Lucas Murrins Marques

Dr. Lucas Murrins Marques

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Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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7 September 2023 in Frontiers in Public Health
Verified
Journal Article
Open access
LMLucas Murrins Marques
Lucas Murrins Marques
PUPedro Makoto Uchida
Pedro Makoto Uchida
SBSara Pinto Barbosa
Sara Pinto Barbosa
Background: Gamification has proven to be a significant tool for health promotion, with a particular focus on physical activities such as Exergames, which improve not only physical, but also cognitive health. However, it is still not clear what effect the practice of Exergames has on changing the emotional experience.Purpose: The objective of this systematic review is to evaluate the impact of Exergames training on emotional experience.Methods: A systematic search was conducted in the PUBMED and SCOPUS databases. The relevant articles were screened independently by three researchers. Data concerning emotional measures and Exergame practice were extracted for analysis.Results: The search yielded 38 articles, of which 16 were included. Exergames were found to significantly impact happiness, anxiety, depressive symptoms, mental health-related quality of life, self-worth, self-esteem, self-efficacy, perceived behavioral control, vigor, vitality, intrinsic motivation, perceived energy, and relaxation.Conclusion: Our review supports the evidence that the practice of physical activity through Exergames, on the emotional experience generally generates an increase in positive emotions. In this sense, the results found support both the use of Exergames as a leisure activity that promotes wellbeing and emotional regulation, as well as for health promotion, public health, and clinical practice purposes. Our review strongly supports the notion that engaging in physical activity through Exergames generally leads to an increase in positive emotions. As a result, these findings endorse the utilization of Exergames as a leisure activity to promote well-being and emotional regulation. Moreover, Exergames hold potential for health promotion, public health, and clinical practice purposes.

1 May 2015 in Neuroscience Letters
Verified
Journal Article
Closed access
GRGabriel G. Rêgo
Gabriel G. Rêgo
OLOlivia Morgan Lapenta
Olivia Morgan Lapenta
LMLucas Murrins Marques
Lucas Murrins Marques
TCThiago L. Costa
Thiago L. Costa
Jorge LeiteJorge Leite
Jorge Leite
PBPaulo S. Boggio
Paulo S. Boggio

1 September 2018 in The Journal of ECT
Verified
Journal Article
Closed access
OLOlivia Morgan Lapenta
Olivia Morgan Lapenta
LMLucas Murrins Marques
Lucas Murrins Marques
GRGabriel G. Rego
Gabriel G. Rego
WCWilliam E. Comfort
William E. Comfort
PBPaulo S. Boggio
Paulo S. Boggio
The study of addiction and impulsion control disorders has shown that behaviors of seeking and consumption of addictive substances are subserved by neurobiological alterations specifically related to brain networks for reward, stress, and executive control, representing the brain's adaptation to the continued use of an addictive substance. In parallel, studies using neuromodulation techniques such as transcranial direct current stimulation (tDCS) have demonstrated promising effects in modulating cognitive and motor functions. This review aims to describe the neurobiology of addiction and some of the most relevant cognitive models of addictive behavior and to clarify how tDCS application modulates the intake and craving for several addictive substances, such as food, alcohol, nicotine, cocaine, crack, methamphetamine, and cannabis. We also discuss the positive and null outcomes of the use of this neuromodulatory technique in the treatment of addiction disorders resulting from the use of these substances. The reviewed findings lead us to conclude that tDCS interventions hold several promising clinical avenues in addiction and impulsive control. However, methodological investigations are necessary for undercover optimal parameters before implementing its clinical application.

