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1.
Psychiatry Investig ; 20(7): 671-680, 2023 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-37525617

RESUMO

OBJECTIVE: This study aims to understand the attitudes, stigma, and discrimination of the general adult population toward drug addiction. METHODS: We conducted a cross-sectional nationwide survey with 1,020 Korean adults using an Internet web-based panel. Self-reported data were collected on demographics, experience with substance abuse, perceptions of narcotic analgesic use, beliefs about the legalization of cannabis use, coping with substance abuse and addiction, and perceptions of drug risks. All statistical analysis in this study utilized the IBM SPSS Statistics 26 program. RESULTS: In this study, 1.6% of the participants reported abuse of opioid analgesics, 88.0% reported negative perceptions of drug addiction, and 76.9% reported agreeing to unfair treatment of drug addicts. Logistic regression analysis found that perceived stigma was more prevalent among women (odd ratio [OR]=2.087, p<0.01), old adults (OR=1.939, p<0.01), those with no personal experience of opioid misuse (OR=8.172, p<0.05), and those who were non-smoking (OR=2.011, p<0.01). In addition, the discriminatory attitude was more prevalent among participants with higher income (OR=1.989, p<0.001) and those who are non-smoking (OR=1.608, p<0.05). CONCLUSION: This study provides information and guidelines for public intervention in drug addiction by identifying factors influencing social stigma and discriminatory behaviors toward drug addiction. The findings suggest that education on drug addiction prevention for the general adult population is necessary, and this education should include knowledge on coping with drug addiction and reducing stigma and discrimination toward drug addicts.

2.
J Korean Med Sci ; 38(25): e192, 2023 Jun 26.
Artigo em Inglês | MEDLINE | ID: mdl-37365726

RESUMO

A motivational interviewing (MI)-based brief intervention was performed with high-risk drinking outpatients screened at internal medicine settings in Korea after the doctor advised them to reduce alcohol consumption. Participants were assigned to a MI group or a control group where they received a brochure with information on the harm of high-risk drinking and tips on managing drinking habits. Four-week follow-up results showed that Alcohol Use Disorders Identification Test-Concise (AUDIT-C) scores decreased in the MI group and the control group compared to baseline scores. The difference between groups was not significant; however, group by time interaction was significant between the two groups: the slope of decreasing AUDIT-C scores over time was greater in the intervention group than in the control group (P = 0.042). The findings suggest that short comments received from doctors might be a key component in performing brief interventions for high-risk drinking management in Korean clinical settings. Trial Registration: Clinical Research Information Service Identifier: KCT0002719.


Assuntos
Alcoolismo , Entrevista Motivacional , Humanos , Consumo de Bebidas Alcoólicas/prevenção & controle , Entrevista Motivacional/métodos , Alcoolismo/prevenção & controle , Intervenção em Crise , República da Coreia
4.
Curr Addict Rep ; 10(1): 69-76, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-36589709

RESUMO

Purpose of Review: Advances in digital technology and media have provided convenience and advantages in all areas of our daily lives. However, there is a risk of excessive and addictive use, which increases the risk of addiction as a disease and other related mental and physical problems. This article reviews the public health approach to problems related to excessive and addictive use of the Internet and digital media. Recent Findings: The public health model views addiction as the result of interactions among individuals, digital media, and the environment; therefore, interventions should aim to reduce risk factors and increase protective factors in these three areas. This includes developing and providing evidence-based services according to each individual's problem type and severity. Regarding interventions for digital media and the environment, restricting accessibility and regulating content may be necessary. This calls for an integrative, comprehensive, and continuous intervention strategy, and to achieve such a framework, we need to establish an information system to monitor the magnitude and patterns of related problems. Summary: This review suggests a surveillance system that provides a list of evidence-based policies from the public health perspective. Suggestions for an advanced international information, policy, and monitoring system are discussed.

