Men athletes aged > 16 were considered appropriate. This age demographic represents elite players.
All studies were reviewed by both authors. The study methodology, and outcome measures were extracted.
Original, peer-reviewed, English language research articles evaluating the injury rates in elite ice hockey were included. Articles were excluded if they were editorials, abstracts, books or excerpts from conference proceedings. Articles were excluded if they did not contain one of the following variables: injury definition, injury rate, athlete exposure, injury mechanism or injury location. Unpublished data was not reviewed.
The PubMed and SPORTDiscus search identified 2463 references. An additional 3 pertinent articles were identified from the references for these articles. A total of 2212 articles were vetted after 254 duplicate articles were removed. Two-thousand, one-hundred and eighty-four of these articles were excluded as they were not relevant to any of our three research questions. No relevant articles were published prior to 1975. Accordingly, a total of 28 articles were included ( Figure 1 ).
Flowchart describing the process for selecting relevant studies. The top row represents the identification process. The second and third rows represent the screening process. The fourth row represents the eligibility of the articles assessed and the last row identifies the articles included.
Injury rate data, and study design characteristics are presented for each of the 28 studies in Table 2 . Injury rates in competitive ice hockey range from 13.8 to 121/1000 player-game hours, depending on factors such as the league of play and exposure estimate. Professional players in Europe and North America experience musculoskeletal injury rates between 49 to 80/1000 AE as measured in player-game hours [ 4 , 18 ] while the collegiate hockey players in Canada and the United States experience lower rates (13.8 to 19.95/1000 AE) as measured in player games [ 19 , 20 ]. The highest injury rates are experienced at the junior level (39.8 to 121/1000 player-game hours) [ 21 , 22 ]. The majority of these musculoskeletal injuries are attributed to collision with other players, the boards or the hockey puck [ 18 , 20 , 23 , 24 ].
Summary of papers evaluating injury definition, injury rate, athlete exposure and injury mechanism in men’s elite ice hockey.
Authors | Year | Demographic | Injury Definition | Type | Injury Rate | Mechanism of Injury | Injury Type | Injury Rate Computation |
---|---|---|---|---|---|---|---|---|
Hayes [ ] | 1975 | Intercollegiate Ice hockey | “An event requiring some attention by the team trainer or physician or both.” | Medical Attention | 1.14 injuries per game (Canada) 1.28 injuries per game (USA) | Collision | Head and face, knee, shoulders | Total injuries/Total number of games |
Sutherland [ ] | 1976 | Youth-Pro | The injuries were classified according to the standard nomenclature of athletic injuries as recommended by the American Medical Association | N/A | Pro Group: 143/1000 AE (practice and games) | N/A | Scalp and face 60.8%, Groin 9.1%, knee 7.8%, shoulder 5.9% | N/A |
Hayes [ ] | 1978 | Youth-Pro | “Any change in the normal, healthy state of the individual that requires medical attention and disables a player either temporarily or permanently.” | Medical Attention | University: 1.17/Game Professional: 1.15/Game | Stick and puck contact | Contusions and lacerations | Total injuries/Total number of games |
Rielly [ ] | 1982 | College Hockey | “A reportable injury was defined as being one that required definitive physical evaluation and medical treatment.” | Medical Attention Definition | 1/12.7 h of play ** | Player contact (43.3%), puck contact 27% | Face, hips, shoulders | N/A |
Meeuwisse et al. [ ] | 1988 | Canadian University | Injury was defined as any disability arising either in practice or competition that required physical attention. | Medical Attention Definition | As calculated by percentage. Hockey had the greatest percentage of players injured. | N/A | Knee, ribs, low back | N/A |
Lorenzton, Wedren, Pietila [ ] | 1988 | Swedish Elite Team | “Injury was defined as any injury occurring during on-ice practice or games and causing the player to miss the next practice session or game. Facial lacerations, which are common in ice hockey but do not cause absence from practice or game are reported separately.” | Time Loss Definition | 78.4/1000 player game hours, 1.4/1000 player practice hours | Checking 32.9%, Player contact 25%, Puck contact 14.5%, stick contact 11.8%, collision with boards 6.6%, cutting, 6.6%, skate contact 2.6% | Contusions, strains and sprains were the most common types of injury. Knees were the most commonly injured joint (5 injuries were complete tears of the MCL). 53.7% of injuries were localized in the lower limb. | Practice Injury Rate = number of injuries/Practice Hours × Roster (23.4). Games Injury Rate = number of injuries/Game hours × Total Players on ice (6). |
Lorenzton, Wedren, Pietila, Gustavsson [ ] | 1988 | Swedish National Team (40 International games) | “Injury was defined as any injury occurring during games and causing the player to miss the next practice session or game. Facial lacerations, which are common in ice hockey but do not cause absence from practice or game are reported separately.” | Time Loss Definition | 79.2/1000 player game hours | Player contact 42.1%, checking 31.6%, collision with boards 10.5%, puck/skate contact 5.3% | Contusions, strains and sprains were the most common types of injury. Knees were the most commonly injured joint, followed by the thigh and wrist. | Total Injuries/Total AE × 1000; Total AE = games × Total players on ice (6) |
Tegner, Lorentzon [ ] | 1991 | Swedish Elite League (12 teams) | “Injury was defined as any injury occurring during ice practices or games and causing the player to stop playing or to miss the next practice session or game. Facial lacerations, which are common in ice hockey, but do not cause absence from practice or games, are also reported.” | Time Loss Definition | 53/1000 player game hours (76% of injuries occurred during games) | Stick contact 25.5%, player contact 24%, puck contact 11.2%, collision with boards or goal posts 9.7% | Strain, laceration and contusions were the most common types of injury. Knees were the most common joint injured (13.2%), followed by the hip (12.1%) | Total Injuries/Total AE × 1000 Total AE = games × Total players on ice (6) |
McKnight, Ferrara, Czerwinska [ ] | 1992 | Collegiate (Div. I) | (1). Loss of practice or game time because of injury/illness, (2). Injury that required sutures even if no time loss was involved, (3). Injury in which a fracture or dislocation/subluxation occurred even if the athlete was able to continue participation | Time Loss/Medical Attention Definition | Total: 10.22/1000 AE Games: 14.73/1000 game hours. Practice: 2.52/1000 practice hours | Person/Ice Impact 42%, impact with the boards 32%. The shoulder and knee had the highest rate of injury when compared to other body parts | Contusions and strains were the most common types of injury | number of Injuries/Total AE × 1000 (games and practice) |
Pelletier, Montelpare, Stark [ ] | 1993 | Canadian Inter-collegiate | “Any brain concussion causing cessation of the athlete’s participation for physical observation before return to play, any dental injury requiring professional attention, any injury/illness causing cessation of an athlete’s customary participation throughout the participation day following day of onset, or any injury/illness requiring substantive professional attention before the athlete’s return to competition.” | Time Loss/Medical Attention Definition | 19.95/1000 AE (player games) | Body checking 44.6%, collision (accidental) 28.8%, stick 12.2%, fighting 6.5%, illegal body check 5.8%, non-contact 2.2% | Sprains (31%) and contusions (21%) were the most common type of injury. Knees were most frequently injured (18.6%), followed by teeth and eyes (17.6%), and shoulders (14.9%), | Total Injuries/Total AE × 1000 Total AE = games × Total players on team (19) |
Pettersson, Lorentzon [ ] | 1993 | Swedish Elite League | “Injury was defined as any injury occurring during on-ice practice or games and requiring medical attention and treatment. Injuries causing the player to miss the next practice or game have been analyzed separately.” | Medical Attention Definition | 74.1/1000 game hours | Stick contact 26.1%, player contact 23.9%, puck contact 16%, collision with boards 7.2%, fall (no contact) 4% | Contusions, lacerations, sprains and strains are the most common mechanisms of injury. Knees were the most common joint injured followed by the thigh, groin and shoulder | Total Injuries/Total AE × 1000 Total AE = games × Total players on ice (6) |
