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1.
Pediatr Res ; 2024 Mar 30.
Artigo em Inglês | MEDLINE | ID: mdl-38555380

RESUMO

BACKGROUND: Telemedicine has increasingly become a viable option for patient care and may increase access to care. The aim of our study was to evaluate both parent and pediatrician perceptions, preferences, and acceptability regarding the use of different telemedicine modalities. METHODS: We conducted a cross-sectional survey of both parents and pediatricians in Geneva, Switzerland in 2021. The questionnaire focused on digital literacy, preferences, acceptability, advantages, and disadvantages regarding telemedicine (phone, email, video, and instant message). Descriptive statistics and comparisons of preferences and perceptions (Pearson Chi2 and logistic regression) were performed. RESULTS: Two hundred and twenty-two parents and 45 pediatricians participated. After face-to-face consultations, parents and pediatricians preferred the phone for simple medical advice, discussion of parameters, acute or chronic problems, and psychological support. Email was preferred for communication of results and prescription renewal. Main reasons for using telemedicine were avoiding travel and saving time. Disadvantages were lack of physical examination, technical problems, and unsuitability of the reason for consultation. CONCLUSIONS: Understanding the factors that influence acceptance and satisfaction with telemedicine is vital for its successful implementation. Convenience, quality of care, trust, strong pediatrician-parent relationships, technical reliability, user-friendliness, and privacy considerations play significant roles in shaping parent and pediatrician attitudes toward telemedicine. IMPACT: The COVID-19 pandemic spurred the expansion of the use of telemedicine in pediatric care. Few studies have addressed parent and pediatrician perceptions and preferences regarding telemedicine. Both parents and pediatricians consider certain telemedicine modalities (phone, email, video, and instant message) pertinent in only specific clinical situations. Advantages of telemedicine outweigh disadvantages with parents and pediatricians appreciating the increased access to care, time savings, and avoiding transport. However, the lack of a physical examination remains a significant disadvantage. Convenience, quality of care, trust, strong pediatrician-parent relationship, technical reliability, user-friendliness, and privacy considerations play significant roles in shaping attitudes towards telemedicine.

2.
Compr Psychiatry ; 133: 152500, 2024 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-38761770

RESUMO

BACKGROUND: Recognizing the crucial importance of understanding the impact of video games on health in today's gaming-dominated world, our study aimed to investigate the relationship between gaming time and Internet Gaming Disorder (IGD). Despite the widespread assumption that a connection exists between both, previous studies have revealed highly variable associations, highlighting significant weaknesses in establishing a robust link. METHODS: To unravel this complex relationship, we recruited two independent samples of League of Legends players. We combined the collection of self-reported and actual gameplay data, together with assessments of mental health, personality traits, and cognitive abilities. RESULTS: Surprisingly, none of the gaming variables demonstrated a robust and stable association with IGD, regardless of whether players spent less than or more than 30 hours per week gaming-a threshold suggested by the American Psychiatric Association as a potential indicator of disordered gaming. Notably, mental health factors, such as anxiety, depression and ADHD, emerged as the most influential predictors of IGD. CONCLUSION: These findings, replicated across two independent samples, challenge the prevailing belief that limiting screen time alone effectively combats IGD. Instead, mental health factors play a crucial role in mitigating risks associated with gaming. Policies focusing solely on restricting screen time are insufficient in reducing the prevalence or symptoms of IGD. Rather, a comprehensive approach that considers mental health and key personality traits must be adopted to safeguard the well-being of individuals engaged in gaming.


