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Anterior cruciate ligament injuries in young females playing soccer at senior levels.

The aim of this investigation was to study the consequences of anterior cruciate ligament injuries in female soccer players. Special interest was focused on young female soccer players (< 16 years) sustaining anterior cruciate ligament injuries when playing at a senior level, which means playing together with players 19 years or older. In Sweden, all players belonging to an organized soccer club are insured by the same insurance company, the Folksam Insurance Company. Data of all soccer-related knee injuries in females reported to the Folksam Insurance Company between 1994 and 1998 were collected. A questionnaire was sent to 978 females who were registered to have sustained a knee injury before the age of 20 years. The response rate was 79%. Three hundred and ninety-eight female soccer players who had sustained an anterior cruciate ligament injury before the age of 19 years were analysed. Most of their anterior cruciate ligament injuries had been diagnosed using arthroscopy or magnetic resonance imaging (84%). Thirty-eight percent of the players had been injured before the age of 16 years. Of these, 39% were injured when playing in senior teams. When playing in senior teams 59% of the players below the age of 16 years and 44% of the players 16 years or older sustained their ACL injuries during contact situations. At the time of this investigation (2-7 years after the anterior cruciate ligament injury), altogether 78% (n = 311) reported that they had stopped playing soccer. The most common reason (80%) was symptoms from their anterior cruciate ligament-injured knee. It appears that many young female soccer players injure their anterior cruciate ligament when playing at a senior level. Therefore, we suggest that female soccer players under the age of 16 years should be allowed to participate only in practice sessions but not games at a senior level.

Adolescent↗

Relationships of video assessments of touching and mouthing behaviors during outdoor play in urban residential yards to parental perceptions of child behaviors and blood lead levels.

Childrens' touching and mouthing behaviors during outdoor play in urban residential yards were measured using video observations. Descriptions were made of childrens' outdoor residential play environments. Behaviors assessed were used to examine (1) validity of parental responses to questions on childrens' oral behaviors and outdoor play and (2) relationships of mouthing behaviors to blood lead levels (BLLs). Thirty-seven children aged 1-5 years were recruited for 2 h of video recording in their yard and blood lead measurement. Video assessments included hourly rates of hand touches to ground/walking-level surfaces (cement/stone/steel, porch floor/steps, grass, and bare soil) and oral behaviors. Parental questionnaires assessed their child's outdoor activities, behaviors, and home environment. The children were: mean 39 months; 51% male; 89% Hispanic; and 78% Medicaid or uninsured. Twenty-two children had a blood lead measured (mean 6 microg/dl). During taping, all children had access to cement, 92% to grass, 73% to bare soil, and 59% to an open porch. Children had frequent touching and mouthing behaviors observed (median touches/h: touches to surfaces 81; hand-to-mouth area (with and without food) 26; hand-in-mouth 7; and object-in-mouth 17). Blood lead was directly correlated with log-transformed rates of hand-in-mouth (Pearson's correlation, r=0.564, n=22, P=0.006) and object-in-mouth (Pearson's correlation, r=0.482, n=22, P=0.023) behaviors. Parental questionnaire responses did not accurately reflect childrens' observed oral behaviors, play habits, or play environment. These data confirm the direct relationship between hand-to-mouth activities and BLLs and fail to validate parental perceptions of their child's mouthing behaviors or outdoor play environment.

Child Behavior↗

Enhancement of allergic skin wheal responses in patients with atopic eczema/dermatitis syndrome by playing video games or by a frequently ringing mobile phone.

