527

PURPOSE: Review hypotony failure criteria used in glaucoma surgical outcome studies and evaluate their impact on success rates. DESIGN: Systematic literature review and application of hypotony failure criteria to 2 retrospective cohorts. PARTICIPANTS: A total of 934 eyes and 1765 eyes undergoing trabeculectomy and deep sclerectomy (DS) with a median follow-up of 41.4 and 45.4 months, respectively. METHODS: Literature-based hypotony failure criteria were applied to patient cohorts. Intraocular pressure (IOP)-related success was defined as follows: (A) IOP ≤ 21 mmHg with ≥ 20% IOP reduction; (B) IOP ≤ 18 mmHg with ≥ 20% reduction; (C) IOP ≤ 15 mmHg with ≥ 25% reduction; and (D) IOP ≤ 12 mmHg with ≥ 30% reduction. Failure was defined as IOP exceeding these criteria in 2 consecutive visits > 3 months after surgery, loss of light perception, additional IOP-lowering surgery, or hypotony. Cox regression estimated failure risk for different hypotony criteria, using no hypotony as a reference. Analyses were conducted for each criterion and hypotony type (i.e., numerical [IOP threshold], clinical [clinical manifestations], and mixed [combination of numerical or clinical criteria]). MAIN OUTCOME MEASURES: Hazard ratio (HR) for failure risk. RESULTS: Of 2503 studies found, 278 were eligible, with 99 studies (35.6%) lacking hypotony failure criteria. Numerical hypotony was predominant (157 studies [56.5%]). Few studies used clinical hypotony (3 isolated [1.1%]; 19 combined with low IOP [6.8%]). Forty-nine different criteria were found, with IOP < 6 mmHg, IOP < 6 mmHg on ≥ 2 consecutive visits after 3 months, and IOP < 5 mmHg being the most common (41 [14.7%], 38 [13.7%], and 13 [4.7%] studies, respectively). In both cohorts, numerical hypotony posed the highest risk of failure (HR, 1.51-1.21 for criteria A to D; P < 0.001), followed by mixed hypotony (HR, 1.41-1.20 for criteria A to D; P < 0.001), and clinical hypotony (HR, 1.12-1.04; P < 0.001). Failure risk varied greatly with various hypotony definitions, with the HR ranging from 1.02 to 10.79 for trabeculectomy and 1.00 to 8.36 for DS. CONCLUSIONS: Hypotony failure criteria are highly heterogenous in the glaucoma literature, with few studies focusing on clinical manifestations. Numerical hypotony yields higher failure rates than clinical hypotony and can underestimate glaucoma surgery success rates. Standardizing failure criteria with an emphasis on clinically relevant hypotony manifestations is needed. FINANCIAL DISCLOSURE(S): Proprietary or commercial disclosure may be found after the references.

6.
J Family Med Prim Care ; 12(8): 1621-1628, 2023 Aug.
Article En | MEDLINE | ID: mdl-37767454

Background: Treatment gap for common mental health problems, especially of the depressive disorders is consequential in developing countries like India. Positive mental health domains like resilience and self-compassion have been long hailed as protective factors against depression and viable for use in therapeutic aspects. The objectives were to find an association between resilience, self-compassion, and depression. Methods: The study was conducted using a cross-sectional design among 75 respondents who were seeking treatment for major depressive disorders from a tertiary care center during the second wave of COVID-19. Three scales were administered online, namely Beck's Depression Inventory-II (BDI-II), Connor Davidson Resilience Scale (CD RISC-25), and Self-Compassion Scale-Short Form (SCS-SF). Spearman's rank correlation test, Chi-square with Fisher's exact test, and Kruskal Wallis H test were used to study the relationships and differences in average scores with respect to the severity of depression. Results: Most of the respondents had moderate depressive features along with moderately high levels of resilience (CD RISC 25) and self-compassion (SCS-SF) scores. Resilience and self-compassion were found to have no significant relationship with respect to the severity of depression. There was a weakly positive correlation between resilience and self-compassion among those with moderate and severe depression. Conclusion: Since the individuals with depression had higher scores on resilience and self-compassion, the levels of depression remained at moderate levels of severity despite the devastating impact of the second wave of COVID-19 in the Indian sub-continent. Results are to be interpreted with respect to psychosocial contexts arising during the COVID-19 pandemic. Mental health programs can incorporate the variables of resilience and self-compassion in intervention among individuals with depression which have likely been beneficial in their process of recovery.

