29 research outputs found
Autoantigenic properties of the aminoacyl tRNA synthetase family in idiopathic inflammatory myopathies
Objectives: Autoantibodies are thought to play a key role in the pathogenesis of idiopathic inflammatory myopathies (IIM). However, up to 40% of IIM patients, even those with clinical manifestations of anti-synthetase syndrome (ASSD), test seronegative to known myositis-specific autoantibodies. We hypothesized the existence of new potential autoantigens among human cytoplasmic aminoacyl tRNA synthetases (aaRS) in patients with IIM.
Methods: Plasma samples from 217 patients with IIM according to 2017 EULAR/ACR criteria, including 50 patients with ASSD, 165 without, and two with unknown ASSD status were identified retrospectively, as well as age and gender-matched sera from 156 population controls, and 219 disease controls. Patients with previously documented ASSD had to test positive for at least one of the five most common anti-aaRS autoantibodies (anti-Jo1, -PL7, -PL12, -EJ, and -OJ) and present with one or more of the following clinical manifestations: interstitial lung disease, myositis, arthritis, Raynaud's phenomenon, fever, or mechanic's hands. Demographics, laboratory, and clinical data of the IIM cohort (ASSD and non-ASSD) were compared. Samples were screened using a multiplex bead array assay for presence of autoantibodies against a panel of 117 recombinant protein variants, representing 33 myositis-related proteins, including all nineteen cytoplasmic aaRS. Prospectively collected clinical data for the IIM cohort were retrieved and compared between groups within the IIM cohort and correlated with the results of the autoantibody screening. Principal component analysis was used to analyze clinical manifestations between ASSD, non-ASSD groups, and individuals with novel anti-aaRS autoantibodies.
Results: We identified reactivity towards 16 aaRS in 72 of the 217 IIM patients. Twelve patients displayed reactivity against nine novel aaRS. The novel autoantibody specificities were detected in four previously seronegative patients for myositis-specific autoantibodies and eight with previously detected myositis-specific autoantibodies. IIM individuals with novel anti-aaRS autoantibodies (n = 12) all had signs of myositis, and they had either muscle weakness and/or muscle enzyme elevation, 2/12 had mechanic's hands, 3/12 had interstitial lung disease, and 2/12 had arthritis. The individuals with novel anti-aaRS and a pathological muscle biopsy all presented widespread up-regulation of major histocompatibility complex class I. The reactivities against novel aaRS could be confirmed in ELISA and western blot. Using the multiplex bead array assay, we could confirm previously known reactivities to four of the most common aaRS (Jo1, PL12, PL7, and EJ (n = 45)) and identified patients positive for anti-Zo, -KS, and -HA (n = 10) that were not previously tested. A low frequency of anti-aaRS autoantibodies was also detected in controls.
Conclusion: Our results suggest that most, if not all, cytoplasmic aaRS may become autoantigenic. Autoantibodies against new aaRS may be found in plasma of patients previously classified as seronegative with potential high clinical relevance.publishedVersio
Adolescent Gaming and Gambling in Relation to Negative Social Consequences and Health
The aims of the thesis were to study relationships between the effects of online gaming and gambling and negative social consequences and ill health among adolescents and to determine whether gaming and gambling activities occur together. The papers in this thesis used epidemiological methods to obtain self-report information from Swedish adolescents aged 13â18 years. Time spent in online gaming was associated with negative social consequences, and this relationship was explained by online gaming motives. Gaming for fun and social motives was associated with a reduced risk of negative social consequences, whereas gaming to escape problems, gain status, or meet demands from others was associated with an increased risk. Increased online gaming time on weekdays increased the probability of having depressive, musculoskeletal, or psychosomatic symptoms, and was related to online gaming motives. The probability of ill health was low in those who reported gaming for fun or social motives. Adolescents with symptoms of attention deficit hyperactivity disorder (ADHD) were more sensitive to gambling frequency and to developing a gambling problem. However, among those identified as susceptible, adolescents with ADHD were equally affected compared with other susceptible participants in terms of their gambling frequency. Boys had a higher probability than girls of participating in online gambling in association with online gaming. Having at least one parent born outside Scandinavia was associated with a higher probability of online gambling, especially among girls. The effect of alcohol use as a factor contributing to online gambling was greater among boys than among girls. The results of this thesis contribute new knowledge about sex differences in online gaming and gambling behaviours and add to the limited research on online gaming and online gambling behaviours among adolescent girls. Gaming motives may be helpful for identifying online gamers needing support to reduce their unhealthy gaming behaviour. Information about factors related to gaming and gambling problems may be of interest to clinicians in psychiatry, psychology and social work, as well as to policymakers, parents and teachers involved in adolescent health and development. Effect preventive strategies should consider the sex differences in gaming and gambling behaviour in adolescents
Adolescent Gaming and Gambling in Relation to Negative Social Consequences and Health
