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Hospital violence reduction among high-risk patients

Article Abstract:

A general hospital was successful in reducing violent behavior among a group of disruptive patients who repeatedly participated in violent acts. The group was identified after violent incidents at the hospital were analyzed by location, type, and person responsible. Patients who were violent during this phase of the program had their computer files flagged with a code identifying them as potentially violent. Subsequent to the identification phase, the potentially violent patients were studied for number of visits to the hospital and violent incidents during those visits. From the year before the program began to one year after the program was started, the number of violent incidents dropped by 91.6 percent, and visits to the medical center for any reason decreased by 42.2 percent. Hospital staff resistance and management strategies are two of the several components of the program described.

Author: Drummond, David J., Sparr, Landy F., Gordon, Geoffrey H.
Publisher: American Medical Association
Publication Name: JAMA, The Journal of the American Medical Association
Subject: Health
ISSN: 0098-7484
Year: 1989
Prevention, Behavior, Hospital patients, Violence in hospitals, Hospital violence, column

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Content and ratings of teen-rated video games

Article Abstract:

The violence and bloodshed in videogames is a source of public outcry and the content in the video games played by adolescents and older children are compared with the rating information provided to consumers by the Entertainment Software Rating Board (ESRB). It was found that a significant amount of content in the Teen-rated video games did not match the ESRB and these videos may be a source of exposure to a wide range of unexpected content.

Author: Thompson, Kimberly M., Haninger, Kevin
Publisher: American Medical Association
Publication Name: JAMA, The Journal of the American Medical Association
Subject: Health
ISSN: 0098-7484
Year: 2004
Game, Toy, and Children's Vehicle Manufacturing, Games, toys, and children's vehicles, Electronic Games, Risk factors, Child psychology, Adolescent psychology

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Violence in E-Rated Video Games

Article Abstract:

Many video games require violent actions, such as killing or injuring an opponent, and this is not necessarily mentioned in the content description. Sixty-four percent of 55 games analyzed involved intentional violence, and 44% of the video games that did not mention violence in the content description involved intentional violence.

Author: Thompson, Kimberly M., Haninger, Kevin
Publisher: American Medical Association
Publication Name: JAMA, The Journal of the American Medical Association
Subject: Health
ISSN: 0098-7484
Year: 2001
Analysis, Media violence, Violence in video games

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Subjects list: Video games
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