Assuntos
Transtorno de Adição à Internet , Jogos de Vídeo , Humanos , Transtorno de Adição à Internet/psicologia , Transtorno de Adição à Internet/epidemiologia , Jogos de Vídeo/psicologia , Masculino , Feminino , Adulto , Adulto Jovem , Adolescente , Internet , Comportamento Aditivo/psicologia , Personalidade , Depressão/psicologia , Ansiedade/psicologia
3.
Rev Med Suisse ; 20(877): 1115-1118, 2024 Jun 05.
Artigo em Francês | MEDLINE | ID: mdl-38836394

RESUMO

Sexual health is a key element to the well-being and quality of life of individuals. However, it is rarely incorporated into care delivery for women with an addictive condition. Female with severe dependence to opiate have their medical and social conditions improved by diacetylmorphine treatment. Which allows them to escape situations of high-risk of sexual violence. However, this pharmacotherapy can also induce adverse effects on the sexual sphere. This paper describes the relevance of integrating psycho-socio-sexological counselling into the care provision for the opiate dependence. The counselling should be oriented to respond to the specific relational and sexual issues faced by these female patients and empowering them on their lives and in recovering a better quality of life.


La santé sexuelle constitue un élément important au bien-être et à la qualité de vie, or c'est un élément peu abordé au cours des soins des patientes souffrant de trouble addictologique. Le traitement de diacétylmorphine améliore la situation médicale et sociale des patientes souffrant d'une dépendance sévère aux opiacés et leur permet de sortir de situations à haut risque de violences sexuelles ; mais il peut également induire des effets indésirables sexuels. Cet article décrit l'importance d'intégrer à la prise en charge addictologique un accompagnement psychosocio-sexologique axé sur les difficultés sexuelles et relationnelles spécifiquement rencontrées par les patientes afin de leur offrir la possibilité de retrouver du pouvoir sur leur vie et une meilleure qualité de vie.


Assuntos
Heroína , Transtornos Relacionados ao Uso de Opioides , Humanos , Feminino , Transtornos Relacionados ao Uso de Opioides/tratamento farmacológico , Heroína/efeitos adversos , Saúde Sexual , Qualidade de Vida , Entorpecentes/uso terapêutico , Aconselhamento/métodos , Subtratamento
4.
Rev Med Suisse ; 18(785): 1146-1148, 2022 Jun 08.
Artigo em Francês | MEDLINE | ID: mdl-35678344

RESUMO

For a minority of vulnerable users in certain circumstances, the use of social media can have repercussions on health. Most often complaints concern adolescents. The request is most often focused on the time spent and the objective pursued is to regain control over it. We present some evidence supporting that this problematic use affects other age categories, with different psychological, cultural and gender specificities. Our aim is to guide health professionals to consider this problematic behavior regardless of age and gender and to use an individualized approach which considers the cultural and psychological factors. Systematic screening and multidimensional assessment are important to guarantee an efficient and person-centered care for this problematic behavior.


L'usage des médias sociaux est maintenant ancré dans nos habitudes, remplit plusieurs fonctions sociales et psychologiques, et pour une minorité d'usagers vulnérables, dans certaines circonstances, il peut entraîner des répercussions sur la santé. Le plus souvent, les plaintes concernent les adolescents. La demande est alors focalisée sur la gestion du temps passé sur ces univers et l'objectif poursuivi en est sa maîtrise. Nous présentons des données soutenant que cet usage problématique touche les autres catégories d'âge, avec des spécificités psychologiques, culturelles et de genre. Ces données sont importantes pour inciter les professionnels de la santé à considérer ce problème quels que soient l'âge et le genre, et d'avoir une approche individualisée incluant les facteurs culturels et psychologiques. Le dépistage systématique et une évaluation multidimensionnelle sont les meilleurs garants d'une prise en charge de qualité et centrée sur la personne.


Assuntos
Mídias Sociais , Adolescente , Pessoal de Saúde , Humanos
5.
Rev Med Suisse ; 18(785): 1154-1156, 2022 Jun 08.
Artigo em Francês | MEDLINE | ID: mdl-35678346

RESUMO

In most cases, video games provide entertainment and social and psychological benefits. Involvement in video games can become problematic and associated with functional impairment for individuals characterized by psychosocial, environmental or psychopathological vulnerabilities. The WHO recently decided to include gaming disorder in ICD-11. The definition of gaming disorder is oriented towards consequences and functional impact, in order to avoid over-pathologizing of healthy gaming patterns. The public health issues of video game disorder have found a promising response through the recognition of this disorder by the WHO and the common definition offered by the ICD-11. The treatment of this disorder, essentially psychotherapeutic, requires taking into account the underlying psychological processes.