7.
Int J Yoga ; 16(1): 56-60, 2023.
Article En | MEDLINE | ID: mdl-37583538

Background: Internet addiction is a behavioral problem that is managed by pharmacological and nonpharmacological methods. The nonpharmacological methods focus on enhancing skills for healthy use of technology and promoting mindfulness and mental relaxation. Yoga therapy is an effective tool to reduce psychological stress and promote self-regulation and mindfulness. Thus, present work focused on developing an integrated yoga and cognitive behavioral therapy intervention (Y-CBT) for the management of excessive use of technology amongst adolescents and young adult students. Methods: Feasibility of the Y-CBT program was tested by implementing 10 sessions of yoga and 6 sessions of CBT program for 2 weeks by certified Yoga therapist and psychologist, respectively. This was followed by online booster sessions once a week, and post assessments were conducted at 12 weeks. A total of 4 college-going students with the excessive use of technology were recruited from tertiary specialty service for promotion of healthy use of technology. Each participant was assessed using short-version of internet addiction test (s-IAT), Smartphone Addiction Scale-Short Version, Kessler's Psychological distress scale for baseline, and follow-up assessment after completion of the program. Results: The Y-CBT program was found feasible and useful in reducing internet use, smart phone use, and psychological distress. There were no reported side-effects. A trend was observed for increase compliance toward treatment at follow-up. Future studies should explore this further with robust methodology.

9.
Front Psychiatry ; 14: 1081764, 2023.
Article En | MEDLINE | ID: mdl-37215680

Objectives: Gaming is a predominant leisure time activity among adolescents, and the literature suggests that unrestrained gaming behavior might lead to gaming disorder. ICD-11 and DSM-5 have recognized gaming disorder as a psychiatric condition and grouped it under the behavioral addiction category. Research on gaming behavior and addiction is largely based on data from the male population, and problematic gaming has largely been understood from the male perspective. In this study, we are attempting to bridge the existing lacuna in the literature by exploring gaming behavior, gaming disorder, and its related psychopathological characteristics among female adolescents in India. Methods: The study was conducted on a sample of 707 female adolescent participants who were contacted through schools and academic institutes in a city in Southern India. The study adopted a cross-sectional survey design, and data were administered using the mixed modality of online and offline data collection. The participants filled out the following set of questionnaires: socio-demographic sheet, Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), Strength and Difficulties Questionnaire (SDQ), Rosenberg self-esteem scale, and Brief sensation-seeking scale (BSSS-8). The data gathered from the participants were then statistically analyzed using SPSS software version 26. Results: The descriptive statistics revealed that 0.8% of the sample (i.e., five participants out of 707) obtained scores meeting gaming addiction criteria. Correlation analysis demonstrated a significant relationship between all the psychological variables with total IGD scale scores (p < 0.05). Total SDQ, total BSSS-8, and domain scores of SDQ, such as emotional symptoms, conduct, hyperactivity, and peer problems, were positively correlated, whereas total Rosenberg scores and domain scores of prosocial behaviors of SDQ were negatively correlated. The Mann-Whitney U-test was employed to compare "with gaming disorder" and "without gaming disorder" categories of female participants. Comparing these two groups revealed significant differences in emotional symptoms, conduct, hyperactivity/inattention, peer problem, and self-esteem scale scores. Furthermore, quantile regression was computed, showing that conduct, peer problem, and self-esteem displayed trend-level prediction for gaming disorder. Conclusion: Female adolescents prone to gaming addiction can be identified through psychopathological characteristics of conduct, peer problem, and low self-esteem. This understanding can be useful in developing a theoretical model focusing on early screening and preventive strategies for at-risk female adolescents.