8 November 2023 in Frontiers in Psychiatry
Verified
Journal Article
Open access
LMLucas Murrins Marques
Lucas Murrins Marques
PUPedro M. Uchida
Pedro M. Uchida
FAFelipe O. Aguiar
Felipe O. Aguiar
GKGabriel Kadri
Gabriel Kadri
RSRaphael I. M. Santos
Raphael I. M. Santos
SBSara P. Barbosa
Sara P. Barbosa
Background: The realm of virtual games, video games, and e-sports has witnessed remarkable and substantial growth, captivating a diverse and global audience. However, some studies indicate that this surge is often linked to a desire to escape from real life, a phenomenon known as escapism. Much like substance abuse, escapism has been identified as a significant motivator, leading to adverse outcomes, including addiction. Therefore, it is crucial to comprehend the existing research on the connection between escapism and engagement in virtual gaming. This understanding can shed light on the reasons behind such practices and their potential impact on mental and public health.Purpose: The objective of this systematic review is investigate the findings pertaining to association between escapism and the practice of virtual games, such as video-games and e-sport.Methods: PUBMED and SCOPUS database were systematically searched. Six independent researchers screened articles for relevance. We extracted data regarding escapism-related measures, emotional/mental health-related measures and demographic information relevant to the review purpose.Results: The search yielded 357 articles, 36 were included. Results showed that: (i) Escapist motivation (EM) is one of the main motives for playing virtual games; (ii) EM is related to negative clinical traits; (iii) EM predicts negative psychological/emotional/mental health outcomes; (iv) EM is associated with impaired/negative perception of the real-world life; (v) EM predicts non-adaptive real social life; and (vi) EM is associated with dysfunctional gaming practices in some cases. However, EM can have beneficial effects, fostering confidence, determination, a sense of belonging in virtual communities, and representation through avatars. Furthermore, the reviewed findings suggest that EM was positively linked to mitigating loneliness in anxious individuals and promoting social activities that preserved mental health among typical individuals during the pandemic.Conclusion: Our review reinforces the evidence linking EM in the context of virtual games to poor mental health and non-adaptive social behavior. The ensuing discussion explores the intricate connection between escapism and mental health, alongside examining the broad implications of virtual gaming practices on underlying motivations for escapism in the realms of social cognition, health promotion, and public health.

17 October 2018 in Scientific Reports
Verified
Journal Article
Open access
PDF file
LMLucas Murrins Marques
Lucas Murrins Marques
LMLetícia Y. N. Morello
Letícia Y. N. Morello
PBPaulo S. Boggio
Paulo S. Boggio
Emotions can be understood as behavioral, physiological, and subjective individual’s alteration due to a given situation. Several times, an efficient regulation of these emotions can promote psychological and social survival. It has been demonstrated that the Prefrontal Cortex (PFC) presents a relevant role in cognitive control, especially during emotion regulation strategies. However, evidence for the role of the PFC and emotional regulation comes mostly from neuroimaging experiments lacking from causal information. Transcranial Direct Current Stimulation (tDCS) has been shown to be an efficient noninvasive neuromodulation technique capable to address causal hypothesis. The aim of this study was to investigate the role of two regions of the PFC (Dorsolateral and Ventrolateral region) on different strategies of emotional reappraisal during the observation of negative images. 180 undergraduate students (mean age 21,75 ± 3,38) participated in this study, divided in two experiments (Dorsolateral PFC - n = 90; Ventrolateral PFC - n = 90). As not expected, DLPFC tDCS did not modulate the responses on the emotional regulation task. However, VLPFC tDCS resulted in less negative valence of negative images as well as decreased cardiac interbeat interval on earlier moments of emotional processing. These findings supports the general view about the role of the PFC on emotional regulation and, at the same time, advances the field by providing evidence that evaluation of negative stimuli is much more based on the VLPFC than on the DLPCF.

6 September 2017 in PLOS ONE
Verified
Journal Article
Open access
PDF file
ADAna Paula Gonçalves Donate
Ana Paula Gonçalves Donate
LMLucas Murrins Marques
Lucas Murrins Marques
OLOlivia Morgan Lapenta
Olivia Morgan Lapenta
MAManish Kumar Asthana
Manish Kumar Asthana
DADavid Amodio
David Amodio
PBPaulo Sérgio Boggio
Paulo Sérgio Boggio
Ostracism is characterized by a social pain provoked by being excluded and ignored. In order to address the effects of social ostracism in virtual non-physical interactions, we developed a more realistic paradigm as an alternative to Cyberball and assessed its effects on participant’s expression of basic social needs, emotional experience and painful feeling. The chat room consisted of controlled social dialogue interactions between participants and two other (confederate) chat room partners. Exclusion was manipulated by varying the number of messages a participant received (15% and 33% in exclusion and inclusion, respectively). Analysis of participant (N = 54) responses revealed that exclusion induced a lower experience of basic-need states and greater anger, compared with included participants. In addition, excluded participants reported higher levels of two specific self-pain feelings, namely tortured and hurt. Our findings suggest that this procedure is effective in inducing social ostracism in a realistic and yet highly controlled experimental procedure.