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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
91

Contenido del derecho de información, el deber de idoneidad y la protección de la salud y seguridad en los “loot boxes” a la luz de la normativa peruana en protección al consumidor

Loaiza Tapia, José Sebastián 10 May 2021 (has links)
El presente trabajo de investigación tiene como propósito el de ahondar en la naturaleza de los “loot boxes” o “cajas recompensa” (a través de cuya adquisición se puede obtener, al azar, uno o más productos digitales con variado valor dentro de un videojuego), el contenido del deber de información y el deber de idoneidad en relación con este nuevo tipo de productos que parecerían asemejarse peligrosamente a los juegos de azar, un tipo de servicios estrictamente regulados por las perjuiciosas consecuencias de su prestación sin controles. Es en razón de dicha semejanza que el análisis de sus características y de la necesidad de su regulación adquiere significativa relevancia. Entonces, para tales fines, se realiza una revisión doctrinal y normativa de la regulación de los juegos de azar y su relación a los “loot boxes”, de los deberes de información e idoneidad, salud y seguridad de los consumidores, y las medidas que frente a estos han sido aplicadas en otros ordenamientos. Partimos, por supuesto, siempre desde la premisa de que las nuevas tecnologías plantean inoovadores desafíos en la regulación existente, por lo que los “loot boxes” requieren de la estructuración e implementación de medidas regulatorias que sean necesariamente afines con su naturaleza, de modo que la valiosa finalidad de buscar la protección al consumidor resulta adecuada y proporcional.
92

Propuesta de diseño e implementación de un sistema de gestión de calidad basado en la norma ISO 9001:2015 en una empresa de juegos de casino y máquinas tragamonedas

Montenegro Gutierrez, Edinsson 28 April 2022 (has links)
La presente tesis tiene como objetivo formular una propuesta de diseño e implementación de un sistema de gestión de calidad, basado en la norma ISO 9001:2015, para mejorar el nivel de satisfacción de los clientes respecto al servicio brindado dentro de las sedes de juegos de casino y máquinas tragamonedas, mediante el cumplimiento de los requisitos definidos en la norma ISO en mención. Este trabajo empieza con el desarrollo del marco teórico, el cual está compuesto por la definición de un sistema de gestión de calidad, las metodologías para su desarrollo, el marco normativo de la ISO 9001:2015 y las fases para su correcto diseño e implementación. A continuación, se describe la empresa en estudio, es decir, su estructura organizacional, los servicios que ofrece, la cadena de valor de la empresa y la medición del nivel de satisfacción del cliente. En el siguiente capítulo, se describe el diagnóstico inicial usando como herramienta una lista de verificación de los requisitos que deben ser cumplidos según la norma ISO 9001:2015. Una vez recopilada esa información, se cuantifica el nivel de cumplimiento de la organización respecto a cada capítulo de la norma, mediante la asignación de un puntaje según el nivel de avance de cada requisito. Una vez identificada la brecha existente con relación al cumplimiento de los requisitos de la norma, por lo tanto, el siguiente paso es diseñar el sistema de gestión de calidad y posteriormente formular una propuesta de implementación basado en los hallazgos encontrados durante la fase de diagnóstico, respetando la normatividad legal vigente para el giro de negocio de entretenimiento. Posteriormente, se desarrolló un análisis con el fin de determinar la viabilidad técnica y el impacto económico que conlleva el diseño e implementación de un sistema de gestión de calidad dentro de una organización dedicada a los juegos de azar. El monto de inversión total fue de S/. 129, 271 y se estima un ingreso el primer año de S/. 73, 872; además de obtener los indicadores de viabilidad VAN y TIR con valores de S/. 131, 721 y 31% respectivamente sustentando una rentabilidad positiva por parte del proyecto. Adicionalmente se tiene un indicador de beneficio/costo mayor a uno y se espera recuperar la inversión inicial dentro de un tiempo estimado de 3.02 años. Finalmente se expone las conclusiones de este estudio y las recomendaciones necesarias para el diseño e implementación del sistema de gestión de calidad, el cual debe ser coherente con la operatividad de la empresa. / The objective of this thesis is to formulate a proposal for the design and implementation of a quality management system, based on the ISO 9001: 2015 standard, to improve the level of customer satisfaction regarding the service provided within the gaming halls of casino and Slot machines, by meeting the requirements defined in the ISO standard. This work begins with the development of the theoretical framework, which is composed of the definition of a quality management system, the methodologies for its development, the regulatory framework of ISO 9001: 2015 and the phases for its correct design and implementation. Next, the company under study is described, that is, its organizational structure, the services it offers, the company's value chain and the measurement of the level of customer satisfaction. In the next chapter, an initial diagnosis was conducted using as a tool a checklist of the requirements that must be fulfilled according to the ISO 9001: 2015 standard. Once this information is collected, the level of compliance of the organization with respect to each chapter of the standard is quantified, by assigning a score according to the level of progress of each requirement. Once the diagnosis is finished, we achieve greater clarity of the existing gap in relation to compliance with the requirements of the standard, therefore, the next step is to design the quality management system and then formulate an implementation proposal based on the findings found during the diagnosis phase, respecting the current legal regulations for the entertainment business. Subsequently, an analysis was developed to establish the viability and economic impact of the design and implementation of a quality management system within an organization dedicated to gambling. The total investment amount was S /. 129, 271 and an income is estimated for the first year of S /. 73, 872; in addition to obtaining the VAN and IRR viability indicators with values of S /. 131, 721 and 31% respectively supporting a positive profitability from the project. Additionally, there is a benefit / cost indicator greater than one and it is expected to recover the initial investment within an estimated time of 3.02 years. Finally, the conclusions of this study and the necessary recommendations for the design and implementation of the quality management system are exposed, which must be consistent with the operation of the company.
93

