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1.
Harm Reduct J ; 20(1): 132, 2023 09 13.
Artículo en Inglés | MEDLINE | ID: mdl-37700314

RESUMEN

BACKGROUND: Little is known about perceptions, use intentions, and behaviors of adults regarding nicotine gum that is marketed and regulated as a consumer product rather than as a medicinal nicotine replacement therapy (NRT). METHODS: Survey data were collected from a Qualtrics online panel (N = 1000) of adults who had never used a consumer nicotine gum, recruited based on smoking behavior, and from current and former purchasers of one commercially available nicotine gum product (LUCY Chew and Park), recruited via emails to a customer database (N = 500). In addition to descriptive cross-sectional analyses, logistic regression was used to estimate the probability of intent to try and of product appeal among these different groups. RESULTS: Among online panel respondents, individuals who smoked with and without plans to quit showed high intention to try the product (odds ratios 15.6 [95% CI 9.3, 27.6] and 9.8 [95% CI 5.8, 17.3] respectively, compared to people who formerly smoked) and persons who had never smoked showed low intentions to try. These results stood regardless of flavor. Among current and former purchasers of the study product, 43.4% of persons who had smoked cigarettes regularly indicated they were motivated to try the product "to help me quit smoking." Only 0.6% of young adult consumers of the nicotine gum (aged 21-30) had not tried tobacco products previously. CONCLUSIONS: Consumer nicotine gum does not appear to attract those who have never used a tobacco product and the results for young adults suggest minimal appeal to youth. The study product was used primarily by individuals who currently smoke and/or use e-cigarettes but who wished to quit or reduce consumption. These results suggest that a consumer nicotine gum may reduce harm by substituting for higher-risk products such as combustible cigarettes.


Asunto(s)
Sistemas Electrónicos de Liberación de Nicotina , Cese del Hábito de Fumar , Adulto Joven , Adolescente , Humanos , Nicotina , Intención , Estudios Transversales , Dispositivos para Dejar de Fumar Tabaco
2.
J Youth Adolesc ; 43(1): 127-36, 2014 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-23975351

RESUMEN

The issue of children's exposure to violent video games has been a source of considerable debate for several decades. Questions persist whether children with pre-existing mental health problems may be influenced adversely by exposure to violent games, even if other children are not. We explored this issue with 377 children (62 % female, mixed ethnicity, mean age = 12.93) displaying clinically elevated attention deficit or depressive symptoms on the Pediatric Symptom Checklist. Results from our study found no evidence for increased bullying or delinquent behaviors among youth with clinically elevated mental health symptoms who also played violent video games. Our results did not support the hypothesis that children with elevated mental health symptoms constitute a "vulnerable" population for video game violence effects. Implications and suggestions for further research are provided.


Asunto(s)
Trastorno por Déficit de Atención con Hiperactividad/psicología , Acoso Escolar/psicología , Depresión/psicología , Delincuencia Juvenil/psicología , Juegos de Video/psicología , Violencia/psicología , Poblaciones Vulnerables/psicología , Niño , Femenino , Humanos , Masculino , Pruebas Psicológicas
3.
Acad Psychiatry ; 32(5): 429-37, 2008.
Artículo en Inglés | MEDLINE | ID: mdl-18945983

RESUMEN

OBJECTIVE: This article presents a DVD-based educational program intended to help pediatric residents and practicing pediatricians recognize and respond to adolescent depression in busy primary care settings. METHODS: Representatives from pediatrics and adolescent medicine, child and adolescent psychiatry and psychology, and experts in the creation of educational mental health programs met to design a multimedia approach to improving the mental health diagnostic skills among pediatric residents. The authors chose depression as the initial topic because of its relatively high prevalence among children and adolescents, and evidence suggesting that pediatricians may have difficulty diagnosing this disorder in the primary care setting. The authors created a 30-minute DVD program featuring depressed adolescents and experts in child psychiatry and adolescent medicine. After viewing the DVD, residents in the training program, as well as practicing pediatricians, completed a standardized survey to assess the usefulness and attractiveness of this approach to pediatric education. RESULTS: The survey results support the potential value of this type of material and the feasibility of similar programs in addressing an array of mental health concerns in pediatric residencies. Participants found the program useful and indicated interest in receiving more educational programs in this format. CONCLUSION: The authors suggest that the relative ease with which initiatives such as this media-based approach can be implemented make this educational technique appropriate and feasible on a large scale for programs throughout the nation and for a variety of mental health concerns.