Stuart, Smith [ ] | 1995 | United States Hockey League | “Injury was defined as an event that kept a player out of practice or competition for 24 h, required the attention of a team physician (e.g., suturing lacerations) and included all dental, eye and nerve injuries and concussions.” | Time Loss/Medical Attention Definition | Overall injury rate was 9.4/1000 player hours, game injury rate was 96.1/1000 player hours, practice injury rate was 3.9/1000 player hours | Collision 51%, stick contact 14%, skate/puck contact 11%, off-ice injuries 8% | Strains, lacerations and contusions were most common mechanism. Aside from the face, the shoulder, hip, lumbar spine and knee were the most common anatomical sites of injury | Total Injury/AE × 1000 = Practice Injury Rate; Practice AE = Practice Hours × Roster (25) Total injuries/Total AE × 1000; Total AE = number of games × Total players on ice (6) |
Cunningham [ ] | 1996 | University Games | “A recordable injury was defined as any incident occurring during warm-up or competition and which required medical attention, on-field management to enable continued participation, or removal from the playing field.” | Medical Attention | 33.5% of injuries in relation to total number playing the sport | Player collision | Muscle strains and hematoma (21.7%) | Number of injuries/number of players participating |
Molsa, Airaksinen, Nasman, Torstila [ ] | 1997 | Finnish National League, Finnish First Division | “An injury was defined as any trauma occurring during practices or games and causing absence from the next practice or game or needing treatment (ex. stitches), examination by a physician (ex. radiographs), or rehabilitation prescribed by a physician (ex. physical therapy). Injuries due to overuse were excluded.” | Time Loss/Medical Attention Definition | 66/1000 player-game hours, 36/1000 player game hours (Div. I) | Checking 29.7%, stick 14.6%, contact with opponent 14.6%, puck 7.9% | Contusions, strains and sprains were the most common type of injury, the knee joint and groin were the most common locations | Total Injury/AE × 1000 = Practice Injury Rate Practice AE = Practice Hours × Roster (21) Total Injuries/Total AE × 1000; Total AE = number of games × Total players on ice (6) |
Pinto, Kuhn, Greenfield, Hawkins [ ] | 1999 | Junior A Hokey Players (22 players) | “An injury was defined as any event that required the attention of a physician or trainer.” | Medical Attention Definition | 121/1000 player game hours | Contact with stick 16.2%, overuse 13.5% | Sprains/subluxations/dislocations were the most common, aside from the face, the shoulder and knee were the most common | Total Injury/AE × 1000 = Practice Injury Rate; Practice AE = Practice Hours x Roster (22) Total Injuries/Total AE x1000 Total AE = #games × Total players on ice (6) |
Molsa, Kujala, Nasman, Lehtipuu, Airaksinen [ ] | 2000 | Finnish Elite League (7 teams, 3 different decades) | “An injury was defined as any sudden trauma occurring during practice or game that led to examination and treatment by a physician.” Minor injuries requiring no absence were also included, but minor injuries needing no medical care and injuries due to overuse were excluded | Medical Attention Definition | Game injury rate increased from 54/1000 player hours in the 70’s to 83/1000 player hours in the 90’s, most common mechanism was collision | Checking, stick, falling, collision with opponent, puck, collision with boards | Contusions, sprains/strains and lacerations were the most common mechanisms of injury. The knee was the most common major injury of the lower quadrant | Player years of exposure, (Seasons × Teams × Players) × Practice Hours x Roster = Practice Injury Rate: Player years of exposure, (Seasons × Teams × Players) × Game Hours × Roster (6) = Game Injury Rate. |
Flik, Lyman, Marx, [ ] | 2005 | American Men’s Collegiate Ice Hockey (8 teams/1 season) | “An injury was defined specifically as any injurious episode that led to loss of participation in the immediate subsequent AE, whether it was a practice or game.” | Time Loss Definition | Overall injury rate was 4.9/1000 AE, 13.8/1000 AE games, 2.2/1000 AE practice | Collision with opponent 32.8%, collision with boards 18.6%, overuse 8%, puck 6.2% | Concussions were the most common, followed by knee (MCL) and shoulder injuries | Total Injury/AE × 1000 = Practice Injury Rate Practice AE = Practice Hours × Roster Est Total Injuries/Total AE × 1000; Total AE = number of games × Total player avg attendance |
Agel, Dompier, Dick, Marshall [ ] | 2007 | NCAA Men’s Ice Hockey (16 years of data: Div. I-III) | “A reportable injury in the ISS was defined as one that (1) occurred as a result of participation in an organized intercollegiate practice or competition and (2) required medical attention by a team certified athletic trainer or physician and (3) resulted in restriction of the student-athlete’s participation or performance for 1 or more calendar days beyond the day of injury. The injury definition was expanded in the ‘94–95’ academic year to include any dental injury occurring in an organized practice or game, regardless of time lost.” | Time Loss Definition | 16.27/1000 AE games, 1.96/1000 AE practice | Player contact 50%, other contact 39.6%, no contact 9.7% (game numbers). Injury was 8x higher in games. | Knee internal derangement (13.5%) was the most common lower extremity injury reported during games, followed by concussions and AC injuries. Whereas pelvis and hip strains (13.1%) were the most common injury reported at practice. | Total Injury/AE × 1000 = Practice Injury Rate; Practice AE = Practice Hours × Roster (26) Total Injuries/Total AE × 1000 Total AE = number of games × Total players (19) |
Rishiraj, Lloyd-Smith, Lorenz, Michel [ ] | 2009 | Men’s Varsity Ice Hockey (Canada) | “Any event, during team or team related game, practice, and/or activity (on or off the ice), requiring any attention by the team’s therapist and/or physician and subsequent game and/or practice time loss.” | Time Loss Definition | 3.7/1000 player game and practice exposure | Non-contact, ice/board contact, body contact | Sprains 20%, strains 20%, concussions 13% and contusions 12% | Total Injury/AE × 1000; Practice AE = Practice Hours × Roster Total Injuries/Total AE x1000 Total AE = number of games × Roster Selected |
Kuzuhara, Shimamoto, Mase [ ] | 2009 | Japanese Elite Team | “An injury was defined as any event that occurred during on-ice practices or games that required medical attention and treatment.” | Medical Attention Definition | 74.3/1000 player game hours, 11.7/1000 player-game hours for injuries resulting in any time loss, 11.2/1000 player-practice hours, 1.1/1000 player-practice hours for injuries resulting in any time loss | Overuse 52%, puck contact 21%, stick contact 15%, falling 12% | Contusions 35.4%, strains 15.6%, lacerations 9.3% | Overall injury rate (regardless of time loss): #of injuries/number of hours per 1000 player-hours number of injuries causing time loss (>1 day)/number of hours per 1000 player-hours Number of player: 2003 (20 players/game, 25 players/practice), 2004 (20 players/game, 37players/practice), 2005 (22 players/game, 32 players/practice) |
Agel, Harvey [ ] | 2010 | NCAA Men’s and Women’s Ice Hockey (Div. I and III) | Same as Dick et al. above | Time Loss Definition | 18.69/1000 AE games, 2.23/1000 AE practice for men, 12.10/1000 AE games, 2.90/1000 AE practice for women | Player contact 48% | The most common injury among men was concussion followed by shoulder and knee ligamentous in juries | Number of Injuries/Number of AE (games or practice × roster) × 1000 |
Engebretsen, Steffen, Alonso, Dvorak, Junge, Meeuwisse, Mountjoy, Renstrom, Wlikinson [ ] | 2010 | Olympic Sport | “An athlete was defined as injured or ill if he/she received medical attention regardless of the consequences with respect to absence from competition or training.” | Medical Attention Definition | A total injury rate of 111.8/1000 AE was reported for both males and females. A total of 276 males were registered with 44 total injuries (16%) in men’s elite ice hockey. | N/A | N/A | Number of Injuries/Athlete Exposure |
Kerr, Dompier, Snook, Marshall, Klossner, Hainline, Corlette [ ] | 2014 | NCAA Sports | “Any injury occurring during an organized intercollegiate practice or game.” (1982) “A reportable injury was defined as an injury that (1) occurred as a result of participation in an organized intercollegiate practice or competition, (2) required attention from an AT or physician, and (3) resulted in restriction of the student-athlete’s participation for 1 or more days beyond the day of injury.” Multiple injuries from one event could be included. In addition, AT’s were asked to include any dental injuries that occurred in an organized practice or game, regardless of time lost. 2003-onward). Beginning in 2009–2010 academic year, non-time loss injuries were also monitored. | Time Loss/Medical Attention Definition | N/A | N/A | N/A | Number of Injuries/AE (average team roster) × 1000 |
McKay, Tufts, Shaffer, Meeuwisse [ ] | 2014 | NHL Players (2006–2012) | “Any event captured by the IIE form, and restricted to those designated as practice-related or game related, resulting in one or more-man games lost. | Time Loss Definition | 15.6/1000 AE based on estimated AE’s. Based on recorded TOI *, the injury rates were roughly threefold higher at 49.4/1000 player-game hours | Body checking was the most common mechanism | Most commonly injured body regions were the head (16.8%), thigh (14%), and knee (13%) | Estimated AEs = 82 games × 19 players (including goalie) TOI (NHL.com) = number of injury events/sum of individual AE time |