¿Es viable la regulación a los juegos de azar virtuales incluidos en los videojuegos multijugador en línea para prevenir a niños y adolescentes de la ludopatía?: una aproximación desde el Derecho

Velásquez Santos, Carlos Alfredo 16 November 2021 (has links)
The Peruvian legal framework on gambling includes among its purposes the prevention of compulsive gambling in minors by restricting their access to gambling halls. However, there is a legal vacuum regarding virtual games of chance that can be found included in videogames, which are freely available to children and adolescents, representing a risk for this vulnerable sector that must be addressed. In this regard, the main objective of this research work is to present a proposal for the regulation of games of chance included in video games. For this, in the first chapter, the concept of video game, its market and its risks will be developed in detail. Likewise, their international regulatory age classification systems and their criticisms will be pointed out. In the second chapter, the Peruvian regulatory framework for gambling will be described, as well as the authorities in charge of it and a draft law that tried to regulate internet gambling. Finally, in the third chapter, it will be addressed the comparative experience regarding the regulation of games of chance included in videogames and the specific regulatory proposal for the Peruvian case will be presented. / The Peruvian legal framework on gambling includes among its purposes the prevention of compulsive gambling in minors by restricting their access to gambling halls. However, there is a legal vacuum regarding virtual games of chance that can be found included in videogames, which are freely available to children and adolescents, representing a risk for this vulnerable sector that must be addressed. In this regard, the main objective of this research work is to present a proposal for the regulation of games of chance included in video games. For this, in the first chapter, the concept of video game, its market and its risks will be developed in detail. Likewise, their international regulatory age classification systems and their criticisms will be pointed out. In the second chapter, the Peruvian regulatory framework for gambling will be described, as well as the authorities in charge of it and a draft law that tried to regulate internet gambling. Finally, in the third chapter, it will be addressed the comparative experience regarding the regulation of games of chance included in videogames and the specific regulatory proposal for the Peruvian case will be presented.
94

