Assessment of Gaming Practices and its effect on scholastic performance of medical students in India: A Case Control study. (Preprint)

2020 ◽  
Author(s):  
Deodatt Madhav Suryawanshi ◽  
Divya Rajaseharan 2nd ◽  
Raghuram Venugopal 3rd ◽  
Ramchandra Goyal 4th ◽  
Anju Joy 5th

BACKGROUND Introduction: Gaming is a billion-dollar industry growing at a Compound annual growth rate (CAGR) of 9 %- 14.3% with biggest market in South East Asian countries. Availability of Low-cost smart phones, ease of internet access has made gaming popular among youth who enjoy it as a leisure activity. According to the WHO excessive indulgence in Gaming can lead to Gaming disorder. Medical students indulging in excessive gaming can succumb to gaming disorder which can affect their scholastic performance. Hence this study was done to assess the gaming practices and its effect on scholastic performance. OBJECTIVE Objective: 1. To assess the various Gaming practices and the Prevalence of Gaming addiction among medical students. 2. To study the effect of Gaming practices on Scholastic performance of medical students. METHODS Methods: The present study used a case control design where the 448(N) study participants were recruited using non probability sampling technique.91 (Nc) cases who were Gaming for past 6 months were identified using rapid preliminary survey .91 controls (Nco) who never played games were selected and matched for age and sex. Internal Assessment scores (%) of cases and controls were compared. Snedecor F test and Student t test were used to find out the association between the hours of gaming and internal assessment scores (%) and difference of Internal assessment scores between cases and controls respectively. Odds ratio was calculated to identify the risk of Poor scholastic performance. Prevalence of Gaming addiction was assessed using Lemmen’s Gaming addiction scale (GAS). RESULTS Results: Frequency of gaming (hrs) was not associated with the Mean internal assessment scores (p>0.05). Male students (cases) showed significant reduction in both their internal assessment scores (p<0.001,<0.01) whereas no reduction was observed in Female cases. A negative correlation was observed between GAS and internal assessment scores (r=-0.02). Prevalence of Gaming addiction using GAS was found to be 6.2% among the study population(N=448) and 31% among Cases (Nc=91).The risk of low scores was (OR =1.80-1.89) times more in cases than controls. CONCLUSIONS Conclusions: Excessive Gaming adversely affects scholastic performance in males than females.Awareness about Gaming addiction needs to be created among students, parents and teachers. Institutionalized De-addiction services should be made available to medical students. CLINICALTRIAL No

2020 ◽  
Author(s):  
Deodatt Madhav Suryawanshi ◽  
Divya Rajseharan ◽  
Anju Joy ◽  
Raghuram Venugopal ◽  
Ramchandra Goyal

Introduction: Gaming is a billion-dollar industry growing at a Compound annual growth rate (CAGR) of 9 %- 14.3% with biggest market in South East Asian countries. Availability of Low-cost smart phones, ease of internet access has made gaming popular among youth who enjoy it as a leisure activity. According to the WHO excessive indulgence in Gaming can lead to Gaming disorder. Medical students indulging in excessive gaming can succumb to gaming disorder which can affect their scholastic performance. Hence this study was done to assess the gaming practices and its effect on scholastic performance. Objective: 1. To assess the various Gaming practices and the Prevalence of Gaming addiction among medical students. 2. To study the effect of Gaming practices on Scholastic performance of medical students. Methods: The present study used a case control design where the 448(N) study participants were recruited using non probability sampling technique. 91 (Nc) cases who were Gaming for past 6 months were identified using rapid preliminary survey .91 controls (Nco) who never played games were selected and matched for age and sex. Internal Assessment scores (%) of cases and controls were compared. Snedecor F test and Student t test were used to find out the association between the hours of gaming and internal assessment scores (%) and difference of Internal assessment scores between cases and controls respectively. Odds ratio was calculated to identify the risk of Poor scholastic performance. Prevalence of Gaming addiction was assessed using Lemmens Gaming addiction scale (GAS). Results: Frequency of gaming (hrs) was not associated with the Mean internal assessment scores (p>0.05). Male students (cases) showed significant reduction in both their internal assessment scores (p<0.001,<0.01) whereas no reduction was observed in Female cases. A negative correlation was observed between GAS and internal assessment scores (r=-0.02). Prevalence of Gaming addiction using GAS was found to be 6.2% among the study population(N=448) and 31% among Cases (Nc=91). The risk of low scores was (OR =1.80-1.89) times more in cases than controls. Conclusions: Excessive Gaming adversely affects scholastic performance in males than females. Awareness about Gaming addiction needs to be created among students, parents and teachers. Institutionalized De -addiction services should be made available to medical students


