Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults?
Given the extreme popularity of video games among older adolescents and emerging adults, the investigation of positive outcomes of video game play during these developmental periods is crucial. An important direction for research in this area is the investigation of a link between sports video game...
Gespeichert in:
Veröffentlicht in: | Journal of youth and adolescence 2016-02, Vol.45 (2), p.391-401 |
---|---|
Hauptverfasser: | , |
Format: | Artikel |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | 401 |
---|---|
container_issue | 2 |
container_start_page | 391 |
container_title | Journal of youth and adolescence |
container_volume | 45 |
creator | Adachi, Paul J. C. Willoughby, Teena |
description | Given the extreme popularity of video games among older adolescents and emerging adults, the investigation of positive outcomes of video game play during these developmental periods is crucial. An important direction for research in this area is the investigation of a link between sports video game play and involvement in real-life sports among youth. Yet, this association has not been examined in the long-term among older adolescents and emerging adults, and thus represents an exciting new area for discovery. The primary goal of the current study, therefore, was to examine the long-term association between sports video game play and involvement in real-life sports clubs among older adolescents and emerging adults. In addition, we examined whether self-esteem was an underlying mechanism of this longitudinal association. We surveyed older adolescents and emerging adults (
N
= 1132; 70.6 % female;
M
age = 19.06 years, range of 17–25 years at the first assessment) annually over 3 years about their video game play, self-esteem, and involvement in real-life sports. We found a long-term predictive effect of sports video game play on increased involvement in real-life sports over the 3 years. Furthermore, we demonstrated that self-esteem was an underlying mechanism of this long-term association. Our findings make an important contribution to an emerging body of literature on the positive outcomes of video game play, as they suggest that sports video game play may be an effective tool to promote real-life sports participation and physical activity among older adolescents and emerging adults. |
doi_str_mv | 10.1007/s10964-015-0312-2 |
format | Article |
fullrecord | <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_miscellaneous_1780512205</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>1780512205</sourcerecordid><originalsourceid>FETCH-LOGICAL-c475t-6c84cb43693217c160fd288cba65778b53fac2f3c4bf33cdbc8b72c993fe69043</originalsourceid><addsrcrecordid>eNqNkV1rFDEYhYModq3-AG8k4I03U998TDJzJUtb28LCilXBqyGTvLNMyUzWZGahP8N_bIZtRQTBm3xwnnPehEPIawZnDEC_TwxqJQtgZQGC8YI_IStWalEoBewpWQFIXfCqZifkRUp3kO-shufkhCsQAmS5Ij8vAib6yZv7ftzR232IU6LfeoeBXplhkSK63k70ZrQRTUKXT4fgDzjgONF-pJ_R-GLTd_jo3h4w0lvMq_H0O5qY6HoIOX3rXVbWLnhMNrsTNaOjlwPG3TJ87WY_pQ8vybPO-ISvHvZT8vXj5Zfz62Kzvbo5X28KK3U5FcpW0rZSqFpwpi1T0DleVbY1qtS6akvRGcs7YWXbCWFda6tWc1vXokNVgxSn5N0xdx_DjxnT1Ax9fpb3ZsQwp4bpCkrGOZT_gSqolGZ8Qd_-hd6FOY75I5kqlZRc6jpT7EjZGFKK2DX72A8m3jcMmqXa5lhtk6ttlmobnj1vHpLndkD32_HYZQb4EUhZGncY_xj9z9RfA_6uJg</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>1756442479</pqid></control><display><type>article</type><title>Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults?</title><source>MEDLINE</source><source>SpringerLink (Online service)</source><source>EBSCOhost Education Source</source><source>Sociological Abstracts</source><creator>Adachi, Paul J. C. ; Willoughby, Teena</creator><creatorcontrib>Adachi, Paul J. C. ; Willoughby, Teena</creatorcontrib><description>Given the extreme popularity of video games among older adolescents and emerging adults, the investigation of positive outcomes of video game play during these developmental periods is crucial. An important direction for research in this area is the investigation of a link between sports video game play and involvement in real-life sports among youth. Yet, this association has not been examined in the long-term among older adolescents and emerging adults, and thus represents an exciting new area for discovery. The primary goal of the current study, therefore, was to examine the long-term association between sports video game play and involvement in real-life sports clubs among older adolescents and emerging adults. In addition, we examined whether self-esteem was an underlying mechanism of this longitudinal association. We surveyed older adolescents and emerging adults (
