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1.
BMC Pregnancy Childbirth ; 19(1): 197, 2019 Jun 10.
Artigo em Inglês | MEDLINE | ID: mdl-31182057

RESUMO

BACKGROUND: Hyperemesis gravidarum (HG) is a rare complication of pregnancy that involves persistent nausea and extreme vomiting to an intensity that differentiates HG from nausea and vomiting commonly experienced during pregnancy. Research has suggested potential biological and psychological etiological pathways for HG, but the augmented prevalence in immigrant populations, which is 4.5 times higher, remains unclear. Studies show that in order to better address the psychosocial needs of immigrant patients with HG, we must first improve our understanding of how they experience their illness. The objective of this study was to understand the meaning and experience of HG among immigrant women in Canada. METHODS: Our "qualitative comparative analysis design" involved a sample of 15 pregnant mothers following their hospitalization for HG, including 11 immigrant women and 4 Canadian-born women recruited for comparison purposes. We used the Edinburgh Perinatal Depression Scale to assess distress, and the McGill Illness Narrative Interview Schedule to explore how pregnant women understood and experienced their HG and the health services that they received. RESULTS: With the exception of a few women whose mothers suffered from HG, immigrant women and their loved ones did not have cultural knowledge to attribute meaning to HG symptoms. This left them vulnerable to criticism from family, as well as feelings of self-doubt, stress, and anxiety. We interpret this phenomenon as 'victim blaming'. Immigrant women's experience of HG was also characterised by high levels of depressive symptoms (40%) which they linked to the severity of their symptoms, high levels of stress associated with adapting to their new country, social isolation, and loss of female family members. Furthermore, in contrast to Canadian-born women, immigrant women frequently reported feeling that their symptoms were minimized by hospital emergency room medical staff, which led to delays in obtaining appropriate health care. However, once admitted to hospital, they perceived the care provided by dieticians and nurses as helpful in managing their symptoms. CONCLUSIONS: Wider awareness of the impact of HG may improve the quality of family support for immigrant women. There is a need to improve the delays and appropriateness of clinical care.


Assuntos
Acessibilidade aos Serviços de Saúde/normas , Hiperêmese Gravídica , Gestantes , Qualidade de Vida , Estresse Psicológico , Adulto , Canadá/epidemiologia , Emigrantes e Imigrantes/psicologia , Feminino , Hospitalização , Humanos , Hiperêmese Gravídica/etnologia , Hiperêmese Gravídica/psicologia , Hiperêmese Gravídica/terapia , Avaliação das Necessidades , Gravidez , Gestantes/etnologia , Gestantes/psicologia , Melhoria de Qualidade , Estresse Psicológico/etnologia , Estresse Psicológico/fisiopatologia , Inquéritos e Questionários
2.
Exp Brain Res ; 237(3): 723-733, 2019 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-30554255

RESUMO

Aging is associated with cognitive decline and decreased capacity to inhibit distracting information. Video game training holds promise to increase inhibitory mechanisms in older adults. In the current study, we tested the impact of 3D-platform video game training on performance in an antisaccade task and on related changes in grey matter within the frontal eye fields (FEFs) of older adults. An experimental group (VID group) engaged in 3D-platform video game training over a period of 6 months, while an active control group was trained on piano lessons (MUS group), and a no-contact control group did not participate in any intervention (CON group). Increased performance in oculomotor inhibition, as measured by the antisaccade task, and increased grey matter in the right FEF was observed uniquely in the VID group. These results demonstrate that 3D-platform video game training can improve inhibitory control known to decline with age.


Assuntos
Envelhecimento/fisiologia , Atenção/fisiologia , Lobo Frontal/fisiologia , Substância Cinzenta/fisiologia , Inibição Psicológica , Prática Psicológica , Desempenho Psicomotor/fisiologia , Movimentos Sacádicos/fisiologia , Jogos de Vídeo , Idoso , Feminino , Seguimentos , Humanos , Masculino , Pessoa de Meia-Idade
3.
Neuroreport ; 29(5): 393-396, 2018 03 21.
Artigo em Inglês | MEDLINE | ID: mdl-29461337

RESUMO

Action video game players (aVGPs) display increased performance in attention-based tasks and enhanced procedural motor learning. In parallel, the anterior cingulate cortex (ACC) is centrally implicated in specific types of reward-based learning and attentional control, the execution or inhibition of motor commands, and error detection. These processes are hypothesized to support aVGP in-game performance and enhanced learning though in-game feedback. We, therefore, tested the hypothesis that habitual aVGPs would display increased cortical thickness compared with nonvideo game players (nonVGPs). Results showed that the aVGP group (n=17) displayed significantly higher levels of cortical thickness specifically in the dorsal ACC compared with the nonVGP group (n=16). Results are discussed in the context of previous findings examining video game experience, attention/performance, and responses to affective components such as pain and fear.


Assuntos
Giro do Cíngulo/diagnóstico por imagem , Jogos de Vídeo , Atenção , Feminino , Giro do Cíngulo/anatomia & histologia , Hábitos , Humanos , Imageamento Tridimensional , Imageamento por Ressonância Magnética , Masculino , Tamanho do Órgão , Prática Psicológica , Desempenho Psicomotor
4.
PLoS One ; 12(12): e0187779, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-29211727

RESUMO

Maintaining grey matter within the hippocampus is important for healthy cognition. Playing 3D-platform video games has previously been shown to promote grey matter in the hippocampus in younger adults. In the current study, we tested the impact of 3D-platform video game training (i.e., Super Mario 64) on grey matter in the hippocampus, cerebellum, and the dorsolateral prefrontal cortex (DLPFC) of older adults. Older adults who were 55 to 75 years of age were randomized into three groups. The video game experimental group (VID; n = 8) engaged in a 3D-platform video game training over a period of 6 months. Additionally, an active control group took a series of self-directed, computerized music (piano) lessons (MUS; n = 12), while a no-contact control group did not engage in any intervention (CON; n = 13). After training, a within-subject increase in grey matter within the hippocampus was significant only in the VID training group, replicating results observed in younger adults. Active control MUS training did, however, lead to a within-subject increase in the DLPFC, while both the VID and MUS training produced growth in the cerebellum. In contrast, the CON group displayed significant grey matter loss in the hippocampus, cerebellum and the DLPFC.


Assuntos
Encéfalo/fisiologia , Substância Cinzenta/fisiologia , Jogos de Vídeo , Idoso , Encéfalo/diagnóstico por imagem , Feminino , Substância Cinzenta/diagnóstico por imagem , Humanos , Masculino , Pessoa de Meia-Idade
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