Your browser doesn't support javascript.
loading
: 20 | 50 | 100
1 - 9 de 9
1.
Clin Pract ; 14(2): 436-442, 2024 Mar 12.
Article En | MEDLINE | ID: mdl-38525712

Endometriosis is a complex condition causing surgical challenges, sometimes leading to urogynecological complications, the diagnosis and treatment of which are not always obvious. We present a case of a 46-year-old woman with a history of severe endometriosis and adenomyosis who developed an oligosymptomatic vesicovaginal fistula (VVF) as a complication of surgery. The patient's medical history included multiple surgeries for endometriosis, a cesarean section, and a laparoscopic hysterectomy. After the excision of the full-thickness infiltration of the urinary bladder, she experienced postoperative bowel obstruction treated by laparotomy. Subsequent urinary complications of bladder healing were eventually recognized as oligosymptomatic VVF. Symptoms of VVFs may vary, making a diagnosis challenging, especially when the lesion is narrow. Imaging techniques such as cystoscopy and cystography are helpful for diagnosis. The treatment options for VVFs range from surgical repair to conservative methods, like bladder catheterization, hormonal therapy, and platelet-rich plasma (PRP) injections, depending on the lesions' size and location. In this case, the patient's VVF was treated with PRP injections, a low-invasive method in urogynecology. PRP, known for its pleiotropic role, is increasingly used in medicine, including gynecology. The patient's fistula closed after 6 weeks from the PRP session, highlighting the potential of this conservative treatment modality.

2.
Sci Rep ; 14(1): 1257, 2024 01 13.
Article En | MEDLINE | ID: mdl-38218991

The relationship between gaming time and gaming disorder can be moderated by other variables. This study aimed to test the moderating role of mental health. Participants (N = 461) were recruited online. Gaming time was a statistically significant predictor of gaming disorder risk, with an explained variance of 3.3%. The goodness of fit of the model that took into account both moderators (anxiety and depression) improved to 13.9%. The interaction between gaming time and both moderators was significant. The results showed that depression and anxiety acted as moderators of the dosage effect, possibly by amplifying the gratification of playing games and thus contributing to the development of gaming disorder. It may be important in practise, as it seems to place the mental health at the right place, namely among risk factors that can contribute to gaming disorder in combination with a key trigger, which is gaming.


Behavior, Addictive , Video Games , Humans , Video Games/adverse effects , Video Games/psychology , Mental Health , Surveys and Questionnaires , Behavior, Addictive/psychology , Anxiety , Internet
3.
Front Psychiatry ; 14: 1230774, 2023.
Article En | MEDLINE | ID: mdl-37795514

Introduction: The strength of the association between gaming involvement and gaming disorder is weak to moderate. Gamers cannot be directly involved in gaming all the time, but how much they are involved in activities indirectly related to gaming during gaming-free time may play an important role. Also, specific game genres may matter. The present investigation focuses on the role of indirect gaming involvement and genres in gaming disorder risk prediction. Methods: Two pre-registered studies were conducted. Study 1 (N = 205) was conducted online, whereas Study 2 (N = 250) was conducted in a lab. In both cases, participants reported their direct and indirect involvement in gaming (DGI and IGI, respectively) and completed a screening tool that estimates the risk of gaming disorder (Gaming Disorder Test). Results: Both IGI and DGI were weakly to moderately correlated with gaming disorder (GD) and moderately with each other. The correlations between DGI and GD were similar to those obtained in related studies; the correlation between IGI and GD has not been previously reported. Hierarchical regression that took IGI together with DGI into account showed an increase in the percentage of explained variance, but only in Study 1. Contrary to expectations, IGI did not interact with DGI. As is consistent with previous research, some game genres were found to be more closely related to GD than others: in both studies, this was an RPG; in Study 1, this was also an MMORPG; in Study 2, driving and shooting games also predicted GD risk. Discussion: Overall, the results clearly indicate that not only gaming time plays a role in GD risk assessment: IGI can also predict it and in some cases may allow for more accurate predictions. Gaming genres once again proved to play a role, but these and similar results should be treated with caution due to the partial lack of repeatability.

