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1.
Audiol., Commun. res ; 28: e2766, 2023. tab, graf
Article in Portuguese | LILACS | ID: biblio-1447431

ABSTRACT

RESUMO Objetivo identificar os fatores associados a zumbido, percepção auditiva e risco de distúrbio vocal entre jogadores de jogos digitais. Métodos estudo transversal realizado com jogadores de jogos digitais por meio de questionários eletrônicos para coletar dados relacionados à saúde auditiva e vocal. Foram analisados três desfechos principais: zumbido, percepção auditiva (sensação da diminuição da audição) e risco de distúrbio de voz, mensurado pela Escala de Sintomas Vocais. As variáveis independentes referiram-se às características sociodemográficas, perfil dos jogadores e sinais e sintomas. Aplicaram-se os testes Qui-quadrado de Pearson e Exato de Fisher. Resultados a amostra foi composta por 59 jogadores, sendo a maioria do gênero masculino (79,7%), com idade entre 18 e 24 anos (69,5%). Com relação aos desfechos, 27,6% dos participantes apresentaram zumbido, 57,6%, risco de distúrbio vocal e 13,6% referiram sensação de diminuição da audição. Observou-se associação entre zumbido e cefaleia (p=0,024), zumbido e uso de smartphone (0,012), sensação de diminuição da audição e presença de ansiedade (p=0,049). O risco de distúrbio de voz associou-se ao maior tempo de horas jogadas por semana (p=0,020). Conclusão a autopercepção de zumbido esteve associada à cefaleia e ao uso de smartphone. Houve, ainda, associação entre ansiedade e sensação de diminuição da audição, além de risco de distúrbio de voz e maior tempo de horas jogadas por semana.


ABSTRACT Purpose to identify factors associated with tinnitus, auditory perception and risk of voice disorders among digital game players. Methods cross-sectional study carried out with digital game players through electronic procedures to collect data related to hearing and vocal health. Three main outcomes were analyzed: tinnitus; auditory perception (sensation of diminished hearing) and risk of voice disorders, measured by the Vocal Symptoms Scale (VSS). The independent variables were related to sociodemographic characteristics, player profile and signs and symptoms. Pearson's chi-square test and Fisher's exact test were applied. Results the sample consisted of 59 players. Most were male (79.7%) and ages between 18 and 24 years (69.5%). Regarding the terms, 27.6% had tinnitus, 57.6% were at risk of vocal disorder and 13.6% reported hearing loss. There was an association between tinnitus and headache (p=0.024), tinnitus and smartphone use (0.012), hearing loss and anxiety (p= 0.049). A risk of voice disorder(s ) was associated with more hours played per week (p=0.020). Conclusion self-perceived tinnitus was associated with headache and smartphone use; there was also an association between anxiety and the feeling of hearing impairment, in addition to the risk of voice disorders and more hours played per week.


Subject(s)
Humans , Male , Female , Adolescent , Adult , Auditory Perception , Tinnitus , Voice Disorders , Risk Factors , Video Games/adverse effects , Self Concept , Cross-Sectional Studies , Surveys and Questionnaires , Smartphone
2.
Rev. Pesqui. Fisioter ; 11(3): 518-527, ago.2021. ilus, tab
Article in English, Portuguese | LILACS | ID: biblio-1292400

ABSTRACT

OBJETIVOS: Jogar videogames em dispositivos móveis tem aumentado rapidamente entre estudantes universitários, mais do que antes da pandemia do COVID-19. Isso é muito preocupante, pois pode desencadear vários problemas, como dores musculoesqueléticas e distúrbios de jogo. Vários estudos semelhantes foram realizados em vários países, mas limitados na Malásia. O presente estudo tem como objetivo investigar o efeito dos videogames móveis na dor musculoesquelética entre estudantes universitários em Selangor, Malásia. PARTICIPANTES E MÉTODOS: Este estudo foi conduzido online usando um questionário online auto-relatado por meio do Formulário Google e enviado a estudantes universitários em Selangor, Malásia. O vício em jogos dos participantes foi medido por meio do questionário Ten Item Internet Gaming Disorder test (IGDT-10) e a prevalência de dor musculoesquelética foi avaliada pelo Modified Nordic Musculoskeletal Questionnaire (MNMQ). RESULTADOS: A prevalência de Transtorno de Jogos na Internet entre estudantes universitários em Selangor, Malásia, é de 1,8% (n = 3). A região do pescoço (74,2%) foi a região do corpo mais comumente relatada com dor musculoesquelética, seguida pela região dos ombros (60,7%), região lombar (55,8%) e região superior das costas (50,9%). Houve associação significativa entre a posição corporal durante o videogame móvel (p = 0,002) e a dor musculoesquelética na região lombar. CONCLUSÃO: De acordo com os resultados deste estudo, a prevalência de Transtorno de Jogos na Internet entre estudantes universitários era baixa e não viciados em jogos no bloqueio Covid-19. Também descobrimos que os participantes que se sentaram enquanto jogavam videogames para celular tinham maior probabilidade de desenvolver dor lombar.


