Study Design: Retrospective epidemiologic investigation.
Objective: To investigate the relationship between altitude and concussion rate in the National Football League (NFL). Because of the physiologic responses that occur during acclimatization to altitude, it was hypothesized that games played on fields at a higher altitude would have reduced concussion rates compared to games played on fields at a lower altitude.
Background: Recent research indicates that the elevation above sea level at which football games are played may be associated with the likelihood of a concussion in high school football athletes.
Methods: Data on incident concussions and athlete exposures for the first 16 weeks of the NFL 2012 and 2013 regular seasons were obtained from publicly available web-based sources and used to calculate competition concussion rates for each NFL stadium. Concussion rates were analyzed in relation to game elevation.
Results: During the first 16 weeks of the 2012 and 2013 NFL regular seasons, 300 concussions, involving 284 players, were reported (64.3 primary cases per 10,000 game exposures). The odds of a concussion were 30% lower when playing at a higher elevation (equal to or greater than 644 ft [196.3 m] above sea level) compared to a lower elevation (odds ratio = 0.70; 95% confidence interval: 0.53, 0.94). A multivariable generalized linear model controlling for season, week, and clustering of team at home and away confirmed these results, showing that the odds of at least 1 concussion were reduced by 32% in games played at higher elevation.
Conclusion: The results of this epidemiological investigation indicate that increased altitude was associated with a reduction in the odds of a sport-related concussion in NFL athletes. The reported relationship of concussion incidence and field elevation should be further investigated, and, if verified, further work will be needed to understand why that relationship exists.
Level Of Evidence: Prognosis, level 2c.
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http://dx.doi.org/10.2519/jospt.2014.5298 | DOI Listing |
Front Psychol
January 2025
School of Education, Research Center of Rural Education and Cultural Development of the Key Research Institute of Humanities and Social Sciences in Hubei Province, Hubei University of Science and Technology, Xianning, China.
Background: Internet Gaming Disorder (IGD) is a new behavioral addiction. A large number of empirical studies have shown that Internet Gaming Disorder has a high level of comorbidity with other diseases, including depression, anxiety, obesity, internalizing and externalizing behavioral problems, however, little is known about the mediating and moderating mechanisms underlying this relation. The current study adopted a three-time longitudinal study investing the mediating effect of relative deprivation on the association between peer rejection and IGD, and whether this mediating effect was moderated by the grit.
View Article and Find Full Text PDFBMC Med Educ
January 2025
Institute of Nursing and Health Promotion, Oslo Metropolitan University, Oslo, Norway.
Background: The digital shift in higher education is moving from teacher-focused models to active learning with digital technologies, including the integration of game-based learning strategies. We aim to identify, assess, and summarize the findings of evidence and determine the effectiveness of game-thinking on learning outcomes in nursing education.
Methods: A comprehensive search for relevant literature was conducted between April and May 2022 Seven databases ERIC, Scopus, ProQuest Education Source, MEDLINE, CINAHL, Web of Science, and Embase were utilized to locate original, peer-reviewed papers published in English.
BMJ Open
January 2025
Department of Health Sciences, Brunel University of London, Uxbridge, UK
Objective: To investigate the safety, feasibility and acceptability of the Neurofenix platform for upper-limb rehabilitation in acute and subacute stroke.
Design: A feasibility randomised controlled trial with a parallel process evaluation.
Setting: Acute Stroke Unit and participants' homes (London, UK).
BMJ Open
January 2025
Faculty of Health Sciences, University of Ontario Institute of Technology, Oshawa, Ontario, Canada
Introduction: Schools are an important setting for supporting children's development of food literacy, but minimal research has assessed which strategies are most suitable for school nutrition education. The Foodbot Factory intervention, consisting of serious game (ie, a digital game designed for education) and curriculum-based lesson plans, was developed to support teachers and children ages 8-12 with nutrition education. Pilot data have demonstrated that Foodbot Factory can significantly improve children's nutrition knowledge, but it has not yet been evaluated in classrooms.
View Article and Find Full Text PDFJ Med Internet Res
January 2025
Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macau, China.
This study provides preliminary evidence for real-time functional magnetic resonance imaging neurofeedback (rt-fMRI NF) as a potential intervention approach for internet gaming disorder (IGD). In a preregistered, randomized, single-blind trial, young individuals with elevated IGD risk were trained to downregulate gaming addiction-related brain activity. We show that, after 2 sessions of neurofeedback training, participants successfully downregulated their brain responses to gaming cues, suggesting the therapeutic potential of rt-fMRI NF for IGD (Trial Registration: ClinicalTrials.
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