Asunto(s)
Psiquiatría del Adolescente/educación , Psiquiatría Infantil/educación , Propuestas de Licitación , Curriculum , Internado y Residencia , Trastornos Mentales/terapia , Pediatría/educación , Enseñanza/métodos , Enseñanza/normas , Humanos , Proyectos Piloto , Encuestas y Cuestionarios , Estados Unidos
4.
J Adolesc Health ; 41(1): 77-83, 2007 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-17577537

RESUMEN

PURPOSE: To compare the video and computer game play patterns of young adolescent boys and girls, including factors correlated with playing violent games. METHODS: Data collected in November/December, 2004 from children in grades 7 and 8 at two demographically diverse schools in Pennsylvania and South Carolina, using a detailed written self-reported survey. RESULTS: Of 1254 participants (53% female, 47% male), only 80 reported playing no electronic games in the previous 6 months. Of 1126 children who listed frequently played game titles, almost half (48.8%) played at least one violent (mature-rated) game regularly (67.9% of boys and 29.2% of girls). One third of boys and 10.7% of girls play games nearly every day; only 1 in 20 plays often or always with a parent. Playing M-rated games is positively correlated (p < .001) with being male, frequent game play, playing with strangers over the Internet, having a game system and computer in one's bedroom, and using games to manage anger. CONCLUSIONS: Most young adolescent boys and many girls routinely play M-rated games. Implications for identifying atypical and potentially harmful patterns of electronic game use are discussed, as well as the need for greater media literacy among parents.


Asunto(s)
Conducta del Adolescente , Psicología del Adolescente , Juegos de Video , Violencia , Adolescente , Distribución de Chi-Cuadrado , Femenino , Humanos , Modelos Logísticos , Masculino , Pennsylvania , Factores de Riesgo , South Carolina , Encuestas y Cuestionarios
5.
Child Adolesc Psychiatr Clin N Am ; 14(3): 523-53, x, 2005 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-15936672

RESUMEN

Families and children are in the midst of a media revolution. Television, Internet access, instant messaging, cell phones, and interactive video games are delivering more information for more hours than ever in history. Exposure is occurring at younger and younger ages, often without parental oversight or interpretation. The impact on children is just beginning to be studied. Does media exposure prepare children for the world in which they live or deprive them of critical developmental opportunities? Does the steady display of violence contribute to violent behavior? This article presents a developmental context, discusses the research conducted to date, reviews the recommendations of major organizations, and tries to take a balanced perspective in the midst of a rising tide of media, technology, commercialism, and controversy.


Asunto(s)
Escolaridad , Medios de Comunicación de Masas , Padres , Médicos , Adolescente , Trastorno por Déficit de Atención con Hiperactividad/psicología , Niño , Preescolar , Familia/psicología , Humanos , Grupo Paritario , Autoimagen , Conducta Sexual , Televisión , Temperamento
6.
Child Adolesc Psychiatr Clin N Am ; 14(3): 613-22, xi-xii, 2005 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-15936677

RESUMEN

Psychiatrists have mixed feelings about working with the mass media. There are many reasons to respond to reporters or proactively reach out to the media, including reducing stigma and other barriers to seeking and complying with treatment and counteracting media misinformation and distortion. This article addresses ways to increase positive outcomes when psychiatrists respond to calls from reporters, make proactive efforts to influence behaviors or policies, or take advantage of breaking news to educate reporters and the public. The article also reviews examples of planned media campaigns.


Asunto(s)
Psiquiatría Infantil/métodos , Relaciones Comunidad-Institución , Medios de Comunicación de Masas , Niño , Educación en Salud , Humanos
7.
Acad Psychiatry ; 28(2): 144-50, 2004.
Artículo en Inglés | MEDLINE | ID: mdl-15298868

RESUMEN

OBJECTIVE: Contrary to media headlines and public perceptions, there is little evidence of a substantial link between exposure to violent interactive games and serious real-life violence or crime. CONCLUSION: Further research is needed on whether violent games may affect less dramatic but real concerns such as bullying, fighting, or attitudes and beliefs that support aggression, as well as how effects may vary by child characteristics and types of games. There is also a need for research on the potential benefits of violent games for some children and adults.


Asunto(s)
Agresión/psicología , Opinión Pública , Televisión , Juegos de Video/efectos adversos , Violencia/estadística & datos numéricos , Adolescente , Adulto , Causalidad , Niño , Estudios Transversales , Humanos , Reproducibilidad de los Resultados , Investigación , Medición de Riesgo/estadística & datos numéricos , Estadística como Asunto , Televisión/estadística & datos numéricos , Estados Unidos , Juegos de Video/psicología , Juegos de Video/estadística & datos numéricos , Violencia/psicología
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