BACKGROUND: Playing video games causes physical and psychological stress, including increased heart rate and blood pressure and aggression-related feelings. Use of mobile phones is very popular in Japan, and frequent ringing is a common and intrusive part of Japanese life. Atopic eczema/dermatitis syndrome is often exacerbated by stress. Stress increases serum IgE levels, skews cytokine pattern towards Th2 type, enhances allergen-induced skin wheal responses, and triggers mast cell degranulation via substance P, vasoactive intestinal peptide and nerve growth factor. MATERIALS AND METHODS: (1). In the video game study, normal subjects (n = 25), patients with allergic rhinitis (n = 25) or atopic eczema/dermatitis syndrome (n = 25) played a video game (STREET FIGHTER II) for 2 h. Before and after the study, allergen-induced wheal responses, plasma levels of substance P, vasoactive intestinal peptide and nerve growth factor, and in vitro production of total IgE, antihouse dust mite IgE and cytokines were measured. (2). In the mobile phone study, normal subjects (n = 27), patients with allergic rhinitis (n = 27) or atopic eczema/dermatitis syndrome (n = 27) were exposed to 30 incidences of ringing mobile phones during 30 min. Before and after the study, allergen-induced wheal responses, plasma levels of substance P, vasoactive intestinal peptide and nerve growth factor were measured. RESULTS: Playing video games had no effect on the normal subjects or the patients with allergic rhinitis. In contrast, playing video games significantly enhanced allergen-induced skin wheal responses and increased plasma levels of substance P, vasoactive intestinal peptide and nerve growth factors in the patients with atopic eczema/dermatitis syndrome. Moreover, playing video games enhanced in vitro production of total IgE and anti-house dust mite IgE with concomitant increased production of IL-4, IL-10 and IL-13 and decreased production of IFN-gamma and IL-12 in the patients with atopic eczema/dermatitis syndrome. However, exposure to frequently ringing mobile phones significantly enhanced allergen-induced skin wheal responses, plasma levels of substance P, vasoactive intestinal peptide and nerve growth factors in the patients with atopic eczema/dermatitis syndrome, but not in the normal subjects or the patients with allergic rhinitis. CONCLUSION: Playing video games enhanced allergic responses with a concomitant increased release of substance P, vasoactive intestinal peptide and nerve growth factor, and skewing of the cytokine pattern toward Th2 type in the patients with atopic eczema/dermatitis syndrome. In addition, exposure to frequently ringing mobile phones also enhanced allergic responses with a concomitant increased release of substance P, vasoactive intestinal peptide and nerve growth factor Collectively, high technology causes stress, which in turn may aggravate symptoms of atopic eczema/dermatitis syndrome.

Adult↗

Return to play following exercise-induced bronchoconstriction.

OBJECTIVE: To review evidence-based support for return to play criteria following acute exercise-induced bronchoconstriction. DATA SOURCES: Electronic databases Ovid Medline and PubMed were searched for papers relating to exercise related asthma and bronchoconstriction and return to play criteria. Additional references from the bibliographies of retrieved articles were also reviewed. DATA SYNTHESIS: There is clear evidence that exercise-induced airways narrowing is increasing in prevalence among athletes from school children to Olympians to professionals, yet there have been no studies specifically addressing return to play criteria. Although deaths from exercise associated bronchoconstriction were previously thought to be rare, recent reports of such deaths call for increased awareness by physicians, athletic trainers, and coaches of the potential fatal consequences of unrecognized episodes or of inadequate treatment. CONCLUSIONS: No agreed-upon protocol for safe return to play following an acute episode of exercise induced bronchoconstriction has been published. A specific detailed protocol for return to play would assist physicians and other heath professionals to determine with greater confidence that an athlete is fully recovered and can safely return to play.

Asthma, Exercise-Induced↗

Injury risk associated with playing actions during competitive soccer.

OBJECTIVE: To assess the exposure of players to injury risk during English Premier League soccer matches in relation to selected factors. METHODS: Injury risk was assessed by rating the injury potential of playing actions during competition with respect to (a) type of playing action, (b) period of the game, (c) zone of the pitch, and (d) playing either at home or away. In all, 10 games from the English Premier League 1999-2000 were chosen for analysis. A notation system was used whereby 16 soccer specific playing actions were classified into three categories: those inducing actual injury, those with a potential for injury (graded as mild, moderate, or high), and those deemed to have no potential for injury. The pitch was divided into 18 zones, and the position of each event was recorded along with time elapsed in the game, enabling six 15 minute periods to be defined. RESULTS: Close to 18 000 actions were notated. On average (mean (SD)), 1788 (73) events (one every three seconds), 767 (99) events with injury potential (one every six seconds), and 2 (1) injuries (one every 45 minutes) per game were recorded. An overall injury incidence of 53 per 1000 playing hours was calculated. Receiving a tackle, receiving a "charge", and making a tackle were categorised as having a substantial injury risk, and goal catch, goal punch, kicking the ball, shot on goal, set kick, and heading the ball were all categorised as having a significant injury risk. All other actions were deemed low in risk. The first 15 minutes of each half contained the highest number of actions with mild injury potential, the last 15 minutes having the highest number of actions with moderate injury potential (p<0.01). The first and last 15 minutes of the game had the highest number of actions with high injury potential, although not significant. More actions with mild injury potential occurred in the goal area, and more actions with moderate and high injury potential occurred in the zone adjacent to the goal area (p<0.001). There was no significant difference between home and away with regard to injury potential. CONCLUSIONS: Playing actions with high injury risk were linked to contesting possession. Injury risk was highest in the first and last 15 minutes of the game, reflecting the intense engagements in the opening period and the possible effect of fatigue in the closing period. Injury risk was concentrated in the areas of the pitch where possession of the ball is most vigorously contested, which were specific attacking and defending zones close to the goal. Injury potential was no greater in away matches than at home.