N
= 1132; 70.6 % female;
M
age = 19.06 years, range of 17–25 years at the first assessment) annually over 3 years about their video game play, self-esteem, and involvement in real-life sports. We found a long-term predictive effect of sports video game play on increased involvement in real-life sports over the 3 years. Furthermore, we demonstrated that self-esteem was an underlying mechanism of this long-term association. Our findings make an important contribution to an emerging body of literature on the positive outcomes of video game play, as they suggest that sports video game play may be an effective tool to promote real-life sports participation and physical activity among older adolescents and emerging adults.</description><identifier>ISSN: 0047-2891</identifier><identifier>EISSN: 1573-6601</identifier><identifier>DOI: 10.1007/s10964-015-0312-2</identifier><identifier>PMID: 26033045</identifier><identifier>CODEN: JYADA6</identifier><language>eng</language><publisher>New York: Springer US</publisher><subject>Adolescent ; Adolescents ; Adult ; Behavioral Science and Psychology ; Child and School Psychology ; Child development ; Clinical Psychology ; Clubs ; Computer & video games ; Empirical Research ; Exercise ; Female ; Games ; Health Psychology ; History of Psychology ; Humans ; Late Adolescents ; Law and Psychology ; Longitudinal Studies ; Male ; Motivation ; Participation ; Physical fitness ; Predictions ; Psychology ; Self Concept ; Self esteem ; Sports ; Sports & recreation clubs ; Sports participation ; Surveys and Questionnaires ; Teenagers ; Video Games ; Video Games - psychology ; Young Adult ; Young adults ; Youth</subject><ispartof>Journal of youth and adolescence, 2016-02, Vol.45 (2), p.391-401</ispartof><rights>Springer Science+Business Media New York 2015</rights><rights>Springer Science+Business Media New York 2016</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c475t-6c84cb43693217c160fd288cba65778b53fac2f3c4bf33cdbc8b72c993fe69043</citedby><cites>FETCH-LOGICAL-c475t-6c84cb43693217c160fd288cba65778b53fac2f3c4bf33cdbc8b72c993fe69043</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://link.springer.com/content/pdf/10.1007/s10964-015-0312-2$$EPDF$$P50$$Gspringer$$H</linktopdf><linktohtml>$$Uhttps://link.springer.com/10.1007/s10964-015-0312-2$$EHTML$$P50$$Gspringer$$H</linktohtml><link.rule.ids>315,781,785,27346,27926,27927,33776,41490,42559,51321</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/26033045$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Adachi, Paul J. C.</creatorcontrib><creatorcontrib>Willoughby, Teena</creatorcontrib><title>Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults?</title><title>Journal of youth and adolescence</title><addtitle>J Youth Adolescence</addtitle><addtitle>J Youth Adolesc</addtitle><description>Given the extreme popularity of video games among older adolescents and emerging adults, the investigation of positive outcomes of video game play during these developmental periods is crucial. An important direction for research in this area is the investigation of a link between sports video game play and involvement in real-life sports among youth. Yet, this association has not been examined in the long-term among older adolescents and emerging adults, and thus represents an exciting new area for discovery. The primary goal of the current study, therefore, was to examine the long-term association between sports video game play and involvement in real-life sports clubs among older adolescents and emerging adults. In addition, we examined whether self-esteem was an underlying mechanism of this longitudinal association. We surveyed older adolescents and emerging adults (
N
= 1132; 70.6 % female;
M
