PubMed Journals Articles About "Viora Excited Present Consumer Brand Viora Life Game" RSS

17:26 EDT 21st September 2019 | BioPortfolio

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Showing "Viora Excited Present Consumer Brand Viora Life Game" PubMed Articles 1–25 of 29,000+

Error-related negativity predicts failure in competitive dual-player video games.

Along with improvement in electroencephalogram (EEG)-measurement technology, limitations on the situations in which data can be recorded are gradually being overcome. EEG measurement in real environments has become increasingly important as a means to monitor brain activity in our daily lives, such as while playing consumer games in the living room. The present study measured brain EEG activity while two players engaged in a competitive consumer baseball game in conditions that closely resembled daily life....

Comparative effectiveness of generic and brand-name medication use: A database study of US health insurance claims.

To the extent that outcomes are mediated through negative perceptions of generics (the nocebo effect), observational studies comparing brand-name and generic drugs are susceptible to bias favoring the brand-name drugs. We used authorized generic (AG) products, which are identical in composition and appearance to brand-name products but are marketed as generics, as a control group to address this bias in an evaluation aiming to compare the effectiveness of generic versus brand medications.

Competition and price among brand-name drugs in the same class: A systematic review of the evidence.

Some experts have proposed combating rising drug prices by promoting brand-brand competition, a situation that is supposed to arise when multiple US Food and Drug Administration (FDA)-approved brand-name products in the same class are indicated for the same condition. However, numerous reports exist of price increases following the introduction of brand-name competition, suggesting that it may not be effective. We performed a systematic literature review of the peer-reviewed health policy and economics lite...

A protracted outbreak of Hessarek infection associated with one brand of eggs—South Australia, March 2017 - July 2018

Hessarek is an uncommon serotype in Australia. We report on the investigation of a protracted outbreak of 25 cases of Hessarek gastroenteritis in which cases were defined as any laboratory confirmed case of Hessarek notified to the South Australian Communicable Disease Control Branch from 1st March 2017 to 3 July 2018. We conducted a descriptive case series investigation interviewing all cases and 17 (68%) reported consuming brand X free-range eggs. Four samples of one-dozen brand X eggs were cultured for...

The effects of tech and non-tech innovation on brand equity in China: The role of institutional environments.

Recently, innovation has been a key driver of brand equity. However, the emerging economies provide a dynamic institutional environment that makes it difficult to explore the relationship between innovation and brand equity. By combining the brand equity literature and institutional theory, our research investigates the effects of technical and non-technical innovation on brand equity and how the effects vary within different institutional factors (product market development, regional legal environment). A ...

Game Meat Consumption and Foodborne Illness in Japan: A Web-Based Questionnaire Survey.

Game meat represents a unique source of foodborne illness in humans. A Web-based survey about game meat consumption was completed by 50,000 respondents. The odds of illness were greater among consumers of raw game meat than processed meat. The greater the number of game meat types consumed, the higher the prevalence of illness. Those who hunted and prepared bear, boar, and deer meat were likely to get ill.

Playing a cooperative game promotes preschoolers' sharing with third-parties, but not social inclusion.

This study examined the effect of gaming context on young children's prosocial behaviors. Dyads of 4- to 5-year-old children (N = 96) played the same game cooperatively, competitively, or solitarily. After playing the game for a total of ten minutes, sharing with and social inclusion of uninvolved third-parties as well as free play with previous co-players was observed. Children shared less with third-parties after playing the game competitively than after playing it cooperatively. Playing a solitary game r...

Not Just Another Pint! The Role of Emotion Induced by Music on the Consumer's Tasting Experience.

We introduce a novel methodology to assess the influence of the emotion induced by listening to music on the consumer's multisensory tasting experience. These crossmodal effects were analyzed when two contrasting music tracks (positive vs negative emotion) were presented to consumers while tasting beer. The results suggest that the emotional reactions triggered by the music influenced specific aspects of the multisensory tasting experience. Participants liked the beer more, and rated it as tasting sweeter, ...

Essential Considerations for Successful Consumer Health Informatics Solutions.

To present the breadth and depth of Consumer Health Informatics (CHI) initiatives and in particular, identify areas to further enhance such solutions with the incorporation of advances in artificial intelligence (AI).

Knowing Your Personal Brand: What Academics Can Learn From Marketing 101.

Academic departments are increasingly borrowing from the business world as they encourage faculty members to consider their personal mission, vision, and values statements in crafting their plans for engagement and advancement. Business organizations have long known that although doing the work necessary to refine these internal guideposts is important, failing to understand what consumers actually perceive about their product is detrimental. In the business world, perception is reality, and understanding t...

A preliminary study to assess the use of a "Snakes and Ladders" board game in improving the knowledge of elementary school children about taeniasis.

The Snakes and Ladders board game was modified so that it contained information on taeniasis. A quantitative approach was used to evaluate if elementary school children were able to answer correctly more questions about Taenia saginata and Taenia solium transmission and control after playing the game compared to before playing the game. In total, 78 children (9-12 years of age) from Dukuh elementary school in Karangasem District, Bali, Indonesia, were evaluated. The children were asked to complete a pre- an...

Diagnosis of computer game addiction using a linguistic test.

