scholarly journals Do Online Games Affect the Quality of Attachment Between Adolescents and Parents?

2020 ◽  
Vol 1 (4) ◽  
pp. 29-33
Author(s):  
Tesaviani Kusumastiwi

Abstract Online games are games using machines based on internet networks so that they can interact between players and can be accessed either via computers, console games or smartphones. This game is top-rated not only apart from the challenges that exist in the game, as well as the interaction with other players, so it resembles real life. Ease of access and fun games cause online game users to take more and more time to play online games. This behaviour makes online game users neglect their daily activities and reduce interaction with the real world. Adolescence is an age that is prone to addiction to online games due to various factors. The attachment of parents and adolescents is allegedly able to play a role as a preventive factor and symptom improvement in online gaming disorder in adolescence.

Blood ◽  
2019 ◽  
Vol 134 (Supplement_1) ◽  
pp. 4762-4762
Author(s):  
Herve Ghesquieres ◽  
Cedric Rossi ◽  
Fanny Cherblanc ◽  
Sandra Le Guyader ◽  
Fontanet Bijou ◽  
...  

Introduction: Lymphoma incidence continues to rise in France since early 80', although differently among subtypes. Recent improvements in patient survival in major lymphoma subtypes at populational level raise new questions about patient outcome (in specific subgroups) and survivorship (i.e. quality of life, long term sequelae). Numerous epidemiological studies have investigated factors related to lymphoma risk, but far fewer have addressed the extent to which socioeconomic status, social institutional context (i.e. healthcare system), social relationships, environmental context (exposures), individual behaviours (lifestyle) or genetic determinants influence lymphoma outcomes, especially in the general population. Moreover, the knowledge of the disease behaviour achieved from clinical trials data is partly biased because of patient selection. Study Design and Methods: The REALYSA ("REal world dAta in LYmphoma and Survival in Adults") study is a real-life multicentric cohort set in France areas mostly covered by population-based cancer registries to study the prognostic value of epidemiological, clinical and biological factors with a prospective 9-year follow up. ClinicalTrials.gov identifier is NCT03869619. We aim to include 6000 patients over 4 years. Adult patients without lymphoma history and newly diagnosed of one of the following 7 lymphoma subtypes (diffuse large B cell (DLBCL), follicular (FL), marginal zone (MZL), mantle cell (MCL), Burkitt, Hodgkin (HL), T-cell (T-NHL)) are offered to participate during a medical consultation with their hematologist. Exclusion criteria are: having already received anti-lymphoma treatment (except pre-phase) and having a documented HIV infection. After having given signed informed consent, participants fill in three auto-questionnaires regarding lifelong history of residences and occupations, quality of life (QoL / QLQ-C30 questionnaire) and social support (SS / SSQ6 questionnaire). Patients are then interviewed to collect their sociodemographic characteristics, medical and familial history, professional and domestic exposures to major chemicals and pesticides, lifestyle and women health. Clinical data are obtained using patients medical records, including care pathway, medical history, concomitant treatments, initial diagnosis characteristics, nodal/extra-nodal involvement, exams performed, staging, laboratory data, serologic tests, geriatric screening (G8 questionnaire), treatments received (including pre-phase, detailed treatment phases and molecules, reasons for treatment discontinuation), progressions, and treatment response evaluation. Biological samples at baseline and during treatment are collected including plasma and peripheral mononuclear cells. Additionally, a virtual tumor biobank is constituted for baseline tumor samples. The diagnosis will be ensured thanks to the review of French Lymphopath network. Follow-up, including clinical outcomes, new morbidities, lifestyle, professional situation, QoL, SS, fertility, health behavior, are collected every 6 months in the first 3 years and every year thereafter. Results: A pilot phase was implemented between November 2018 and June 2019 in 7 French hospitals/clinics. By June 30, 328 patients were recruited. Biological samples at baseline were obtained for 81% of included patients (n=265). 52% were male and 48% were female. The median age was 62 years (range: 18-95). The histological subtypes were the following (n=308 patients with complete data): 132 DLBCL (42.8%); 59 FL (19.5%); 52 HL (16.9%); 29 MCL (9.4%); 22 MZL (7.1%); 13 T-NHL (4.2%); 1 other (0.3%). We observed a good adherence to clinical research process despite the complexity of data collection. An extension phase with 10 additional centres will be launched during the last 2019 trimester. Discussion: The pilot phase of REALYSA study showed a good compliance to study guidelines and a good quality of data collected at baseline. Consequently, the study design is prospectively feasible in real-life setting. This cohort will constitute an innovative platform for clinical, biological, epidemiological and socio-economical research projects. Disclosures Oberic: Takeda: Membership on an entity's Board of Directors or advisory committees; Janssen: Honoraria; Roche: Membership on an entity's Board of Directors or advisory committees. Salles:Amgen: Honoraria, Other: Educational events; Novartis, Servier, AbbVie, Karyopharm, Kite, MorphoSys: Consultancy, Honoraria, Membership on an entity's Board of Directors or advisory committees, Other: Educational events; BMS: Honoraria; Roche, Janssen, Gilead, Celgene: Consultancy, Honoraria, Membership on an entity's Board of Directors or advisory committees, Other: Educational events; Takeda: Consultancy, Honoraria, Membership on an entity's Board of Directors or advisory committees, Other: Educational events; Merck: Consultancy, Honoraria, Membership on an entity's Board of Directors or advisory committees; Autolus: Consultancy, Membership on an entity's Board of Directors or advisory committees; Epizyme: Consultancy, Honoraria.