Informe jurídico sobre la Resolución Nro. 1578-2022-SPC-INDECOPI

Flores Vargas, Alvaro Rodrigo 09 August 2024 (has links)
El informe aborda la naturaleza de los contratos aleatorios dentro del derecho de consumo, centrándose especialmente en los contratos de juego y apuestas. Se analiza la regulación y definición de estos contratos, destacando cómo el manejo y la asunción del riesgo, un elemento definitorio e inherente, juega un papel crucial. Mediante la revisión del Código Civil peruano y la comparación con legislaciones internacionales, se resalta cómo la aleatoriedad es esencial en estos contratos y cómo afecta la determinación de las obligaciones contractuales. Además, se profundiza en cómo estos contratos son percibidos y tratados en términos de protección al consumidor, especialmente en el ámbito de las apuestas deportivas, donde el consumidor a menudo puede enfrentar desafíos debido a la asimetría de información y a la complejidad inherente a estas actividades económicas. Se analizan los deberes del consumidor como elemento inherente a la formación de la legítima expectativa. Asimismo, se analizan los deberes del consumidor como elemento inherente a la formación de la legítima expectativa. Finalmente, se desarrollan los elementos esenciales que pueden ser tomados en cuenta por consumidores diligentes al momento de realizar una decisión de consumo en el mercado de apuestas deportivas, con el fin de determinar la legítima expectativa en este mercado. / The report addresses the nature of aleatory contracts within consumer law, focusing particularly on gambling and betting contracts. It analyzes the regulation and definition of these contracts, highlighting how the management and assumption of risk, a defining and inherent element, plays a crucial role. Through the review of the Peruvian Civil Code and comparison with international legislation, the essentiality of randomness in these contracts is emphasized and how it affects the determination of contractual obligations. Furthermore, the report delves into how these contracts are perceived and handled in terms of consumer protection, especially in the realm of sports betting, where consumers often face challenges due to information asymmetry and the inherent complexity of these economic activities. The duties of the consumer as an inherent element in the formation of legitimate expectations are analyzed. Moreover, the duties of the consumer are examined as an inherent element in forming legitimate expectations. Finally, the essential elements that diligent consumers can take into account when making a consumption decision in the sports betting market are developed, in order to determine the legitimate expectation in this market.
95

Jogo Patológico e suas relações com o espectro impulsivo-compulsivo. / Pathological gambling and its relation to the impulsive-compulsive spectrum of disorders.

Tavares, Hermano 28 November 2000 (has links)
Jogo Patológico é um transtorno psiquiátrico ao qual se reputa importante participação de fatores de personalidade. Jogo Patológico tem sido associado com dependências de substâncias e especula-se uma relação com Transtorno Obsessivo Compulsivo (TOC). Alguns propõem que seja visto como uma dependência não química, outros recusam esta designação argumentando que o termo dependência deveria ser reservado ao uso abusivo de substâncias psicoativas e que JP estaria mais próximo de transtornos do humor e ansiosos. Jogo patológico já foi classificado como comportamento compulsivo, como dependência e, atualmente, encontra-se entre os 'Transtornos do Controle dos Impulsos Não Classificados em Outro Local' no DSM-IV, e entre os 'Transtornos de Hábitos e Impulsos' na CID-10. A relativa juventude do Jogo Patológico, enquanto categoria diagnóstica operacionalmente definida, talvez explique a imprecisão em sua caracterização fenomenológica e clínica. Os objetivos desta tese foram comparar Jogo Patológico e TOC, quanto às características de curso clínico e comorbidade e comparar jogadores patológicos, portadores de TOC e controles normais quanto a traços de personalidade com enfoque específico em impulsividade e compulsividade. Foram selecionados 40 jogadores patológicos, 40 portadores de TOC e 40 controles normais, pareados por gênero, idade e nível educacional. Os instrumentos