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1.
Artigo em Inglês | MEDLINE | ID: mdl-37898905

RESUMO

INTRODUCTION: Despite the growing recognition of gaming disorder as a mental disorder, there is still debate about how it should be best screened for. This is especially relevant in countries where prevalence studies that could support evidence-based policymaking are still to be conducted. This study aims to evaluate the psychometric properties of the Brazilian Portuguese version of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and to explore its association with functional impairment. METHODS: An online convenience sample of 805 Brazilian adults who reported playing games completed the adapted version of IGDT-10 and World Health Organization Disability Assessment Schedule 2.0, as well as the Problematic Internet Use Questionnaire, the Center for Epidemiologic Studies-Depression Scale, the Rosenberg Self Esteem Scale and socio-demographic questions. RESULTS: The Brazilian Portuguese version of IGDT-10 demonstrated a unidimensional structure in both confirmatory and exploratory factor analysis, with satisfactory internal consistency and adequate temporal stability. Participants who scored five or more on IGDT-10 presented higher levels of functional impairment compared to those who scored positive for four symptoms or less. The difference between the two groups was statistically significant and showed a moderate effect size. Network analysis showed a direct connection between IGDT-10 and functional impairment, and identified "negative consequences" as the most relevant item connecting these variables. CONCLUSION: The IGDT-10 is a brief, easy-to-understand, valid, and reliable instrument, proving to be a suitable candidate for screening gaming disorder in future epidemiological studies.

2.
J Psychiatr Res ; 159: 14-21, 2023 03.
Artigo em Inglês | MEDLINE | ID: mdl-36652752

RESUMO

OBJECTIVES: Little is known about the relationship between depression in mothers and problematic gaming in their children. Therefore, we aimed to investigate the potential role of mothers' depression in childhood as a risk factor for problematic gaming in their offspring in late adolescence/young adulthood. METHODS: We assessed data from 1557 participants on three waves (T0 collected in 2010/2011, T1 in 2013/2014, and T2 in 2018/2019) of a large Brazilian school-based cohort. Mother's depression at T0 was tested as a predictor of problematic gaming at T2 in a logistic regression model. In mediation analyses, we individually assessed internalizing or externalizing disorders at T1 as mediators in this association, with participants' sex being tested as a moderator in both models. Inverse probability weights were used to account for sample attrition at T2. All models were adjusted for maternal and participant-related covariates. RESULTS: Mother's depression at T0 was significantly associated with problematic gaming at T2 (OR = 2.09, p < 0.001) even after adjusting for multiple confounding factors. The presence of any internalizing disorder at T1 was a partial mediator of this relationship, accounting for 8.18% (p = 0.032) of the total effect, while the presence of any externalizing disorder at T1 was not a significant mediator. Participants' sex was not a significant moderator in mediation models. CONCLUSIONS: These findings suggest mother's depression in childhood as a risk factor for problematic gaming in later developmental stages, which may be partially mediated by internalizing psychopathology.


Assuntos
Mães , Jogos de Vídeo , Feminino , Criança , Humanos , Adolescente , Adulto Jovem , Adulto , Depressão , Psicopatologia , Modelos Logísticos
3.
Psychiatry Res ; 319: 115001, 2023 01.
Artigo em Inglês | MEDLINE | ID: mdl-36528960

