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1.
PLoS One ; 18(10): e0292744, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37819885

RESUMO

The emergence of Chinese opera animation allows a wider audience, especially a younger audience, to access and embrace the art of opera heritage. This study used a two-way mixed-design ANOVA to explore the effect of Chinese opera animation on schoolchildren's viewing motivation; the independent variables were the children's grade level and the opera genre of the animation. Grade level was divided into three groups: lower, middle, and upper (grades 2, 4, and 6, respectively). Opera genre consisted of Peking, Yue, and Henan opera. The dependent variable, viewing motivation, comprised six dimensions: entertainment and relaxation, learning knowledge, escapist pastime, aesthetic appreciation, empathic identification, and socializing and sharing. After statistically analyzing the evaluations of 457 participants, the results showed the following: (1) Peking and Yue opera animation had a better entertainment and relaxation effect on the lower and middle groups. Henan opera had a better escapist pastime effect on the upper group but less effect on the lower group. (2) In terms of learning knowledge, empathic identification, aesthetic appreciation, and overall performance, Yue and Henan opera animations were more effective for enhancing viewing motivation compared with Peking opera animation. (3) The middle and lower groups showed higher viewing motivation than the upper group in the learning knowledge, empathic identification, and socializing and sharing dimensions. Overall, grades 2 and 4 were appropriate stages for schoolchildren to engage with opera animation. Our findings can provide a reference for promoting cultural heritage sustainability and support follow-up research on integrating opera animation into children's education.


Assuntos
Arte , Desenhos Animados como Assunto , População do Leste Asiático , Motivação , Criança , Humanos , Pequim , Escolaridade , Aprendizagem , Música/psicologia , Desenhos Animados como Assunto/psicologia , Comportamento Social , Recreação/psicologia
2.
Nutr J ; 19(1): 43, 2020 05 17.
Artigo em Inglês | MEDLINE | ID: mdl-32418538

RESUMO

BACKGROUND: Cartoon characters on processed food packaging increase the perception of product preference among children, but their effect among adults has rarely been examined. We evaluated the effect of a cartoon character on breakfast cereals on beliefs about buying them for children, as well as whether demographic characteristics modified this effect. METHODS: An experimental study was conducted with adults from online consumer panels in Mexico (n = 3755). Participants were randomly assigned to a "cartoon" condition (n = 1789), in which they viewed a breakfast cereal box with a Minion character on the front of the package, or the "control" condition (n = 1966), in which the same cereal box was displayed with no character on the package. Participants were asked: "Is this a good cereal to buy children?" with the response options "Yes", "No", or "Don't know". Multinomial adjusted logistic models regressed responses to this question (Yes = 0, No = 1, 2 = Don't know) on experimental condition. Differences in the effect of the cartoon character across demographic characteristics were tested by introducing multiplicative interaction terms. RESULTS: The adjusted model showed that participants in the "cartoon character" condition were 1.67 (1.45-1.94) times more likely to consider the cereal as being "Not good to buy for children" than those in the control condition (p < 0.001). This effect was smaller among parents (RRR = 1.39, 1.13-1.72) compared to those without children (RRR = 2.01, 1.63-2.47). No differences were observed in the proportion of participants answering "Don't know" across experimental groups. CONCLUSION: Among this sample of Mexican adults, a cereal with a cartoon character on the packaging was more often perceived as "not good to buy for children" compared to a cereal without it. This effect was smaller among parents, potentially due to children influences of parental decisions during food purchasing.


Assuntos
Desjejum , Desenhos Animados como Assunto/psicologia , Comportamento de Escolha , Comportamento do Consumidor , Grão Comestível , Embalagem de Alimentos/métodos , Preferências Alimentares/psicologia , Adulto , Publicidade/métodos , Feminino , Humanos , Masculino , México , Pessoa de Meia-Idade , Adulto Jovem
3.
Child Dev ; 91(5): 1491-1508, 2020 09.
Artigo em Inglês | MEDLINE | ID: mdl-31745971

RESUMO

Children's math learning (N = 217; Mage  = 4.87 years; 63% European American, 96% college-educated families) from an intelligent character game was examined via social meaningfulness (parasocial relationships [PSRs]) and social contingency (parasocial interactions, e.g., math talk). In three studies (data collected in the DC area: 12/2015-10/2017), children's parasocial relationships and math talk with the intelligent character predicted quicker, more accurate math responses during virtual game play. Children performed better on a math transfer task with physical objects when exposed to an embodied character (Study 2), and when the character used socially contingent replies, which was mediated by math talk (Study 3). Results suggest that children's parasocial relationships and parasocial interactions with intelligent characters provide new frontiers for 21st century learning.


