Television

电视
  • 文章类型: Journal Article
    目的:该研究的目的是确定波兰医学和非医学学生暴饮暴食(BW)的危险因素。
    方法:一项符合STROBE标准的横断面观察研究,于2022年7月至2023年3月在波兰进行。基于网络的调查包括一份个人问卷,疯狂观察行为问卷,观看电视剧的动机量表,里夫幸福量表的缩短版本,和DeJongGierveld孤独量表.纳入标准是学生,并提供知情同意参加。该研究涉及726名受访者(70.5%为女性),平均年龄为22.41(SD=3.89),包括308名(44%)医学生。
    结果:在波兰医学生组中,回归模型拟合良好F(10,287)=30.189;p<0.001,R2=0.496,危险因素为逃避动机(β=0.416;p<0.001),心理健康(β=-0.165;p=0.003),情绪孤独感(β=0.152;p=0.014),和社交孤独感(β=-0.118;p=0.031)。在其他专业的波兰学生中,回归模型拟合良好F(10,378)=46.188;p<0.001,R2=0.538,逃避动机的影响(β=0.456;p<0.001),娱乐动机(β=0.258;p<0.001),学生的心理健康(β=-0.134;p=0.004),并证明了情绪孤独感(β=0.111;p=0.032)。
    结论:学生是行为成瘾的高危人群,被称为暴饮暴食。情感孤独,逃避日常生活问题的愿望,并降低了心理健康,加剧了所有研究小组的狂欢观察。娱乐动机和社交孤独感在BW危险因素方面区分了波兰医学生和非医学生群体。
    OBJECTIVE: The aim of the study was to determine the risk factors for binge-watching (BW) among Polish medical and non-medical students.
    METHODS: A STROBE-compliant cross-sectional observational study, was carried out in Poland from July 2022 - March 2023. The web-based survey consisted of a personal questionnaire, a Binge-Watching Behaviour Questionnaire, a Scale of Motivation for Watching TV Series, a shortened version of the Ryff Well-Being Scale, and the De Jong Gierveld Loneliness Scale. Inclusion criteria were being a student and providing informed consent to participate. The study involved 726 respondents (70.5% female) with an average age of 22.41 (SD=3.89), including 308 (44%) medical students.
    RESULTS: In the group of Polish medical students, the regression model was well-fitted F(10,287)=30.189; p<0.001, R2=0.496, and the risk factors were escape motivation (β=0.416; p<0.001), psychological well-being (β=-0.165; p=0.003), emotional loneliness (β=0.152; p=0.014), and social loneliness (β=-0.118; p=0.031). Among Polish students of other majors, the regression model was well-fitted F(10,378)=46.188; p<0.001, R2=0.538, and the influence of escape motivation (β=0.456; p<0.001), entertainment motivation (β=0.258; p<0.001), the psychological well-being of students (β=-0.134; p=0.004), and emotional loneliness (β=0.111; p=0.032) was demonstrated.
    CONCLUSIONS: Students are in a high-risk group for behavioural addiction known as binge-watching. Emotional loneliness, the desire to escape from everyday life problems, and reduced psychological well-being intensified binge-watching in all the studied groups. Entertainment motivation and social loneliness differentiated the groups of Polish medical and non-medical students in terms of BW risk factors.