To study the prevalence of computer game addiction in educational institutions and to develop additional diagnostics of computer game addiction using the vocabulary of colloquial speech of a computer gamer and the «portrait of a gamer student».

A unified framework for plant life history strategies shaped by fire and herbivory.

Fire and herbivory both remove above-ground biomass. Environmental factors determine the type and intensity of these consumers globally, but the traits of plants can also alter their propensity to burn and the degree to which they are eaten. To understand plant life history strategies associated with fire and herbivory we need to describe both response and effect functional traits, and how they sort within communities, along resource gradients, and across evolutionary timescales. Fire and herbivore function...

Teaching Patients with Advanced Cancer to Self-Advocate: Development and Acceptability of the Strong Together™ Serious Game.

Serious games are a growing form of psychoeducation, although few studies have evaluated serious games for patients with advanced cancer. The purpose of this study was to develop and assess the initial acceptability of a serious game to teach women with advanced cancer self-advocacy skills, including communication, decision-making, and social connectivity, to improve their quality of life with cancer.

Clinical and economic impact of generic versus brand name meropenem use in an intensive care unit in Colombia.

Recent studies suggest that sustained use of generic antibiotics may be associated with clinical failure and emergence of antibacterial resistance. The present study was designed to determine the clinical outcome between the use of generic meropenem (GM) and brand-name meropenem (BNM). Additionally, this study evaluated the economic impact of GM and BNM to determine if the former represents a cost-effective alternative to the latter.

Brand-to-generic oxcarbazepine switch - A prospective observational study.

To determine the clinical outcomes of brand-to- generic oxcarbazepine (OXC) switch in patients with epilepsy.

Understanding the Role of Allies in Systemic Consumer Empowerment: A Literature Review.

Contemporary mental health policies call for the inclusion of consumers in the development, implementation and evaluation of mental health services. Barriers to systemic consumer engagement have been related to unequal distributions of power. One of the goals of the consumer movement is to address imbalances of power, resources and knowledge. Empowerment through consumer leadership in the mental health sector has been identified as a fundamental goal of the consumer movement and has been considered the phil...

Aromaticity and Antiaromaticity in the Excited States of Porphyrin Nanorings.

Aromaticity can be a useful concept for predicting the behavior of excited states. Here we show that π-conjugated porphyrin nanorings exhibit size-dependent excited-state global aromaticity and antiaromaticity, for rings containing up to eight porphyrin subunits, although they have no significant global aromaticity in their neutral singlet ground states. Applying Baird's law, odd rings ([4n] π-electrons) are aromatic in their excited states, whereas the excited states of even rings ([4n+2] π-electrons) a...

Direct-to-Consumer Genetic Testing and Potential Loopholes in Protecting Consumer Privacy and Nondiscrimination.

Development and Evaluation of a Serious Game for Teaching ICD-10 Diagnosis Coding to Medical Students.

Assessment of the pedagogical effect and technological acceptance of the serious game, CODIFICO, which has been designed to train medical students in ICD-10 diagnosis coding. We designed the serious game, CODIFICO, as an alternative way to teach ICD-10 diagnosis coding to undergraduate medical students. To assess the pedagogical effect of the game, we used the quasiexperimental pretest-posttest design. The participants began by completing a knowledge pretest on Blackboard. After the pretest, the teacher pr...

Marijuana consumption: autobiographical analysis of a paradigmatic case between a consumer adolescent and a non-consumer.

Bringing Genetics Home.

The promise of human genetics and genomics is nothing less than a fully tailored life, starting with medical treatments, diets, and preventative care all styled around a single genome. There's a lighter side as well where consumer genomics companies are helping people understand themselves and their families. Lara Szewczak spoke with Catherine Ball, Chief Scientific Officer at Ancestry, about the science of consumer genomics and what it might mean for an individual to take charge of their own sequence. Exce...

The neural correlate of mid-value offers in ultimatum game.

In the ultimatum game (UG), mid-value offers are unfair but not so unreasonable as to be rejected immediately. As a consequence, they are difficult for responders to evaluate because of the conflict that arises between two key processes, namely inequity aversion and self-interests. Since there is no clear consensus in the literature on event-related potential (ERP) as to how mid-value offers are processed, we designed an experiment to explore how the ability to reject offers influences key ERP signatures. B...

Cases in Precision Medicine: When Patients Present With Direct-to-Consumer Genetic Test Results.

A couple is planning to start a family, and they decide to order a 23andMe test after reading about the company's carrier screening test and the new BRCA1/BRCA2 test. They bring the results to their internist for advice on how to proceed. Given the rise in public interest in human genetics and precision medicine, direct-to-consumer genetic testing is becoming increasingly popular, and clinicians should expect patients to present the results of these tests more frequently. This article uses a case scenario t...

Ecological validity of manual grasping movements in an everyday-like grocery shopping task.

In our earlier research, kinematic and kinetic parameters of grasping differed significantly when participants grasped the same object once in a traditional laboratory paradigm, and once as part of a captivating computer game. We attributed this finding to the fact that grasping movements in the laboratory were repetitive and meaningless, while those in the computer game were embedded in complex behavior and served a meaningful purpose. In that work, we argued that grasping in the computer game is more char...

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