237 research outputs found

    West Virginia

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    West Virginia is one of the most prolific energy-producing states in the country. According to the U.S. Energy Information Administration, West Virginia ranked seventh among states in production of natural gas in 2018, contributing 1.8 trillion cubic feet. Further, the consistency in permit application appears to support the proposition that West Virginia operators will continue producing significant volumes well in the future. The West Virginia Department of Environmental Protection (“WVDEP”) issued 582 horizontal well permits in 2015, 223 in 2016, 509 in 2017, 433 in 2018, and 467 in 2019

    Pennsylvania

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    According to the U.S. Energy Information Administration, Pennsylvania ranked second among states in production of natural gas in 2018, contributing nearly seven trillion cubic feet. Although the number of unconventional permit applications received by the Pennsylvania Department of Environmental Protection (“PADEP”) remains relatively robust, the number of unconventional well applications continues to decline from the peak of 3,182 received in 2014.3 In 2019, PADEP received 1,475 unconventional permit applications, as compared to 1,868 in 2018 and 2,028 in 2017

    Editorial:The Dark and the Light Side of Gaming

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    In public debates, and among certain strands of scholarship, digital games have been viewed with skepticism. For example, there is a substantial body of empirical research examining the potential negative effects of gaming and game cultures. These ‘dark’ aspects cover topics such as violent games and aggressiveness, social isolation as a consequence of excessive gaming, or toxicity and sexual harassment in gaming communities. Recently, the decision of the World Health Organization (WHO) to include "gaming disorder" in the ICD-11 triggered new worries about the addictiveness of games.However, digital games also have a ‘light’ side that is often brought up in connection with positive effects such as enjoyment, stress reduction, recreation, or therapeutic and educational potential of games and play. For example, during the COVID-19 pandemic, the WHO was involved in the #PlayApartTogether campaign, encouraging people to stay at home and use games to connect with friends.There is no clear answer to the question of whether the ‘dark’ or the ‘light’ side of gaming is dominant. Most existing studies focus on very specific aspects when examining the consequences of playing digital games and a fruitful discourse between skeptics and enthusiasts rarely takes place. We think it is important to emphasize that the different perspectives on the effects of games and play are not mutually exclusive. In order to provide a balanced view of the topic, the risks, as well as the benefits of gaming, must be considered. A specific challenge is that game studies is a very heterogeneous research field, with contributions from scholars with very different disciplinary backgrounds, such as psychology, media and communication studies, or computer science.With this article collection, we hope to contribute to establishing a broader perspective on the effects of game use and stimulate dialogue between researchers. We encourage submissions on the ‘dark’ as well as on the ‘light’ side of gaming

    Review of current Severe Accident Management (SAM) approaches for Nuclear Power Plants in Europe

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    The Fukushima accidents highlighted that both the in-depth understanding of such sequences and the development or improvement of adequate Severe Accident Management (SAM) measures are essential in order to further increase the safety of the nuclear power plants operated in Europe. To support this effort, the CESAM (Code for European Severe Accident Management) R&D project, coordinated by GRS, started in April 2013 for 4 years in the 7th EC Framework Programme of research and development of the European Commission. It gathers 18 partners from 12 countries: IRSN, AREVA NP SAS and EDF (France), GRS, KIT, USTUTT and RUB (Germany), CIEMAT (Spain), ENEA (Italy), VUJE and IVS (Slovakia), LEI (Lithuania), NUBIKI (Hungary), INRNE (Bulgaria), JSI (Slovenia), VTT (Finland), PSI (Switzerland), BARC (India) plus the European Commission Joint Research Center (JRC). The CESAM project focuses on the improvement of the ASTEC (Accident Source Term Evaluation Code) computer code. ASTEC,, jointly developed by IRSN and GRS, is considered as the European reference code since it capitalizes knowledge from the European R&D on the domain. The project aims at its enhancement and extension for use in severe accident management (SAM) analysis of the nuclear power plants (NPP) of Generation II-III presently under operation or foreseen in near future in Europe, spent fuel pools included. In the frame of the CESAM project one of the tasks consisted in the preparation of a report providing an overview of the Severe Accident Management (SAM) approaches in European Nuclear Power Plants to serve as a basis for further ASTEC improvements. This report draws on the experience in several countries from introducing SAMGs and on substantial information that has become available within the EU “stress test”. To disseminate this information to a broader audience, the initial CESAM report has been revised to include only public available information. This work has been done with the agreement and in collaboration with all the CESAM project partners. The result of this work is presented here.JRC.F.5-Nuclear Reactor Safety Assessmen

