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1.
Chinese Journal of Primary Medicine and Pharmacy ; (12): 108-111, 2023.
Article in Chinese | WPRIM | ID: wpr-991716

ABSTRACT

Objective:To investigate the efficacy of work-amusement activities combined with daytime rehabilitation technology for schizophrenia in remission.Methods:A total of 218 patients with schizophrenia in remission who received treatment in Shaoxing 7 th People's Hospital from September 2018 to April 2020 were prospectively included in this study. They were randomly divided into an observation group ( n = 109) and a control group ( n = 109). Both groups were treated with routine drugs. Based on this, the control group was treated with daytime rehabilitation technology, and the observation group was treated with daytime rehabilitation technology combined with work-amusement activities. After 12 weeks of treatment, curative effect, Positive and Negative Symptom Scale (PANSS) and Montreal Cognitive Assessment (MoCA) scores were compared between the two groups. Results:After 12 weeks of treatment, total response rate in the observation group was significantly higher than that in the control group (91.74% vs. 77.06%, χ2 = 8.92, P < 0.05). After treatment, PANSS score in the observation group was significantly decreased compared with that before treatment [(33.12 ± 4.19) points vs. (40.54 ± 5.32) points, t = 11.44, P < 0.05). After treatment, PANSS score in the control group was significantly decreased compared with that before treatment [(35.02 ± 4.33) points vs. (40.54 ± 5.32) points, t = 8.55, P < 0.05). After treatment, PANSS score in the observation group was significantly lower than that in the control group ( t = 3.29, P < 0.05). After treatment, MoCA score in the observation group was significantly increased compared with that before treatment [(27.14 ± 2.89) points vs. (23.39 ± 2.48) points, t = 10.28, P < 0.05]. After treatment, MoCA score in the control group was significantly increased compared with that before treatment [(26.02 ± 2.73) points vs. (23.41 ± 2.56) points, t = 7.28, P < 0.05]. After treatment, MoCA score in the observation group was significantly higher than that in the control group ( t = 2.94, P < 0.05). Conclusion:The efficacy of work-amusement activities combined with daytime rehabilitation technology is marked on schizophrenia in remission, which can markedly improve mental symptoms and cognitive function.

2.
Psicol. USP ; 26(1): 100-107, Jan-Apr/2015.
Article in Portuguese | LILACS | ID: lil-744533

ABSTRACT

O presente ensaio visa refletir sobre a diversão com uma estética da violência nos cult movies e alguns de seus efeitos na subjetividade contemporânea. Toma por base o referencial psicanalítico cotejado com a perspectiva crítica de Theodor Adorno. O texto utiliza o conceito de diversão como fonte de crítica à indústria cultural, no intuito de demonstrar o modo em que certa estética da violência produz uma espécie de sublimação passiva e alienante em boa parte dos sujeitos, que passam a representar, sobretudo do ponto de vista político, uma espécie de "mortos-vivos", ou seja, de zumbis impotentes, como atestam as análises de Slavoj Žižek. O filme Funny games [Violência gratuita] de Michael Haneke ilustra essa análise.


This essay aims to reflect on the fun with an aesthetic of violence in cult movies and some of its effects in contemporary subjectivity. It is based on some concepts of psychoanalytical theory in combination with the critical perspective of Theodor Adorno. The text makes use of the concept of diversion (at the same time as fun, entertainment, distraction or its opposite: deviation) as a source of criticism of the cultural industry, in order to demonstrate how certain aesthetic of violence produces a passive sublimation and, in a certain way, alienates many subjects, mainly at the political point of view. They represent a sort of "undeads", or helplesslies zombies, as demonstrated by the analysis of Slavoj Žižek. The movie Funny Games by Michael Haneke ilustrates this analysis.


Cet article a le but de réfléchir sur l'amusement avec une esthétique de violence dans les cult movies et certains de ses effets sur la subjectivité contemporaine. La discussion s'appuie sur le référentiel psychanalytique rassemblé sous la perspective critique de Theodor Adorno. Le texte fait usage de la notion d'amusement comme une source de critique de l'industrie culturelle, afin de démontrer comment une certaine esthétique de violence génère la sublimation passive et aliénante sur de nombreux sujets, qui représentent, principalement du point de vue politique, une sorte de "morts-vivants", ou zombies impuissants, comme en témoigne l'analyse de Slavoj Žižek. Le film Funny Games de Michael Haneke illustre cette analyse.