5.
Soc Work Public Health ; 38(4): 268-280, 2023 05 19.
Artigo em Inglês | MEDLINE | ID: mdl-36227775

RESUMO

The outbreak of COVID-19 impacted numerous people globally, but most notably affected adolescents negatively by contributing to the increase in their use of media and smartphones and therefore their susceptibility to smartphone addiction. Based on the social-ecological model, this study seeks to identify the individual-, family-, and school-level factors of smartphone addiction through two groups of users: a first group whose smartphone usage time increased after the outbreak of COVID-19, and a second group whose usage time did not. Based on the data collected from 360 Korean adolescents aged 15 to 18, results reveal that personal-level factors (i.e., gender, depressive symptoms, self-control, and cyberbullying victimization) are associated with smartphone addiction. For the group whose smartphone usage time increased after the outbreak, economic status, academic performance, and academic year were related to smartphone addiction. Based on these findings, the study makes specific guidelines and suggestions on addressing the smartphone addiction among Korean adolescents.


Assuntos
Comportamento Aditivo , COVID-19 , Humanos , Adolescente , Transtorno de Adição à Internet , Comportamento Aditivo/epidemiologia , COVID-19/epidemiologia , Inquéritos e Questionários , República da Coreia/epidemiologia
6.
Psychiatry Investig ; 19(11): 937-948, 2022 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-36444157

RESUMO

OBJECTIVE: To examine the relationship between problematic alcohol use and contributing factors among Korean professional soldiers. METHODS: Cross-sectional data of 2,646 participants collected by 2014 military-wide representative health survey was analyzed. Multivariate logistic models were used to identify contributing factors for problematic alcohol use. Problematic alcohol use was defined by the Alcohol Use Disorders Identification Test (AUDIT) questionnaire as hazardous (8≤ AUDIT <16) or harmful (AUDIT ≥16). Tolerant drinking culture was measured by the Drinking Culture Questionnaire. RESULTS: Hazardous alcohol use was found in 56.9% of men and 46.8% of women and harmful use in a further 16.2% of men and 5.4% of women. In univariate analyses, perceived health status, subjective sleep quality, depression, and drinking culture were related to the outcome variable. In multivariate models controlling covariates, the likelihood of problematic alcohol use was significantly increased by man gender, being single, current/past smoking, and tolerant/permissive drinking culture. In those with harmful alcohol consumption, tolerant drinking culture was a particularly powerful influence. CONCLUSION: A substantial proportion of Korean professional soldiers demonstrated problematic alcohol use. Tolerant drinking culture was shown to have a significant influence on problematic alcohol use in the military. Our findings underscore the need for public health policies that address this drinking culture to mitigate negative health consequences and preserve the forces' combat readiness.

7.
PLoS One ; 17(11): e0277816, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36409747

RESUMO

The COVID-19 pandemic becomes a cause of concern for hospital transmission. Caregivers may play an important role as vectors for nosocomial infections; however, infection control for caregivers often is neglected. A nosocomial COVID-19 outbreak occurred in a 768-bed hospital from March 20, 2020, to April 14, 2020. We conducted a retrospective chart review and epidemiologic investigation on all cases. A total of 54 cases of laboratory-confirmed COVID-19 occurred in the community-based hospital. They included 26 (48.1%) patients, 21 (38.9%) caregivers, and 7 (13.0%) healthcare workers. These 21 caregivers cared for 18 patients, and of these, 9 were positive for COVID-19, 6 were negative, and 3 died before testing. Of the 6 negative patients, 3 had no exposure because the caregiver began to show symptoms at least 5 days after their discharge. Of the 9 positive patients, 4 cases of transmission took place from patient to caregiver (one patient transmitted COVID-19 to two caregivers), and 6 cases of transmission occurred from caregiver to patient. Of the 54 hospital-acquired cases, 38 occurred in the 8th-floor ward and 8 occurred in the 4th-floor ward. The index case of each ward was a caregiver. Counting the number of cases where transmission occurred only between patients and their own caregivers, 9 patients were suspected of having exposure to COVID-19 from their own caregivers. Six patients (66.7%) were infected by COVID-19-confirmed caregivers, and 3 patients were uninfected. Fewer patients among the infected were able to perform independent activities compared to uninfected patients. Not only patients and healthcare workers but also caregivers groups may be vulnerable to COVID-19 and be transmission sources of nosocomial outbreaks. Therefore, infection control programs for caregivers in addition to patients and healthcare workers can be equally important.