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  • 文章类型: Journal Article
    当电视连续剧结束时,粉丝可能会感到沮丧和痛苦。然而,很少对虚构系列结尾的悲伤和失落反应进行调查。感觉到这种反应的程度很可能受到观看动机的影响(例如,快乐,意义制作),与该系列及其粉丝社区的联系,与角色形成的关系,包括反社会纽带和同理心的经历,以及与他人的观点和情感互动的倾向,包括虚构的人物。这项研究的目的是研究电视连续剧《邻居》结尾的粉丝悲伤和失去反应的预测因素,从1985年到2022年播出。粉丝(n=1289)在筛选最后一集后不久完成了一项在线调查。这项调查测量了悲伤的情绪和认知,接受该系列已经结束,在失去与最喜欢的角色的反社会关系时感到痛苦,封闭的感觉,以及对该系列的感激之情。调查中检查的这些悲伤和损失反应的预测因素是观察动机,粉丝身份,与最喜欢的角色形成的反社会关系的力量,对那个角色的同情,和倾向于接受他人的观点,经历移情关注和个人痛苦,以及与虚构人物交往的倾向。粉丝们经历了更大的悲伤和失落的反应,他们观看的动机涉及娱乐和接触不同的生活方式,谁感觉到与该系列有更强的粉丝联系,和他们最喜欢的角色形成了更强的反社会移情关系。性别等因素,年龄,移情倾向预测了各种类型的悲伤反应。了解长期运行的系列结束时的粉丝体验,可以促进有关观众的非社会关系和与媒体互动的理论和研究,以及提供证据表明,失去一个系列或最喜欢的角色可以被视为一种悲伤的经历。
    Fans may experience significant upset and distress when a television series ends. However, grief and loss reactions to the end of a fictional series have seldom been investigated. It is likely that the degree to which such reactions are felt is influenced by viewing motives (e.g., pleasure, meaning making), connection to the series and its fan community, relationships formed with characters, including parasocial bonds and experiences of empathy, and tendency to engage with others\' perspectives and emotions, including fictional characters. The purpose of this study was to examine predictors of fans\' grief and loss reactions to the end of the television series Neighbours, which aired from 1985 to 2022. Fans (n = 1289) completed an online survey shortly after the screening of the final episode. The survey measured grief emotions and cognitions, acceptance that the series had ended, distress at the loss of a parasocial relationship with a favourite character, feelings of closure, and expressions of gratitude for the series. Predictors of these grief and loss reactions examined in the survey were viewing motives, fan identity, strength of a parasocial relationship formed with a favourite character, empathy towards that character, and tendency to take others\' perspectives, experience empathic concern and personal distress, and tendency towards engagement with fictional characters. Greater grief and loss reactions were experienced by fans whose motives for watching involved being entertained and exposed to different lifestyles, who felt a stronger fan connection to the series, and who formed stronger parasocial empathic relationships with their favourite character. Factors such as gender, age, and empathic tendencies predicted various types of grief reactions. Understanding fan experiences when a long-running series ends advances theory and research on viewer parasocial relationships and engagement with media, as well as providing evidence that the loss of a series or favourite character can be viewed as a type of grief experience.
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  • 文章类型: Journal Article
    背景:平衡障碍会引起不稳定的感觉,头昏眼花,眩晕,不平衡,或者晕厥,最终导致严重的医疗,物理,情感,和社会后果。这些病症在40岁及以上的个体中非常普遍。屏幕时间包括与电视观看相关的活动,玩电子游戏,和非工作相关的计算机使用。长时间的屏幕暴露可能会导致一系列健康问题,甚至会提高总死亡率。然而,关于过度的屏幕时间和平衡功能障碍之间潜在联系的现有证据仍然有限.
    目的:本研究的主要目的是探讨长时间暴露于屏幕与平衡功能受损之间的可能关联。
    方法:这项横断面研究利用了1999年至2002年间在NHANES数据库中完成综合问卷的参与者的数据,这些参与者的年龄均在40岁以上,85岁以下。参与者的筛选时间分为两组(<4h/d和≥4h/d)进行后续数据分析。Logistic回归,结合倾向评分匹配(PSM),用于研究屏幕时间与平衡障碍之间的相关性。
    结果:本研究共纳入5176名参与者,由2586名男性和2590名女性组成,平衡障碍的患病率为25.7%(1331/5176)。与每天在屏幕上花费4小时或更多时间的个体相比,在屏幕时间较少的个体中,平衡障碍的发生率明显更高(P<0.001)。对不匹配队列进行的多变量逻辑分析显示,屏幕时间与平衡障碍之间存在显着关联。比值比(OR)1.8(95CI1.57~2.05)。即使在调整了混杂因素后,这些发现仍然保持一致,产生OR1.43(95CI1.24~1.66)。此外,当采用各种多变量分析时,如倾向得分匹配调整模型,标准化死亡率加权模型和成对算法模型;所有结果的OR范围为1.38至1.43,p值<0.001。
    结论:控制所有协变量后,屏幕时间(看电视,玩电子游戏,并且在工作之外使用计算机)与中年人和老年人的平衡功能障碍有关。这一发现可能为预防头晕和平衡障碍提供可能的想法。然而,更多的研究必须进一步验证这些结果.
