31 research outputs found

    The role of shared decision-making in personalised medicine: opening the debate

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    Surgeons and cancer patients are starting to open the debate on how personalised medicine could use shared decision-making (SDM) to balance the personal and clinical components and thus improve the quality and value of care. Personalised precision medicine (PPM) has traditionally focused on the use of genomic information when prescribing treatments, which are usually phar-maceutical. However, the knowledge base is considerably scarcer in terms of how clinicians can individualise the information they provide patients about the consequences of different treatments, and in doing so involve them in the decision-making process. To achieve this, the ethical implications of SDM must be addressed from both sides. This paper explores the medical characteristics, the SDM implications in severe and fragile patients, potential risks, and observed benefits within this healthcare approach through four clinical cases. Findings shed light on current needs for clinician and patient training and tools related to SDM in PPM, and also remarks on the way in which this shift in healthcare settings is taking place to include the human component together with the biological and technological advances when designing care processes in colorectal cancerThis research was funded by the Spanish Ministry of Science and innovation, and Institute of Health Carlos III, grant number PI21/02011 to O.L.-F. The APC was funded by the Quirónsalud Award 2021, category ‘Quality of Care’ for the project ‘Informed Consent 2.0.: study of the impact of shared decision-making mediated by an app between the cancer patient and the surgeon’ developed by the first, second, and last author

    Smart partnerships in education: what are they?

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    This paper which arises from EDUsummIT 2015 provides an overview of the development of a working definition of Smart Partnerships (SP) in education before describing and analysing three potential SPs of which only one is identified as a SP.Further research and development of SPs are recommended to further understand SPs and to unleash the potential of digital technologies in education

    What seems to explain suicidality in Yucatan Mexican young adults? findings from an app-based mental health screening test using the SMART-SCREEN protocol

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    The relationship between suicidality, depression, anxiety, and well-being was explored in young adults (median age 20.7 years) from the State of Yucatan (Mexico), which has a suicide rate double that of other Mexican states. A cross-sectional study was carried out in 20 universities in Yucatan and 9,366 students were surveyed using validated questionnaires built into a smartphone app, applying partial least squares structural equation models. High suicide risk was assessed in 10.8% of the sample. Clinically relevant depression and anxiety levels were found in 6.6% and 10.5% of the sample, respectively, and 67.8% reported high well-being. Comparably higher levels of suicide risk, depression and anxiety, and lower well-being were found in women, who were also somewhat older than men in our study. Furthermore, path analysis in the structural equation model revealed that depression was the main predictor of suicidal behaviour as well as of higher anxiety levels and lower self-perceived well-being in the total sample and in both genders. Our findings draw attention to the association between suicidality, depression, anxiety, and well-being in Yucatan young adults and gender differences with this regard. Mental health screening via smartphone might be a useful tool to reach large populations and contribute to mental health policies, including regional suicide prevention effortsOpen Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature. No funding was received for this stud

    Measurement invariance of the short version of the problematic mobile phone use questionnaire (PMPUQ-SV) across eight languages

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    The prevalence of mobile phone use across the world has increased greatly over the past two decades. Problematic Mobile Phone Use (PMPU) has been studied in relation to public health and comprises various behaviours, including dangerous, prohibited, and dependent use. These types of problematic mobile phone behaviours are typically assessed with the short version of the Problematic Mobile Phone Use Questionnaire (PMPUQ-SV). However, to date, no study has ever examined the degree to which the PMPU scale assesses the same construct across different languages. The aims of the present study were to (i) determine an optimal factor structure for the PMPUQ-SV among university populations using eight versions of the scale (i.e., French, German, Hungarian, English, Finnish, Italian, Polish, and Spanish); and (ii) simultaneously examine the measurement invariance (MI) of the PMPUQ-SV across all languages. The whole study sample comprised 3038 participants. Descriptive statistics, correlations, and Cronbach's alpha coefficients were extracted from the demographic and PMPUQ-SV items. Individual and multigroup confirmatory factor analyses alongside MI analyses were conducted. Results showed a similar pattern of PMPU across the translated scales. A three-factor model of the PMPUQ-SV fitted the data well and presented with good psychometric properties. Six languages were validated independently, and five were compared via measurement invariance for future cross-cultural comparisons. The present paper contributes to the assessment of problematic mobile phone use because it is the first study to provide a cross-cultural psychometric analysis of the PMPUQ-SV