INTRODUCTION: Mobile video gaming among university students has increased rapidly, more than before the COVID-19 pandemic. This is very concerning as this could spark various problems, such as musculoskeletal pain and gaming disorders. OBJECTIVES: The present study is to identify the predictors of mobile video gaming on musculoskeletal pain among university students in Selangor, Malaysia. PARTICIPANTS AND METHODS: This study was conducted online using a self-reported online questionnaire via Google Form and sent to university students in Selangor, Malaysia. Participants' gaming addiction was measured using the Ten Item Internet Gaming Disorder Test (IGDT-10) questionnaire, and the prevalence of musculoskeletal pain was assessed by the Modified Nordic Musculoskeletal Questionnaire (MNMQ). The data was analyzed using SPSS version 25. A descriptive and binomial linear regression test was used to predict the variables. The statistical significance was set at p < 0.05, and odds ratios were calculated with confidence intervals of 95%. RESULTS: The prevalence of Internet Gaming Disorder among university students in Selangor, Malaysia is 1.8% (n=3). The neck region (74.2%) was the most commonly reported body region with musculoskeletal pain, followed by the shoulder region (60.7 %), lower back region (55.8 %), and upper back region (50.9 %). The body position was the only predictor of mobile video gaming with musculoskeletal pain (p = 0.002) in the lower back region. CONCLUSION: According to the findings of this study, the prevalence of Internet Gaming Disorder (IGD) among university students was low and not addicted to gaming in the Covid-19 lockdown. We also found that participants who sat while playing mobile video games were more likely to develop low back pain. However, one of the limiting factors could be prolonged sitting in virtual classes during the lockdown, which causes low back pain.


Subject(s)
Humans , Male , Female , Adult , Young Adult , Students , Video Games/adverse effects , Musculoskeletal Pain/etiology , Musculoskeletal Pain/epidemiology , Prevalence , Cross-Sectional Studies , Surveys and Questionnaires , Malaysia/epidemiology
3.
Rev. cuba. oftalmol ; 34(1): e850, 2021. tab
Article in Spanish | LILACS, CUMED | ID: biblio-1289527

ABSTRACT

RESUMEN Objetivo: Valorar la efectividad del vídeojuego en educandos que padecen ambliopía funcional. Métodos: Se confeccionó la historia clínica de cada paciente, la cual incluyó la revisión oftalmológica completa, la evaluación de la agudeza visual con la prueba adecuada a cada edad, y se evaluó la presencia de supresión mediante la prueba de filtro rojo y las luces de Worth. Cada prueba se realizó de forma individual según el tipo y la severidad de la ambliopía, y se le indicó la refracción correspondiente. Los pacientes se dividieron en dos grupos: al grupo A se le aplicó la terapia tradicional de la ambliopía, y al grupo B se le siguió la misma pauta que un tratamiento tradicional de ambliopía, pero con la introducción de vídeojuegos. Resultados: Se observó en el grupo A un predominio de los pacientes con agudeza visual inicial entre 0,2 - 0,4 (50 %), la cual se incrementó en dos líneas o más en el (55 %); sin embargo, en el grupo B la agudeza inicial entre 0,2 - 0,4 fue de 56,5 %. Los resultados sensoriales seis meses posteriores al tratamiento, según cada grupo de estudio, mostraron en el grupo B una reducción de la supresión en el 91,3 %, y en el grupo A de un 75 %. Conclusión: La terapia visual combinada con vídeojuego es efectiva; mejora la agudeza visual; elimina y reduce la supresión, por lo que constituye una herramienta que complementa la terapia visual tradicional de la ambliopía.


ABSTRACT Objective: Assess the effectiveness of videogames for students suffering from functional amblyopia. Methods: A clinical record was developed for each patient, which included complete ophthalmological examination, visual acuity evaluation with the suitable test for each age, and determination of the presence of suppression by the red filter test and the Worth lights test. Each test was conducted individually according to the type and severity of amblyopia, and the corresponding refraction was indicated. The patients were divided into two groups: Group A received traditional amblyopia therapy, whereas Group B underwent traditional amblyopia treatment combined with the incorporation of videogames. Results: Group A showed a predominance of patients with initial visual acuity between 0.2 - 0.4 (50%), which increased two lines or more in 55%. However, in Group B initial visual acuity ranged between 0.2 - 0.4 in 56.5%. Six months after treatment, sensory results were 91.3% suppression reduction in Group B and 75% in Group A. Conclusion: Visual therapy proved effective when combined with videogames: visual acuity improved and suppression was reduced. It is thus a suitable tool to complement the traditional visual therapy for amblyopia.


Subject(s)
Humans , Child, Preschool , Child , Amblyopia/diagnosis , Medical Records , Video Games/adverse effects , Visual Acuity
4.
Braz. J. Psychiatry (São Paulo, 1999, Impr.) ; 42(5): 532-535, Sept.-Oct. 2020. tab
Article in English | LILACS | ID: biblio-1132131

ABSTRACT

Objectives: To estimate the prevalence of internet gaming disorder (IGD) and associated risk factors in a sample of secondary and postsecondary students from a public federal institution of higher education (Instituto Federal de Educação, Ciência e Tecnologia) in Southern Brazil. Methods: The study included a sociodemographic questionnaire, the Beck Depression Inventory (BDI), Self-Report Questionnaire (SRQ-20), Pittsburgh Sleep Quality Index (PSQI-BR), the Mini-Social Phobia Inventory (Mini-SPIN), and the Game Addiction Scale (GAS). Finally, IGD was measured with the Brazilian version of the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), which has been psychometrically validated in this population. Results: Overall, 38.2% (n=212) of the sample exhibited IGD symptoms, with 18.2% (n=101) being classed as at-risk gamers. Regression analysis found IGD to be associated with male gender, severe depressive symptoms, poor sleep quality, increased time spent gaming, and total free time spent gaming (p < 0.001). Conclusions: The prevalence of IGD in this sample was relatively high, and associated risk factors found were similar to those previously reported in the literature. Further studies investigating the epidemiology of IGD in Brazilian samples are warranted to better understand treatment needs and inform preventive measures in this population.