    BACKGROUND: Balance disorders can give rise to sensations of instability, lightheadedness, vertigo, disequilibrium, or syncope, ultimately leading to grave medical, physical, emotional, and societal ramifications. These conditions are highly prevalent among individuals aged 40 and above. Screen time encompasses activities associated with television viewing, video game playing, and non-work-related computer usage. Prolonged screen exposure may engender a spectrum of health issues and even elevate overall mortality rates. However, the available evidence on the potential link between excessive screen time and balance dysfunction remains limited.
    OBJECTIVE: The primary aim of this study was to explore the possible association between prolonged screen exposure and impaired balance function.
    METHODS: This cross-sectional study utilized data from participants who completed a comprehensive questionnaire in the NHANES database between 1999 and 2002, all of whom were aged over 40 and under 85 years. Participants\' screen time was categorized into two groups (< 4 h/d and  ≥4 h/d) for subsequent data analysis. Logistic regression, combined with propensity score matching (PSM), was employed to investigate the correlation between screen time and balance disorders.
    RESULTS: A total of 5176 participants were enrolled in this study, comprising 2,586 men and 2,590 women, with a prevalence rate of balance disorders at 25.7% (1331/5176). The incidence of balance disorders was found to be significantly higher among individuals who spent 4 hours or more per day on screen time compared to those with less screen time (P<0.001). Multivariate logistic analysis conducted on the unmatched cohort revealed a significant association between screen time and balance disorders, with an odds ratio (OR) 1.8 (95%CI 1.57 ∼ 2.05). These findings remained consistent even after adjusting for confounding factors, yielding an OR 1.43 (95%CI 1.24 ∼ 1.66). Moreover, the association persisted when employing various multivariate analyses such as propensity score matching adjusted model, standardized mortality ratio weighting model and pairwise algorithmic model; all resulting in ORs ranging from 1.38 to 1.43 and p-values < 0.001.
    CONCLUSIONS: After controlling for all covariates, screen time (watching TV, playing video games, and using computers outside of work) was associated with balance dysfunction among middle-aged and older adults. This finding may offer a possible idea for the prevention of dizziness and balance disorders. Nevertheless, additional research is imperative to further validate these results.
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  • 文章类型: Journal Article
    背景:越来越多的证据表明,远程医疗可以改善养老院居民获得医疗保健的机会和质量。然而,目前尚不清楚如何最好地管理和指导实施过程,以确保长期采用,特别是在COVID-19危机后远程医疗使用下降的背景下。
    目的:本研究旨在确定和解决在养老院居民中实施远程访问的主要挑战,他们有爱心的护士,以及他们治疗的全科医生(GP)。它还评估了远程访问对护士工作量及其护理实践的影响。
    方法:在德国农村的2家疗养院及其合作的GP办公室中引入了具有集成医疗设备的远程医疗系统。从2019年11月引入远程医疗的最初决定到2023年3月的长期常规使用,实施过程一直受到密切监控。定期评估基于混合方法方法,将严格的定性方法与定量测量相结合。
    结果:在COVID-19大流行的第一阶段,两家疗养院都获得了短期收养。在大流行后阶段,以行动为导向的方法使识别障碍并采取长期采用的控制措施成为可能。异步访问的实现,坚强的领导,对护士的持续培训是在1家疗养院实现长期实施的关键因素.实施提高了临床技能,更高的专业认可度,减少护理人员的心理困扰。与与全科医生组织面对面的家访相比,远程访问对护理人员的时间需求略有增加。
    结论:专注于医疗保健工作流程和根据个人环境的变化管理方面,对于成功实现远程医疗的长期实施至关重要。
    BACKGROUND: There is growing evidence that telemedicine can improve the access to and quality of health care for nursing home residents. However, it is still unclear how to best manage and guide the implementation process to ensure long-term adoption, especially in the context of a decline in telemedicine use after the COVID-19 crisis.
