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5 years old. Collected data included patients’ demographics, causes, severity, timing of injuries, and the eventual outcome after a follow-up period of 3 months. Severity of head injury was based on the general level of consciousness using the Pediatric Glasgow Coma Scale. The functional outcome at final follow-up was assessed using the King’s Outcome Scale for Childhood Head Injury.RESULTS: Male-to-female ratio was 1.4 : 1. The highest incidence was in the age group of 2–5 years. The main causes were traffic injury and falls (35.7% for each), followed by home injuries (21%) and sport-related injuries (7%). Regarding the severity of injury, 81% of children had mild injury, 13% had moderate injury, and 6% had severe injury. Concussion was the commonest type of head injury (56%), followed by skull fractures (23%). The functional outcome was assessed at the time of discharge, and 3 months later. Good recovery was achieved in 91% of children; moderate disability was present in 7% of children; and less than 2% of children showed sustained severe disability.CONCLUSION: Children aged 5 years or less comprised 75% of children who presented to the hospital following head injury. Falls and road traffic accidents were the commonest causes of injury. Most injuries were of mild severity, and concussion was the commonest encountered type of injury. Assessment of functional outcome showed good recovery in most children. Enforcement of strict effective regulations and observing safety measures during driving by authorities is needed to reduce traffic accidents. Health education programs for parents about careful supervision and first aid should be provided to help prevent child head injury and its disastrous consequencest.]]>
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0.05). Academic performance was significantly lower among students who used to game in cybercafes (P=0.001). Prevalence of tobacco smoking and some risky behaviors such as traffic rule violations, significant RTA, and violence were significantly more encountered among those preferring race and drift games (P<0.05) and used to game in cybercafes (P<0.05).CONCLUSION: Video gaming among secondary school students in Abha, Saudi Arabia, is relatively high. Some risky behaviors such as smoking, violence, significant RTA, and violation of traffic rules were significantly associated with race and drift playing and gaming in cybercafes. School-based educational programs for both adolescents and their parents should be provided to gain skills about effective time management, avoid over-gaming, risky games and gaming in cybercafes. Legal restriction on importing and selling risky video games should be considered by the government.]]>
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p. 29−35
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p. 44−51
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p. 52−59
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