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1

Tan, Bariş. "Markov Chains and the RISK Board Game." Mathematics Magazine 70, no. 5 (December 1, 1997): 349. http://dx.doi.org/10.2307/2691171.

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Tan, Bariş. "Markov Chains and the RISK Board Game." Mathematics Magazine 70, no. 5 (December 1997): 349–57. http://dx.doi.org/10.1080/0025570x.1997.11996573.

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3

Maliphant, Sarah A., and David K. Smith. "Mini-Risk: Strategies for a Simplified Board Game." Journal of the Operational Research Society 41, no. 1 (January 1990): 9. http://dx.doi.org/10.2307/2582934.

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4

Osborne, Jason A. "Markov Chains for the RISK Board Game Revisited." Mathematics Magazine 76, no. 2 (April 1, 2003): 129. http://dx.doi.org/10.2307/3219306.

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Maliphant, Sarah A., and David K. Smith. "Mini-Risk: Strategies for a Simplified Board Game." Journal of the Operational Research Society 41, no. 1 (January 1990): 9–16. http://dx.doi.org/10.1057/jors.1990.2.

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Osborne, Jason A. "Markov Chains for the RISK Board Game Revisited." Mathematics Magazine 76, no. 2 (April 2003): 129–35. http://dx.doi.org/10.1080/0025570x.2003.11953165.

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7

Lee, Choongmeong, Sujin Bae, Jae Jun Nam, Jae Chan Jin, and Doug Hyun Han. "Development and Verification of a Web Board Game Scale." Psychiatry Investigation 17, no. 2 (February 25, 2020): 106–13. http://dx.doi.org/10.30773/pi.2019.0180.

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Objective Our previous study suggested that monitoring online board gamers may be an efficient approach to curb illegal gambling. We aimed to invent and validate a behavioral scale for assessing the risk of problematic web-based board gaming.Methods The sample included 300 Korean adults, representing a response rate of 3.1%. All participants were asked to complete a set of questionnaires, which included questions on demographic variables, patterns of online board gaming, and the web-based board game scale score. Exploratory factor analysis was performed to determine whether the items on the new behavioral scale would indicate a risk of pathologic web-based board gaming behavior.Results The internal consistency of the 17-item scale was high (Cronbach’s α=0.89). The test-retest reliability of the 17-item scale in a randomly selected sample of 100 participants in 2 weeks was r=0.77 (p<0.001). The criterion-related validity based on a comparison of the total behavioral scale scores between the high-risk group and low-risk group was relatively high. The data obtained from the 300 participants were acceptable for a factor analysis. After removing 7 items from the 17-item scale, internal consistency (Cronbach’s α) of the 10-item scale increased to 0.936.Conclusion These results showed that the 10-item version of the scale appeared to be more valid than the 17-item version. We suggest that the 10-item web-based board game behavioral scale is a useful tool for assessing the risk of pathologic web-based board gaming.
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Bernosky, Joseph. "Manager to Manager -- Risk: Not Just a Board Game." Journal - American Water Works Association 108 (April 1, 2016): 22–25. http://dx.doi.org/10.5942/jawwa.2016.108.0063.

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van der Laan Smith, Joyce A. "Understanding Foreign Exchange Risk: An Instructional Simulation Exercise." Issues in Accounting Education 28, no. 1 (September 1, 2012): 181–95. http://dx.doi.org/10.2308/iace-50311.

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ABSTRACT: This paper presents an instructional exercise designed to promote the learning of foreign exchange risk and accounting for foreign currency transactions. To promote critical thinking skills, the exercise uses an unstructured problem-solving format. I use the United Kingdom (U.K.) MONOPOLY™ board game to simulate a U.S. company investing in London real estate. Students conduct all transactions, on account, in British Pounds (GBP), maintain journals in U.S. dollars (USD), and prepare financial statements at game-end in USD. The instructor sets the exchange rate at the beginning of the game, changes it mid-game, and then offers a forward contract. The instructor alters the exchange rate again at the end of the game. Students perceived the exercise as effective in understanding foreign exchange risk and in learning the accounting for foreign currency transactions. Content analysis of students' responses about the exercise reveals that the most frequently used words in the comments were “fun” and “learn.”
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Churyk, Natalie Tatiana, Alan Reinstein, and Gerald Harold Lander. "Leasing: reducing the game of hiding risk." Journal of Accounting & Organizational Change 11, no. 2 (June 1, 2015): 162–74. http://dx.doi.org/10.1108/jaoc-10-2012-0099.

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Purpose – This paper aims to examine the status and implications of the Financial Accounting Standards Board (FASB) and International Accounting Standards Board’s (IASB) forthcoming standard on leases. The proposal arose from concern that many lease obligations are unrecorded on the balance sheet and that current accounting for lease transactions does not represent fully the economics of many lease transactions. Design/methodology/approach – On September 20, 2012 and September 25, 2012, the Boards decided to account for some lease contracts using an approach similar to their proposed 2010 leases exposure draft (interest and depreciation) and to account for some leases using an approach that results in a straight-line lease expense. On May 13, 2013, the Boards decided to continue to account for some lease contracts on a straight-line basis, and others on an amortization basis separate from interest expense. Identification of the type of lease requires a two-step process at lease commencement, and all leases are recorded identically at inception. The subsequent measurement gives rise to differences. Some concerns are that an increase in assets and liabilities may result in debt covenant breaches that will require renegotiation and adjustment. Findings – While understanding that many financial users, preparers and auditors favor retaining the current and long-standing leasing standards, the FASB and IASB should recognize many unexpected consequences of its new proposals, including the changing of many long-held financial ratios and the resultant violations of many bank loan covenants. Research limitations/implications – The only limitation is that this manuscript is not based on primary empirical data. There are no implications for the study’s purpose is an update of a proposed FASB/IASB standard, an analysis of the empirical impact studies that have been done, a questionning of whether a new standard is really needed or that the current standard is not being implemented properly, and guidance for the implementation at transition and on-going for the proposed standard. This study gives a reader a compact update, implications, ramifications and guidance for preparation of a new standard if it is passed. Practical implications – The new rules will alter many key financial metrics that investors use to determine company valuations and credit agencies use to determine credit worthiness. Some items will improve, such as gross margin, cash flow from operations and earnings before interest and taxes. Reported interest coverage and return on assets will be lower under the new rules. Industries that make extensive use of operating leases such as transportation, banking, telecommunications, retail and real estate will be most affected. Social implications – In the best case scenario, the new standard would destroy approximately 190,000 US jobs. US gross domestic product (GDP) would be reduced by $27.5 billion annually. In the best case, the household earnings would be reduced by $7.8 billion annually. In the worst case, this decrease is $135.2 billion a year. The apparent liabilities of US publicly traded companies would increase by $1.5-$2 trillion, the equivalent gross state product of 20 states. Approximately $1.1 trillion of this would be attributable to balance sheet recognition of real estate operating leases, while the remainder would come from recognizing equipment and other leases as liabilities. Originality/value – The value of this research is the unique analysis of the proposed lease standard, and in looking at why the previous models did not work or did they? Is it the current requirements that are wrong or their implemenation? The reader is given a detailed overview of the proposed standard, its economic and social impacts, an update of the proposed standard, what companies must do now to get ready for the transition and on-going requirements, and a discussion of the tremendous opposition to any proposed changes in the current lease requirements from what they are.
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Barton, Erin E., Elizabeth A. Pokorski, Erin M. Sweeney, Marina Velez, Stephanie Gossett, Jia Qiu, Celia Flaherty, and Maddisen Domingo. "An Empirical Examination of Effective Practices for Teaching Board Game Play to Young Children." Journal of Positive Behavior Interventions 20, no. 3 (January 22, 2018): 138–48. http://dx.doi.org/10.1177/1098300717753833.

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We examined an intervention package using peer modeling, systematic prompting, and contingent reinforcement to increase the frequency and complexity of board game play and social behaviors in young children with disabilities. Four children with or at risk for disabilities participated with their typically developing peers. Results indicated a strong functional relation given the magnitude of change across conditions and participants and robust study rigor. Minor individual adaptations were used for two of the four participants. Overall, the study extends the research on board game play interventions with young children by demonstrating the effectiveness of an intervention that was successful for a diverse sample of preschool children with or at risk for disabilities and their peers.
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Molitoris-Miller, Susanna, and Amy Hillen. "Yes, We CAtaN Understand Probability." Mathematics Teacher: Learning and Teaching PK-12 114, no. 2 (February 2021): 132–38. http://dx.doi.org/10.5951/mtlt.2020.0060.