RESUMO

The Smartphone Addiction Inventory - Short Form (SPAI-SF) is shorter version (10 items) of the original version of SPAI (26 items). In this study, we aimed to: (i) adapt and test the internal structure of the SPAI-SF, using confirmatory factor analysis (CFA), multigroup confirmatory factor analysis (MGCFA), and network analysis; (ii) analyze the internal consistency, temporal stability, criterion, predictive and construct validities of the SPAI-SF. A total of 392 adolescents (M = 12.76; SD = 1.00) completed the following measures: demographic questionnaire, SPAI-SF, Smartphone Addiction Scale - Short Version (SAS-SV), and the Internet Addiction Test (IAT). The CFA showed good fit indices with the original four factors, and MGCFA indicated measurement invariance for gender. Network analysis provided an understanding of the core symptoms of problematic smartphone use (PSU) for both boys and girls. The intraclass correlation coefficient (ICC) was 0.865 (95% CI: 0.841 - 0.887) and indicated a robust temporal stability. The instrument demonstrated acceptable overall reliability measured by Cronbach's alpha and McDonald's Omega criteria (α = 0.722; ω = 0.725) and did not show floor and ceiling effects. The scale's significant correlations demonstrated convergent and criterion validities of the SPAI-SF with SAS-SV, IAT, and Smartphone usage data. The SPAI-SF is a reliable instrument to detect PSU in adolescents.


Assuntos
Comportamento Aditivo , Transtorno de Adição à Internet , Masculino , Feminino , Humanos , Adolescente , Transtorno de Adição à Internet/diagnóstico , Psicometria , Brasil , Reprodutibilidade dos Testes , Comportamento Aditivo/diagnóstico , Inquéritos e Questionários
4.
Int J Soc Psychiatry ; 68(6): 1203-1212, 2022 09.
Artigo em Inglês | MEDLINE | ID: mdl-35240886

RESUMO

INTRODUCTION: Several barriers for mental health help-seeking were identified among medical students, including minimizing mental illness. Studies examining aspects particular to those who perceive psychological impairment but do not access treatment are necessary for planning interventions. AIMS: To identify help-seeking barriers based on the students' perception about their need for treatment and psychiatric symptoms. Methods: Cross-sectional study assessing 436 Brazilian medical students (833 attending the medical school = 52.3% response rate). Data collection covered sociodemographic data, mental health, academic environment, and Beck Inventories of Depression (BDI) and Anxiety (BAI). Non-parametric tests and hierarchical logistic regression were used to compare students undergoing treatment, those willing to access treatment, and the ones reporting no need for treatment. RESULTS: Among the 382 students who completed the survey (87.6% completion rate), 38.5% (n = 147) were in treatment, and 33% (n = 126) were in need. Moderate to severe risk of alcohol abuse was observed in 45.9% (n = 50) of students reporting no need for treatment. Regression models suggested that perceiving need for treatment - whether already undergoing it or not - was associated with the severity of depressive symptoms (OR 1.14 [95% CI 1.07-1.21]), female assigned sex (OR 2.18 [95% CI 1.23-3.88]), LGBTQ+ (OR 2.47 [95% CI 1.09-5.60]) and reporting good relationship with the family (OR 0.26 [95% CI 0.08-0.83]). Models comparing students in treatment and those in need, pointed that the factors associated with lacking mental health care were age (OR 0.90 [95% CI 0.82-0.99]), perception of a heavy workload (OR 2.43 [95% CI 1.35-4.38]) and good relationship with colleagues (OR 3.51 [95% CI 1.81-6.81]). DISCUSSION: Social variables and the severity of depressive symptoms are positively associated with perceived need for treatment. Age and academic environment factors were related to help-seeking behavior among students with appropriate self-awareness. We discuss these findings' implications for planning interventions.


Assuntos
Estudantes de Medicina , Ansiedade/psicologia , Brasil/epidemiologia , Estudos Transversais , Depressão/epidemiologia , Depressão/psicologia , Depressão/terapia , Feminino , Humanos , Saúde Mental , Aceitação pelo Paciente de Cuidados de Saúde/psicologia , Estudantes de Medicina/psicologia , Inquéritos e Questionários
5.
Curr Psychol ; : 1-12, 2022 Mar 11.
Artigo em Inglês | MEDLINE | ID: mdl-35291222

