<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>ICD-11 Archives - EMFSA</title>
	<atom:link href="https://www.emfsa.co.za/tag/icd-11/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.emfsa.co.za/tag/icd-11/</link>
	<description>Electromagnetic fields South Africa</description>
	<lastBuildDate>Sun, 31 Oct 2021 10:27:30 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=7.1.3</generator>

<image>
	<url>https://www.emfsa.co.za/wp-content/uploads/2021/02/cropped-EMFSA_logo-fv-32x32.png</url>
	<title>ICD-11 Archives - EMFSA</title>
	<link>https://www.emfsa.co.za/tag/icd-11/</link>
	<width>32</width>
	<height>32</height>
</image> 
	<item>
		<title>Problematic Gaming and Sleep: A Systematic Review and Meta-Analysis</title>
		<link>https://www.emfsa.co.za/research-and-studies/problematic-gaming-and-sleep-a-systematic-review-and-meta-analysis/</link>
		
		<dc:creator><![CDATA[Editor]]></dc:creator>
		<pubDate>Sat, 26 Jun 2021 22:01:18 +0000</pubDate>
				<category><![CDATA[Research and Studies]]></category>
		<category><![CDATA[Blue light]]></category>
		<category><![CDATA[Circadian Misalignment]]></category>
		<category><![CDATA[Electromagnetic Fields]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Gaming Disorder (GD)]]></category>
		<category><![CDATA[ICD-11]]></category>
		<category><![CDATA[Internet Gaming Disorder (IGD)]]></category>
		<category><![CDATA[Sleep]]></category>
		<category><![CDATA[Sleep-wake cycles]]></category>
		<guid isPermaLink="false">https://www.emfsa.co.za/?p=21529</guid>

					<description><![CDATA[<p>Kristensen J, Pallesen S, King D, Hysing M, Erevik E. Problematic Gaming and Sleep: A Systematic Review and Meta-Analysis Frontiers in Psychiatry. 2021 Jan;12.  https://doi.org/10.3389/fpsyt.2021.675237 Problematic gaming has been linked to poor sleep outcomes; however, these associations have not yet been synthesized quantitatively. This review employed a meta-analysis to investigate the relationship between problematic gaming [&#8230;]</p>
<p>The post <a href="https://www.emfsa.co.za/research-and-studies/problematic-gaming-and-sleep-a-systematic-review-and-meta-analysis/">Problematic Gaming and Sleep: A Systematic Review and Meta-Analysis</a> appeared first on <a href="https://www.emfsa.co.za">EMFSA</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph" style="font-size:14px">Kristensen J, Pallesen S, King D, Hysing M, Erevik E. Problematic Gaming and Sleep: A Systematic Review and Meta-Analysis Frontiers in Psychiatry. 2021 Jan;12.  <a href="https://doi.org/10.3389/fpsyt.2021.675237">https://doi.org/10.3389/fpsyt.2021.675237</a></p>



<p class="wp-block-paragraph" style="font-size:14px">Problematic gaming has been linked to poor sleep outcomes; however, these associations have not yet been synthesized quantitatively. This review employed a meta-analysis to investigate the relationship between problematic gaming and sleep-related outcomes. A search of Medline, Embase, Web of Science, PsycINFO, and Google Scholar identified a total of 763 studies, including 34 studies (<em>n</em> = 51,901 participants) eligible for inclusion. Papers were included if available in any European language, addressed problematic gaming, contained original data, and provided sufficient data for calculation of effect sizes. Two researchers independently extracted data using pre-defined fields including quality assessment. Sleep-related outcomes were meta-analyzed for sleep parameters that were reported by 5 or more papers. Significant overall effects were found for sleep duration (<em>g</em> = −0.238, 95% <em>CI</em> = −0.364, −0.112), poor sleep quality (<em>OR</em> = 2.02, 95% <em>CI</em> = 1.47, 2.78), daytime sleepiness (<em>OR</em> = 1.57, 95% <em>CI</em> = 1.00, 2.46) and sleep problems (<em>OR</em> = 2.60, 95% <em>CI</em> = 1.94, 3.47). Between-study heterogeneity was detected for all meta-analyses. Subgroup analyses showed a higher inverse effect size for adolescent samples compared to adult or non-specific age samples in terms of sleep duration. For daytime sleepiness, a larger effect size was found for studies based on single-item sleep measures compared to multi-item sleep measures. For sleep problems, the subgroup analysis showed the opposite with a higher effect size for studies based on single-item sleep measures than multi-item sleep measures. Across all sleep parameters, problematic gamers consistently reported a more adverse sleep status than non-problematic gamers.</p>



