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Showing 2 results for Izanloo

Fatemeh Abbasi Tehrani, Dr Mohammad Naghi Farahani, Dr Mahnaz Shahgholian Ghahfarrokhi, Dr Balal Izanloo,
Volume 16, Issue 2 (9-2022)
Abstract

This study aimed to develop and introduce training package of chronic pain self-management interventions and evaluate its effects on improving pain self-management (PSM), mindfulness skills (MS), metacognitive beliefs (MB), and cognitive emotion regulation strategies (CERS) in people with chronic musculoskeletal pain (CMP). The statistical population included all patients with CMP who were referred to Tehran hospitals between June 2020 and December 2021. Among these, 22 people (two experimental and control groups) of eligible individuals were selected by voluntary sampling method and examined during a quasi-experimental design. The experimental group underwent 8 online intervention sessions and were evaluated online by GSCS-7, PSMC-18, FFMQ-39, MCQ-30 and CERQ-18 during tree sessions (pre-test, post-test and follow-up). Data were analyzed by MANKOVA. According to the results, the overall effects of the self-management interventions were significant (p < 0.05). Also the interventions had a significant effects on improving PSM, increasing the use of MS, and improving CERS (p<0.05), however, the interventions had no significant effects on reducing dysfunctional MB (p < 0.05). Considering the evidence from this study, the authors believe that the use of chronic pain self-management interventions for people with CMP has significant clinical benefits, so its use is recommended to health care providers.
 
Miss Parirokh Mamaghani Miandoab, Dr Javad Kavousian, Dr Mehdi Arabzadeh, Dr Balal Izanloo,
Volume 19, Issue 1 (Volume 19, Issue 1, Spring 2025)
Abstract

With the revolution in the world of computer networks and the evolution of new technologies, online games have replaced traditional physical games and video games. The present study aimed to conceptualize online game addiction in Iranian adolescents based on grounded theory through semi-structured interviews. The participants were 20 adolescent boys aged 13 to 18 years old in Tehran who were selected through theoretical purposive sampling. MAXQUDA-10 software and Strauss and Corbin's (1998) thematic analysis approach including open, axial, selective, and theoretical coding were used to analyze the data and extract themes. The results of the interview analysis showed that the categories of filling leisure time, personal, communication, fame, and wealth acquisition were the most important causes of online game addiction in adolescents. The categories of personal, work, and marketing, and perceived social support constituted important areas of online game addiction. Improving attention and concentration, controlling anger, being cheerful and relieving depression, making friends, becoming professional, and becoming famous were the positive consequences of online gaming addiction, and ultimately, lack of time for daily activities, academic and personal decline, damage to physical health, and not being understood by the family constituted the negative consequences of online gaming addiction. It can be concluded that online gaming addiction in adolescents is a complex and multidimensional phenomenon that is influenced by individual, social, and family factors.


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