9 research outputs found

    Cuidados de enfermería en la adicción a los videojuegos

    Get PDF
    Treball Final de Grau en Infermeria. Codi: IN1138. Curs: 2019/2020Introduction: The progressive technological progress and the growth of communication networks have meant that the use of video games has become one of the most widely used pastimes. Unfortunately, the abuse of these devices can lead to an addiction to video games, which results in the appearance of harmful effects. Objective: Determining Nursing Care in Video Game Addiction. Methodology: An integrative review of the literature was realized, with the descriptors "Behavior, addictive", "Video Games", "Nursing", "Health education" and "Therapeutics" in the databases MEDLINE/Pubmed, the Cochrane Library Plus, CINAHL, SCOPUS, IBECS, LILACS and MEDLINE through the VHL Regional Portal. Results: 1970 articles were obtained, which were reduced to 722 after applying the filters to the databases. After excluding the non-valid articles as well as evaluating its methodological quality, 22 articles were finally included for the review. Discussion: Preventive and treatment focused interventions are varied and generally beneficial while the family role in treatment has not been proven. Nursing professionals are involved in some of these interventions such as cognitive behavioral therapy. Conclusion: Exclusive nursing care has not been found to treat video game addiction. Preventive interventions are based on health education. As a non-pharmacological treatment, cognitive behavioral therapy stands out. This pathology should be considered as a new action field for nursing.Introducción: El progresivo avance tecnológico y el crecimiento de las redes de comunicación han supuesto que el uso de los videojuegos se haya convertido en uno de los pasatiempos más utilizados. Por desgracia, el abuso de estos dispositivos puede desencadenar en la adicción a los videojuegos, la cual, conduce a la aparición de efectos nocivos. Objetivo: Establecer los cuidados de enfermería en la adicción a los videojuegos. Metodología: Revisión integradora de la literatura, con los descriptores “Behavior, addictive”, “Video Games”,” Nursing”, “Health education” y “Therapeutics” en las bases de datos MEDLINE/Pubmed, la Biblioteca Cochrane Plus, CINAHL, SCOPUS, IBECS, LILACS y MEDLINE a través del Portal Regional de la BVS. Resultados: Se obtuvieron 1970 artículos, reducidos a 722 tras aplicar filtros automáticos a las bases de datos. Tras excluir los artículos no válidos y evaluar su calidad metodológica, se incluyeron finalmente 22 artículos para la revisión. Discusión: Las intervenciones preventivas y las enfocadas al tratamiento son variadas y en general beneficiosas mientras que la función familiar en el tratamiento no ha quedado demostrada. Enfermería participa en algunas de estas intervenciones como en la terapia cognitivo conductual. Conclusiones: No se han hallado cuidados exclusivos enfermeros para tratar la adicción a videojuegos. Las intervenciones preventivas se basan en la educación para la salud. Como tratamiento no farmacológico destaca la terapia cognitivo conductual. Se debería considerar esta patología como un nuevo campo de actuación para enfermería

    University Students’ Early Maladaptive Schemas’ Prediction of Their Mindfulness Levels

    Get PDF
    Objective: The aim of this study is to determine whether university students’ early maladaptive schemas predict their mindfulness levels or not. Method: The study was carried out in the relational screening model. The study group consisted of 293 university students; 237 (80,9%) females and 56 (19,1%) males. “Mindful Attention Awareness Scale (MAAS)”, developed by Brown and Ryan (2003) and adapted into Turkish by Özyeşil, Arslan, Kesici and Deniz (2011), and “Young Schema Scale-Short Form 3” developed by Young et al. (2003) and adapted into Turkish by Soygüt, Karaosmanoğlu and Çakır (2009) were used to gather the data for the study. Results: According to the results obtained from the study, it was found out that there is a significantly negative relation between the mindfulness and the schemas, except for the punitiveness and unrelenting standards. However, defectiveness and pessimism schemas were found to be the predictors of university students’ mindfulness levels. Conclusion: Preventing early maladaptive schemas from being triggered off is necessary in order to increase the mindfulness levels of the students. Parents need to avoid negative parent attitudes that trigger off the existence of early maladaptive schemas for the sake of this preventive study. The parents need to meet their children’s needs within realistic limits. Especially psychological needs need to be met moderately. The needs need to be met within realistic limits regularly and in a balanced way. Key words: Mindfulness, Early maladaptive schemas, Awareness and Schema Note: This study was presented as an oral presentation in the 2nd Eurasian Congress on Positive Psycholog

    Combatting digital addiction: Current approaches and future directions

    Get PDF
    In recent years, the notion of digital addiction has become popular. Calls for solutions to combat it, especially in adolescents, are on the rise. Whilst there remains debate on the status of this phenomenon as a diagnosable mental health condition; there is a need for prevention and intervention approaches that encourage individuals to have more control over their digital usage. This narrative review examines digital addiction countermeasures proposed in the last ten years. By countermeasures, we mean strategies and techniques for prevention, harm reduction, and intervention towards addictive digital behaviours. We include studies published in peer-reviewed journals between 2010 and 2021 and based on empirical evidence. In total, 87 studies were included in the review. The findings show that the main countermeasures could be grouped under four categories: psycho-social, software mediated, pharmacological, and combined. Overall, it has been shown that the proposed countermeasures were effective in reducing addictive digital use. However, a general statement on the efficacy of proposed countermeasures cannot be made due to inconsistent conceptualisation of digital addiction and methodological weaknesses. Accordingly, this review highlights issues that need to be addressed in future studies

    Treatment Effects of Therapeutic Interventions for Gaming Disorder: A Systematic Review and Meta-Analysis