<p class="wp-block-paragraph" style="font-size:14px">Extract:</p>



<p class="wp-block-paragraph" style="font-size:14px">There are a number of possible mechanisms by which gaming may influence sleep (<a href="https://www.frontiersin.org/articles/10.3389/fpsyt.2021.675237/full#B25">25</a>). As proposed by the media displacement hypothesis (<a href="https://www.frontiersin.org/articles/10.3389/fpsyt.2021.675237/full#B26">26</a>, <a href="https://www.frontiersin.org/articles/10.3389/fpsyt.2021.675237/full#B27">27</a>), gaming could displace sleep directly as the individual chooses to engage in games over sleep, or indirectly by disregarding behaviors that are essential for good sleep hygiene (e.g., physical activity). For problematic gamers, the displacement may not be by choice but rather driven by an inability to stop playing. Arousal is another possible mechanism both due to social engagement, structural characteristics of the games (e.g., high event frequency), and the thrill related to winning or losing, which may interfere with sleep. The artificial blue-spectrum light emitted by screens projecting the visual gaming content may also directly enhance alertness and arousal (<a href="https://www.frontiersin.org/articles/10.3389/fpsyt.2021.675237/full#B28">28</a>), and suppresses nighttime melatonin secretion, important in regulating the sleep-wake cycle (<a href="https://www.frontiersin.org/articles/10.3389/fpsyt.2021.675237/full#B29">29</a>, <a href="https://www.frontiersin.org/articles/10.3389/fpsyt.2021.675237/full#B30">30</a>). Followingly, late-night gaming may delay the sleep phase, making it difficult to fall asleep at needed or wanted times. Prolonged gaming may also negatively affect sleep by creating physical discomforts such as muscular pain and headache (<a href="https://www.frontiersin.org/articles/10.3389/fpsyt.2021.675237/full#B31">31</a>). Lastly, sleep may also be interfered by exposure to electromagnetic fields that are emitted by wireless gaming devices, which may alter the total sleep time, sleep efficiency, sleep architecture, as well as inhibit the secretion of melatonin (<a href="https://www.frontiersin.org/articles/10.3389/fpsyt.2021.675237/full#B32">32</a>–<a href="https://www.frontiersin.org/articles/10.3389/fpsyt.2021.675237/full#B34">34</a>).</p>



<p class="wp-block-paragraph"><a href="https://www.frontiersin.org/articles/10.3389/fpsyt.2021.675237/full">https://www.frontiersin.org/articles/10.3389/fpsyt.2021.675237/full</a></p>
<p>The post <a href="https://www.emfsa.co.za/research-and-studies/problematic-gaming-and-sleep-a-systematic-review-and-meta-analysis/">Problematic Gaming and Sleep: A Systematic Review and Meta-Analysis</a> appeared first on <a href="https://www.emfsa.co.za">EMFSA</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Skin in the game: Video-game–related cutaneous pathologies in adolescents</title>
		<link>https://www.emfsa.co.za/research-and-studies/skin-in-the-game-video-game-related-cutaneous-pathologies-in-adolescents/</link>
		
		<dc:creator><![CDATA[Editor]]></dc:creator>
		<pubDate>Mon, 14 Jun 2021 09:21:49 +0000</pubDate>
				<category><![CDATA[Research and Studies]]></category>
		<category><![CDATA[Addiction]]></category>
		<category><![CDATA[Adolescents]]></category>
		<category><![CDATA[Children]]></category>
		<category><![CDATA[Dermatology]]></category>
		<category><![CDATA[Disease Prevention]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Health Consequences]]></category>
		<category><![CDATA[ICD-11]]></category>
		<category><![CDATA[Skin]]></category>
		<category><![CDATA[Videogame]]></category>
		<guid isPermaLink="false">https://www.emfsa.co.za/?p=21439</guid>