Assuntos
COVID-19 , Infecção Hospitalar , Humanos , Infecção Hospitalar/epidemiologia , COVID-19/epidemiologia , Cuidadores , Estudos Retrospectivos , Pandemias , Surtos de Doenças , Hospitais Comunitários
8.
J Behav Addict ; 11(4): 1035-1043, 2022 Dec 27.
Artigo em Inglês | MEDLINE | ID: mdl-36194504

RESUMO

Background and aims: Internet gaming disorder (IGD) is known to cause various psychological and physical complications. Through data collected from an adolescent prospective longitudinal cohort, we examined how IGD is related to lifestyle and physical symptoms, as well as the temporal relationship between them. Methods: This study was conducted as part of iCURE (Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence) in Korea between 2015 and 2019. Sleep and physical activity time, dry eye symptoms, musculoskeletal pain, and near-miss accidents were measured at baseline and followed-up after one year. IGD risk was evaluated using the Internet Game Use - Elicited Symptom Screen (IGUESS). The association between IGD risk and measured variables was analyzed, both at baseline and at follow-up after one year. Results: At baseline, the IGD risk group had significantly less physical activity time and sleep time and had more dry eye symptoms, musculoskeletal pain, and near-miss accidents than the IGD non-risk group. Additionally, in the IGD risk group at baseline, dry eye symptoms, musculoskeletal pain, and near-miss accidents occurred significantly more after one year of follow-up. Discussion and conclusion: The results of this study show that IGD is a significant risk factor that increases the probability of physical disease and trauma in adolescents. Therefore, interventions aimed at reducing IGD risk and protecting the physical and mental health of adolescents are imperative.


Assuntos
Comportamento Aditivo , Dor Musculoesquelética , Jogos de Vídeo , Humanos , Adolescente , Estudos de Coortes , Estudos Prospectivos , Transtorno de Adição à Internet , Comportamento Aditivo/psicologia , Jogos de Vídeo/psicologia , Fatores de Risco , República da Coreia/epidemiologia , Internet
9.
J Clin Neurol ; 18(5): 547-552, 2022 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-36062772

RESUMO

BACKGROUND AND PURPOSE: Data regarding the effects of cannabidiol (CBD) on the quality of life (QOL) are currently inadequate. We assessed the QOL of pediatric patients with epilepsy who were treated with CBD. METHODS: This prospective, open-label study included pediatric and adolescent patients (aged 2-18 years) with Dravet syndrome or Lennox-Gastaut syndrome. Oral CBD was administered at 10 mg/kg/day. The Korean version of the Quality Of Life in Childhood Epilepsy (QOLCE) questionnaire was administered when CBD treatment began and again after 6 months. Adaptive behavior was measured using the Korean versions of the Child Behavior Checklist (K-CBCL) and the second edition of the Vineland Adaptive Behavior Scales (Vineland-II). RESULTS: This study included 41 patients (11 with Dravet syndrome and 30 with Lennox-Gastaut syndrome), of which 25 were male. The median age was 4.1 years. After 6 months, 26.8% (11/41) of patients experienced a ≥50% reduction in the number of seizures. The total score for the QOLCE questionnaire did not change from baseline to after 6 months of CBD treatment (85.71±39.65 vs. 83.12±48.01, respectively; p=0.630). The score in the motor skills domain of Vineland-II reduced from 48.67±13.43 at baseline to 45.18±14.08 after 6 months of treatment (p=0.005). No other Vineland-II scores and no K-CBCL scores had changed after 6 months of CBD treatment. CONCLUSIONS: CBD is an efficacious antiseizure drug used to treat Dravet syndrome and Lennox-Gastaut syndrome. However, it did not improve the patient QOL in our study, possibly because all of our patients had profound intellectual disabilities.

