432 research outputs found

    Preliminary Results on Chemical Thinning of Apple Blossoms with Ammonium Thiosulphate, NAA, and Ethephon

    Get PDF
    Preliminary tests were carried out using ammonium thiosulphate as a chemical thinning agent for apple ('Cox's Orange Pippin' and 'Braeburn') blossoms. Ethephon and NAA (1-napthylacetic acid) were included for comparison. Whole tree sprays of 37g/l ammonium thiosulphate over-thinned 'Cox's Orange Pippin' blossoms and severely scorched blossoms, foliage, and apical meristems. Ethephon at 0.35 g/l also over-thinned, and NAA thinned to an intermediate extent when compared with the controls. When the lower concentration of 3.7 g/l ammonium thiosulphate was directly applied to stamens and styles of 'Braeburn' blossoms by brush, initial fruit set was only 30% that of untreated blossoms. When 0.35 g/I ethephon was directly applied by brush to spur leaves or petals of 'Braeburn' blossoms at pink bud, initial fruit set was only 23% that of untreated blossoms. lt is concluded that ammonium thiosulphate has the potential to thin apple blossoms. Further experiments to define optimum concentrations and spray volumes are needed

    Gambling behavior in alcohol-serving and non-alcohol-serving-venues: a study of electronic gaming machine players using account records

    Get PDF
    Aim: Contextual factors, such as venue characteristics appear to influence gambling behavior. However, few studies have compared the relationship between gambling behavior in alcohol-serving venues (ASVs) and non-alcohol serving venues (NASVs). The aim of the study was to examine individual gambling behavior in ASVs and NASVs. Method: A repeated-measures design was used to examine individual gambling behavior in ASVs and NASVs covering a month. The sample comprised 1,452 observations of 726 individuals (25.2% female). A quantile regression model was conducted to examine individual differences in gambling behavior (number of days, sessions, bets made, stake and time spent, net balance, and average bet size) across ASVs and NASVs. Analyses were broken down by gambler category (those that reached legal mandatory spending limits and those that did not) as well as on time frame (overall gambling behavior and average in-session gambling behavior). Results: Individuals gambled regularly in NASVs and occasionally in ASVs. Compared to NASVs, in-session gambling behavior was more variable in ASVs. In-session analysis showed that non-limit reaching gamblers staked less money in ASVs than in NASVs but lost more money in ASVs than in NASVs. Limit reaching gamblers showed no differences in gambling behavior across venues. Conclusion: The findings show that in-session gambling behavior is more variable in ASVs compared to NASVs regardless of gambling category. Non-limit reaching gamblers may be more sensitive to contextual factors than limit reaching gamblers and appear to be more willing to take more risk in ASVs compared to NASVs. The contextual implications are discussed

    Coping styles relate to health and work environment of Norwegian and Dutch hospital nurses:A comparative study

    Get PDF
    Nurses exposed to high nursing stress report no health complaints as long as they have high coping abilities. The purpose of this study was to investigate coping styles in relation to the health status and work environment of Norwegian and Dutch hospital nurses. This comparative study included a random sample of 5400 Norwegian nurses and a convenience sample of 588 Dutch nurses. Coping, health, and work environment were assessed by questionnaire in both samples and associations were investigated bivariately and multi-variately. We found that active problem-solving coping was associated with the health and work environment of Norwegian nurses but not with the health and work environment of Dutch. Passive coping (avoiding problems or waiting to see what happens) was found to relate to poor general health, poor mental health, low job control, and low job support in both Norwegian and Dutch nurses. Improvements in the nursing work environment may not only result in better mental health, but may also reduce passive coping

    Prevalence and predictors of video game addiction: a study based on a national representative sample of gamers

    Get PDF
    Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N =3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified

    A cross-lagged study of developmental trajectories of video game engagement, addiction, and mental health