Athletic Injuries↗

A multivariate risk analysis of selected playing surfaces in the National Football League: 1980 to 1989. An epidemiologic study of knee injuries.

This study focuses on the injury rates for natural grass and AstroTurf surfaces and the risk factors of game position and type of play. We examined the game-related knee sprains, medial collateral ligament sprains, and anterior cruciate ligament sprains that occurred in the National Football League during the 1980 to 1989 seasons. The findings are controlled for categories of severity (number of games missed due to injury), position, and situation (rushing or passing) at the time of injury. The analysis of the data incorporates epidemiologic techniques associated with incidence density ratios. The data show that there is a statistically significant difference between the higher AstroTurf injury rates for knee sprains. When knee sprains are separated into medial collateral ligament sprains and anterior cruciate ligament sprains, only the anterior cruciate ligament sprains show a statistically significant higher injury rate for AstroTurf. When simultaneous control variables are considered, significantly more knee sprains occurred to backs on rushing plays and linemen on passing plays. When controlling the data for severity, only the Category II injuries (three or more games missed) sustained by linemen on passing plays had statistically significant higher injury rates for the AstroTurf. For medial collateral ligament sprains, only the Category II injuries for linemen on passing plays remain statistically significant. The data for the ACL sprains show statistically significant differences between the injury rate on natural grass and the injury rate on Astro Turf under conditions of special teams play.

Adult↗

Musician health and safety: Preventing playing-related musculoskeletal disorders.

Musicians are exposed to high-risk musculoskeletal activities such as repetition, hours of exposure, and awkward postures when playing instruments. These activities may result in playing-related musculoskeletal disorders. Musicians often work part-time or seasonally or are self-employed. Thus, they may be uninsured or underinsured and may delay seeking care for these painful and potentially disabling conditions. Prevention of playing-related musculoskeletal disorders includes identification of both intrinsic (e.g., musician strength and flexibility) and extrinsic (e.g., musician posture while playing an instrument) factors involved in the interface between musicians and their instruments and the playing environment (e.g., rest breaks or hours of practice). Student occupational health nurse practitioners in this pilot project performed outreach and comprehensive screening and treatment for a small group of musicians diagnosed as having playing-related musculoskeletal disorders. Tendon and nerve gliding exercises were a key component of the treatment plan.

Adult↗

Evaluation of the national 'Push Play' campaign in New Zealand--creating population awareness of physical activity.

AIMS: Physical inactivity is considered to be as detrimental to public health as hypertension or tobacco use, but there is limited evidence on the impact of community-wide interventions in this area. This paper describes the impact of an initiative to increase physical activity at a population level in New Zealand. METHODS: A media-led, community-wide intervention campaign was initiated by the Hillary Commission (now SPARC, Sport and Recreation New Zealand). The 'Push Play' campaign recommended 30 minutes of daily, moderate-intensity physical activity as fun, part of community life, and easy to achieve for New Zealand adults. In addition, there were community-level and primary care supporting programmes and events. Annual cross-sectional population surveys (1999-2002) monitored the impact of the campaign on message awareness, recognition of the Push Play logo, intention to be active, and recent activity. RESULTS: There were substantial increases in awareness of the Push Play message (30% in 1999 to 57% in 2002, p <0.001), and of the Push Play logo (14% to 52%, p <0.001). There were significant increases in the numbers of adults who intended to be more active (1.8% in 1999 to 9.4% in 2002). No sustained changes in physical activity levels were seen in these Push Play serial evaluation surveys, with 38.6% of the 1999 sample reporting 5+ days activity per week, increasing to 44.5% in 2000, but declining to 38.0% in 2002. The only significant difference in physical activity levels occurred from 1999 to 2000 (difference 5.8%, 95% CI 0.1%-11.6%). In an unrelated, much larger population survey, a 3% increase in physical activity participation was noted among adults between 1997 and 2001. CONCLUSIONS: The national Push Play campaign resulted in increases in message recognition and in intention to become more active. If sustained, efforts like this may have a long-term impact on adult activity patterns, leading to improved health outcomes and reduced health costs.