Subject(s)
Humans , Male , Female , Adolescent , Adult , Young Adult , Behavior, Addictive/epidemiology , Video Games/adverse effects , Internet , Socioeconomic Factors , Brazil/epidemiology , Prevalence , Surveys and Questionnaires , Risk Factors , Behavior, Addictive/psychology
5.
An. Fac. Cienc. Méd. (Asunción) ; 53(1): 93-100, 20200401.
Article in Spanish | LILACS | ID: biblio-1095727

ABSTRACT

La evidencia para el diagnóstico y el manejo del trastorno por juego en Internet está creciendo. Factores psicológicos y biológicos están involucrados en su etiopatogenia y estos factores pueden presentar diferentes niveles de contribución al trastorno dependiendo del género del paciente. Teniendo en cuenta que la tasa de individuos masculinos en comparación con la tasa femenina en el trastorno por juego en Internet es de aproximadamente 3:1 y que la mayoría de los estudios disponibles se realizan en poblaciones predominantemente masculinas, se realizó una revisión narrativa, no sistemática, centrada en literatura primaria y seleccionada de una búsqueda en las bases de datos PubMed y SciELO. Los términos clave que se utilizaron fueron los siguientes: "Internet Gaming Disorder" y "Internet Gaming Disorder and Gender". Todos los miembros del equipo de investigación participaron en la revisión de la literatura. Todo lo anterior se realizó a fin de presentar una imagen general sobre las diferencias de género en los juegos en línea, que pueda servir para mejorar los conocimientos de los trabajadores de la salud mental sobre este desafiante grupo de pacientes.


The body of evidence for Internet Gaming Disorder is growing. Both psychological and biological factors are involved in its etiopathogenesis and these factors may present different levels of contribution to the disorder depending on the gender of the patient. Taking into account that the rate of male individuals compared with the female rate in the Internet Gaming Disorder is about 3:1 and that most of the available studies are done in predominantly male populations, a non-systematic narrative review was done, focused on primary literature and selected from a search in PubMed and SciELO databases. The key terms used were: "Internet gaming disorder" and "Internet gaming disorder and gender". All members of the research team participated in the review of the literature. All the above was done in order to present a general picture about gender differences in online games, which can be used to improve the knowledge of mental health workers about this challenging group of patients.


Subject(s)
Video Games/adverse effects , Mental Disorders , Women , Men
6.
Arch. argent. pediatr ; 117(6): 584-591, dic. 2019. tab
Article in English, Spanish | LILACS, BINACIS | ID: biblio-1046377

ABSTRACT

Introducción: el avance de la tecnología e internet aumentaron la frecuencia con que los niños utilizan videojuegos. El objetivo fue determinar la frecuencia y patrones de uso y la adicción a videojuegos (AVJ) en alumnos de secundaria y la relación con factores sociodemográficos, familiares e individuales. Población y métodos: estudio descriptivo transversal en cuatro escuelas secundarias. Se realizó un cuestionario estructurado a los padres y la "Videogame Addiction Scale for Children (VASC)" a los alumnos jugadores de videojuegos. Resultados: se incluyó a 297 alumnos; 245 (82,5 %) jugaban a videojuegos. La tasa total de AVJ fue 1,6 % en toda la muestra. La tasa de AVJ fue 3,1 % entre los varones. La media geométrica para VASC (MG-VASC) fue mayor en varones y alumnos obesos (p < 0,001, p = 0,022, respectivamente). Los alumnos que utilizan redes sociales tuvieron puntajes más altos (p = 0,034). Las consolas, los juegos en línea y multijugador aumentan los puntajes de la MG-VASC (p = 0,028, p = 0,002, p = 0,016, respectivamente). Los juegos de guerra y estrategia tenían MG-VASC más elevadas (p < 0,001, p = 0,034, respectivamente). Los juegos de ingenio y casuales se relacionaron con puntajes menores (p = 0,006, p = 0,004, respectivamente).Conclusiones. Ser varón, ser obeso, usar redes sociales, tener consola, jugar a géneros específicos (guerra o estrategia), y los juegos en línea y multijugador están relacionados a mayores puntajes de la VASC en alumnos de secundaria. Los estudios prospectivos y las medidas preventivas deberían centrarse en esto.


Introduction: The rapid progress of technology and widespread use of internet has increased thefrequency of video gaming among children. The objective was to determine the frequency and patterns of video game use and video game addiction (VGA) in secondary school students and the relationship with socio-demographic, familial and individual factors. Population and methods: This cross-sectional descriptive study was conducted in four secondary schools in varied sociodemographic characteristics. A structured questionnaire was applied to the parents who agreed to participate. 'Videogame Addiction Scale for Children (VASC)' was performed to the video-gamer students. Results: 297 healthy students were included; 245 (82.5 %) reported as video game players. The rate of VGA was 1.6 % in our whole sample. The VGA rate was 3.1 % within the male students. VASC-Geometric Mean Score (VASC-GMS) was significantly higher in male and obese children (p < 0.001, p= 0.022, respectively). Students who use socialmedia also had higher scores (p= 0.034). Gaming consoles, online games or games with multiplayers increase the VASC-GMS scores (p= 0.028, p= 0.002, p= 0.016, respectively). War and strategy games lead higher VASC-GMS (p < 0.001, p= 0.034, respectively). In contrast, mind and casual games were related to lower VASC-GMS (p= 0.006, p= 0.004, respectively).Conclusions. It was observed that being male, being obese, use of social media, game console ownership, playing specific game genres (war or strategy games), online and multiplayer games are related to higher scores of video game addiction scale in secondary school students. Future prospective studies and preventive measures on VGA should focus on these factors.


