RESUMO
Inflammatory myofibroblastic tumor (IMT) is a mesenchymal neoplasm of intermediate malignancy. We describe the largest cohort of IMT patients to date, aiming to further characterize this rare, poorly understood tumor. This is a multi-institutional review of IMT patients ≤39 years, from 2000 to 2018, at 18 hospitals in the Pediatric Surgical Oncology Research Collaborative. One hundred and eighty-two patients were identified with median age of 11 years. Thirty-three percent of tumors were thoracic in origin. Presenting signs/symptoms included pain (29%), respiratory symptoms (25%) and constitutional symptoms (20%). Median tumor size was 3.9 cm. Anaplastic lymphoma kinase (ALK) overexpression was identified in 53% of patients. Seven percent of patients had distant disease at diagnosis. Ninety-one percent of patients underwent resection: 14% received neoadjuvant treatment and 22% adjuvant treatment. Twelve percent of patients received an ALK inhibitor. Sixty-six percent of surgical patients had complete resection, with 20% positive microscopic margins and 14% gross residual disease. Approximately 40% had en bloc resection of involved organs. Median follow-up time was 36 months. Overall 5-year survival was 95% and 5-year event-free survival was 80%. Predictors of recurrence included respiratory symptoms, tumor size and distant disease. Gross or microscopic margins were not associated with recurrence, suggesting that aggressive attempts at resection may not be warranted.
Assuntos
Oncologia Cirúrgica , Criança , Humanos , Recidiva Local de Neoplasia , Inibidores de Proteínas Quinases , Receptores Proteína Tirosina QuinasesRESUMO
The onset of COVID-19 coincided with the peak growth of video game usage, with 2.7 billion gamers in 2020. During the pandemic, gaming and streaming platforms offered an entertaining, social, and safe alternative to recreation during severe lockdowns and social isolations. This study aimed to examine the impact of the COVID-19 pandemic on health-related outcomes in self-proclaimed video gamers based on the type of lockdown experienced and to discuss the potential role of video games during times of preventive lockdown measures. This was a cross-sectional international survey constructed by two academic institutions, NYIT (NY, USA) and McGill University (Montreal, Canada), and Adamas Esports (BC, Canada). The survey consisted of questions including demographics, multiple choice, ratings, and Likert scales relating to the periods prior to and during the COVID-19 lockdowns. There were 897 respondents from North America (72.7%), Europe (10.9%), Asia (4.9%), and other countries (11.5%), with a mean age of 22 years. Significant increases in game time were reported in casual and competitive gamers during the first months of the pandemic. The level of gaming, type of lockdown, and physical activity level prior to the pandemic were examined as potential moderating factors. Significant increases in sedentary behaviors (video game time and sitting time) were observed, while physical activity levels remained unchanged in most participants, regardless of the type of lockdown. Sleep time, but not sleep quality, increased, while mental health exhibited opposing effects, influenced by the type of lockdown and gaming competition levels. Video games, when played moderately, could offer a cost-effective, safe strategy to promote socialization and mental health and improve the overall well-being of the non-gaming and gaming population during pandemic times when strict lockdowns are in place.
Assuntos
COVID-19 , Jogos de Vídeo , Humanos , Adulto Jovem , Adulto , Pandemias/prevenção & controle , Estudos Transversais , COVID-19/epidemiologia , COVID-19/prevenção & controle , Controle de Doenças Transmissíveis , Inquéritos e Questionários , Jogos de Vídeo/psicologiaRESUMO
PURPOSE: The optimal approach for pediatric inguinal hernia repair continues to be debated. We conducted a regional retrospective study to assess rates of recurrence and metachronous hernias after open repair (OPEN) and laparoscopic repair (LAP) METHODS: A retrospective cohort study was conducted at two children's hospitals that serve a region of approximately 4 million people. All patients < 14 years old undergoing OPEN or LAP by pediatric surgeons during a 5-year period (2011 - 2015) were analyzed after a minimum follow up of 4 years. Cox proportional regression was used to compare the effect of surgical approach on hernia recurrence and metachronous contralateral hernias. RESULTS: A total of 1,952 patients, 587 female (30%) and 1365 male (70%), had 2305 hernias repaired. Median post operative follow up time was 6.6 years (range 4-9 years). OPEN and LAP were performed for 1827 (79%) and 478 (21%) hernias, respectively. There were no significant differences in rate of prematurity, age at repair, or frequency of emergent repair. LAP was associated with a lower incidence of metachronous contralateral hernias compared to OPEN (1.4% vs 3.8%, p = 0.047), and a higher incidence of recurrence (9% vs 0.9%, p < 0.001). After adjusting for confounders, LAP had a higher rate of recurrence than OPEN (hazard ratio 10.4, 95% CI 6-18.1).The recurrence rate did not decrease over the study period (p = 0.731). CONCLUSION: Laparoscopic inguinal hernia repair in children resulted in a modest decrease in the incidence of metachronous hernias, at the cost of a significant increase in recurrence. TYPE OF STUDY: Retrospective Comparative Study. LEVEL OF EVIDENCE: Level III.
Assuntos
Hérnia Inguinal , Laparoscopia , Humanos , Criança , Feminino , Masculino , Adolescente , Hérnia Inguinal/cirurgia , Estudos Retrospectivos , Hospitais Pediátricos , Período Pós-OperatórioRESUMO
PURPOSE: Video gamers exceeding screen-time limits are at greater risk of experiencing health issues associated with physical inactivity. Demonstrating that exercise has positive effects on video game performance could promote physical activity among video gamers. We investigated the short-term effects of a single session of cardiovascular exercise on the performance of the popular video game League of Legends (LoL) and explored psychosocial mechanisms. METHODS: Twenty young video gamers played a customized LoL task preceded by a short bout of high-intensity interval training or a period of rest. The two conditions were administered on two separate days in a randomized counterbalanced fashion. Video game performance was assessed as the total number of targets eliminated as well as accuracy, defined as the ability to eliminate targets using single attacks. Short-term changes in affect after exercise as well as exercise enjoyment were also assessed. RESULTS: Exercise improved (P = 0.027) the capacity to eliminate targets (mean ± SEM, 121.17 ± 3.78) compared with rest (111.38 ± 3.43). Exercise also enhanced accuracy (P = 0.019), with fewer targets eliminated with more than one attack after exercise (1.39 ± 0.39) compared with rest (2.44 ± 0.51). Exercise increased positive affect by 17% (P = 0.007), but neither affect nor exercise enjoyment was associated with total number of targets eliminated or accuracy. CONCLUSION: A short bout of intense cardiovascular exercise before playing LoL improves video game performance. More studies are needed to establish whether these effects are generalizable to other video games, whether repeated bouts have summative effects, and to identify underlying mechanisms.