age = 19.06 years, range of 17–25 years at the first assessment) annually over 3 years about their video game play, self-esteem, and involvement in real-life sports. We found a long-term predictive effect of sports video game play on increased involvement in real-life sports over the 3 years. Furthermore, we demonstrated that self-esteem was an underlying mechanism of this long-term association. Our findings make an important contribution to an emerging body of literature on the positive outcomes of video game play, as they suggest that sports video game play may be an effective tool to promote real-life sports participation and physical activity among older adolescents and emerging adults.</description><subject>Adolescent</subject><subject>Adolescents</subject><subject>Adult</subject><subject>Behavioral Science and Psychology</subject><subject>Child and School Psychology</subject><subject>Child development</subject><subject>Clinical Psychology</subject><subject>Clubs</subject><subject>Computer & video games</subject><subject>Empirical Research</subject><subject>Exercise</subject><subject>Female</subject><subject>Games</subject><subject>Health Psychology</subject><subject>History of Psychology</subject><subject>Humans</subject><subject>Late Adolescents</subject><subject>Law and Psychology</subject><subject>Longitudinal Studies</subject><subject>Male</subject><subject>Motivation</subject><subject>Participation</subject><subject>Physical fitness</subject><subject>Predictions</subject><subject>Psychology</subject><subject>Self Concept</subject><subject>Self esteem</subject><subject>Sports</subject><subject>Sports & recreation clubs</subject><subject>Sports participation</subject><subject>Surveys and Questionnaires</subject><subject>Teenagers</subject><subject>Video Games</subject><subject>Video Games - psychology</subject><subject>Young Adult</subject><subject>Young adults</subject><subject>Youth</subject><issn>0047-2891</issn><issn>1573-6601</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2016</creationdate><recordtype>article</recordtype><sourceid>EIF</sourceid><sourceid>8G5</sourceid><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BEC</sourceid><sourceid>BENPR</sourceid><sourceid>BHHNA</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><sourceid>GUQSH</sourceid><sourceid>M2O</sourceid><recordid>eNqNkV1rFDEYhYModq3-AG8k4I03U998TDJzJUtb28LCilXBqyGTvLNMyUzWZGahP8N_bIZtRQTBm3xwnnPehEPIawZnDEC_TwxqJQtgZQGC8YI_IStWalEoBewpWQFIXfCqZifkRUp3kO-shufkhCsQAmS5Ij8vAib6yZv7ftzR232IU6LfeoeBXplhkSK63k70ZrQRTUKXT4fgDzjgONF-pJ_R-GLTd_jo3h4w0lvMq_H0O5qY6HoIOX3rXVbWLnhMNrsTNaOjlwPG3TJ87WY_pQ8vybPO-ISvHvZT8vXj5Zfz62Kzvbo5X28KK3U5FcpW0rZSqFpwpi1T0DleVbY1qtS6akvRGcs7YWXbCWFda6tWc1vXokNVgxSn5N0xdx_DjxnT1Ax9fpb3ZsQwp4bpCkrGOZT_gSqolGZ8Qd_-hd6FOY75I5kqlZRc6jpT7EjZGFKK2DX72A8m3jcMmqXa5lhtk6ttlmobnj1vHpLndkD32_HYZQb4EUhZGncY_xj9z9RfA_6uJg</recordid><startdate>20160201</startdate><enddate>20160201</enddate><creator>Adachi, Paul J. C.</creator><creator>Willoughby, Teena</creator><general>Springer US</general><general>Springer Nature B.V</general><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>0-V</scope><scope>3V.</scope><scope>7RV</scope><scope>7U4</scope><scope>7WY</scope><scope>7WZ</scope><scope>7X7</scope><scope>7XB</scope><scope>87Z</scope><scope>88B</scope><scope>88E</scope><scope>88G</scope><scope>88J</scope><scope>8A4</scope><scope>8AM</scope><scope>8C1</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>8FL</scope><scope>8G5</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ALSLI</scope><scope>AZQEC</scope><scope>BEC</scope><scope>BENPR</scope><scope>BEZIV</scope><scope>BGRYB</scope><scope>BHHNA</scope><scope>CCPQU</scope><scope>CJNVE</scope><scope>DWI</scope><scope>DWQXO</scope><scope>FRNLG</scope><scope>FYUFA</scope><scope>F~G</scope><scope>GHDGH</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>HEHIP</scope><scope>K60</scope><scope>K6~</scope><scope>K7.</scope><scope>K9-</scope><scope>K9.</scope><scope>KB0</scope><scope>L.-</scope><scope>M0C</scope><scope>M0O</scope><scope>M0P</scope><scope>M0R</scope><scope>M0S</scope><scope>M1P</scope><scope>M2M</scope><scope>M2O</scope><scope>M2R</scope><scope>M2S</scope><scope>MBDVC</scope><scope>NAPCQ</scope><scope>PQBIZ</scope><scope>PQBZA</scope><scope>PQEDU</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PSYQQ</scope><scope>Q9U</scope><scope>WZK</scope><scope>7X8</scope><scope>7TS</scope></search><sort><creationdate>20160201</creationdate><title>Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults?