19 research outputs found

    Phase II trial of Modified Vaccinia Ankara (MVA) virus expressing 5T4 and high dose Interleukin-2 (IL-2) in patients with metastatic renal cell carcinoma

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    <p>Abstract</p> <p>Background</p> <p>Interleukin-2 (IL-2) induces durable objective responses in a small cohort of patients with metastatic renal cell carcinoma (RCC) but the antigen(s) responsible for tumor rejection are not known. 5T4 is a non-secreted membrane glycoprotein expressed on clear cell and papillary RCCs. A modified vaccinia virus Ankara (MVA) encoding 5T4 was tested in combination with high-dose IL-2 to determine the safety, objective response rate and effect on humoral and cell-mediated immunity.</p> <p>Methods</p> <p>25 patients with metastatic RCC who qualified for IL-2 were eligible and received three immunizations every three weeks followed by IL-2 (600,000 IU/kg) after the second and third vaccinations. Blood was collected for analysis of humoral, effector and regulatory T cell responses.</p> <p>Results</p> <p>There were no serious vaccine-related adverse events. While no objective responses were observed, three patients (12%) were rendered disease-free after nephrectomy or resection of residual metastatic disease. Twelve patients (48%) had stable disease which was associated with improved median overall survival compared to patients with progressive disease (not reached vs. 28 months, p = 0.0261). All patients developed 5T4-specific antibody responses and 13 patients had an increase in 5T4-specific T cell responses. Although the baseline frequency of Tregs was elevated in all patients, those with stable disease showed a trend toward increased effector CD8+ T cells and a decrease in Tregs.</p> <p>Conclusion</p> <p><b>V</b>accination with MVA-5T4 did not improve objective response rates of IL-2 therapy but did result in stable disease associated with an increase in the ratio of 5T4-specific effector to regulatory T cells in selected patients.</p> <p>Trial registration number</p> <p>ISRCTN83977250</p

    Autonomy, Heteronomy, and Bioethics in BioShock

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    Abstract The digital game BioShock addresses questions about human enhancement, unbounded biomedical research and unregulated technology. Our analysis is situated in an interdisciplinary field between media studies, the history of ideas, and bioethics. We focus on the processes of generating meaning and knowledge while playing a game, and therefore on the context in which the game is played and how it may be understood by different audiences. What marks this medium as potentially more powerful than movies or novels is that the player interacts with the game and participates in both the narrative and the ludic experience. In this chapter, we explore how the theme of autonomy/heteronomy is addressed in ludic terms in the game and give two examples of narrative elements that address autonomy within the context of bioethics and medical ethics. We show that in BioShock the medium of computer games has been used as a thought experiment, examining the consequences of unregulated medical research and practice
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