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Clinical Trials About "Harvest Signs Supply Agreement with Alberta Gaming Liquor" RSS

08:18 EST 22nd January 2020 | BioPortfolio

We list hundreds of Clinical Trials about "Harvest Signs Supply Agreement with Alberta Gaming Liquor" on BioPortfolio. We draw our references from global clinical trials data listed on ClinicalTrials.gov and refresh our database daily.

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We have published hundreds of Harvest Signs Supply Agreement with Alberta Gaming Liquor news stories on BioPortfolio along with dozens of Harvest Signs Supply Agreement with Alberta Gaming Liquor Clinical Trials and PubMed Articles about Harvest Signs Supply Agreement with Alberta Gaming Liquor for you to read. In addition to the medical data, news and clinical trials, BioPortfolio also has a large collection of Harvest Signs Supply Agreement with Alberta Gaming Liquor Companies in our database. You can also find out about relevant Harvest Signs Supply Agreement with Alberta Gaming Liquor Drugs and Medications on this site too.

Showing "Harvest Signs Supply Agreement with Alberta Gaming Liquor" Clinical Trials 1–25 of 3,100+

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A LOW-COST VIRTUAL REALITY GAMING PLATFORM FOR NEUROREHABILITATION OF HEMIPARESIS

Randomized waitlist control trial. One group will receive treatment immediately (50%) and the other group will receive treatment following a three-week delay (50%). Group 1 will be assessed by physical/occupational therapists and rehabilitation psychologists (blinded to treatment phase) before and after the virtual gaming treatment. Group 2 will receive two baseline assessments (baseline followed by three weeks of usual and customary care and then another baseline before starti...


Retrieval-extinction Paradigm on Internet Gaming Disorder

This study is based on the retrieval-extinction paradigm proposed by Lu et al. (2012).The overall aim of this experimental study is to apply the new paradigm of substance addiction intervention to the study of Internet gaming disorder(IGD) subjects' intervention, and to test the effect of the game craving and behave of IGD subjects, so as to provide an empirical basis for the development of effective intervention means of Internet gaming disorder.

Internet Gaming Disorder and Psychiatric Disorder

The fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) recently identified Internet gaming disorder as a new potential psychiatric disorder which need further research. Several studies showed the important prevalence of psychiatric disorders among patients suffering from internet gaming disorder. Investigators hypothesize that on an other side the prevalence of internet gaming disorder among patients suffering from psychiatric disorders shall be ...


Digital Gaming for Persons With Traumatic Brain Injury

The purpose of this feasibility study is to determine whether digital games are effective and acceptable in the treatment for patients with traumatic brain injury.

Use of Adapted Controllers for Active Video Gaming in People With Physical Disabilities

The purpose of this study is to compare the effectiveness of off-the-shelf (OTS) and adapted game controllers on quality of game play, enjoyment, and energy expenditure during active video gaming in persons with mobility impairments. The controllers to be evaluated include off-the-shelf and adapted gaming mats and off-the-shelf and adapted Wii Fit balance boards.

Cognitive Bias Modification Training on Internet Gaming Disorder

To investigate whether and how the CBM training will alleviate the symptoms of addiction in Internet gaming disorders.

Tele-rehabilitation in the Home With Gaming as a Method of Improving Upper Extremity Function After Stroke

The purpose of the study is to determine whether a novel computer gaming hand exercise regimen would improve hand and arm function and be feasible in people with hemiplegia after Stroke affecting the hand.

Rehabilitation Specific Gaming in CP

The aim of this project is to evaluate the effectiveness of using rehabilitation-specific gaming in physical therapy of children with cerebral palsy. The primary goal of this project is to evaluate the effectiveness of integrating 15 to 20 minutes of gaming using a rehabilitation-specific gaming platform into standard physiotherapy sessions on the achievement of individual goals of children with bilateral spastic cerebral palsy with GMFCS level III-IV. The secondary goa...

Alberta Cancer Exercise Hybrid Effectiveness-Implementation Study

The primary purpose of this proposed 5-year hybrid effectiveness and implementation study is to evaluate the relative benefit from, and implementation of an Alberta wide clinic-to-community-based cancer and exercise model of care - the Alberta Cancer Exercise (ACE) Program. We hypothesize that our strategy will improve the physical well-being and QoL of survivors (on and off cancer treatment) while preventing the development of secondary cancers.

A Multilevel Gaming Intervention for Persons on PrEP

This study will develop and test a novel, smartphone based gaming intervention to improve adherence to medication to prevent HIV (known as Pre-exposure Prophylaxis, PrEP) and to decrease HIV risk behaviors among men who have sex with men (MSM). In the intervention, participants will engage with an immersive app/game on their iPhone that is connected to smart, electronic pill organizer/dispenser. Data on adherence from the pill dispenser will be integrated into the app/game wire...

Emotion and Craving Regulation Among Individuals With Internet Gaming Disorders

To investigate the potential deficits in emotion and craving regulation capacities of drug-naïve young adults with Internet gaming disorder as compared with healthy controls.

Patching or Gaming as Amblyopia Treatment?