RESUMO

Text messaging is the primary form of technology-mediated interpersonal contact and the most carried out activity on cell phones. Despite its advantages, text messaging is not exempt from risks. The present paper aimed to validate and expand the psychometric properties of the Self-perception of Text-message Dependency Scale (STDS) in a Brazilian sample of adult internet users. In this cross-sectional study, we recruited a convenience sample of Brazilian internet users aged 18 and over. A total of 1,642 (M age = 38.6, SD = 13.5; 73% female) participants completed the STDS, the Mobile Phone Problem Usage Scale-27 (MPPUS), and the Problematic Internet Use Questionnaire - Short form - 9 questionnaires (PIUQ-SF-9). Multigroup confirmatory factor analysis showed measurement invariance for gender and age. Internal consistency was high when accessed by both McDonalds' Omega and Cronbach's alpha. Network Analysis provided insights into the core symptoms of problematic text messaging. Convergent validity of the STDS was demonstrated by the subscale's correlation with MPPUS and PIUQ-SF-9. Due to its expanded psychometric properties and brevity, the STDS can be used in more comprehensive investigations about other excessive technology-related behaviors, such as problematic smartphone and internet use, allowing a better understanding of the mechanisms involved in problematic technology use. Supplementary Information: The online version contains supplementary material available at 10.1007/s12144-022-02957-8.

6.
Front Psychiatry ; 12: 660186, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34054616

RESUMO

Objective: The goal of the study is to adapt and examine the psychometric properties of the Brazilian version of the nine-item Problematic Internet Use Questionnaire (PIUQ-SF-9). Methods: A convenience sample of Brazilian internet users aged between 18 and 89 years (72.7% female, mean age 38.7 years ± 13.5) was recruited online from September 2018 to July 2019 (test sample = 1,525; retest sample = 237). Participants responded to the adapted version of the PIUQ-SF-9, as well as the Center for Epidemiologic Studies-Depression Scale (CES-D-10) and sociodemographic questions. Results: A bifactor model with one general factor and three specific dimensions (obsession, neglect and control disorder) yielded the best fit indices [χ2 = 67.66, df = 15, CFI = 0.99, TLI = 0.99, RMSEA = 0.048 (0.037-0.060), RMSEA p close = 0.587 and SRMR = 0.01]. McDonald's hierarchical omega coefficient was 0.76 for the general factor and varied between 0.16 and 0.33 for the specific dimensions. The intraclass correlation coefficient was 0.73 for the general factor and varied between 0.64 and 0.72 for the specific dimensions. The MIMIC model supported the scale's construct validity as the relationship of the predictors (age, time spent online, self-perception of problematic internet use, and depression symptoms) with the PIUQ-SF-9 factors was in line with the assumptions based on the literature. Conclusion: PIUQ-SF-9 seems to be a brief and culturally validated instrument with sound psychometric properties to be used in future studies on problematic internet use in the Brazilian population.

7.
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
10.
Sleep Health ; 6(2): 172-178, 2020 04.
Artigo em Inglês | MEDLINE | ID: mdl-32111524

RESUMO

OBJECTIVES: The objective was to describe (1) the type, (2) the amount of use, and (3) the time of usage of electronic devices, for school days and weekends, as well as its impact on adolescents' sleep quality. DESIGN: A cross-sectional study using hierarchical regressions accounting for confounding sleep-related variables was used. SETTING: The participants were from six public schools in Porto Alegre, Brazil. PARTICIPANTS: The participants included 177 students of both sexes aged between 11 and 18 years. MEASUREMENTS: An electronic usage diary assessed the span of time during which the electronic device was used (separated by "TV and computer monitors", "tablets, e-readers and portable video games," and "cell phones") for school days and weekends. The Munich Chronotype Questionnaire was used to assess sleep duration, midpoint of sleep, and social jetlag. Sleep quality was assessed using the Pittsburgh Sleep Quality Index. RESULTS: Greater nighttime use and last time of use of cell phones at night are associated with worse sleep quality in univariate analyses. A hierarchical regression model shows that poor sleep quality associates with shorter sleep duration on school days and with a delayed midpoint of sleep on weekends. Electronic device use did not reach statistical significance in the regression model with confounding factors. CONCLUSIONS: Adequate sleep duration is imperative to maintain a good sleep quality on school days, independently of the use of cell phones. It is important to underpin the need for evaluation of sleep phase and chronotype in future research on the topic aiming to elucidate its relationship with electronic use on school-free days.