La pratique vidéoludique est dans la plupart des cas source de divertissement et de bénéfices sur les plans sociaux et psychologiques. Cette pratique peut devenir problématique chez des individus présentant des facteurs de vulnérabilité. L'OMS a pris la décision d'inclure le trouble du jeu vidéo dans la CIM-11 comme un trouble du spectre addictif. La définition du trouble du jeu vidéo est orientée sur les conséquences et l'impact fonctionnel, pour éviter la surpathologisation d'un comportement de jeu sain. Les enjeux de santé publique du trouble du jeu vidéo ont trouvé une réponse prometteuse au travers de la reconnaissance de ce trouble par l'OMS. La prise en charge de ce trouble, essentiellement psychothérapeutique, passe par la prise en compte des processus psychologiques sous-jacents.


Assuntos
Comportamento Aditivo , Jogos de Vídeo , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/terapia , Humanos , Classificação Internacional de Doenças , Internet , Psicopatologia , Saúde Pública , Jogos de Vídeo/psicologia
6.
J Med Internet Res ; 23(3): e27443, 2021 03 25.
Artigo em Inglês | MEDLINE | ID: mdl-33685854

RESUMO

BACKGROUND: Most residents of long-term care facilities (LTCFs) are at high risk of complications and death following SARS-CoV-2 infection. In these facilities, viral transmission can be facilitated by shortages of human and material resources, which can lead to suboptimal application of infection prevention and control (IPC) procedures. To improve the dissemination of COVID-19 IPC guidelines, we developed a serious game called "Escape COVID-19" using Nicholson's RECIPE for meaningful gamification, as engaging serious games have the potential to induce behavioral change. OBJECTIVE: As the probability of executing an action is strongly linked to the intention of performing it, the objective of this study was to determine whether LTCF employees were willing to change their IPC practices after playing "Escape COVID-19." METHODS: This was a web-based, triple-blind, randomized controlled trial, which took place between November 5 and December 4, 2020. The health authorities of Geneva, Switzerland, asked the managers of all LTCFs under their jurisdiction to forward information regarding the study to all their employees, regardless of professional status. Participants were unaware that they would be randomly allocated to one of two different study paths upon registration. In the control group, participants filled in a first questionnaire designed to gather demographic data and assess baseline knowledge before accessing regular online IPC guidelines. They then answered a second questionnaire, which assessed their willingness to change their IPC practices and identified the reasons underlying their decision. They were then granted access to the serious game. Conversely, the serious game group played "Escape COVID-19" after answering the first questionnaire but before answering the second one. This group accessed the control material after answering the second set of questions. There was no time limit. The primary outcome was the proportion of LTCF employees willing to change their IPC practices. Secondary outcomes included the factors underlying participants' decisions, the domains these changes would affect, changes in the use of protective equipment items, and attrition at each stage of the study. RESULTS: A total of 295 answer sets were analyzed. Willingness to change behavior was higher in the serious game group (82% [119/145] versus 56% [84/150]; P<.001), with an odds ratio of 3.86 (95% CI 2.18-6.81; P<.001) after adjusting for professional category and baseline knowledge, using a mixed effects logistic regression model with LTCF as a random effect. For more than two-thirds (142/203) of the participants, the feeling of playing an important role against the epidemic was the most important factor explaining their willingness to change behavior. Most of the participants unwilling to change their behavior answered that they were already applying all the guidelines. CONCLUSIONS: The serious game "Escape COVID-19" was more successful than standard IPC material in convincing LTCF employees to adopt COVID-19-safe IPC behavior. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): RR2-10.2196/25595.