    Get PDF
    Objectives: Video game addiction has been associated with an array of mental health variables. There is a paucity of longitudinal studies investigating such associations, and studies differentiating addicted gaming from problem and engaged (i.e., frequent but non-problem) gaming. The current explorative study investigate the natural course of gaming behavior in three sub-studies. The aim of study 1 was to investigate antecedents and consequences of video game addiction measured as a unidimensional construct (pathological gaming). Aim of study 2 was to investigate the same associations in terms of typologies of gamers (“engaged,” “problem,” “addicted”). Furthermore, study 3 aimed to investigate the estimated stability and transitions occurring between the aforementioned typologies, and a non-pathological gaming group. Methods: A nationally representative sample of 3,000 adolescents aged 17.5 years was drawn from the population registry of Norway in 2012 and invited to participate in annual surveys spanning 3 years (NT1 = 2,059, NT2 = 1,334, NT3 = 1,277). The respondents completed measures of video game addiction, depression, anxiety, loneliness, aggression, and alcohol use disorder. Statistical analysis comprised cross-lagged path modeling, Satorra-Bentler chi square test (study 1), regression analyses (study 2), hidden Markov model of transition probabilities (study 3). Results: Findings in study 1 showed that depression and loneliness were reciprocally associated with pathological gaming. Physical aggression was identified as an antecedent, and anxiety was a consequence of pathological gaming. Investigation of the three typologies of gamers (study 2) identified loneliness and physical aggression as antecedents, and depression as a consequence of all typologies. Depression was found to be an antecedent of problem and engaged gamers. Loneliness was found as a consequence of problem gamers, and anxiety was a consequence of addicted gamers. High alcohol consumption was found antecedent to addicted gamers, and low alcohol consumption was found antecedent to problem gamers. The estimated stability of video game addiction was 35%. Conclusion: A reciprocal relationship between pathological gaming and measures of mental health problems seems to exist. The stability of video game addiction indicates a condition that for a substantial number of people does not resolve spontaneously over the course of 2 years.Elfrid Krossbakken, Ståle Pallesen, Rune Aune Mentzoni, Daniel Luke King, Helge Molde, Turi Reiten Finserås and Torbjørn Torshei

    Near miss in a video game: an experimental study

    Get PDF
    Models to explain persistent and excessive gaming behavior have proposed that reward characteristics in video games influence gaming behavior, yet these characteristics have received minimal empirical attention to date. The present study employed an experimental approach to examine how a near miss and other different outcomes (a win or loss with small and large margin, respectively) influence gaming behavior and subjective experiences and evaluations of the game. A total of 40 participants competed against four avatars in a counterbalanced repeated measure design with four scenarios: (a) losing by a large margin, (b) losing by a small margin, (c) winning by a small margin, and (d) winning by a large margin. Outcome measurements included the urge to continue playing, affective response, game evaluation, and regret. Repeated measure ANOVAs with post hoc tests were employed to assess outcomes across the scenarios. Participants reported greater frustration and regret when losing compared to winning and tended to evaluate the games they won more positively than the games they lost. Participants felt more bored and less excited when they experienced a near miss compared to winning by a large margin. The results show that winning in video games influences players’ experiences and perceptions differently than losing

    A Televised, Web-Based Randomised Trial of an Herbal Remedy (Valerian) for Insomnia

    Get PDF
    BACKGROUND: This trial was conducted as part of a project that aims to enhance public understanding and use of research in decisions about healthcare by enabling viewers to participate in research and to follow the process, through television reports and on the web. Valerian is an herbal over-the-counter drug that is widely used for insomnia. Systematic reviews have found inconsistent and inconclusive results about its effects. METHODS: Participants were recruited through a weekly nationally televised health program in Norway. Enrolment and data collection were over the Internet. 405 participants who were 18 to 75 years old and had insomnia completed a two week diary-keeping run-in period without treatment and were randomised and mailed valerian or placebo tablets for two weeks. All participants and investigators were blind to treatment until after the analysis was completed. FINDINGS: For the primary outcome of a minimally important improvement in self-reported sleep quality (> or = 0.5 units on a 7 point scale), the difference between the valerian group (29%) and the placebo group (21%) was not statistically significant (difference 7.5%; 95% CI-0.9 to 15.9; p = 0.08). On the global self-assessment question at the end of the treatment period 5.5% (95% CI 0.2 to 10.8) more participants in the valerian group perceived their sleep as better or much better (p = 0.04). There were similar trends favouring the valerian group for night awakenings (difference = 6.0%, 95% CI-0.5 to 12.5) and sleep duration (difference = 7.5%, 95% CI-1.0 to 16.1). There were no serious adverse events and no important or statistically significant differences in minor adverse events. INTERPRETATION: Based on this and previous studies, valerian appears to be safe, but with modest beneficial effects at most on insomnia compared to placebo. The combined use of television and the Internet in randomised trials offers opportunities to answer questions about the effects of health care interventions and to improve public understanding and use of randomised trials. TRIAL REGISTRATION: Controlled-Trials.com ISRCTN72748991