Assuntos
Eletrônica/estatística & dados numéricos , Sono , Estudantes/psicologia , Adolescente , Brasil , Telefone Celular/estatística & dados numéricos , Criança , Computadores/estatística & dados numéricos , Estudos Transversais , Feminino , Humanos , Masculino , Instituições Acadêmicas , Estudantes/estatística & dados numéricos , Inquéritos e Questionários , Televisão/estatística & dados numéricos , Fatores de Tempo , Jogos de Vídeo/estatística & dados numéricos
11.
J Behav Addict ; 7(3): 556-561, 2018 09 01.
Artigo em Inglês | MEDLINE | ID: mdl-30010410

RESUMO

The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the criticism raised against the inclusion of GD in ICD-11 by Aarseth et al. (2017). We argue that this group of researchers fails to recognize the clinical and public health considerations, which support the WHO perspective. It is important to recognize a range of biases that may influence this debate; in particular, the gaming industry may wish to diminish its responsibility by claiming that GD is not a public health problem, a position which maybe supported by arguments from scholars based in media psychology, computer games research, communication science, and related disciplines. However, just as with any other disease or disorder in the ICD-11, the decision whether or not to include GD is based on clinical evidence and public health needs. Therefore, we reiterate our conclusion that including GD reflects the essence of the ICD and will facilitate treatment and prevention for those who need it.


Assuntos
Comportamento Aditivo , Transtornos Disruptivos, de Controle do Impulso e da Conduta , Jogos de Vídeo , Humanos , Classificação Internacional de Doenças , Saúde Pública
12.
J Behav Addict ; 7(3): 518-521, 2018 09 01.
Artigo em Inglês | MEDLINE | ID: mdl-29950104

RESUMO

Brazil is the leading game market in South America and the second leading market in Latin America. Worldwide, Brazil ranks fourth in number of gamers, with nearly 66.3 million gamers. In the last years, there has been a significant and progressive concern about the negative consequences of video gaming overuse, but no population-based study has estimated the prevalence of problematic gaming in Brazil. There is also no public policy aimed at reducing risk and harm of problematic gaming. Drawing a parallel between gaming and alcohol policies, we discuss some alternatives to address this challenging situation.


Assuntos
Comportamento Aditivo , Jogos de Vídeo , Brasil , Jogos Recreativos , Humanos , Prevalência
13.
J Behav Addict ; 6(3): 271-279, 2017 Sep 01.
Artigo em Inglês | MEDLINE | ID: mdl-28816494

RESUMO

Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%-15% among young people in several Asian countries and of 1%-10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be addressed, and for preventive approaches to be developed. Central to this effort is a need to delineate the nature of the problem, which is the purpose of the definitions in the draft of ICD-11.


Assuntos
Comportamento Aditivo/classificação , Comportamento Aditivo/diagnóstico , Jogos de Vídeo , Comportamento Aditivo/prevenção & controle , Comportamento Aditivo/terapia , Jogos Recreativos , Humanos , Internet
14.
Rev. bras. oftalmol ; 75(1): 21-25, jan.-fev. 2016. tab, graf
Artigo em Inglês | LILACS | ID: lil-771128

