Search results for "Among Us"

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Trends and Prevalence of Nocturia Among US Adults, 2005-2016

2019

Purpose: Increased nocturia episodes can be a clinical marker of poor health status. The present study aimed to evaluate patterns and temporal trends in nocturia and sociodemographic and lifestyle correlates in the US population. Methods: Participants, aged 20 years or older, were included in this repeated cross-sectional study. The National Health and Nutrition Examination Survey from 2005 to 2016 was used. Participants were asked “During the past 30 days, how many times per night did you most typically get up to urinate, from the time you went to bed at night until the time you got up in the morning?”. Individuals were categorized as either ≥ 1 nocturia episode or ≥ 2 nocturia episodes pe…

AdultMaleTime FactorsNational Health and Nutrition Examination SurveyUrologymedia_common.quotation_subjectPopulation030232 urology & nephrologyClinical marker030204 cardiovascular system & hematologyUrination03 medical and health sciencesYoung AdultSoysal P. Cao C. Xu T. Yang L. Isik A. Turan K. Liu Q. Pizzol D. Veronese N. Demurtas J. et al. -Trends and prevalence of nocturia among US adults 2005-2016.- International urology and nephrology 20190302 clinical medicineAge groupsPrevalenceMedicineNocturiaHumanseducationNocturia · Trend · United States · NHANESMorningmedia_commoneducation.field_of_studybusiness.industryMiddle AgedUnited StatesSecular variationCross-Sectional StudiesNephrologyFemaleNocturiamedicine.symptombusinessDemography
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Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research

2021

This article introduces multiverse ethnography as a systematic team-based qualitative method for studying the mechanical, structural and experiential properties of video games and other technological artefacts. Instead of applying the ethnographic method to produce a single in-depth account, multiverse ethnography includes multiple researchers carrying out coordinated synergetic ethnographic work on the same research object, thus producing a multiverse of interpretations and perspectives. To test the method, 41 scholars carried out a multiverse ethnography on two video games, Cyberpunk 2077 and Among Us. Explorative thematic findings regarding both titles are reported and methodological imp…

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