scholarly journals Multidisciplinary collaboration on discrimination – not just “Nice to Have”

2021 ◽  
Vol 15 (3) ◽  
pp. 485-487
Author(s):  
Chris Dolman ◽  
Edward (Jed) Frees ◽  
Fei Huang
2021 ◽  
Vol 14 (5) ◽  
pp. e241294
Author(s):  
Yisi D Ji ◽  
Paul M Cavallaro ◽  
Britlyn D Orgill

An 80-year-old man with idiopathic cold agglutinin disease presented with acute cholecystitis. We describe operating room and anaesthetic considerations for patients with cold agglutinin disease and measures that can be taken to prevent disease exacerbation in this case report. Multidisciplinary collaboration and planning between the operative room staff, anaesthesia team and surgical team are needed to ensure safe surgery and optimal patient outcomes.


2019 ◽  
Vol 45 (5) ◽  
pp. 1458-1467 ◽  
Author(s):  
Arya Haj-Mirzaian ◽  
Bhavik N. Patel ◽  
Elliot K. Fishman ◽  
Atif Zaheer

2019 ◽  
Vol 49 (3) ◽  
pp. 201-212
Author(s):  
Young-Chae Hong ◽  
Amy Cohn ◽  
Stephen Gorga ◽  
Edmond O’Brien ◽  
William Pozehl ◽  
...  

Author(s):  
Stephen Boyd Davis ◽  
Magnus Moar ◽  
Rachel Jacobs ◽  
Matt Watkins ◽  
Robin Shackford ◽  
...  

The chapter describes the development of a prototype digital game which was designed to make players more aware of the health consequences of their behaviours. The emphasis was on enabling players to become more aware of the performance of their heart–but without setting them targets, prescribing fitness programmes, or in any other way making them feel that they were doing ‘work’ or ‘exercise’. A prototype developed principally by artists and designers rather than by health professionals, the game has so far only been evaluated informally, and no longitudinal studies have been undertaken. Nevertheless, some interesting issues have been raised. These include the use of digital gameplay as a potential means to modify attitudes and behaviours; the possible benefits of live feedback during use as distinct from retrospective review of performance; and the success of this project in terms of multidisciplinary collaboration. Since few projects have been based on live heart-rate, the chapter also introduces some of the problems and the potential of exploiting this aspect of behaviour in digital play. First, two contexts are described: the crisis in health caused by widespread low levels of physical activity and the technocultural context in which the work was developed. An account of the innovative features of the project leads into a discussion of the issues arising.


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