The aims of the thesis were to study relationships between the effects of online gaming and gambling and negative social consequences and ill health among adolescents and to determine whether gaming and gambling activities occur together. The papers in this thesis used epidemiological methods to obtain self-report information from Swedish adolescents aged 13â18 years. Time spent in online gaming was associated with negative social consequences, and this relationship was explained by online gaming motives. Gaming for fun and social motives was associated with a reduced risk of negative social consequences, whereas gaming to escape problems, gain status, or meet demands from others was associated with an increased risk. Increased online gaming time on weekdays increased the probability of having depressive, musculoskeletal, or psychosomatic symptoms, and was related to online gaming motives. The probability of ill health was low in those who reported gaming for fun or social motives. Adolescents with symptoms of attention deficit hyperactivity disorder (ADHD) were more sensitive to gambling frequency and to developing a gambling problem. However, among those identified as susceptible, adolescents with ADHD were equally affected compared with other susceptible participants in terms of their gambling frequency. Boys had a higher probability than girls of participating in online gambling in association with online gaming. Having at least one parent born outside Scandinavia was associated with a higher probability of online gambling, especially among girls. The effect of alcohol use as a factor contributing to online gambling was greater among boys than among girls. The results of this thesis contribute new knowledge about sex differences in online gaming and gambling behaviours and add to the limited research on online gaming and online gambling behaviours among adolescent girls. Gaming motives may be helpful for identifying online gamers needing support to reduce their unhealthy gaming behaviour. Information about factors related to gaming and gambling problems may be of interest to clinicians in psychiatry, psychology and social work, as well as to policymakers, parents and teachers involved in adolescent health and development. Effect preventive strategies should consider the sex differences in gaming and gambling behaviour in adolescents
Adolescent Gaming and Gambling in Relation to Negative Social Consequences and Health
The aims of the thesis were to study relationships between the effects of online gaming and gambling and negative social consequences and ill health among adolescents and to determine whether gaming and gambling activities occur together. The papers in this thesis used epidemiological methods to obtain self-report information from Swedish adolescents aged 13â18 years. Time spent in online gaming was associated with negative social consequences, and this relationship was explained by online gaming motives. Gaming for fun and social motives was associated with a reduced risk of negative social consequences, whereas gaming to escape problems, gain status, or meet demands from others was associated with an increased risk. Increased online gaming time on weekdays increased the probability of having depressive, musculoskeletal, or psychosomatic symptoms, and was related to online gaming motives. The probability of ill health was low in those who reported gaming for fun or social motives. Adolescents with symptoms of attention deficit hyperactivity disorder (ADHD) were more sensitive to gambling frequency and to developing a gambling problem. However, among those identified as susceptible, adolescents with ADHD were equally affected compared with other susceptible participants in terms of their gambling frequency. Boys had a higher probability than girls of participating in online gambling in association with online gaming. Having at least one parent born outside Scandinavia was associated with a higher probability of online gambling, especially among girls. The effect of alcohol use as a factor contributing to online gambling was greater among boys than among girls. The results of this thesis contribute new knowledge about sex differences in online gaming and gambling behaviours and add to the limited research on online gaming and online gambling behaviours among adolescent girls. Gaming motives may be helpful for identifying online gamers needing support to reduce their unhealthy gaming behaviour. Information about factors related to gaming and gambling problems may be of interest to clinicians in psychiatry, psychology and social work, as well as to policymakers, parents and teachers involved in adolescent health and development. Effect preventive strategies should consider the sex differences in gaming and gambling behaviour in adolescents
Playful learning challenge. : A study about math with duplotemplates in pre-school.
Inledning Detta examensarbete syftar till att undersöka hur barn anvÀnder matematik nÀr de bygger med duploklossar (Lego) efter duplomallar i förskolan. Detta med anledning av de stÀrkta mÄl och riktlinjerna i lÀroplan för förskolan Lpfö 98 (rev. 2010) inom bland annat matematik. Duplomallarna har vi konstruerat sjÀlva för att studera hur planeradeaktiviteter enligt lÀroplanen i förskolan kan utföras pÄ ett meningsfullt sÀtt för barnen. Syfte Syftet Àr att fÄ kunskap om hur fyraÄriga barns matematiska förstÄelse kan frÀmjasmed duplomallar som redskap. FrÄgestÀllning Vilken matematik frÀmjas nÀr fyraÄriga barn bygger efter duplomallar? Metod Undersökningen bygger pÄ en kvalitativ studie med icke-deltagande observation som redskap dÀr vi med hjÀlp av videokameran pÄ surfplattan och anteckningar harobserverat barns matematikstrategier för att synliggöra matematiken. Observationen har genomförts med fyra barn pÄ en förskola i VÀstra Götalands lÀn. Resultat Resultatet visar att samtliga barn i vÄr undersökning anvÀnde sig av matematik nÀr de under en planerad aktivitet arbetade med duplo och duplomallar. Resultatet visar att de omsatte nÄgot abstrakt till nÄgot konkret nÀr de visade oss hur de gick till vÀga. Resultatet Àr indelat i de sex huvudkategorier som framkom i analysen. Antalsuppfattning, mönster, urskilja likheter och olikheter, mÀtning/jÀmför, matematiskproblemlösning och matematiska tidigare erfarenheter. Alla barnens tillvÀgagÄngssÀttvisar att de anvÀnde sig av matematik pÄ nÄgot vis, dÀremot visar resultatet att de anvÀnde sig av olika tillvÀgagÄngssÀtt för att bygga sina torn med rÀtt klossar
Playful learning challenge. : A study about math with duplotemplates in pre-school.
