scholarly journals Perceptions of adolescents concerning pathological video games use: a qualitative study

2020 ◽  
Author(s):  
Isabelle Cisamolo ◽  
Marie Michel ◽  
Marie Rabouille ◽  
Julie Dupouy ◽  
Emile Escourrou

Abstract Background Video gaming is one of the main recreational activities of children and adolescents. The American Psychiatric Association and the World Health Organization recently proposed diagnostic criteria for a pathological use of video games. The objective is to explore the perceptions of adolescents concerning pathological video game use. Methods Qualitative study by semi structured individual interviews in the homes of adolescent gamers and non-gamers living in southwest France. The sampling was theoretical. The analysis was carried out using an inductive approach following the phases of thematic analysis. The researchers used triangulation. Collection was concluded when theoretical saturation had been reached. Results 17 adolescents aged 10–18 were interviewed between April 2018 and March 2019. The adolescents recognised that video games use can be pathological. Deleterious consequences to physical, mental, and social wellbeing associated with gaming were discussed. Mental health, family and social environments, and the type of game seemed to influence the transition from recreational to pathological video-game use. The adolescents agreed on the need to regulate their gaming, particularly through parental control and self-control. Conclusions Risks and protective factors related to the types of video game, the adolescent, and the environment were identified. Parental support would help lower the risk of pathological gaming.

Author(s):  
Xavier Cabonell-Sánchez

This article consists of a reflection on the clash between the interests of the video gaming industry and the health of consumers as defined by the World Health Organization and the American Psychiatric Association. The article discusses the history of the self-regulation of the tobacco, alcohol and gambling industries, then goes on to discuss the extent to which video games may gain establishment acceptance as sports, much as bridge and chess did before them. The article concludes that the category of sport can serve as a mediating force between the industry and the health of gamers.


2019 ◽  
Author(s):  
David Zendle

A variety of practices have recently emerged which are related to both video games and gambling. Most prominent of these are loot boxes. However, a broad range of other activities have recently emerged which are also related to both gambling and video games: esports betting, real-money video gaming, token wagering, social casino play, and watching videos of both loot box opening and gambling on game streaming services like Twitch.Whilst a nascent body of research has established the robust existence of a relationship between loot box spending and both problem gambling and disordered gaming, little research exists which examines whether similar links may exist for the diverse practices outlined above. Furthermore, no research has thus far attempted to estimate the prevalence of these activities.A large-scale survey of a representative sample of UK adults (n=1081) was therefore conducted in order to investigate these issues. Engagement in all measured forms of gambling-like video game practices were significantly associated with both problem gambling and disordered gaming. An aggregate measure of engagement was associated with both these outcomes to a clinically significant degree (r=0.23 and r=0.43). Engagement in gambling-like video game practices appeared widespread, with a 95% confidence interval estimating that 16.3% – 20.9% of the population engaged in these activities at least once in the last year. Engagement in these practices was highly inter-correlated: Individuals who engaged in one practice were likely to engage in several more.Overall, these results suggest that the potential effects of the blurring of lines between video games and gambling should not primarily be understood to be due to the presence of loot boxes in video games. They suggest the existence of a convergent ecosystem of gambling-like video game practices, whose causal relationships with problem gambling and disordered gaming are currently unclear but must urgently be investigated.


2020 ◽  
pp. 1-21
Author(s):  
Erika Guastafierro ◽  
Ilaria Rocco ◽  
Rui Quintas ◽  
Barbara Corso ◽  
Nadia Minicuci ◽  
...  

Abstract Healthy ageing is a public health problem globally. In Europe, the dependency ratio of the elderly is expected to increase by 21.6 per cent to 51.2 per cent in 2070. The World Health Organization (WHO) study on healthy ageing started in 2002 as a concept whereby all people of all ages should be able to live in a healthy, safe and socially inclusive way. The aim of this study is to present preliminary results of the project Identification of Determinants of Healthy Ageing in Italy (IDAGIT) that aimed to collect data on the active and healthy ageing of the Italian population aged over 18 using the conceptual framework of the WHO's ageing model. To link the determinants of the IDAGIT studies to those of the WHO model, we performed a confirmatory factor analysis which reported these variables as significant (in order of factor loading): smoking, cognition score, comorbidity, outdoor built environment, participation, working expertise and income. Considering comorbidity, 83.8 per cent of the sample declared not having any chronic diseases or to have only one, and regarding neurological diseases, only nine people had received a diagnosis of stroke. Regarding gender, the personal determinants and physical and social environments did not result in statistically significant differences, whereas we found statistical differences between the aged groups in all variables analysed. These results provide a first bio-psycho-social perspective on ageing in the Italian population.