Assuntos
Desenhos Animados como Assunto , Aprendizagem/fisiologia , Matemática/educação , Jogos de Vídeo , Desenhos Animados como Assunto/psicologia , Criança , Desenvolvimento Infantil/fisiologia , Pré-Escolar , Comunicação , Compreensão/fisiologia , Estudos de Viabilidade , Feminino , Amigos/psicologia , Humanos , Inteligência , Relações Interpessoais , Testes de Linguagem , Masculino , Apego ao Objeto , Jogos e Brinquedos/psicologia , Interface Usuário-Computador , Jogos de Vídeo/psicologia , Realidade Virtual
4.
Gac Med Mex ; 155(Suppl 1): S45-S49, 2019.
Artigo em Espanhol | MEDLINE | ID: mdl-31182870

RESUMO

INTRODUCTION: Empathy is the ability of an individual to understand it from another cognitive and emotional point of view. Empathy is a complex that represents a retouch in its evaluation, so, it is necessary to have instruments validated in the Mexican population. OBJECTIVE: Validation of the Comic Strip Test to evaluate empathy. METHOD: Sampling for convenience, based on internal consistency, convergent validity with the Empathy coefficient, construct validity in the factorial analysis, and the ability to discriminate between subjects with lack of empathy (psychopathology) and the control subjects through a curve ROC. RESULTS: The comic strips test was evaluated in 86 controls, 19 patients with schizophrenia (Cronbach's alpha = 0.894). The correlation with the empathy coefficient was 0.88, with sensitivity of 81.3% and specificity of 38%. CONCLUSIONS: The Comic Strip Test was validated with parametric psychometric parameters.


ANTECEDENTES: La empatía es la capacidad de un individuo para entender al otro desde el punto de vista cognitivo y emocional. La empatía es un constructo complejo que representa un reto en su evaluación, por lo cual es necesario contar con instrumentos validados en población mexicana. OBJETIVO: Validación de la prueba de Tiras cómicas para evaluar empatía. MÉTODO: Muestreo por conveniencia, se midió la consistencia interna, la validez convergente con el coeficiente de empatía, la validez de constructo con análisis factorial y la capacidad de discriminar entre sujetos con déficit de empatía por psicopatología con controles por medio de una curva Receiver Operating Characteristic (ROC) por sus siglas en inglés. RESULTADOS: La escala de Tiras cómicas se evaluó en 86 controles, 19 pacientes con esquizofrenia, a de Cronbach = 0.894. La correlación con el coeficiente de empatía fue de 0.88, con una sensibilidad del 81.3% y la especificidad del 38%. CONCLUSIONES: Se validó la prueba de Tiras cómicas con adecuados parámetros psicométricos.


Assuntos
Desenhos Animados como Assunto , Empatia , Adulto , Desenhos Animados como Assunto/psicologia , Feminino , Humanos , Masculino , México
5.
An. psicol ; 35(2): 269-279, mayo 2019. tab, graf
Artigo em Espanhol | IBECS | ID: ibc-181697

RESUMO

Esta investigación analiza si la estructura (no narrativa o narrativa) que caracteriza a dibujos animados incide en la habilidad narrativa e identificación de valores y contravalores frente a factores personales (edad, curso educativo, sexo y nivel atencional) o contextuales (red e índice socioeconómico y cultural del centro educativo) del alumnado de Educación Primaria. Se ha contado con la participación de 186 estudiantes que han relatado el episodio visionado. El estudio tiene un diseño cuasiexperimental con metodología mixta (cuantitativa y cualitativa). Los resultados obtenidos mediante análisis de regresión confirman que la estructura incide en mayor grado que el resto de factores. Se concluye que conviene considerar el tipo de estructura de los contenidos audiovisuales, y no solo la potencialidad en valores o contravalores, tanto en investigaciones futuras como al diseñar e implementar intervenciones en el ámbito formal e informal