10.
Cyberpsychol Behav Soc Netw ; 25(4): 237-244, 2022 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-35363564

RESUMO

This study was performed to examine whether depressive symptoms (DPs) and low self-control (LSC) traits has modifying effects on the association of time spent on Internet gaming and problematic Internet game use (PIGU). Among 1,535 middle school students, 42.1 percent reported playing ≥1.5 hours of Internet games/day on average, and 10.0 percent were classified as PIGU. Stratified multiple logistic regression analysis showed gameplay of ≥1.5 hours/day led to more PIGU in the non-LSC traits group (higher DP group, p < 0.001; lower group, p = 0.019). In LSC trait group, in contrast, time spent on Internet gamine was not associated with PIGU regardless of the level of DP. Adolescents without LSC traits, to which most youths belong, might have higher possibility of PIGU if they do not limit their time spent on Internet gaming, regardless of whether they are depressed or not. In case of LSC trait, additional strategies would be needed. ClinicalTrials.gov identifier: NCT02415322.


Assuntos
Comportamento Aditivo , Autocontrole , Jogos de Vídeo , Adolescente , Depressão , Humanos , Internet
11.
Asia Pac J Public Health ; 34(4): 370-376, 2022 05.
Artigo em Inglês | MEDLINE | ID: mdl-35285284

RESUMO

Children and adolescents' Internet game use has both functional and dysfunctional aspects. This study aimed to examine how changes in online gaming behaviors impact the risk of Internet gaming disorder (IGD). We observed 1318 adolescent online game users. Baseline and 12-month follow-up evaluations were performed, and it was defined whether the average online gaming time per day exceeded 1.5 hours and whether the number of gaming days per week exceeded 4 days. Gaming disorder was defined using the Internet Game Use-Elicited Symptom Screen. Multiple logistic regression was performed to examine the difference in the incidence rate ratio (IRR) of IGD risk according to changes in gaming time or frequency. Results indicated the IRR of IGD risk was 2.54 for the increased time spent group and 2.38 for the consistent higher time spent group against the consistent lower time spent group. The IRR was 3.76 for the increased frequency group and 2.92 for the consistent higher frequency group against the consistent lower frequency group. Therefore, managing Internet game use not to exceed 1.5 hours per day on average and 4 days per week would help prevent elevation of IGD risk.


Assuntos
Comportamento Aditivo , Jogos de Vídeo , Adolescente , Criança , Humanos , Comportamento Aditivo/epidemiologia , Seguimentos , Internet , Transtorno de Adição à Internet/epidemiologia , República da Coreia/epidemiologia , Jogos de Vídeo/efeitos adversos
12.
Front Pediatr ; 9: 760348, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34888270

RESUMO

Objectives: Although considerable evidence has already been collected on the effects of early initiation of drug/alcohol consumption on addictive behaviors in adolescents, little is known about the impact of early exposure to online games during preschool ages on the risk of internet gaming disorder (IGD). We evaluated the effects of exposure to online games before entering elementary school on IGD occurrence during the secondary school years using a community-based longitudinal study. Methods: Data from 1,760 adolescents (seventh grade), who were recruited from the iCURE study and followed for 2 years, were analyzed. A high risk of IGD (HRIGD) was assessed by the Internet Game Use Elicited Symptom Screen, a self-reported questionnaire based on the fifth version of DSM-5 IGD criteria. Early exposure to online gaming was defined as when adolescents played online games during their preschool years. A multivariate generalized-estimating-equation model was applied to examine the independent risk factor of the occurrence of HRIGD during the 2-year follow-up period. Results: As compared with the later-exposure group, those with early exposure to online games showed an ~1.7-fold greater incidence of HRIGD over the 2-year follow-ups after adjusting for potential confounders including baseline IGD scores (adjusted relative risk:1.69; 95%confidence interval:1.08-2.66). Pre-specified sensitivity analyses showed that the results were robust. Conclusion: Exposure to online gaming during the preschool years increases the likelihood of occurrence of HRIGD in adolescence. Restricting exposure to online games during the preschool years should be examined as a way to reduce the risk of IGD in adolescents. Clinical Trial Registration: www.clinicaltrials.gov, identifier: NCT02415322.