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This article presents ways to explore mathematical concepts using Catan, a popular board game. After a brief overview of game play, we explore considerations with many potential entry points for mathematical modeling, such as which resource is the best, which resources will be rare or plentiful, where to build, and risk assessment.
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Mossoux, S., A. Delcamp, S. Poppe, C. Michellier, F. Canters, and M. Kervyn. "<i>Hazagora: will you survive the next disaster?</i> – A serious game to raise awareness about geohazards and disaster risk reduction." Natural Hazards and Earth System Sciences 16, no. 1 (January 18, 2016): 135–47. http://dx.doi.org/10.5194/nhess-16-135-2016.

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Abstract. Natural disasters are too often presented as resulting from extreme natural phenomena affecting helpless populations, with people being insufficiently aware of the factors leading to disasters and of the existing strategies to mitigate their impacts. We developed a board game aimed at raising awareness about geohazards and disaster risk reduction strategies. The target groups are (1) secondary school students and citizens and (2) scientists and stakeholders involved in risk management activities. For the first group, the aim is to induce a better understanding of the geohazards and disasters they are confronted with in the media or in their daily lives; for the second, the objective is to generate discussion about risk management strategies. The game was tested with students in Belgium and with citizens, earth scientists, and risk managers in several African countries. Based on analysis of the most common game strategies observed, the players' reactions during the game, and their answers to a short questionnaire, we analyzed the main learning outcomes conveyed by this game. The game Hazagora appears to positively enhance the players' insights into processes involved in disasters. As such, the game is an effective, fun learning tool to introduce participants to the concepts of geohazards and disasters and to generate discussion.
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Mossoux, S., A. Delcamp, S. Poppe, C. Michellier, F. Canters, and M. Kervyn. "HAZAGORA: will you survive the next disaster? – a serious game to raise awareness about geohazards and disaster risk reduction." Natural Hazards and Earth System Sciences Discussions 3, no. 9 (September 1, 2015): 5209–45. http://dx.doi.org/10.5194/nhessd-3-5209-2015.

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Abstract. Natural disasters are too often presented as resulting from extreme natural phenomena affecting helpless populations, with people being insufficiently aware of the factors leading to disasters and of the existing strategies to mitigate their impacts. We developed a board game aimed at raising awareness about geohazards and disaster risk reduction strategies. The target groups are (1) secondary school students and citizens, and (2) scientists and stakeholders involved in risk management activities. For the first group, the aim is to induce a better understanding of geohazards and disasters they are confronted with in the media or in their daily life; for the second, the objective is to generate discussion about risk management strategies. The game was tested with students in Belgium and with citizens, earth scientists and risk managers in several African countries. Based on the game strategies analysis, the players' reactions during the game and their answers to a short questionnaire, we analyzed the main learning outcomes conveyed by this game. The Hazagora game appears to positively enhance the players' insight in processes involved in disasters. As such, the game is an effective playful learning tool to introduce participants to the concept of geohazard and disaster and to generate discussion.
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15

Gazdula, Joe, and Richard Farr. "Teaching Risk and Probability: Building the Monopoly® Board Game Into a Probability Simulator." Management Teaching Review 5, no. 2 (April 26, 2019): 133–43. http://dx.doi.org/10.1177/2379298119845090.

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This article describes the adaptation and use of the Monopoly® board game as a simple simulator to help introduce the principles of probability and risk. It focusses on teaching experiences in an undergraduate business program and offers a new approach to teaching probability and risk with dice to produce a collaborative simulated gaming environment. It allows students to be actively involved in developing the probability of throwing dice numbers and the analysis of risk and decision making in a competitive environment. Concluding with a probability analysis technique, it allows students to reflect on formal and informal approaches to decision making in risk environments and helps build communication for discussion, collaborative learning, and self-analysis among students.
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Berge, Jerica M., Susan Telke, Allan Tate, and Amanda Trofholz. "Utilizing a Board Game to Measure Family/Parenting Factors and Childhood Obesity Risk." Journal of Nutrition Education and Behavior 51, no. 4 (April 2019): 419–31. http://dx.doi.org/10.1016/j.jneb.2018.12.008.

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17

Mammarella, Nicola, Beth Fairfield, Alberto Di Domenico, and Teresa Di Fiore. "“Baby on board”: Reducing risk taking in adult drivers in a simulated driving game." Accident Analysis & Prevention 50 (January 2013): 596–99. http://dx.doi.org/10.1016/j.aap.2012.06.031.

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18

Sato, Takeshi, Aiko Sakurai, Yuki Sadaike, Risa Yanagiya, and Hitoshi Konno. "Sustainable Community Development for Disaster Resilience and Human Resources Development for Disaster Risk Reduction – Growth and Community Contribution of the Katahira Children’s Board for Community Development –." Journal of Disaster Research 15, no. 7 (December 1, 2020): 931–42. http://dx.doi.org/10.20965/jdr.2020.p0931.

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This paper describes the Fourth Disaster Prevention Treasure Hunt, which took place at the Second World Bosai Forum in November 2019, as an event related to the Sendai Disaster Prevention Future Forum. In particular, we focus on the growth and community contribution of the Katahira Children’s Board for Community Development, among other efforts in human resources development for disaster management undertaken by the Katahira Community Development Association. In tandem with Children’s Board, the “Disaster Risk Reduction × Treasure Hunting Game” serves as a model for sustainable activities for disaster risk reduction. We believe that this model can contribute to the global promotion of community-based, self-directed, and sustainable activities for disaster risk reduction.
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Cuesta, Victor, and Masaru Nakano. "Chain of Command: A Sustainable Supply Chain Management Serious Game." International Journal of Automation Technology 11, no. 4 (June 29, 2017): 552–62. http://dx.doi.org/10.20965/ijat.2017.p0552.

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There is increasing concern regarding sustainable supply chain management (SSCM). This paper defines SSCM in terms of environmental, economic, and social dimensions, also known as triple bottom line plus risk management. Prior to the SSCM serious game (SG) “Chain of Command (CoC)” there were no board-based SGs that incorporated the three dimensions of SSCM. Prior research has only managed to incorporate one or two dimensions of sustainability. “CoC” serves as a tool to bring about discussion, awareness, raise questions, and even identify a player’s preference towards the three dimensions of sustainability. The research results reveal that “CoC” does bring about awareness of SSCM. While encouraging players to carry out green activities and design a lean and efficient supply chain (SC), it also considers social implications and risk management.
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Watts, Gavin W., Diane Pedrotty Bryant, and Garrett J. Roberts. "Effects of Cross-Age Tutors With EBD for Kindergarteners At Risk of Mathematics Difficulties." Journal of Emotional and Behavioral Disorders 28, no. 4 (November 13, 2019): 244–56. http://dx.doi.org/10.1177/1063426619884271.

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Challenges with numerical proficiency at an early age can lead to substantial gaps in learning and are associated with detrimental long-term outcomes. In addition, students with emotional–behavioral disorders (EBD) can have some of the most challenging behavioral and academic needs to address. The purpose of this study was to identify the effects and collateral outcomes of utilizing cross-age tutors (i.e., older students) with/at risk of EBD to deliver a number line board game intervention to kindergarten students at risk of mathematics disabilities. A multiple baseline design across participants was utilized to evaluate the following research questions: (a) What are the effects of a number line game delivered by a cross-age tutor with EBD on the mathematics performance of kindergarten students with mathematics difficulties? (b) Can students with EBD implement tutoring procedures with fidelity? (c) What are the effects of the cross-age tutoring training and implementation on the tutors’ classroom behaviors and risk-status for EBD? Tutoring sessions took place for 25–30 min, 3 times per week, over 10 weeks. Results suggest cross-age tutoring to be an effective and feasible model for improving mathematics performance of at-risk kindergarteners and, to a lesser extent, the behavioral performance of students with EBD.
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Galarza-Villamar, Julissa Alexandra, Mariette McCampbell, Cees Leeuwis, and Francesco Cecchi. "Adding Emergence and Spatiality to a Public Bad Game for Studying Dynamics in Socio-Ecological Systems (Part I): The Design of Musa-Game for Integrative Analysis of Collective Action in Banana Disease Management." Sustainability 13, no. 16 (August 20, 2021): 9370. http://dx.doi.org/10.3390/su13169370.

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Human decision-making plays a critical and challenging role in the prevention and control of public bads within socio-ecological systems. Farmers daily confront dilemmas regarding public bad management, such as infectious diseases in their crops. Their decisions interplay with multiple factors and may create the risk conditions in which a public bad can occur (e.g., a disease outbreak). This article presents an experimental board game method (DySE) and its contextualized version (Musa-game) to study the effect of individual and collective human actions on creating or preventing a public bad. The DySE method and the Musa-game add emergence and spatiality (both attributes of SES) to the study of public bads and collective action problems. This methodological proposal allows us to build a contextual understanding of how individual and collective actions of various entities lead to typical system outcomes, i.e., conditions that are (un)favourable to pathogens, and individual decisions about infectious disease management. To conceptualize our method, we used the case of Banana Xanthomonas Wilt disease in Rwanda. This research is published as a diptych. Part I (this article) covers the conceptualization and design of Musa-game. Part II presents empirical findings from testing Musa-game with farmers in Rwanda and recommendations for using the method.
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Karazsia, Bryan, and Adam Muller. "Depictions of Injuries and Safety Gear Usage in the World’s Most Popular Video Games." Journal of Media Psychology 26, no. 1 (January 1, 2014): 4–9. http://dx.doi.org/10.1027/1864-1105/a000091.