Tuominen, Stuart, Aubry, Kannus Parkkari [ ] | 2015 | Men’s International Ice Hockey (2006–2013) | “The definition of an injury was made in accordance with the accepted international ice hockey norms: (1) Any injury sustained in a practice or a game that prevented the player from returning to the same practice or game, (2) any injury sustained in a practice or a game that caused the player to miss a subsequent practice or game, (3) a laceration that required medical attention, (4) all dental injuries, (5) all concussions, (6) all fractures | Time Loss/Medical Attention Definition | 14.2/1000 AE player games, 52.1/1000 AE player game hours For WC A-pool tournaments and Olympic games the injury rate was 16.3/1000 player-games, 69.6/1000 player-game hours | Body contact and puck contact were the mechanisms | Most common types of injuries were lacerations, sprains, strains, and contusions. The knee was the most commonly injured lower body segment, MCL was the most common, and the shoulder was the most common site of an upper body injury. | Player game injury rate (based on 22 players on each team): Number of injuries/number of players (two teams)/number of games × 1000, Player game-hour injury rate (based on 6 players on ice at once): number of injuries/number of players on ice at the same time (two teams)/number of games × 1000 |
Kerr et al. [ ] | 2015 | NCAA Ice Hockey | Injuries were defined as those that occurred in an organized NCAA-approved practice or competition and required medical attention by a physician or athletic trainer. An athlete-exposure was defined as one student-athlete’s participation in one practice or one competition. | Medical Attention Definition | 9.5/1000 AE | N/A | Concussions, contusions, fractures | Number of Injuries/Number of Athlete Exposures |
Tuominen, Stuart, Aubry, Kannus, Parkkari [ ] | 2016 | World Junior Hockey Players (ages 18–20) | “The definition of an injury was made in accordance with the accepted international ice hockey norms: (1) Any injury sustained in a practice or a game that prevented the player from returning to the same practice or game, (2) any injury sustained in a practice or a game that caused the player to miss a subsequent practice or game, (3) a laceration that required medical attention, (4) all dental injuries, (5) all concussions, (6) all fractures | Time Loss/Medical Attention Definition | 11/1000 AE player-games, 39.8/1000 player-game hours | Body checking 32%, stick 13%, and puck contact 13% | The knee was the most frequent site of lower body injury in WJ and U20 tournaments (33%), MCL sprain was most common, the shoulder was the most common upper body injury. | Player game injury rate (based on 20–22 players on each team): number of injuries/number of players (two teams)/number of games × 1000, Player game-hour injury rate (based on 6 players on ice at once): number of injuries/number of players on ice at the same time (two teams)/number of games × 1000 |
Lynall, Mihalik, Pierpoint, Currie, Knowles, Wasserman, Dompier, Comstock, Marshall, Kerr [ ] | 2018 | Collegiate Men’s and Women’s Hockey (2004–2005, 2013–2014) | “An injury that (1) occurred as a result of participation in an organized practice or competition; (2) required medical attention by a certified AT or physician; and (3) resulted in restriction of the student-athlete’s participation for 1 or more days beyond the day of injury. Since the 2007–2008 academic year, HS RIO has also captured all concussions, fractures, and dental injuries, regardless of time loss.” “Beginning in the 2009–2010 academic year, the NCAA-ISP also began to monitor all non–time-loss injuries. A non–time-loss injury was defined as any injury that was evaluated or treated (or both) by an AT or physician but did not result in restriction from participation beyond the day of injury.” | Medical Attention/Time Loss Definition | Collegiate Men: 13.45/1000 AE | Collision | Strains/Sprains | Total Injuries/Total Athlete Exposure |
TOI * = Time on Ice. ** = Author did not specify how injury rate was calculated.
The injury rates in practice are much lower than games. Practice rates range between 1.4/1000 player-practice hours for Swedish Elite hockey [ 30 ] to 3.9/1000 player-practice hours for junior hockey [ 21 ], versus game injury rates of 74.3/1000 player-game hours [ 38 ] and 121/1000 player-game hours [ 34 ], respectively. Although the injury rates are lower for practices, the number of hours spent in practices is several-fold greater than games, so the actual number of injuries is higher than indicated by the injury rate.
Several long-term studies have assessed patterns in injury rates over time. For example, injury rates in the Finnish Elite League have increased from the 1970s (54/1000 AE) to the 1990s (83/1000 AE) using the player-game hours exposure estimate [ 35 ] (20 years). Overall game injury rates increased 1.8% annually over a seven-year period (2000–2007) in men’s NCAA ice hockey using the player game estimate. Practice rates also increased 7.8% annually during this time [ 39 ]. In contrast, on average, injury rates have decreased between 2007 and 2013 in men’s International Ice Hockey Federation World Championship tournaments [ 42 ] (6-years). One Canadian Intercollegiate team also experienced decreases in injury rate over a six-year period from 11.3 to 8.30/1000 player games (1991–1996) [ 37 ] (6-years).
There was a large variance in injury rates between studies. This large variance is a function of variability in the definitions for both injury and athlete exposure. As noted in previous papers, establishing consistent definitions of injury and athlete exposure are important first steps for objectifying injury risks in high caliber ice hockey [ 10 , 45 ].
Probably the most important methodological factor affecting injury rate calculations is the definition of what constitutes an injury [ 45 ]. A review investigating the methods of data collection on injury surveillance identified three categories of injury definitions [ 45 ]. Category 1 defines injuries as all complaints regardless of time loss. All injuries are recorded, regardless of the severity or amount of time lost from competition. Category 2 defines injuries as events that require medical attention by a member of the medical staff. Therefore, according to this definition, a member of the medical staff, typically a team therapist or team doctor, must diagnose the injury. Finally, category 3 defines injuries as events that have a time loss element. Accordingly, an injury is only recorded if the athlete misses a team-related practice or competition. Individual studies typically fit into one, or more of these categories.
Our review identified 28 studies evaluating injuries in elite ice hockey. Early research investigating injury rates in the Swedish Elite League, and the Swedish National team used the time loss definition of injury (Category 3). As shown in Table 2 , the majority of ice hockey injuries studies use either a time loss (Category 3) or medical attention definition (Category 2). None of the articles evaluating injuries in elite ice hockey used the all complaints definition (Category 1).
Our review found inconsistent definitions of a reportable injury in ice hockey research based on the time loss definition. In addition, the list of injuries has expanded over time. Facial lacerations were considered reportable injuries in 1991 [ 24 ], while sutures, fractures, dislocations and subluxations were added in 1992 [ 23 ]. Concussions, dental and eye injuries were added in subsequent years [ 20 , 21 ], potentially increasing injury rates by expanding the list of injuries. In addition, illness may be counted as an injury, inflating the injury rates [ 23 ].
The definition of injury based on medical attention (Category 2) has also been used to quantify competitive ice hockey injury rates [ 31 , 34 , 38 ]. However, this metric is often combined with the time loss component to result in a broader interpretation of injuries [ 20 , 21 , 22 , 23 , 35 , 42 ]. For example, injuries such as concussions, dental injuries, lacerations and eye injuries are captured with medical attention by a team physician or athletic trainer, resulting in a more extensive list of ice hockey related injuries compared to definitions that did not include these injuries [ 45 ]. Of note, some studies have expanded their list to include illnesses and psychological complaints that are unrelated to injury [ 46 ].
The time loss definition (Category 3) is the easiest to use as it is easy to track time loss. However, it leads to the fewest reported incidents [ 45 ] as it fails to capture the athletes that continue to train and play while injured [ 47 ]. Depending on the time of year, some injuries may be under reported as injured players continue to play throughout key time periods, such as playoffs. The medical attention definition (Category 2), though broader and encompassing a greater number of conditions, also has limitations. The subjective interpretation of what constitutes medical attention may lead to systemic bias [ 48 ], and the types of injuries managed by the various practitioners may differ based on their qualifications and status [ 45 ].