4.
PLoS One ; 18(3): e0282966, 2023.
Article En | MEDLINE | ID: mdl-36897890

Motivational Intensity Theory could serve as a useful framework in the process of analyzing and optimizing a user's involvement in computer games. However, it has not yet been used in this way. Its main advantage is that it makes clear predictions regarding the relations between difficulty level, motivation and commitment. The current study aimed to test whether the postulates of this theory may be useful in the process of game development. Forty-two participants took part in a fully controlled within-subjects experiment utilizing a commonly available game (Icy Tower) that has several levels of difficulty. Participants played on four increasing levels of difficulty and their task was to play as best they could, with the aim of reaching the hundredth platform. As a result, we demonstrated that involvement level increases as the difficulty level increases when a task is feasible, but it drops rapidly when a task is so difficult that it cannot be completed. This is the very first evidence that Motivational Intensity Theory may be useful in game research and design. The following study also supports concerns regarding the usefulness of self-report data in the game design process.


Motivation , Video Games , Humans , Surveys and Questionnaires , Self Report , Exercise Therapy
5.
PLoS One ; 17(6): e0269495, 2022.
Article En | MEDLINE | ID: mdl-35714145

OBJECTIVE: The objective of this scoping review is to investigate what is known about the psychosocial functioning of adolescents with ADHD. All basic life environments (family, school and peer group) will be considered. INTRODUCTION: Adolescence is especially critical for people with ADHD-natural maturation may be accompanied by changing symptoms of ADHD. A number of childhood difficulties transform during adolescence and contribute to problems in various areas that comprise psychosocial functioning. The available studies focus on selected domains of psychosocial functioning of adolescents with ADHD, however, to the authors' best knowledge, there is no comprehensive description of this issue. The lack of such a description is the main rationale for conducting this scoping review. INCLUSION CRITERIA: Pointing to the PCC elements (population, concept, context), the scoping review will include primary studies on the concept of psychosocial functioning (including functioning in the family, school and peer group). In the included studies, the term "psychosocial functioning" (or related) had to be used explicitly. The population will be adolescents (10 to 19 years old) with a formal diagnosis of ADHD (DSM classification) or Hyperkinetic Syndrome (ICD-9) or Hyperkinetic Disorders (ICD-10). There will be no restrictions on the research context. METHODS: The methodology of scoping reviews will be applied in accordance with the guidelines of the Joanna Briggs Institute (JBI). The following databases: Academic Search Ultimate, ERIC, MEDLINE, ProQuest Central, PsycInfo, Scopus, and databases under the Web of Science will be searched for primary studies in peer-reviewed journals, written in English and published since 1987. The analyses will be based mainly on frequency counts of the components of psychosocial functioning and population characteristics. The results will be presented in tabular form and supplemented with a descriptive summary. The protocol has been registered on the Open Science Framework: https://doi.org/10.17605/OSF.IO/MS82H [registration DOI].


Attention Deficit Disorder with Hyperactivity , Adolescent , Adult , Attention Deficit Disorder with Hyperactivity/psychology , Child , Humans , Peer Group , Peer Review , Psychosocial Functioning , Research Design , Review Literature as Topic , Schools , Young Adult
6.
PLoS One ; 16(12): e0261507, 2021.
Article En | MEDLINE | ID: mdl-34932593

This paper presents validation of the VR Simulation Realism Scale on a Polish sample. The scale enables a self-report measurement of perceived realism of a virtual environment in four main aspects of such realism-scene realism, audience behavior realism, audience appearance realism and sound realism. However, since the development of the original scale, the VR technology significantly changed. We aimed to respond to that change and revalidate the original measure in the contemporary setting. For the purpose of scale validation, data was gathered from six studies with 720 participants in total. Five experiments and one online survey were conducted to examine psychometric properties of the scale in accordance with the Standards for Educational and Psychological Testing. Evidence based on internal structure, relations to other variables and test content was obtained. The factorial structure of the original scale was tested and confirmed. The connections between realism and immersion, presence, aesthetics were verified. A suppressed relationship between realism and positive affect was discovered. Moreover, it was confirmed that scale result is dependent on the quality of VR graphics. Results of the analyses provide the evidence that the VR Simulation Realism Scale is a well-established tool that might be used both in science and in VR development. However, further research needs to be done to increase external validity and predictive power of the scale.