11.
Br J Ophthalmol ; 107(1): 56-61, 2023 01.
Article En | MEDLINE | ID: mdl-34284997

AIMS: To report the incidence, risk factors and long-term outcomes of laser goniopuncture (LGP) in patients with previous deep sclerectomy (DS). METHODS: Retrospective cohort study of 1765 eyes (1385 patients) undergoing DS with or without cataract surgery between 2001 and 2020 in two UK institutions. Kaplan-Meier was used to estimate LGP incidence. DS success after LGP was calculated for criteria A, B, and C defined as intraocular pressure (IOP) of ≤18, ≤15 and ≤12 mm Hg with 20%, 25% and 30% reduction, respectively. Cox regression was used to investigate factors associated with the risk of failure. RESULTS: LGP had an estimated incidence of 33.3% (30.9%-35.6%), 56.3% (53.5%-58.9%) and 62.8% (59.7%-65.6%) at 1, 3, 5 years, respectively. Mean (±SD) IOP significantly (p<0.001) decreased from 21.2 (±6.0) mm Hg pre-LGP to 13.8 (±5.2) mm Hg and 12.9 (±4.7) mm Hg at 3 and 5 years post-LGP, respectively. Success rates at 3 and 5 years were, respectively, 40.9% (37.5%-44.6%) and 33.7% (30.3%-37.6%) for criterion A; 27.1% (24.0%-30.5%) and 22.3% (19.3%-25.7%) for criterion B and 13.9% (11.6%-16.7%) and 11.6% (9.5%-14.3%) for criterion C. In all models, higher pre-LGP IOP (p<0.001) and higher pre-LGP medication number (p<0.001) were associated with increased failure, while male gender (p≤0.004), intraoperative mitomycin C (p≤0.031), longer interval between DS and LGP (p≤0.01) with reduced failure. CONCLUSION: Most patients undergoing DS will eventually require LGP. LGP is effective at rescuing eyes with a failing DS. This study identifies several factors associated with LGP outcomes, knowledge of which may help clinicians predict LGP success.


Glaucoma , Sclerostomy , Humans , Male , Retrospective Studies , Incidence , Intraocular Pressure , Glaucoma/surgery , Risk Factors , Lasers , Treatment Outcome
12.
Int J Yoga ; 16(3): 226-232, 2023.
Article En | MEDLINE | ID: mdl-38463651

Background: Experiential avoidance (EA) and mindfulness are the two important transdiagnostic process and outcome variables in psychological formulation and treatment. While smartphones have a large utility value, they also have the potential for adverse impacts on functioning. Studies have separately shown associations among EA, dispositional mindfulness (DM), and problematic smartphone use (PSU). However, there is a lack of study exploring the associations and mediation relationship among these variables together in an Indian context. The current study aims to explore the associations of PSU, DM, EA, and sociodemographic factors; including the mediating effect of EA between DM and PSU in the Indian adult context. Methods: Four hundred and thirty-four participants (M age = 25.4, standard deviation = 2.6, 58.8% females) were recruited for an online survey using a cross-sectional design. Data were collected using sociodemographic questionnaire, Smartphone Addiction Scale-Short Version, brief EA scale, and Mindfulness Attention Awareness Scale. Statistical analyses comprised multiple regression, mediation analysis, and significance in sociodemographic variables. Results: Both EA and DM significantly predicted PSU with a 37% variance; however, DM had an inverse relationship. EA as a mediator could account for a quarter of the effect, PM = 24.4%, ab = -0.14, 95% CIcs (-0.19, -0.09). Conclusion: The current study implicates the monitoring and treatment planning for PSU from a transdiagnostic perspective in the Indian context.

13.
Ind Psychiatry J ; 31(2): 197-206, 2022.
Article En | MEDLINE | ID: mdl-36419679

The alarming growth in online gaming activities in recent years calls for an understanding of the determinants of gaming behaviors among adolescents and young adults. A systematic review was conducted to collate and review all the research studies concerning the understanding of the gaming motives. Relevant published articles were identified through the electronic search from PubMed, Medline, PsycInfo, Sciencedirect, and APA databases. The review identified four major topics of gaming motives, namely gaming behavior, gaming usage pattern, gaming demographics, and associated psychopathology. The review highlighted the role of motives in gaming use and psychopathology. The age of the player was associated with the expression of these motives. Further insights were drawn into the role of motive in the recreational and problematic use of gaming. The study findings emphasize the need to develop adequate interventions to prevent the occurrence of psychological impairments that would result from potentially problematic video gaming.

