self harm

自我伤害
  • 文章类型: Case Reports
    在COVID-19大流行期间,随着Tourette综合征样病例的出现增加,评估行为模仿对医疗保健提供者的日常功能很重要,由于社交媒体上流行的视频创作者而看到(例如,TikTok)展示这些行为。自闭症谱系障碍(ASD)患者在联系和同化方面面临困难,他们通过伪装自己的行为来适应神经典型的大多数人。我们的团队评估了一个患有ASD的人的行为,以确定伪装是否在我们住院的精神病院中对她的精神稳定起作用。我们提供了一个30岁女性自闭症患者的案例,承认我们的长期住院精神病院显著的情绪失调,尽管有许多治疗方法(调解,groups,等。).虽然她最初的行为包括头部撞击和自我诱发的跌倒,她的行为似乎根据同龄人的行为而改变,显然是试图伪装到单位内的社会环境中。她似乎也学会了新的自残行为,比如剥皮,她周围的同龄人。该团队能够在一些表现出特定行为的同龄人和我们的患者参与类似行为之间建立时间联系。虽然住院单位有效地管理其他精神疾病的长期稳定,这些环境不是为患有ASD的个人设计的。治疗团队应认识到ASD患者行为的延展性,并且必须在住院精神病治疗期间及早识别和管理行为模仿;否则,它可能会导致重大伤害。
    Evaluating behavioral mimicking is important in healthcare providers\' everyday functioning with an increased presentation of Tourette syndrome-like cases during the COVID-19 pandemic, seen due to the popular video creators on social media (e.g., TikTok) exhibiting these behaviors. Individuals with autism spectrum disorder (ASD) face difficulties with connection and assimilation, and they adapt by camouflaging their behaviors to fit with those of the neurotypical majority. Our team evaluated the behaviors of one individual with ASD to establish whether camouflaging was playing a role in her psychiatric stabilization in our inpatient psychiatric unit. We present a case of a 30-year-old female with ASD, admitted to our long-term inpatient psychiatric facility for significant mood dysregulation that persisted despite numerous treatment approaches (mediations, groups, etc.). While her initial behaviors included head banging and self-induced falls, her behaviors seemed to change based on those of her peers, in an apparent attempt to camouflage into the social environment within the unit. She also appeared to learn new self-harm behaviors, such as skin picking, from peers around her. The team was able to establish a temporal link between some instances of peers exhibiting specific behaviors and our patient engaging in similar behavior. Although inpatient units effectively manage long-term stabilization in other psychiatric disorders, these environments are not designed for individuals with ASD. Treatment teams should recognize the malleability of behaviors in patients with ASD and must identify and manage behavioral mimicking early during inpatient psychiatric treatment; otherwise, it may lead to significant harm.
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  • 文章类型: Journal Article
    背景:我们的目的是研究数字媒体关于归因于游戏的自杀死亡报道的属性。我们还旨在评估这些媒体报道中的“游戏”和“赌博”活动之间的重叠。
    方法:使用Google新闻在线平台检索了有关印度数字游戏自杀死亡主题的在线媒体报道。在tor浏览器中使用关键字“印度游戏自杀”或“印度游戏死亡”搜索新闻报道。
    结果:在绝大多数(94.8%)新闻报道中,游戏被认为是自杀死亡的直接原因。根据世界卫生组织(WHO)提供的负责任的媒体报道自杀的准则,很大一部分报告未能以负责任的方式报告自杀死亡。新闻报道中提到的利益相关者的观点和意见包括父母,照顾者或朋友(17.5%),其他游戏玩家(3.1%),游戏业(8.3%),和精神卫生专业人员(5.2%)。大约24%的报道主张禁止“游戏”。
    结论:根据我们的观察,我们建议在在线新闻中对自杀死亡进行负责任的报道。此外,在得出结论之前,应该进行更严格和系统的尝试,同时将这些死亡归因于游戏。最后,新闻报道应确保“游戏”和“赌博”之间的界限不会变得模糊。
    BACKGROUND: We aimed to study the attributes of the digital media reports on death due to suicide attributed to gaming. We also aimed to assess the overlap between the \'gaming\' and \'gambling\' activities in these media reports.
    METHODS: The online media reports on the theme of deaths due to suicides attributed to digital gaming in India were retrieved using the Google News online platform. The news reports were searched in the tor browser using the keywords \"gaming suicide India\" or \"gaming death India\".
    RESULTS: Gaming was identified as the direct reason for death due to suicide in an overwhelming majority (94.8%) of news reports. A large proportion of the reports failed to report death due to suicide in a responsible manner following the guidelines for responsible media reporting of suicide given by the World Health Organization (WHO). Stakeholders\' views and opinions mentioned in the news reports included parents, caregivers or friends (17.5%), other gamers (3.1%), gaming industry (8.3%), and mental health professionals (5.2%). Around 24 per cent reports advocated a ban on \'gaming\'.
    CONCLUSIONS: Based on our observations we recommend responsible reporting on death due to suicide in the online news. Also, there should be a more rigorous and systematic attempt before reaching at the conclusion while attributing these deaths to gaming. Finally, the news reports should ensure that the boundaries between \'gaming\' and \'gambling\' do not get blurred.
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