scholarly journals Multinational descriptive analysis of the real‐world burden of headache using the Migraine Buddy application

Author(s):  
Peter J. Goadsby ◽  
Luminita Constantin ◽  
Caty Ebel‐Bitoun ◽  
Iva Igracki Turudic ◽  
Simon Hitier ◽  
...  
2021 ◽  
Vol 39 (15_suppl) ◽  
pp. 8561-8561
Author(s):  
Eric S. Nadler ◽  
Anupama Vasudevan ◽  
Kalatu Davies ◽  
Yunfei Wang ◽  
Ann Johnson ◽  
...  

8561 Background: Atezolizumab plus chemotherapy was the first CIT combination regimen approved for 1L treatment of ES-SCLC in 2019. This study investigated patient characteristics and treatment patterns for patients with ES-SCLC receiving this regimen in the real-world community oncology setting. Methods: This was a retrospective study including adult patients diagnosed with ES-SCLC between 01-Oct-2018 (after IMpower 133 publication in NEJM Sep-2018) and 31-Dec-2019, with follow-up through 31-March-2020 using The US Oncology Network electronic health records data. Descriptive analyses of patient characteristics and treatment patterns were conducted, with Kaplan-Meier (K-M) methods used to assess time to treatment discontinuation (TTD) and time to next treatment/death (TTNT). Results: Of the 408 patients included in this study, 267 (71.4%) received atezo+carboplatin+etoposide (Atezo+Chemo), 80 (21.4%) received carboplatin+etoposide (Chemo only) and the rest received other regimens. The Atezo+Chemo patients in the real-world cohort compared with the IMpower 133 trial (n = 201) were older (median age 68 vs. 64 years) and included fewer males (45% vs. 64%), fewer white race (73% vs. 81%), more patients with brain metastases at baseline (23% vs. 9%), and more patients with worse ECOG (2/3) performance-status score (24% vs. 0%). The median follow-up, TTD, and TTNT in months (mo) for the real-world cohort are presented in the table alongside the best comparable measures reported for the trial. Conclusions: Most patients in this real-world ES-SCLC cohort received the Atezo+Chemo regimen in the 1L setting. While the follow-up was much shorter and patients had worse baseline characteristics (age, brain metastases, ECOG) in the real-world setting compared to the IMpower 133 trial, the real-world median TTD in this descriptive analysis was found to be in line with the median duration of treatment in the trial. Further research with longer follow-up comparing the real-world effectiveness of the CIT and chemo regimens is needed.[Table: see text]


Author(s):  
N Bastien ◽  
S Chhibber ◽  
J Gladstone ◽  
J Lanthier-Martel ◽  
D Rochdi ◽  
...  

Background: Real world use of oral prophylactic migraine therapies is often limited by poor patient tolerance. The objective of this study was to describe the demographics and clinical characteristics of patients prescribed erenumab following its launch in Canada (September 2018) and to evaluate the real-world treatment persistence and dose management. Methods: This was a retrospective, descriptive analysis of de-identified secondary patient data that includes baseline demographics, clinical characteristics, plus erenumab treatment management, collected through Novartis’ Go Program® (Patient Support Program). Only data collected from patients with a documented informed consent were included in the analysis. Results: 14,282 patients met eligibility criteria. The mean age of patients was 46.3 years, 83.0% were female, and 66.1% reported having ≥15 monthly migraine days. 52.5% were initiated on the 140 mg dose of erenumab and 59.3% of those who initiated the 70 mg dose escalated to 140 mg within 360 days. After 360 and 450 days, the KM-derived persistence was 71.0% and 63.4%, respectively. Conclusions: The high persistence reported here suggests that erenumab has a meaningful degree of tolerability in the real-world setting and increases confidence that the real-world use and benefits of erenumab will not be undermined by the poor persistence observed with traditional migraine prophylactic agents.


2021 ◽  
Vol 1 (1) ◽  
pp. 18-25
Author(s):  
Yenisca Juniar ◽  
Eni Nuraeni Nugrahawati

Abstract. Roleplay is defined as an activity where someone parodies their idol. A roleplayer plays a character of his own. In this game everyone does not know the real identity of each, so someone must make their own character. In this community there are several players who use male sex characters even though in the real world he is a woman. Most of them are aged 18-24 years with jobs as students and private employees. Roleplayer in this study has been playing in this community for more than five years and the original self is very different from the virtual self. In these conditions, there is a mismatch of perceptions between Actual Self, Ideal Self, Ought Self and Virtual Self, this is referred to as Self Discrepancy (Higgins, 2000). This research uses descriptive analysis method to find out how Self Discrepancy in K-Pop Rollayer in the Entertiment Community 'x'. The measurement tool uses a questionnaire (SDQ) Self Discrepancies Quitionnaire on 28 roleplay players. The results showed that as many as 64.2% of subjects experienced high self discrepancy and 30% did not experience self discrepancy. Abstrak. Roleplay diartikan sebagai kegiatan dimana seseorang memparodikan idola mereka. Seorang roleplayer ada yang memainkan karakter buatannya sendiri. Dalam permainan tersebut setiap orang tidak mengetahui identitas asli masing-masing, sehingga seseorang harus membuat karakternya sendiri. Pada komunitas ini terdapat beberapa pemain yang menggunakan karakter berjenis kelamin laki-laki padahal di dunia nyata ia seorang perempuan. Kebanyakan dari mereka berusia 18-24 tahun dengan pekerjaan sebagai mahasiswa dan pegawai swasta. Roleplayer pada penelitian ini telah bermain di komunitas ini lebih dari lima tahun dan diri asli yang sangat berbeda dengan diri virtualnya. Dalam kondisi tersebut terjadi ketidakcocokan persepsi antara Actual Self, Ideal Self, Ought Self dan Virtual Self, hal ini disebut sebagai Self Discrepancy (Higgins, 2000). Penelitian ini menggunakan metode analisis deskriptif untuk mengetahui bagaimana Self Discrepancy pada Roleplayer K-Pop di komunitas Entertaiment ‘x’. Alat ukurnya menggunakan kuisioner (SDQ) Self Discrepancies Quitionnaire pada 28 pemain roleplay. Hasil penelitian menunjukkan bahwa sebanyak 64.2% subjek mengalami self discrepancy tinggi dan 30% tidak mengalami self discrepancy.


2010 ◽  
Vol 20 (3) ◽  
pp. 100-105 ◽  
Author(s):  
Anne K. Bothe

This article presents some streamlined and intentionally oversimplified ideas about educating future communication disorders professionals to use some of the most basic principles of evidence-based practice. Working from a popular five-step approach, modifications are suggested that may make the ideas more accessible, and therefore more useful, for university faculty, other supervisors, and future professionals in speech-language pathology, audiology, and related fields.


2006 ◽  
Vol 40 (7) ◽  
pp. 47
Author(s):  
LEE SAVIO BEERS
Keyword(s):  

2016 ◽  
Author(s):  
Lawrence A. Cunningham
Keyword(s):  

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