Assuntos
COVID-19/prevenção & controle , COVID-19/transmissão , Transmissão de Doença Infecciosa/prevenção & controle , Controle de Infecções/métodos , Assistência de Longa Duração/métodos , Jogos de Vídeo , COVID-19/epidemiologia , Feminino , Humanos , Controle de Infecções/estatística & dados numéricos , Intenção , Internet , Assistência de Longa Duração/normas , Masculino , SARS-CoV-2/isolamento & purificação
7.
Rev Med Suisse ; 17(742): 1118-1121, 2021 Jun 09.
Artigo em Francês | MEDLINE | ID: mdl-34106537

RESUMO

Internet has become a tool of our daily lives; it can nevertheless be at health risks for excessive users. This is a global and national public health challenge, and health policy responses have been shaping up for a decade. Doctors are key players in health systems for the early detection of these disorders and for the health promotion in this area. In order to be able to play their role, they must benefit from increasing their awareness of the health risks of these uses, the vulnerable people profiles, the possible clinical pictures of these disorders and the strategic and regulatory framework at the national level. This article synthesizes these aspects in Switzerland to facilitate access to this corpus of knowledge for medical practitioners.


Les médias connectés sont devenus des outils de notre quotidien, ils peuvent néanmoins engendrer des risques pour la santé en cas d'usage excessif. Il s'agit d'un problème de santé publique mondial et national et les réponses des politiques de santé s'organisent depuis une décennie. Les médecins sont des acteurs de premier ordre dans les systèmes de santé pour le repérage précoce de ces troubles et pour la promotion de la santé dans ce domaine. Ils doivent, pour pouvoir jouer leur rôle, être sensibilisés aux risques pour la santé de ces usages, au profil des personnes vulnérables, à la présentation clinique de ces troubles et au cadre réglementaire et stratégique de leur prise en compte à l'échelle nationale. Le présent article synthétise ces aspects en Suisse pour en faciliter l'accès aux médecins.


Assuntos
Promoção da Saúde , Saúde Pública , Política de Saúde , Humanos , Internet , Suíça
8.
Rev Med Suisse ; 15(642): 574-578, 2019 Mar 13.
Artigo em Francês | MEDLINE | ID: mdl-30865389

RESUMO

The term « cybersex ¼ refers to the use of the Internet for sexual purposes (pornography, webcams, dating). While moderate use of cybersex could have a positive effect on sexual life, a small fraction of these cyber-users could have difficulties to control their consumption with negative consequences. This phenomenon, whose understanding of the mechanisms still raises debates, seems to be influenced by various psychological factors, including avoidant attachment (avoidance of close emotional relationship) and depressed mood. Sexual desire, different types of motivations for using cybersex, and impulsivity could contribute, to some extent, to this phenomenon. Despite of their preliminary character, current available data lead us to recommend an integrated approach of the treatment of the persons facing these difficulties.


Le terme de « cybersexe ¼ fait référence à l'utilisation d'internet pour des motifs sexuels (pornographie, webcams, rencontres). Alors qu'un usage modéré du cybersexe pourrait avoir des effets positifs sur la vie sexuelle, une petite fraction de ses utilisateurs pourrait en avoir une consommation peu contrôlée avec des conséquences négatives. Ce phénomène dont la compréhension est encore sujette à débats semble influencé par différents facteurs psychologiques, notamment l'attachement évitant (fuite des relations trop intimes) et l'humeur dépressive. Le désir sexuel, le type de motivations à l'usage du cybersexe et l'impulsivité pourraient dans une certaine mesure y contribuer. Malgré leur caractère préliminaire, les données disponibles à ce jour invitent à une approche intégrée du traitement des personnes confrontées à ces difficultés.


Assuntos
Comportamento Aditivo , Comportamento Sexual , Literatura Erótica , Internet , Inquéritos e Questionários
9.
Rev Med Suisse ; 15(N° 632-633): 14-16, 2019 Jan 09.
Artigo em Francês | MEDLINE | ID: mdl-30629359

RESUMO

New drugs available in a click, plethora of games, new regulations on cannabis, addiction medicine has a lot to do ! In 2018, Switzerland recognized a training certificate in addiction medicine, pathological gambling entered into ICD-11 and vaping, first considered with suspicion, found a place in the pharmacopoeia of the fight against tobacco. That's not all, on the alcohol front, we realized that even a small glass can hurt and the medicine of addictions evolved towards models of recovery that aim to improve quality of life with chronic diseases. Finally, the American opioid prescription epidemic is worrying in Switzerland, even if the situation and the context are very different.


