spinal trauma
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2021 ◽  
Vol 29 (24) ◽  
pp. e1291-e1302
Author(s):  
Colby Oitment ◽  
Patrick Thornley ◽  
Thorsten Jentzsch ◽  
Mark Pahuta

2021 ◽  
pp. 795-812
Author(s):  
Douglas A. Wilkinson ◽  
Aidan C. Kingwill

Primary assessment in trauma: ABCDE?, Airway?, Breathing?, Circulation?, Secondary survey?, Chest trauma?, Abdominal trauma?, Head trauma?, Spinal trauma?, Limb trauma?, Burns?, Pregnant trauma patients?, Paediatric trauma?


Author(s):  
Dr. Lalit Kumar ◽  
Dr. BB Thukral ◽  
Dr. Sunil Malhotra ◽  
Dr. Akanksha Singh
Keyword(s):  

Author(s):  
Alfred Delumpa ◽  
George Wu ◽  
Jerry So ◽  
Christie Lincoln

2021 ◽  
Vol 32 (3) ◽  
pp. 111-115
Author(s):  
Hasan Oğuz Kapıcıbaşı ◽  
Ümit Ali Malçok
Keyword(s):  

2021 ◽  
Vol 15 (1) ◽  
Author(s):  
D. Baur ◽  
C. Pfeifle ◽  
C. E. Heyde

Abstract Background We report a patient who fractured the seventh cervical vertebra while playing a virtual reality (VR) game, without any other trauma. This case report aims to describe the spinal trauma incurred during the use of a VR headset in a video game. Case presentation The Caucasian patient presented with pain and swelling in the lower cervical spine at our clinic after playing a video game involving a combination of shoulder, arm and head movements while wearing a VR headset. Preexisting comorbidities were not present in the 31-year-old male. No history of regular medication use or drug abuse was recorded. After performing a clinical examination and radiological diagnostics, we found a dislocated traumatic fracture of the spinous process of the seventh cervical vertebra. After a soft tissue defect was excluded through magnetic resonance imaging (MRI) diagnostics, a conservative therapy regimen with pain therapy and immobilization was started. After hospitalization, outpatient controls were conducted at 4, 6 and 12 weeks. At 6 weeks after hospitalization, the patient had recovered from the injury without complications. Conclusions Rapid movements during VR gaming can lead to injuries of the cervical spine. In addition to rapid movements, the additional weight of the VR headset as well as the decoupling of audiovisual stimuli from the perceived proprioceptive information should be considered. Determining whether this is an isolated incident induced by unknown preexisting factors or whether the trauma mechanism alone can lead to severe spinal trauma needs to be studied further with additional cases.


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