RESUMO

RESUMO Objetivo: Avaliar casos de trauma ocular relacionados à queda da própria altura em idosos e comparar a prevalência e gravidade dos atendimentos. Métodos: Foi realizado uma série de casos em 52 pacientes com 60 anos ou mais dentro do período de 36 meses, compreendido entre janeiro de 2012 a dezembro de 2014, com história de trauma ocular relacionado à queda da própria altura, onde foi avaliada a prevalência conforme o sexo, necessidade de internação e de cirurgia, sequela visual e a gravidade dos casos. Resultados: Trinta e três (63,5%) dos 52 pacientes eram do sexo feminino, sendo 30,3% desses com necessidade cirúrgica e 18,2% com sequelas visuais, outros 19 (36,5%) eram do sexo masculino, sendo 42,1% desses com necessidade cirúrgica e 26,3% com sequelas visuais. Conclusão: Foi mais prevalente o atendimento de casos de trauma ocular relacionado à queda da própria altura em mulheres, mas a gravidade dos atendimentos foi maior nos homens.


ABSTRACT Objective: Evaluate ocular trauma cases related to falling in elderly patients e compare the prevalence and severity of the cases. Methods: A series of cases was made with 52 patients aging 60 or more within the period of 36 months presenting ocular trauma related to falling, whereas the prevalence between the gender, the need for hospitalization or surgery and subsequent visual deficit were evaluated, as well as the severity of the cases. Results: Thirty-three (63.5%) of 52 patients were from the female gender, over which 30.3% had need for surgery and 18.2% developed visual deficit and 19 (36.5%) were from the male gender where 42.1% needed surgery and 26.3% developed visual deficit. Conclusions: The study has shown a higher prevalence of cases in the female gender, although the severity was higher in the male gender.


Assuntos
Humanos , Masculino , Feminino , Pessoa de Meia-Idade , Idoso , Idoso de 80 Anos ou mais , Acidentes por Quedas/estatística & dados numéricos , Traumatismos Oculares/epidemiologia , Acuidade Visual , Traumatismos Oculares/cirurgia , Traumatismos Oculares/complicações , Fatores de Risco , Medo
15.
Rev. Bras. Psicoter. (Online) ; 17(2): 44-60, 2015.
Artigo em Português | LILACS, Index Psicologia - Periódicos | ID: biblio-848156

RESUMO

Os desenvolvimentos tecnológicos na área das telecomunicações e tecnologia da informação modificaram não só como as pessoas se comunicam, mas também como elas se relacionam com a própria tecnologia. A forma extrema desse comportamento, conhecida como dependência de tecnologia, é um transtorno caracterizado pela inabilidade de controlar o uso de tecnologia (internet, jogos eletrônicos, smartphones) mesmo que esse uso já esteja causando impacto negativo nas principais áreas da vida do indivíduo (relacionamentos interpessoais, saúde física, desempenho acadêmico, desempenho no trabalho). O objetivo deste artigo é revisar os subtipos de dependência de tecnologia (jogos eletrônico, redes sociais, pornografia e smartphones) que apresentam maior relevância em nossa prática clínica, apresentando suas definições e características, e ilustrando-os através de vinhetas clínicas. Além disso, discutiremos como a avaliação da relação de nossos pacientes com as tecnologias pode ser útil do ponto de vista clínico mesmo para aqueles que não apresentem um transtorno decorrente desse uso nem o tenham como motivo da busca de atendimento.(AU)


Technological developments in telecommunications and information technology have changed not only how people communicate but also how they relate to the technology itself. The extreme form of this behavior, known as technology addiction, is a disorder characterized by the inability to control the use of technology (internet, video games, smartphones) even if such use is already causing a negative impact on major areas of one's life (interpersonal relationships, physical health, academic achievement, job performance). The aim of this paper is to review the technology addiction subtypes (electronic games, social networking, pornography and smartphones) that have greater relevance in clinical practice, with its definitions and characteristics, and illustrating them through clinical vignettes. In addition, we discuss how the evaluation of the relationship of our patients with the technologies can be useful from a clinical point of view even for those who do not present a disorder resulting from this use and not seeking care due to a technology addiction.(AU)