Athlete exposure is the second component of injury rate. An athlete exposure is defined as one athlete participating in a practice or game in which there is a potential for athletic injury [ 49 ]. Injury rates are typically based on 1000 athlete exposures. These exposure rates can be quantified as injuries per 1000 game-hours (or injuries per 1000 games), injuries per 1000 practice-hours, or overall injuries per 1000 AEs (games and practices combined). Injury per 1000 player-game hours is based on a 60-min active game and is calculated as the number of injuries/number of players on the ice at the same time (6)/number of games × 1000. Many researchers use this method [ 18 , 21 , 24 , 30 , 31 , 33 , 34 ]. However, this exposure estimate is not used consistently among researchers. For example, several studies accounted for both teams when calculating athlete exposure (number of injuries/number of players on ice at the same time (two teams)/number of games × 1000 [ 22 , 42 ]. In contrast, another study used a 20 person roster, including the back-up goaltender, to calculate athlete exposure per 1000 player-game hours [ 38 ]. This larger number of players will lead to a smaller injury rate.
Our review identified different nomenclatures pertaining to the athlete exposure metric, such as player-games and player-game hours [ 42 ]. The number of athletes used to quantify these exposure rates vary between studies, and are not consistently defined. For example, one researcher [ 42 ] calculated player-game injury rates based on 22 players competing for each team in a game (i.e., 44 players) while another [ 30 ] calculated player-game hours injury rates based on 6 players. This was based on the number of players on the ice at a time, and whether goaltenders were included. Other researchers have used roster averages over a set period of time [ 36 , 37 ], or a tournament [ 22 , 42 ] to calculate player-game injury rates.
Injury per 1000 games is the average number of injuries that one player experiences per 1000 games (number of injuries/total number of players (roster)/number of games × 1000 [ 20 , 37 ]. Our review found different implementations of this approach as there was some research that counted both rosters when computing athlete exposure [ 42 ]. This has an effect on total estimated exposures and can lead to reduced injury rates. Finally, several articles did not fully describe whether they included both rosters or a single team roster when calculating athlete exposures [ 19 , 23 ], making it difficult to determine accurate injury rates.
In addition, we investigated the impact of calculating injury rate based on the actual time on ice (TOI) [ 4 , 50 ]. Using the actual time on ice, injury rate was calculated as the number of injury events/sum of individual AE time as found on the player statistics page ( www.nhl.com/stats/player ). The time on ice was calculated based on the number of minutes and seconds that each individual played per game over the season. The difference between estimated athlete exposure (number of injuries/number of teams (30)/number of players on roster each game (19)/number of games (82)) and the TOI metric was large. As much as three times the amount of exposure was identified by estimating exposure rates. However, when comparing the time on ice metric to the estimated player game-hour metric, the differences were minimal. The player game-hour exposure (based on one hour per game rather than the actual amount of time that players spent on ice, which changes due to overtime periods and penalties) is similar to the time on ice calculations (14,676.2 h calculated as the sum of players’ time on ice versus 14,760 h calculated as 30 teams × 82 games × 6 players) [ 4 ].
Our review found that practice athlete exposure was calculated consistently in most studies. Injury per 1000 practice hours (number of injuries/number of practice hours/number of players on team × 1000) was the standard [ 21 , 30 , 33 , 34 ].
Injury rates in men’s elite ice hockey are higher in professional leagues such as the Swedish Elite League [ 31 ] and Finnish National League [ 33 ] than college hockey [ 19 , 20 , 23 ]. This may be due to the differing demands as professional players play more games in a season, and therefore may experience more overuse injuries. It may also be due to the athlete exposure estimation (player-game hours vs. player-games) used to calculate injury rate. Style of play and hockey rink dimensions are additional variables that may influence injury rate. Overall, we observed the trend that injury rates have increased over time in professional European leagues [ 35 ] and college hockey [ 39 ], while decreasing in men’s international ice hockey [ 42 ].
We observed a wide range of injury definitions. This affects both the reliability and comparability of injury surveillance research. There is currently a consensus-based injury definition in sports such as soccer and rugby [ 10 , 11 ]; however, there is no consensus injury definition in ice hockey. We recommend that hockey forms a consensus injury definition as this will resolve an important issue that currently impedes hockey injury research. A consistent injury definition would create clarity as to which injury is considered a recordable event. We identified the International Ice Hockey Federation’s (IIHF) definition of injury as the most appropriate as it only captures events that are sufficiently severe that they influence participation in practices or games. The IIHF’s definition describes a reportable event as “any injury sustained in a practice or game that prevented the player from returning to the same practice or game; any injury sustained in a practice or game that caused the player to miss a subsequent practice or game; a laceration which required medical attention; all dental injuries; all concussions; all fractures” [ 42 ]. Although no single definition suits all needs, the time loss definition is the most common and easy to identify. It is considered reliable and allows for the comparison of data between teams, seasons and various leagues [ 45 ]. It is also used in other professional sports such as cricket and Australian football [ 51 , 52 ]. The choice of definition should reflect the aims and goals of surveillance. With its consistency, ease of use, and comparability of published data [ 8 ] among the most important variables, we feel the time-loss definition best meets the needs of injury surveillance in men’s elite ice hockey. However, like all definitions there are limitations in choosing this metric. First, athletes often continue to compete in the presence of injury. Delaying treatment may lead to missed injuries. Finally, the threshold for time loss may depend on the time of season and how important the player is to team success [ 45 ]. Despite these drawbacks, we feel the strengths of the time-loss definition outweigh its limitations and that the IIHF’s time-loss definition is warranted in elite men’s ice hockey.
We also noted that athlete exposure estimations were inconsistent in the literature. The major confusion lies in how many participants are included in the injury rate calculation. Several researchers used player-game exposure based on the entire team, or average team roster (19 players) [ 20 , 36 , 37 ], while others used player-game hour exposures based on 6 players [ 18 , 21 , 24 , 30 , 34 ]. This leads to difficulty in interpreting injury rates and comparing research. It was proposed that the gold standard in athlete exposure during games is time on ice. As much as three times the amount of exposure was accounted for by estimating exposure rates using the player-game approximation compared to time on ice. However, when comparing the time on ice metric to the estimated player game-hour metric (based on one hour per game, rather than the actual amount of time that players spent on ice) it appears that this difference is small [ 4 ]. Therefore, the simplest and easiest way to calculate athlete exposure is to use six players on the ice (player-game hours) unless position specific injury rate information is warranted. Using a consistent athlete exposure metric will increase intra- and inter-league injury rate reliability.
The majority of studies reviewed found that collision with other players is the leading mechanism of injury as well as contact with the boards, opponent’s hockey sticks and hockey pucks [ 22 , 35 , 36 ]. This leads to an injury paradox: the goal of the sports performance specialist is to build bigger, faster, stronger, leaner, more powerful, robust players. However, these types of players also travel faster, and hit harder, elevating the risk of injury. This situation emphasizes the need for accurate injury surveillance methods as these may help reinforce rules and/or govern the addition of new rules enforcing safety for active players.
There are limitations to this study. There is a relative paucity of studies evaluating injury rates in men’s elite ice hockey, and the definitions of injury and athlete exposures vary between studies. Accordingly, the reported injury rates differ between studies and are difficult to interpret. Two databases (PubMed and SPORTDiscus) were used to identify research papers that were relevant to injury definition, injury rates and athlete exposure in elite ice hockey. While these databases are an excellent source for research articles in sports, life sciences and biomedicine, supplemental databases may have identified additional research studies.
In summary, this project represents the first integrative literature review investigating injury rates, injury definition and AE in men’s elite ice hockey. The greatest opportunities for continued improvement lie in both consistency and comparability to refine, improve and streamline calculations of injury rate.
At the current moment, a uniform definition of injury is the most important step to better objectify injury data in ice hockey. A universal definition is required by sport governing bodies and researchers. Though each approach has its limitations, in order to compare exposure rates in both the intra- and inter-league, a workable, consistent definition is required. Specific responsibility should be given in terms of who will diagnose the injury if the definition is a time loss definition, a medical attention definition, or a combination. In addition, a detailed injury list is needed to clarify the definition of injury and whether specific injuries such as dental, concussions, and facial lacerations, are included.