This research analyses whether the structure (non-narrative or narrative) that characterizes cartoons affects the narrative skill and identification of values and countervalues, as opposed to personal (age, school year, gender and attention level) or contextual (school network and socioeconomic and cultural index of the school) factors of Primary Education students. 186 students participated in it, who have reported on the episode watched. The study has a quasi-experimental design with blended methodology (quantitative and qualitative). The results obtained through regression analysis confirm that the structure has a greater effect than the rest of the factors. We conclude that it is advisable to consider the structure of audio-visual content, not just the potential values or countervalues, both in future research and in designing and implementing interventions in formal and informal settings


Assuntos
Humanos , Masculino , Feminino , Criança , Narração , Desenhos Animados como Assunto/psicologia , Valores Sociais , Psicometria/métodos , Percepção , Entrevista Psicológica , Reforço Psicológico
6.
Aggress Behav ; 45(5): 489-497, 2019 09.
Artigo em Inglês | MEDLINE | ID: mdl-30957878

RESUMO

This article reports on an experiment designed to test whether the cartoon manipulation leads to significant increases in aggressive thoughts and aggressive behaviors among Chinese children (n = 3,000). Results indicated that brief exposure to a violent cartoon triggered higher aggressive thoughts and aggressive behaviors than a nonviolent cartoon. Females displayed higher aggressive thoughts and aggressive behaviors than males in a nonviolent cartoon condition, while males displayed higher aggressive behaviors than females in a violent cartoon condition. Mediation analysis suggested that the effect on aggressive behaviors was mediated by aggressive thoughts. The findings imply that cartoon developers, parents, and teachers should develop cartoons that inhibit children's aggressive thoughts to avoid aggressive behaviors. Females are the key group for the prevention and intervention of aggression in a nonviolent cartoon context, while males are the key group for the prevention and intervention of aggression in a violent cartoon context.


Assuntos
Agressão/psicologia , Desenhos Animados como Assunto/psicologia , Exposição à Violência/psicologia , Pensamento , Violência/psicologia , Caráter , Criança , China , Exposição à Violência/prevenção & controle , Feminino , Humanos , Masculino , Poder Familiar/psicologia , Determinação da Personalidade , Tempo de Reação , Fatores de Risco , Fatores Sexuais , Teste de Stroop , Gravação de Videoteipe , Violência/prevenção & controle
7.
Artigo em Inglês | MEDLINE | ID: mdl-29580157

RESUMO

Many studies have examined the effect of aging on the ability to regulate negative emotions but less is known about the way the elderly people control their positive affects. Thirty-eight younger and 38 older adults were compared on their affective, expressive, physiological, and behavioral spontaneous responses to and in expressive regulation of mirth elicited by humorous cartoons. Compared to younger adults, older adults were equally amused and aroused but showed lower expressivity in their spontaneous reaction. They were similarly successful in implementing expressive regulation but they had lower physiological activation under amplification condition and more gaze avoidance from the key areas of the cartoons under suppression condition. This indicates that in older, amplification skills are disjointed from the physiological responses and suppression skills seem supplanted by a less costly strategy of attention redeployment. This also suggests that older adults' behavior is not driven by a greater preference for positive information.


Assuntos
Desenhos Animados como Assunto/psicologia , Regulação Emocional , Emoções Manifestas , Senso de Humor e Humor como Assunto , Adulto , Fatores Etários , Idoso , Nível de Alerta , Humanos , Pessoa de Meia-Idade , Testes Neuropsicológicos , Inventário de Personalidade , Testes Psicológicos , Adulto Jovem
8.
J Interpers Violence ; 34(9): 1755-1771, 2019 05.
Artigo em Inglês | MEDLINE | ID: mdl-27357088