    OBJECTIVE: This study aims to identify and address major challenges for the implementation of televisits among residents in a nursing home, their caring nurses, and their treating general practitioners (GPs). It also evaluated the impact of televisits on the nurses\' workload and their nursing practice.
    METHODS: A telemedical system with integrated medical devices was introduced in 2 nursing homes and their cooperating GP offices in rural Germany. The implementation process was closely monitored from the initial decision to introduce telemedicine in November 2019 to its long-term routine use until March 2023. Regular evaluation was based on a mixed methods approach combining rigorous qualitative approaches with quantitative measurements.
    RESULTS: In the first phase during the COVID-19 pandemic, both nursing homes achieved short-term adoption. In the postpandemic phase, an action-oriented approach made it possible to identify barriers and take control actions for long-term adoption. The implementation of asynchronous visits, strong leadership, and sustained training of the nurses were critical elements in achieving long-term implementation in 1 nursing home. The implementation led to enhanced clinical skills, higher professional recognition, and less psychological distress among the nursing staff. Televisits resulted in a modest increase in time demands for the nursing staff compared to organizing in-person home visits with the GPs.
    CONCLUSIONS: Focusing on health care workflow and change management aspects depending on the individual setting is of utmost importance to achieve successful long-term implementation of telemedicine.
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  • 文章类型: Journal Article
    背景:最近的研究揭示了儿童数字媒体使用与社会情感发展之间的负相关关系。然而,很少有研究区分不同的数字设备和它们提供的不同功能,这些功能可能导致不同的结果。
    方法:本研究基于对中国农村1182名学龄前儿童(3至6岁)的调查,探讨了幼儿在各种数字设备上花费的时间与他们的社交情绪延迟之间的关系。通过有效的筛查工具(ASQ-SEII)评估儿童的社交情绪延迟。
    结果:儿童在电视上花费的时间,电脑,片剂,或智能手机与他们的社交情绪延迟无关。然而,他们社交情绪延迟的风险随着他们在游戏机上花费的时间增加而增加。这种关系反映在儿童社会情感发展的七个行为领域中的五个(即,自我调节,合规,影响,社会交往,以及与人的互动)。此外,不同社会经济地位的儿童之间没有差异。
    结论:这项研究表明,儿童的社交情绪延迟与电子游戏之间可能存在关系,这可能需要比其他媒体类型更多的关注。
    BACKGROUND: Recent studies have revealed a negative relationship between children\'s digital media use and social-emotional development. However, few studies distinguish between different digital devices and the different functions they provide that may lead to different outcomes.
    METHODS: This study explored the relationship between young children\'s time spent on various digital devices and their social-emotional delay based on a survey of 1182 preschoolers (3 to 6 years old) in rural China. Children\'s social-emotional delay was assessed through a validated screening tool (ASQ-SE II).
    RESULTS: Children\'s time spent on television, computers, tablets, or smartphones was not associated with their social-emotional delay. However, their risk of social-emotional delay increased as their time spent on game consoles increased. This relationship was reflected in five of the seven behavioural areas of children\'s social-emotional development (i.e., self-regulation, compliance, affect, social communications, and interactions with people). Moreover, it did not vary between children with different socioeconomic statuses.
    CONCLUSIONS: This study suggests a possible relationship between children\'s social-emotional delay and video games, which might need to be paid more attention to than other media types.