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Throughout the world, nearly 4 million children die annually as a result of an unintentional injury. From the perspectives of cultivation theory and social learning theory, children’s risk for injury may be influenced by a variety of sources, including media. Previous research suggests that many media sources, including television programs and popular movies, display risky behaviors and a general disregard for safety. The present study added to this literature by quantifying the extent to which a popular form of media, video games, displays injury events and appropriate utilization of safety gear. Research assistants coded trailers of the world’s most popular video games across 13 different genres. Acceptable reliability estimates across assistants were obtained, and results revealed that many video games do not portray safety restraint devices, helmets, or other safety gear. Less than 3% of games show primary characters wearing safety restraint devices while they are driving a vehicle, and helmets are rarely displayed when characters ride bicycles or skateboards. Significant differences in the portrayal of injury events and safety gear usage emerged across Entertainment Software Rating Board ratings. Implications for the video game industry are discussed.
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Castel, Amanda D., Brittany Wilbourn, Connie Trexler, Lawrence D. D'Angelo, and Daniel Greenberg. "A Digital Gaming Intervention to Improve HIV Testing for Adolescents and Young Adults: Protocol for Development and a Pilot Randomized Controlled Trial." JMIR Research Protocols 10, no. 6 (June 24, 2021): e29792. http://dx.doi.org/10.2196/29792.

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Background Two strategies of the US Ending the HIV Epidemic initiative are early diagnosis of infections via widespread testing and prevention of new infections using pre-exposure prophylaxis (PrEP). These strategies are particularly important for adolescents and young adults (AYAs) who are disproportionately affected by HIV, particularly if they identify as Black and/or lesbian, gay, bisexual, transgender, queer or questioning, and others (LGBTQ+). This study will develop and test an interactive life-simulation game in which players can enact real-life behaviors and receive their HIV risk profile to improve HIV testing and PrEP access among AYAs aged 13-24 years in Washington, DC. Objective This mixed methods study aims to determine the acceptability of an interactive, enhanced life-simulation game prototype among AYAs, conduct a pilot test of the gaming intervention among a small cohort of AYAs to ensure game usability and acceptability, and evaluate the efficacy of the game in a randomized controlled study with AYAs at risk for HIV in Washington, DC. Methods This research protocol will be conducted in 3 phases. A formative phase will involve surveys and focus groups (n=64) with AYAs living in the DC area. These focus groups will allow researchers to understand youth preferences for game enhancement. The second phase will consist of a pilot test (n=10) of the gaming intervention. This pilot test will allow researchers to modify the game based on formative results and test the planned recruitment and data collection strategy with intended end users. The third phase will consist of a randomized controlled study among 300 AYAs to examine the efficacy of the life-simulation game compared with app-based HIV educational materials on HIV and PrEP in changing HIV testing, knowledge, risk behaviors, and PrEP access. Participants will have unlimited access to either the life-simulation game or the educational app for 3 months from the time of enrollment. Study assessments will occur at enrollment and at 1, 3, and 6 months post enrollment via e-surveys. At 6 months, a subset of intervention participants (n=25) will participate in in-depth exit interviews regarding their experience being in the study. Results Institutional review board approval was received on February 5, 2020. This project is currently recruiting participants for the formative phase. Conclusions This interactive life-simulation intervention aims to increase HIV testing and PrEP access among AYAs in the DC area. In this intervention, players can enact real-life behaviors and receive their HIV risk profile to promote HIV testing and PrEP seeking. Such an intervention has great potential to improve knowledge of HIV and PrEP among AYAs, increase motivation and self-efficacy related to HIV testing and PrEP use, and decrease individual and structural barriers that often preclude engagement in HIV prevention services. Trial Registration ClinicalTrials.gov NCT04917575; https://clinicaltrials.gov/ct2/show/NCT04917575 International Registered Report Identifier (IRRID) PRR1-10.2196/29792
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Amelia, Vivi Leona, Agus Setiawan, and Sukihananto. "Board game as an educational media for dengue prevention knowledge for school-aged children." Enfermería Global 18, no. 4 (September 18, 2019): 254–72. http://dx.doi.org/10.6018/eglobal.18.4.336611.

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Indonesia is one of the endemic countries for dengue fever, and for the incidents are increasing year by year. Children are the risk population to dengue incidents than the others age groups. Part of the dengue prevention is increasing the knowledge, and also the children’s knowledge. The use of the game is the enjoyable way for learning in children. Aim: The aim of the study was to know children's basic knowledge about dengue prevention and develop an educational media for children. This study uses a quasi-experimental design with pre and post-test and using a control group. Method: The participants are a school-aged children between the ages of 10-12 years old with total 92 participants who were divided into intervention group and control group. Results: The results showed that there are a significantly increasing score at children basic knowledge at intervention group about dengue fever sign and symptom (p=0,001); prevention strategy based on Indonesia Health Ministry guidelines (p=0,001); chemistry agent (p=0,000); biology agent (p=0,000); self-protection (p=0,001); and immune system (p=0,001). There are difference knowledge between intervention and control groups (p=0,000). Conclusion: The conclusion of the study is board game can be designed to be an educational media to give a health education about dengue prevention strategy to the children. Indonesia es uno de los países endémicos del dengue y los incidentes aumentan año tras año. Los niños son la población de mayor riesgo de incidentes de dengue que los demás grupos de edad. Parte de la prevención del dengue es aumentar el conocimiento y también el conocimiento de los niños. El uso del juego es una forma divertida de aprender en los niños. Objetivo: El objetivo del estudio fue conocer los conocimientos básicos de los niños sobre la prevención del dengue y desarrollar un medio educativo para los niños. Método: Este estudio utiliza un diseño cuasi experimental con pre y post prueba y el uso de un grupo de control. Los participantes son niños en edad escolar de entre 10 y 12 años de edad con un total de 92 participantes que se dividieron en grupos de intervención y control. Resultados: Los resultados mostraron que hay un puntaje significativamente creciente en el conocimiento básico de los niños en el grupo de intervención sobre el signo y el síntoma de la fiebre del dengue (valor de p = 0,001); estrategia de prevención basada en las directrices del Ministerio de Salud de Indonesia (valor de p = 0,001); agente químico (valor de p = 0,000); agente de biología (valor de p = 0,000); autoprotección (valor de p = 0,001); y sistema inmune (valor de p = 0,001). Existen diferencias de conocimiento entre los grupos de intervención y control (valor de p = 0,000). Conclusión: La conclusión del estudio es que el juego de mesa puede diseñarse para ser un medio educativo que brinde a los niños una educación sanitaria sobre la estrategia de prevención del dengue.
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Dayneko, I. A., O. N. Kucher, and I. O. Loginova. "Training Opportunities of the Motivation Board: Method of Internal Motivation Forming to Monitor Blood Sugar Level in Patients with Diabetes Mellitus." Bulletin of Kemerovo State University 22, no. 1 (March 31, 2020): 123–30. http://dx.doi.org/10.21603/2078-8975-2020-22-1-123-130.

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The research featured the didactic opportunities of the Motivation Board method used in the training of patients with diabetes mellitus diagnosed in different periods of life. The main aim of the methodology is to help a diabetic patient to develop motivation and maintain an appropriate lifestyle. The lifestyle includes risk assessment, proper nutrition, regular physical activity and visits to the doctor, etc. The research objective was to reveal the didactic possibilities of the Motivation Board technique. The method is aimed at changing the thinking patterns and behavioral strategies of patients. It forms inner motivation in patients, which helps them to stick to the corresponding lifestyle and stabilize blood sugar. The specific feature of Motivational Board is in its variability depending on the tasks that the patient has to fulfill. Motivational Board is developed individually by each patient on the basis of a single algorithm, which makes it a personal instrument of the patient. The method described in the article makes it possible to change the patient's train of thought and behavioral strategy without excessive efforts. Motivational Board has a game format, which helps to create a positive internal motivation and shows the patient that how to control the illness and register the progress. As a result, the patient feels the need to control his or her life by supporting the necessary lifestyle. The experiment results confirmed the didactic effect of the method.
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Špaček, Kluvánková, Gežík, Baštáková, Štecová, and Louda. "Role Board Games as a Tool for Reconfiguration of Innovation Factors in Forest Ecosystem Services Governance." Proceedings 30, no. 1 (November 8, 2019): 13. http://dx.doi.org/10.3390/proceedings2019030013.