14.
Ind Psychiatry J ; 31(2): 359-363, 2022.
Article En | MEDLINE | ID: mdl-36419692

Objectives: Mental health difficulties have been found to be associated with internet addiction, which makes it a multifaceted problem. The current study aimed to examine the relationship between internet addiction and affective states (depression, anxiety, and stress). Material and Methods: The study sample consisted of 731 individuals (403 males and 328 females) ranging in age from 18 to 25 years. We used an observational survey design to study participants with an internet addiction test and depression, anxiety, and stress scale. Results: The mean age ± standard deviation of the sample was 22.58 ± 2.80 years. Stress and depression were found to play a major role in internet addiction in the regression analysis. Conclusions: The study supports the association between internet use and stress and depression. The findings imply the need for early identification and intervention of affective states in the context of unhealthy internet use.

15.
J Family Med Prim Care ; 11(6): 2981-2988, 2022 Jun.
Article En | MEDLINE | ID: mdl-36119187

Context: The extent of depressive disorders is wide in the Indian population as reported by epidemiological studies, warranting a necessary area of intervention to cover the rampant treatment gap. Social support is known to vary as per the community-level changes, which may be attributed to events kickstarted by COVID-19. Objectives: This study aimed to assess the social support among persons with depressive disorders. Methods: This was a cross-sectional study conducted among 75 individuals of age ranging from 18 to 46 years from multi-ethnic communities across India. We used the Beck Depression Inventory-II and Multidimensional Scale of Perceived Social Support. Results: This sample had a mean age of 32 years (SD: 7.88 years), and recurrent depressive disorder was the larger prevalent psychopathology diagnosed during their routine clinical consultation in the hospital (69.3%). The majority of the respondents experienced moderate depression (n = 42), followed by mild depression (n = 14) and severe depression (n = 5). Social support and resilience were found to be mildly correlated with each other for persons with mild depression (r = 0.620; P = 0.018). Conclusion: Persons with mild depressive features may benefit from low-cost and community-based interventions directed to enhance social support and thus impact resilience. Psychosocial interventions must address the impact of moderate depression and recurrent depressive disorder and include social support at all spousal, family, and societal levels.

16.
Psychiatry Res ; 314: 114633, 2022 08.
Article En | MEDLINE | ID: mdl-35671563

BACKGROUND: Large number of studies on Internet gaming disorder (IGD) have primarily focused on ascertaining its psychological correlates. Few studies have focused on developing and assessing effectiveness of multimodal psychotherapeutic intervention programs. This intervention focused on minimizing salience, pre-occupation, conflict related to gaming and enhancing the overall quality of life, inclusive of psychological health, physical health, and environmental problems in individuals with IGD. At present, there appear to be no such studies in the Indian context. METHODS: In this study, we developed and assessed the effectiveness of an intervention manual for IGD. The intervention program consisted of ten 60-minutes sessions with one therapist administering sessions once in each week. The interventions included motivational enhancement strategies, cognitive restructuring, behavioral strategies and relapse prevention. The outcomes from intervention were measured in terms of improvement in IGD, IAT, and overall quality of life. Our assessments, both at baseline and post-intervention consisted of Internet Addiction Test (IAT), Internet Gaming Disorder Test (IGD-20) and the Whoqol-Bref. A total sample of 40 was selected out of which 33 individuals completed the 10 sessions of multimodal psychotherapy program and post assessments. RESULTS: A total of 40 participants (age: M = 20.25, SD = 5.39) enrolled, out of which 33 completed the entire intervention program of 10 sessions and showed significant improvements. The IAT and IGD-20 showed significant difference in the scores for before treatment (M = 52.88, SD = 16.25) and after treatment (M = 42.87, SD = 11.31; t (32) = 5.10, p = 0.000) conditions; and right before treatment (M = 56.88, SD = 19.25) and after treatment (M = 47.87, SD = 15.31; t (32) = 6.94, p = 0.000) conditions respectively. The internet addiction and internet gaming disorder scores showed a similar degree of severity reductions on the IAT and IGD-20 respectively at the end of week 8. In addition, the participants showed significant improvements in the quality of life inclusive of physical and psychological health post the completion of intervention program. LIMITATIONS: The sample size of the study was small and assessments for evaluation of other psychological symptoms like depression, anxiety could have been conducted. CONCLUSION: The intervention program indicated a substantial change in the IGD scores at post- assessment. A study on a larger sample to assess the validity of the manualized multimodal psychotherapy program for IGD needs to be conducted. In addition, this manualized intervention program can be useful for administering structured intervention for IGD by mental health professionals working in the area of internet gaming disorder.


