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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

The present study aimed to identify the factors influencing online gaming addiction among adolescents using a qualitative research design and semi-structured interviews method based on grounded theory. The participants of this study included 20 boy adolescent aged 13 to 18 years in Tehran who were selected using a theoretical sampling method. Based on the findings, the causes of online gaming addiction were found to be filling leisure time, personal, communication, fame, and wealth acquisition. Also, personal, work, marketing, and perceived social support factors in individual, social, and family dimensions play an important role in the occurrence of this phenomenon. Improving accuracy and concentration, controlling anger, cheerfulness, and relieving depression in the individual dimension, and making friends, becoming professional, and becoming famous in the social dimension, were positive consequences of online gaming addiction. Finally, lack of time for daily activities and academic and personal failure, damage to physical health in the individual dimension, and not being understood by the family in the family dimension were the negative consequences of online game addiction. It is suggested that education planners focus their counseling programs on how to fill leisure time usefully, create enjoyable personalized entertainment, Deal with stress and Satisfy individual needs.
 

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