</title><author>Adachi, Paul J. C. ; Willoughby, Teena</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c475t-6c84cb43693217c160fd288cba65778b53fac2f3c4bf33cdbc8b72c993fe69043</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2016</creationdate><topic>Adolescent</topic><topic>Adolescents</topic><topic>Adult</topic><topic>Behavioral Science and Psychology</topic><topic>Child and School Psychology</topic><topic>Child development</topic><topic>Clinical Psychology</topic><topic>Clubs</topic><topic>Computer & video games</topic><topic>Empirical Research</topic><topic>Exercise</topic><topic>Female</topic><topic>Games</topic><topic>Health Psychology</topic><topic>History of Psychology</topic><topic>Humans</topic><topic>Late Adolescents</topic><topic>Law and Psychology</topic><topic>Longitudinal Studies</topic><topic>Male</topic><topic>Motivation</topic><topic>Participation</topic><topic>Physical fitness</topic><topic>Predictions</topic><topic>Psychology</topic><topic>Self Concept</topic><topic>Self esteem</topic><topic>Sports</topic><topic>Sports & recreation clubs</topic><topic>Sports participation</topic><topic>Surveys and Questionnaires</topic><topic>Teenagers</topic><topic>Video Games</topic><topic>Video Games - psychology</topic><topic>Young Adult</topic><topic>Young adults</topic><topic>Youth</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Adachi, Paul J. C.</creatorcontrib><creatorcontrib>Willoughby, Teena</creatorcontrib><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>ProQuest Social Sciences Premium Collection【Remote access available】</collection><collection>ProQuest Central (Corporate)</collection><collection>ProQuest Nursing and Allied Health Journals</collection><collection>Sociological Abstracts (pre-2017)</collection><collection>ABI/INFORM Collection (ProQuest)</collection><collection>ABI/INFORM Global (PDF only)</collection><collection>ProQuest Health and Medical</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>ABI/INFORM Collection</collection><collection>Education Database (Alumni Edition)</collection><collection>Medical Database (Alumni Edition)</collection><collection>Psychology Database (Alumni)</collection><collection>Social Science Database (Alumni Edition)</collection><collection>Education Periodicals</collection><collection>Criminal Justice Database (Alumni Edition)</collection><collection>Public Health Database (Proquest)</collection><collection>Hospital Premium Collection</collection><collection>Hospital Premium Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>ABI/INFORM Collection (Alumni Edition)</collection><collection>Research Library (Alumni Edition)</collection><collection>ProQuest Central (Alumni)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Social Science Premium Collection</collection><collection>ProQuest Central Essentials</collection><collection>eLibrary</collection><collection>ProQuest Central</collection><collection>Business Premium Collection</collection><collection>Criminology Collection</collection><collection>Sociological Abstracts</collection><collection>ProQuest One Community College</collection><collection>Education Collection (Proquest) (PQ_SDU_P3)</collection><collection>Sociological Abstracts</collection><collection>ProQuest Central</collection><collection>Business Premium Collection (Alumni)</collection><collection>Health Research Premium Collection</collection><collection>ABI/INFORM Global (Corporate)</collection><collection>Health Research Premium Collection (Alumni)</collection><collection>ProQuest Central Student</collection><collection>Research Library Prep</collection><collection>Sociology Collection</collection><collection>ProQuest Business Collection (Alumni Edition)</collection><collection>ProQuest Business Collection</collection><collection>ProQuest Criminal Justice (Alumni)</collection><collection>Consumer Health Database (Alumni Edition)</collection><collection>ProQuest Health & Medical Complete (Alumni)</collection><collection>Nursing & Allied Health Database (Alumni Edition)</collection><collection>ABI/INFORM Professional Advanced</collection><collection>ABI/INFORM Global (ProQuest)</collection><collection>ProQuest Criminal Justice Database</collection><collection>Education Database</collection><collection>Family Health Database (Proquest)</collection><collection>Health & Medical Collection (Alumni Edition)</collection><collection>PML(ProQuest Medical Library)</collection><collection>Psychology Database (ProQuest)</collection><collection>ProQuest research library</collection><collection>Social Science Database (ProQuest)</collection><collection>Sociology Database</collection><collection>Research Library (Corporate)</collection><collection>Nursing & Allied Health Premium</collection><collection>ProQuest One Business</collection><collection>ProQuest One Business (Alumni)</collection><collection>ProQuest One Education</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest One Psychology</collection><collection>ProQuest Central Basic</collection><collection>Sociological Abstracts (Ovid)</collection><collection>MEDLINE - Academic</collection><collection>Physical Education Index</collection><jtitle>Journal of youth and adolescence</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Adachi, Paul J. C.