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Forest ecosystem services (FES) are considered as public or common goods facing diverging individual and societal interests affecting the quality of ecosystems and well-being of the communities. This may result in overuse, degradation or unsustainable behaviour, as well as it can create also barriers for cooperation, economic profit and innovative business initiatives. The paper introduces the methodological approach which is applied within six different innovation regions (conceptualised as social-ecological systems) within the InnoForESt H2020 project. Each region uses innovative approaches in governance of FES and payments schemes. They are situated in Austria, the Czechia and Slovakia, Finland, Germany, Italy and Finland. All are characterised by manifold, sometimes diverging, FES, such as timber, recreation, regulation services or education. In order to get a better understanding of the role and the impact of key innovation factors for the regions, we have designed a behavioural [lab] experiment in the form of a Role board game (RBG). The proposed experimental game builds on Cardenas et al. (2013) and Castillo et al. (2011) as an interactive agent-based model arranging for repeated interaction and learning in real-world situations. It contributes to testing the effectiveness of incentives provision for the sustainable production of FES and the acceptance of such an intervention by FES communities (Kluvankova et al., in press). The game enables the adaptation to the specifics of each innovation region but at the same time it keeps the same internal experimental mechanism which will enable the comparison across the regions. The main question to be addressed by the RBG is: How to create conditions to enable innovations in forest management/governance for sustainable use and well-being in innovation regions under the diverging interest of FES users? We plan to test combinations of key innovation factors as preferred future scenario for sustainable FES provisions in regions, including fundamental policy interventions (e.g. strict regulation vs. payments for ecosystem services scheme), business incentives and external risk factors. RBG will allow testing stakeholders’ specific behaviour for resource use, and innovation activities, to create economic incentive, knowledge and social value. We argue that this will help to set conditions for successful development of policy and business innovations in innovations regions and to foster collaboration on FES provision for sustainability among stakeholders in a long term.
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Da Silva, Lucy Talita, Maria Regina Pontes Luz Riccioppo, and Lucieny Almohalha. "O jogo como estratégia de investigação e reeducação alimentar de crianças com obesidade/ A game as a strategy for food research and reeducation of children with obesity." Revista Interinstitucional Brasileira de Terapia Ocupacional - REVISBRATO 4, no. 1 (January 31, 2020): 43–59. http://dx.doi.org/10.47222/2526-3544.rbto27133.

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A obesidade tornou-se um dos mais graves problemas de saúde pública e sua alta incidência está presente em todas as faixas etárias. O objetivo desta pesquisa foi investigar os hábitos e promover a reeducação alimentar de crianças de 7 a 11 anos por meio do brincar através de um jogo de tabuleiro. Foi uma pesquisa descritiva exploratória, onde 10 crianças foram convidadas a participar de um jogo de tabuleiro sobre alimentação num ambulatório de obesidade infantil da Universidade Federal do Triângulo Mineiro. Além do jogo, utilizaram-se como instrumentos dois roteiros semi-estruturados, um para crianças, visando identificar seus hábitos alimentares, e outro para seus responsáveis legais, para verificar o perfil socioeconômico. A partir da análise dos questionários e da explanação do brincar, investigaram-se os hábitos alimentares e notou-se fatores de risco contribuintes para obesidade e doenças crônicas. Através do brincar foi possível promover o conhecimento das propriedades nutricionais dos alimentos e da necessidade de mudanças alimentares para se obter hábitos mais saudáveis. Abstract: Obesity has become one of the most serious public health problems and its high incidence is present in all age groups. This research investigated dietary habits and promote alimentary reeducation of children aged 7 to 11 years. It was a descriptive exploratory research in which 10 children were invited to participate in a board game about food in an obesity outpatient service for children in the Federal University of Triângulo Mineiro. Besides the board game, it was used two semi-structured questionnaires, one of that was applied to children and cover their eating habits and the other one with their legal guardians regarding their socioeconomics profile. Throughout analyses of data, it was verified the participant’s eating habits and it was noted the diversity of risk condition for obesity and chronic disease associated with it. From the analyses of the board game, it was possible to promote knowledge about the nutritional properties of food and the need for changes in eating habits to achieve a healthier nutrition.Key words: Occupational Therapy; childhood obesity; games and play; food education. Resumen: La obesidad se ha convertido en uno de los problemas de salud pública más graves y su alta incidencia está presente en todos los grupos de edad. El objetivo de esta investigación fue investigar los hábitos y promover la reeducación alimentaria de niños de 7 a 11 años jugando un juego de mesa. Fue una investigación exploratoria descriptiva, donde 10 niños fueron invitados a participar de un juego de mesa sobre alimentos en el atendimiento ambulatorio de obesidad infantil de la Universidad Federal de Triangulo Mineiro. Además del juego, se utilizaron dos guiones semiestructurados, uno para los niños esperando que identifiquen sus hábitos alimenticios y otro para sus tutores legales, para verificar el perfil socioeconómico. A partir del análisis de los cuestionarios y de la explicación del juego, se investigaron los hábitos alimenticios y se observaron los factores de riesgo que contribuyen para la obesidad y las enfermedades crónicas. A través del juego fue posible promover el conocimiento de las propiedades nutricionales de los alimentos y de la necesidad de cambios en la alimentación para obtener hábitos más saludables.Palabras clave: Terapia ocupacional; obesidad infantil; juegos y juguetes; Educación alimentaria.
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Mercieca, Felicienne, Renzo Kerr Cumbo, and Dylan Seychell. "An Overview of Injuries in Senior Women’s Football in Malta." MCAST Journal of Applied Research & Practice 4, no. 2 (December 14, 2020): 180–201. http://dx.doi.org/10.5604/01.3001.0014.5696.

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The incidence of football injuries may be double the amount of injuries happening in sports such as basketball, and is estimated to range from 10 to 35 injuries per 1000 game hours. This high risk of injuries in football is evident in professional, amateur and recreational levels. Despite the significant increase in female participation as well as the well-known injury risks, research on women football players is very limited as most studies are still focusing on injuries experienced by the male gender . Considering the gap existing in the field of applied research, this study has explored the rate of injuries in senior Women football players in Malta. It has also looked at the underlying causes of these injuries during the 2018/2019 season. Ethical clearance was obtained from the Ethics Board within the Malta College of Arts Science and Technology, and permission was granted by the Malta Football Association. The sample was made up of 100 participants from 111 players over 16 years of age, within the 120 entire population of senior women football players in Malta. Data was collected through a self-designed online questionnaire which was first validated by three field professionals and then distributed to the participants. Statistical tests (inferential statistics) were used to identify relationships between variables. The Pearson correlation test was utilised to measure the existence and strength of a linear relationship between two variables. The study found that during the 2018/2019 season, in the BOV Women’s League in football, 63% of the players reported to have suffered at least one injury. With 88.89% of the strikers being injured, this position was seemingly, the one putting players at the highest risk for injury. While it was clear that the majority of injuries occurred during games (53.5%), the knee (35.3%) and ankle (34.1%) were the body part mostly injured, and ligament sprains (60.4%) were the highest type of injuries. The results of this study, contradict existing literature, and found that a negative coefficient with a weak correlation was obtained for both age (r = -0.098) and mass (r = -0.043) when correlated to the number of injuries.
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Pysmennyi, Vitalii. "Using financial board games in teaching financial literacy at general secondary education institutions." Problems of Education, no. 1(94) (July 9, 2021): 146–57. http://dx.doi.org/10.52256/2710-3986.1-94.2021.09.

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The article substantiates the ways of using educational games to teach financial literacy at level of secondary school in Ukraine. The methodology of conducting original financial games is described in brief and the influence of the latter on shaping a financially literate next generation is proved. The article presents an overview of the «Ponzi Scheme» board game, which was created to provide children with a clear explanation of Ponzi schemes and risks of monetary losses inherent to such illegal means of moneymaking. It is established that in addition to important educational aspects, the children develop a habit of making informed financial decisions in the course of playing. Research has shown that nowadays fraudsters have become so convincing that it is very difficult to distinguish between them from the real employees of financial institutions. The «Financial Fraudsters» board game enables players to learn specific communicative skills necessary to avoid various types of financial fraud, therefore the authors substantiate the methodology of enacting it. The article considers the peculiarities of playing the «Economy is Alive» board game, which is designed to demonstrate the human impact on the environment and the need for conservation of resources. The game makes it possible to master the comprehension of the relationships between objects and phenomena and creates the basis for environmentally conscious upbringing of children by satisfying their curiosity and involving them in active observation of the environment. Approbation of these games has shown that they organically combine the theory that makes learning exciting and the practice that clarifies the knowledge acquired by the educational process participants. In view of the research results, it is determined that under modern conditions edutainment must become a significant supplement to the classical methods of teaching financial literacy within the system of general secondary education in Ukraine.
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Thorburn, R. W., A. MacMillan, and M. E. Alexander. "The application of interactive multimedia CD-ROM technology to wildland fire safety training." Forestry Chronicle 76, no. 6 (December 1, 2000): 953–59. http://dx.doi.org/10.5558/tfc76953-6.