13.
J Korean Med Sci ; 36(47): e325, 2021 Dec 06.
Artigo em Inglês | MEDLINE | ID: mdl-34873888

RESUMO

BACKGROUND: The healthcare workers (HCWs) were exposed to never-experienced psychological distress during the early stage of the coronavirus disease 2019 (COVID-19) pandemic. The aim of this study was to investigate how the COVID-19 pandemic affected the mental health of HCWs during the hospital lockdown period due to mass healthcare-associated infection during the early spread of COVID-19. METHODS: A real-time online survey was conducted between April 14-18, 2020 among HCWs who worked at the university hospital where COVID-19 was confirmed in a patient, and the hospital was shut down for 3 weeks. Along with demographic variables and work-related information, psychological distress was measured using the Generalized Anxiety Disorder-7 (GAD-7), the Patient Health Questionnaire-9 (PHQ-9), the Maslach Burnout Inventory-General Survey scale, and the Stress and Anxiety to Viral Epidemics-9. RESULTS: The HCWs working in the cohort ward and those who have experienced social discrimination had significantly higher level of depression (PHQ-9 score; 5.24 ± 4.48 vs. 4.15 ± 4.38; P < 0.01 and 5.89 ± 4.78 vs. 3.25 ± 3.77; P < 0.001, respectively) and anxiety (GAD-7 score; 3.69 ± 3.68 vs. 2.87 ± 3.73; P < 0.05 and 4.20 ± 4.22 vs. 2.17 ± 3.06; P < 0.001, respectively) compared to other HCWs. Worries regarding the peer relationship and the skepticism about job were associated with depression (odds ratio [OR], 1.39; 95% confidence interval [CI], 1.07-1.79; P < 0.05 and OR, 1.69; 95% CI, 1.31-2.17; P < 0.001, respectively) and anxiety (OR, 1.73; 95% CI, 1.21-2.49; P < 0.01 and OR, 1.54; 95% CI, 1.09-2.17; P < 0.05, respectively), while fear of infection or worsening of health was not. Path analysis showed that work-related stress associated with the viral epidemic rather than anxiety about the viral epidemic mainly contributed to depression. CONCLUSION: The present observational study indicates that mental health problems of HCWs exposed to COVID-19 are associated with distress in work and social relationship. Early intervention programs focusing on these factors are necessary.


Assuntos
Esgotamento Profissional/epidemiologia , COVID-19/epidemiologia , COVID-19/psicologia , Pessoal de Saúde , Estresse Ocupacional/epidemiologia , Quarentena , Adulto , Ansiedade/epidemiologia , Controle de Doenças Transmissíveis , Depressão/epidemiologia , Feminino , Hospitais , Humanos , Masculino , Saúde Mental , Pessoa de Meia-Idade , Questionário de Saúde do Paciente , Angústia Psicológica , República da Coreia/epidemiologia , SARS-CoV-2 , Inquéritos e Questionários , Adulto Jovem
14.
PLoS One ; 16(8): e0255626, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34339461

RESUMO

BACKGROUND: Alcohol use disorder (AUD) is a chronic disease with a higher recurrence rate than that of other mental illnesses. Moreover, it requires continuous outpatient treatment for the patient to maintain abstinence. However, with a low probability of these patients to continue outpatient treatment, predicting and managing patients who might discontinue treatment becomes necessary. Accordingly, we developed a machine learning (ML) algorithm to predict which the risk of patients dropping out of outpatient treatment schemes. METHODS: A total of 839 patients were selected out of 2,206 patients admitted for AUD in three hospitals under the Catholic Central Medical Center in Korea. We implemented six ML models-logistic regression, support vector machine, k-nearest neighbor, random forest, neural network, and AdaBoost-and compared the prediction performances thereof. RESULTS: Among the six models, AdaBoost was selected as the final model for recommended use owing to its area under the receiver operating characteristic curve (AUROC) of 0.72. The four variables affecting the prediction based on feature importance were the length of hospitalization, age, residential area, and diabetes. CONCLUSION: An ML algorithm was developed herein to predict the risk of patients with AUD in Korea discontinuing outpatient treatment. By testing and validating various machine learning models, we determined the best performing model, AdaBoost, as the final model for recommended use. Using this model, clinicians can manage patients with high risks of discontinuing treatment and establish patient-specific treatment strategies. Therefore, our model can potentially enable patients with AUD to successfully complete their treatments by identifying them before they can drop out.


