On the role of cortical glutamate in obsessive-compulsive disorder and attention-de®cit hyperactivity disorder, two phenomenologically antithetical conditions Carlsson ML, On the role of cortical glutamate in obsessive-compulsive disorder and attention-de®cit hyperactivity disorder, two phenomenologically antithetical conditions. Acta Psychiatr Scand 2000: 102: 401±413. # Munksgaard 2000.
Objective:The objective of the present study was to compare the phenomenology and pathophysiology of obsessive-compulsive disorder (OCD) and attention-de®cit hyperactivity disorder/de®cits in attention, motor control and perception (ADHD/DAMP). Method: Through detailed studies of the literature on OCD and ADHD/ DAMP the phenomenology of these two conditions is compared, and possible underlying pathophysiological mechanisms involving interactions between glutamate, dopamine, serotonin and acetylcholine are discussed, with emphasis on OCD. The present paper also discusses possible mechanisms of action for current pharmacological treatments of OCD and ADHD, as well as possible future treatment strategies for these disorders. Results: OCD and ADHD/DAMP are common neuropsychiatric conditions which in many regards appear to be each other's antipodes with respect to clinical manifestations, associated personality traits and brain biochemistry, notably prefrontal cortical glutamate activity. Future pharmacological treatments of these disorders may involve manipulations with glutamate, dopamine D1, serotonin 2A and nicotine receptors.Conclusion: It appears that OCD is a hyperglutamatergic and ADHD a hypoglutamatergic condition, with prefrontal brain regions being especially affected.
Digital coaching systems offer users support in their physical training through insights and advice based on the individual's activity data. Often these systems utilize gamification mechanisms to motivate users. In this study we conduct interviews with digital coaching users to understand how digital coaching systems are used to motivate physical activity, what kind of a role gamification plays, and how digital coaching systems should be developed further to better motivate users. We find that data itself is more motivating than gamification mechanisms, that players use data to play their own, internal games; and that data is also used for social purposes. We find that the benefits from digital coaches today are limited and mainly related to accurate exercise tracking and visualization of user data. Gamified elements are used on a low level and not perceived as value-adding by the users; deeper understanding of motivation theory and promoting intrinsic motivation is needed.
University aged people have been found to be at a high risk of disengagement of physical activity. They also belong to a generation where technology is strongly integrated into most parts of their lives. Therefore, using technology also in physical activity promotion has potential. This exploratory study investigates the perceived effects of a sport and wellness technology digital coach among physically inactive university students during a 10-week intervention. The perspective for the research came from exercise psychology focusing on the effects of the use of a digital coach on self-efficacy related to physical activity and exercising. The results indicate that a digital coach can increase the user's self-efficacy and awareness regarding their own exercising. However, the results also show that further development could be done for digital coaching to reach its full potential. These results give more insight to sport technology companies as well as to coaches and trainers about the effects and possibilities of digital coaching among physically inactive people.
The ageing population is a growing priority area for policy makers and healthcare providers worldwide. Life expectancy is improving, but at the same time, insufficient physical activity threatens older age. Thus, an important question arises: how to improve the probability of people living a healthy and active life in older age. One potential solution to support physical activity and healthy aging is digital wellness technologies. However, digital wellness technologies are still typically designed for younger populations, yet a growing need and potential also among aged people is prevalent. Aged people are a user group with distinct needs and challenges. The main purpose of this study was to identify challenges and suggest solutions for implementing digital wellness applications into use among aged people. The focus was on the implementation phase. This study was based on a research program where groups of aged people implement into use a digital wellness application that is meant for tracking, following, and supporting physical activity and exercise. In total, 14 main challenges in implementing digital wellness applications into use among aged people were identified. These challenges are categorised into 1) technology-based challenges, 2) physical activity-based challenges, and 3) participant-related challenges. In addition, possible solutions for each challenge are suggested. The findings of this study provide both researchers and practitioners with insights on aspects that would be beneficial to be taken into account in designing digital wellness applications and building digital wellness interventions for aged people.
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