2020 ◽  
Vol 9 (5) ◽  
pp. 321-326
Author(s):  
Kati Koskinen ◽  
Maija Hytönen ◽  
Pirjo Räsänen

Aim: Patient reported outcomes collected alongside clinical trials do not reflect real-world effectiveness (RWE). This review assessed the use of RWE measurements in routine clinical treatment and the instruments applied to collect that data. Materials & methods: The RWE articles published from HUS (Helsinki University Hospital) were extracted from several databases. Results: Out of 170 eligible articles, generic health-related quality of life instruments were used in 87 (51.2%) and disease-specific health-related quality of life instruments in 58 (34.1%) articles as a primary measurement. Most of the articles pertained to surgery, gynecology and pediatric surgery. Conclusion: The number of articles assessing RWE is very limited compared with all the articles published from HUS. Thus, we still have limited information about the effectiveness of the treatment in real life.


Author(s):  
Irmayani Irmayani ◽  
Muhammad Anas

Research objectives 1) determine the symptoms of students addicted to the online game Mobile Legend. 2) find out the factors that influence students addicted to the Mobile Legend online game. 3) find out the impact of Mobile Legend online game addiction on students. 4) the role of self-management techniques to reduce addiction to the Mobile Legend online game. This research is qualitative with a type of case study research. The research subjects are 2 students who are addicted to the legendary online mobile game. The research instruments used were interviews, observation and documentation. Research results: 1) Symptoms of students who are addicted to online games: a) cognitive salience b) behavioral salience c) euphoria d) external conflict e) internal conflict f) tolerance g) withdrawal symptoms. h) relapse and reinstatement 2) Factors affecting students addicted to online games are: a) reward, feedback on games b) reduce boredom towards real life c) eliminate the loneliness streotype d) social inability for players who are addicted e) low self esteem and self efficacy f) virtual environments. 3) The impact on students' learning achievements addicted to online games namely; lazy to do the task, low report card grades, feeling weak and lacking enthusiasm when I wake up in the morning, and his emotions are not stable, enthusiasm for learning is low. 4) Tutor teacher's efforts to overcome online game addiction on two students namely: a) Using an individual counseling approach, b) Conducting home visits.


2012 ◽  
Vol 4 (2) ◽  
pp. 35-54
Author(s):  
Keken Frita Vanri ◽  
Benni Yusriza Hasbiyalloh

Interactivity, digitality, and virtuality are three important aspects of Internet technology, among others. Thanks to its break-through characteristics, internet brings many changes into the lives of people. Due to its accessible features and loads of information, many people’s needs on information, entertainment and social interaction are necessarily answered. One of the most interesting and widely developed features on internet is online game. Online game promises its users the ability to connect with other fellow users in real time. This paper intends to view online game as a second reality, different with the real world we live in. By employing psychoanalysis theory initiated and developed by Sigmund Freud, this paper sees online game as a playing field for human Id (Freudian biological desire), constantly repressed in real world due to its persisting conflict with ego and super ego. Online game commonly perceived as “unreal virtual sphere” facilitates its users to freely conduct certain actions which, in normal and real life, are forbidden, such as killing and raping. Therefore, online game could be perceived as catharsis, or outlet for bestial desire of human being. The hypotheses needs to be proven in this paper is whether sexual and violent character of online game really possess catharsis function to release the biological desire of the users, or, the other way around, namely, repressing the Id. The methodology used in this paper is case study with both observation as well as literature study relevant with online game in question. The authors attempt to observe directly and also conduct interview with ten children in five different internet shop (warnet). The theoretical paradigm used is twofold, namely, catharsis theory and Freudian psychoanalysis. To support the main paradigm used, the authors also use media dependency theory proposed by DeFleur, including, but not limited to, arousal and aggressive cues. Kata Kunci : Game online, katarsis, psikoanalisis


LETS ◽  
2020 ◽  
Vol 1 (2) ◽  
pp. 91-98
Author(s):  
Yudhi Faizal Eka Putra ◽  
Serliah Nur ◽  
Rabiatul Adawiah ◽  
Nurfitrah