2021 ◽  
Author(s):  
Angela Kwartemaa Acheampong ◽  
Lillian Akorfa Ohene ◽  
Isabella Naana Akyaa Asante ◽  
Josephine Kyei ◽  
Gladys Dzansi ◽  
...  

Abstract Background: The World Health Organization has admonished member countries to strive towards achieving universal health coverage (UHC) through actionable health policies and strategies. Nurses and midwives have instrumental roles in achieving UHC via health policy development and implementation. However, there is a paucity of empirical data on nurses and midwives’ participation in policy development in Ghana. The current study explored nurses and midwives’ participation in policy development, reviews and reforms in Ghana.Methods: A qualitative descriptive exploratory design was adopted for this study. One-on-one individual interviews were conducted after 30 participants were purposefully selected. Data was audiotaped with permission, transcribed and analyzed inductively using the content analysis procedures. Results: Two main themes emerged from the data: participation in policy development and perspectives on policy reviews and reforms. The findings showed that during health policy development and reviews, nurses in Ghana were overlooked and unacknowledged. Policy reforms regarding bridging the pre-service preparation gap, staff development and motivation mechanisms and influence on admission into nursing schools were raisedConclusion: The authors concluded that nurses and midwives are crucial members of the healthcare systems and their inputs in policy development and reviews would improve health delivery in Ghana.


2020 ◽  
Vol 49 (3) ◽  
pp. 259-264 ◽  
Author(s):  
Bjorn Meijers ◽  
Piergiorgio Messa ◽  
Claudio Ronco

The World Health Organization has recognized the pandemic nature of the coronavirus disease 19 (COVID-19) outbreak. A large proportion of positive patients require hospitalization, while 5–6% of them may need more aggressive therapies in intensive care. Most governments have recommended social separation and severe measures of prevention of further spreading of the epidemic. Because hemodialysis (HD) patients need to access hospital and dialysis center facilities 3 times a week, this category of patients requires special attention. In this editorial, we tried to summarize the experience of our centers that hopefully may contribute to help other centers and colleagues that are facing the coming wave of the epidemic. Special algorithms for COVID-19 spreading in the dialysis population, recommendations for isolation and preventive measures in positive HD patients, and finally directions to manage logistics and personnel are reported. These recommendations should be considered neither universal nor absolute. Instead, they require local adjustments based on geographic location, cultural and social environments, and level of available resources.


Author(s):  
Janet C. Dunlop

Today’s media are vast in both form and influence; however, few cultural studies scholars address the video gaming industry’s role in domestic maintenance and global imposition of U.S. hegemonic ideologies. In this study, video games are analyzed by cover art, content, and origin of production. Whether it is earning more “powers” in games such as Star Wars, or earning points to purchase more powerful artillery in Grand Theft Auto, capitalist ideology is reinforced in a subtle, entertaining fashion. This study shows that oppressive hegemonic representations of gender and race are not only present, but permeate the majority of top-selling video games. Finally, the study traces the origins of best-selling games, to reveal a virtual U.S. monopoly in the content of this formative medium.


Author(s):  
Janet C. Dunlop

Today’s media are vast in both form and influence; however, few cultural studies scholars address the video gaming industry’s role in domestic maintenance and global imposition of U.S. hegemonic ideologies. In this study, video games are analyzed by cover art, content, and origin of production. Whether it is earning more “powers” in games such as Star Wars, or earning points to purchase more powerful artillery in Grand Theft Auto, capitalist ideology is reinforced in a subtle, entertaining fashion. This study shows that oppressive hegemonic representations of gender and race are not only present, but permeate the majority of top-selling video games. Finally, the study traces the origins of best-selling games, to reveal a virtual U.S. monopoly in the content of this formative medium.


2010 ◽  
Vol 5 (1) ◽  
pp. 67
Author(s):  
Wilma Lilian Lima Barros ◽  
Edileusa Costa ◽  
Silvana Schwerz Funghetto ◽  
Lara Mabelle Milfont Boeckmann ◽  
Paula Elaine Diniz Dos Reis ◽  
...  