    Neck pain and anxiety do not always go together

    Get PDF
    Chronic pain and psychosocial distress are generally thought to be associated in chronic musculoskeletal disorders such as non-specific neck pain. However, it is unclear whether a raised level of anxiety is necessarily a feature of longstanding, intense pain amongst patient and general population sub-groups. In a cohort of 70 self-selected female, non-specific neck pain sufferers, we observed relatively high levels of self-reported pain of 4.46 (measured on the 11 point numerical pain rating scale (NRS-101)) and a longstanding duration of symptoms (156 days/year). However, the mean anxiety scores observed (5.49), fell well below the clinically relevant threshold of 21 required by the Beck Anxiety Inventory. The cohort was stratified to further distinguish individuals with higher pain intensity (NRS>6) and longer symptom duration (>90 days). Although a highly statistically significant difference (p = 0.000) was subsequently observed with respect to pain intensity, in the resulting sub-groups, none such a difference was noted with respect to anxiety levels. Our results indicate that chronic, intense pain and anxiety do not always appear to be related. Explanations for these findings may include that anxiety is not triggered in socially functional individuals, that individual coping strategies have come into play or in some instances that a psychological disorder like alexithymia could be a confounder. More studies are needed to clarify the specific role of anxiety in chronic non-specific musculoskeletal pain before general evidence-driven clinical extrapolations can be made

    Treatment of Internet gaming disorder: an international systematic review and CONSORT evaluation

    Get PDF
    Treatment services for Internet gaming disorder are becoming increasingly prevalent worldwide, particularly in East Asia. This international systematic review was designed to appraise the quality standards of the gaming disorder treatment literature, a task previously undertaken by King et al. (2011) prior to the inclusion of Internet gaming disorder in Section III of the DSM-5 and ‘Gaming disorder’ in the draft ICD-11. The reporting quality of 30 treatment studies conducted from 2007 to 2016 was assessed. Reporting quality was defined according to the 2010 Consolidating Standards of Reporting Trials (CONSORT) statement. The results reaffirmed previous criticisms of these trials, namely: (a) inconsistencies in the definition, diagnosis, and measurement of disordered use; (b) lack of randomization and blinding; (c) lack of controls; and (d) insufficient information on recruitment dates, sample characteristics, and effect sizes. Although cognitive-behavioral therapy has a larger evidence base than other therapies, it remains difficult to make definitive statements on its benefits. Study design quality has not improved over the last decade, indicating a need for greater consistency and standardization in this area. Continuing international efforts to understand the core psychopathology of gaming disorder are vital to developing a model of best practice in treatment

    Identification of the BRD1 interaction network and its impact on mental disorder risk

    Get PDF
    BACKGROUND: The bromodomain containing 1 (BRD1) gene has been implicated with transcriptional regulation, brain development, and susceptibility to schizophrenia and bipolar disorder. To advance the understanding of BRD1 and its role in mental disorders, we characterized the protein and chromatin interactions of the BRD1 isoforms, BRD1-S and BRD1-L. METHODS: Stable human cell lines expressing epitope tagged BRD1-S and BRD1-L were generated and used as discovery systems for identifying protein and chromatin interactions. Protein-protein interactions were identified using co-immunoprecipitation followed by mass spectrometry and chromatin interactions were identified using chromatin immunoprecipitation followed by next generation sequencing. Gene expression profiles and differentially expressed genes were identified after upregulating and downregulating BRD1 expression using microarrays. The presented functional molecular data were integrated with human genomic and transcriptomic data using available GWAS, exome-sequencing datasets as well as spatiotemporal transcriptomic datasets from the human brain. RESULTS: We present several novel protein interactions of BRD1, including isoform-specific interactions as well as proteins previously implicated with mental disorders. By BRD1-S and BRD1-L chromatin immunoprecipitation followed by next generation sequencing we identified binding to promoter regions of 1540 and 823 genes, respectively, and showed correlation between BRD1-S and BRD1-L binding and regulation of gene expression. The identified BRD1 interaction network was found to be predominantly co-expressed with BRD1 mRNA in the human brain and enriched for pathways involved in gene expression and brain function. By interrogation of large datasets from genome-wide association studies, we further demonstrate that the BRD1 interaction network is enriched for schizophrenia risk. CONCLUSION: Our results show that BRD1 interacts with chromatin remodeling proteins, e.g. PBRM1, as well as histone modifiers, e.g. MYST2 and SUV420H1. We find that BRD1 primarily binds in close proximity to transcription start sites and regulates expression of numerous genes, many of which are involved with brain development and susceptibility to mental disorders. Our findings indicate that BRD1 acts as a regulatory hub in a comprehensive schizophrenia risk network which plays a role in many brain regions throughout life, implicating e.g. striatum, hippocampus, and amygdala at mid-fetal stages. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (doi:10.1186/s13073-016-0308-x) contains supplementary material, which is available to authorized users
    corecore