Subject(s)
Humans , Adolescent , Behavior, Addictive , Video Games/adverse effects , Students , Epidemiology, Descriptive , Cross-Sectional Studies , Obesity
7.
J. pediatr. (Rio J.) ; 94(6): 673-679, Nov.-Dec. 2018. tab
Article in English | LILACS | ID: biblio-976011

ABSTRACT

Abstract Objective: To evaluate television and simultaneous electronic devices use in adolescents with musculoskeletal pain and musculoskeletal pain syndromes. Methods: A cross-sectional study was performed in 299 healthy adolescents of a private school. All students completed a self-administered questionnaire, including: demographic data, physical activities, musculoskeletal pain symptoms, and use of simultaneous television/electronic devices (computer, internet, electronic games, and cell phones). Seven musculoskeletal pain syndromes were also evaluated: juvenile fibromyalgia, benign joint hypermobility syndrome, myofascial syndrome, tendinitis, bursitis, epicondylitis, and complex regional pain syndrome. Results: Inter-rater agreement between pretest and retest was 0.83. Musculoskeletal pain and musculoskeletal pain syndrome were found in 183/299 (61%) and 60/183 (33%), respectively. The median age (15 [10-18] vs. 14 [10-18] years, p = 0.032) and years of education (10 [5-12] vs. 9 [5-12] years, p = 0.011) were significantly higher in adolescents with musculoskeletal pain when compared with those without this condition. The frequencies of female gender (59% vs. 47%, p = 0.019), cell phone use (93% vs. 81%, p = 0.003), and simultaneous use of at least two electronic devices (80% vs. 67%, p = 0.011) were significantly higher in the former group. Further comparisons between adolescents with and without musculoskeletal pain syndromes revealed that the frequency of female gender was significantly higher in the former group (75% vs. 25%, p = 0.002), and with a significantly reduced median of weekends/holidays electronic games use (1.5 [0-10] vs. 3 [0-17] h/day, p = 0.006). Conclusions: A high prevalence of musculoskeletal pain/syndromes was observed in female adolescents. Musculoskeletal pain was mostly reported at a median age of 15 years, and students used at least two electronic devices. Reduced use of electronic games was associated with musculoskeletal pain syndromes.


Resumo Objetivo: Avaliar o uso de televisão e dispositivos eletrônicos em adolescentes com dor e síndromes musculoesqueléticas. Métodos: Foi feito um estudo transversal com 299 adolescentes saudáveis de uma escola particular. Todos os alunos responderam a um questionário autoaplicável, que incluiu perguntas sobre: dados demográficos, prática de atividade física, sintomas de dor musculoesquelética e o uso de televisão/dispositivos eletrônicos (computador, internet, jogos eletrônicos e celular). Sete síndromes musculoesqueléticas foram avaliadas: fibromialgia juvenil, síndrome de hipermobilidade articular benigna, síndrome miofascial, tendinite, bursite, epicondilite e síndrome de dor regional complexa. Resultados: A concordância entre o pré-teste e reteste foi de 0,83. Dor musculoesquelética e síndromes musculoesqueléticas foram encontradas em 183/299 (61%) e 60/183 (33%), respectivamente. As medianas de idade [15 (10-18) versus 14 (10-18) anos, p = 0,032] e de anos de escolaridade [10 (5-12) vs. 9 (5-12) anos, p = 0,010] foram significantemente maiores em adolescentes com dor musculoesquelética em comparação com aqueles sem essa condição. As frequências do sexo feminino (59% versus 47% p = 0,019), uso do telefone celular (93% contra 81%, p = 0,003) e do uso simultâneo de pelo menos dois dispositivos eletrônicos (80% vs. 67%, p = 0,011) foram significantemente maiores no grupo de adolescentes com dor musculoesquelética. Comparações adicionais entre os adolescentes com e sem síndromes musculoesqueléticas revelaram que a frequência do sexo feminino foi significantemente maior no primeiro grupo (75% versus 25%, p = 0,002) e com mediana significantemente reduzida de horas de jogos eletrônicos nos fins de semana e feriados [1,5 (0-10) vs. 3 (0-17) horas/dia, p = 0,006]. Conclusões: Uma alta prevalência de dor/síndromes musculoesqueléticas foi observada em adolescentes do sexo feminino. A dor musculoesquelética foi predominantemente relatada entre alunos com mediana de idade de 15 anos e que usavam pelo menos dois dispositivos eletrônicos simultaneamente. O uso reduzido de jogos eletrônicos foi associado à presença de síndromes musculoesqueléticas.