Inledning Detta examensarbete syftar till att undersöka hur barn anvÀnder matematik nÀr de bygger med duploklossar (Lego) efter duplomallar i förskolan. Detta med anledning av de stÀrkta mÄl och riktlinjerna i lÀroplan för förskolan Lpfö 98 (rev. 2010) inom bland annat matematik. Duplomallarna har vi konstruerat sjÀlva för att studera hur planeradeaktiviteter enligt lÀroplanen i förskolan kan utföras pÄ ett meningsfullt sÀtt för barnen. Syfte Syftet Àr att fÄ kunskap om hur fyraÄriga barns matematiska förstÄelse kan frÀmjasmed duplomallar som redskap. FrÄgestÀllning Vilken matematik frÀmjas nÀr fyraÄriga barn bygger efter duplomallar? Metod Undersökningen bygger pÄ en kvalitativ studie med icke-deltagande observation som redskap dÀr vi med hjÀlp av videokameran pÄ surfplattan och anteckningar harobserverat barns matematikstrategier för att synliggöra matematiken. Observationen har genomförts med fyra barn pÄ en förskola i VÀstra Götalands lÀn. Resultat Resultatet visar att samtliga barn i vÄr undersökning anvÀnde sig av matematik nÀr de under en planerad aktivitet arbetade med duplo och duplomallar. Resultatet visar att de omsatte nÄgot abstrakt till nÄgot konkret nÀr de visade oss hur de gick till vÀga. Resultatet Àr indelat i de sex huvudkategorier som framkom i analysen. Antalsuppfattning, mönster, urskilja likheter och olikheter, mÀtning/jÀmför, matematiskproblemlösning och matematiska tidigare erfarenheter. Alla barnens tillvÀgagÄngssÀttvisar att de anvÀnde sig av matematik pÄ nÄgot vis, dÀremot visar resultatet att de anvÀnde sig av olika tillvÀgagÄngssÀtt för att bygga sina torn med rÀtt klossar
Blog Influence on Consumer Information Search : From a Consumerâs Perspective
Title: Blog Influence on Consumer Information Search Authors: Emma Hammer, Charlotta Hellström & Emma Martin Tutor: Jonas Dahlqvist Date: 2015-05-11 Key Words: Blog marketing, information search, blog characteristics, blog influence, consumer behavior, online information, online communication Abstract Information search is crucial to consumers because it can potentially lead to better decision-making, therefor it is argued to be the most important aspect during the consumer decision process (Beatty & Smith, 1987; Schmidt & Spreng, 1996). The Internet has greatly impacted the way consumers search for information (Peterson & Merino, 2003). The easy access of online information has made consumers to turn to blogs as an information source, to find inspiration and to be entertained. Moreover, the opportunity to interact with bloggers increases trust and thus consumers feel a stronger connection to the information being shared (Piscopo, 2015).  This thesis intends to analyze and describe what influences consumers to use blogs as an information source and why consumers continuously use blogs over traditional media. To be able to fully understand the use of blogs, the most influential characteristics of blogs affecting consumer behavior are investigated. This thesis discusses similarities and differences with existing literature concerning blogs and consumer behavior and intends to narrow the knowledge gap on the topic.  To fulfill the purpose of this thesis, existing literature was carefully studied to gain knowledge of the topic and qualitative primary data was collected through personal interviews to gain insights from consumersâ perspectives among experienced blog readers. The interview questions were developed based on the theory and previous literature addressed in this study.  The findings of our study indicated that all of the respondents were influenced to read blogs both internally and externally. Our study showed that consumers prefer using blogs as an information source over traditional media because it is easily accessible, free and more convenient. Finally, the continuous use of blogs was realized as a result of these blog characteristics explained by the respondents: familiarity, frequency, convenience, inspirational, humor and professionalism