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Interactive multimedia technology has been utilized in the development of a CD-ROM based wildland fire safety training course, Wildland Fire – Safety on the Fireline. Interactive multimedia technology allows delivery of training to a large number of students on a consistent basis. In addition, cost savings can be achieved through reduced learning time, reduced travel, minimal use of instructors, and most of all, through retention of knowledge as a result of using multimedia. The course, Wildland Fire – Safety on the Fireline, was developed and reviewed by a national team of specialists in wildland fire behavior and wildland fire safety with the intent of reducing and/or eliminating injuries and fatalities associated with the suppression of wildland fires. Wildland Fire – Safety on the Fireline focuses on due diligence, situational awareness, entrapment survival, health, equipment, and hazards encountered when working on the fireline. Each of the four sections comprising the course is followed by a board game test in preparation for a final test that is tracked by the computer. Key words: Canada, computer applications, fire behavior, fire entrapment avoidance, firefighter fatalities, firefighter physiology, fire suppression, fire survival, personal protective equipment, risk management, safe work practices, situational awareness, wildfire case studies, wildland firefighting, wildland-urban interface.
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Lutz, Adam, Charles Thigpen, R. Gil Gilliland, John Thorpe, Michael Kissenberth, and Ellen Shanley. "Lower Extremity Musculoskeletal Injury Is Associated with Increased Risk of Concussion in High School Athletes." Orthopaedic Journal of Sports Medicine 8, no. 7_suppl6 (July 1, 2020): 2325967120S0039. http://dx.doi.org/10.1177/2325967120s00397.

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Objectives: Previous research indicates that concussion increases the risk of lower extremity injuries (LE) after return to sport. However, no study has examined the risk of precedent lower extremity injuries and their relationship to the development of a sport related concussion (SRC). To determine if the risk of combined injuries (LE injury-SRC) is elevated in high school athletes accounting for athlete sport and gender. Methods: 33,386 high school athletes were monitored over 4 seasons. 4223 LE injuries and 1132 concussions were reported. Injured athletes were identified by their school athletic trainer (AT) time-loss injury during a team-sponsored practice or game. ATs documented the date, mechanism, and sport of injury. Injured athletes were referred to a board-certified sports medicine physician for diagnoses and follow up care. Cumulative injury rates were calculated with 95% confidence intervals. Rate ratios were used to compare frequency of SRC after RTS following a LE injury. Comparisons were made overall cohort between those participating athletes with and without isolated and combined injuries as well as by gender. (α=0.05). Results: A cumulative incidence for athletes sustaining an isolated SRC was 2.3/100 athletes (95% CI= 2.1-2.5) and for isolated LE injury was 11.5/100 (95% CI=11.2-11.9) athletes. Athletes presenting with a LE injury had an increased risk (RR= 4.7; 95% CI = 4.2-5.2) of sustaining a subsequent SRC within 1 year when compared to athletes that did not suffer precedent LE injuries. Male athletes presenting with a LE injury had an increased risk (RR= 4.9; 95% CI = 4.2-5.7) of sustaining a subsequent SRC within 1 year when compared to male athletes that did not suffer precedent LE injuries. Female athletes presenting with a LE injury had an increased risk (RR= 4.4; 95% CI = 3.6-5.2) of sustaining a subsequent SRC within 1 year when compared to female athletes that did not suffer precedent LE injuries. In football, presenting with a LE injury had an increased risk (RR= 5.8; 95% CI = 4.5-7.4) of sustaining a subsequent SRC within 1 year when compared to football athletes that did not suffer precedent LE injuries. Conclusion: Our results are the first to show that high school athletes who suffer a time-loss LE injury are at 4.4-5.8 times increased risk to suffer a sports related concussion within the next year. Additional studies are warranted to confirm these findings.
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Johnson, Mark R., and Jamie Woodcock. "Fighting games and Go." Thesis Eleven 138, no. 1 (January 23, 2017): 26–45. http://dx.doi.org/10.1177/0725513616689399.

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This paper examines the varied cultural meanings of computer game play in competitive and professional computer gaming and live-streaming. To do so it riffs off Andrew Feenberg’s 1994 work exploring the changing meanings of the ancient board game of Go in mid-century Japan. We argue that whereas Go saw a de-aestheticization with the growth of newspaper reporting and a new breed of ‘westernized’ player, the rise of professionalized computer gameplay has upset this trend, causing a re-aestheticization of professional game competition as a result of the many informal elements that contribute to the successes, and public perceptions, of professional players. In doing so we open up the consideration of the aesthetics of broadcasted gameplay, how they reflect back upon the players and the game, and locate this shift historically and culturally within the last two decades of computer games as a creative industry, entertainment industry, a media form, and as an embodied practice.
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Kasprzyk, Anna, Janusz Kilar, Stanisław Chwil, and Michał Rudaś. "Content of Selected Macro- and Microelements in the Liver of Free-Living Wild Boars (Sus scrofa L.) from Agricultural Areas and Health Risks Associated with Consumption of Liver." Animals 10, no. 9 (August 27, 2020): 1519. http://dx.doi.org/10.3390/ani10091519.

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The aim of the study was to determine the levels of selected toxic and non-toxic elements in the liver of free-living wild boars from agricultural areas and to assess health risks associated with liver consumption. Samples were collected from 70 wild boars. The animals were divided into three age groups (group I up to one year, group II from one to three years, group III over three to five years). It was shown that wild boar liver is a rich source of mineral compounds (K, Fe, Mg, Ca, Zn, and Cu). The age was found to exert an effect on the concentration of most minerals. The sex significantly determined the content of Fe, Ca, and Cd. The maximum allowable level of Cd in the liver was exceeded in two and three samples from groups I and III, respectively. Therefore, regular monitoring of the content of this element in tissues of game animals is extremely important and advisable to assess the consumer exposure to this metal. From the point of view of human health, the estimation of the non-carcinogenic risk indicated that the intake of individual trace elements through the consumption of the liver was safe, whereas consumption of combined trace elements (only in the case of the consumption of the wild boar liver twice a week) suggested a potential health risk to children.
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Aarstad, Åsne Kalland. "Who governs Norwegian maritime security? Public facilitation of private security in a fragmented security environment." Cooperation and Conflict 52, no. 2 (June 21, 2016): 261–79. http://dx.doi.org/10.1177/0010836716652425.

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This article analyses the Norwegian governance of maritime security that surrounds the accommodation of armed private security provision on board Norwegian-registered ships, and questions the role of Norwegian public authorities. In 2011, the Norwegian government introduced a new legal framework that explicitly permitted the use of armed private security for ships transiting piracy-prone waters. Through an in-depth examination of the agenda setting, implementation and evaluation phases of the new policy, the article analyses the roles and responsibilities performed by the involved actors. Comparing the empirical case study of Norway with the governance literature, it is argued that public actors neither ‘steer’ nor ‘row’, rather they function as facilitators in and for a governance arrangement that is essentially industry-driven in character. This facilitating role encompasses elements of both acceptance and contribution, where a low degree of public control was accepted in return for a flexible and low-cost/risk scheme against piracy. As such, the facilitating role does not support the view that contemporary security governance is a zero-sum game between public and private actors. Instead, the facilitating capacities of public authorities are seen as their competitive advantage in an increasingly fragmented security environment. This article contends that although maritime governance inhabits peculiarities related to both the shipping industry’s global competitive character and the maritime domain’s geographical distance from public authorities, the Norwegian governance of maritime security is nevertheless deeply embedded in global governance structures. This underscores the need to address the maritime domain as constitutive of global politics and, in turn, treat the ‘facilitating argument’ developed here as potentially relevant for the broader governance literature.
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Pulido, Mario A., Chris W. Johnson, and Ahmed Alzahrani. "Security Awareness Level Evaluation of Healthcare Participants Through Educational Games." International Journal of Serious Games 8, no. 3 (September 17, 2021): 25–41. http://dx.doi.org/10.17083/ijsg.v8i3.459.