Subject(s)
Humans , Male , Female , Child , Adolescent , Young Adult , Television , Computers , Musculoskeletal Diseases/etiology , Video Games/adverse effects , Cell Phone , Musculoskeletal Pain/etiology , Socioeconomic Factors , Syndrome , Time Factors , Brazil/epidemiology , Prevalence , Cross-Sectional Studies , Surveys and Questionnaires , Risk Factors , Age Factors , Musculoskeletal Diseases/epidemiology , Statistics, Nonparametric , Internet , Musculoskeletal Pain/epidemiology
8.
Rev. cuba. oftalmol ; 31(3)jul.-set. 2018.
Article in Spanish | CUMED, LILACS | ID: biblio-1508353

ABSTRACT

Objetivo: Determinar la efectividad de la terapia visual con el uso del PlayStation PortableTM en la ambliopía. Método: Se incluyeron 40 pacientes de 5-10 años de edad con ambliopía estrábica, anisometrópica o ambas, aleatorizados en 4 grupos según el tipo de terapia a utilizar (10 pacientes por grupo): grupo 1, PlayStation PortableTM y lentes rojo-verde; grupo 2, PlayStation PortableTM y lentes con vidrio esmerilado en el ojo fijador (no ambliope); grupo 3, PlayStation PortableTM y parche oclusivo en el ojo fijador; grupo 4, parche oclusivo en el ojo fijador sin el PlayStation PortableTM. Todos los pacientes utilizaron su refracción. Las actividades de los grupos 1 al 3 incluyeron jugar videojuegos y ver películas 1-2 horas al día; el grupo 4 podía realizar cualquier actividad. Se valoró la agudeza visual mejor corregida semanalmente, hasta completar 3 meses de tratamiento. En el postratamiento se valoró la agudeza visual mejor corregida mensualmente durante 3 meses. Resultados: En total se estudiaron 40 pacientes, de los cuales el 60 por ciento fueron del sexo femenino, con un promedio de edad de 8,2 años, rango de 5-10 años. El tipo más frecuente de ambliopía fue la estrábica (55 por ciento), seguido de la anisometrópica (37,5 por ciento) y ambas (7,5 por ciento). En cuanto al ojo afectado, en el 62,5 por ciento fue el ojo izquierdo y en el 37,5 por ciento el ojo derecho. Conclusiones: En este estudio el grupo con mejores resultados fue el de filtro rojo-verde. Al suspender la terapia se observó un deterioro visual en los cuatro grupos, sin regresar a la basal. Se demuestra que el PlayStation PortableTM funciona como terapia en la ambliopía con una mejoría en la agudeza visual mejor corregida(AU)


Objective: Determine the effectiveness of visual therapy with PlayStation PortableTM for amblyopia. Methods: The study sample was composed of 40 patients aged 5-10 years with strabismic amblyopia, anisometropic amblyopia or both, randomized to 4 groups according to the therapy to be used (10 patients per group): Group 1: PlayStation PortableTM and red-green lenses; Group 2: PlayStation PortableTM and frosted glass lenses on the fixating (non-amblyopic) eye; Group 3: PlayStation PortableTM and occlusive patch on the fixating eye; Group 4: occlusive patch on the fixating eye without PlayStation PortableTM. All the patients used their refraction. The activities performed by Groups 1-3 included playing video games and watching movies 1-2 hours per day; Group 4 could perform any activity. Best corrected visual acuity was measured weekly until completing 3 months of treatment. In the post-treatment period best corrected visual acuity was measured monthly for 3 months. Results: A total 40 patients were studied, of whom 60 percent were female, with a mean age of 8.2 years, range of 5-10 years. Strabismic amblyopia was the most common type (55 percent), followed by anisometropic amblyopia (37,5 percent) and both (7.5 percent). The affected eye was the left eye in 62.5 percent and the right eye in 37.5 percent. Conclusions: It was found that PlayStation PortableTM is effective as therapy for amblyopia, improving best corrected visual acuity. The group with the best results was the red-green filter group. Upon suspension of the therapy, visual deterioration was observed in the 4 groups, without returning to baseline values(AU)


Subject(s)
Humans , Female , Child , Amblyopia/therapy , Video Games/adverse effects , Strabismus/etiology
10.
Ter. psicol ; 35(1): 57-69, Apr. 2017. tab
Article in Spanish | LILACS | ID: biblio-846332

ABSTRACT

El objetivo principal de esta investigación consistió en el análisis de la eficacia de las técnicas de control de la impulsividad para la prevención de la adicción a videojuegos añadidas a un programa de prevención previamente validado (PrevTec 3.1). Los resultados se tomaron en cuatro momentos: línea base, pre-test (primera sesión), post-test (última sesión) y seguimiento (a los tres meses). Los resultados indican que, mientras los grupos que permanecen en lista de espera no presentan cambios ni en el patrón de uso ni en la dependencia de videojuegos, aquellos en los que se aplica el programa sí que experimentan un descenso significativo. Las dos modalidades del programa de prevención son eficaces en la reducción de las variables analizadas, pero los resultados se mantienen más consistentes durante el seguimiento a quienes se entrenaron las técnicas de control de la impulsividad.


The main objective of this research has been the analysis of the effectiveness of some impulsivity control techniques to prevent videogame addiction. It has compared the results obtained with a prevention program that it had been already validated with the same program in which additional impulsiveness control techniques were added. Four periods were selected for the analysis: baseline, pre-test, post-test and follow-up. Two experimental conditions were designed: a) conventional prevention program, and b) program with impulsiveness control techniques. Results were compared with a group control (waiting list). Results indicate that, while groups that remain on waiting list do not present changes in pattern of use, those which the program was applied decrease significantly. The two modalities of prevention program were effective in the reduction of the analyzed variables, but the changes produced by the implementation of impulsive control techniques were more consistent and lasting in time.