Amblyopia affects 3% of the children and is caused by strabismus, anisometropia or both. Standard treatment is glasses and patching therapy. From North-America, behavioural training, i.e. dichoptic training, perceptual learning and video gaming, has become increasingly popular to improve visual acuity not only in children but also in adults. In this study we aim to compare the standard occlusion therapy with dichoptic video gaming.

POWERPLAY Phase 2: Development and Evaluation in Male-dominated Workplaces

With funding from the Alberta Ministry of Labour (Grant #095244772), a program called POWERPLAY (www.powerplayatwork.com), designed to promote men's health at work, will be evaluated in workplaces in Alberta.

Gaming Technology to Encourage Healthy Weight and Activity in Youth

The goal of the proposed randomized controlled trial is to test the efficacy of exergaming (i.e. video gaming that involves physical activity) to reduce adiposity in overweight and obese children.

Study of Endoscopic Versus Open Harvest of the Radial Artery in Coronary Artery Bypass Surgery

The purpose of this study is to compare the safety and effectiveness of minimally invasive endoscopic harvest of the radial artery to the conventional open method of radial artery harvest in coronary artery bypass surgery. The researchers hypothesize that the radial artery can be safely, efficiently, and routinely harvested using a minimally invasive endoscopic technique. Endoscopic minimally invasive harvesting of the radial artery will reduce the postoperative morbidity due t...

Investigation of the Cerebrospinal Fluid and Further Tissue Samples for Biomarker Indicating Spinal Ischemia and Organe Failure in Patients With Thoracoabdominal Aortic Aneurysm

Patients with a thoracoabdominal aortic aneurysm in need of an endovascular or open operative restructuring will be asked to participate in this study. After obtaining written consent a central venous catheter and a liquor drainage will be routinely placed during surgery. The catheter and the drainage will stay in the patients for at least 72 hours postoperatively. In total, nine measurements of the liquor and serum will be performed within a week in order to determine the foll...

Transversus Abdominis Plane Block in Iliac Crest harvest-is it Beneficial?

The purpose of this study is to determine whether a supplemental Transversus Abdominis Plane block administered intraoperatively improves the postoperative parameters in patients undergoing Alveolar bone grafting with iliac crest harvest. It also aims to find out if there is a decrease in the incidence of chronic pain or numbness at the harvest site.

Gaming Technology to Engage Adolescent Sickle Cell Patients in Pain Management

Sickle cell disease (SCD) is a common genetic disorder characterized by episodes of pain, yet assessments to identify type, intensity, frequency, and phase of pain among SCD adolescents is lacking. Research shows that interactive gaming technology can enhance adolescents' learning, and can be especially effective in delivering health-related messages and tools to improve their self-care. Pinpoint is an interactive gaming tablet app that will be developed with the significant in...

Video Games Among People With Schizophrenia

The investigators aim to establish a research project to test the impact of gaming by carrying out a video gaming interventions, monitoring its cognitive and clinical outcomes, while concurrently performing a multimodal brain imaging experiment.

Effects of an Adapted Physical Activity With an Interactive Gaming Platform on Fear of Falling and Risk of Falling

This study evaluates the effects of an adapted physical activity with an interactive gaming platform on fall apprehension and risks. Half of the participants will receive a rehabilitation program using the Medimoov gaming program, the other half will receive the standard rehabilitation program.

Comparison of Saphenous Vein Harvesting by Endoscopic Versus Open Conventional Methods

The aim of this study is to investigate the histological and immunohistochemical findings of the saphenous vein graft, to rule out endothelial damage as a direct result of manipulation or instrumentation by endoscopic and open conventional harvesting methods. Furthermore, to investigate if there are any differences in the surgical site infection, cardiac event and functional status between the two harvest strategies at 1-year of follow-up.

The Impact of Pack Supply on Birth Control Pill Continuation

The purpose of this study is to determine whether getting more packs of birth control pills leads to improved continuation, when compared with getting the traditional supply.

Efficacy of Virtual Reality Exercises in STroke Rehabilitation: A Multicentre Study (EVREST Multicentre)

A multicentre, randomized, two parallel group study comparing virtual reality using Wii gaming technology versus Recreational activities in patients receiving conventional rehabilitation after an ischemic stroke. Primary Hypothesis: Virtual reality using the Wii gaming system is more efficacious in improving motor function than recreational therapy among patients receiving conventional rehabilitation following a recent ischemic stroke.

The Effects of Video Based Training and Aerobic Exercise Training in Individuals With Internet Gaming Disorder

In this study, video-based training, aerobic training and both training will be applied to individuals with internet gaming disorder. Addiction levels and functional performance will be evaluated before and after treatment.

Effectiveness of Jamboxx Respiratory Therapy Device: Study 1

The Effectiveness of the Jamboxx Respiratory Therapy Device in Treatment of Patients with Decreased Respiratory Function is a proposal for investigation of the application of gaming to improving respiratory health. The Jamboxx device combines gaming with traditional incentive spirometry to provide users with a fun experience to keep them engaged in their respiratory therapy routine. The device allows users to play a series of mini-games that walk them through their routines. Th...


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