26 research outputs found

    Understanding And Confronting Alcohol-Induced Risky Behavior Among College Students

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    Confronting alcohol abuse is a challenge for most higher education institutions.  Each year, students are admitted to hospitals for issues arising from the misuse of alcohol.  The deaths of some engaged in alcohol related activities is especially worrisome.  Factors such as age and financial standing could impact the likelihood of abuse.  So-called drinking “games” have potentially altered student perceptions of alcohol consumption and may lead to reckless behavior.  This study looks at perceptions of alcohol use among college students and investigates the level of support a late night shuttle system might garner if offered to students on a college campus. &nbsp

    An Investigation Into Alternative Television Viewership Habits Of College Students

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    Television viewership through the use of digital video recorders (DVRs) and the Internet are affecting viewership statistics. The utilization of the Internet by students to view television programs mandates that future marketing efforts be directed more toward the Internet instead of traditional television advertisements.  Research focused on the television viewing habits of college students, current challenges in television advertising and marketing and the increasing use of DVRs and the Internet are investigated

    Percutaneous transhepatic vs. endoscopic retrograde biliary drainage for suspected malignant hilar obstruction: study protocol for a randomized controlled trial

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    Abstract Background The optimal approach to the drainage of malignant obstruction at the liver hilum remains uncertain. We aim to compare percutaneous transhepatic biliary drainage (PTBD) to endoscopic retrograde cholangiography (ERC) as the first intervention in patients with cholestasis due to suspected malignant hilar obstruction (MHO). Methods The INTERCPT trial is a multi-center, comparative effectiveness, randomized, superiority trial of PTBD vs. ERC for decompression of suspected MHO. One hundred and eighty-four eligible patients across medical centers in the United States, who provide informed consent, will be randomly assigned in 1:1 fashion via a web-based electronic randomization system to either ERC or PTBD as the initial drainage and, if indicated, diagnostic procedure. All subsequent clinical interventions, including crossover to the alternative procedure, will be dictated by treating physicians per usual clinical care. Enrolled subjects will be assessed for successful biliary drainage (primary outcome measure), adequate tissue diagnosis, adverse events, the need for additional procedures, hospitalizations, and oncological outcomes over a 6-month follow-up period. Subjects, treating clinicians and outcome assessors will not be blinded. Discussion The INTERCPT trial is designed to determine whether PTBD or ERC is the better initial approach when managing a patient with suspected MHO, a common clinical dilemma that has never been investigated in a randomized trial. Trial registration ClinicalTrials.gov, Identifier: NCT03172832 . Registered on 1 June 2017.https://deepblue.lib.umich.edu/bitstream/2027.42/142379/1/13063_2018_Article_2473.pd

    Restorative play: Videogames improve player wellbeing after a need-frustrating event

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    People often use videogames to restore wellbeing after negative experiences in day-to-day life. Although some research suggests that play can restore wellbeing, few studies have investigated the means by which restoration occurs. We employed self-determination theory (SDT) to understand how and to what degree play improves wellbeing after a needfrustrating event, and how players understand experiences of competence in play.Sixty-five participants worked at a competence manipulation task prior to playing a competence-satisfying videogame. Competence, affect, and vitality improved during play, and in-game experiences of need frustration were observed to effectively predict post-play negative affect. Post-experiment interviews indicate that videogames are seen to support competence relative to perceived skill, extending our knowledge of how design can support competence and restoration. We demonstrate that play can restore wellbeing, present need frustration as a means to explain negative experiences with interactive systems, and discuss effects of design on competence
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