Health Behavior↗

Therapeutic play for hospitalized preschoolers in Lebanon.

Therapeutic play in the form of an interactive puppet show was administered to 50 preschool children one day before surgery in a hospital in Lebanon. A control group of 50 preschool children received routine care but no therapeutic play. Physiological and behavioral measures were assessed on admission, at the time of a stressful procedure (preoperative injection), after surgery, and after discharge. Although on admission there had been on significant differences between the means on physiological measures for the two groups, the children who received the therapeutic play intervention manifested markedly less anxiety and more cooperation and had significantly lower mean blood pressures and pulse rates during the injection than the control group. Following surgery, the experimental group took less time to void their bladders, another physiological indication of lower stress level. After hospital discharge, the children who had received therapeutic play had significantly lower scores on all six factors of the Post Hospital Behavior Questionnaire. This study demonstrates that therapeutic play is a valid means of reducing stressful responses to hospitalization and surgery among children in Lebanon.

Anxiety↗

Physiologic responses to playing a video game.

The displacement of sports and other physical activities by television and video may contribute to the associations among television viewing, obesity, and reduced physical fitness. Because video games are widely played by children and adolescents, we assessed the metabolic and cardiovascular responses to video game playing. Heart rate, blood pressure, and oxygen consumption were measured serially over 30 minutes in 32 males and females aged 16 to 25 years (mean +/- SEM, 20 +/- 1 years) while they played the "Ms Pac-Man" video game under standard laboratory conditions and compared with measurements made in a standing but inactive position. Playing the video game significantly increased heart rate, systolic and diastolic blood pressure, and oxygen consumption. Energy expenditure increased from 6.08 +/- 0.24 kJ/min while the subjects stood inactive to 10.94 +/- 0.49 kJ/min while they played. The increase in metabolic rate and cardiovascular stimulation was similar in magnitude to mild-intensity exercise.

Adolescent↗

A test of Sarbin's self-role congruency theory within a role-playing therapy analogue situation.

Explored the application of role playing, as a research technique, in a test of Sarbin's self-role congruency theory. Forty male Ss volunteered to play either the role of a therapist or client in a simulation of psychotherapy. The CPI dominance scale was used to select high dominant Ss to play the role of therapists. Half of these high dominant Ss were instructed in directive therapy (creating a self-role congruent condition with high dominance and directiveness being congruent) and half were instructed in non-directive therapy (creating a self-role incongruent condition). Judges' ratings were used to compare Ss' role playing ability and visible comfort between the self-role congruent and self-role incongruent conditions. The results supported Sarbin's theory of self-role congruence. These findings suggest methodological improvements in psychotherapy research via the use of role playing and have practical implications for the practice of psychotherapy.

Dominance-Subordination↗

Relationship between contrived in vivo and role-play assertive behavior.

Used a 2 (High or Low Assertive) x 2 (Role-Play or Contrived In Vivo) design to investigate the external validity of role-play (N = 32). The Conflict Resolution Inventory was used as the selection device. Results indicated a positive relationship between self-report scores and role-play behavior. They also indicated that self-report scores were not predictive of behavior in the contrived in vivo condition; moreover, assertion was enhanced in the role-play condition, while the converse occurred in the contrived in vivo condition. The results indicate that generalizations to more naturalistic settings based upon role-play or self-report scores must be made with caution.

Affect↗

The ontogeny of play in rats.

Play behavior, as indicated by frequency and duration of pinning behavior, was studied in young rats between 18 and 64 days of age. The incidence of play was markedly increased by social isolation. Play increased from 18-28 days of age, peaked between 32 and 40 days of age, and gradually declined thereafter. Animals developed stable "dominance hierarchies" during the course of testing so that one animal pinned the other on the average 70% of the time. Also "dominant" animals exhibited the longer pin durations. The data indicate that social play can be efficiently studied in the laboratory rat and, further, that one function of play may be to establish stable social relationships.