Assuntos
Alcoolismo/epidemiologia , Algoritmos , Aprendizado de Máquina , Pacientes Ambulatoriais/psicologia , Medição de Risco/métodos , Adulto , Alcoolismo/psicologia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Redes Neurais de Computação , Curva ROC , República da Coreia/epidemiologia , Estudos Retrospectivos , Adulto Jovem
15.
J Behav Addict ; 10(2): 244-252, 2021 Jul 15.
Artigo em Inglês | MEDLINE | ID: mdl-34128830

RESUMO

BACKGROUND AND AIMS: Parental depressive symptoms may aggravate the effects of children's emotional problems on risks for Internet gaming disorder (IGD). Here we examined the joint effects of children's emotional problems and parents' depressive symptoms on the incidence of IGD. METHODS: A large prospective, population-based cohort tested potential interactions between children's emotional problems, parents' depressive symptoms, and incidence of high risk of IGD (HRIGD). Family dyads (n=2,031) that included children who were non-HRIGD at baseline completed assessments of childhood and parental affective symptomatology. HRIGD was assessed at baseline and 12 months. Relative excess risk due to interaction (RERI) estimated the magnitudes of interactions. RESULTS: In terms of risk for the development of IGD, parental depression was 1.8 times greater, children's emotional problems were 2.9 times greater, and both risk factors together were 6.1 times greater than the background risk, with the last two findings reaching statistical significance. The expected risk for the development of HRIGD was RR=3.7. DISCUSSION AND CONCLUSIONS: Children's emotional problems demonstrated a particularly strong relationship with HRIGD. Joint effects of children's emotional problems and depressive symptoms in parents on the incidence of HRIGD were stronger than the sum of the independent effects of each factor. The findings suggest that combining interventions for the treatment of children's emotional problems and parents' depressive symptoms may have extra risk reduction effects on preventing IGD in children and adolescents.


Assuntos
Depressão , Transtorno de Adição à Internet , Adolescente , Criança , Humanos , Depressão/epidemiologia , Depressão/psicologia , Estudos Longitudinais , Pais/psicologia , Estudos Prospectivos
16.
Addiction ; 116(9): 2463-2475, 2021 09.
Artigo em Inglês | MEDLINE | ID: mdl-33449441

RESUMO

BACKGROUND AND AIMS: Following the recognition of 'internet gaming disorder' (IGD) as a condition requiring further study by the DSM-5, 'gaming disorder' (GD) was officially included as a diagnostic entity by the World Health Organization (WHO) in the 11th revision of the International Classification of Diseases (ICD-11). However, the proposed diagnostic criteria for gaming disorder remain the subject of debate, and there has been no systematic attempt to integrate the views of different groups of experts. To achieve a more systematic agreement on this new disorder, this study employed the Delphi expert consensus method to obtain expert agreement on the diagnostic validity, clinical utility and prognostic value of the DSM-5 criteria and ICD-11 clinical guidelines for GD. METHODS: A total of 29 international experts with clinical and/or research experience in GD completed three iterative rounds of a Delphi survey. Experts rated proposed criteria in progressive rounds until a pre-determined level of agreement was achieved. RESULTS: For DSM-5 IGD criteria, there was an agreement both that a subset had high diagnostic validity, clinical utility and prognostic value and that some (e.g. tolerance, deception) had low diagnostic validity, clinical utility and prognostic value. Crucially, some DSM-5 criteria (e.g. escapism/mood regulation, tolerance) were regarded as incapable of distinguishing between problematic and non-problematic gaming. In contrast, ICD-11 diagnostic guidelines for GD (except for the criterion relating to diminished non-gaming interests) were judged as presenting high diagnostic validity, clinical utility and prognostic value. CONCLUSIONS: This Delphi survey provides a foundation for identifying the most diagnostically valid and clinically useful criteria for GD. There was expert agreement that some DSM-5 criteria were not clinically relevant and may pathologize non-problematic patterns of gaming, whereas ICD-11 diagnostic guidelines are likely to diagnose GD adequately and avoid pathologizing.