Subject(s)
Humans , Male , Female , Child , Adolescent , Behavior, Addictive/prevention & control , Video Games/psychology , Analysis of Variance , Follow-Up Studies , Impulsive Behavior , Surveys and Questionnaires , Treatment Outcome , Video Games/adverse effects
11.
J. pediatr. (Rio J.) ; 91(4): 339-345, July-Aug. 2015. tab
Article in English | LILACS | ID: lil-759344

ABSTRACT

OBJECTIVE: The purpose of this study was twofold: to analyze the association between physical fitness and academic attainment, and to determine the influence of screen time on the association between physical fitness and academic attainment.METHODS: A cross-sectional study including 395 schoolchildren from seven schools of the Maule Region, Chile (mean age 12.1 years; 50.4% boys) participated in the autumn of 2014 (March to June). Self-reported physical activity and screen time were evaluated. The study measured academic achievement (mean of the grades obtained in several core subjects), physical fitness (cardiorespiratory fitness and muscular strength), weight, height, parental education, and socioeconomic status. Linear regression analysis was used to analyze the relationships between physical fitness and academic attainment after adjusting for potential confounders by gender. Analysis of variance was used to analyze the differences in academic attainment according to fitness and screen time categories (< 2 hours/day and ≥ 2 hours/day).RESULTS: In both genders good cardiorespiratory fitness levels were associated with high language (ß = 0.272-0.153) and mean academic attainment (ß = 0.192-0.156) grades; however, after adjusting for screen time and other potential confounders, these associations disappear. Similarly, no relationship was observed after analyzing those children who spend more hours of screen time (≥ 2 hours/day).CONCLUSIONS: Academic attainment is associated with higher cardiorespiratory fitness levels; however, it was weakly impaired by screen time. These findings seem to suggest that parents and policymakers should minimize the negative effects of screen time on children's lives to maximize the beneficial effect of healthy habits on academic attainment.


OBJETIVO: Analisar a relação entre a forma física e o sucesso acadêmico e determinar a influência do tempo de tela sobre a relação entre a forma física e o sucesso acadêmico.MÉTODO: Estudo transversal que incluiu 395 crianças em idade escolar de sete escolas da região de Maule, Chile (com idade média de 12,1 anos; 50,4% de meninos), foi feito no outono de 2014 (março a junho). A atividade física e o tempo de tela autorrelatados foram avaliados. Mensuramos o desempenho escolar (média das notas obtidas em diversas matérias principais), a forma física (aptidão cardiorrespiratória e força muscular), o peso, a estatura, a escolaridade dos pais e a condição socioeconômica. A análise de regressão linear foi usada para avaliar as relações entre a forma física e o sucesso acadêmico após o ajuste pelas possíveis variáveis de confusão por sexo. A análise de variância foi usada para avaliar as diferenças no sucesso escolar de acordo com as categorias de forma física e tempo de tela (< 2 horas/dia e ≥ 2 horas/dia).RESULTADOS: Em ambos os sexos, os bons níveis de aptidão cardiorrespiratória foram associados às maiores notas em línguas (ß = 0,272-0,153) e à média de sucesso acadêmico (ß = 0,192-0,156); contudo, após ajustar o tempo de tela e outras possíveis variáveis de confusão, essas associações desaparecem. Da mesma forma, não foi observada relação após analisar as crianças com mais horas de tempo de tela (≥ 2 horas/dia).CONCLUSÕES: O sucesso acadêmico está associado a maiores níveis de aptidão cardiorrespiratória; contudo, foi pouco prejudicado pelo tempo de tela. Esses achados parecem sugerir que os pais e órgãos reguladores devem minimizar os efeitos negativos do tempo de tela sobre as vidas das crianças para maximizar o efeito benéfico de hábitos saudáveis sobre o sucesso acadêmico.


Subject(s)
Child , Female , Humans , Male , Achievement , Educational Measurement , Microcomputers , Physical Fitness/physiology , Television , Video Games/adverse effects , Body Mass Index , Chile , Cross-Sectional Studies , Linear Models , Motor Activity/physiology , Muscle Strength/physiology , Sedentary Behavior , Sex Factors , Surveys and Questionnaires , Time Factors
13.
Rev. Bras. Psicoter. (Online) ; 16(1): 53-67, 2014.
Article in Portuguese | LILACS, INDEXPSI | ID: biblio-847880

ABSTRACT

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)


Subject(s)
Child , Adolescent , Dependency, Psychological , Video Games , Video Games/adverse effects
14.
Rev. enferm. herediana ; 6(2): 59-65, jul.-dic. 2013. tab
Article in Spanish | LILACS, LIPECS | ID: lil-728015

ABSTRACT

Objetivo: determinar el nivel de conocimiento sobre los efectos de los juegos online en los estudiantes del primer año de educación secundaria de la Institución Educativa de acción conjunta San Pedro Santisima Trinidad de Lurín. Material y métodos: estudio descriptivo de corte transversal; la muestra fue de 155 estudiantes. Para la recolección de datos se utilizó un cuestionario validado por expertos y estructurado con preguntas cerradas y de elección múltiple. Resultados: el nivel de conocimiento de los efectos de los juegos online que predominó fue el nivel medio y bajo con un 76,8%, en contraste con el 23,2% que presentó nivel de conocimiento alto. El nivel de conocimiento fue medio en ambos sexos, siendo del 50,0% para el sexo femenino y del 53,2% para el sexo masculino. Según edad, el nivel de conocimiento fue medio en el 50% de los estudiantes de 11 años; 53,8% en los estudiantes de 12 años y 44,1% en los estudiantes de 13 años de edad. Con respecto al número de horas de uso de los juegos online, se obtuvo que el 44,4% utiliza más de 30 h a la semana, tiene un nivel de conocimiento bajo y el 33,3% un nivel de conocimiento medio. Conclusiones: existe un alto porcentaje de estudiantes que no conoce los efectos físicos, psicológicos y sociales del uso de los juegos online.


