A longitudinal look at the relation between depression and anxiety in children and adolescents.

1998 ◽  
Vol 66 (3) ◽  
pp. 451-460 ◽  
Author(s):  
David A. Cole ◽  
Lachlan G. Peeke ◽  
Joan M. Martin ◽  
Ruth Truglio ◽  
A. D. Seroczynski
Author(s):  
Anjali Dagar ◽  
Suneela Cherlopalle ◽  
Veena Ahuja ◽  
Lillian Senko ◽  
Robert S. Butler ◽  
...  

2019 ◽  
Vol 41 (3) ◽  
pp. 356-363 ◽  
Author(s):  
Angélica Godoy Torres Lima ◽  
Clécia Cristiane da Silva Sales ◽  
Welton Flávio de Lima Serafim

ABSTRACT Introduction: Chronic kidney disease (CKD) is rare in children, but it causes repercussions in several aspects of life, because the disease and treatment cause great changes in the daily lives of the child and his family, increasing the burden on caregivers. Objective: To evaluate the burden of primary caregivers of children and adolescents who undergo renal replacement therapy (RRT). Methods: Cross-sectional, observational study performed at the Pediatric Renal Unit of a school hospital in the Northeast. Forty-nine primary caregivers of pediatric patients with CKD in RRT followed up in our clinic participated in the study. We used validated instruments to assess burden, depression and anxiety. We ran some tests to analyze the findings of burden, depression and anxiety in the sample. Results: Most of the caregivers are the mothers of these children (89.8%), aged between 36 and 45 years (46.9%), have Elementary School education only (55.1%) and reported feeling pain in the body (69.4%), but they did not have chronic disease. The majority of the children have been in RRT from 1 to 3 years (40.8%), aged from 9 to 11 years (30.6%), are male (55.1%), and under hemodialysis (38.8%). The caregivers had a moderate level of burden (2.10), a high prevalence of moderate to severe depression (18.4%) and anxiety (47%), and a strong correlation between burden, depression and anxiety. Conclusions: Caring for a child with CKD is an intense experience, with negative consequences, due to uncertainties about the future and the very care these children require. We need to do something to help these caregivers better manage care, as well as cope with their own feelings.


2019 ◽  
Vol 2019 ◽  
pp. 1-4 ◽  
Author(s):  
David Plevin ◽  
Nicholas Smith

Anxiety and depression in children and adolescents with epilepsy are common comorbidities which place a significant burden on patients and families and complicate the clinical management of epilepsy. This paper presents a narrative review on the aetiology, phenomenology, assessment, and management of depression and anxiety among paediatric patients with epilepsy. The recognition of affective comorbidity in paediatric epilepsy is limited at present, and the contributory role of antiepileptic medication towards such comorbidity must be considered by clinicians.


2012 ◽  
Vol 21 (7) ◽  
pp. 379-385 ◽  
Author(s):  
Alice Fabbro ◽  
Eleonora Rizzi ◽  
Maude Schneider ◽  
Martin Debbane ◽  
Stephan Eliez

10.2196/30482 ◽  
2021 ◽  
Vol 9 (4) ◽  
pp. e30482
Author(s):  
Kim Martinez ◽  
Maria Isabel Menéndez-Menéndez ◽  
Andres Bustillo

Background Depression and anxiety in children and adolescents are major health problems worldwide. In recent years, serious games research has advanced in the development of tools to address these mental health conditions. However, there has not been an extensive analysis of these games, their tendencies, and capacities. Objective This review aims to gather the most current serious games, published from 2015 to 2020, with a new approach focusing on their applications: awareness, prevention, detection, and therapy. The purpose is also to analyze the implementation, development, and evaluation of these tools to obtain trends, strengths, and weaknesses for future research lines. Methods The identification of the serious games through a literature search was conducted on the databases PubMed, Scopus, Wiley, Taylor and Francis, Springer, PsycINFO, PsycArticles, Web of Science, and Science Direct. The identified records were screened to include only the manuscripts meeting these criteria: a serious game for PC, smartphone, or virtual reality; developed by research teams; targeting only depression or anxiety or both; aiming specifically at children or adolescents. Results A total of 34 studies have been found that developed serious games for PC, smartphone, and virtual reality devices and tested them in children and adolescents. Most of the games address both conditions and are applied in prevention and therapy. Nevertheless, there is a trend that anxiety is targeted more in childhood and depression targeted more in adolescence. Regarding design, the game genres arcade minigames, adventure worlds, and social simulations are used, in this order. For implementation, these serious games usually require sessions of 1 hour and are most often played using a PC. Moreover, the common evaluation tools are normalized questionnaires that measure acquisition of skills or reduction of symptoms. Most studies collect and compare these data before and after the participants play. Conclusions The results show that more awareness and detection games are needed, as well as games that mix the awareness, prevention, detection, and therapy applications. In addition, games for depression and anxiety should equally target all age ranges. For future research, the development and evaluation of serious games should be standardized, so the implementation of serious games as tools would advance. The games should always offer support while playing, in addition to collecting data on participant behavior during the game to better analyze their learning. Furthermore, there is an open line regarding the use of virtual reality for these games due to the capabilities offered by this technology.


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