Nouvelles drogues disponibles en un clic, pléthore de l'offre de jeux, nouvelles réglementations sur le cannabis, la médecine de l'addiction a bien à faire ! En 2018, nous voyons apparaître en Suisse une reconnaissance de la formation en médecine de l'addiction, les jeux font leur entrée dans la CIM-11 et le vapotage d'abord considéré avec méfiance trouve une place dans la pharmacopée de la lutte contre le tabac. Mais ce n'est pas tout, sur le front de l'alcool on s'aperçoit que même un petit verre peut faire mal et la médecine des addictions évolue vers des modèles de soins qui visent à mieux vivre avec la maladie plutôt que de s'en défaire. Finalement, l'épidémie américaine de prescription détournée d'opioïdes inquiète en Suisse, même si la situation et le contexte sont très différents.


Assuntos
Comportamento Aditivo , Jogo de Azar , Humanos , Qualidade de Vida , Suíça
10.
J Med Internet Res ; 20(8): e10058, 2018 08 27.
Artigo em Inglês | MEDLINE | ID: mdl-30150204

RESUMO

BACKGROUND: The 7-item Game Addiction Scale (GAS) has been validated under standard confirmatory factor analysis and exhibits good psychometric properties. Whether this scale satisfies the necessary conditions for consideration by item response theory (IRT) modeling remains unknown. However, the Diagnostic and Statistical Manual of Mental Disorders, 5th Edition (DSM-5) recently proposed criteria, in its section 3, to define internet gaming disorder (IGD) to promote research on this possible condition. OBJECTIVE: The objective of our study was to (1) analyze GAS in the context of IRT (graded-response) modeling; (2) investigate differential item functioning (DIF), a feature of IRT modeling, in 2 subsamples; and (3) contribute to the ongoing (IGD) debate related to the validity of the DSM-5 criteria using GAS items as a proxy. METHODS: We assessed 2 large representative samples of Swiss men (3320 French-speaking and 2670 German-speaking) with GAS. RESULTS: All items comprised high discrimination parameters. GAS items such as relapse, conflict, withdrawal, and problems (loss of interests) were endorsed more frequently in more severe IGD stages, whereas items related to tolerance, salience (preoccupation), and mood modification (escape) were endorsed more widely among participants (including in less severe IGD stages). Several DIF effects were found but were classified as negligible. CONCLUSIONS: The results of the analyses partly support the relevance of using IRT to further establish the psychometric properties of the GAS items. This study contributes to testing the validity of the IGD criteria, although cautious generalization of our findings is required with GAS being only a proxy of the IGD criteria.


Assuntos
Comportamento Aditivo/diagnóstico , Psicometria/métodos , Jogos de Vídeo/efeitos adversos , Adolescente , Comportamento Aditivo/psicologia , Estudos de Coortes , Análise Fatorial , Feminino , Humanos , Estudos Longitudinais , Masculino , Reprodutibilidade dos Testes , Jogos de Vídeo/psicologia , Adulto Jovem
11.
J Neuropsychiatry Clin Neurosci ; 29(2): 105-118, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-28294707

RESUMO

Non-invasive brain stimulation (NIBS) might be a new approach to treat substance use disorders (SUD). A systematic review and critical analysis was performed to identify potential therapeutic effects of NIBS on addictions. A search of the Medline database was conducted for randomized sham-controlled trials using NIBS in the field of addiction and published until August 2016. Twenty-six studies in various SUD met the inclusion criteria. Converging evidence indicates that NIBS might be a promising mean to treat patients with alcohol and tobacco use disorders, by acting on craving reduction and other mechanisms such as improvement in cognitive dysfunctions.