RESUMO

Although domestic abuse of women by men has received significant media, police, and research attention, domestic violence directed toward men has been marginalized across the board and is still rarely treated seriously. The purpose of this research, then, is to examine and compare different anti-domestic violence messages in which the abuser's gender is not always clear. In Study 1, 200 U.K. participants (100 females and 100 males, aged 18-67, M = 28.98, SD = 9.613) evaluated posters that varied across three levels; in that the subject (male or female) was depicted as being silenced, bruised, or experiencing live abuse. The results showed that the posters featuring female victims were all rated as more effective than posters showing male victims. In Study 2, 140 different U.K. participants (95 females; 45 males) aged 18 to 59 ( M = 27.27, SD = 10.662) evaluated the cartoon facial images of Disney characters who had been altered to look like victims of violence and real-life corresponding photos of human models. The results showed that the realistic posters were found to be more believable, emotional, and effective than the cartoons. The implications of such perceptions are discussed.


Assuntos
Atenção/fisiologia , Desenhos Animados como Assunto/psicologia , Violência Doméstica/prevenção & controle , Violência Doméstica/psicologia , Emoções/fisiologia , Pôsteres como Assunto , Adolescente , Adulto , Idoso , Desenhos Animados como Assunto/estatística & dados numéricos , Vítimas de Crime/psicologia , Face , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Reino Unido , Adulto Jovem
9.
Gac. méd. Méx ; 155(supl.1): 45-49, dic. 2019. tab, graf
Artigo em Espanhol | LILACS | ID: biblio-1286564

RESUMO

Resumen Antecedentes: La empatía es la capacidad de un individuo para entender al otro desde el punto de vista cognitivo y emocional. La empatía es un constructo complejo que representa un reto en su evaluación, por lo cual es necesario contar con instrumentos validados en población mexicana. Objetivo: Validación de la prueba de Tiras cómicas para evaluar empatía. Método: Muestreo por conveniencia, se midió la consistencia interna, la validez convergente con el coeficiente de empatía, la validez de constructo con análisis factorial y la capacidad de discriminar entre sujetos con déficit de empatía por psicopatología con controles por medio de una curva Receiver Operating Characteristic (ROC) por sus siglas en inglés. Resultados: La escala de Tiras cómicas se evaluó en 86 controles, 19 pacientes con esquizofrenia, a de Cronbach = 0.894. La correlación con el coeficiente de empatía fue de 0.88, con una sensibilidad del 81.3% y la especificidad del 38%. Conclusiones: Se validó la prueba de Tiras cómicas con adecuados parámetros psicométricos.


Abstract Introduction: Empathy is the ability of an individual to understand it from another cognitive and emotional point of view. Empathy is a complex that represents a retouch in its evaluation, so, it is necessary to have instruments validated in the Mexican population. Objective: Validation of the Comic Strip Test to evaluate empathy. Method: Sampling for convenience, based on internal consistency, convergent validity with the Empathy coefficient, construct validity in the factorial analysis, and the ability to discriminate between subjects with lack of empathy (psychopathology) and the control subjects through a curve ROC. Results: The comic strips test was evaluated in 86 controls, 19 patients with schizophrenia (Cronbach's alpha = 0.894). The correlation with the empathy coefficient was 0.88, with sensitivity of 81.3% and specificity of 38%. Conclusions: The Comic Strip Test was validated with parametric psychometric parameters.


Assuntos
Humanos , Masculino , Feminino , Adulto , Desenhos Animados como Assunto/psicologia , Empatia , México
10.
PLoS One ; 13(11): e0206343, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-30383848

RESUMO

Robots and virtual reality are gaining popularity in the intervention of children with autism spectrum disorder (ASD). To shed light on children's attitudes towards robots and characters in virtual reality, this study aims to examine whether children with ASD show the uncanny valley effect. We varied the realism of facial appearance by morphing a cartoon face into a human face, and induced perceptual mismatch by enlarging the eyes, which has previously been shown as an effective method to induce the uncanny valley effect in adults. Children with ASD and typically developing (TD) children participated in a two-alternative forced choice task that asked them to choose one they liked more from the two images presented on the screen. We found that TD children showed the effect, i.e., the enlargement of eye size and the approaching realism reduced their preference. In contrast, children with ASD did not show the uncanny valley effect. Our findings in TD children help resolve the controversy in the literature about the existence of the uncanny valley effect among young children. Meanwhile, the absence of the uncanny valley effect in children with ASD might be attributed to their reduced sensitivity to subtle changes of face features and their limited visual experience to faces caused by diminished social motivation. Last, our findings provide practical implications for designing robots and virtual characters for the intervention of children with ASD.


