Thrombosis, well known as a condition of the elderly, is occurring in the otherwise healthy adolescent population. Immobility is a significant risk factor for venous thromboembolism (VTE), and adolescents who play video games are immobile for extended periods of time. Some are presenting with VTE. When other risk factors such as obesity are present, the risk of VTE formation increases. We provide a review of published case reports regarding gaming and thrombosis. We searched PubMed, Scopus, Web of Science, and EBSCO for articles published through July 2019, using the keywords "computer game thrombosis," "computer game pulmonary embolism," "computer game deep vein thrombosis," "video game thrombosis," "video game pulmonary embolism," and "video game deep vein thrombosis." Of the 26 articles we identified, we included 12 articles in our review that report a total of 15 cases, of which 2 resulted in fatalities. Modifiable risk factors included cigarette use, being overweight, birth control use, and prolonged immobility. Anticoagulation was the principal treatment modality in patients presenting with gaming thrombosis. We strongly encourage screening gamers for possible VTEs if clinically warranted.
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http://dx.doi.org/10.31486/toj.19.0058 | DOI Listing |
Chaos
January 2025
Department of Computer Science and A.I. Andalusian Research Institute DaSCI "Data Science and Computational Intelligence, " University of Granada, 18071 Granada, Spain.
Reputation and punishment are significant guidelines for regulating individual behavior in human society, and those with a good reputation are more likely to be imitated by others. In addition, society imposes varying degrees of punishment for behaviors that harm the interests of groups with different reputations. However, conventional pairwise interaction rules and the punishment mechanism overlook this aspect.
View Article and Find Full Text PDFSci Rep
January 2025
Düzce University, Düzce, Turkey.
The present study examined the relationships between the levels of online game addiction among university students who play online games and their life satisfaction, emotional schemas, and demographic characteristics (gender and age). Additionally, structural equation modelling was conducted to examine the mediating effect of emotional schemas in the relationship between online gaming addiction and life satisfaction. The participants of the study consist of 549 university students who are enrolled in university and play online games.
View Article and Find Full Text PDFSci Rep
January 2025
Nunaps Inc., Seoul, Korea.
Although cognitive training has been proposed as a possible therapeutic modality for mild cognitive impairment (MCI), most serious games focus on specific tasks. This study aimed to investigate the feasibility and efficacy of narrative video game-based cognitive intervention for MCI. A four-week (± 1-week) mobile game intervention was given to 17 MCI participants (mean age (SD) = 72.
View Article and Find Full Text PDFFront Aging Neurosci
December 2024
School of Intelligence Science and Technology, University of Science and Technology Beijing, Beijing, China.
J Pediatr Nurs
December 2024
Dicle University, Faculty of Medicine, Department of Child and Adolescent Psychiatry, Diyarbakır, Turkey. Electronic address:
Background: Children diagnosed with Attention-deficit/hyperactivity disorder (ADHD) have greater difficulty in regulating their own media usage and are inclined to spend more time engaging in video games compared to neurotypical children. This study aimed to investigate the effects of ADHD severity, digital parenting awareness, and accompanying psychiatric symptoms on children's problematic media (PMU) use in children with ADHD.
Methods: The study included 95 ADHD patients aged between 6 and 11 years and 90 age-and gender-matched healthy controls.
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