10.2196/22235 ◽  
2020 ◽  
Author(s):  
Deodatt Madhav Suryawanshi ◽  
Divya Rajaseharan 2nd ◽  
Raghuram Venugopal 3rd ◽  
Ramchandra Goyal 4th ◽  
Anju Joy 5th

2021 ◽  
Vol 26 (4) ◽  
Author(s):  
Peter L. Molloy ◽  
Lester W. Johnson ◽  
Michael Gilding

A recent study assessed the investor performance of the Australian drug development biotech (DDB) sector over a 15-year period from 2003 to 2018. The current study builds on that research and extends the analysis to 2020, using a 10-year period starting 2010, to exclude the impact of the global financial crisis in 2008/09. Based on a value-weighted portfolio of all 41 DDB firms, the overall sector delivered a negative annualized return of -4.1%. Individual firm performance was also assessed using the compound annual growth rate (CAGR) in share price over the period as a measure of investor outcomes. On this basis 68% of firms produced negative CAGRs over the period, and of the 32% of firms that produced positive CAGRs, six firms produced CAGRs greater than 20% per annum and in three cases of recently-listed firms, the CAGR’s were greater than 50%. Overall however, the sector overall delivered very poor investor returns and despite a relatively large number of listed biotech firms, Australian biotechnology continues to be small and weak in terms of its contribution to global biotechnology industrialization. As such it lacks the critical mass to grow a robust bioeconomy based on drug development, which remains the standard-bearer of biotechnology industrialization.


2012 ◽  
Vol 262 ◽  
pp. 223-226
Author(s):  
Tsung Yu Hao ◽  
Li Yi Ma ◽  
Hsiang Jung Lee

Purchasing the E-books from the on-line bookstore is the trend that Amazon created this business model successfully. Miniwatts Marketing Group (2010) pointed that the internet penetration rate in Taiwan has been reached 70%. Amazon and Barnes and Nobel both claimed the revenue of e-books exceeded the books in 2010. The compound annual growth rate is nearly 72% in year 2008–2013. Therefore, there is a great need to investigate the cross-industry of publisher industry, hardware industry, and internet service platforms to integrate the picture of E-book industry in Taiwan. The qualitative research method will be used to interview the managers in the related leading companies in order to understand the “how to do and what to do” between each other to promote the digital products. By gathering the information to gain the knowledge for the reference to the related industries to work closely to benefit each other and expand the business scope. It is absolutely helpful to create a comfortable reading environment to satisfy the readers’ various needs.


Author(s):  
Vinesh Raj S. ◽  
Meghna Gohain

COVID-19 pandemic has made a tremendous impact all across the globe. It is clearly reflected in the ongoing lockdowns, closing down of almost all shops, restaurants and public transportations, surge of unemployment etc. all culminating into severe economic depression. Malaysia, also, has faced this hit of recession, depreciation, and unemployment to a great extent with the current pandemic situation. However, when everything seems to be crumbling, e-commerce appears to have found its golden break in raising its profit and contributing to the overall GDP growth of Malaysia. There are various factors that played into the booming of e-commerce owing to the current pandemic situation. Needless to say, the value of e-commerce in helping the depleting economy and just plain convenience for people to purchase essential commodities during lockdown cannot be denied. Even the government of Malaysia has been showing support by encouraging local Micro, Small and Medium Enterprises (MSMEs). E-commerce has the potential to become a major source of contribution to the country’s economy. However, it needs to ramp up their infrastructure regarding security, delivery, and customer services. Additionally, importance should be given to local businesses in order to empower the local e-commerce sector. This article aims to give an overview of the trend in the growth of e-commerce during the COVID era and its potential growth in the next four years based on Compound Annual Growth Rate (CAGR) and Statista Digital Market Outlook and the factors that have led to the boom in e-commerce in Malaysia.