ABSTRACTObjective: to know the women's perception in the postpartum about the provided health assistance during the labor and delivery at San Sebastian Birthing Center in District Federal, Brazil’s capital. Methodology: this is about a qualitative study, performed with ten women who experienced the delivery and postpartum period in this birthing center. The project was approved by the Ethics Committee of the Health State Secretary of the District Federal with protocol number 264/2007. Results: the themes of the study were found and classed in the following way: Pre-natal assistance, birth process and puerperal assistance. The women’s narrations were analyzed and it was referred in the major statements, humanization’s actions in the delivery moment and in the puerperal period, however the same women related scanty orientations and information in pre-natal appointments that would be very relevant to live these experiences with self-control and safety. Conclusion: the present study evidenced that at San Sebastian Birthing Center, the executed work correspond to a humanized assistance that is offered to the pregnant women who are admitted at this birthing center. The procedures that are used in this birthing center are humanized and they are according to World Health Organization’s recommendations, which were confirmed by the collected report of the women who participated of the study. Descriptors: birth; humanizing delivery; postpartum.RESUMOObjetivo: conhecer a percepção das puérperas sobre a assistência desenvolvida na Casa de Parto de São Sebastião do Distrito Federal. Metodologia: trata-se de estudo descritivo e exploratório, de abordagem qualitativa, com dez mulheres que vivenciaram o parto e puerpério na Casa de Parto após a aprovação do projeto de pesquisa pelo Comitê de Ética em Pesquisa da Secretaria de Estado em Saúde do Distrito Federal com parecer nº 264/2007. Resultados: as categorias temáticas encontradas foram: Assistência no pré-natal, Assistência no processo de parturição e Assistência no puerpério. Nas análises das falas das puérperas foi referido ações referentes à humanização da assistência no momento da parturição e puerpério, contudo as mesmas relataram escassez de orientações e informações no Pré-natal que julgaram ser importantes para vivenciar o parto e puerpério com segurança. Conclusão: o presente estudo evidenciou que o trabalho desenvolvido na instituição corresponde a uma assistência humanizada às parturientes que são acolhidas na Casa de Parto São Sebastião. Tais procedimentos utilizados estão em sintonia com as recomendações da Organização Mundial de saúde, o que foi constatado nos depoimentos colhidos das puérperas participantes do estudo. Descritores: parto; humanização no parto; puerpério. RESUMENObjetivo: conocer la percepción de las puérperas acerca de la asistencia desenvuelta en la Casa de São Sebastião del Distrito Federal. Metodología:trata-se de uno estudio qualitativo con diez mujeres que tuvieran sus partos e puerpérios en la Casa Del Parto. Las categorías temáticas encontradas fueron: Asistencia durante la gestación, Asistencia en el proceso de parturición y Asistencia en el puerpério. El proyecto fue aprobado por el Comité de Ética de la da Secretaria de Estado em Saúde do Distrito Federal com parecer nº 264/2007. Resultados: en análisis a las respuestas de las puérperas, fue citado acciones acerca de la humanización de la asistencia durante la parturición y puerpério, entretanto las mismas relataron la escasez de orientaciones y informaciones en el prenatal que juzgaban importantes para la seguridad en el parto y puerperio. Conclusiones: el presente estudio evidencio que el trabajo desenvuleto en la instituición corresponde a una asistencia humanizada a las parturientes que son acollidas en la Casa del Parto. Los procedimientos utilizados estan en sintonia con las recomendaciones de la Organización Mundial de Salud, lo que fue constatado en los depoimientos collidos de las puérperas participantes del estudio. Descriptores: parto; humanización del parto; puerperio. 


2015 ◽  
Vol 115 (3) ◽  
pp. 547-553 ◽  
Author(s):  
J. P. Chaput ◽  
A. Tremblay ◽  
B. Pereira ◽  
Y. Boirie ◽  
M. Duclos ◽  
...  

AbstractAlthough a few data are available regarding the impact of video games on energy intake (EI) in lean adolescents, there is no evidence on the effect of passive and active video gaming on food intake in both lean and obese youth. It is also unknown whether isoenergetic active video games and exercise differently affect food consumption in youth. In all, twelve lean and twelve obese adolescent boys (12–15 years old) had to complete four 1-h sessions in a cross-over design study: control (CON; sitting), passive video game (PVG; boxing game on Xbox 360), active video game (AVG; boxing game on Xbox Kinect 360) and exercise (EX; cycling). The exercise and active video game activities were designed to generate the same energy expenditure (EE). EE was measured using a K4b2 portable indirect calorimeter. Ad libitum food intake and appetite sensations were assessed following the sessions. AVG and EX-EE were significantly higher in obese participants and significantly higher compared with PVG and CON in both groups. Obese participants significantly ate more than lean ones in all four conditions (P<0·001). EI did not differ between conditions in obese participants (CON: 4935 (sd 1490) kJ; PVG: 4902 (sd 1307) kJ; AVG: 4728 (sd 1358) kJ; EX: 4643 (sd 1335) kJ), and was significantly lower in lean participants after EX (2847 (sd 577) kJ) compared with PVG (3580 (sd 863) kJ) and AVG (3485 (sd 643) kJ) (P<0·05). Macronutrient intake was not significantly different between the groups or conditions. Hunger was significantly higher and satiety was lower in obese participants but no condition effect was observed. Overall, moderate-intensity exercise provides better effect on energy balance than an isoenergetic hour of active video gaming in lean adolescent boys by dually affecting EE and EI.


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