Abstract in English:
ABSTRACT The COVID-19 pandemic has a global effect on people’s mental health. The SARS-CoV-2 infection is a new source of anxiety, depression, and psycho-emotional changes in people without morbid conditions, with even more important impact on patients with associated diseases. We present the case of a previously diagnosed patient with COVID-19, in which the psychological effects accumulated during hospitalization triggered an autolytic behaviour. The case presented by us and the review of the literature show that serious diseases are frequently associated with depression and emotional disorders, and SARS-CoV-2 infection is no exceptionAbstract in English:
ABSTRACT Purpose: We aimed to find the association between screen time (ST)-based sedentary behavior and depression in children and adolescents. Methods: PubMed, Embase, and Web of science database were searched to find eligible studies until April 25, 2021. Data extraction was conducted by two investigators independently, followed by quality assessment for included studies. Odd ration (OR) and 95% confidence intervals (CI) were regarded as effect size index. Heterogeneity test was conducted using Cochran’ s Q test and I2 test. Least squares trend estimation method was used for dose-response meta-analysis. All statistical analyses were conducted using Stata12.0 software. Results: Totally 22 articles containing 197,673 cases were included. The pooled results displayed that there was a significant positive correlation between ST and depression [OR (95%CI) = 1.24 (1.11, 1.38), P < 0.001]. Similar results were observed for watching television (TV), computer use (CU), computer game (CG)/video game (VG) and internet use (IU)/mobile phone (MP) time. Dose-response meta-analysis showed that take 1 hour/day as control, the risk of depression went down and then went up as sedentary time increased for ST (P > 0.05). The risk of depression was significantly increased when TV time beyond 4.5 hours/day (P < 0.05), or CU time beyond 0.5 hours/day (P < 0.05), or CG/VG time beyond 2 hours/day (P < 0.05), or IU/MP time beyond 0.5 hours/day (P < 0.05). Conclusion: ST-based sedentary behavior was associated with the risk of depression in a non-linear dose–response manner for children and adolescents.Abstract in English:
ABSTRACT Background: Online Challenge is neither an application nor an internet-based game; instead, users receive a link to it via chat groups on social media. Our aim is to identify the potential differences between the normal population and youth drawn to online challenges. These potential differences are the examining the parenting skills of parents of children who participate in the challenges and determining underlying psychopathologies through structured clinical interviews. Method: A questionnaire-based cross-sectional study was used to obtain further in-depth information on the comorbid psychopathology of children who play the BWC and on the parenting skills. The Development and Well Being Assessment and Alabama Parenting Questionnaire was applied to the children and their families in both the control and case groups. Results: Two groups of children and parents were recruited: a clinical sample (case) group (n = 34) and a community sample (control) group (n = 141). Attention-deficit/hyperactivity disorder (ADHD), oppositional defiant disorder (ODD), specific phobia and CD (conduct disorder) were significantly more frequent in the clinical sample than in the community sample. The median scores for the Alabama Parenting Questionnaire (APQ) parental involvement, positive parenting, and poor monitoring/supervision subscales were significantly lower in the clinical sample than in the community sample. Conclusion: As far as we know, this study is the first to examine comorbid psychopathologies of online challenge-style games and parenting skills. We believe that as research into these subject increases, it will assist mental health professionals to develop prevention strategies and to manage cases resulting from the Blue Whale Challenge (BWC) and other online challenges that pose a serious threat to mental health and that have driven many young people to suicide worldwide.