Assuntos
Comportamento Aditivo , Transtornos Disruptivos, de Controle do Impulso e da Conduta , Jogos de Vídeo , Técnica Delphi , Manual Diagnóstico e Estatístico de Transtornos Mentais , Humanos , Internet
17.
Addiction ; 116(7): 1828-1838, 2021 07.
Artigo em Inglês | MEDLINE | ID: mdl-33283397

RESUMO

AIM: This study examined factors associated with severity, incidence and/or persistence of internet gaming disorder (IGD) in children and adolescents. DESIGN, SETTING, PARTICIPANTS: Prospective cohort study with 2-year follow-up study in South Korea. A total of 2319 3rd-, 4th- and 7th-graders enrolled into the internet user cohort for unbiased recognition of gaming disorder in early adolescence [intramural Continuing Umbrella of Research Experiences (iCURE)] and analyzed for the current study. MEASUREMENTS: Severity of the IGD features was assessed by the Internet Game Use-Elicited Symptom Screen (IGUESS), a self-reported questionnaire based on the DSM-5 IGD criteria. Participants with IGUESS scores ≥ 10 were considered to be at high risk for IGD (HIGD). Time spent playing on-line games, game types, depressive symptoms, trait anxiety, attention deficit hyperactivity disorder (ADHD) symptoms, social support, openness of communication with parents, attachment to parents and potential confounders were assessed by self-report. FINDINGS: A total of 175 (7.5%) students were classified as HIGD cases upon initial assessment. The independent risk factors of incidence of HIGD included playing on-line games for ≥ 240 minutes/day, playing multi-player games, depressive symptoms and ADHD symptoms [adjusted rate ratios (aRRs) = 2.03, 1.63, 2.04, 2.53, respectively; all P < 0.05]. Factors related to changing IGD severity scores were playing on-line games for 60-239 minutes/day, playing single-player on-line games, higher attachment and social support [adjusted incidence rate ratio (aIRRs) = 1.38, 1.22, 0.86, 0.87, respectively; all P < 0.05]. Independent predictors of persistence of HIGD were playing on-line games for ≥ 240 minutes/day and ADHD symptoms (aRRs = 2.63, 2.14, respectively; all P < 0.05). CONCLUSIONS: Among adolescents in South Korea, the existence of ADHD symptoms and spending more than 4 hours per day playing on-line games were associated with the occurrence or persistence of high risk for internet gaming disorder.


Assuntos
Comportamento Aditivo , Jogos de Vídeo , Adolescente , Comportamento Aditivo/epidemiologia , Criança , Seguimentos , Humanos , Incidência , Internet , Transtorno de Adição à Internet , Estudos Longitudinais , Estudos Prospectivos
18.
J Korean Med Sci ; 35(50): e427, 2020 Dec 28.
Artigo em Inglês | MEDLINE | ID: mdl-33372424

RESUMO

BACKGROUND: For the first time in Korea, we aimed to study the efficacy and safety of cannabidiol (CBD), which is emerging as a new alternative in treating epileptic encephalopathies. METHODS: This study was conducted retrospectively with patients between the ages of 2-18 years diagnosed with Lennox-Gastaut syndrome (LGS) or Dravet syndrome (DS) were enrolled from March to October 2019, who visited outpatient unit at 3 and 6 months to evaluate medication efficacy and safety based on caregiver reporting. Additional evaluations, such as electroencephalogram and blood tests, were conducted at each period also. CBD was administered orally at a starting dose of 5 mg/kg/day, and was maintained at 10 mg/kg/day. RESULTS: We analyzed 34 patients in the LGS group and 10 patients in the DS group between the ages of 1.2-15.8 years. In the 3-month evaluation, the overall reduction of seizure frequency in the LGS group was 52.9% (>50% reduction in 32.3% of the cases), and 29.4% in the 6-month evaluation (more than 50% reduction in 20.6%). In DS group, the reduction of seizure frequency by more than 50% was 30% and 20% in the 3-month and 6-month evaluation, respectively. Good outcomes were defined as the reduction of seizure frequency by more than 50% and similar results were observed in both LGS and DS groups. Adverse events were reported in 36.3% of total patients of which most common adverse events were gastrointestinal problems. However, no life-threatening adverse event was reported in both LGS and DS during the observation period. CONCLUSION: In this first Korean study, CBD was safe and tolerable for use and could be expected to potentially reduce the seizure frequency in pediatric patients with LGS or DS.