2020 ◽  
Vol 43 (338) ◽  
pp. 27-34
Author(s):  
Lasma Licite-Kurbe ◽  
Athul Chandramohan

AbstractThe Internet of Things (IoT) is a computing concept that describes the idea of everyday physical objects being connected to the Internet and being able to identify themselves to other devices, and day by day it becomes popular in everyday life as well as in entrepreneurship. The IoT covers broad areas, including manufacturing, the health sector, agriculture, smart cities, security and emergencies among many others. The market for the industrial IoT is estimated to surpass 107 billion euros by 2021 and reach a compound annual growth rate of 7.3% as of 2020. The IoT makes an impact on all industries and provides benefits for various areas of business; however, business may be faced with some risks as well. The research aim is to analyse the benefits and risks of the IoT in entrepreneurship. The descriptive method, analysis and synthesis, the induction and deduction methods were used to achieve the aim. The research has revealed that the IoT can provide several opportunities for business in all fields of operations – marketing, logistics, accounting and human resource management. However, businesses may be faced with some challenges related to privacy and security, processing, analysis and management of data, as well as monitoring and sensing.


2021 ◽  
Vol Volume 12 ◽  
pp. 723-729
Author(s):  
Sarah Salih ◽  
Maram Fageehi ◽  
Safiah Hakami ◽  
Ebtisam Ateya ◽  
Manal Hakami ◽  
...  

2019 ◽  
Vol 9 (1) ◽  
pp. 85-89
Author(s):  
Nutan Gaud ◽  
M. P. Singh ◽  
Bhoopendra Singh

The present study aims to analysis authorship pattern and collaboration coefficient of library professional’s competency publications research from 1999-2018. The data has been downloaded by Scopus database. A total number of published articles during the period of study was 433 in the particular database on the topic of ‘professional’s competency’. The study examine various scientometric parameter such as authorship pattern, year wise distribution of publication, determine the annual growth rate and compound annual growth rate of publication, relative growth rate and doubling time of publication and so many. After the analysis, it is found that the highest 11.78% of an article published in the year 2015. The highest growth rate in 2000 and the lowest in 1999. The United States published highest 174 article and secured first place in top five countries wish distribution of the publication. Majority of the article is published by single authors is 171 articles during the period of study.


2019 ◽  
Vol 23 (5) ◽  
pp. 482-487
Author(s):  
Brittany A. M. Waller ◽  
Annie Liu ◽  
Patrick Fleming ◽  
Perla Lansang

Background: Delivering quality dermatologic instruction to medical students can be difficult; time constraints, limited clinical teachers, and a lack of standardization pose challenges. The literature suggests that many trainees and primary care physicians could benefit from increased clinical dermatology teaching. Objective: We sought to deliver and analyze the results of a large-scale patient-viewing undergraduate dermatology education program. Methods: A total of 250 third-year medical students participated in a 32-station patient-viewing program. Voluntary pre- and posttest surveys were administered to evaluate knowledge and self-perceived abilities in dermatology. The identical tests were composed of 20 multiple-choice and 5 self-perception questions. Results: The response rate for completion of pre- and posttests was 24% (N = 59). Pre- and postknowledge test score means were 69.0% and 93.20%, respectively. Pre- and post–self-perception test score means were 3.95/10 and 7.25/10, respectively. Positive student feedback was received on the patient-viewing educational experience. Conclusion: Improvements in knowledge scores and self-assessment scores support the potential integration of structured patient-viewing teaching into undergraduate dermatology medical education curricula.


Author(s):  
Mark D. Griffiths ◽  
Halley M. Pontes

The past decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play, video game addiction, and, more recently, gaming disorder. This chapter begins with a brief past history of how research into video game addiction has developed during the past four decades in the 1980s (arcade video game addiction), 1990s (home console video game addiction), and 2000s and beyond (online video game addiction). The chapter also overviews the features of gaming addiction, its prevalence rates, demographics and gaming addiction, negative consequences of excessive video game use, Internet gaming disorder and the DSM-5, and treatment of gaming addiction. Based on the published evidence, particularly from studies conducted in the past decade, it appears that, in extreme cases, excessive gaming can have potentially damaging effects on individuals who appear to display compulsive and/or addictive behavior similar to other more traditional addictions. However, the field has been hindered by the use of inconsistent and nonstandardized criteria to assess and identify problematic and/or addictive video game use.


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