Finally, disparate AE estimations diminish injury rates, which compromises research findings. Attendance rate in both practice and games (player-game hours based on 6 players per game and the full roster during practices) is the preferred method for calculating athlete exposure.
Investigating anatomical areas prone to injury is crucial for team performance staff such as athletic therapists, physical therapists and strength and conditioning specialists as it may guide rehabilitation initiatives, performance program design and athlete monitoring [ 53 ]. We observed that the lower extremities was the most common site of musculoskeletal injury.
Future research should clearly define injury rate measurements to provide doctors, therapists, and coaches with accurate information to streamline return to play initiatives. In this regard, our review has exposed gaps including the disparate definition of injury and the lack of a consistent athlete exposure metric.
The authors thank David Lesauvage, Library Assistant, University of Western Ontario, Canada, for his contribution in refining a comprehensive search strategy for our review. The authors declare they have no competing interest. The study complied with the laws of the country of the authors’ affiliation.
Study conceptualization, A.S.D.; methodology, A.S.D.; formal analysis, original draft preparation, A.S.D.; writing—review and editing, A.S.D., D.H. and J.P.D.; project administration, J.P.D.
This research received no external funding.
The authors declare no conflict of interest.
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Research paper topics on sport, huh! The mere mention of sports research papers elicits biological reactions that can turn out good or bad. Sports is a global culture that connects people from diverse backgrounds.
If you are lucky enough to have a chance to study sports science or any related program, you will at some point be required to write an essay or a research paper on a unique sports topic. It could be on football, athletics, basketball, Superbowl, Hokey, Skating, Olympics, or Commonwealth Games, you name it.
But as you might have noticed, sport is a multidisciplinary field. While it is just every physical activity that everyone does, sports has a unique role in the society and on a personal level.
It is easy to underestimate this article, but prior to writing it we had questions like I am stuck with my 1000 words essay on sports, what I write on? Another one was, So I have a research paper due that can be about anything I want. I've been wanting to do one on the NBA, so do you guys have any academic topics I can write about the NBA?
The trauma of choosing a great sports research paper topic or a sports essay topic is too much. Now, let's get the pressure of your chest by sharing an up to date list of topics for your research paper or essay.
We have picked and listed some of the best research paper topics for your sports assignments or homework. Here are some reasons to trust us:
Now, you can go on and trust our best pick sports research topics for college students. In this list, you will find topics relating to sports science, sports medicine, and softball, sports psychology, hokey, Jokey, chess, football, sports marketing, sport management, and many more. This is an invitation already to get things started.
Related: Creative topics for college research papers (general).
Related Articles: Good psychology topics for research papers.
How UNODC and International Center for Sports Security FIFA stepped in to fight against match-fixing
Sometimes, you can be asked to write an essay on hockey. You might find choosing a topic for your hockey essay difficult. Therefore, we have listed some topics to get you started.
Related: How to write a descriptive essay.
Electronic Sports, or eSports, has increasingly become popular given the advancement in technology and the decrease of digital divide. It is a multibillion-dollar industry that is attracting the deserved attention. There are many issues that can make for a good eSports topic. As it competitive gaming is done virtually, there are many aspects to consider: fandom, revenue, sponsorships, marketing, attitudes, perceptions, motivation, participation, gambling, and growth.
If you are assigned to write an eSports essay, follow the standard academic essay writing guidelines and consider the topics below. The same applies to writing an eSports research paper. Consider our pieces of advice in our research paper writing guide and choose a topic below to complete the paper.
You can check out more eSports topic ideas from online websites that enlist the eSports topics .
Related: List of social and global issues.
Here is a highlight of some of the important things to consider when choosing a research paper topics for your sports research paper.
Now that you are here already if you feel stuck with writing a sports essay or research paper, our writers can help. We have the best research paper writers who have helped many clients achieve success in different fields. We write the best samples that can help you in handling the current and subsequent academic papers.
We will be glad to answer your can someone write my sports essay or research paper? Let us help you. Besides, you can also trust us to handle your research paper outline or proofread your written papers.
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I know many sad stories of college students who write about non-interesting sports research topics such as the usefulness of teamwork or the history of football. Here in Homework Lab, I’ve got 21 students from the U.S. who came to us with D and even F marks for sports research paper topics, banned as hackneyed by their professors. For my students, I used to create a list of 10-20 topics to select when they started the essay. Today, I publish my collection. These are 100 best research ideas, based on academic articles and research, which will surely work for you. Feel free to check them below! 👇
Update 24 Oct: I’ve wiped out some old topics and introduced fresh ones. The list is ready for 2019 season!
Contents (Clickable)
Why reinvent the wheel if you can take a look at the wheels made by your peers? Before you start browsing currently unused and unique topics, it is worth checking essays that have already passed college and high school grading with success 📝. You can use them as a source of inspiration and fresh ideas for your own writing!
Browse and download essay examples from the most full and up to date Free Online Essay Database at Homework Lab . All the examples of college essays have been donated by the students to boost your writing creativity.
💊 research topics on sports injuries.
In healthcare studies, students are required to focus on sports injuries and avoiding them in athletic practice. In my experience, the best option is to write about injury prevention and post-injury care, and never on emergency help. Unless you are a nursing student, you are not expected to be an expert in medical emergency services. On the sports field, every action after an injury may have dramatic consequences for athlete health — and your tutor is not likely to be forgiving to your mistakes.
Following topics are entirely predictable — you will find enough sources to write about, and you are likely to enjoy your research. After an update, I also added some safe emergency topics. During 3 years of my work as a Geek, they did not cause any problems.
I received the feedback that these ideas had been useful for nursing and healthcare students too — so, feel free to use!
Management topics on sports revolve around three things: organizing people, providing athletes with everything they need, and connecting sports organization and stakeholders to enable competition. Don’t think that it’s too easy, though — management tutors like graphs, statistics, and science. They are also not likely to tolerate some extreme ideas like maximization of sports event funding at the cost of fans’ safety and sports dignity. Below, you will find topics where you teacher just cannot force you to sweat😓.
Do you want to learn an advanced research method to apply statistics to your research? Afraid of maths and hate calculations?
We created a human language guide on chi-square test that everyone can use. Tested on 8th-graders — no math is needed, online tools provided! Term papers nailed.
If your major is not sports or you are pursuing a degree in sports education, then you are likely to be assigned to a science research paper. The primary point of such topics is to find the connection between sports and some field of study — be it psychology, economics or chemistry. I added some ideas for the 2018-2019 academic year that are easy to research.
Did you expect such topics, hah? They are really scientific, still not boring. For more science stuff, check sociology topics below, in the 8th section of our post. 👇
“ A goal without a plan is just a wish “, de Saint-Exupéry said. Homework Lab can help you to plan your sports essay:
🎓 sports schools topics for college students.
I know that in sports school, the primary objective of any sports writing assignment is to show your professional abilities. What are they? It is your skills on how to make training safe, enjoyable and beneficial. Given that the humanity works on these tasks for several hundreds of years now, good sports school topic is hard to find and easy to miss. Honestly, it is the most popular part of my list.
You may already know that right now, lawsuits on head injuries of college students may make ban this type of sports from the public education. It’s an excellent topic to write if you are focused on injuries and health. Honestly, I believe that football topics present a lot of place for creativity — this sport has evolved beyond a simple play and now presents a complex cultural construct.
I strongly recommend to take a loot on athletic training topics too — they are several sections below, and they focus on even more controversial issues. ⬇
Now you come to me, and you say: “ Homework Lab, give me sports research paper topics. ” But you don’t ask with an awareness that Homework Lab has a Research Paper Guide with an Example — all-in-one manual for conducting & writing your research assignments.
According to statistics , ice hockey is ninth in the world by the number of its fans. However, it cannot be said about hokey’s revenues — it sport earns $4.1 billion yearly in the U.S. only! That is why essays on hockey remain to be popular in high school and colleges, given the complexity of the discipline. Below go topics that have not been ridden to death by hundreds of students before you!
I know that 4 of 5 of psychology students are assigned with essays and research papers on training. It is not surprising — training is a complex psychological process of overcoming physical and mental barriers to improve body performance. Moreover, mental strength is as important as physical power for athletic competition. Scientists proved that the nervous system has a bigger impact on functional strength than muscle mass and training.
My topics already consider the latest research findings. Don’t worry: all these questions exist in academia, however fantastic they may sound.
