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1.
J Orthod ; 51(3): 258-269, 2024 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-39267318

RESUMO

OBJECTIVE: To investigate the prevalence of, and relationship between, bullying and malocclusion in schoolchildren aged 10-14 years in the South East of the UK. DESIGN: Cross-sectional cohort study. SETTING: Sixteen primary and secondary schools in South East of the UK. PARTICIPANTS: Schoolchildren aged 10-14 years who were consented to participate. METHODS: The prevalence and nature of bullying were measured using a questionnaire. Traits of malocclusion and the need for orthodontic treatment were assessed by clinical examination and determined by the Index of Orthodontic Treatment Need (IOTN) Dental Health (DHC) and Aesthetic components (AC). RESULTS: Complete data were collected for 698 participants. The number defined as being bullied was 68 (9.7%). There was no difference in the prevalence of bullying between gender, ethnicity or age. Higher rates of bullying were reported in mixed sex schools (P = 0.03). Participants with an increased overjet (P = 0.02) and/or a greater need for treatment, as measured by IOTN DHC (P = 0.01) and AC (P = 0.01), reported higher rates of bullying. While there was no difference in the overall prevalence of bullying between genders, boys were more likely than girls to experience physical bullying (P <0.001) and being called names (P = 0.03). CONCLUSION: A significant relationship was evident between being bullied and certain traits of malocclusion.


Assuntos
Bullying , Má Oclusão , Humanos , Bullying/estatística & dados numéricos , Estudos Transversais , Criança , Má Oclusão/epidemiologia , Masculino , Feminino , Adolescente , Prevalência , Reino Unido/epidemiologia , Inquéritos e Questionários , Índice de Necessidade de Tratamento Ortodôntico , Fatores Sexuais , Estudos de Coortes , Sobremordida/epidemiologia , Estética Dentária
2.
PLoS One ; 19(2): e0298293, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38358977

RESUMO

Could judgments about others' moral character be changed under group pressure produced by human and virtual agents? In Study 1 (N = 103), participants first judged targets' moral character privately and two weeks later in the presence of real humans. Analysis of how many times participants changed their private moral judgments under group pressure showed that moral conformity occurred, on average, 43% of the time. In Study 2 (N = 138), we extended this using Virtual Reality, where group pressure was produced either by avatars allegedly controlled by humans or AI. While replicating the effect of moral conformity (at 28% of the time), we find that the moral conformity for the human and AI-controlled avatars did not differ. Our results suggest that human and nonhuman groups shape moral character judgments in both the physical and virtual worlds, shedding new light on the potential social consequences of moral conformity in the modern digital world.


Assuntos
Julgamento , Comportamento Social , Humanos , Princípios Morais , Relações Interpessoais , Caráter , Conformidade Social
3.
Psychon Bull Rev ; 22(4): 1111-6, 2015 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-25585527

RESUMO

Real-life encounters with face-to-face contact are on the decline in a world in which many routine tasks are delegated to virtual characters-a development that bears both opportunities and risks. Interacting with such virtual-reality beings is particularly common during role-playing videogames, in which we incarnate into the virtual reality of an avatar. Video gaming is known to lead to the training and development of real-life skills and behaviors; hence, in the present study we sought to explore whether role-playing video gaming primes individuals' identification with a computer enough to increase computer-related social conformity. Following immersive video gaming, individuals were indeed more likely to give up their own best judgment and to follow the vote of computers, especially when the stimulus context was ambiguous. Implications for human-computer interactions and for our understanding of the formation of identity and self-concept are discussed.


Assuntos
Conformidade Social , Interface Usuário-Computador , Jogos de Vídeo , Comportamento de Escolha , Feminino , Humanos , Julgamento , Masculino , Autoimagem , Comportamento Social
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