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11 result(s) for "Back-to-back games"
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Game injuries in relation to game schedules in the National Basketball Association
Injury management is critical in the National Basketball Association (NBA), as players experience a wide variety of injuries. Recently, it has been suggested that game schedules, such as back-to-back games and four games in five days, increase the risk of injuries in the NBA. The aim of this study was to examine the association between game schedules and player injuries in the NBA. Descriptive epidemiology study. The present study analyzed game injuries and game schedules in the 2012–13 through 2014–15 regular seasons. Game injuries by game schedules and players’ profiles were examined using an exact binomial test, the Fisher’s exact test and the Mann–Whitney–Wilcoxon test. A Poisson regression analysis was performed to predict the number of game injuries sustained by each player from game schedules and injured players’ profiles. There were a total of 681 cases of game injuries sustained by 280 different players during the three years (total N=1443 players). Playing back-to-back games or playing four games in five days alone was not associated with an increased rate of game injuries, whereas a significant positive association was found between game injuries and playing away from home (p<0.05). Playing back-to-back games and away games were significant predictors of frequent game injuries (p<0.05). Game schedules could be one factor that impacts the risk of game injuries in the NBA. The findings could be useful for designing optimal game schedules in the NBA as well as helping NBA teams make adjustments to minimize game injuries.
Game Spacing and Density in Relation to the Risk of Injuries in the National Hockey League
Background: Ice hockey has significant workload demands. Research of other sports has suggested that decreased rest between games as well as an increased workload may increase the risk of injuries. Purpose: To evaluate whether condensed game schedules increase the frequency and severity of injuries in the National Hockey League (NHL). Study Design: Descriptive epidemiology study. Methods: Data were obtained from publicly available online sources on game schedules and injuries for all NHL teams for the 2005-2006 through 2018-2019 seasons. Injury rates (per team per game) and the proportion of severe and nonsevere injuries were determined. The game-spacing analysis assessed the risk of injuries in relation to the number of days between games played (range, 0-≥6 days). The game-density analysis assessed the risk of injuries in relation to the number of games played within 7 days (range, 1-5 games). Results were assessed by analysis of variance, the post hoc Tukey test, and the chi-square test of distribution. Results: The game-spacing analysis included 33,170 games and 7224 injuries, and a significant group difference was found (P = 1.44×10–5), with the post hoc test demonstrating an increased risk of injuries when games were spaced with <1 day of rest. There was no significant difference in the ratio of severe to nonsevere injuries. The game-density analysis included 33,592 games and 10,752 injuries, and a significant group difference was found (P = 8.22×10–48), demonstrating an increased risk of injuries with an increased number of games in all conditions except for the comparison between 4 versus 5 games in 7 days. There was also a significant difference in injury severity (P = .008), indicating that the least dense condition had a higher ratio of severe to nonsevere injuries compared with the other game-density conditions. Finally, the game-density analysis was repeated after excluding games played with <1 day of rest, and the finding of increased injury rates with increasingly condensed schedules remained significant (P = 9.52×10–46), with significant differences between all groups except for the comparison between 1 versus 2 games in 7 days. Conclusion: We found that a condensed schedule and <1 day of rest between games were associated with an increased rate of injuries in the NHL. These findings may help in the design of future game schedules.
A back‐to‐back coordination‐based learning scheme for deceiving reactive jammers in distributed networks
Reactive jammers select jamming strategies according to the users’ responses; thus, conventional anti‐jamming methods such as frequency hopping are inadequate to defeat the jamming attack. In this article, the authors propose a novel uncoupled deception scheme to trap the reactive jammer into attacking a decoy channel in distributed networks. Specifically, the authors design a multi‐functional network utility for every user to mislead the jammer with a minimum energy consumption while achieving the highest network throughput. Based on the network utility, the anti‐jamming problem is formulated as an exact potential game such that the existence of Nash equilibrium can be guaranteed theoretically. The authors further propose a back‐to‐back coordination‐based learning algorithm to reach the optimal channel selection and power adaption in a non‐cooperative way. To alleviate the lack of mutual information exchange, the back‐to‐back coordination mechanism derives all users to deceive the jammer by inferring others’ strategies based on a shared belief. Simulation results show that the proposed algorithm yields higher network throughput and efficiency‐cost ratio compared to the state‐of‐the‐art cooperative schemes. The scenario of distributed canonical network in the presence of a reactive jammer.
Promoting Statistical Thinking Among Secondary School Students in the National Context
Although secondary school students in many countries (like Ireland) get a limited and basic introduction to statistics, it is often of a mechanical nature with little or no emphasis on data analysis and practical examples. These students rarely see the applicability and challenging nature of statistical thinking. Statisticians need to promote these aspects of statistics to students, their teachers, and the public at large. The use of examples of a local (often a national) nature is encouraged in order to emphasize the relevance of statistical thinking. Several examples are discussed which have been successfully used in the Irish context, and which have analogues in other countries.