    The experimental analysis of problematic video gaming and cognitive skills: a systematic review

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    There is now a growing literature demonstrating the excessive gaming can have negative detrimental effects on a small minority of gamers. This has led to much debate in the psychological literature on both the positive and negative effects of gaming. One specific area that has been investigated is the effect of gaming on different types of cognitive skills. The present study carried a systematic review examining the studies that have examined the impact of problematic gaming on cognitive skills. Following a number of inclusion and exclusion criteria, a total of 18 studies were identified that had investigated three specific cognitive skills: (i) multi-second time perception (4 studies), inhibition (7 studies), and decision-making (7 studies). Based on the studies reviewed, the findings demonstrate that the pathological and/or excessive use of videogames leads to more negative consequences on cognitive processes. Contexte et objectifs: Jouer aux jeux vidĂ©o est devenu l’une des activitĂ©s mondiales majeures avec des millions de personnes y jouant tous les jours. Suivant ce succĂšs, les jeux vidĂ©o ont grandement Ă©voluĂ©, multipliant les genres (p.ex., MMORPG, MOBA, FPS); certains de ces jeux demandant un grand investissement de la part des joueurs. Cet investissement peut devenir excessif, voire pathologique, et de nombreuses Ă©tudes ont explorĂ© ce risque, menant Ă  l’inclusion de l’« Usage pathologique des jeux sur Internet » dans l’appendice du DSM-5 (American Psychiatric Association, 2013). Cependant, malgrĂ© les risques sous-jacents d’une addiction (p.e.x., pertes de relations, difficultĂ©s scolaires), il a Ă©galement Ă©tĂ© dĂ©montrĂ© que le jeu vidĂ©o pouvait significativement amĂ©liorer les performances des joueurs (p.ex., performances sur un simulateur de chirurgie, Fanning, Fenton, Johnson, Johnson, & Rehman, 2011; meilleure recherche visuelle, Sims & Mayer, 2002). De plus, il a Ă©tĂ© dĂ©montrĂ© que le fait de jouer Ă  ces jeux pouvait impacter les capacitĂ©s cognitives des joueurs (p.ex., Durlach, Kring, & Bowens, 2009). Une revue systĂ©matique sur l’impact d’une utilisation pathologique/excessive sur ces capacitĂ©s a donc Ă©tĂ© menĂ©e. MĂ©thode: La recherche d’articles a Ă©tĂ© menĂ©e sur quatre bases de donnĂ©es (p.ex., Google Scholar, PubMed, Science Direct, PsychINFO). Afin d’ĂȘtre inclus dans cette revue, les articles revus par les pairs devaient: (i) dater d’au moins 2000 (les jeux vidĂ©o ayant grandement Ă©voluĂ© depuis), (ii) inclure au moins une Ă©tude expĂ©rimentale sur les processus cognitifs des joueurs, (iii) inclure des joueurs excessifs/pathologiques, (iv) ĂȘtre publiĂ©s en anglais, et (v) Ne pas avoir Ă©tĂ© utilisĂ©s dans une revue de littĂ©rature auparavant (p.ex., Ă©tudes en fMRI). AprĂšs sĂ©lection des articles et tri des doublons, la recherche a menĂ© Ă  18 rĂ©sultats dans 3 sections diffĂ©rentes (c.-Ă -d., Perception du temps supĂ©rieur Ă  la seconde, Inhibition, et Prise de dĂ©cision). RĂ©sultats: Les expĂ©riences sur la perception du temps montrent des rĂ©sultats hĂ©tĂ©rogĂšnes, certaines Ă©tudes ne montrant aucun rĂ©sultat (p.ex.., Rivero, Covre, Reyes, & Bueno, 2012), d’autres des rĂ©sultats partiels (Rau, Peng, & Yang, 2006), voire des rĂ©sultats significatifs (Tobin & Grondin, 2009). Cependant, les Ă©tudes dĂ©montrant des rĂ©sultats (potentiellement) significatifs incluaient des utilisateurs pathologiques, contrairement aux Ă©tudes sans rĂ©sultats significatifs. Cette diffĂ©rence de population pouvant potentiellement expliquer cette diffĂ©rence. Les Ă©tudes sur l’inhibition montrent le mĂȘme type de rĂ©sultats hĂ©tĂ©rogĂšnes, cependant, une fois ces Ă©tudes classĂ©es par type d’inhibition, il apparaĂźtrait que les joueurs montrent une inhibition de la rĂ©ponse prĂ©potente rĂ©duite (p.ex., au travers de tĂąches Go/Nogo, Littel et al., 2012), celle-ci Ă©tant aggravĂ©e lorsque des stimuli liĂ©s aux jeux Ă©taient inclus dans la tĂąche (p.ex., Liu et al., 2014). Cependant, la seule Ă©tude ayant explorĂ© l’annulation d’une rĂ©ponse prĂ©potente n’a pas dĂ©montrĂ© d’inhibition rĂ©duite, les joueurs de jeux-vidĂ©os d’action prĂ©sentant des temps de rĂ©actions rĂ©duits (Colzato, van den Wildenberg, Zmigrod, & Hommel, 2013). Finalement, Les Ă©tudes sur la prise de dĂ©cision montrent des rĂ©sultats similaires au travers des Ă©tudes, c’est-Ă -dire des lacunes Ă  prendre des dĂ©cisions dans des contextes de risque (p.ex., Pawlikowski & Brand, 2011), une prise de dĂ©cision intacte dans les tĂąches Ă  contextes ambigus (p.ex., Nuyens et al., 2016), et une tendance Ă  prĂ©fĂ©rer une rĂ©compense moindre immĂ©diate Ă  une rĂ©compense plus importante aprĂšs un dĂ©lai variable (Weinstein, Abu, Timor, & Mama, 2016). Discussion: MalgrĂ© les divers rĂ©sultats contraires, et le peu d’étude sur certains processus, il est clair qu’une utilisation pathologique des jeux vidĂ©o peut mener Ă  des difficultĂ©s cognitives. Cependant, sachant que les Ă©tudes sur les performances susmentionnĂ©es ne recrutaient que des participants sains, il est supposable qu’une utilisation normale mĂšnerait Ă  des performances amĂ©liorĂ©es, sans aucune contrepartie nĂ©gative. Plus d’études seraient donc nĂ©cessaires afin de dĂ©terminer l’impact diffĂ©rent des jeux vidĂ©o sur les processus cognitifs en fonction du degrĂ© et type d’utilisation de ceux-ci (c.-Ă -d., utilisation occasionnelle, frĂ©quente, ou pathologique)