utilizados foram o SCAN (Schedules for Clinical Assessment in Neuropsychiatry), para investigação de curso e comorbidade; o Tridimensional Personality Questionnaire; a Barrat Impulsiveness Scale versão 11 e uma versão adaptada da Yale Brown Obsessive Compulsive Scale para investigação de compulsividade. Observou-se que os portadores de TOC apresentaram início mais precoce, curso mais insidioso e menor freqüência de períodos livres de sintomatologia. Jogo Patológico e TOC apresentaram elevada comorbidade com transtornos ansiosos e depressão, porém Jogo Patológico apresentou uma associação significativamente maior com alcoolismo e tabagismo, enquanto TOC apresentou maior freqüência de transtornos somatoformes. Jogadores pontuaram em média significativamente mais que portadores de TOC e controles normais nas medidas de impulsividade. Portadores de TOC pontuaram mais que jogadores e controles normais em compulsividade. Jogadores pontuaram mais que controles normais em compulsividade. Conclui-se que Jogo Patológico e TOC guardam alguma semelhança no tocante à elevada comorbidade com depressão e ansiedade. Contudo, o curso clínico do Jogo Patológico, marcado por exacerbações paroxísticas e períodos de abstinência, além da elevada comorbidade com alcoolismo e tabagismo, reforçam suas semelhanças com as dependências. Em relação à personalidade, o traço mais saliente dos jogadores foi a impulsividade, justificando sua classificação como um transtorno do impulso. / Pathological Gambling (PG) is a psychiatric disorder in which personality features are considered essential for its development. In addition, it has been associated to Substance Dependence and a relationship to Obsessive-Compulsive Disorder (OCD) has been proposed. Some authors conceptualize it as a non-chemical dependence; others refuse this concept, arguing that the term dependence should be used exclusively to the misuse of psychoactive substances, and that PG would be closer to anxiety and affective disorders. PG has been classified as a compulsive behavior, as a dependence, and presently it is classified among the Impulse Control Disorders Not Elsewhere Classified in the DSM-IV, and 'Habit and Impulse disorders' in the ICD-10. PG's relative youth as a diagnostic category may explain the inaccuracy of its phenomenology and clinical characterization. The objectives of this study were: to compare PG and OCD regarding clinical course and psychiatric comorbidity; to compare pathological gamblers, obsessive-compulsive patients, and normal controls regarding personality features, specifically focussing impulsivity and compulsivity. Forty pathological gamblers, 40 obsessive-compulsive patients, and 40 normal control volunteers, matched by gender, age, and educational level were included. They were assessed through the Schedules for Clinical Assessment in Neuropsychiatry for evaluation of course of illness and psychiatric comorbidity; the Tridimensional Personality Questionnaire; the Barratt Impulsiveness Scale version 11, and an adapted version of the Yale Brown Obsessive Compulsive Scale for investigation of compulsivity. It was observed that OCD patients were younger at illness onset, had a more insidious course of the illness, with less frequent symptom free periods. PG and OCD presented high comorbidity with anxiety and depressive disorders, but PG presented a higher association to alcoholism and tobacco dependence as compared to OCD, while OCD presented a higher association to somatoform disorders as compared to PG. Pathological gamblers scored significantly higher than OCD patients and normal controls on impulsivity measures. OCD patients scored higher than pathological gamblers and normal controls on impulsivity. Pathological gambler scored higher than normal controls on compulsivity. It was concluded that PG and OCD have similarities regarding their high comorbidity to depression and anxiety. Nevertheless, PG's clinical course, characterized by recurrent symptomatic periods and symptom free periods, in addition to the high comorbidity with alcoholism and tobacco dependence, reinforces its resemblance to the dependencies. Regarding personality, impulsivity was the most salient feature found among pathological gamblers, thus supporting PG's classification as an impulsive control disorder.
96