    Get PDF
    The prevalence of gaming disorder (GD) is assumed to be between 2% - 5%. The treatment effect of different therapeutic interventions of GD has not been studied extensively. This systematic review and meta-analysis sought to identify all clinical GD-studies with a control group, determine the effect of the interventions and examine moderators. Clinical studies applying a form of therapeutic intervention on participants with GD using an appropriate comparison group was searched using electronic databases, previous reviews and reference lists. Data on type of treatment, name of outcome measurement, symptom level and other study characteristics was extracted and analysed using meta-analysis and meta-regression. A total of 38 studies, 76 effect sizes, and 9524 participants were included in this meta-analysis. RoB2 and ROBINS-I risk of bias tools were used to assess within-study bias. A correlational hierarchical (CHE) working model with robust variance estimation (RVE) of the overall effect on symptom level yielded a moderate to large summary estimate (g = 0.56, 95% CI [0.40, 0.71], p < .001, k = 37). Egger’s sandwich test, funnel plot inspections, and sensitivity analysis was conducted to assess risk of bias between studies. The results of this study indicate that there is an overall effect using a variety of therapeutic interventions on GD. However, the results are weakened by moderators, a probable small-study effect or publication bias, and a small number of studies. The field needs more higher quality studies for different therapeutic interventions

    Combined reality therapy and mindfulness meditation decrease intertemporal decisional impulsivity in young adults with Internet gaming disorder

    Get PDF
    Decisional impulsivity represents an important phenotype and a therapeutic target in Internet gaming disorder (IGD). Reality therapy and mindfulness meditation were two approaches to reduce impulsivity. This study aimed to evaluate the efficacy of a group behavioral intervention combining reality therapy and mindfulness meditation in reducing decisional impulsivity and IGD severity. Twenty-five IGD and 21 healthy comparison (HC) young adults participated in baseline tests on the delay discounting and balloon analog risk tasks to measure intertemporal and risky decision-making respectively. Among them, 18 IGD subjects participated in the intervention and were tested again at the end of intervention, and 19 HC subjects without intervention were also tested twice within a similar time period. Results indicate that: (1) at baseline, IGD subjects showed greater intertemporal and risky decisional impulsivity than HC subjects; (2) After intervention, IGD subjects were decreased in delay discounting rate and IGD severity, but did not perform differently on decisional impulsivity in risky choices, as compared with baseline. These findings suggest that decisional impulsivity is a multifaceted behavioral construct and may serve as a possible therapeutic target for IGD. In addition, these results highlight the need for further research into the roles of different forms of decisional impulsivity in the shaping, maintenance, and remission of IGD

    Dikkat eksikliği ve hiperaktivite bozukluğu olan ve olmayan çocuklarda bilgisayar oyun bağımlılığı

    Get PDF
    Bu çalışmada Dikkat Eksikliği Hiperaktivite Bozukluğu olan çocuklar ile sağlıklı çocukların bilgisayar oyun bağımlılığı düzeylerinin ve bilgisayar oyunları oynama alışkanlıklarının karşılaştırmalı olarak incelenmesi amaçlanmıştır. Çalışma grubu, İstanbul ilinde Dikkat Eksikliği Hiperaktivite Bozukluğu tanısı alan 10-13 yaş arası 100 çocuktan oluşmaktadır. Kontrol grubu ise 10-13 yaş arası herhangi bir psikiyatrik tanısı olmayan, sosyodemografik özellikler bakımından çalışma grubuyla eşleştirilmiş sağlıklı 100 çocuktan oluşmaktadır. Katılımcılara Kişisel Bilgi Formu ve Çocuklar İçin Bilgisayar Oyun Bağımlılığı Ölçeği uygulanmıştır. Çalışmanın sonuçlarına göre, Dikkat Eksikliği Hiperaktivite Bozukluğu olan çocukların Bilgisayar oyun bağımlılığı düzeyleri sağlıklı çocuklara göre anlamlı olarak daha yüksek bulunmuştur. DEHB tanısı alan çocuklar arasında aksiyon, nişancı, yarış oyunlarını oynayan çocukların oynamayanlara göre bilgisayar oyun bağımlılığı düzeylerinin anlamlı olarak daha yüksek olduğu saptanmıştır. Aynı zamanda çevrimiçi oyun oynamanın bilgisayar oyun bağımlılığı düzeyi üzerinde anlamlı bir etkiye sahip olduğu belirlenmiştir. Dikkat Eksikliği Hiperaktivite Bozukluğu, Bilgisayar oyun bağımlılığı için bir risk faktörü olmaktadır

    Think First: Examining Impulsivity among University Students

    Get PDF
    Researchers have noted the impact of various factors on academic success among university students but have yet to investigate how these factors influence academic engagement. Academic engagement is an important area, as it is associated with academic achievement, and is a concern in many post-secondary settings (Alrashidi et al., 2016). The focus of the present dissertation is the intersection of impulsivity, procrastination, and substance use with academic engagement. The first study examines the association between impulsivity and academic engagement, and considers the impacts of conscientiousness, neuroticism, self-efficacy, and life stress. The second study examines the association between procrastination and academic engagement, while testing the moderator roles of impulsivity, self-efficacy, and motivation. The third study examines whether the motivation to use alcohol and marijuana are associated with academic engagement, while considering impulsivity and stress as moderators. Results suggest that self-efficacy and conscientiousness impacts the association between impulsivity and academic engagement. Greater academic engagement also results in greater academic achievement regardless of impulsivity level. Intrinsic motivation and self-efficacy account for the relationship between passive procrastination and academic engagement. Overall, greater enhancement and expansion motive are associated with greater academic engagement, particularly among less impulsive individuals. The present studies identify areas that can be fostered to improve academic engagement, with implications for educators discussed
    corecore