Assuntos
Estimulação Encefálica Profunda/métodos , Ensaios Clínicos Controlados Aleatórios como Assunto , Transtornos Relacionados ao Uso de Substâncias/terapia , Resultado do Tratamento , Humanos
12.
J Gambl Stud ; 33(3): 881-897, 2017 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-28028687

RESUMO

Online gambling has gained popularity in the last decade, leading to an important shift in how consumers engage in gambling and in the factors related to problem gambling and prevention. Indebtedness and loneliness have previously been associated with problem gambling. The current study aimed to characterize online gamblers in relation to indebtedness, loneliness, and several in-game social behaviors. The data set was obtained from 584 Internet gamblers recruited online through gambling websites and forums. Of these gamblers, 372 participants completed all study assessments and were included in the analyses. Questionnaires included those on sociodemographics and social variables (indebtedness, loneliness, in-game social behaviors), as well as the Gambling Motives Questionnaire, Gambling Related Cognitions Scale, Internet Addiction Test, Problem Gambling Severity Index, Short Depression-Happiness Scale, and UPPS-P Impulsive Behavior Scale. Social variables were explored with a latent class model. The clusters obtained were compared for psychological measures and three clusters were found: lonely indebted gamblers (cluster 1: 6.5%), not lonely not indebted gamblers (cluster 2: 75.4%), and not lonely indebted gamblers (cluster 3: 18%). Participants in clusters 1 and 3 (particularly in cluster 1) were at higher risk of problem gambling than were those in cluster 2. The three groups differed on most assessed variables, including the Problem Gambling Severity Index, the Short Depression-Happiness Scale, and the UPPS-P subscales (except the sensation seeking subscore). Results highlight significant between-group differences, suggesting that Internet gamblers are not a homogeneous group. Specific intervention strategies could be implemented for groups at risk.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Solidão/psicologia , Comportamento Social , Adulto , Cognição , Feminino , Humanos , Internet/estatística & dados numéricos , Masculino , Pessoa de Meia-Idade , Motivação , Fatores Socioeconômicos , Inquéritos e Questionários
13.
BMC Psychiatry ; 16: 132, 2016 May 10.
Artigo em Inglês | MEDLINE | ID: mdl-27160387

RESUMO

BACKGROUND: The 7-item Game Addiction Scale (GAS) is a used to screen for addictive game use. Both cross cross-linguistic validation and validation in French and German is needed in adult samples. The objective of the study is to assess the factorial structure of the French and German versions of the GAS among adults. METHODS: Two samples of men from French (N = 3318) and German (N = 2665) language areas of Switzerland were assessed with the GAS, the Major Depression Inventory (MDI), the Brief Sensation Seeking Scale, and the Zuckerman-Kuhlman Personality Questionnaire (ZKPQ-50-cc). They were also assessed for cannabis and alcohol use. RESULTS: The internal consistency of the scale was satisfactory (Cronbach α = 0.85). A one-factor solution was found in both samples. Small and positive associations were found between GAS scores and the MDI, as well as the Neuroticism-Anxiety and Aggression-Hostility subscales of the ZKPQ-50-cc. A small negative association was found with the ZKPQ-50-cc Sociability subscale. CONCLUSION: The GAS, in its French and German versions, is appropriate for the assessment of game addiction among adults.


Assuntos
Comportamento Aditivo/diagnóstico , Comportamento Aditivo/psicologia , Inquéritos e Questionários/normas , Jogos de Vídeo/psicologia , Jogos de Vídeo/estatística & dados numéricos , Adulto , Transtornos Relacionados ao Uso de Álcool/diagnóstico , Transtornos Relacionados ao Uso de Álcool/epidemiologia , Transtornos Relacionados ao Uso de Álcool/psicologia , Comportamento Aditivo/epidemiologia , Comorbidade , Transtorno Depressivo Maior/diagnóstico , Transtorno Depressivo Maior/epidemiologia , Transtorno Depressivo Maior/psicologia , França/etnologia , Alemanha/etnologia , Humanos , Internet , Idioma , Estudos Longitudinais , Masculino , Inventário de Personalidade/estatística & dados numéricos , Psicometria/estatística & dados numéricos , Reprodutibilidade dos Testes , Sensibilidade e Especificidade , Suíça/epidemiologia , Tradução , Adulto Jovem
14.
Rev Med Suisse ; 12(531): 1554-1556, 2016 Sep 21.
Artigo em Francês | MEDLINE | ID: mdl-28678449

RESUMO

Video games are widely practiced. Questions about their potential health risks arise, including the risk of addiction. If there is at present no official diagnosis of video games addiction, the DSM-5 proposes temporary criteria based on pathological gambling. Video game addiction affects a minority of at risk individuals. The proposed treatments are essentially psychotherapeutic. Video games practices can be non problematic and they may also have potential beneficial effects on individuals. It is therefore recommended, when assessing video games practices, to take into account the positive and negative impacts of their use.