Ensaio duplo-cego controlado multicêntrico com topiramato para jogadores patológicos / A multicenter, double-blind, placebo-controlled trial with topiramate for pathological gambling

Brito, Antonio Marcelo Cabrita de 10 February 2012 (has links)
O jogo patológico é classificado como um transtorno do controle dos impulsos, que envolve a fissura e a impulsividade para jogar, causando prejuízos sociais. Estudos prévios sugeriram que o topiramato poderia ser mais eficaz do que o placebo no tratamento de alguns transtornos relacionados com impulsividade, tais como transtorno de compulsão alimentar periódico, alcoolismo e dependência de cocaína. O principal objetivo deste estudo foi verificar se o topiramato foi superior ao placebo em controlar fissura e reduzir pensamentos e comportamentos relacionados ao jogo. Método: os jogadores patológicos foram aleatoriamente distribuídos em um de dois grupos: o que recebeu topiramato (n=15) e o que recebeu placebo (n=15) por 12 semanas. Durante o estudo, todos os pacientes participaram de quatro sessões psicoeducacionais, baseadas no programa de 12 passos dos jogadores anônimos. A principal variável de desfecho foi a escala G-SAS. As demais variáveis de desfecho foram consideradas secuindárias, sendo as escalas/entrevista: Escala Yale Brown de obsessão e compulsão adaptada para jogo patológico (PG-YBOCS), Timeline Follow-Back (TFB), questionário de crença de jogadores (GBQ), escala de impulsividade de Barratt (BIS-11), escala de impressão clínica global (CGI), escala de adequação social (EAS). Nos resultados, os pacientes que receberam topiramato obtiveram melhora nos escores das escalas: G-SAS, o que implica em redução dos sintomas de fissura e abstinência; PG-YBOCS, que mostrou redução de comportamentos e obsessões relacionados ao jogo; GBQ, que demonstrou redução de crenças supersticiosas e melhora cognitiva e EAS, que mostrou melhora na qualidade de vida. A entrevista TFB mostrou maiores reduções na média de tempo e quantia de dinheiro gasto em jogo no grupo topiramato em relação ao grupo placebo. Conclusão: o uso de topiramato associado a quatro sessões psicoeducacionais foi superior ao uso de placebo associado a quatro sessões psicoeducacionais, na redução de fissura, freqüência, comportamentos, superstições, quantidade de tempo e dinheiro destinados ao jogo, com melhora na qualidade de vida / Pathological gambling is an impulse control disorder that involves craving and impulsivity to gamble and in which gambling thoughts and behaviors may cause social impairment. Previous studies suggested that topiramate could be effective in the treatment of some disorders related to impulsivity, such as binge eating disorder, alcoholism or cocaine addiction. The studys main goal was to verify if topiramate was superior to placebo in controlling craving and reducing thoughts and behaviors related to gambling. Methods: pathological gamblers were randomized to topiramate (n=15) or placebo (n=15) in a 12-week, double-blind placebo controlled trial. During the 12 weeks the patients had four sessions of a program based on the 12 steps of Anonymous Gamblers. The primary outcome measure was the Gambling Symptom Assessment Scale (G-SAS), which evaluates symptoms related to abstinence. As secondary outcome measures it was used the following scales or interviews: Yale Brown Obsessive Compulsive Scale adapted for Pathological Gambling (PG-YBOCS), Timeline Follow-Back Method (TFB), Gamblers Beliefs Questionnaire (GBQ), Barratt Impulsiveness Scale (BIS-11), Clinical Global Impression (CGI), Social Adjustment Scale (SAS). Results: There were statistic robust findings in some of the scales used in this study. The group of patients who took topiramate had improvement in the scores of the G-SAS, which implies reduction in the symptoms of craving and abstinence; PG-YBOCS, which showed reductions in the behaviors and obsessions related to gambling; GBG, which revealed reduction of superstitious thoughts and cognitive improvement, and EAS that showed improvement in the quality of life. TFB showed that the topiramate group had more reductions in the average of time and money spent on gambling than the placebo group. Conclusions: According to the results, topiramate associated with four sessions based in cognitive restructuring were superior to placebo associated with four sessions based in cognitive restructuring in reducing craving, frequency, behaviors and superstitions related to gambling, and amount of time and money used in gambling. Moreover, according to SAS, the group that took topiramate had better improvement in the quality of life than the placebo group
97

Fatores que modificam a funÃÃo congnitiva e motora na doenÃa de Parkinson: um estudo sobre a influÃncia do jogo de dominà / Factors that modify the cognitive function and the motor performance in the Parkinson disease: a study about the influence of the dominoe game.

