34 research outputs found

    Contextualising adverse events of special interest to characterise the baseline incidence rates in 24 million patients with COVID-19 across 26 databases: a multinational retrospective cohort study

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    BACKGROUND: Adverse events of special interest (AESIs) were pre-specified to be monitored for the COVID-19 vaccines. Some AESIs are not only associated with the vaccines, but with COVID-19. Our aim was to characterise the incidence rates of AESIs following SARS-CoV-2 infection in patients and compare these to historical rates in the general population. METHODS: A multi-national cohort study with data from primary care, electronic health records, and insurance claims mapped to a common data model. This study's evidence was collected between Jan 1, 2017 and the conclusion of each database (which ranged from Jul 2020 to May 2022). The 16 pre-specified prevalent AESIs were: acute myocardial infarction, anaphylaxis, appendicitis, Bell's palsy, deep vein thrombosis, disseminated intravascular coagulation, encephalomyelitis, Guillain- Barré syndrome, haemorrhagic stroke, non-haemorrhagic stroke, immune thrombocytopenia, myocarditis/pericarditis, narcolepsy, pulmonary embolism, transverse myelitis, and thrombosis with thrombocytopenia. Age-sex standardised incidence rate ratios (SIR) were estimated to compare post-COVID-19 to pre-pandemic rates in each of the databases. FINDINGS: Substantial heterogeneity by age was seen for AESI rates, with some clearly increasing with age but others following the opposite trend. Similarly, differences were also observed across databases for same health outcome and age-sex strata. All studied AESIs appeared consistently more common in the post-COVID-19 compared to the historical cohorts, with related meta-analytic SIRs ranging from 1.32 (1.05 to 1.66) for narcolepsy to 11.70 (10.10 to 13.70) for pulmonary embolism. INTERPRETATION: Our findings suggest all AESIs are more common after COVID-19 than in the general population. Thromboembolic events were particularly common, and over 10-fold more so. More research is needed to contextualise post-COVID-19 complications in the longer term. FUNDING: None

    The design of the RU EU? game:a game-based approach to help students’ exploring of European identity and values

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    The Erasmus+ funded RU EU? project aims to develop an innovative online game, the RU EU? game, that will help students across Europe to develop a better understanding of their own National and European identity and values, as well as those of others, and to challenge them about their attitudes and prejudices by tackling problem solving dilemmas relating to identity. It is hoped that the game will provide an engaging platform for young Europeans to confront some of the complex and confusing issues surrounding National and European identity at a time of change and increasing tension across Europe. The current paper describes the early stages of the game development life cycle for the RU EU? game. Definitions of and theory about European identity are presented since these will help to provide a rigorous theoretical underpinning for the game. We also provide a short account of the literature and resource reviews and the User Requirements Analysis, the early design tasks that have helped to guide our thinking about the game. Finally we consider our current thinking about the game itself
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