Behavior, Addictive , Video Games , Humans , Behavior, Addictive/psychology , Internet , Internet Addiction Disorder , Quality of Life , Video Games/psychology
17.
Asian J Psychiatr ; 73: 103136, 2022 Jul.
Article En | MEDLINE | ID: mdl-35588630

The Internet Addiction Test is a widely used assessment of symptoms of internet addiction. Although originally proposed as assessing different components of internet addiction, research has been mixed in terms of its factor structure. This study is the first to examine the psychometric properties of the IAT in an Indian population. A large sample (N = 2700) of Indians living in the Southern city of India were recruited door-to-door and completed the IAT and other validity measures. In Study 1, an exploratory factor analysis (n = 1375) indicated a one-factor structure, with 13 items measuring symptoms of internet addiction. This short-form IAT showed construct and convergent validity by correlating with higher daily internet use, higher scores on measures of problematic internet gaming, social media use, and smartphone use, and functional impact. In Study 2, confirmatory factor analysis (n = 1375) indicted this one-factor structure was a good fit to the data, and the correlations with validity measures were replicated. This short-form IAT appears to be valid as a measure of one underlying factor of problematic internet use in young Indian adults.


Internet Addiction Disorder , Surveys and Questionnaires , Factor Analysis, Statistical , Humans , India , Internet Addiction Disorder/diagnosis , Psychometrics , Reproducibility of Results , Young Adult
18.
Int J Soc Psychiatry ; 68(3): 686-692, 2022 May.
Article En | MEDLINE | ID: mdl-35114833

BACKGROUND: Social Media Fatigue (SMF) has seen a significant increase through the COVID-19 pandemic. It refers to high levels of information overload experienced due to extensive usage of social media. AIM: To understand the causes and consequences for mitigating social media fatigue. METHODS: PRISMA model was followed, and 20 papers were consolidated from the years 2014 to 2021. Seven papers were screened out due to duplication and exclusion criteria. RESULTS: The studies found implicated the existence of four umbrella factors, like Cognitive Factors, Self and Personality Factors, Environmental Factors and Social Factors. Self and Personality Factors include personal and intrinsic factors that make one susceptible to developing SMF more easily, whereas aspects like increased boredom and information overload include cognitive factors that increase susceptibility to SMF. Environmental and Social Factors include aspects like parenting and social media role conflict respectively. CONCLUSIONS: The current findings have implications to promote research to assess the levels of social media fatigue among the individuals and to evolve psychotherapeutic interventions and digital literacy programs to manage social media fatigue among the community.


COVID-19 , Social Media , Fatigue/etiology , Humans , Pandemics , Parenting/psychology
19.
Perspect Psychiatr Care ; 58(1): 170-172, 2022 Jan.
Article En | MEDLINE | ID: mdl-33880766

The coronavirus disease 2019 (COVID-19) pandemic has led to a significant increase in the consumption of the internet for work, leisure time activities, and has also generated substantial amounts of anxiety, and uncertainty, which has lead individuals to spend a lot of time surfing the internet for the latest news on developments in the COVID-19 crisis. This ends up as scrolling or surfing through a lot of pessimistic news items. This search for information during COVID-19 is apparently influenced by a number of cognitive biases as well as mediated by poor affect regulation skills. Thus, there is a need to address these cognitive biases and promote affect regulation strategies across health settings.


COVID-19 , Psychological Distress , Bias , Cognition , Communicable Disease Control , Humans , SARS-CoV-2
20.
Med Leg J ; 90(4): 195-199, 2022 Dec.
Article En | MEDLINE | ID: mdl-34259055

Excessive use of online technology brings with it the risk of problematic digital behaviour like over-use of social media, online gambling, webinar fatigue, digital burnout, and in extreme cases doom surfing, and doom scrolling. In addition, digital failures can cause significant mental health distress to people, and unhealthy interactions on social media can also lead to deviant behaviour such as cyber bullying and cybercrime. This paper discusses the various vulnerabilities an individual is predisposed to on the internet, and highlights the importance of "Digital Resilience". Digital resilience is a new concept which refers to the learning, recovery, and bouncing back process after having negative or adverse experiences online. A comprehensive and holistic model to introduce Digital Resilience to everyone through a multitier approach that includes Individual, Societal, and Community intervention is formulated and elaborated. The importance of addressing these concerns from both a psychological and legal perspective is also discussed.


Bullying , Crime Victims , Cyberbullying , Social Media , Humans , Technology , Health Status
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