</au><au>Willoughby, Teena</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults?</atitle><jtitle>Journal of youth and adolescence</jtitle><stitle>J Youth Adolescence</stitle><addtitle>J Youth Adolesc</addtitle><date>2016-02-01</date><risdate>2016</risdate><volume>45</volume><issue>2</issue><spage>391</spage><epage>401</epage><pages>391-401</pages><issn>0047-2891</issn><eissn>1573-6601</eissn><coden>JYADA6</coden><abstract>Given the extreme popularity of video games among older adolescents and emerging adults, the investigation of positive outcomes of video game play during these developmental periods is crucial. An important direction for research in this area is the investigation of a link between sports video game play and involvement in real-life sports among youth. Yet, this association has not been examined in the long-term among older adolescents and emerging adults, and thus represents an exciting new area for discovery. The primary goal of the current study, therefore, was to examine the long-term association between sports video game play and involvement in real-life sports clubs among older adolescents and emerging adults. In addition, we examined whether self-esteem was an underlying mechanism of this longitudinal association. We surveyed older adolescents and emerging adults (
N
= 1132; 70.6 % female;
M
age = 19.06 years, range of 17–25 years at the first assessment) annually over 3 years about their video game play, self-esteem, and involvement in real-life sports. We found a long-term predictive effect of sports video game play on increased involvement in real-life sports over the 3 years. Furthermore, we demonstrated that self-esteem was an underlying mechanism of this long-term association. Our findings make an important contribution to an emerging body of literature on the positive outcomes of video game play, as they suggest that sports video game play may be an effective tool to promote real-life sports participation and physical activity among older adolescents and emerging adults.</abstract><cop>New York</cop><pub>Springer US</pub><pmid>26033045</pmid><doi>10.1007/s10964-015-0312-2</doi><tpages>11</tpages></addata></record> |
fulltext | fulltext |
identifier | ISSN: 0047-2891 |
ispartof | Journal of youth and adolescence, 2016-02, Vol.45 (2), p.391-401 |
issn | 0047-2891 1573-6601 |
language | eng |
recordid | cdi_proquest_miscellaneous_1780512205 |
source | MEDLINE; SpringerLink (Online service); EBSCOhost Education Source; Sociological Abstracts |
subjects | Adolescent Adolescents Adult Behavioral Science and Psychology Child and School Psychology Child development Clinical Psychology Clubs Computer & video games Empirical Research Exercise Female Games Health Psychology History of Psychology Humans Late Adolescents Law and Psychology Longitudinal Studies Male Motivation Participation Physical fitness Predictions Psychology Self Concept Self esteem Sports Sports & recreation clubs Sports participation Surveys and Questionnaires Teenagers Video Games Video Games - psychology Young Adult Young adults Youth |
title | Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults? |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-17T17%3A47%3A29IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Does%20Playing%20Sports%20Video%20Games%20Predict%20Increased%20Involvement%20in%20Real-Life%20Sports%20Over%20Several%20Years%20Among%20Older%20Adolescents%20and%20Emerging%20Adults?&rft.jtitle=Journal%20of%20youth%20and%20adolescence&rft.au=Adachi,%20Paul%20J.%20C.&rft.date=2016-02-01&rft.volume=45&rft.issue=2&rft.spage=391&rft.epage=401&rft.pages=391-401&rft.issn=0047-2891&rft.eissn=1573-6601&rft.coden=JYADA6&rft_id=info:doi/10.1007/s10964-015-0312-2&rft_dat=%3Cproquest_cross%3E1780512205%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=1756442479&rft_id=info:pmid/26033045&rfr_iscdi=true |