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  • 文章类型: Journal Article
    背景:青春期形成的饮食习惯极大地影响了成年期健康的维持。随着社交媒体的发展和互联网的便捷访问,青少年观看大量的食物视频,特别是Mukbang和Cookbnag(饮食表演)内容。这种媒体类型对食物选择的影响已经在几项研究中被涵盖;然而,关于与青少年接触饮食节目直接相关的不健康饮食习惯的研究不足。
    方法:对于本研究,我们使用了2022年第18次韩国青少年风险行为调查的数据,最终确定了50,451名参与者.一周内接触饮食表演媒体的程度,以及快餐的消费,含糖饮料(SSB),和高咖啡因饮料在这一周内通过自我报告问卷进行测量。我们根据参与者观看饮食节目的频率将他们分为两组。进行了多元逻辑回归分析,以调查饮食表现与不健康食品消费之间的关系。
    结果:对于男性和女性,饮食显示暴露与快餐的消费密切相关(男性:OR:1.37,95%CI:1.26-1.49;女性:OR:1.46,95%CI:1.36-1.57),SSB(男性:OR:1.42,95%CI:1.26-1.60;女性:OR:1.51,95%CI:1.35-1.70),和高咖啡因饮料(男性:OR:1.30,95%CI:1.23-1.37;女性:OR:1.24,95%CI:1.18-1.31)。据观察,与不看饮食节目的学生相比,男女两性更有可能经常吃不健康的食物。
    结论:在韩国青少年中,接触饮食表演的学生,主要目的是娱乐,更有可能吃快餐,SSB,和高咖啡因饮料。因此,这项研究的结果表明,饮食表演可能会影响青少年的食物选择,强调需要对新兴文化和相应的卫生政策感兴趣。
    BACKGROUND: Eating habits formed during adolescence greatly influence the maintenance of health in adulthood. With the recent development of social media and easy access to the Internet, adolescents watch plenty of food videos, particularly Mukbang and Cookbnag(eating show)content. This media genre\'s impact on food choices has been covered in several studies; however, studies on unhealthy eating habits directly related to adolescents\' exposure to eating shows are insufficient.
    METHODS: For this study, we used data from the 18th Korea Youth Risk Behavior Survey conducted in 2022 and finalized 50,451 participants. The extent of exposure to eating show media over the course of a week, as well as the consumption of fast food, sugar-sweetened beverages (SSBs), and high caffeinated beverages within that week were measured through self-reporting questionnaires. We classified the participants into two groups based on their frequency of watching eating shows. A multiple logistic regression analysis was performed to investigate the association between eating show and unhealthy food consumption.
    RESULTS: For both males and females, eating show exposure was strongly associated with the consumption of fast food (male: OR:1.37, 95% CI:1.26-1.49; female: OR:1.46, 95% CI:1.36-1.57), SSB (male: OR:1.42, 95% CI:1.26-1.60; female: OR:1.51, 95% CI:1.35-1.70), and high caffeinated beverage (male: OR:1.30, 95% CI:1.23-1.37; female: OR:1.24, 95% CI:1.18-1.31). It was observed that both sexes were more likely to frequently eat unhealthy food than students who did not watch eating shows.
    CONCLUSIONS: Among Korean adolescents, students exposed to eating shows, which primarily aim to entertain, were more likely to consume fast food, SSBs, and high caffeinated beverages. Therefore, this study\'s findings suggest that eating show could influence adolescents\' food choices, highlighting the need for interest in emerging cultures and corresponding health policies.