Assuntos
Transtorno do Espectro Autista/psicologia , Desenvolvimento Infantil/fisiologia , Emoções , Face , Reconhecimento Psicológico/fisiologia , Percepção Visual/fisiologia , Adulto , Transtorno do Espectro Autista/fisiopatologia , Desenhos Animados como Assunto/psicologia , Criança , Pré-Escolar , Gráficos por Computador , Feminino , Fixação Ocular/fisiologia , Humanos , Masculino , Projetos Piloto , Psicologia da Criança , Robótica , Comportamento Social , Realidade Virtual
11.
Estud. interdiscip. envelhec ; 23(2): 9-23, ago. 2018. tab
Artigo em Português | Index Psicologia - Periódicos, LILACS | ID: biblio-1006933

RESUMO

O presente artigo objetivou analisar os tipos de relações entre avós idosos e netos adolescentes exibidos em desenhos animados de longa metragem da filmografia ocidental. Foi realizada a busca dos desenhos nos sites de companhias cinematográficas, lançados no período de 1950 a 2015, que mostrassem essa relação de avosidade. Os filmes foram selecionados através da leitura das sinopses, visualização dos respectivos trailers e, posteriormente, dos filmes escolhidos. Os avós mostrados nos filmes foram analisados através de adaptação da escala de Responsividade e Exigência. Os estilos de avós encontrados foram classificados em quatro tipos: autoritativo, autoritário, indulgente ou negligente. Preencheram os critérios de inclusão 17 desenhos animados. Observou-se predomínio de desenhos animados mostrando estilos de avós indulgentes, seguidos de autoritativo. Não foram encontradas relações autoritárias. (AU)


The present article aimed to analyze the types of relationships between older grandparents and teen grandchildren exhibited in feature film cartoons of the western filmography. The cartoons were searched on film companies' sites, in the period from 1950 to 2015, looking for those who showed grandparenthood relations. The films were selected through the reading of the synopsis, visualization of the respective trailers and, later, of the selected films. The grandparenthoods shown in the films were analyzed by adaptation of the scale of Responsiveness and Requirement, being classified into four types: authoritative, authoritarian, indulgent or negligent. There were 17 cartoons that met the criteria for inclusion. What can be observed is a predominance of cartoons showing indulgent grandparenthood relations, followed by authoritative. No authoritarian relationships were found. (AU)


Assuntos
Desenhos Animados como Assunto/psicologia , Adolescente , Relação entre Gerações , Avós/psicologia , Desempenho de Papéis , Relações Familiares
12.
Psicol. educ. (Madr.) ; 24(2): 93-98, jun. 2018. tab
Artigo em Inglês | IBECS | ID: ibc-180725

RESUMO

The topic of this study is flexibility in gender stereotyping linked to attribution of toys, socio-cognitive traits, and occupations in 160 Italian children aged 6 to 12 years. We used the Gender Toys Choice, the Gender Traits Choice, and the Gender Jobs Choice, a ed set of colored cards containing masculine and feminine stimuli to assign to a male or female or both male and female silhouette (the flexible-choice technique). In order to verify the change of flexibility in gender stereotyping, we made use of four cartoon stories with male and female characters with typical or atypical traits and performing gender-consistent or gender-inconsistent activities. Results indicated that the exposure to cartoon stories with gender-inconsistent information rather than cartoon stories with gender-consistent information increased flexibility in gender stereotyping, showing age differences in favor of children aged 11-12. Implications in relation to the developmental-constructivist approach were noted


