Pedro Gamito
Universidade Lusófona
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Cyberpsychology, Behavior, and Social Networking | 2009
Pedro Gamito; Jorge Oliveira; Pedro J. Rosa; Diogo Morais; Nuno Duarte; Susana Oliveira; Tomaz Saraiva
Around 25,000 war veterans in Portugal suffer posttraumatic stress disorder (PTSD). This clinically controlled study evaluates virtual reality exposure therapy (VRET) as an alternative procedure to reduce PTSD symptoms. Ten patients were assigned to three groups: VRET, exposure in imagination (EI), and waiting list (WL). The patients were Portuguese veterans from a series of wars fought in former African colonies more than 30 years ago. While the EI group participated in traditional imagination therapy, the VRET group was exposed to a virtual reality (VR) war scenario. Cues such as ambush, mortar blasting, and waiting for rescue were used in the VR. Patients enrolled in the VRET group showed statistical reduction of PTSD-associated disorders like depression and anxiety. Far from being conclusive, this pilot study nonetheless presents some promising data on the use of VRET on old war veteran populations.
Journal of Medical Internet Research | 2014
Pedro Gamito; Jorge Oliveira; Paulo Lopes; Rodrigo Brito; Diogo Morais; Diana Silva; Ana Paula Silva; Sara Rebelo; Marta Bastos; Alberto Manuel Sequeira Afonso de Deus
Background The consequences of alcohol dependence are severe and may range from physical disease to neuropsychological deficits in several cognitive domains. Alcohol abuse has also been related to brain dysfunction specifically in the prefrontal cortex. Conventional neuropsychological interventions (paper-and-pencil cognitive stimulation training) have a positive effect but are time-consuming, costly, and not motivating for patients. Objective Our goal was to test the cognitive effects of a novel approach to neuropsychological intervention, using mobile technology and serious games, on patients with alcohol dependence. Methods The trial design consisted of a two-arm study assessing the cognitive outcomes of neuropsychological intervention with mobile serious games (mHealth) versus control (treatment-as-usual with no neuropsychological intervention) in patients undergoing treatment for alcohol dependence syndrome. Sixty-eight patients were recruited from an alcohol-rehab clinic and randomly assigned to the mHealth (n=33) or control condition (n=35). The intervention on the experimental group consisted of a therapist-assisted cognitive stimulation therapy for 4 weeks on a 2-3 days/week basis. Results Fourteen patients dropped out of the study. The results of the neuropsychological assessments with the remaining 54 patients showed an overall increase (P<.05) of general cognitive abilities, mental flexibility, psychomotor processing speed, and attentional ability in both experimental (n=26) and control groups (n=28). However, there was a more pronounced improvement (P=.01) specifically in frontal lobe functions from baseline (mean 13.89, SE 0.58) to follow-up (mean 15.50, SE 0.46) in the experimental group but not in the control group. Conclusions The overall increase in general cognitive function for both experimental and control groups supports the beneficial role of existing alcohol treatment protocols aimed at minimizing withdrawal symptoms, but the differential improvements observed in frontal lobe functioning supports the use of mobile serious games for neuropsychological stimulation to overcome executive dysfunction in patients with alcohol dependence. This trial was negative on two neuropsychological/cognitive tests, and positive on one. Trial Registration ClinicalTrials.gov NCT01942954; http://www.clinicaltrials.gov/ct2/show/NCT01942954 (Archived by WebCite at http://www.webcitation.org/6OYDqHLwB).
Disability and Rehabilitation | 2017
Pedro Gamito; Jorge Oliveira; Carla Coelho; Diogo Morais; Paulo Lopes; José Pacheco; Rodrigo Brito; Fábio Soares; Nuno Santos; Ana Filipa Barata
Abstract Purpose: Use of virtual reality environments in cognitive rehabilitation offers cost benefits and other advantages. In order to test the effectiveness of a virtual reality application for neuropsychological rehabilitation, a cognitive training program using virtual reality was applied to stroke patients. Methods: A virtual reality-based serious games application for cognitive training was developed, with attention and memory tasks consisting of daily life activities. Twenty stroke patients were randomly assigned to two conditions: exposure to the intervention, and waiting list control. Results: The results showed significant improvements in attention and memory functions in the intervention group, but not in the controls. Conclusions: Overall findings provide further support for the use of VR cognitive training applications in neuropsychological rehabilitation. Implications for Rehabilitation Improvements in memory and attention functions following a virtual reality-based serious games intervention. Training of daily-life activities using a virtual reality application. Accessibility to training contents.