Online Games are popular for Indonesian teenagers, and one of them is the Clash of Clans (COC). Each online game has specific terms. Those are known as jargon. This study is aimed to find jargons of Clash of Clans used by the teenagers. It is a qualitative research using descriptive method. The result shows that there are seventeen jargons used by three teenagers. They are Archer Troops, Barbarian Troops, Wall Level 3, Wall Level 1, Town Hall 3 Starts, Mortar, Golem, Hogs, Wars, Builder, Hidden Tesla, Clan Castle, Giant, Healer, and Elixir. Those jargons are used in the other contexts, out of that online game. the players use this jargon language by considering the things in the real life with all of the things in Clash of Clans. So the jargon language from the game is accidentally said by teenagers in their real life context.


2014 ◽  
Vol 931-932 ◽  
pp. 1472-1476 ◽  
Author(s):  
Permbun Aimsupasit ◽  
Witcha Feungchan

Nowadays, Online gaming industry has been fast growing in Bangkok especially massively multiplayer online role-playing game (MMORPG). As online games grow in importance as an electronic commerce application, game developers and publishers increasingly believe that understanding factors affecting the quality of MMORPG online games is critical to the success of online game industry. Nevertheless, scant attention is given to the empirical investigation of the influence of online gaming perceived MMORPG quality. As for the study of factors affecting the quality of MMORPG online games in Bangkok, the researchers had set the regulations of quantitative research as a survey research with a questionnaire as the tool for data collection, the study results could be useful for online game industry.


Breast Care ◽  
2021 ◽  
pp. 1-7
Author(s):  
Diana Lüftner ◽  
Andreas D. Hartkopf ◽  
Michael P. Lux ◽  
Friedrich Overkamp ◽  
Hans Tesch ◽  
...  

Background: The therapeutic armamentarium for patients with metastatic breast cancer is becoming more and more specific. Recommendations from clinical trials are not available for all treatment situations and patient subgroups, and it is therefore important to collect real-world data. Summary: To develop recommendations for up-to-date treatments and participation in clinical trials for patients with metastatic breast cancer, the Prospective Academic Translational Research PRAEGNANT Network was established to optimize the quality of oncological care in the advanced therapeutic setting. The main aim of PRAEGNANT is to systematically record medical care for patients with metastatic breast cancer in the real-life setting, including the outcome and side effects of different treatment strategies, to monitor quality-of-life changes during therapy, to identify patients eligible for participation in clinical studies, and to allow targeted therapies based on the molecular structures of breast carcinomas. Key Messages: This article describes the PRAEGNANT network and sheds light on the question of whether the various end points from clinical trials can be transferred to the real-world treatment situation.


BMC Cancer ◽  
2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Prianka Singh ◽  
Bryan Bennett ◽  
Tom Bailey ◽  
Gavin Taylor-Stokes ◽  
Ivana Rajkovic ◽  
...  

Abstract Background Although current therapy for patients with early-stage squamous cell carcinoma of the head and neck (SCCHN) is potentially curative, the recurrence rate is high. Patients with recurrent or metastatic (R/M) SCCHN have a poor prognosis and substantial disease burden, including impaired health-related quality of life (HRQoL), productivity loss and indirect costs, such as need for caregiver support. The aim of this study was to characterize the impact of R/M SCCHN and its first-line treatment on patient and caregiver quality of life, daily activities and work productivity using real-world evidence from Europe. Methods This was a multicentre retrospective study of patients with R/M SCCHN in France, Germany, Italy, Spain and the United Kingdom incorporating patient and caregiver surveys, and a physician-reported medical chart review, conducted between January and May 2019. Patients aged 18 or over with a physician confirmed diagnosis R/M SCCHN completed four validated measures of disease activity and its impact on quality of life and work productivity, while caregivers also completed questionnaire to assess the burden of providing care. Physicians provided data for clinical characteristics, patient management, testing history and treatment patterns. Results A total of 195 medical/clinical oncologists provided data for 937, predominantly male (72%) patients, with almost half of patients aged over 65 years. The most frequently reported symptoms were fatigue (43%), weight loss (40%), pain (35%) and difficulty swallowing (32%). The EXTREME regimen was the most common first line therapy in over half of patients, who reported moderate or extreme pain/discomfort, and anxiety/depression, and problems with self-care resulting in a diminished health status compared with the general population. Only 14% were employed with high absenteeism or presenteeism, and over half of patients had a caregiver for whom the burden of care was substantial. Conclusion Our results provide real-world insight into the multi-faceted burden associated with R/M SCCHN. The combination of poor HRQoL and the impairment in daily activities, social life and employment illustrates the wider impact of R/M SCCHN on patients and their caregivers, and highlights a need for novel 1 L treatment regimens to improve the humanistic and productivity burdens of this cancer.


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