The Prevalence of Video Game Addiction and Its Relation to Anxiety, Depression, and Attention Deficit Hyperactivity Disorder (ADHD) in Children and Adolescents in Saudi Arabia: A Cross-Sectional Study. [PDF]
Alrahili N +7 more
europepmc +1 more source
ABSTRACT The rapid evolution of the Internet of Things (IoT) has significantly advanced the field of electrocardiogram (ECG) monitoring, enabling real‐time, remote, and patient‐centric cardiac care. This paper presents a comprehensive survey of AI assisted IoT‐based ECG monitoring systems, focusing on the integration of emerging technologies such as ...
Amrita Choudhury +2 more
wiley +1 more source
Border harm and affective injustice: The politics of anger at the Melilla border, Spain
Abstract This article examines protests in a detention center in Melilla, Spain—a site where structural violence intersects with the everyday harms of confinement. Adopting a justice and dignity‐centered perspective, we analyze grassroots forms of resistance emerging at the border. The study focuses on the protests of Tunisian migrants and explores the
Corina Tulbure
wiley +1 more source
Video Game Addiction Among Adolescents
In recent years, the field of video games has developed at an overwhelmingly rapid rate. Worldwide, it has managed to attract more than two billion users, of which the most important percentage was represented by teenagers. While video gaming is one of the most popular leisure activities, it has been proven that it poses some potential threats to the ...
Cezara CRUCIANU +4 more
openaire +1 more source
ABSTRACT In Australia, governments fund Community Legal Centres (CLCs) as part of the legal assistance sector (LAS) to meet the ‘legal needs’ of people experiencing disadvantage who cannot afford private legal services. Persistent unmet demand for CLCs is well‐documented. As artificial intelligence (AI) is increasingly used in private legal practice to
Catherine Hastings +2 more
wiley +1 more source
Examining the Predictors of Video Game Addiction According to Expertise Levels of the Players: The Role of Time Spent on Video Gaming, Engagement, Positive Gaming Perception, Social Support and Relational Health Indices. [PDF]
Yildiz Durak H +2 more
europepmc +1 more source
PLAYING WITH VIDEO GAMES: GOING TO A NEW ADDICTION?
The frequent and protracted use of video games with serious personal, family and social consequences is no longer just a pleasant pastime and could lead to mental and physical health problems. Although there is no official recognition of video game addiction on the Internet as a mild mental health disorder, further scientific research is needed.
Tavormina, Maurilio Giuseppe Maria +1 more
openaire +2 more sources
Production of 3D printed biomodels of the canine brain for veterinary neuroanatomy teaching
Abstract Teaching neuroanatomy presents multiple challenges to both students and teachers, as it is a subject with highly dense content that commonly causes the development of aversion by students, a phenomenon referred to as “neurophobia,” which has been documented in human and veterinary medicine students.
João Victor Barbosa Tenório Fireman +1 more
wiley +1 more source
Moving beyond neurophobia to cultivate the neuroquisitive learner
Abstract “Neurophobia,” a pervasive fear of the neurological sciences, poses a significant barrier in medical education, affecting learners and physicians worldwide. Its consequences are far‐reaching, contributing to a limited neurology workforce and diminished confidence among non‐specialists in managing neurological conditions.
Joanna R. Appel +1 more
wiley +1 more source
Abstract A recent trend in healthcare education has been the increasing emphasis on the development of humanism and empathy in students. Within anatomy education, some institutions have implemented curricular innovations such as donor non‐anonymization to facilitate this development.
Rodrigo Muscogliati +5 more
wiley +1 more source