International Journal on Disability and Human Development | 2011
Pedro Gamito; Jorge Oliveira; José Pacheco; Diogo Morais; Tomaz Saraiva; Ricardo Lacerda; André Baptista; Nuno Santos; Fábio Soares; Luiz Gamito; Pedro J. Rosa
Abstract This study aims at assessing an online portal where patients with traumatic brain injury (TBI) can carry on memory and attention exercises outside clinic premises. The training took place in a virtual reality (VR) setup where one TBI patient had to complete a set of 10 online VR sessions. The neuropsychological evaluation was carried out with the PASAT (Paced Auditory Serial Addition Task) at pre-, during and post-treatment assessments. The results showed an increase in working memory and attention levels from the first to the final assessment, which can suggest that VR applications may promote the autonomy and increase in overall quality of life of these patients. The average time for task conclusion was 5 min.
Archive | 2010
Pedro Gamito; Jorge Oliveira; Diogo Morais; Pedro J. Rosa; Tomaz Saraiva
Within the primate family, the members of our species are the ones that present the longest period of immaturity. Originally thought as an adaptive evolutionary strategy, since natural selection would only opt for the characteristics that are more “cost-efficient”, the longer period of dependency from progenitors is now perceived as a spin-off of another traitintelligence. As a result of the relative narrow birth canal, humans’ offspring need longer time, when compared to other primates, to puff up the cranial volume compatible to the volume and complexity of the brain from where our intelligence levels arise. This means that the cost of brightness leans on the necessity of further time to allow the brain to develop. More specifically, social intelligence seems to be the driving agent. According to Alexander (1987), as humans accomplished dominance over the other species, competition was shifted to their fellow members, which boosted the need to cope with the complex systems of relationships within the group. The long period of brain development accounts for an increased ability towards the behavioral flexibility needed to deal with such multidimensional network which, according to Bjorklund (2007) is responsible for our species success. This flexibility, and the resulting social, competence are particularly acquired during the time young humans are playing. Since they are born, babies s senses are stimulated, learn how to use their muscles, learn how to control their body, and, develop the strategies to interact and cope with other individuals by playing games (Papalia et al., 2005). In fact (Rakoczy, 2007) states that games because of the make-believe, in one hand, and of the associate inherent rules, in the other, are the doorway to the entrance on the structured institutional adulthood reality. Children’s interaction with the surrounding elements enables them to understand that the others are potential cooperators which allows them to accept their role as persons and, specially, the opportunity of sharing the same cultural background with others from which they acquire new ways of behavior and new ways of thinking (Rakoczy, 2007). Games enable children to engage more easily in this process. Playing games is therefore a medium for learning the complexities of human systems. Huizinga (1971) states on his book Homo ludens, that playing is the basis of all human
Cyberpsychology, Behavior, and Social Networking | 2014
Pedro Gamito; Jorge Oliveira; André Baptista; Diogo Morais; Paulo Lopes; Pedro J. Rosa; Nuno Santos; Rodrigo Brito
Craving is a strong desire to consume that emerges in every case of substance addiction. Previous studies have shown that eliciting craving with an exposure cues protocol can be a useful option for the treatment of nicotine dependence. Thus, the main goal of this study was to develop a virtual platform in order to induce craving in smokers. Fifty-five undergraduate students were randomly assigned to two different virtual environments: high arousal contextual cues and low arousal contextual cues scenarios (17 smokers with low nicotine dependency were excluded). An eye-tracker system was used to evaluate attention toward these cues. Eye fixation on smoking-related cues differed between smokers and nonsmokers, indicating that smokers focused more often on smoking-related cues than nonsmokers. Self-reports of craving are in agreement with these results and suggest a significant increase in craving after exposure to smoking cues. In sum, these data support the use of virtual environments for eliciting craving.
