Pharmacogenetic Implementation Studies—Lessons Learned From the PREPARE Study
The Ubiquitous Pharmacogenomics consortium (www.upgx.eu) has recently completed and published the Preemptive Pharmacogenomic Testing for Preventing Adverse Drug Reactions (PREPARE) study on the implementation of panel‐based pharmacogenetic testing. PREPARE has provided interesting lessons for the design, execution, and interpretation of future clinical
Henk‐Jan Guchelaar+37 more
wiley +1 more source
Associations between media parenting practices and early adolescent consumption of R-rated movies and mature-rated video games. [PDF]
Nagata JM+10 more
europepmc +1 more source
Virtual Worlds, Video Games and the COVID-19 Pandemic
Somoza Medina X, Somoza Medina M.
europepmc +1 more source
Using AI in My Disputes? Clients' Perception and Acceptance of Using AI in Mediation
ABSTRACT This study explores how potential mediation clients perceive and accept mediators using AI in their disputes through the Unified Theory of Acceptance and Use of Technology (UTAUT). Based on 12 semi‐structured interviews, this research identifies three critical factors influencing participants' acceptance: (1) the specific tasks and processes ...
Yeju Choi
wiley +1 more source
How We Think About People: Beliefs About Human Nature in the Explanation of Conflict Behavior
ABSTRACT For decades, researchers have dealt with how human nature influences behavior in conflicts. Today, it is recognized that subjective beliefs about human nature play a significant role in conflict situations. This was also acknowledged in studies using the theory of planned behavior to explain conflict behavior as the potential for integrating ...
Adrian Landwehr+3 more
wiley +1 more source
Influence of parental mediation and social skills on adolescents' use of online video games for escapism: A cross-sectional study. [PDF]
Commodari E+3 more
europepmc +1 more source
Abstract To prepare students for lifelong learning, and their role in society, student agency has been foregrounded as an important aim of secondary education. In general, student agency is seen as the will and skill to intentionally transform one's functioning or circumstances.
A. J. M. Schoots‐Snijder+2 more
wiley +1 more source
Playing three-dimensional video games boosts stereo vision. [PDF]
Li RW+5 more
europepmc +1 more source
Abstract The uneven ways in which climate change is taught (or not) within schools, and the uneven opportunities for students to experience justice‐oriented climate education, are curricular injustices. Recent systematic reviews of Climate Change Education literature note a depoliticising tendency in climate change education, with official curriculum ...
Eve Mayes+5 more
wiley +1 more source
The effects of interactive video games combined with LEGO game therapy on social anxiety in rural left-behind children. [PDF]
Peng D+10 more
europepmc +1 more source