Assuntos
Dependência Psicológica , Literatura Erótica , Rede Social , Tecnologia , Jogos de Vídeo
16.
Rev. Bras. Psicoter. (Online) ; 16(1): 53-67, 2014.
Artigo em Português | LILACS, Index Psicologia - Periódicos | ID: biblio-847880

RESUMO

Com o incrível avanço tecnológico das últimas décadas, os jogos eletrônicos se tornaram uma das principais atividades de lazer de crianças e adolescentes. Os problemas relacionados ao uso excessivo dos games despertam cada vez mais a atenção de profissionais da saúde, e o número de artigos sobre o tema tem aumentado progressivamente. MÉTODOS: Foi realizada uma revisão não sistemática da literatura utilizandose os bancos de dados PubMed, SciELO e LILACS. RESULTADOS: São descritas as características dos jogos e dos jogadores que parecem estar envolvidos nesse comportamento de dependência, assim como as características clínicas, as bases neurobiológicas, o perfil de comorbidades e as opções de tratamento. A inclusão da categoria Internet Gaming Disorder no DSM-5 demonstra a importância que a comunidade científica tem dado ao assunto e estimula o desenvolvimento de mais pesquisas nessa área. Estudos epidemiológicos, clínicos e de neuroimagem observam que trata-se de um transtorno prevalente principalmente entre os jovens, que acarreta prejuízo significativo na vida dos indivíduos acometidos e que apresenta grandes semelhanças com outros comportamentos de dependência. Discute-se também a influência e os potenciais mecanismos pelos quais os jogos violentos podem estimular a agressividade, principalmente entre os jogadores que já apresentam outros fatores de risco para esse comportamento. CONCLUSÃO: Apesar do crescente corpo de evidências científicas disponíveis na literatura, muitas dúvidas ainda necessitam de esclarecimento e mais pesquisas sobre o tema devem ser estimuladas para que se tenha um maior êxito no reconhecimento e tratamento desse transtorno.(AU)


Along with the amazing technological development seen in the last decades, video games have become one of the main entertainment activities of children and adolescents. The problems due to the overuse of video games have increasingly drawn more attention from health professionals, and the number of publications is growing steadily. METHODS: A non-systematic literature review using the PubMed database, SciELO and LILACS databases was performed. RESULTS: The characteristics of games and players that seem to be involved in addictive behavior, as well as clinical characteristics, neurobiology, comorbidity profile and treatment options are described. The inclusion of Internet Gaming Disorder in DSM-5 demonstrates the importance that the scientific community has given to the subject, and stimulates the development of further research. Epidemiological, clinical and neuroimaging studies show that it is a prevalent disorder particularly among youth, which causes significant impairment in the life of affected individuals, and that presents strong similarities with other addictive behaviors. The influence and potential mechanisms by which violent games can stimulate aggression, especially among players who already have other risk factors for this behavior is also discussed. CONCLUSION: Despite the growing body of scientific evidence available in the literature, many questions still need clarification, and further research on the topic should be encouraged in order to improve the recognition and treatment of this disorder.(AU)


Assuntos
Criança , Adolescente , Dependência Psicológica , Jogos de Vídeo , Jogos de Vídeo/efeitos adversos
17.
Publ. CEAPIA ; 23(23): 60-68, 2014.
Artigo em Português | Index Psicologia - Periódicos | ID: psi-60997

RESUMO

Este artigo tem por objetivo fazer um estudo das conexões existentes entre o período da adolescência e o uso das redes sociais. A partir da compreensão dos motivos que levam as pessoas a utilizar as redes sociais e de uma revisão do desenvolvimento normal adolescente, tentou-se entender o que motivaria os jovens para o uso dessas ferramentas. Foi concluído que conflitivas típicas dessa etapa, como a reconstrução da identidade, a importância do grupo e o confronto de gerações, fazem com que esses ambientes virtuais tenham intensa atração nessa fase da vida. Dessa forma, pais e profissionais da saúde devem estar atentos ao envolvimento dos seus filhos adolescentes com essas mídias sociais