Objective: The purpose of this study was to determine the level of knowledge about the effects of online games in the effects of online games in the students in 1st year of secondary education of educational institution educative joint action San Pedro Santísima Trinidad de Lurín. Material and Methods: of study: the study was cross sectional, the sample was 155 students. Data collection: the questionnaire was validated by experts and structured with closed questions and multiple choices. Results: The level of knowledge of the effects of online gaming was the predominant medium and low with 76.8%, compared to 23.2% that showed a high level of knowledge. According to gender the knowledge level of dominance, in both genders was the means, being 50.0% for females and 53.2% for males. Levels by age was the predominant medium, classified at this level 50.0% of students of 11 years, 53.8% of students age 12 and 44.1% of students 13 years of age. Regarding the number of hours of use online gaming as a result was obtained using 44.4% over 30 hours a week have a low degree of knowledge and a 33.3% level of knowledge. Conclusion: A high percentage of students who do not know the effects of using online games.


Subject(s)
Female , Knowledge , Internet , Video Games/adverse effects , Epidemiology, Descriptive , Cross-Sectional Studies
15.
Rev. ter. ocup ; 24(3): 259-266, set.-dez. 2013.
Article in Portuguese | LILACS | ID: lil-746891

ABSTRACT

Objetivos: analisar as respostas da frequência cardíaca e da pressão arterial durante e após uma sessão de vídeo games ativos (VGA’s). Procedimento Metodológico: oito sujeitos do gênero masculino (idade: 21±1,6 anos; peso:71,0±4,2; estatura:1,77±4 cm; % de gordura: 23±5,78). A sessão: 72 minutos com o VGA Xbox360º Kinect® em 4 diferentes jogos (Dance Central 3 e Kinect Sports: boxe, vôlei e tênis de mesa). Resultados: as respostas da frequência cardíaca e pressão arterialem VGA's, mostram que os jogos são capazes de alterar o sistema cardiovascular. Conclusão: Através da FCmáx, os VGA’s atingiram níveis de intensidade moderada...


Objective: analyze the responses of heart rate and blood pressure during and after a session of active videogames(AVG’s). Methodological procedure: eight male subjects (age: 21 ± 1.6 years, weight: 71.0 ± 4.2, height: 1.77 ± 4 cm; % fat mass: 23 ± 5.78). The session: 72 minutes with AVG Xbox 360º Kinect® in 4 different games (Dance Central 3 and Kinect Sports: boxing, volleyball and table tennis). Results: the responses of heart rate and blood pressure in VGA’s shows that the games are able to alter the cardiovascular responses. Conclusion: through FCmáx, VGA’s are able to reach levels of moderate intensity...


Subject(s)
Humans , Male , Young Adult , Exercise , Heart Rate , Video Games/adverse effects , Arterial Pressure , Pilot Projects , Movement , Exercise Test
16.
Rev. ter. ocup ; 24(1): 73-80, jan.-abr. 2013. tab
Article in Portuguese | LILACS | ID: lil-746825

ABSTRACT

O uso do sistema Promoção do Desempenho Cognitivo (ProDC) no desempenho cognitivo de idosos com Déficit Cognitivo Leve (DCL) ou em um estado de demência leve por meio de um estudo piloto quase-experimental. Participaram idosos com 60 anos ou mais, de ambos os sexos, classificados com DCL ou demência leve, por meio do Clinical Demential Rating (CDR). Os idosos participaram de atividades para treinamento cognitivo utilizando o ProDC, realizado em três encontros semanais de uma hora de duração, totalizando 10 encontros. Para mensurar o efeito da intervenção foram utilizados os instrumentos: Mini Exame do Estado Mental (MEEM), Teste do Relógio, Teste de reconhecimento de 10 Figuras e Teste Fluência Semântica (FAS). Foram realizadas análises descritivas e teste t-student para amostras pareadas. Participaram do estudo oito idosos, com idade média de 70,75 ± 8,45 anos (62-81anos) e escolaridade média de 10,12 ± 4,09 anos de estudo. A análise estatística revelou manutenção do desempenho cognitivo após a intervenção no Teste do Relógio (7,62 ± 2,20 vs 7,25 ±2,49; p=0,476), no Teste de Reconhecimento de 10 figuras (9,62 ±0,52 vs 9,75 ±0,71; p=0,732), no FAS (17,75±5,50 vs 17,62 ±4,72; p=0,938) e no MEEM (26,50 ±5,24 vs 26,67 ±2,58; p=0,921). Não ocorreram melhoras estatisticamente significativas no desempenho dos idosos. Todavia, os resultados indicaram importantes aspectos a serem discutidos na escolha de jogos para implementação no cenário clínico e no desenvolvimento de futuros estudos.