Esta investigación aborda la flexibilidad de los estereotipos de género asociados a la atribución de juguetes, rasgos sociocognitivos y ocupaciones en 160 niños italianos de entre 6 y 12 años. Las pruebas utilizadas fueron la elección de juguetes de género, de rasgos de género y de tareas de género, representados en un conjunto seleccionado de tarjetas de colores que utilizan estímulos asociados típicamente al género para asignar a una silueta masculina o femenina o a la vez masculina y femenina (técnica de elección flexible). Para determinar el cambio de flexibilidad de los estereotipos de género, hicimos uso de cuatro historias de dibujos animados con personajes masculinos y femeninos, con rasgos típicos o atípicos, realizando actividades congruentes o incongruentes con el género. Los resultados muestran que la exposición a dibujos animados con información incongruente con el género en lugar de dibujos animados con información congruente con el género aumenta la flexibilidad de los estereotipos de género, habiendo diferencias en los niños entre 11 y 12 años. Se observaron implicaciones en relación con el enfoque del desarrollo constructivista


Assuntos
Humanos , Masculino , Feminino , Criança , Sexismo/psicologia , Identidade de Gênero , Estereotipagem , Psicometria/instrumentação , Desenhos Animados como Assunto/psicologia , Jogos e Brinquedos/psicologia , Comportamento Infantil/psicologia
13.
Cogn Emot ; 32(6): 1205-1219, 2018 09.
Artigo em Inglês | MEDLINE | ID: mdl-29157117

RESUMO

Two studies examined anger and shame, and their associated appraisals and behavioral intentions, in response to harm to an in-group's social-image. In Study 1, 37 British Muslims (18 men, 19 women) reported incidents in which they were devalued as Muslims. In Study 2, 108 British Muslims (57 females, 50 males, 1 undisclosed) were presented with objective evidence of their in-group's devaluation: the controversial cartoons about Prophet Muhammad The appraisal of harm to social-image predicted anger and shame (Studies 1 and 2), whereas the appraisal of offense only predicted anger (Study 2). Anger was a more empowering response than shame, as anger predicted willingness for public confrontation (Studies 1 & 2), institutional punishment (Study 2), and written disapproval (Study 2). In contrast, shame only predicted written disapproval (Study 2). Furthermore, independent of individual differences in identification as Muslim, a mediation model showed that individual differences in honor orientation predicted anger and shame via the appraisals (Study 2). Implications for theory and research are discussed.


Assuntos
Ira , Desenhos Animados como Assunto/psicologia , Islamismo/psicologia , Vergonha , Feminino , Humanos , Masculino , Estigma Social , Adulto Jovem
14.
J Health Psychol ; 23(12): 1566-1578, 2018 10.
Artigo em Inglês | MEDLINE | ID: mdl-27553608

RESUMO

This essay uses autoethnography to relate the experience of being diagnosed with lupus. By using my personal experiences and a discussion of illness and Black women's health, I critically examine larger critical race issues of race, gender, and the social barriers to health care. Specifically, the essay focuses on the ways in which race impacts my experiences with the healthcare system, from my own insecurities of being stereotyped to the ways that doctors interact with me. The essay is framed by popular quotes from Charlie Brown because they help mediate the very personal experiences I am recounting.


Assuntos
Negro ou Afro-Americano/história , Desenhos Animados como Assunto/história , Lúpus Eritematoso Sistêmico/história , Negro ou Afro-Americano/psicologia , Antropologia Cultural , Desenhos Animados como Assunto/psicologia , Feminino , História do Século XX , História do Século XXI , Humanos , Lúpus Eritematoso Sistêmico/diagnóstico , Lúpus Eritematoso Sistêmico/etnologia , Lúpus Eritematoso Sistêmico/psicologia , Cidade de Nova Iorque , Relações Médico-Paciente
15.
Health Commun ; 32(5): 541-549, 2017 05.
Artigo em Inglês | MEDLINE | ID: mdl-27548497

RESUMO

This article describes the development of two graphic novels as a new approach to mental health communication and coping strategies for the Navy and Marine Corps. The novels are intended to capture the attention of the younger target audience and provide vital teaching messages to better prepare personnel for deployment to combat zones. The novels were developed based on embedding the principles of combat and operational stress control (COSC) into realistic and relatable characters, stories, and images. Approaches used for development included (a) basing storylines on real-life service members and the situations they face in combat and their personal lives; (b) partnering with COSC experts to embed teaching points; (c) ensuring technical accuracy through research and target audience reviews of the storyboard and artwork; (d) developing characters that are representative of the target audience, with varied jobs, ages, backgrounds, and professional concerns; and (e) designing artwork in a manner sensitive to training objectives and the psychological effects on readers. Because technical accuracy, realism, and sensitivity were noted as essential components of an effective graphic novel tool, focus-group research and review of author drafts by the target audience and technical experts are strongly recommended.