Computers in Human Behavior | 2016
Pedro Gamito; Diogo Morais; Jorge Oliveira; Rodrigo Brito; Pedro J. Rosa; Margarida Gaspar de Matos
This paper reports an exploratory analysis of the relation between Internet addiction and patterns of use among Portuguese adolescents (n?=?2617) from the WHO 2010 Health Behavior in School-aged children study, with a short version of Youngs Internet Addiction Test (the brief Internet Addiction Questionnaire - bIAQ) and self-reports on online behaviors and access. Two-Step Cluster analysis identified two clusters of users based on their usage pattern: a minority of high-frequency users, with higher bIAQ scores, and a majority of low-frequency users, with lower bIAQ scores. Low and high-frequency users are particularly distinct in specific activities, which converges with previous research showing addiction to specific Internet activities rather than to the Internet as a whole. Study measured Internet addiction and behavior patterns in Portuguese teenagers.Cluster analysis shows many low-frequency and few high-frequency users.High-frequency is distinguished by particular, active forms of usage.High-frequency users at greater risk of Internet addiction.
Laterality | 2013
Jorge Oliveira; María Victoria Perea; Valentina Ladera; Pedro Gamito
Previous studies on hemispheric specialisation suggest that the cerebral hemispheres differ in the way verbal information is processed. There is also evidence that functional asymmetries are attributable to differences in stimulus properties and/or task complexity. To study these asymmetries in the domain of explicit recognition, concrete and abstract nouns were presented either in the right or left visual fields and recognised with foveal vision at different retention levels. We propose that different hemispheric mechanisms underlie the encoding of abstract and concrete information, which can be modulated by cognitive or mental load. To accomplish this goal, 92 right-handed undergraduate Portuguese students with normal or corrected-to-normal vision were randomly sampled from a university campus. The results showed that concrete words were discriminated better than abstract words when previously encoded in the right hemisphere for the longest retention interval between encoding and retrieval. These data suggest that there are different neural mechanisms for the semantic encoding of concrete and abstract concepts. The practical implications are discussed.
Archive | 2011
Pedro Gamito; Jorge Oliveira; Diogo Morais; Pedro J. Rosa; Tomaz Saraiva
Since the 1980’s, computational applications based on virtual reality (VR) aimed at treating mental disorders and rehabilitating individuals with cognitive or motor disabilities have been around. They started off by focusing on simple phobias like acrophobia (Emmelkamp et al., 2002) and agoraphobia (Botella et al., 2004), fear of flying (Rothbaum, Hodges, Smith, Lee & Price, 2000), and evolved to fear of driving (Saraiva et al., 2007) or posttraumatic stress disorder (PTSD) (Gamito et al., 2010), schizophrenia (Costa & Carvalho, 2004) or traumatic brain injuries (Gamito et al., 2011a), among many others (Gamito et al., 2011b).
Methods of Information in Medicine | 2017
Pedro Gamito; Jorge Oliveira; Paulo Lopes; Rodrigo Brito; Diogo Morais; C. Caçoete; A. Leandro; T. Almeida; H. Oliveira
BACKGROUND Heroin addiction has a negative impact on cognitive functions, and even recovering addicts suffer from cognitive impairment. Recent approaches to cognitive intervention have been taking advantage of what new technologies have to offer. OBJECTIVES We report a study testing the efficacy of a serious games approach using tablets to stimulate and rehabilitate cognitive functions in recovering addicts. METHODS A small-scale cognitive training program with serious games was run with a sample of 14 male heroin addicts undergoing a rehabilitation program. RESULTS We found consistent improvements in cognitive functioning between baseline and follow-up assessments for frontal lobe functions, verbal memory and sustained attention, as well as in some aspects of cognitive flexibility, decision-making and in depression levels. More than two thirds of patients in cognitive training had positive outcomes related to indicators of verbal memory cognitive flexibility, which contrasts to patients not in training, in which only one patient improved between baseline and follow-up. CONCLUSIONS The results are promising but still require randomized control trials to determine the efficiency of this approach to cognitive rehabilitation programs for the cognitive recovery of heroin addicts.