Les jeux vidéo sont largement pratiqués. Des questions autour des risques de santé qu'ils peuvent engendrer se posent, notamment sur le risque d'addiction. S'il n'existe pas à l'heure actuelle de diagnostic officiel d'addiction aux jeux vidéo, le DSM-5 propose des critères provisoires basés sur ceux de l'addiction aux jeux d'argent et de hasard. L'addiction aux jeux vidéo touche une minorité d'individus à risque. Les traitements proposés sont essentiellement psychothérapeutiques. L'accent est mis sur le fait que les jeux vidéo peuvent être pratiqués de manière non problématique et qu'ils peuvent avoir également de potentiels effets bénéfiques sur les individus. Il est donc recommandé, lors d'une évaluation d'une pratique à risque des jeux vidéo, de prendre en compte les impacts positifs et négatifs de cette utilisation de manière nuancée.


Assuntos
Comportamento Aditivo/diagnóstico , Jogo de Azar/diagnóstico , Jogos de Vídeo/efeitos adversos , Comportamento Aditivo/terapia , Manual Diagnóstico e Estatístico de Transtornos Mentais , Humanos , Risco , Jogos de Vídeo/psicologia
16.
J Med Internet Res ; 16(7): e164, 2014 Jul 07.
Artigo em Inglês | MEDLINE | ID: mdl-25001007

RESUMO

BACKGROUND: The number of medical studies performed through online surveys has increased dramatically in recent years. Despite their numerous advantages (eg, sample size, facilitated access to individuals presenting stigmatizing issues), selection bias may exist in online surveys. However, evidence on the representativeness of self-selected samples in online studies is patchy. OBJECTIVE: Our objective was to explore the representativeness of a self-selected sample of online gamers using online players' virtual characters (avatars). METHODS: All avatars belonged to individuals playing World of Warcraft (WoW), currently the most widely used online game. Avatars' characteristics were defined using various games' scores, reported on the WoW's official website, and two self-selected samples from previous studies were compared with a randomly selected sample of avatars. RESULTS: We used scores linked to 1240 avatars (762 from the self-selected samples and 478 from the random sample). The two self-selected samples of avatars had higher scores on most of the assessed variables (except for guild membership and exploration). Furthermore, some guilds were overrepresented in the self-selected samples. CONCLUSIONS: Our results suggest that more proficient players or players more involved in the game may be more likely to participate in online surveys. Caution is needed in the interpretation of studies based on online surveys that used a self-selection recruitment procedure. Epidemiological evidence on the reduced representativeness of sample of online surveys is warranted.


Assuntos
Simulação por Computador , Coleta de Dados/métodos , Internet , Jogos de Vídeo , Adulto , Análise de Variância , Coleta de Dados/estatística & dados numéricos , Humanos , Masculino
17.
Front Psychiatry ; 15: 1230318, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38528974

RESUMO

Addiction medicine is a dynamic field that encompasses clinical practice and research in the context of societal, economic, and cultural factors at the local, national, regional, and global levels. This field has evolved profoundly during the past decades in terms of scopes and activities with the contribution of addiction medicine scientists and professionals globally. The dynamic nature of drug addiction at the global level has resulted in a crucial need for developing an international collaborative network of addiction societies, treatment programs and experts to monitor emerging national, regional, and global concerns. This protocol paper presents methodological details of running longitudinal surveys at national, regional, and global levels through the Global Expert Network of the International Society of Addiction Medicine (ISAM-GEN). The initial formation of the network with a recruitment phase and a round of snowball sampling provided 354 experts from 78 countries across the globe. In addition, 43 national/regional addiction societies/associations are also included in the database. The surveys will be developed by global experts in addiction medicine on treatment services, service coverage, co-occurring disorders, treatment standards and barriers, emerging addictions and/or dynamic changes in treatment needs worldwide. Survey participants in categories of (1) addiction societies/associations, (2) addiction treatment programs, (3) addiction experts/clinicians and (4) related stakeholders will respond to these global longitudinal surveys. The results will be analyzed and cross-examined with available data and peer-reviewed for publication.

