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1.
Journal of the Korean Society of Biological Therapies in Psychiatry ; (3): 67-73, 2022.
Artigo em Inglês | WPRIM | ID: wpr-938340

RESUMO

Objectives@#:This study aimed to investigate the prevalence of bullying behavior and its association with suicidal ideation among middle school students. @*Methods@#:This was a cross sectional study of a sample including 781 second grade middle school students(438 males and 343 females) in Gwang-ju metropolitan city. Information on bullying involvement, suicidal ideation and depressive/anxiety symptoms were collected using a self-administered questionnaire. Subjects were classified into subgroups of bully, victim, bully or victim, bully-victim, and witnessing. The data were analyzed using binary logistic regression analyses, adjusted for covariates. @*Results@#:The prevalence of bullying victimization, bullying perpetration, bullying witnessing and suicidal ideation were 26.5%, 24.5%, 21.6% and 26%, respectively. Suicidal ideation was positively correlated with bullying victimization, bullying perpetration, bullying witnessing. Using binary logistic regression analyses, the odds ratio of bully-victim group compared to non bullying involvement was 2.41, the highest among all groups. @*Conclusions@#:Our findings indicate that school bullying, victim, and witnessing are associated with suicidal ideation, especially in bully and victim group. In addition, it is essential to develop prevention strategies and interventions for adolescents involved in any bullying involvement.

2.
Psychiatry Investigation ; : 1149-1163, 2021.
Artigo em Inglês | WPRIM | ID: wpr-918716

RESUMO

Objective@#Internet gaming disorder (IGD) has attracted considerable attention as a serious mental and public health issue worldwide. Currently, there are no established treatment guidelines for IGD. Herein, we review the latest findings on the efficacy and related neural effects of pharmacological and psychosocial treatments for individuals with IGD. @*Methods@#A database search of relevant studies published between 2007 and 2020 was conducted using PubMed and Google Scholar. Twenty-seven studies were reviewed for current evidence related to the efficacy and neural effects of pharmacological and psychosocial IGD treatments. @*Results@#Pharmacological studies suggest that bupropion may play a significant role in IGD. Additionally, nuclear imaging studies on IGD have demonstrated functional impairment of the dopamine system, providing a neurobiological basis for the efficacy of dopamineenhancing drugs. Among the various psychosocial interventions, current evidence suggests that cognitive behavioral therapy may be an effective intervention for IGD. Cognitive behavioral therapy and bupropion were found to influence resting-state functional connectivity within the cortico-subcortical circuit and default mode network, suggesting a possible neural mechanism. Innovative approaches, including virtual reality treatment, residential camps, voluntary abstinence, and transcranial direct current stimulation, have shown promising results. However, methodological limitations, such as the absence of proper controls, small sample sizes, short duration, inconsistency of inclusion criteria across studies, and self-report measures of outcome, hamper conclusions regarding the efficacy of treatments. @*Conclusion@#Ongoing basic research and clinical trials overcoming these limitations could add to the existing knowledge on IGD and contribute to the development of evidence-based treatments.

3.
Journal of the Korean Society of Biological Therapies in Psychiatry ; (3): 127-133, 2020.
Artigo | WPRIM | ID: wpr-836403

RESUMO

Objectives@#:This study aimed to investigate the prevalence of internet game addiction and its association with environmental characteristics such as parent supervision, gaming hour (time spent on gaming) and attention-deficit hyperactivity disorder (ADHD) symptoms among middle school students. @*Methods@#:A total of 596 (416 males and 180 females) first grade middle-school students in Gwang-ju metropolitan city were included in this study. Subjects were asked to complete a self-reported questionnaire, including measures of the Internet Gaming Use-Elicited Symptom Screen (IGUESS), Attention deficit hyperactivity disorder (ADHD) symptom, environmental factor such as parent supervision, and game related factor like game hours. Internet Game addiction and non-addiction group were defined using IGUESS score of 10 as a cut-off. The data were analyzed using hierarchical regression analyses. @*Results@#:Internet Game addiction group was fifty-two subjects (8.7%). Male students were significantly higher than female students (OR 25.01). IGUESS score was statistically negatively correlated with parent attachment and parent supervision, while IGUESS score was positively correlated with time spent on gaming per day, the longest time spent on gaming per day and violent game and ADHD score. Among variables, IGUESS score showed the highest correlation with the longest time spent on gaming per day (r=0.373, p<0.01). Using hierarchical regression analyses, the longest time spent on gaming per day was also the highest predicting factor affecting internet game addiction among variables. @*Conclusion@#:Our findings indicate that parent supervision, parent attachment and game related characteristics such as gaming per day, the longest time spent on gaming per day and violent game and ADHD were associated with internet game addiction.

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