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The purpose of this paper consists of implementing an educational board game to evaluate the information security awareness level of healthcare personnel. The National Health Service Greater Glasgow and Clyde (NHSGGC) Information Security Acceptable Use Policy was used as a basis to generate the educational content of the board game and Lev Vygotsky’s social development theory was followed for the learning process of the participants. Two evaluations were carried out during this study. The results obtained during the first evaluation showed that it is fundamental to design the board game based on a set of rules in information security enacted by an organization to properly guide the participants with the knowledge they need to counter security incidents. The second evaluation showed that redesigning the content of the board game based on the information security policies of the NHSGGC, resulted in a more effective way of guiding participants on the procedures required for compliance with the policies of this health institution and offer them an understanding of the risks behind security incidents. This was demonstrated during this evaluation since the results obtained gave an approximation that it is possible to increase the level of awareness of information security in people regardless of their area of work or studies.
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Jeong, Hyunsuk, Hyeon Woo Yim, Sun-Jin Jo, Seung-Yup Lee, Eunjin Kim, Hye Jung Son, Hyun-ho Han, et al. "Study protocol of the internet user Cohort for Unbiased Recognition of gaming disorder in Early adolescence (iCURE), Korea, 2015–2019." BMJ Open 7, no. 10 (October 2017): e018350. http://dx.doi.org/10.1136/bmjopen-2017-018350.

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IntroductionIn 2013, the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) proposed nine internet gaming disorder (IGD) diagnostic criteria as a condition warranting further empirical and clinical research. The aim of this study is to clarify the natural and clinical courses of IGD proposed DSM-5 in adolescents and to evaluate its risk and protective factors.Methods and analysisThe Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence (iCURE) study is an ongoing multidisciplinary, prospective, longitudinal cohort study conducted in 21 schools in Korea. Participant recruitment commenced in March 2015 with the goal of registering 3000 adolescents. The baseline assessment included surveys on emotional, social and environmental characteristics. A parent or guardian completed questionnaires and a structured psychiatric comorbidity diagnostic interview regarding their children. Adolescents with the Internet Game Use-Elicited Symptom Screen total scores of 6 or higher were asked to participate in the clinical diagnostic interview. Two subcohorts of adolescents were constructed: a representative subcohort and a clinical evaluation subcohort. The representative subcohort comprises a randomly selected 10% of the iCURE to investigate the clinical course of IGD based on clinical diagnosis and to estimate the false negative rate. The clinical evaluation subcohort comprised participants meeting three or more of the nine IGD criteria, determined by clinical diagnostic interview, to show the clinical course of IGD. Follow-up data will be collected annually for the 3 years following the baseline assessments. The primary endpoint is 2-year incidence, remission and recurrence rates of IGD. Cross-sectional and longitudinal associations between exposures and outcomes as well as mediation factors will be evaluated.Ethics and disseminationThis study is approved by the Institutional Review Board of the Catholic University of Korea. Results will be published in peer-reviewed journals.Trial registration numberClinicalTrials.gov (identifier:NCT02415322).
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Lenti, Antonio, Alessandro Menozzi, Giorgio Fedrizzi, Simonetta Menotta, Tiziano Iemmi, Giorgio Galletti, Paolo Serventi, and Simone Bertini. "Lead Levels in Wild Boar Meat Sauce (Ragù) Sold on the Italian Market." International Journal of Environmental Research and Public Health 18, no. 8 (April 10, 2021): 3989. http://dx.doi.org/10.3390/ijerph18083989.

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Game meat is endowed with excellent nutritional value, but it may also be a possible source of harmful substances, such as mycotoxins and heavy metals. In particular, several studies showed that lead fragments from hunting ammunition are able to represent a residual contaminant in the meat of wild boars or deer, representing a possible source of lead absorption. Even though wild boar meat consumption in Italy is rather limited, this meat could also be present in very popular Italian recipes, such as the typical meat sauce called ragù. We evaluated the lead levels in 48 samples (three different batches for each of the 16 brands) of ready-to-eat wild boar meat ragù sold on the Italian market in food stores and online distribution with the inductively coupled plasma-mass spectrometry (ICP-MS) technique. A high variability was found in the lead levels detected in the samples, with a median lead level of 0.10 mg/kg (0.01–18.3 mg/kg) and some of the samples showing very high lead concentrations. Since no intake level of lead is considered completely safe, and maximum levels for game meat have so far not been established, a greater attention on the risks to consumers’ health related to the presence of this heavy metal in game meat is recommended.
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Wennberg, Richard. "Collision Frequency in Elite Hockey on North American versus International Size Rinks." Canadian Journal of Neurological Sciences / Journal Canadien des Sciences Neurologiques 31, no. 3 (August 2004): 373–77. http://dx.doi.org/10.1017/s0317167100003474.

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Objective:Body impact or collision is the risk factor underlying all sports-related concussions. This study sought to determine whether collision rates in elite hockey differ between games played on North American size rinks as compared to games played on larger international size ice surfaces.Methods:Videotapes of games from the 2001 and 2002 National Hockey League Stanley Cup finals, World Junior championships and the 2002 Winter Olympics were analyzed, with all collisions counted and separated into various categories (player/player bodycheck, player/player into boards, player/boards, player/ice, head/stick, head/puck). Further subdivisions included collisions involving the head directly or indirectly. Twenty-two games were analyzed, 11 played on the small ice and 11 on the big ice.Results:Significantly more collisions of all types (in all categories and subdivisions within categories) were found to occur on the smaller North American ice surface (P value differences from 0.01 to 0.00001).Conclusion:The results of this study showed significantly fewer collisions of all types in elite hockey games played on the international size ice surface. The comparison groups studied here did differ in some aspects other than ice size and so replication of the findings with even more closely matched groups will be needed before definitive conclusions can be drawn. However, if these findings are replicable, it would suggest that a change to uniform usage of the larger international rinks, with no rule changes or other alterations in the game, could provide direct primary prevention to reduce the number of collisions, and, by extension, concussions, that occur in the sport.
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Aranha, José, Ana Carolina Abrantes, Raquel Gonçalves, Rui Miranda, João Serejo, and Madalena Vieira-Pinto. "GIS as an Epidemiological Tool to Monitor the Spatial–Temporal Distribution of Tuberculosis in Large Game in a High-Risk Area in Portugal." Animals 11, no. 8 (August 11, 2021): 2374. http://dx.doi.org/10.3390/ani11082374.

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Since April 2011, Portugal has implemented specific national legislation (Notice No. 1/2011), defining “Epidemiologic Risk Areas for Bovine Tuberculosis in Large Game” and mitigation measures in these areas, including Idanha-a-Nova county. A GIS project was created to record information that would allow us to analyse the spatial–temporal distribution, both for hunting bags and tuberculosis occurrence, in hunted wild boar and red deer in Idanha-a-Nova. Hunting bag and tuberculosis-like lesion data were recorded during post-mortem inspection across 11 hunting seasons, totalling 9844 animals. The difference in tuberculosis occurrence for these species was statistically significant in nearly all 11 seasons, with wild boars presenting approximately twice the occurrence of red deer. No significant difference was noted before and after the Notice No. 1/2011 implementation. These results, following GIS-based spatial analysis, enable us to state that both large game species displayed an irregular tuberculosis pattern for the 2006–2016 period, and we identified some specific areas of high risk for both species. Southern areas of the county may be considered the priority for intervention. This research demonstrates the potential of GIS tools to evaluate, in the field, the results and efficacy of legislation such as Notice No. 1/2011, and to ensure the correct implementation of cost-effective mitigation strategies for tuberculosis in large game species.
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Flik, Kyle, Stephen Lyman, and Robert G. Marx. "American Collegiate Men's Ice Hockey." American Journal of Sports Medicine 33, no. 2 (February 2005): 183–89. http://dx.doi.org/10.1177/0363546504267349.

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Background Reported rates and types of ice hockey injuries have been variable. Ice hockey combines tremendous speeds with aggressive physical play and therefore has great inherent potential for injury. Purpose To identify rates and determinants of injury in American men's collegiate ice hockey. Study Design Prospective cohort study. Methods Data were collected from 8 teams in a Division I athletic conference for 1 season using an injury reporting form specific for ice hockey. Results There were a total of 113 injuries in 23 096 athlete exposures. Sixty-five percent of injuries occurred during games, although games accounted for only 23% of all exposures. The overall injury rate was 4.9 per 1000 athlete exposures (13.8 per 1000 game athlete exposures and 2.2 per 1000 practice athlete exposures). Collision with an opponent (32.8%) or the boards (18.6%) caused more than half of all injuries. Concussion (18.6%) was the most common injury, followed by knee medial collateral ligament sprains, acromioclavicular joint injuries, and ankle sprains. Conclusions The risk of injury in men's collegiate ice hockey is much greater during games than during practices. Concussions are a main cause for time lost and remain an area of major concern.
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Caridi, Francesco, Maurizio D’Agostino, and Alberto Belvedere. "Radioactivity in Calabrian (Southern Italy) Wild Boar Meat." Applied Sciences 10, no. 10 (May 21, 2020): 3580. http://dx.doi.org/10.3390/app10103580.

