Adolescent Mental Health and the Choking Game

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چکیده

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Association of adolescent choking game activity with selected risk behaviors.

OBJECTIVE Previous research has recommended education for parents, teachers, and anticipatory guidance by pediatricians regarding participation in the so-called choking game, a potentially fatal behavior. The purpose of this study was to examine possible associations between selected demographic variables and risk behaviors with youth engagement in the choking game on the basis of secondary dat...

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The choking game: physician perspectives.

OBJECTIVE The goal was to assess awareness of the choking game among physicians who care for adolescents and to explore their opinions regarding its inclusion in anticipatory guidance. METHODS We surveyed 865 pediatricians and family practitioners. The survey was designed to assess physicians' awareness of the choking game and its warning signs, the suspected prevalence of patients' participa...

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The Choking Game on YouTube

The choking game (TCG) is an adolescent activity in which asphyxiation is used to obtain a "high," occasionally resulting in seizures or death. A plethora of TCG information is available through YouTube, though this content has not been evaluated recently. The current study described TCG as portrayed in YouTube videos and compared views and ratings of TCG videos to unrelated videos. The TCG vid...

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School mental health resources and adolescent mental health service use.

OBJECTIVE Although schools are identified as critical for detecting youth mental disorders, little is known about whether the number of mental health providers and types of resources that they offer influence student mental health service use. Such information could inform the development and allocation of appropriate school-based resources to increase service use. This article examines associa...

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Prevention of the Choking Game: parent perspectives

BACKGROUND Many preadolescents and adolescents have been reported to take part in forced asphyxiation as a means of creating a feeling of being high without taking drugs. This activity goes by different names, including the Choking Game, Blackout, and Space Monkey. The limited epidemiological data suggest that about 6-11% of adolescents report having engaged in this behavior. METHODS This stu...

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ژورنال

عنوان ژورنال: Pediatrics

سال: 2019

ISSN: 0031-4005,1098-4275

DOI: 10.1542/peds.2017-3963