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  • 文章类型: Journal Article
    周分为工作日和周末;年分为学期和季节;生活进入童年等阶段,成年,和青春期。经验形状记忆的结构如何?尽管许多工作已经研究了人类认知中的事件表示,很少有工作探索普通经验规模的事件表示。这里,我们使用共同的经验——以流行的电视节目的形式——来探索记忆是如何被大规模的事件结构所塑造的。我们发现,这些节目中的事件记忆表现出事件认知的几个标志。即,我们发现记忆是根据它们的事件结构(边界)来组织的,同时在事件层次结构的多个级别上更好地记住开始和结束。这些模式似乎是部分的,但不完全,通过感知事件的故事相关性来解释。最后,使用纵向设计,我们还展示了事件表示如何在几个月的时间内演变。这些结果提供了对普通人生活规模的事件认知的理解。
    Weeks are divided into weekdays and weekends; years into semesters and seasons; lives into stages like childhood, adulthood, and adolescence. How does the structure of experience shape memory? Though much work has examined event representation in human cognition, little work has explored event representation at the scale of ordinary experience. Here, we use shared experiences - in the form of popular television shows - to explore how memories are shaped by event structure at a large scale. We find that memories for events in these shows exhibit several hallmarks of event cognition. Namely, we find that memories are organized with respect to their event structure (boundaries), and that beginnings and endings are better remembered at multiple levels of the event hierarchy simultaneously. These patterns seem to be partially, but not fully, explained by the perceived story-relevance of events. Lastly, using a longitudinal design, we also show how event representations evolve over periods of several months. These results offer an understanding of event cognition at the scale of ordinary human lives.
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  • 文章类型: Journal Article
    背景:超加工食品(UPFs)的消费与成人非传染性疾病和死亡率的风险增加有关。这项研究的目的是分析儿童用餐时间电视(TV)观看与UPF消费之间的关系。
    方法:2015-2023年招募的SENDO项目的参与者根据他们在用餐时看电视的频率分为三类。饮食信息是通过经过验证的147项半定量食物频率问卷收集的。在考虑主要混杂因素后,使用广义混合模型比较组间平均UPF消耗。还计算了每个类别中游离糖摄入量>10%能量摄入量的参与者的预测利润率。
    结果:研究了970名受试者(482名女孩),平均年龄为5.00岁(SD=0.85)。吃饭时看电视≥4次/周的儿童比看电视<3次/月的儿童平均多消耗4.67%的UPF能量。在<3次/月的类别中,游离糖摄入量>其能量摄入量的10%的儿童的调整比例,1-3次/周和≥4次/周在用餐期间接触电视的比例为44.9%,45.9%和58.7%,分别。
    结论:进餐时看电视与更高的UPFs消耗和更高的儿童游离糖摄入TEI超过10%的风险相关。
    BACKGROUND: The consumption of ultra-processed foods (UPFs) is associated with an increased risk of noncommunicable diseases and mortality in adults. The aim of this study was to analyse the association between mealtime television (TV) watching and UPF consumption in childhood.
    METHODS: Participants in the SENDO project recruited in 2015-2023 were classified into three categories based on the frequency at which they watched TV during meals. Dietary information was collected with a validated 147-item semi-quantitative food frequency questionnaire. Generalized mixed models were used to compare mean UPF consumption between groups after accounting for the main confounders. The predictive margins of participants who had a free sugar intake >10% of their energy intake in each category were also calculated.
    RESULTS: Totally 970 subjects (482 girls) with a mean age of 5.00 years (SD = 0.85) were studied. Children who watched TV during meals ≥4 times/week consumed a mean of 4.67% more energy from UPF than those who watch TV <3 times/month. The adjusted proportions of children who had a free sugar intake >10% of their energy intake in the categories of <3 times/month, 1-3 times/week and ≥4 times/week exposure to TV during meals were 44.9%, 45.9% and 58.7%, respectively.
    CONCLUSIONS: TV watching during meals is associated with higher consumption of UPFs and a higher risk of exceeding 10% of TEI in free sugar intake in childhood.
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  • 文章类型: Journal Article
    背景:我们先前进行了一项病例对照研究,发现夜间睡眠前暴露于电子屏幕与妊娠期高血压疾病(HDP)有关。因此,我们开展了这项队列研究,旨在确定屏幕暴露时间对HDP发生率和严重程度的影响.