    Looking Ahead in Games Research: Entry Points into a Pragmatic Field of Inquiry

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    This thematic issue presents a number of emerging scholarships into the study of digital gaming. The articles are based on a 2019 symposium on game studies hosted by the Digital Games Research section of ECREA. As the phenomena related to digital gaming keep on evolving and emerging, so must research keep up with the times and constantly challenge itself. Whether speaking about validating previously developed research methods, imagining totally new ones, or even challenging the whole philosophy of science on which research is being done, there is a constant need for reappraisal and introspection within games research. As a cultural medium that has become deeply embedded into the social fabric of the 2020s, digital gaming continues to excite and challenge academia. This thematic issue provides a collection of approaches to look into the future that addresses some of the challenges associated with game research

    A Survey Study on Public Attitudes Toward Gaming Disorder

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    The World Health Organization's decision to include addictive game use ("gaming disorder") in the International Classification of Diseases was the subject of controversial scientific debates (e.g., Aarseth et al., 2017; Rumpf et al., 2018; for an overview, see Reer & Quandt, 2021). However, knowledge is scarce on how addictive game use is perceived outside of academic circles (Schatto-Eckrodt et al., 2020). The current study aimed to fill this research gap by interviewing a stratified German sample (N = 1,075) on their attitudes toward the topic. We found that critical views about games and their addiction potential are rather common among the German general population. Further, we found evidence that many participants overestimated the number of players affected by gaming disorder. Regression analyses showed that age, gender, and gaming experience play a role in how individuals think about risks associated with game use. Interestingly, having heard about the topic in the media was associated with more critical attitudes and higher presumed prevalence rates. More exchange between scholars and the wider public is needed to increase knowledge on the topic. Further, media reports on gaming disorder should cover the latest research findings and the opposing views of scientists

    A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder

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    The recognition of excessive forms of media entertainment use (such as uncontrolled video gaming or the use of social networking sites) as a disorder is a topic widely discussed among scientists and therapists, but also among politicians, journalists, users, and the industry. In 2018, when the World Health Organization (WHO) decided to include the addictive use of digital games (gaming disorder) as a diagnosis in the International Classification of Diseases, the debate reached a new peak. In the current article, we aim to provide insights into the public debate on gaming disorder by examining data from Twitter for 11 months prior to and 8 months after the WHO decision, analyzing the (change in) topics, actors, and sentiment over time. Automated content analysis revealed that the debate is organic and not driven by spam accounts or other overly active ‘power users.’ The WHO announcement had a major impact on the debate, moving it away from the topics of parenting and child welfare, largely by activating actors from gaming culture. The WHO decision also resulted in a major backlash, increasing negative sentiments within the debate

    Nonpharmaceutical treatment of distal sensorimotor polyneuropathy in diabetic patients : an unblinded randomized clinical trial