Assuntos
Canabidiol/administração & dosagem , Epilepsias Mioclônicas/tratamento farmacológico , Síndrome de Lennox-Gastaut/tratamento farmacológico , Adolescente , Anticonvulsivantes/uso terapêutico , Cuidadores , Criança , Pré-Escolar , Eletroencefalografia , Epilepsia/complicações , Feminino , Humanos , Lactente , Masculino , Segurança do Paciente , República da Coreia , Estudos Retrospectivos , Resultado do Tratamento
19.
J Behav Addict ; 9(4): 898-902, 2020 Dec 16.
Artigo em Inglês | MEDLINE | ID: mdl-33325840

RESUMO

The World Health Organization (WHO) included gaming disorders in International Classification of Disease-11th (ICD-11) on May 25, 2019. Since then, some academics and the gaming industry have continued to argue over the health system's response to online addictive behaviors. Under these circumstances, a framework involving groups representing various interests is needed to derive a reasonable solution to the dispute over the inclusion of gaming disorders in ICD-11. For this framework to work effectively, it is necessary to agree on consistent and advanced research findings that harms related to the excessive use of digital devices or content continue to occur empirically all over the world and that addictive use constitutes a primary addictive disorder. The problematic risk taking involving emerging technologies may include not only health risks from addictive use, but also more general harms associated with digital ethics and norms such as privacy and transparent money transactions. An understanding of a public health model of addiction is required to reduce harms associated with online addictive behavior that exist behind risk taking. Such harms are also mediated by excessive use, excessive money spending, and exposure to addictive content such as violence and pornography. Major stakeholders and their roles can be derived more effectively based on these conceptual models and parameters of harms. In conclusion, the context of the proposed stakeholder framework should be further optimized on the basis of two principles: (1) advocating consumer rights as a general and standard approach to digital products; and (2) protecting consumers' health from harms related to addictive behaviors.


Assuntos
Comportamento Aditivo , Transtornos Disruptivos, de Controle do Impulso e da Conduta , Jogos de Vídeo , Comportamento Aditivo/prevenção & controle , Defesa do Consumidor , Humanos , Classificação Internacional de Doenças
20.
Psychiatry Investig ; 17(8): 762-768, 2020 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-32777921

RESUMO

OBJECTIVE: This study examined the diagnostic validity of a three-item ultra-brief screening tool for online gaming disorder in line with the gaming disorder criteria in the International Classification of Diseases 11th Revision. METHODS: The Three-item Gaming disorder Test-Online-Centered (TIGTOC) was composed of three items using a four-point Likert scale selected from the Internet Game Use-Elicited Symptom Screen (IGUESS). Among a cohort of 2319 young-adolescent Internet users, the baseline data of 228 healthy controls and 45 Internet-gaming-disorder cases were analyzed. Receiver operation characteristic (ROC) analysis was performed using mental health specialists' diagnoses as the gold standard. RESULTS: The ROC curve analysis showed an area under the curve of 86%. Using a cut-off score of 4 from a full range of 0-9, the sensitivity, specificity, and Cronbach's α were 72%, 90%, and 0.811, respectively. TIGTOC scores was positively associated with time spent on online gaming, depressive symptoms, attention-deficit/hyperactivity disorder symptoms, and addictive Internet use. CONCLUSION: The TIGTOC appears to be a brief, valid, and reliable screening tool for online gaming disorder within the community or in primary care settings.

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