Alisson Menezes Araujo Lima 18 July 2007 (has links)
CoordenaÃÃo de AperfeiÃoamento de Pessoal de NÃvel Superior / A doenÃa de Parkinson (DP) à caracterizada por acinesia, rigidez e tremor de repouso. FlutuaÃÃes clÃnicas sÃo comumente observadas nessa afecÃÃo e nÃo sÃo bem compreendidas. Tais flutuaÃÃes, provavelmente, guardam relaÃÃo com o estado de neurotransmissÃo dopaminÃrgica e com influÃncias de outros sistemas de neurotransmissores. Casos de jogo compulsivo foram descritos na DP e tem sido associados ao uso de agonistas dopaminÃrgicos. Sabe-se que a via dopaminÃrgica desempenha um papel fundamental no sistema de recompensa e tem sido implicada no reforÃo positivo apÃs o jogo. A prÃtica de jogos tem tambÃm sido associada à melhora da cogniÃÃo em pessoas idosas. O objetivo deste trabalho foi estudar a influÃncia aguda do jogo de dominà sobre a atividade motora e a memÃria na DP. NÃs avaliamos as caracterÃsticas sÃcio-demogrÃficas da populaÃÃo, o estado da funÃÃo motora atravÃs da Unified Parkinsonâs Disease Rating Scale parte III, a presenÃa de sintomas depressivos atravÃs do InventÃrio de DepressÃo de Beck (IDB), a memÃria de trabalho atravÃs do Teste de Stroop parte III e o desempenho motor atravÃs do teste de caminhada e de digitaÃÃo rÃpida. O experimento consistiu na realizaÃÃo de um jogo de dominÃ, entre 8 e 9 horas da manhÃ. Os testes de memÃria e desempenho motor foram realizados antes e apÃs o jogo. ApÃs a realizaÃÃo ou nÃo do jogo os pacientes foram classificados entre os grupos perdedor, vencedor e controle respectivamente. O estudo foi realizado no AmbulatÃrio de DistÃrbios do Movimento do HU da Faculdade de Medicina da UFC. Quarenta pacientes consecutivos, sendo 27 homens (67,5%) com idade entre 48 e 84 anos (63,2Â8,5), com Hoehn &Yahr entre I e III foram avaliados. Na amostra estudada, 28 casos (70%) apresentavam sintomas depressivos (IDB>10). O grupo controle consistiu de 13 indivÃduos que permaneceram sentados sem jogar. Quatorze pacientes foram vencedores e 13 foram perdedores. NÃo houve diferenÃa estatisticamente significante entre os grupos quanto à idade, duraÃÃo da doenÃa, Ãndice de massa corpÃrea, dose de levodopa, uso de Ãlcool, fumo, histÃrico familiar de DP, presenÃa de sintomas depressivos e hÃbitos de jogar jogos de azar. Uma paciente em uso de agonista dopaminÃrgico referiu compulsÃo por jogos de azar. Os pacientes vencedores apresentaram melhor desempenho no teste de memÃria de trabalho (p=0,002) e digitaÃÃo rÃpida (p= 0,01). Os perdedores apresentaram uma tendÃncia de melhora da caminhada apÃs o experimento. Em conclusÃo, nosso estudo mostra que a prÃtica de um jogo de dominà se associa a melhora da memÃria de trabalho e da atividade motora (avaliada pelo teste de digitaÃÃo rÃpida) em indivÃduos com DP. Tais achados podem ser explicados pela liberaÃÃo de dopamina que ocorre apÃs o jogo atravÃs do sistema de recompensa. / Parkinsonâs disease (PD) is a chronic illness characterized by the presence of akinesia, rigidity and resting tremor. Clinical fluctuation is a common finding and is probably related to the oscillation of dopaminergic neurotransmission and also to the influence of other neurotransmitters. Obsessive gambling has been described over the years and it has been associated in many cases with the use of dopaminergic agonists. The explanation for these findings might be that dopamine is involved in a reward system at the central nervous system. Games has also been associated with improvement of cognition in the elderly. The aim of this study was to evaluate the acute effect of playing dominoe on working memory, as evaluated by the Stroop test, and motor activity as evaluated by the 14-meter walk and the finger-tap test, on a population with PD. Besides socio-demographic data, patients were evaluated with the Unified Parkinson Disease Rating Scale Part III and with the Beck Depression Inventory (BDI). Experiment consisted on performing a game of dominoe, between 8 and 9 hours A.M. Patients were tested before and after experiment. Control group remained kept without specific activity for the same amount of time as the others. Patients were classified in winners, non-winners and control respectively, after experiment. The study was performed at the University Hospital of Federal University of CearÃ. All cases were out patients from a movement disorders clinic. Forty consecutive patients, 27 male (67,5%), age from 48 to 84 years (63,2Â8,5), Hoehn &Yahr between I e III were included. Twenty-eight cases (70%) presented depressive symptoms (BDI>10). Control group was made of 13 cases, 14 were winners and 13 were non-winners. Comparison among groups did not show any differences statistics regarding age, disease duration, age at presentation of symptoms, body mass index, alcohol use, smoking habit, family history, depressive symptoms, levodopa dose, and practice of games. One female patient on use of dopaminergic agonist referred compulsion for gambling. In this study, winners presented significantly better results on working memory as evaluated by the Stroop test (p=0,002) and of motor activity as evaluated by the finger-tap test (p= 0,01). Non-winners showed a trend of better performance in the 14-meter walk test. In conclusion, our study shows that in PD, performing a simple dominoe game is associated with improvement of working memory as evaluated by the Stroop Test and of motor activity as evaluated by the finger-tap test. These findings may be explained by a liberation of dopamine that occurs with gaming through the reward system.
98

A repressão oficial ao jogo do bicho : uma história dos jogos de azar em Porto Alegre (1885-1917)