The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis
Anxiety is a mental disorder characterized by apprehension, tension, uneasiness, and other related behavioral disturbances. One of the nonpharmacological treatments used for reducing anxiety is serious games, which are games that have a purpose other than entertainment. The effectiveness of serious games in alleviating anxiety has been investigated by several systematic reviews; however, they were limited by design and methodological weaknesses. This study aims to assess the effectiveness of serious games in alleviating anxiety by summarizing the results of previous studies and providing an up-to-date review. We conducted a systematic review of randomized controlled trials (RCTs). The following seven databases were searched: MEDLINE, CINAHL, PsycINFO, ACM Digital Library, IEEE Xplore, Scopus, and Google Scholar. We also conducted backward and forward reference list checking for the included studies and relevant reviews. Two reviewers independently carried out the study selection, data extraction, risk of bias assessment, and quality of evidence appraisal. We used a narrative and statistical approach, as appropriate, to synthesize the results of the included studies. Of the 935 citations retrieved, 33 studies were included in this review. Of these, 22 RCTs were eventually included in the meta-analysis. Very low-quality evidence from 9 RCTs and 5 RCTs showed no statistically significant effect of exergames (games entailing physical exercises) on anxiety levels when compared with conventional exercises (P=.70) and no intervention (P=.27), respectively. Although 6 RCTs demonstrated a statistically and clinically significant effect of computerized cognitive behavioral therapy games on anxiety levels when compared with no intervention (P=.01), the quality of the evidence reported was low. Similarly, low-quality evidence from 3 RCTs showed a statistically and clinically significant effect of biofeedback games on anxiety levels when compared with conventional video games (P=.03). This review shows that exergames can be as effective as conventional exercises in alleviating anxiety; computerized cognitive behavioral therapy games and exergames can be more effective than no intervention, and biofeedback games can be more effective than conventional video games. However, our findings remain inconclusive, mainly because there was a high risk of bias in the individual studies included, the quality of meta-analyzed evidence was low, few studies were included in some meta-analyses, patients without anxiety were recruited in most studies, and purpose-shifted serious games were used in most studies. Therefore, serious games should be considered complementary to existing interventions. Researchers should use serious games that are designed specifically to alleviate depression, deliver other therapeutic modalities, and recruit a diverse population of patients with anxiety.
A new methodological approach to characterize selective motor control in children with cerebral palsy
Despite being a primary impairment in individuals with cerebral palsy (CP), selective motor control (SMC) is not routinely measured. Personalized treatment approaches in CP will be unattainable without the ability to precisely characterize the types and degrees of impairments in motor control. The objective of this study is to report the development and feasibility of a new methodological approach measuring muscle activation patterns during single-joint tasks to characterize obligatory muscle co-activation patterns that may underly impaired SMC. Muscle activation patterns were recorded during sub-maximal voluntary isometric contraction (sub-MVIC) tasks at the hip, knee, and ankle with an interactive feedback game to standardize effort across participants. We calculated indices of co-activation, synergistic movement, mirror movement, and overflow (indices range 0-2, greater scores equal to greater impairment in SMC) for each isolated joint task in 15 children - 8 with typical development (TD) (mean age 4.7 ± 1.0 SD years) and 7 with CP (mean age 5.8 ± 0.7 SD years). Indices were compared with Mann-Whitney tests. The relationships between the indices and gross motor function (GMFM-66) were examined with Pearson's . Mean indices were higher in the CP vs. the TD group for each of the six tasks, with mean differences ranging from 0.05 (abduction and plantarflexion) to 0.44 (dorsiflexion). There was great inter-subject variability in the CP group such that significant group differences were detected for knee flexion mirroring (  = 0.029), dorsiflexion coactivation (  = 0.021), and dorsiflexion overflow (  = 0.014). Significant negative linear relations to gross motor function were found in all four indices for knee extension (  = -0.56 to -0.75), three of the indices for ankle dorsiflexion (  = -0.68 to -0.78) and in two of the indices for knee flexion (  = -0.66 to -0.67), and ankle plantarflexion (  = -0.53 to -0.60). Indices of coactivation, mirror movement, synergy, and overflow during single-joint lower limb tasks may quantify the type and degree of impairment in SMC. Preliminary concurrent validity between several of the indices of SMC and gross motor function was observed. Our findings established the feasibility of a new methodological approach that quantifies muscle activation patterns using electromyography paired with biofeedback during single-joint movement.
Like inside baseball? Here's a good lineup; BOOK
3 - Told clear-eyed from La Russa's point of view, the book does have its spin (reporters will remember events differently, such as how veteran Cardinals like Albert Pujols were not available after a loss in World Series Game 2); its omissions (a section on 2007 and his DUI does not mention reliever Josh Hancock's death in an alcohol-related accident less than two months later); its teases (an unnamed American League team is said to have had a \"flurry of corked bats\" in the 1990s); and its trivia (La Russa graduated from law school with honors).
Taking the ultimate baseball road trip
Ben loaned Eric a crisp $100 bill and we sat down at a blackjack table.\" Because of shifts like these the narration wobbles and weaves like a literary knuckleball.
FALL TV SEASON | REVIEW; TELEVISION CRITIC; Team players lift this 'Game'; James Caan and Maggie Lawson spark as they spar in ABC's new family comedy
When neither of their sons makes the league, Lulu offers to foot the bill for a new team, and Terry soon finds herself coaching a requisite assortment of misfit players.
FALL TELEVISION PREVIEW; 'BACK IN THE GAME'; This time, he's throwing a comedy curve ball
In that time, his teams won the city one year, he chased after a few umpires with a baseball bat, and he got bounced from three games in the process. [...]on this day, as a scene with the young folks gets underway on a baseball diamond, Caan instinctively gives a boy a tip on how to hold the bat before filming starts.