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    Background: For Diabetic polyneuropathy, the most prevalent form of polyneuropathy, there is a lack of evidence-based treatment options. Current approaches include pain management, alpha-lipoic acid, and antidepressants. Physical interventions, such as electrical stimulation (four-chamber galvanic bath) have been suggested but have limited supporting evidence. Heated granular stone therapy is another option to consider. Methods: An unblinded randomized controlled trials was conducted in 68 diabetic patients with distal sensorimotor polyneuropathy undergoing rehabilitation for diabetes mellitus as a primary or secondary diagnosis in the Paracelsus-Harz-Clinic (Quedlinburg, Germany). Patients were randomized into either the intervention group receiving heated granulated stone footbaths, or the control group receiving four-chamber galvanic baths. The primary endpoint was the assessment of any change in polyneuropathy using a vibration sensation test (Rydel-Seiffer scale, 8/8) from admission to discharge, analyzed by t-test and multivariable regression. Additionally, serum TNF-α and IL-6 as potential markers for polyneuropathy were compared over time using paired t-test. Results: The mean age of the patients was 66.8 ± 7.8 years; 63.2% were male and mean BMI was 32.2 ± 6.4 kg/m2. Of the patients, 98.5% suffered from type 2 diabetes (one patient with type I diabetes); 82.4% were receiving oral antidiabetic medication; and 58.8% were insulin dependent. Distal sensorimotor polyneuropathy improved in both groups. The sum score increased from 16.7 to 22.6 in the study group and from 20.3 to 23.6 in the control group. A t-test showed a non-significant difference in the change of sum score between the treatment groups (2.6 points, p = 0.092), but adjusting for potential risk factors favors the intervention group (p = 0.043). Both analyzed markers decreased over time in each treatment group with IL-6 showing a clinical and significant reduction in the control group (p = 0.03). Conclusion: Diabetic patients with distal sensorimotor polyneuropathy benefit from physical treatment with administration of electrical stimulation (four-chamber galvanic bath) or a therapy with heated granulated stones three times a week. Our results indicate that heated stone therapy may be a potential treatment option. However, further research is required to understand the underlying biological processes

    Thoracolumbar fascia deformation during deadlifting and trunk extension in individuals with and without back pain

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    BackgroundAlterations in posture, lumbopelvic kinematics, and movement patterns are commonly seen in patients with low back pain. Therefore, strengthening the posterior muscle chain has been shown to result in significant improvement in pain and disability status. Recent studies suggest that thoracolumbar fascia (TLF) has a major impact on the maintenance of spinal stability and paraspinal muscle activity, and thus is likely to have an equal impact on deadlift performance.ObjectiveAim of the study was to evaluate the role of thoracolumbar fascia deformation (TFLD) during spinal movement in track and field athletes (TF) as well as individuals with and without acute low back pain (aLBP).MethodsA case–control study was performed with n = 16 aLBP patients (cases) and two control groups: untrained healthy individuals (UH, n = 16) and TF (n = 16). Participants performed a trunk extension task (TET) and a deadlift, being assessed for erector spinae muscle thickness (EST) and TLFD using high-resolution ultrasound imaging. Mean deadlift velocity (VEL) and deviation of barbell path (DEV) were measured by means of a three-axis gyroscope. Group differences for TLFD during the TET were examined using ANOVA. Partial Spearman rank correlations were calculated between TLFD and VEL adjusting for baseline covariates, EST, and DEV. TLFD during deadlifting was compared between groups using ANCOVA adjusting for EST, DEV, and VEL.ResultsTLFD during the TET differed significantly between groups. TF had the largest TLFD (−37.6%), followed by UH (−26.4%), while aLBP patients had almost no TLFD (−2.7%). There was a strong negative correlation between TLFD and deadlift VEL in all groups (r = −0.65 to −0.89) which was highest for TF (r = −0.89). TLFD during deadlift, corrected for VEL, also differed significantly between groups. TF exhibited the smallest TLFD (−11.9%), followed by aLBP patients (−21.4%), and UH (−31.9%).ConclusionTFLD maybe a suitable parameter to distinguish LBP patients and healthy individuals during lifting tasks. The cause-effect triangle between spinal movement, TFLD and movement velocity needs to be further clarified.Clinical trial registrationhttps://drks.de/register/de/trial/DRKS00027074/, German Clinical Trials Register DRKS00027074
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