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142 results

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The prevalence and possible risk factors of internet gaming disorder among adolescents and young adults: Systematic reviews and meta-analyses.
Gao YX, Wang JY, Dong GH. Gao YX, et al. J Psychiatr Res. 2022 Oct;154:35-43. doi: 10.1016/j.jpsychires.2022.06.049. Epub 2022 Jul 19. J Psychiatr Res. 2022. PMID: 35926424 Review.
METHODS: On the premise of following the PRISMA statement, the study conducted two systematic reviews and meta-analyses to assess the global prevalence of IGD among AYAs and identify its possible risk factors. ...The following 12 factors are the possible risk factors of IG …
METHODS: On the premise of following the PRISMA statement, the study conducted two systematic reviews and meta-analyses to assess the …
Assessment of computer game as a psychological stressor.
Sharma R, Khera S, Mohan A, Gupta N, Ray RB. Sharma R, et al. Indian J Physiol Pharmacol. 2006 Oct-Dec;50(4):367-74. Indian J Physiol Pharmacol. 2006. PMID: 17402266
To simulate the effects of acute psychological stress, the effects of stressful computer game in young adult subjects were assessed by various physiological, psychological and biochemical parameters. The results showed a significant incre …
To simulate the effects of acute psychological stress, the effects of stressful computer game in young adult sub …
Non-pharmacological interventions for assisting the induction of anaesthesia in children.
Manyande A, Cyna AM, Yip P, Chooi C, Middleton P. Manyande A, et al. Cochrane Database Syst Rev. 2015 Jul 14;2015(7):CD006447. doi: 10.1002/14651858.CD006447.pub3. Cochrane Database Syst Rev. 2015. PMID: 26171895 Free PMC article.
Children given video games before induction were significantly less anxious at induction than those in the control group (mYPAS mean difference (MD) -9.80, 95% CI -19.42 to -0.18) and also when compared with children who were sedated with midazolam (mYPAS MD -12.20, …
Children given video games before induction were significantly less anxious at induction than those in the control group (mYPA …
Electroencephalography and psychological assessment datasets to determine the efficacy of a low-cost, wearable neurotechnology intervention for reducing Post-Traumatic Stress Disorder symptom severity.
du Bois N, Bigirimana AD, Korik A, Kéthina LG, Rutembesa E, Mutabaruka J, Mutesa L, Prasad G, Jansen S, Coyle D. du Bois N, et al. Data Brief. 2022 Mar 26;42:108066. doi: 10.1016/j.dib.2022.108066. eCollection 2022 Jun. Data Brief. 2022. PMID: 35434211 Free PMC article.
Twenty-nine female survivors of the 1994 genocide against the Tutsi in Rwanda, underwent a psychological assessment before and after an intervention aimed at reducing Post-Traumatic Stress Disorder (PTSD) symptom severity. Three measures of trauma and four me …
Twenty-nine female survivors of the 1994 genocide against the Tutsi in Rwanda, underwent a psychological assessment before and …
EmoTIC: Impact of a game-based social-emotional programme on adolescents.
de la Barrera U, Mónaco E, Postigo-Zegarra S, Gil-Gómez JA, Montoya-Castilla I. de la Barrera U, et al. PLoS One. 2021 Apr 16;16(4):e0250384. doi: 10.1371/journal.pone.0250384. eCollection 2021. PLoS One. 2021. PMID: 33861813 Free PMC article.
INTRODUCTION: Technologies provide a brilliant opportunity to promote social-emotional competences, well-being and adjustment in adolescence. Game-based programmes and serious games are digital tools that pursue an educational goal in an attractive environment for a …
INTRODUCTION: Technologies provide a brilliant opportunity to promote social-emotional competences, well-being and adjustment in adolescence …
The Effects of Videogaming with a Brain-Computer Interface on Mood and Physiological Arousal.
Carrera Arias FJ, Boucher L, Tartar JL. Carrera Arias FJ, et al. Games Health J. 2019 Oct;8(5):366-369. doi: 10.1089/g4h.2018.0133. Games Health J. 2019. PMID: 31539292
However, the effects of videogaming with other immersive gaming apparatuses such as commercial electroencephalography (EEG)-based brain-computer interfaces (BCIs) on psychological welfare have not been extensively researched. ...In both conditions, participants fill …
However, the effects of videogaming with other immersive gaming apparatuses such as commercial electroencephalography (EEG)-based brain-c
Virtual social environments as a tool for psychological assessment: dynamics of interaction with a virtual spouse.
Schönbrodt FD, Asendorpf JB. Schönbrodt FD, et al. Psychol Assess. 2011 Mar;23(1):7-17. doi: 10.1037/a0021049. Psychol Assess. 2011. PMID: 21280959
Computer games are advocated as a promising tool bridging the gap between the controllability of a lab experiment and the mundane realism of a field experiment. ...The authors investigated the usefulness of this game for the assessment of interactions
Computer games are advocated as a promising tool bridging the gap between the controllability of a lab experiment and the mund
Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students.
Desai V, Gupta A, Andersen L, Ronnestrand B, Wong M. Desai V, et al. Trends Psychol. 2021;29(3):563-579. doi: 10.1007/s43076-021-00062-6. Epub 2021 Mar 11. Trends Psychol. 2021. PMID: 40477391 Free PMC article.

Notably, there was a significant measurement intervention interaction (p < .001) for the psychological stress measure; participants in the mindfulness-meditation group reported greater stress reduction after the intervention than participants in the v

Notably, there was a significant measurement intervention interaction (p < .001) for the psychological stress measure; pa

Self-regulation, stress appraisal, and esport action performance.
Trotter MG, Obine EAC, Sharpe BT. Trotter MG, et al. Front Psychol. 2023 Oct 10;14:1265778. doi: 10.3389/fpsyg.2023.1265778. eCollection 2023. Front Psychol. 2023. PMID: 37885748 Free PMC article.
With this growth has come the pursuit of elite esports performance, especially from a psychological perspective. This study aimed to investigate potential variations in self-regulation levels among athletes of different levels (national vs. student), compare the self-regul …
With this growth has come the pursuit of elite esports performance, especially from a psychological perspective. This study aimed to …
Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance.
Király O, Potenza MN, Stein DJ, King DL, Hodgins DC, Saunders JB, Griffiths MD, Gjoneska B, Billieux J, Brand M, Abbott MW, Chamberlain SR, Corazza O, Burkauskas J, Sales CMD, Montag C, Lochner C, Grünblatt E, Wegmann E, Martinotti G, Lee HK, Rumpf HJ, Castro-Calvo J, Rahimi-Movaghar A, Higuchi S, Menchon JM, Zohar J, Pellegrini L, Walitza S, Fineberg NA, Demetrovics Z. Király O, et al. Compr Psychiatry. 2020 Jul;100:152180. doi: 10.1016/j.comppsych.2020.152180. Epub 2020 May 12. Compr Psychiatry. 2020. PMID: 32422427 Free PMC article.
The fear resulting from the disease, the 'lockdown' situation, high levels of uncertainty regarding the future, and financial insecurity raise the level of stress, anxiety, and depression experienced by people all around the world. Psychoactive substances and other reinfor …
The fear resulting from the disease, the 'lockdown' situation, high levels of uncertainty regarding the future, and financial insecurity rai …
142 results