42 research outputs found

    Does playing violent video games cause aggression? A longitudinal intervention study

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    Management

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    M-ary phase shift keying receiver beating the standard quantum limit for any signal power

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    We analyze a novel quantum receiver for M-ary phase-shift keyed signals that outperforms the standard quantum limit for any signal power. We provide a detailed analysis of its robustness against realistic imperfections and discuss the achievable mutual information

    The myth of blunted gamers: No evidence for desensitization in empathy for pain after a violent video game intervention in a longitudinal fMRI study on non-gamers

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    Background/Aims: It is a common concern in the research field and the community that habitual violent video gaming reduces empathy for pain in its players. However, previous fMRI studies have only compared habitual game players against control participants cross-sectionally. However the observed pattern of results may be due to a priori differences in people who become gamers and who not. In order to derive the causal conclusion that violent video game play causes desensitisation, longitudinal studies are needed. Methods: Therefore we conducted a longitudinal fMRI intervention study over 16 weeks. Participants were randomly assigned to 1) play a violent video game (Grand Theft Auto 5), 2) perform a social life simulation game (The Sims 3) 30 min/day for 8 weeks, 3) serve as passive control. To assess empathy processing, participants were exposed to painful and non-painful stimuli (e.g. someone cutting a cucumber with or without hurting herself) either as real photographs or video-game like depictions in a 3T MRI scanner before and after the training intervention as well as two months after training. Results: We did not find any evidence for desensitization in the empathy network for pain in the violent video game group at any time point. Conclusions: The present results provide strong evidence against the frequently proclaimed negative effects of playing violent video games and will therefore help to communicate a more realistic scientific perspective of the effects of violent video gaming in real life

    Salmonella Typhi sense host neuroendocrine stress hormones and release the toxin haemolysin e

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    Salmonella enterica serovar Typhi (S. typhi) causes typhoid fever. We show that exposure of S. typhi to neuroendocrine stress hormones results in haemolysis, which is associated with the release of haemolysin E in membrane vesicles. This effect is attributed to increased expression of the small RNA micA and RNA chaperone Hfq, with concomitant downregulation of outer membrane protein A. Deletion of micA or the two-component signal-transduction system, CpxAR, abolishes the phenotype. The hormone response is inhibited by the β 2-blocker propranolol. We provide mechanistic insights into the basis of neuroendocrine hormone-mediated haemolysis by S. typhi, increasing our understanding of inter-kingdom signalling. © 2011 European Molecular Biology Organization Embo
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