The objective of this study was to investigate the influence of system Promoting Cognitive Performance (ProDC) on cognitive performance of elderly people with mild cognitive impairment or with mild dementia. A quasi-experimental design was used in a pilot study of participants aged 60 years or more, of both sexes, classified with mild cognitive impairment or mild dementia, through the Clinical Dementia Rating (CDR). The elderly participated in activities to cognitive training using ProDC. The activities occurred three times a week, totaling 10 meetings. To measure the effect of intervention tools were used: Mini Mental State Examination, Clock Drawing Test, Test of recognition 10 Figures and Semantic Fluency Test. Descriptive statistics and Student’s t test for paired samples. The study included eight participants, mean age 70.75 ± 8.45 years (62-81 years) and average education of 10.12 ± 4.09 years of study. The statistical analysis showed maintenance of cognitive performance after the intervention in Clock Drawing Test (7.62 ± 2.20 vs 7.25 ± 2.49, p = 0.476), in Test of recognition 10 Figures (9.62 ± 0,52 vs 9.75 ± 0,71, p = 0.732) in the FAS (17.75 ± 5.50 vs 17.62 ± 4.72, p = 0.938) and Mini Mental State Examination (26.50 ± 5.24 vs 26.67 ± 2.58, p = 0.921). There were no statistically significant improvements in performance of the elderly. However, results indicated important aspects to be discussed when choosing games for implementation in the clinical setting and development of future studies.


Subject(s)
Humans , Male , Female , Middle Aged , Aged, 80 and over , Evaluation of Results of Therapeutic Interventions/methods , Cognitive Dysfunction/diagnosis , Psychomotor Performance , Cognitive Behavioral Therapy/methods , Attitude to Computers , Cognitive Dysfunction/rehabilitation , Video Games/adverse effects , Neuropsychological Tests
17.
Article in Spanish | LILACS | ID: biblio-988591

ABSTRACT

El objetivo de la presente investigación fue determinar las diferencias en sintomatología depresiva, violencia intrafamiliar y agresión en 801 adolescentes y jóvenes con diferentes niveles de exposición a videojuegos con y sin contenidos violentos. La media de edad de los participantes fue de 17.5 años, el 55.4% eran hombres y 44.6% mujeres. Para evaluar la sintomatología depresiva se utilizó la Cédula del Centro de Estudios Epidemiológicos, para la violencia intrafamiliar, se diseñó una escala de 16 reactivos que miden: agresión verbal, agresión física, humillación y respeto; en cuanto a la agresión, se diseñó una escala tipo Likert de 13 reactivos con cuatro opciones de respuesta: nunca a siempre. Respecto al uso de videojuegos, se preguntó si los utilizan o no, motivo por el cual los juegan, el tiempo aproximado a la semana que pasan jugándolos, si los videojuegos que utilizan tienen contenido violento y de qué tipo. Los resultados mostraron diferencias significativas en las variables evaluadas respecto al nivel de exposición de videojuegos con contenido violento, donde de manera general los adolescentes y adultos jóvenes que reportaron una mayor exposición (de 11 horas o más por semana) presentaron mayor sintomatología depresiva, agresión y violencia intrafamiliar que aquellos con un menor nivel de exposición.


The objective of this research was to determine differences on depressive symptoms, family violence and aggression in 801 adolescents and young people with different levels of exposure to video games with and without violent content. The average age of the participants was 17.5 years, of which 55.4% were male and 44.6% female. To assess depressive symptoms, the Certificate Center for Epidemiologic Studies was used, and for domestic violence, a scale was designed from 16 reactants that measure verbal and physical aggression, humiliation and respect; with regards to aggression, a Likert scale was designed from 13 reactants with four-response options: from never to always. And with regards to the use of video games, it was asked whether they use them or not, the motive why they like them, the approximate time a week playing them, and whether those video games have violent content and its type. The results showed significant differences in the variables evaluated as to the level of exposure to video games with violent content, which generally teenagers and young adults who reported higher exposure (more than 11 hours a week) had higher depressive symptoms, aggression and domestic violence than those with a lower level of exposure.


Subject(s)
Humans , Psychology, Adolescent , Video Games/adverse effects , Domestic Violence/psychology , Aggression/psychology , Depression/psychology
18.
Rev. cuba. hig. epidemiol ; 50(2): 198-204, Mayo-ago. 2012.
Article in Spanish | LILACS | ID: lil-654515

ABSTRACT

Se hace una revisión bibliográfica sobre el sueño, su fisiología y la repercusión en el desarrollo, la conducta y el aprendizaje en niños de la edad preescolar. Se destacan la importancia y las características de este elemento del régimen diario, además de abordar algunos factores de riesgo asociados en las primeras edades. Se ofrecen resultados de investigaciones realizadas con la finalidad de concienciar sobre la necesidad de prevenir los problemas relacionados con el sueño infantil y sus consecuencias, y se resalta la trascendencia, incluso, para las edades posteriores


A literature review was conducted on the topic of sleep, its physiology and impact on development, behavior and learning in preschool age children. A discussion is presented of the importance and characteristics of this component of daily routine, as well as of some risk factors associated with early ages. Research results are included with the purpose of raising awareness of the need to prevent sleep-related problems and their consequences in childhood, as well as their impact on later ages


Subject(s)
Female , Child, Preschool , Child Behavior/physiology , Growth and Development/physiology , Video Games/adverse effects , Learning Curve , Risk Factors , Sleep/physiology
19.
Rev. Bras. Psicoter. (Online) ; 14(3): 18-24, 2012.
Article in Portuguese | LILACS, INDEXPSI | ID: biblio-847499

ABSTRACT

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)


Subject(s)
Bullying , Dependency, Psychological , Video Games/adverse effects , Technology
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