Este ensayo tiene como objetivo reflexionar sobre la diversión con una estética de la violencia en los cult movies y algunos de sus efectos en la subjetividad contemporánea. Se basa en el Psicoanálisis según la perspectiva crítica de Theodor Adorno. El texto hace uso del concepto de diversión como fuente de crítica a la industria cultural, con el fin de demostrar cómo cierta estética de la violencia produce una sublimación pasiva y alienante en muchas personas que van a representar, principalmente del punto de vista político, una especie de "muertos vivos", o zombies que no pueden hacer nada, como lo demuestra el análisis de Slavoj Žižek. La película Funny games [Horas de terror] de Michael Haneke ilustra este análisis.


Subject(s)
Psychoanalysis , Violence
3.
Licere (Online) ; 12(2)jun. 2009.
Article in Portuguese | LILACS, ColecionaSUS | ID: lil-536465

ABSTRACT

Este estudo buscou investigar as primeiras manifestações de lazer na nova capital mineira, Belo Horizonte. Para tanto, a seção “Festas e Diversões”, do periódico oficial do Estado, o Minas Geraes, foi a referência central e norteadora das fontes utilizadas. O período analisado vai da fundação da cidade, em 1897, até o final da primeira década do século XX. Neste sentido, foi possível observarmos práticas singulares de divertimento, atreladas à uma transição/passagem do tradicional para o moderno. Vivências trazidas da antiga capital, Ouro Preto, como bailes e partidas dançantes, palestras literárias e operetas musicais e teatrais; mas também novas formas de diversão, exigidas pela modernidade, como o esporte e o cinema. A co-existência destas práticas marca a gênese do ideário de lazer na pretensamente moderna capital do Estado de Minas Gerais.


This study aimed to investigate the onset of leisure in the new mining capital, Belo Horizonte. Thus, the "Festivals and Fun," the official journal of the State, the Minas Geraes, was the central and guiding the sources used. The analysis period is the foundation of the city in 1897, until the end of the first decade of the twentieth century. In this sense, it was possible to observe practices of natural fun, coupled with a transition from traditional to modern. Experiences brought from the old capital, Ouro Preto, dances and plays like dancing, lectures and literary operetta and musical theater, but also new forms of entertainment, required by modernity, such as sport and cinema. The co-existence of these practices mark the genesis of the idea of leisure in the supposedly modern capital of Minas Gerais.


Subject(s)
Humans , Leisure Activities , Cultural Evolution , Interpersonal Relations , Social Values , Brazil/ethnology
4.
Journal of the Korean Society of Traumatology ; : 103-107, 2009.
Article in Korean | WPRIM | ID: wpr-101831

ABSTRACT

PURPOSE: There are no reports on amusement-park-related injuries in Korea. Thus, the objective of this study was to describe traumatic injury patterns that occurring in an amusement park. METHODS: The medical records of an infirmary were retrospectively reviewed. From January 1, 2008, to December 31 2008, patients who were transferred to the nearest emergency departments of hospitals for the purpose of further test and treatment were enrolled. Demographics, injury types and involved parts of the body were analyzed. RESULTS: A total of 3,608 patients visited an infirmary for traumatic injury and about two-thirds had soft tissue injuries. Of those, 191 patients (5.3%) were transferred to the emergency department of a hospital. Of the patients who were transferred to a hospital, laceration and contusion were the responsible injuries for about half. Laceration was the most common injury in pediatric patients, and a sprain or a strain was the most common in adult patients. The most commonly injured parts of the body were the extremities in adult patients. However, in pediatric patients, injuries of the head, face and neck were similar to injuries of the extremities. CONCLUSION: Soft tissue injury was the most common amusement-park-related injury. Laceration was the most common reason to transfer a patient to a hospital. There were differences in injury type and injured part of the body between adult and pediatric patients.


Subject(s)
Adult , Humans , Contusions , Demography , Emergencies , Extremities , Head , Korea , Lacerations , Medical Records , Neck , Retrospective Studies , Soft Tissue Injuries , Sprains and Strains
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