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The production chain for game meat is specific and differs from the production chain of meat from domestic livestock. Wild boar meat is a foodstuff consumed in Italy. Wild boars are considered as a reservoir of environmental radionuclides, and the accumulation of radioisotopes can pose a radiological hazard. 40K and 137Cs activity concentrations were measured through HPGe gamma spectrometry in wild boar meat samples, coming from six hygiene points representative of the entire district of Reggio Calabria, South Italy. Experimental values were found to be in the range of (91 ± 11) Bq kg−1 to (117 ± 14) Bq kg−1 for 40K and of (0.09 ± 0.03) Bq kg−1 to (1.61 ± 0.24) Bq kg−1 for 137Cs, respectively. Any possible radiological risk for the population was also estimated. Obtained values are in the range of 2.66 µSv a−1 to 4.00 µSv a−1, much lower than the recommended level for the public (1 mSv a−1).
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Lazarus, Maja, Andreja Prevendar Crnić, Nina Bilandžić, Josip Kusak, and Slaven Reljić. "Cadmium, Lead, and Mercury Exposure Assessment Among Croatian Consumers of Free-Living Game." Archives of Industrial Hygiene and Toxicology 65, no. 3 (September 29, 2014): 281–92. http://dx.doi.org/10.2478/10004-1254-65-2014-2527.

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AbstractFree-living game can be an important source of dietary cadmium and lead; the question is whether exposure to these two elements is such that it might cause adverse health effects in the consumers. The aim of this study was to estimate dietary exposure to cadmium, lead, and mercury from free-living big game (fallow deer, roe deer, red deer, wild boar, and brown bear), and to mercury from small game (pheasant and hare), hunted in Croatia from 1990 to 2012. The exposure assessment was based on available literature data and our own measurements of metal levels in the tissues of the game, by taking into account different consumption frequencies (four times a year, once a month and once a week). Exposure was expressed as percentage of (provisional) tolerable weekly intake [(P)TWI] values set by the European Food Safety Authority (EFSA). Consumption of game meat (0.002-0.5 % PTWI) and liver (0.005-6 % PTWI) assumed for the general population (four times a year) does not pose a health risk to consumers from the general population, nor does monthly (0.02-6 % PTWI) and weekly (0.1-24 % PTWI) consumption of game meat. However, because of the high percentage of free-living game liver and kidney samples exceeding the legislative limits for cadmium (2-99 %) and lead (1-82 %), people should keep the consumption of certain game species’ offal as low as possible. Children and pregnant and lactating women should avoid eating game offal altogether. Free-living game liver could be an important source of cadmium if consumed on a monthly basis (3-74 % TWI), and if consumed weekly (11-297 % TWI), it could even give rise to toxicological concern.
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KADOHIRA, MUTSUYO, BERNARD J. PHIRI, GLEN HILL, RIKA YOSHIZAKI, and SHINJI TAKAI. "Game Meat Consumption and Foodborne Illness in Japan: A Web-Based Questionnaire Survey." Journal of Food Protection 82, no. 7 (June 24, 2019): 1224–32. http://dx.doi.org/10.4315/0362-028x.jfp-18-502.

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ABSTRACT Game meat represents a unique source of foodborne illness in humans; however, little is published on the amount consumed and preparation methods in Japan. The objectives of our study were to describe game meat consumption patterns and identify risk factors associated with illness attributed to game meat consumption in Japan. A Web-based survey regarding consumption of bear, wild boar, deer, duck, partridge, and pheasant was completed by 50,000 respondents; only 552 respondents (4.9% of game meat consumers) reported becoming ill after consuming such meat. There was an association between the number of game meat types consumed and the increasing prevalence of illness: 3.0 to 7.2% for one to five types of meat, with prevalence reaching nearly 30% when all six varieties were consumed. Generally, the odds of illness were greater among respondents who consumed raw game meat than those who consumed processed meat, after adjusting for the sex and the age of the respondent. Regarding place of meat preparation, the likelihood of illness was highest among respondents who hunted and prepared bear, boar, or deer meat at home. To inform the general public on needs for hygiene when handling game meat in the field, at home, or at businesses, guidelines and education from government sources are needed for hunters, meat processors, and restaurants. HIGHLIGHTS
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44

Iemmi, Tiziano, Alessandro Menozzi, Valentina Meucci, Irene Magnini, Federica Battaglia, Lorella Severino, Andrea Ariano, and Simone Bertini. "Ochratoxin A Levels in Tissues of Wild Boars (Sus scrofa) from Northern Italy." Toxins 12, no. 11 (November 8, 2020): 706. http://dx.doi.org/10.3390/toxins12110706.

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Ochratoxin A (OTA) is a mycotoxin produced by Aspergillus and Penicillium, capable of contaminating several foodstuffs. OTA damages primarily the kidneys, and is suspected to be a carcinogenic substance, thus maximum levels for OTA in foodstuffs have been established in the EU. Italian Ministry of Health suggested a maximum level of 1 μg/kg OTA in pork meat and derived products. In this study, OTA concentrations in liver, kidney, and muscle of 64 wild boars (Sus scrofa) killed in two areas (area A and B) of Parma province (northern Italy), characterized by different habitat types, were assessed by HPLC-FLD technique. OTA was detected in 54% liver, 52% kidney, and 16% muscle samples. OTA levels were significantly higher in liver and kidney compared with muscle, and were above 1 μg/kg in 19 liver, 17 kidney, and 4 muscle samples. OTA levels in wild boars from area A resulted significantly higher with respect to those from area B, suggesting an environmental influence on OTA contamination in wild boars. This study seems to confirm that wild boar meat is a potential source of OTA, thus monitoring the presence of this mycotoxin in game meat might be recommended to prevent risks for human health.
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45

Wilcox, Bethany J., Jason T. Machan, Jonathan G. Beckwith, Richard M. Greenwald, Emily Burmeister, and Joseph J. Crisco. "Head-Impact Mechanisms in Men's and Women's Collegiate Ice Hockey." Journal of Athletic Training 49, no. 4 (August 1, 2014): 514–20. http://dx.doi.org/10.4085/1062-6050-49.3.19.

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Context: Concussion injury rates in men's and women's ice hockey are reported to be among the highest of all collegiate sports. Quantification of the frequency of head impacts and the magnitude of head acceleration as a function of the different impact mechanisms (eg, head contact with the ice) that occur in ice hockey could provide a better understanding of this high injury rate. Objective: To quantify and compare the per-game frequency and magnitude of head impacts associated with various impact mechanisms in men's and women's collegiate ice hockey players. Design: Cohort study. Setting: Collegiate ice hockey rink. Patients or Other Participants: Twenty-three men and 31 women from 2 National Collegiate Athletic Association Division I ice hockey teams. Main Outcome Measure(s): We analyzed magnitude and frequency (per game) of head impacts per player among impact mechanisms and between sexes using generalized mixed linear models and generalized estimating equations to account for repeated measures within players. Intervention(s): Participants wore helmets instrumented with accelerometers to allow us to collect biomechanical measures of head impacts sustained during play. Video footage from 53 games was synchronized with the biomechanical data. Head impacts were classified into 8 categories: contact with another player; the ice, boards or glass, stick, puck, or goal; indirect contact; and contact from celebrating. Results: For men and women, contact with another player was the most frequent impact mechanism, and contact with the ice generated the greatest-magnitude head accelerations. The men had higher per-game frequencies of head impacts from contact with another player and contact with the boards than did the women (P &lt; .001), and these impacts were greater in peak rotational acceleration (P = .027). Conclusions: Identifying the impact mechanisms in collegiate ice hockey that result in frequent and high-magnitude head impacts will provide us with data that may improve our understanding of the high rate of concussion in the sport and inform injury-prevention strategies.
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46

Skotarczak, B., M. Adamska, M. Sawczuk, A. Maciejewska, B. Wodecka, and A. Rymaszewska. "Coexistence of tick-borne pathogens in game animals and ticks in western Poland." Veterinární Medicína 53, No. 12 (December 29, 2008): 668–75. http://dx.doi.org/10.17221/1975-vetmed.

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Molecular studies enabling the recognition of the role of game and ticks in the circulation of pathogens transmitted by ticks and detection of coinfections in order to estimate a risk which a contact with tissues of roe deer, red deer and wild boar from north-western Poland brings were the aim of this research. DNA isolated from the blood and spleen of game and from <i>Ixodes ricinus</i> were the study materials. The results shows that <i>Capreolus capreolus</i> and <i>Cervus elaphus</i> play an important role in the life cycle of <i>Anaplasma phagocytophilum</i>, two <i>Bartonella</i> species, <i>Theileria</i> and <i>Babesia</i> spp. Whereas in the isolates obtained from 50 representatives of <i>Sus scrofa</i>, the DNA of only one pathogen, <i>A. phagocytophilum</i> occurred. 63.5% of 74 PCR+ isolates from <i>Capreolus capreolus</i> showed a double coinfection and three isolates – triple. In the tissues of <i>Cervus elaphus</i>, the coinfections were triple in 38% of individuals, double in 40%, single in 84%.
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47

RUDY, MARIUSZ, JAGODA ŻUREK, RENATA STANISŁAWCZYK, MARIAN GIL, and PAULINA DUMA-KOCAN. "Content of toxic elements in tissues of hunted animals on the basis of research results of 2003–2017." Medycyna Weterynaryjna 75, no. 02 (2019): 6202–2019. http://dx.doi.org/10.21521/mw.6202.

