57,140 research outputs found

    Name of the Game: A Media Analysis of Concussion Terminology in Documentary Film

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    This project explores the way concussions are communicated to us through the use of documentary film. By examining the use of concussion related terms, as well as the tone and general word choice, it can be seen that there are certain words and phrases that are commonly left out, and others that are used too much. The differences in the usage of these words and tones reflects the current concussion crisis occurring in many contact sports around the world. This media analysis was conducted with the goal of finding trends in how concussions are discussed depending on the sport and when the documentary was made, and also to point towards the gaps in terminology where more work could be done to educate and warn people about concussions. The analysis consisted of viewing 15 full-length documentaries/films and analyzing them through a constructed codebook. The films were watched over a month-long period, allowing for the researcher to dive into many types of sports, sources, and opinions. The topic was chosen in an effort to incorporate communication and sports with the highly discussed topic of concussions. It was found that concussions are referred to in different ways based on the goals of the person speaking about them. There were also interesting trends in the data surrounding when athletes go through proper protocol versus rush back into play. The results will be presented in graphs and charts to portray their importance and effects. Due to the current focus of concussions in football specifically, there is growing need to analyze the way concussions are discussed in all outlets, and this analysis of documentaries aims to add to the discussion

    Personal Foul: How Head Trauma and the Insurance Industry Are Threatening Sports

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    This thesis will investigate the growing problem of head trauma in contact sports like football, hockey, and soccer through medical studies, implications to the insurance industry, and ongoing litigation. The thesis will investigate medical studies that are finding more evidence to support the claim that contact sports players are more likely to receive head trauma symptoms such as memory loss, mood swings, and even Lou Gehrig’s disease in extreme cases. The thesis will also demonstrate that these medical symptoms and monetary losses from medical claims are convincing insurance companies to withdraw insurance coverage for sports leagues, which they are justifying through mathematics. Finally, the thesis will explore the ongoing litigation against sports leagues for alleged negligence against their players and their failure to communicate the sports’ dangers to their player

    First-year experience of chemotherapy for advanced retinoblastoma in Tanzania: disease profile, outcomes, and challenges in 2008.

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    PURPOSE: To examine the profile of retinoblastoma in a national tertiary referral center in Tanzania and to report first-year outcomes of its treatment using chemotherapy. METHODS: All patients with retinoblastoma referred in 2008 were included. Disease was classified on clinical grounds as ocular, orbital, or metastatic. Those with ocular and orbital disease received chemotherapy. Remission was the main outcome measure and defined as absence of disease at the end of treatment. RESULTS: In 2008, 37 patients (20 males and 17 females) with retinoblastoma were referred to Ocean Road Cancer Institute. The mean delay from the first sign of disease to presentation at hospital was 10.4 ± 8.7 months. Disease was ocular in 32% (12 of 37), orbital in 57% (21 of 37), and metastatic in 11% (4 of 37). Of those with ocular disease, 67% (8 of 12) completed chemotherapy and all (8 of 8) achieved remission. In contrast, 48% (10 of 21) with orbital disease completed chemotherapy and only 50% (5 of 10) achieved remission. The difference in outcome between the groups was statistically significant (P = .001, Fisher exact test). CONCLUSION: The profile of retinoblastoma in Tanzania is skewed toward severe invasive disease. Despite the introduction of chemotherapy, further improvements in mortality and morbidity can only be achieved through emphasis on early detection

    Immersive Composition for Sensory Rehabilitation: 3D Visualisation, Surround Sound, and Synthesised Music to Provoke Catharsis and Healing

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    There is a wide range of sensory therapies using sound, music and visual stimuli. Some focus on soothing or distracting stimuli such as natural sounds or classical music as analgesic, while other approaches emphasize the active performance of producing music as therapy. This paper proposes an immersive multi-sensory Exposure Therapy for people suffering from anxiety disorders, based on a rich, detailed surround-soundscape. This soundscape is composed to include the users’ own idiosyncratic anxiety triggers as a form of habituation, and to provoke psychological catharsis, as a non-verbal, visceral and enveloping exposure. To accurately pinpoint the most effective sounds and to optimally compose the soundscape we will monitor the participants’ physiological responses such as electroencephalography, respiration, electromyography, and heart rate during exposure. We hypothesize that such physiologically optimized sensory landscapes will aid the development of future immersive therapies for various psychological conditions, Sound is a major trigger of anxiety, and auditory hypersensitivity is an extremely problematic symptom. Exposure to stress-inducing sounds can free anxiety sufferers from entrenched avoidance behaviors, teaching physiological coping strategies and encouraging resolution of the psychological issues agitated by the sound

    The prevention of injuries in contact flag football

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    American flag football is a non-tackle, contact sport with many moderate to severe contact-type injuries reported. A previous prospective injury surveillance study by the authors revealed a high incidence of injuries to the fingers, face, knee, shoulder and ankle. The objectives of the study were to conduct a pilot-prospective injury prevention study in an attempt to significantly reduce the incidence and the severity of injuries as compared to a historical cohort, as well as to provide recommendations for a future prospective injury prevention study. A prospective injury prevention study was conducted involving 724 amateur male (mean age: 20.0 +/- A 3.1 years) and 114 female (mean age: 21.2 +/- A 7.2 years) players. Four prevention measures were implemented: the no-pocket rule, self-fitting mouth guards, ankle braces (for those players with recurrent ankle sprains) and an injury treatment information brochure. An injury surveillance questionnaire was administered to record all time-loss injuries sustained in game sessions. There was a statistically significant reduction in the number of injured players, the number of finger/hand injuries, the incidence rate and the incidence proportion between the two cohorts (p < 0.05). This one-season pilot prevention study has provided preliminary evidence that finger/hand injuries can be significantly reduced in flag football. Prevention strategies for a longer, prospective, randomised-controlled injury prevention study should include the strict enforcement of the no-pocket rule, appropriate head gear, the use of comfortable-fitting ankle braces and mouth guards, and changing the blocking rules of the game

    Towards serious game-based interventions for the treatment of childhood trauma

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    Serious Games nutzen Videospiel-Technologien, um interaktive virtuelle Welten für unterschiedlichste Anwendungsbereiche bereitzustellen. Das große Interesse an der Anwendung von Serious Games im militärischen und kommerziellen Bereich steht dabei in starkem Gegensatz zum Mangel an empirischen Studien im Bereich der Serious Game unterstützten Psychotherapie. In diesem Artikel besprechen wir die Möglichkeit und die Anforderungen eines spezialisierten Werkzeugs zur Unterstützung der psychotherapeutischen Behandlung von Kindheitstraumata.Serious games use video game technology to deliver interactive worlds in support of a wide range of application areas. The vivid interest in the use of serious games in military and commercial settings stands in stark contrast to the paucity of empirical studies focused on game-based psychotherapy. We discuss the possibility and prerequisites of a serious game aimed at the support of individualized interventions to children suffering from childhood trauma
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