If you want to focus on money in sports, scroll down to sports marketing topics. We all want to know where to find 💰💰💰, and in sports, they are all around for well-informed business people.
Sports are cool, fashionable and trendy. Still, they are not everything you can write about. Check out our 50 Crazy Pop Culture Topics — provocative but appropriate for the classroom. The author of the article successfully helped students from the toughest English courses in the US and the UK. 🏆
Sports research paper topics of sociology focus on two things: why do people play sports, and what sports make for society. I composed the list below to allow you to explore these questions in depth and width. Sports are the social activity by the very definition — even when they are not played in the team, they are spectated by other people. Therefore, every sociology idea from the list below will work, regardless of your major.
Sports marketing ≠ sports advertising, my dear students. Marketing is far, far more complex — professionals research the whole society to find how to transform and adapt sports to maximize popularity and revenue. Online event streams, e-sports, viral campaigns with athletes: these are only a few attempts made to convert sports as an industry. So, instead of writing about generic “How to advertise sports,” let me show you some advanced but easy topics to write about.
Are you ready for some expert stuff? I’ve also disclosed our internal topic checklist from Homework Lab. Check it below if you want to select your own idea and don’t get stuck without sources! 👇
Hey, I’m the Geek who wrote that topic list.
Below, you will find my advanced tips on research idea selection. I can also help you to finish your research paper with Homework Lab tools.
Don’t worry — it’s free unless you want professional help.
criteria for selecting a good sports research paper topic.
There is a Golden Essay Idea Checklist that is used by our Geeks in their works — it helps to avoid writing crises, lack of information and low grades!
Now, you are ready to proceed! All the topics in this article have passed the Golden Checklist and are safe to use. However, if you alter them, it will be necessary to re-check everything. Here is a table with reminders for you
No topic suits you 100%, and you don’t feel satisfied? Or, you want to find more information to start off your paper? Here are three main websites to keep on the sharp edge of sports research. Maybe, even closer to the edge than your tutor! I used them to compose this list.
BBC is famous worldwide, and the section “ Sports ” covers all the recent sports events in the world. Visiting this web page may help you to find the urgent topic or the topic you have a particular interest in. It’s a good place to find trendy discussions and hot academic findings, as well as industry news.
It’s a peer-reviewed journal that focuses sports published by the US Sports Academy. Here you could search for articles in the field of sports science that will help you to produce a good paper. Use this when you need academic articles in your paper — or you just want to look more professional.
In this resource , you could find articles, research reports and statistics on sports. There are a lot of topics that could be explored using this resource – it will help you to find the most interesting one for you. Don’t be afraid of the old-fashioned interface — what distracts other students gives you a unique and valuable resource!
Now, you are good to go… Oh no, de Saint-Exupéry and his Little Prince have something to say!
DON'T MAKE DE SAINT-EXUPERY MAD AND GRAB 15% OFF
Once again, sign up is free. You don’t bear any risks by giving a try.
You won’t be disappointed 👌.
Discuss the NHL, PWHL, IIHF, and all other hockey you can think of! We are the premier subreddit to talk everything hockey!
So for my college research class, I have to chose a topic to write about 12 pages on. I want to of course do something about hockey as its my favorite sport. I originally wanted to do something about why its tougher than football or basketball.. but I feel like my professor will think that's too obvious. I wanna know if anyone else has any good research questions or topics I could go at? It's hard to find a topic that has enough evidence that I could research to write a 12-15 page paper on! I was also thinking about how the NHL doesn't make as much money like the NFL or MLB, so maybe I could formulate a question regarding to that!
edit: it's just a research class, not a history class, just an english class were i have to support my arguments with 5 sources or so, providing a lot of research!
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Early-stage trials in Alzheimer’s disease patients and studies in mouse models of the disease have suggested positive impacts on pathology and symptoms from exposure to light and sound presented at the “gamma” band frequency of 40 hertz (Hz). A new study zeroes in on how 40Hz sensory stimulation helps to sustain an essential process in which the signal-sending branches of neurons, called axons, are wrapped in a fatty insulation called myelin. Often called the brain’s “white matter,” myelin protects axons and insures better electrical signal transmission in brain circuits.
“Previous publications from our lab have mainly focused on neuronal protection,” says Li-Huei Tsai , Picower Professor in The Picower Institute for Learning and Memory and the Department of Brain and Cognitive Sciences at MIT and senior author of the new open-access study in Nature Communications . Tsai also leads MIT’s Aging Brain Initiative. “But this study shows that it’s not just the gray matter, but also the white matter that’s protected by this method.”
This year Cognito Therapeutics, the spinoff company that licensed MIT’s sensory stimulation technology, published phase II human trial results in the Journal of Alzheimer’s Disease indicating that 40Hz light and sound stimulation significantly slowed the loss of myelin in volunteers with Alzheimer’s. Also this year, Tsai’s lab published a study showing that gamma sensory stimulation helped mice withstand neurological effects of chemotherapy medicines, including by preserving myelin. In the new study, members of Tsai’s lab led by former postdoc Daniela Rodrigues Amorim used a common mouse model of myelin loss — a diet with the chemical cuprizone — to explore how sensory stimulation preserves myelination.
Amorim and Tsai’s team found that 40Hz light and sound not only preserved myelination in the brains of cuprizone-exposed mice, it also appeared to protect oligodendrocytes (the cells that myelinate neural axons), sustain the electrical performance of neurons, and preserve a key marker of axon structural integrity. When the team looked into the molecular underpinnings of these benefits, they found clear signs of specific mechanisms including preservation of neural circuit connections called synapses; a reduction in a cause of oligodendrocyte death called “ferroptosis;” reduced inflammation; and an increase in the ability of microglia brain cells to clean up myelin damage so that new myelin could be restored.
“Gamma stimulation promotes a healthy environment,” says Amorim, who is now a Marie Curie Fellow at the University of Galway in Ireland. “There are several ways we are seeing different effects.”
The findings suggest that gamma sensory stimulation may help not only Alzheimer’s disease patients but also people battling other diseases involving myelin loss, such as multiple sclerosis, the authors wrote in the study.
Maintaining myelin
To conduct the study, Tsai and Amorim’s team fed some male mice a diet with cuprizone and gave other male mice a normal diet for six weeks. Halfway into that period, when cuprizone is known to begin causing its most acute effects on myelination, they exposed some mice from each group to gamma sensory stimulation for the remaining three weeks. In this way they had four groups: completely unaffected mice, mice that received no cuprizone but did get gamma stimulation, mice that received cuprizone and constant (but not 40Hz) light and sound as a control, and mice that received cuprizone and also gamma stimulation.
After the six weeks elapsed, the scientists measured signs of myelination throughout the brains of the mice in each group. Mice that weren’t fed cuprizone maintained healthy levels, as expected. Mice that were fed cuprizone and didn’t receive 40Hz gamma sensory stimulation showed drastic levels of myelin loss. Cuprizone-fed mice that received 40Hz stimulation retained significantly more myelin, rivaling the health of mice never fed cuprizone by some, but not all, measures.
The researchers also looked at numbers of oligodendrocytes to see if they survived better with sensory stimulation. Several measures revealed that in mice fed cuprizone, oligodendrocytes in the corpus callosum region of the brain (a key point for the transit of neural signals because it connects the brain’s hemispheres) were markedly reduced. But in mice fed cuprizone and also treated with gamma stimulation, the number of cells were much closer to healthy levels.
Electrophysiological tests among neural axons in the corpus callosum showed that gamma sensory stimulation was associated with improved electrical performance in cuprizone-fed mice who received gamma stimulation compared to cuprizone-fed mice left untreated by 40Hz stimulation. And when researchers looked in the anterior cingulate cortex region of the brain, they saw that MAP2, a protein that signals the structural integrity of axons, was much better preserved in mice that received cuprizone and gamma stimulation compared to cuprizone-fed mice who did not.
A key goal of the study was to identify possible ways in which 40Hz sensory stimulation may protect myelin.
To find out, the researchers conducted a sweeping assessment of protein expression in each mouse group and identified which proteins were differentially expressed based on cuprizone diet and exposure to gamma frequency stimulation. The analysis revealed distinct sets of effects between the cuprizone mice exposed to control stimulation and cuprizone-plus-gamma mice.