Virtual Reality , Adolescent , Adult , Female , Humans , Male , Poland , Reproducibility of Results , Surveys and Questionnaires , Wearable Electronic Devices , Young Adult
7.
Front Psychol ; 11: 1252, 2020.
Article En | MEDLINE | ID: mdl-32612559

Social facilitation has been researched for decades, but in the face of the development of virtual reality technology, new questions arise regarding the possibility of its occurrence in this environment -in the presence of computer-generated agents. Past research provided inconclusive answers: several experiments confirmed this possibility, but several others disagreed. On the other hand, previous studies have shown the important role of VR characteristics, such as realism or co-presence, in evoking other psychological phenomena. However, no study has investigated the interplay between the presence of computer-generated agents and perceived social realism in evoking social facilitation in virtual reality. To this end, the present randomized control study was conducted. The sample consisted of professional firefighters (N = 48), divided into an experimental group with virtual bystanders and a control group without them. Subjects were instructed to perform a rescue procedure in a virtual reality headset. The performance of participants was logged and they completed questionnaires regarding sense of presence in the virtual environment, perceived realism of the environment and perceived co-presence of virtual agents. The obtained results confirmed the role of social realism as a moderator of the occurrence of social facilitation in the presence of computer-generated agents. At the same time, the main effect of facilitation was not confirmed. These results support predictions that the subjective feeling of being in a realistic company of others may be more important in evoking social facilitation than objective facts. Furthermore, the results contribute to the debate regarding the mechanism of social facilitation, suggesting that simple augmentation of the environment with social distractors is not always enough, thus questioning the attentional explanation of the effect. Taken together, our results extend previous findings on social facilitation and open up new possibilities for designing effective virtual environments.

8.
Front Psychol ; 9: 2132, 2018.
Article En | MEDLINE | ID: mdl-30459688

Simulator sickness is a syndrome similar to motion sickness, often experienced during simulator or another virtual reality (VR) exposure. Many theories have been developed or adapted from the motion sickness studies, in order to explain the existence of the syndrome. The simulator sickness can be measured using both subjective and objective methods. The most popular self-report method is the Simulator Sickness Questionnaire. Attempts have also been made to discover a physiological indicator of the described syndrome, but no definite conclusion has been reached on this issue. In the present paper, three temporal aspects of the simulator sickness are discussed: the temporal trajectory of the progression of simulator sickness, possibility of adapting VR users in advance and persistence of the symptoms after VR exposure. Evidence found in 39 articles is widely described. As for the first aspect, it is clear that in most cases severity of the simulator sickness symptoms increases with time of exposure, although it is impossible to develop a single, universal pattern for this effect. It has also been proved, that in some cases a threshold level or time point exists, after which the symptoms stop increasing or begin to decrease. The adaptation effect was proved in most of the reviewed studies and observed in different study designs - e.g., with a couple of VR exposures on separate days or on 1 day and with a single, prolonged VR exposure. As for the persistence of the simulator sickness symptoms after leaving the VR, on the whole the study results suggest that such an effect exists, but it varies strongly between individual studies - the symptoms may persist for a short period of time (10 min) or a relatively long one (even 4 h). Considering the conclusions reached in the paper, it is important to bear in mind that the virtual reality technology still evokes unpleasant sensations in its users and that these sensations should be cautiously controlled while developing new VR tools. Certainly, more research on this topic is necessary.

9.
Front Psychol ; 7: 395, 2016.
Article En | MEDLINE | ID: mdl-27047422

Motivation and cognitive capacity are key factors in people's everyday struggle with uncertainty. However, the exact nature of their interplay in various contexts still needs to be revealed. The presented paper reports on two experimental studies which aimed to examine the joint consequences of motivational and cognitive factors for preferences regarding incomplete information expansion. In Study 1 we demonstrate the interactional effect of motivation and cognitive capacity on information preference. High need for closure resulted in a stronger relative preference for expectancy-inconsistent information among non-depleted individuals, but the opposite among cognitively depleted ones. This effect was explained by the different informative value of questions in comparison to affirmative sentences and the potential possibility of assimilation of new information if it contradicts prior knowledge. In Study 2 we further investigated the obtained effect, showing that not only questions but also other kinds of incomplete information are subject to the same dependency. Our results support the expectation that, in face of incomplete information, motivation toward closure may be fulfilled efficiently by focusing on expectancy-inconsistent pieces of data. We discuss the obtained effect in the context of previous assumptions that high need for closure results in a simple processing style, advocating a more complex approach based on the character of the provided information.

...