					<description><![CDATA[<p>Kyriakou G, Glentis A. Skin in the game: Video-game-related cutaneous pathologies in adolescents. International Journal of Pediatrics &#38; Adolescent Medicine. 2021 Jun;8(2):68-75. DOI: 10.1016/j.ijpam.2019.09.002. Abstract Background Following the inception of video games and the subsequent development of progressive innovations in videogame technology, many reports of videogame-related dermatologic conditions soon emerged in literature. Children and adolescents, [&#8230;]</p>
<p>The post <a href="https://www.emfsa.co.za/research-and-studies/skin-in-the-game-video-game-related-cutaneous-pathologies-in-adolescents/">Skin in the game: Video-game–related cutaneous pathologies in adolescents</a> appeared first on <a href="https://www.emfsa.co.za">EMFSA</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph" style="font-size:14px"><strong>Kyriakou G, Glentis A. Skin in the game: Video-game-related cutaneous pathologies in adolescents. International Journal of Pediatrics &amp; Adolescent Medicine. 2021 Jun;8(2):68-75. DOI: 10.1016/j.ijpam.2019.09.002.</strong></p>



<p class="wp-block-paragraph" style="font-size:14px">Abstract</p>



<p class="wp-block-paragraph" style="font-size:14px">Background</p>



<p class="wp-block-paragraph" style="font-size:14px">Following the inception of video games and the subsequent development of progressive innovations in videogame technology, many reports of videogame-related dermatologic conditions soon emerged in literature. Children and adolescents, in particular, are among the most avid consumers of online digital entertainment.</p>



<p class="wp-block-paragraph" style="font-size:14px">In an effort to better detail the impacts of these cutaneous manifestations and provide recommendations for injury prevention as it relates to video games, we performed an extensive systems-based literature review pertaining to the clinical features, etiology, diagnosis, and treatment of reported cases of dermatoses resulting from the misuse of video games.</p>



<p class="wp-block-paragraph">Results</p>



<p class="wp-block-paragraph" style="font-size:14px">A literature review using PubMed, SCOPUS, Ovid MEDLINE and EMBASE was performed. Hardware implicated in the reported cases include video games consoles, personal computers, laptop computers, mobile phones and tablets. The dermatologic conditions are primarily localized to the extremities, particularly the palms and fingers. The majority are associated with repetitive friction and trauma, as well as allergic contact sensitivities. For all cutaneous manifestations induced by video gaming, early recognition and removal of the offending agent was most often described as effective in symptom resolution.</p>



<p class="wp-block-paragraph" style="font-size:14px">Conclusions</p>



<p class="wp-block-paragraph" style="font-size:14px">The universal use and pervasive popularity of video games for recreational purposes present an emerging dermatological concern. As videogames become increasingly advanced and immersive, various cutaneous conditions arising from intensive gaming will likely become common over time. Consequently, it is critical that dermatologists consider video games with a high index of suspicion when encountering dermatological ailments in underage patients engaging in persistent gaming behavior.</p>



<p class="wp-block-paragraph">Extract</p>



<p class="wp-block-paragraph" style="font-size:14px">2.&nbsp;Conclusions</p>



<p class="wp-block-paragraph" id="p0200" style="font-size:14px">With the technological revolution, games have spatially shifted from the real-world arena to virtual world web, with adolescents being among the most avid consumers. Although playing video games is one of the most popular leisure activities in the world, there has been considerable debate about the influence of gaming that may continue without a clear consensus in the foreseeable future. The untimely and daily use of video games can be responsible for a certain number of organic pathologies, including benign and reversible dermatoses. For all cutaneous manifestations induced by modern-age sources, cessation of use is a sensible and often most effective treatment.</p>



<p class="wp-block-paragraph" id="p0205" style="font-size:14px">It seems apparent that this field would benefit greatly from validated measures that quantify or categorize the types of cutaneous manifestations being activated by different games and game types as well as research studying longitudinal negative cutaneous consequences of video gaming. Moreover, evidence is needed on excessive play and on defining what constitutes excess in the first place. Raising the level of awareness may encourage the video game industry to alter the structure of video-game-related devices and make it finger and thumb safe. The consumers also need to be thoroughly educated about the potential negative impact of excessive video gaming. Perhaps it is time to disconnect.</p>



<p class="wp-block-paragraph" style="font-size:14px"><a href="https://www.sciencedirect.com/science/article/pii/S2352646719301541?via%3Dihub">https://www.sciencedirect.com/science/article/pii/S2352646719301541?via%3Dihub</a></p>
<p>The post <a href="https://www.emfsa.co.za/research-and-studies/skin-in-the-game-video-game-related-cutaneous-pathologies-in-adolescents/">Skin in the game: Video-game–related cutaneous pathologies in adolescents</a> appeared first on <a href="https://www.emfsa.co.za">EMFSA</a>.</p>
]]></content:encoded>
					
		
		
			</item>
	</channel>
</rss>