Assuntos
Livros Ilustrados , Desenhos Animados como Assunto/psicologia , Militares/psicologia , Estresse Psicológico/prevenção & controle , Adaptação Psicológica , Adulto , Feminino , Grupos Focais , Humanos , Masculino , Militares/educação , Narração , Editoração , Estresse Psicológico/psicologia , Redação
17.
Pediatr Radiol ; 46(12): 1744-1750, 2016 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-27568023

RESUMO

BACKGROUND: MRI scans can be distressing for children and often require sedation. Educating children about what to expect reduces anxiety and increases likelihood of successful non-sedated MRI scans. Multimedia tools are a popular means of education. Animated video could provide a free, accessible method of preparing children for MRI scans. OBJECTIVE: To evaluate a new animation video for preparing children for MRI, specifically for decreasing in-scanner motion and examination failure. MATERIALS AND METHODS: We recruited 24 healthy children ages 5-11 years. Participants underwent pre- and post-viewing questionnaires and structured interviews. We then compared median Likert scale score changes between pre- and post-animation questions and analyzed the interview framework. Participants were filmed viewing the animation to calculate time spent looking at the screen to assess how well the video retained children's attention. RESULTS: There were significant improvements in median scores regarding what to expect, checking for metal and keeping still. There were no significant changes in other knowledge-based topics. There were significant improvements in median scores for anxiety-based topics. On average, children watched the screen for 98.9% of the 174-s animation. CONCLUSION: The animation improved knowledge, reduced anxiety, retained attention and was enjoyed by participants. It can be accessed freely via the Internet to help prepare children ages 5-11 for having an MRI scan.


Assuntos
Anestesia/psicologia , Ansiedade/prevenção & controle , Desenhos Animados como Assunto/psicologia , Imageamento por Ressonância Magnética/psicologia , Educação de Pacientes como Assunto/métodos , Gravação de Videoteipe , Criança , Pré-Escolar , Feminino , Humanos , Masculino , Inquéritos e Questionários
18.
Rev. Asoc. Esp. Neuropsiquiatr ; 36(129): 63-78, ene.-jun. 2016.
Artigo em Espanhol | IBECS | ID: ibc-153062

RESUMO

Entre 1940 y 1960 se desarrolló en Estados Unidos una intensa campaña anti-cómic impulsada por ciudadanos que consideraban que aquellas revistas no solo suponían una mala influencia para sus niños, sino que eran responsables de un incremento en la delincuencia juvenil. Un punto de inflexión se produjo en el momento en que psiquiatras y psicólogos se incorporaron a la citada campaña. Su líder fue Fredric Wertham, un psiquiatra de origen germano que acusó a los cómics de dañar la mente de los niños debido a su contenido cargado de violencia, sexo, horror y racismo. Algunos psiquiatras y psicólogos siguieron los planteamientos de Wertham, aunque otros los consideraron equivocados toda vez que no había evidencias científicas sobre el daño causado por los cómics en la mente de los niños. La intervención de los especialistas en salud mental fue esencial para la campaña anti-cómic, y fueron citados por la prensa, la radio, la televisión e incluso el Senado de los Estados Unidos, quien convocó a algunos de ellos como testigos en sesiones celebradas para analizar la relación entre los cómics y el comportamiento infantil. Por este motivo, Wertham y los especialistas en salud mental son vistos como responsables de la caída que sufrió el negocio de los cómics a finales de los años cincuenta (AU)