Torcato, Carlos Eduardo Martins January 2011 (has links)
A presente dissertação aborda a relação que se estabeleceu entre as práticas dos jogos de azar e o papel dessas práticas nos debates públicos sobre a modernização. Foram dois tipos de fontes primárias analisadas: os discursos legislativos proferidos no campo político e as fontes da polícia e da justiça criminal, estas últimas retratando a repressão às práticas lúdicas. Percebeu-se que, entre os jogos de azar perseguidos, o jogo do bicho assumiu um lugar de destaque no conjunto da documentação. O problema social dos jogos de azar, entretanto, remonta ao século XIX. Desde essa época esses jogos se apresentam tanto como incitadores de códigos de virilidade (compartilhados inclusive com a polícia), quanto como um delicado problema público, pois era imoral o Estado lucrar com o vício através das loterias. O jogo do bicho canaliza a atenção das autoridades a partir do final do século XIX, graças a sua popularidade e a sua abrangência nacional. Entre 1904-6, ocorreu uma campanha repressiva ao jogo do bicho, em Porto Alegre, que colocou em evidência as formas de controle social existentes naquela época. As mudanças na polícia e na justiça criminal promovidas pelo governo do Rio Grande do Sul, em fins do século XIX, ampliaram o poder de penalização do Estado através do fortalecimento das autoridades policiais. Percebeu-se, também, que as autoridades policiais que comandavam as ações repressivas, posteriormente, se aliaram aos banqueiros perseguidos durante a campanha de 1904-6, o que denota a corrupção policial. / This dissertation addresses the relationship established between the practices of gambling and the role of these practices in public debates on modernization. Two types of primary sources were analyzed: the legal speeches made in the political field and the sources of police and criminal justice, the latter depicting the repression of recreational practices. It was noticed that, among the persecuted gambling games, the numbers game (Brazilian jogo do bicho) was placed in an outstanding position according to the analyzed documentation. The social problem of gambling, however, dates back to the Nineteenth Century. Since that time these games are seen both as instigators of codes of masculinity (inclusively shared with the police), and as a delicate public issue, since it was immoral for the State to make profit through the lotteries. The numbers game became one of the main authorities’ concerns from the end of the Nineteenth Century on due to its popularity and its national scope. Between 1904-1906, there was a repressive campaign against the numbers game in Porto Alegre (southern Brazil), which highlighted the forms of social control existing at the time. The changes in police and in the criminal justice promoted by the government of the State of Rio Grande do Sul in the late Nineteenth Century increased the State’s power to penalize by strengthening police authorities. It was also noticed that the police authorities who commanded the crackdown later allied themselves with the bankers who were pursued during the campaign of 1904-1906, which denotes police corruption.
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Culture shock, trauma, exile, and nostalgia in Iranian-American literature

Reza, Carmen Amrina 12 July 2011 (has links)
This thesis is concerned with the concepts of exile, trauma, and nostalgia and how they all come together to create a sense of culture shock that the subjects of my thesis encountered. Azar Nafisi, Nahid Rachlin, Tara Bahrampour, and Azadeh Moaveni, are all Iranian-American authors, and despite their different life experiences and ages, they all encountered culture shock as it related to male-female relations, Iranian gender norms and issues of sex and sexuality and treatments and views of the female body as it relates to reproduction. / text
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Repeated moral hazard and recursive lagrangeans: theory and applications

Mele, Antonio 30 July 2009 (has links)
Esta tesis elabora una caracterización teórica de problemas de agencia dinámicos, basada en métodos recursivos duales. Respecto a las actuales estrategias de solución, la mayor ventaja de mi método es la posibilidad de analizar modelos complicados con muchas variables de estado, como es el caso en muchas situaciones macroeconómicas. El primer Capitulo introduce la metodología y presenta algunos ejemplos numéricos. El segundo Capitulo caracteriza contratos óptimos de participación al riesgo, en los dos casos de economía de dotación y de economía con producción, y demuestra que el método es muy simple en su aplicación a estos problemas. El tercer Capitulo analiza el seguro óptimo de desempleo bajo diferentes supuestos sobre el acceso al mercado financiero y la evolución del capital humano. / This thesis elaborates a theoretical characterization of general dynamic agency problems based on recursive duality methods. With respect to current solution strategies, the main advantage of my approach is the possibility to analyze complicated models with many state variables, as it is the case in several macroeconomic situations. The first Chapter introduces the methodology and provides some numerical example. The second Chapter provides a characterization of optimal risk sharing contracts both in endowment and production economies, and shows how the approach is easy to apply to these problems. The third Chapter analyzes optimal unemployment insurance under different assumptions on access to financial markets and human capital trends.

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