This article aims to study the links between the period of adolescence and the use of social networks. From understanding the reasons that lead people to use social networks and a revision of the normal adolescent development, was tried to understand what would motivate young people to use social networks. It was concluded that the typicals psychodynamics conflicts of generations, make these virtual environments have an intense attraction during this time of life. For this reasons, it is important for parents and health professionals to be aware about the relationship between adolescents and social medias


Assuntos
Humanos , Adolescente , Rede Social , Adolescente , Comportamento do Adolescente , Grupo Social
18.
Rev. Bras. Psicoter. (Online) ; 15(1): 10-11, 2013.
Artigo em Português | LILACS, Index Psicologia - Periódicos | ID: biblio-847513

RESUMO

Autores apresentam, em carta, a importância e a experiência prática do iCelg na educação continuada em psicoterapia.


Assuntos
Educação Continuada
19.
Rev. Bras. Psicoter. (Online) ; 14(3): 18-24, 2012.
Artigo em Português | LILACS, Index Psicologia - Periódicos | ID: biblio-847499

RESUMO

O crescente envolvimento dos jovens com as novas tecnologias da comunicação e da informação aumenta o risco de uso problemático ou mesmo dependência de tecnologia. O Grupo de Estudos sobre Adições Tecnológicas (GEAT) estuda essa dependência comportamental desde 2006 e apresenta neste artigo o processo de criação de um website psicoeducativo sobre o assunto. O resultado desse trabalho encontra-se em www.dependenciadetecnologia.org e tem como objetivo final orientar pais, professores e outros profissionais de saúde sobre o envolvimento dos jovens com as novas tecnologias.(AU)


The increasing involvement of youth with new communication and information technologies increases the risk of problematic use or dependence on technology (technology addiction). The Study Group on Technology Addiction (GEAT) studies this behavioral addiction since 2006. This article presents the process of creating a psychoeducational website on the subject. The result of this work can be found at www.dependenciadetecnologia.org and aims to guide parents, teachers and other healthcare professionals about youth engagement with new technologies.(AU)


Assuntos
Bullying , Dependência Psicológica , Jogos de Vídeo/efeitos adversos , Tecnologia
20.
J Gambl Stud ; 27(4): 649-61, 2011 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-21234660

RESUMO

The objectives of the study are: (a) to provide the first prevalence estimates of pathological gambling among Brazilian adolescents using an age-specific instrument in a nationally representative sample; (b) to investigate the extent to which adolescents participate in gambling activities in a developing country; and (c) to correlate different levels of gambling behavior with demographic variables. Multistage cluster sampling selected 3,007 individuals over 14 years of age from Brazilian household population. A total of 661 participants were between 14 and 17 years old. The Lie/Bet Questionnaire and the DSM-IV-MR-J were used for assessing problem and pathological gambling. 2.8% scored positive on the screening questionnaire, while 1.6% were classified as problem and pathological gamblers. Factors associated with problem and pathological gambling were male sex, not currently studying and considering religion as not important. Less than 4 months elapsed between the age of regular gambling involvement and the first gambling problem. Prevalence rates were quite similar from recent studies which used nationally representative samples. The association of problem and pathological gambling with male sex, school drop-out and low religiosity supports the Problem Behavior Theory. The fast progression to problem gambling adds evidence that adolescents may be more vulnerable to the effects of gambling.


Assuntos
Comportamento do Adolescente/psicologia , Comportamento Aditivo/epidemiologia , Jogo de Azar/epidemiologia , Assunção de Riscos , Autoimagem , Adolescente , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/psicologia , Brasil/epidemiologia , Feminino , Jogo de Azar/diagnóstico , Jogo de Azar/psicologia , Humanos , Relações Interpessoais , Masculino , Grupo Associado , Prevalência , Inquéritos e Questionários
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