A highlight of one set of effects was the increase in MAP2 in gamma-treated cuprizone-fed mice. A highlight of another set was that cuprizone mice who received control stimulation showed a substantial deficit in expression of proteins associated with synapses. The gamma-treated cuprizone-fed mice did not show any significant loss, mirroring results in a 2019 Alzheimer’s 40Hz study that showed synaptic preservation. This result is important, the researchers wrote, because neural circuit activity, which depends on maintaining synapses, is associated with preserving myelin. They confirmed the protein expression results by looking directly at brain tissues.
Another set of protein expression results hinted at another important mechanism: ferroptosis. This phenomenon, in which errant metabolism of iron leads to a lethal buildup of reactive oxygen species in cells, is a known problem for oligodendrocytes in the cuprizone mouse model. Among the signs was an increase in cuprizone-fed, control stimulation mice in expression of the protein HMGB1, which is a marker of ferroptosis-associated damage that triggers an inflammatory response. Gamma stimulation, however, reduced levels of HMGB1.
Looking more deeply at the cellular and molecular response to cuprizone demyelination and the effects of gamma stimulation, the team assessed gene expression using single-cell RNA sequencing technology. They found that astrocytes and microglia became very inflammatory in cuprizone-control mice but gamma stimulation calmed that response. Fewer cells became inflammatory and direct observations of tissue showed that microglia became more proficient at clearing away myelin debris, a key step in effecting repairs.
The team also learned more about how oligodendrocytes in cuprizone-fed mice exposed to 40Hz sensory stimulation managed to survive better. Expression of protective proteins such as HSP70 increased and as did expression of GPX4, a master regulator of processes that constrain ferroptosis.
In addition to Amorim and Tsai, the paper’s other authors are Lorenzo Bozzelli, TaeHyun Kim, Liwang Liu, Oliver Gibson, Cheng-Yi Yang, Mitch Murdock, Fabiola Galiana-Meléndez, Brooke Schatz, Alexis Davison, Md Rezaul Islam, Dong Shin Park, Ravikiran M. Raju, Fatema Abdurrob, Alissa J. Nelson, Jian Min Ren, Vicky Yang and Matthew P. Stokes.
Fundacion Bancaria la Caixa, The JPB Foundation, The Picower Institute for Learning and Memory, the Carol and Gene Ludwig Family Foundation, Lester A. Gimpelson, Eduardo Eurnekian, The Dolby Family, Kathy and Miguel Octavio, the Marc Haas Foundation, Ben Lenail and Laurie Yoler, and the U.S. National Institutes of Health provided funding for the study.
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We, the APA Style team, are not robots. We can all pass a CAPTCHA test , and we know our roles in a Turing test . And, like so many nonrobot human beings this year, we’ve spent a fair amount of time reading, learning, and thinking about issues related to large language models, artificial intelligence (AI), AI-generated text, and specifically ChatGPT . We’ve also been gathering opinions and feedback about the use and citation of ChatGPT. Thank you to everyone who has contributed and shared ideas, opinions, research, and feedback.
In this post, I discuss situations where students and researchers use ChatGPT to create text and to facilitate their research, not to write the full text of their paper or manuscript. We know instructors have differing opinions about how or even whether students should use ChatGPT, and we’ll be continuing to collect feedback about instructor and student questions. As always, defer to instructor guidelines when writing student papers. For more about guidelines and policies about student and author use of ChatGPT, see the last section of this post.
If you’ve used ChatGPT or other AI tools in your research, describe how you used the tool in your Method section or in a comparable section of your paper. For literature reviews or other types of essays or response or reaction papers, you might describe how you used the tool in your introduction. In your text, provide the prompt you used and then any portion of the relevant text that was generated in response.
Unfortunately, the results of a ChatGPT “chat” are not retrievable by other readers, and although nonretrievable data or quotations in APA Style papers are usually cited as personal communications , with ChatGPT-generated text there is no person communicating. Quoting ChatGPT’s text from a chat session is therefore more like sharing an algorithm’s output; thus, credit the author of the algorithm with a reference list entry and the corresponding in-text citation.
When prompted with “Is the left brain right brain divide real or a metaphor?” the ChatGPT-generated text indicated that although the two brain hemispheres are somewhat specialized, “the notation that people can be characterized as ‘left-brained’ or ‘right-brained’ is considered to be an oversimplification and a popular myth” (OpenAI, 2023).
OpenAI. (2023). ChatGPT (Mar 14 version) [Large language model]. https://chat.openai.com/chat
You may also put the full text of long responses from ChatGPT in an appendix of your paper or in online supplemental materials, so readers have access to the exact text that was generated. It is particularly important to document the exact text created because ChatGPT will generate a unique response in each chat session, even if given the same prompt. If you create appendices or supplemental materials, remember that each should be called out at least once in the body of your APA Style paper.
When given a follow-up prompt of “What is a more accurate representation?” the ChatGPT-generated text indicated that “different brain regions work together to support various cognitive processes” and “the functional specialization of different regions can change in response to experience and environmental factors” (OpenAI, 2023; see Appendix A for the full transcript).
The in-text citations and references above are adapted from the reference template for software in Section 10.10 of the Publication Manual (American Psychological Association, 2020, Chapter 10). Although here we focus on ChatGPT, because these guidelines are based on the software template, they can be adapted to note the use of other large language models (e.g., Bard), algorithms, and similar software.
The reference and in-text citations for ChatGPT are formatted as follows:
Let’s break that reference down and look at the four elements (author, date, title, and source):
Author: The author of the model is OpenAI.
Date: The date is the year of the version you used. Following the template in Section 10.10, you need to include only the year, not the exact date. The version number provides the specific date information a reader might need.
Title: The name of the model is “ChatGPT,” so that serves as the title and is italicized in your reference, as shown in the template. Although OpenAI labels unique iterations (i.e., ChatGPT-3, ChatGPT-4), they are using “ChatGPT” as the general name of the model, with updates identified with version numbers.
The version number is included after the title in parentheses. The format for the version number in ChatGPT references includes the date because that is how OpenAI is labeling the versions. Different large language models or software might use different version numbering; use the version number in the format the author or publisher provides, which may be a numbering system (e.g., Version 2.0) or other methods.
Bracketed text is used in references for additional descriptions when they are needed to help a reader understand what’s being cited. References for a number of common sources, such as journal articles and books, do not include bracketed descriptions, but things outside of the typical peer-reviewed system often do. In the case of a reference for ChatGPT, provide the descriptor “Large language model” in square brackets. OpenAI describes ChatGPT-4 as a “large multimodal model,” so that description may be provided instead if you are using ChatGPT-4. Later versions and software or models from other companies may need different descriptions, based on how the publishers describe the model. The goal of the bracketed text is to briefly describe the kind of model to your reader.
Source: When the publisher name and the author name are the same, do not repeat the publisher name in the source element of the reference, and move directly to the URL. This is the case for ChatGPT. The URL for ChatGPT is https://chat.openai.com/chat . For other models or products for which you may create a reference, use the URL that links as directly as possible to the source (i.e., the page where you can access the model, not the publisher’s homepage).
You may have noticed the confidence with which ChatGPT described the ideas of brain lateralization and how the brain operates, without citing any sources. I asked for a list of sources to support those claims and ChatGPT provided five references—four of which I was able to find online. The fifth does not seem to be a real article; the digital object identifier given for that reference belongs to a different article, and I was not able to find any article with the authors, date, title, and source details that ChatGPT provided. Authors using ChatGPT or similar AI tools for research should consider making this scrutiny of the primary sources a standard process. If the sources are real, accurate, and relevant, it may be better to read those original sources to learn from that research and paraphrase or quote from those articles, as applicable, than to use the model’s interpretation of them.
We’ve also received a number of other questions about ChatGPT. Should students be allowed to use it? What guidelines should instructors create for students using AI? Does using AI-generated text constitute plagiarism? Should authors who use ChatGPT credit ChatGPT or OpenAI in their byline? What are the copyright implications ?
On these questions, researchers, editors, instructors, and others are actively debating and creating parameters and guidelines. Many of you have sent us feedback, and we encourage you to continue to do so in the comments below. We will also study the policies and procedures being established by instructors, publishers, and academic institutions, with a goal of creating guidelines that reflect the many real-world applications of AI-generated text.
For questions about manuscript byline credit, plagiarism, and related ChatGPT and AI topics, the APA Style team is seeking the recommendations of APA Journals editors. APA Style guidelines based on those recommendations will be posted on this blog and on the APA Style site later this year.