Aging↗

Correlations among measures of playfulness and skillfulness in captive common marmosets (Callithrix jacchus jacchus).

Infant sensorimotor and social skills, playfulness, and nonplayful behaviors were measured in common marmosets from 6 to 22 weeks old. Different measures of skill showed a low concordance, implying that skill is a multiple rather than unitary attribute. Significant correlations were found between the amount of social play infants performed from 11 to 13 weeks of age and their performance at 14 weeks in (1) competitive food tests with their mothers, and in (2) their ability to negotiate an obstacle for a food reward. Significant correlations were also found between these skills and nonplayful behaviors, however. Comparable analyses at other ages revealed few significant correlations, suggesting that the association between social play and skills is restricted to the age when infants are rapidly becoming independent of their caregivers both for locomotion and food. Age-specific correlations occurred between changes in levels of skills and both playful and nonplay behaviors. Our results are consistent with the hypothesis that social play promotes the development of skills, but alternative explanations are possible.

Animals↗

Play-fighting in the Syrian golden hamster Mesocricetus auratus Waterhouse, and its relationship to serious fighting during postweaning development.

In the Syrian golden hamster Mesocricetus auratus, play-fighting precedes serious fighting during postweaning development, and so may be thought to be a developmental precursor to adult aggression. However, based on both the targets attacked--that is, the cheek pouches during play-fighting and the rump or flanks during serious fighting, and the behavior patterns employed to attack and defend these targets--these two forms of fighting are shown to remain distinct from each other throughout development, even during the ages where they overlap. The decline of play in post-sexually-mature animals is shown to result from an increasing intolerance to contact between animals, and hence greater difficulty in the maintenance of a "playful mood." Therefore, these data show that play-fighting does not grade into serious fighting, and thus does not serve as a developmental precursor to adult aggression.

Aggression↗

Effects of morphine and naloxone on play-rewarded spatial discrimination in juvenile rats.

Juvenile rats were trained on a spatial discrimination task (T-maze) rewarded by the opportunity to play with a conspecific. Neither morphine (MS; 1 mg/kg) nor naloxone (NX; 1 mg/kg) administration affected choice or running time during the acquisition of the task, even though in the goal box, MS-treated animals played more than and NX-treated animals less than vehicle-treated controls. Thus, brain opioid systems seem to influence the expression of play without affecting the apparent appetitive strength of play motivation. When play reward was no longer available in the goal box, animals that continued to be treated with MS were more resistant to extinction than either vehicle- or NX-treated animals. They continued to complete the task more often and in less time than the controls. NX-treated rats, on the other hand, extinguished faster than controls. The evidence supports the conclusion that opioid systems are important in the maintenance of social habits.

Animals↗

Proximity measures of social play in the laboratory rat.

Litters of laboratory rats (Rattus norvegicus) were filmed between 21 to 60 days of age, and data on 700 social play bouts obtained. These were analyzed for information on how play bouts ended and on the spatial relationship between the players and their physical environment. The results suggest that social play in this species (a) does not appear to be a covert means of securing priority of access to resources such as food, females, or territory; and (b) does not appear to represent practice for behaving in the contexts within which "serious" adult aggression occurs (e.g., practicing being "territorial," etc.). Players showed a strong preference for playing close to cover and away from exposed areas; if this is also true for wild rats, it would minimize the potential costs of play in terms of increased conspicuity to predators.

Aggression↗

The effects of early social isolation on the motivation for social play in juvenile rats.

Fifteen-day-old rats were subjected to one of three housing conditions: mother-and-peer (family), peer, and isolation conditions. At 24 days of age, all subjects were rehoused individually. In Experiment 1, play behaviors were monitored in like-raised pairs. Despite their gross lack of social experience, isolation-reared subjects did not exhibit a deficit in frequencies of rough-and-tumble play. It is concluded that the fundamental motivation for rough-and-tumble play is relatively independent of prior learning in rats. Indeed, their elevated dorsal contacts suggested that isolation-raised subjects may have higher appetitive motivation for play. In Experiment 2, the levels of social motivation were compared between family- and isolation-raised animals, using a T-maze. The isolation-raised animals made reliably more choices for social interaction reward over food reward than family-raised animals. Although inconclusive, the results from the two experiments suggest that prolonged social isolation increases the appetitive motivation for social play.

Animals↗