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Game addiction problems can induce repetitive strain injuries, skin disorders or other health issues. Other problems include video game-provoked seizures in patients with epilepsy. [1] In rare and extreme cases, deaths have resulted from excessive video game playing (see Deaths due to video game addiction). [2]
As a hit-driven business, the great majority of the video game industry's software releases have been commercial disappointments.In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue; [1] that around 3% of PC games and 15% of console games have global sales of more than 100,000 units per year, with even this level ...
People may become infected with pneumonia in a hospital; this is defined as pneumonia not present at the time of admission (symptoms must start at least 48 hours after admission). [ 85 ] [ 84 ] It is likely to involve hospital-acquired infections , with higher risk of multidrug-resistant pathogens.
In recent media reports, mycoplasma pneumonia has been described as “white lung syndrome,” due to the whitening of the lungs shown in x-rays of patients with pneumonia, NBC reports. The term ...
The bacterium can linger in the nose and throat without making a person sick, but people may develop pneumonia if it spreads to the lungs. Mycoplasma pneumonia is often a milder form of pneumonia ...
Pneumonia is a common respiratory infection, [2] affecting approximately 450 million people a year and occurring in all parts of the world. [3] It is a major cause of death among all age groups, resulting in 1.4 million deaths in 2010 (7% of the world's yearly total) and 3.0 million deaths in 2016 (the 4th leading cause of death in the world ...
Most people can be treated for pneumonia at home, but some require hospitalization depending on the severity or their underlying health. Less than 1% of children end up in the hospital, says Lockwood.
In 2010, Tobias Greitemeyer and Silvia Osswald conducted a series of 4 experiments where some people played a prosocially themed video game, and others played a neutral video game. They found that the people who played the prosocial game were more helpful compared to the people who played the neutral game when another person had a mishap and ...