Between 1940 and 1960 comic books were in the United States the target of an intense campaign developed by citizens who thought that they were a bad reading for their children as well as responsible for an increase in juvenile delinquency. An inflection point arrived when psychiatrist and psychologists took part in this campaign. Their leader was German-born psychiatrist Fredric Wertham, who charged comic books of damaging children’s mind due to their content full of violence, sex, horror and racism. Many other psychiatrists and psychologist participated in the discussion: some of them followed Wertham's ideas, but other thought that he was wrong as there was no scientific evidence about this damage. The involvement of mental health specialists was essential for the anti-comic book campaign, as they were quoted by newspapers, radio and television and even called as experts at the US Senate’s hearings about the relationship between comic books and infantile behavior. For this reason, Wertham and his colleagues are seen today as responsible for the fall in the sales of comic books at the end of the 1950s (AU)


Assuntos
Humanos , Masculino , Feminino , Criança , Adolescente , História do Século XIX , Saúde Mental/normas , Saúde Mental/tendências , Criminologia/métodos , Criminologia/normas , Comportamento Sexual/psicologia , Caricaturas como Assunto/psicologia , Desenhos Animados como Assunto/psicologia , Comportamento Social , Comportamentos Relacionados com a Saúde , Mudança Social , Psicanálise/educação , Valores Sociais , Ensino/métodos , Desenvolvimento Infantil/fisiologia
19.
Compr Psychiatry ; 64: 29-37, 2016 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-26350276

RESUMO

Borderline personality disorder (BPD) is characterized by a range of interpersonal difficulties, which are, in part, related to adverse experiences during childhood. Unresponsive parenting and traumatization may cause functional impairment of mentalization, i.e. the ability to reflect upon own and others' mental states. However, the relationship of poor parenting, trauma and mentalization in BPD has not exhaustively been studied. Thirty patients diagnosed with BPD and 30 matched control subjects were asked to sequence a novel cartoon-based mentalization task involving complex emotions such as jealousy, shame, guilt etc. In addition, they were required to reason about cognitive and affective mental states of the cartoon characters. The quality of parental care was assessed using a self-report measure for recalled parental rearing style, and childhood trauma was measured in retrospect using the Childhood Trauma Questionnaire. Patients with BPD performed more poorly in all aspects of the cartoon task. Mentalizing skills, particularly relating to affective mental states, were uniquely associated with the quality of recalled parental care and childhood trauma. Together, the quality of parental care and the experience of childhood trauma negatively impact on mentalization in BPD, even in an experimental "offline" task.


Assuntos
Transtorno da Personalidade Borderline/psicologia , Desenhos Animados como Assunto/psicologia , Emoções , Poder Familiar , Pais/psicologia , Teoria da Mente , Estudos de Casos e Controles , Criança , Educação Infantil/psicologia , Feminino , Humanos , Masculino , Relações Pais-Filho , Escalas de Graduação Psiquiátrica , Autorrelato , Inquéritos e Questionários , Análise e Desempenho de Tarefas , Adulto Jovem
20.
Health Informatics J ; 22(2): 370-82, 2016 06.
Artigo em Inglês | MEDLINE | ID: mdl-25538108

RESUMO

Visual approaches to health information reduce complexity and may bridge challenges in health literacy. But the mechanisms and meanings of using animated video in communication with patients undergoing surgery are not well described. By comparing two versions of a two-dimensional animated video on spinal anesthesia, this study tested the patient-avatar identification within two different narrative models. To explore the perspectives of total hip arthroplasty, we employed qualitative methods of interviews and ethnographic observation. The animated presentation of the spinal anesthesia procedure was immediately recognized by all participants as reflecting their experience of the procedure independent of the narrative form. The avatar gender did not affect this identification. We found no preference for either narrative form. This study supports the potential of animation video in health informatics as a didactic model for qualifying patient behavior. Animation video creates a high degree of identification that may work to reduce pre-surgical anxiety.


Assuntos
Raquianestesia , Desenhos Animados como Assunto/psicologia , Letramento em Saúde , Educação de Pacientes como Assunto/métodos , Gravação de Videoteipe , Antropologia Cultural , Ansiedade/prevenção & controle , Ansiedade/psicologia , Artroplastia , Quadril/cirurgia , Humanos , Pesquisa Qualitativa
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