    方法:于2022年1月和2022年7月在无锡和常州的三家医院进行了回顾性队列研究。总共招募了732名妇女,信息包括社会人口特征,屏幕曝光和结果。将广义估计方程和二元非条件Logistic模型应用于多变量分析,计算屏幕暴露时间的比值比(OR)和95%置信区间(CI)。
    结果:总屏幕时间的持续时间顺序是智能手机>计算机>电视,而夜间睡眠前屏幕时间的持续时间顺序为智能手机>电视>电脑。多因素分析显示,夜间睡眠前接触电视的女性对HDP的易感性比没有接触电视的女性高81.5%(P=0.018,OR[95CI]=1.815[1.106-2.981])。此外,妊娠晚期每日总暴露时间显著增加HDP的严重程度(P=0.021,OR[95CI]=3.641[1.213-10.927])。
    结论:基于这项初步研究,我们建议孕妇在夜间睡觉前不要看电视。在怀孕的第三个三个月,电视的总曝光时间应该是有限的。应进行其他领域的调查和实验研究以验证结论。
    BACKGROUND: We previously conducted a case-control study and found that exposure to electronic screen before nocturnal sleep was associated with hypertensive disorders in pregnancy (HDP). Hence, we carried out this cohort study aiming to identify the effects of screen exposure time on the incidence rate and severity of HDP.
    METHODS: A retrospective cohort study was conducted from January 2022 and July 2022 from three hospitals in Wuxi and Changzhou cities. A total of 732 women were recruited and the information included socio-demographic characteristics, screen exposure and outcomes. Generalized estimating equations and binary non-conditional logistic models were applied to multivariate analysis, calculating the odds ratios (ORs) and 95% confidence intervals (CIs) of screen exposure time.
    RESULTS: The duration order of total screen time was smartphone > computer > television, while the duration order of screen time before nocturnal sleep was smartphone > television > computer. Multivariate analyses showed that the susceptibility of HDP among women who exposed to television before nocturnal sleep was 81.5% percent higher than those not exposed (P = 0.018, OR[95%CI] = 1.815[1.106-2.981]). In addition, total daily exposure time of television in the third trimester of pregnancy significantly increased the severity of HDP (P = 0.021, OR[95%CI] = 3.641[1.213-10.927]).
    CONCLUSIONS: Based on this preliminary study, we would suggest that pregnant women do not watch television before nocturnal sleep. While in the third trimester of pregnancy, total exposure time of television should be limited. Investigations from other areas and experimental studies should be conducted to verify the conclusion.
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  • 文章类型: Journal Article
    本研究调查了沉浸式媒体的影响,特别是虚拟现实(VR),关于移情反应,与传统电视(TV)相比,使用脑电图(EEG)。我们采用mu节律抑制作为可测量的神经标记来衡量移情参与,因为它的增加通常意味着移情反应增强。与电视条件相比,我们的发现在VR条件下表现出更大的mu节奏抑制,提示VR的共情反应可能增强。此外,我们的结果表明,移情反应的强度并不局限于视频剪辑中描述的特定动作,强调了更广泛影响的可能性。这项研究有助于关于不同媒体环境对移情参与的影响的持续讨论,特别强调VR等沉浸式技术的独特作用。它邀请进一步研究这些技术如何塑造并潜在地增强移情体验。
    This study investigates the influence of immersive media, particularly Virtual Reality (VR), on empathic responses, in comparison to traditional television (TV), using electroencephalography (EEG). We employed mu rhythm suppression as a measurable neural marker to gauge empathic engagement, as its increase generally signifies heightened empathic responses. Our findings exhibit a greater mu rhythm suppression in VR conditions compared to TV conditions, suggesting a potential enhancement in empathic responses with VR. Furthermore, our results revealed that the strength of empathic responses was not confined to specific actions depicted in the video clips, underscoring the possibility of broader implications. This research contributes to the ongoing discourse on the effects of different media environments on empathic engagement, particularly emphasizing the unique role of immersive technologies such as VR. It invites further investigation into how such technologies can shape and potentially enhance the empathic experience.
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