Update: APA Journals has published policies on the use of generative AI in scholarly materials .
We, the APA Style team humans, appreciate your patience as we navigate these unique challenges and new ways of thinking about how authors, researchers, and students learn, write, and work with new technologies.
American Psychological Association. (2020). Publication manual of the American Psychological Association (7th ed.). https://doi.org/10.1037/0000165-000
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We characterize sabotage, exemplified by recent U.S. policies concerning China's semiconductor industry, as trade policy. For some (but not all) goods, completely destroying foreigners’ productivity increases domestic real income by shifting the location of production and improving the terms of trade. The gross benefit of sabotage can be summarized by a few sufficient statistics: trade and demand elasticities and import and production shares. The cost of sabotage is determined by countries' relative unit labor costs for the sabotaged goods. We find important non-monotinicities: for semi-conductors, partially sabotaging foreign production would lower US real income, while comprehensive sabotage would raise it.
We are grateful to Corina Boar, Raquel Fernandez, Sam Kortum, and Jesse Schreger for valuable comments. Please contact [email protected] with any questions or comments. The views expressed herein are those of the authors and do not necessarily reflect the views of the National Bureau of Economic Research.
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Title: generative ai for automatic topic labelling.
Abstract: Topic Modeling has become a prominent tool for the study of scientific fields, as they allow for a large scale interpretation of research trends. Nevertheless, the output of these models is structured as a list of keywords which requires a manual interpretation for the labelling. This paper proposes to assess the reliability of three LLMs, namely flan, GPT-4o, and GPT-4 mini for topic labelling. Drawing on previous research leveraging BERTopic, we generate topics from a dataset of all the scientific articles (n=34,797) authored by all biology professors in Switzerland (n=465) between 2008 and 2020, as recorded in the Web of Science database. We assess the output of the three models both quantitatively and qualitatively and find that, first, both GPT models are capable of accurately and precisely label topics from the models' output keywords. Second, 3-word labels are preferable to grasp the complexity of research topics.
Comments: | 10 pages, 1 figure |
Subjects: | Computation and Language (cs.CL); Artificial Intelligence (cs.AI) |
Cite as: | [cs.CL] |
(or [cs.CL] for this version) | |
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Research relating to ice hockey is limited but consists of a wide array of topics from injury incidence and preventative technology to the influence of birth date and location on athletic potential. 8, 9, 10, 11, 12, 13 With relatively few hockey-related publications compared to other popular sports such as football, basketball, or soccer, it ...
This applies to... | Explore the latest full-text research PDFs, articles, conference papers, preprints and more on HOCKEY.
Learn how to test the physical and mental performance of ice hockey players from a systematic review of 20 years of research.
It becomes crucial for researchers and practitioners to select relevant and context-specific procedures. This systematic review of the literature outlines an inventory of the on-ice tests that have been used in the domain of ice hockey research over the last twenty years, and summarize protocols mostly used in major athletic components.
The second objective of this scoping review is to identify research gaps in the literature with regard to fitness indicators and on-ice performances in organized hockey. The goal is to summarize our findings and share them with practitioners and scholars interested in learning more about the associations between fitness testing and game ...
It becomes crucial for researchers and practitioners to select relevant and context-specific procedures. This systematic review of the literature outlines an inventory of the on-ice tests that have been used in the domain of ice hockey research over the last twenty years, and summarize protocols mostly used in major athletic components.
Journal of ASTM International, Vol. 5, No. 8 Paper ID JAI101870 available online at www.astm.org and (2009) Journal of ASTM International Selected Technical Papers STP1516 Safety in Ice Hockey: 5th Volume, Editors Richard M. Greenwald and Alan B. Ashare, West Conshohocken, PA, 99-106.
PREPARING PLAYERS FOR THE RIGORS OF A PROFESSIONAL ICE HOCKEY SEASON REQUIRES A THOROUGH UNDERSTANDING OF THE PHYSICAL DEMANDS AND INJURY PATTERNS OF THE SPORT. THIS ARTICLE COMBINES AN ANALYSIS OF BIOMECHANICAL AND ENERGY SYSTEM DEMANDS WITH A REVIEW OF THE MOST PROMINENT INJURIES TO PROPOSE A COMPREHENSIVE ASSESSMENT BATTERY FOR HOCKEY PLAYERS.
In this paper, we investigate how the introduction of Corsi and later xG has affected ice hockey.
The 2023 World Ice Hockey Championship is a breakthrough moment for women's hockey. Julie Stevens, Brock University. The presence of women and girls was on display in all aspects of the ...
Abstract and Figures The aim of this study was to review the evolutionary tendencies of research regarding to the study of male Rink-Hockey players´ and game performance.
Injuries in men's elite ice hockey have been studied over the past 40 years, however, there is a lack of consensus on definitions of both injury and athlete exposure. These inconsistencies compromise the reliability and comparability of the research. ...
This paper provides a review of some of the key research topics in hockey analytics.
View Ice Hockey Research Papers on Academia.edu for free.
Are you looking for interesting and fresh sport research paper topic ideas? Our comprehensive list of sports research paper topics can come in handy. Read on!
Ice Hockey Research Paper Hockey is a sport thats origins may be from Persia, Egypt or China, while archaeological evidence shows an early ball-and-stick game played in Greece in the 400s BCE.
Sports research paper topics focus on unexplored and controversial issues in sports psychology, athletic training, marketing and more. Explore with Geeks.
View our collection of hockey essays. Find inspiration for topics, titles, outlines, & craft impactful hockey papers. Read our hockey papers today!
Hockey Research paper help. So for my college research class, I have to chose a topic to write about 12 pages on. I want to of course do something about hockey as its my favorite sport. I originally wanted to do something about why its tougher than football or basketball.. but I feel like my professor will think that's too obvious.
1475 Words. 6 Pages. Ice Hockey Research Paper. Hockey is a sport thats origins may be from Persia, Egypt or China, while archaeological evidence shows an early ball-and-stick game played in Greece in the 400s BCE. As civilization spread, so did the games.
The US and Europe are racing to narrow China's commanding lead in clean energy technologies. But without China's EVs, solar panels, wind turbines, and batteries, reducing carbon emissions ...
Using databases available on the Internet, the number of scientific papers on the subject of field hockey were examined. Basic procedures. As a result, 208 scientific studies covering the fields ...
A man suing Walt Disney Parks and Resorts for the wrongful death of his wife is facing a new legal hurdle: Disney is trying to get it dismissed and sent to arbitration — because he signed up for ...
The University Libraries will offer EndNote Web instruction sessions this semester for U of A students, faculty and staff who need to cite sources for a research paper, thesis or dissertation. All sessions are virtual and offered at no cost to attendees. Registration is required. In these sessions, participants will learn how to:
Early-stage trials in Alzheimer's disease patients and studies in mouse models of the disease have suggested positive impacts on pathology and symptoms from exposure to light and sound presented at the "gamma" band frequency of 40 hertz (Hz). A new study zeroes in on how 40Hz sensory stimulation helps to sustain an essential process in which the signal-sending branches of neurons, called ...
This paper develops a model of news discernment to explore the influence of elections on the formation of partisan-driven parallel information universes. Using survey data from news quizzes administered during and outside the 2020 U.S. presidential election, the model shows that partisan congruence's impact on news discernment is ...
A research team has constructed an unprecedented chiral-structured interface in perovskite solar cells, which enhances the reliability and power conversion efficiency of this fast-advancing solar ...
In this post, I discuss situations where students and researchers use ChatGPT to create text and to facilitate their research, not to write the full text of their paper or manuscript. We know instructors have differing opinions about how or even whether students should use ChatGPT, and we'll be continuing to collect feedback about instructor ...
In addition to working papers, the NBER disseminates affiliates' latest findings through a range of free periodicals — the NBER Reporter, the NBER Digest, the Bulletin on Retirement and Disability, the Bulletin on Health, and the Bulletin on Entrepreneurship — as well as online conference reports, video lectures, and interviews.
Topic Modeling has become a prominent tool for the study of scientific fields, as they allow for a large scale interpretation of research trends. Nevertheless, the output of these models is structured as a list of keywords which requires a manual interpretation for the labelling. This paper proposes to assess the reliability of three LLMs, namely flan, GPT-4o, and GPT-4 mini for topic ...