    The empirical analysis of non-problematic video gaming and cognitive skills: a systematic review

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    Videogames have become one of the most popular leisure activities worldwide, including multiple game genres with different characteristics and levels of involvement required. Although a small minority of excessive players suffer detrimental consequences including impairment of several cognitive skills (e.g., inhibition, decision-making), it has also been demonstrated that playing videogames can improve different cognitive skills. Therefore, the current paper systematically reviewed the empirical studies experimentally investigating the positive impact of videogames on cognitive skills. Following a number of inclusion and exclusion criteria, a total of 32 papers were identified as empirically investigating three specific skills: taskswitching (eight studies), attentional control (22 studies), and sub-second time perception (two studies). Results demonstrated that compared to control groups, non-problematic use of videogames can lead to improved task-switching, more effective top-down attentional control and processing speed and increased sub-second time perception. Two studies highlighted the impact of gaming on cognitive skills differs depends upon game genre. The studies reviewed suggest that videogame play can have a positive impact on cognitive processes for players

    The potential interaction between time perception and gaming: a narrative review

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    Compromised time control is a variable of interest among disordered gamers because time spent on videogames can directly affect individuals’ lives. Although time perception appears to be closely associated with this phenomenon, previous studies have not systematically found a relationship between time perception and gaming. Therefore, the purpose of this narrative review is to explore how gaming disorder may be associated with time perception. It has been found that gamers exhibit a stronger attentional focus as well as an improved working memory compared with non-gamers. However, gamers (and especially disordered gamers) exhibit a stronger reaction to gaming cues which—coupled with an altered emotion regulation observed among disordered gamers—could directly affect their time perception. Finally, “'flow states”' direct most of the attentional resources to the ongoing activity, leading to a lack of resources allocated to the time perception. Therefore, entering a flow state will result in an altered time perception, most likely an underestimation of duration. The paper concludes that the time loss effect observed among disordered gamers can be explained via enhanced emotional reactivity (facilitated by impaired emotion regulation)
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