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The aim of the study was to synthesize the latest literature data on the content of toxic elements in tissues of hunted animals and to determine whether there is a health risk associated with consumption of these products in the light of current legal regulations. The data show the increased mean lead contents in kidneys of wild boar (1.1900 mg/kg) and roe deer (0.9060 mg/kg) and in the muscle tissue of wild boar, roe deer and deer; the contents are even up to 0.1240 mg/kg, 0.1760 mg/kg and 0.2200 mg/kg, respectively. In addition, the increased mean cadmium content indicates the possibility of the deposition of this element in muscle tissue of wild boars (0.0519 mg/kg) and deer (0.1000 mg/kg), as well as in the liver of wild boars (5.5730 mg/kg) and roe deer (6.4350 mg/kg) and in kidneys of game species, sometimes far above the applicable maximum levels. The highest mean cadmium contents in kidneys of wild boar, roe deer and deer are 49.5000 mg/kg, 80.2600 mg/kg and 4.9740 mg/kg, respectively. The mean values of the amount of arsenic do not usually exceed the legally established maximum levels of this element. Only the borderline value of arsenic in muscle tissue of roe deer is slightly exceeded and amounts to 0.2700 mg/kg. There is the possibility of the accumulation of larger amounts of mercury mainly in kidneys of deer and roe deer. The highest mean content of this element of 0.1001 mg/kg is demonstrated in the kidneys of deer. The research on the content of toxic elements in meat of hunted animals indicates the need to regularly monitor the quality of the obtained raw material as well as to exclude selected tissues of wild animals from consumption.
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48

Morrissey, Patrick, Neil V. Shah, Andrew J. Hayden, Jack J. Zhou, Lee R. Bloom, Alex Aylyarov, Dipal Chatterjee, Jared M. Newman, Matthew T. McCarthy, and William P. Urban. "Youth Ice Hockey Concussions Reported at US Emergency Department’s from 2002-2016: A Peak in 2011 and the Impact of Rule Modifications." Orthopaedic Journal of Sports Medicine 7, no. 7_suppl5 (July 2019): 2325967119S0040. http://dx.doi.org/10.1177/2325967119s00401.

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Objectives: Ice hockey has one the highest incidences of concussions among youth sports. To combat this, several national campaigns have attempted to increase awareness since the early 2000’s. USA Hockey, the governing body for youth ice hockey in the US, also addressed the issue by instituting new checking rules in 2011. The new rules outlawed contact to the head at all ages and pushed the minimum age for body checking from 11 years old to 13 years old. The purpose of this study was to investigate the incidence of ice hockey-related concussions during a critical 15-year period from 2002-2016. We hypothesized that awareness campaigns would increase concussion reporting during the 2000’s and a 2011 rule change would decrease reporting. Methods: This is a descriptive epidemiological study utilizing the National Electronic Injury Surveillance System (NEISS). The NEISS was queried for all cases of concussion from January 1, 2002 to December 31, 2016 that included the product code 1279. Cases over the age of 18 and females were excluded. We reviewed the narrative text field and categorized each injury by mechanism (e.g. player contact, contact with boards, fall, etc). USA Hockey membership statistics were used to calculate population at risk and incidence. Incidences were reported per 10,000 person-years. Players were grouped by age according to USA Hockey divisions. Results: The national estimate of ice hockey-related concussions increased significantly from 656 in 2007 to 2,042 in 2011 (p<0.01). During the same period, the incidence increased significantly from 21.8 to 66.8 (p<0.05). After 2011, concussion incidence decreased significantly to 40.7 (p<0.05) and overall, the number of concussions decreased from 1,965 in 2012 to 1,292 in 2016 (p=0.055). The 13-14, 15-16, and 17-18 age groups drove both the increase and decrease in concussions over the study period. The gap in concussion incidence between the 11-12 and 13-14 age divisions widened significantly after 2011 (before 2011: 41 vs 49 (p=0.8); after 2011: 45 and 89 (p<0.01)). During the study period, incidence of concussion increased significantly with each successive age division. The incidences of concussion in the 0-8, 9-10, 11-12, 13-14, 15-16 and 17-18 age groups were 6.3, 22, 33.3, 59, 69.4, and 89.2, respectively. The top three mechanisms of concussion were player contact, falls and board contact. The incidence of concussion by player contact increased in each successive age division, especially between the 11-12 and 13-14 age groups (14.4 and 26.6 respectively, p<0.01). Conclusion: Ice hockey went through a monumental shift during the study period. From 2007-2011, concussion reporting increased significantly as players, coaches and parents became more aware and educated. In response, the rules of the game were changed in 2011 to outlaw hitting to the head and push back body checking to older divisions. Immediately after the rule changes in 2011, a significant decrease in concussion incidence occurred. Adding to this effect was the elimination of body checking in the 11-12 age division, which likely mitigated the rise of concussion incidence in that age group. Since we’ve shown that concussion incidence increases with age, it stands to reason that increasing the body checking age further would result in even decreased incidence of concussions. This study lends credence to the theory that rule changes aimed at protecting players can help decrease the incidence of concussions in youth ice hockey.
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49

Stollberg, Kaya C., Gereon Schares, Anne Mayer-Scholl, Iryna Hrushetska, Susanne Diescher, Annette Johne, Martin H. Richter, and Nadja S. Bier. "Comparison of Direct and Indirect Toxoplasma gondii Detection and Genotyping in Game: Relationship and Challenges." Microorganisms 9, no. 8 (August 4, 2021): 1663. http://dx.doi.org/10.3390/microorganisms9081663.

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The importance of game as a source of Toxoplasma gondii (T. gondii) infection in humans is largely unknown. New data on the presence of T. gondii in game hunted in the Federal State of Brandenburg, Germany, were obtained by direct and indirect detection (ELISA). DNA extracted either directly (5 g heart or foreleg muscle, DE) or after acid pepsin digestion (50 g heart, PD) or enriched by magnetic capture (50 g heart, MC) was examined by real-time PCR (qPCR). ELISA revealed seroprevalences of 20% in wild boar (Sus scrofa), 11% in roe deer (Capreolus capreolus) and 6% in red deer (Cervus elaphus). T. gondii DNA was detected by at least one direct detection method in 12% of wild boar, 6% of roe deer, 2% of fallow deer (Dama dama) and 2% of red deer. In both, positive wild boar and roe deer, T. gondii type II specific alleles were the most prevalent, as assessed by PCR-restriction fragment length polymorphism. The highest proportion of positive animals was detected by MC qPCR, followed by PD qPCR with a similar proportion of positive findings. Investigation of 50 g of heart muscle revealed a significantly higher proportion of positive qPCR results than analysis of 5 g (p = 0.048). An association between seropositivity and direct detection was evident in wild boar and roe deer (p < 0.001). Infectivity of T. gondii DNA–positive samples was confirmed by bioassay (4/4), providing evidence that game could represent a relevant source of viable T. gondii posing a risk for human infection.
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50

Korpysa-Dzirba, Weronika, Mirosław Różycki, Ewa Bilska-Zając, Jacek Karamon, Jacek Sroka, Aneta Bełcik, Magdalena Wasiak, and Tomasz Cencek. "Alaria alata in Terms of Risks to Consumers’ Health." Foods 10, no. 7 (July 13, 2021): 1614. http://dx.doi.org/10.3390/foods10071614.

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Alaria alata flukes are cosmopolitan parasites. In Europe, the definitive hosts are red foxes (Vulpes vulpes), wolves (Canis lupus), and raccoon dogs (Nyctereutes procyonoides), as well as animals that belong to the Felidae family. Intermediate hosts, such as snails and frogs, are the sources of infection for definitive hosts. The developmental stages of A. alata mesocercariae may occur in paratenic hosts, including many species of mammals, birds, and reptiles, as well as in wild boars (Sus scrofa), which are important from the zoonotic point of view. Because there are no regulations concerning the detection of A. alata in meat, this fluke is usually detected during official obligatory Trichinella spp. inspections. However, a method dedicated to A. alata detection was developed. The growing popularity of game and organic meat has led to an increased risk of food-associated parasitic infections, including alariosis, which is caused by the mesocercarial stage of A. alata. The aim of this article is to highlight the problem of A. alata as an emerging parasite, especially in the terms of the increasing market for game and organic meats that have been processed with traditional methods, often without proper heat treatment.
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