18.
J Gambl Stud ; 29(1): 51-9, 2013 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-22173896

RESUMO

Despite the widespread increase in online poker playing and the risk related to excessive poker playing, research on online poker websites is still lacking with regard to pathological gambling prevention strategies offered by the websites. The aim of the present study was to assess the pathological gambling-related prevention strategies of online poker websites. Two keywords ("poker" and "poker help") were entered into two popular World Wide Web search engines. The first 20 links related to French and English online poker websites were assessed. Seventy-four websites were assessed with a standardized tool designed to rate sites on the basis of accountability, interactivity, prevention strategies, marketing, and messages related to poker strategies. Prevention strategies appeared to be lacking. Whereas a substantial proportion of the websites offered incitation to gambling such as betting "tips," few sites offered strategies to prevent or address problem gambling. Furthermore, strategies related to poker, such as probability estimation, were mostly reported without acknowledging their limitations. Results of this study suggest that more adequate prevention strategies for risky gambling should be developed for online poker.


Assuntos
Jogo de Azar/prevenção & controle , Política de Saúde , Internet , Inglaterra , Feminino , França , Jogo de Azar/psicologia , Humanos , Assunção de Riscos , Ferramenta de Busca
19.
Artigo em Inglês | MEDLINE | ID: mdl-36767468

RESUMO

The smartphone dating app, Tinder, has become hugely popular in recent years. Although most people use a free version of the app, some pay for an augmented version to improve their experience. However, there is little evidence of the association between the willingness to pay for a dating app such as Tinder and users' psychological characteristics. This study thus aims to compare Tinder paying versus non-paying users in terms of their pattern of use, excessive use of Tinder, motives for using Tinder, impulsivity traits, depressive mood, and sociodemographic variables, as well as to examine which variables best predict group membership. A total of 1159 Tinder users participated in an online survey. Group comparisons indicated that payers were more frequently male, reported greater motives for using Tinder than non-payers, and differed in their pattern of use compared with non-payers. Impulsivity traits did not significantly differ between the two groups. Being male and reporting greater motives for Tinder use significantly predicted being a payer. These findings provide insights into the processes that stimulate users' greater consumption of online dating apps, such as reinforcement mechanisms and reward sensitivity.


Assuntos
Aplicativos Móveis , Humanos , Masculino , Feminino , Motivação , Comportamento Impulsivo , Reforço Psicológico , Inquéritos e Questionários
20.
Patient Educ Couns ; 115: 107894, 2023 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-37480793

RESUMO

Objective The aim of our simulation-based study was to explore patient preferences for physician behaviours in video consultations METHODS: We conducted an exploratory study in outpatient setting in Geneva, Switzerland.Patients were invited to watch two variations videos of six simulated physician communication behaviours (camera framing, gaze orientation, initial talk at the opening phase, privacy reminder, pauses, empathy)and to indicate which one they preferred RESULTS: 417 patients watched three different video-recorded encounters. Most patients preferred framing with both face and bust (50.7 %) versus face alone (21.8 %). They valued eye gazing towards the camera (42.9 %) versus eye gazing shifting between screen and camera (13 %). The social talk related to the connection quality was appreciated (43.1 % vs 17.1 %) as well as the privacy reminder (80.8 % vs 6.5 %). Patients preferred short rather than long pauses after physician's statements (63.9 vs 14.9 %) as well as expressive rather than neutral nonverbal behaviour (46.7 % vs 17.6 %). CONCLUSION: Our results confirm that patients prefer the use of video specific communication behaviours recommended by experts except for shifting eye gaze and long pauses after physician's statements. PRACTICE IMPLICATIONS: Given the increasing use of video consultations, video communication "best practices"should be systematically addressed in physician training.

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