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An on-line solid phase micro-column extraction and determination system for trace Cd and Pb in nuclear fuel grade uranium compounds was established. The preconcentration of trace elements Cd and Pb from uranium compounds was achieved by adsorbing Cd and Pb on CL-7301 resin in hydroiodic acid media, while the uranyl ion passed through. The method coupled with flame atomic absorption spectrometry (FAAS) was applied to analysis trace Cd and Pb in real samples. The preconcentration factors obtained by this method were 320 and 180 each for Cd and Pb, respectively. Under the optimized conditions, the detection limits corresponding to three times the standard deviation of the blank were found to be 0.13 ng·mL−1 and 0.37 ng·mL−1 for Cd and Pb, respectively. The relative standard deviation (RSD) and the recoveries of standard addition (spiked with 1–5 ng of Cd and Pb) were of <5% (n = 10) and 96.2%–102.3%, respectively. Precision was also evaluated and found to be ≤4.3% (N = 11). The proposed method was successfully used for the determination of trace Cd and Pb in commercially available uranium compounds (e.g., uranyl acetate and triuranium octoxide).

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Authors: Long Wang, Yuan-Yuan Jiang, Li Zhang, Tao Wang, Rui-Wu Yang, Chun-Bang Ding, Xiao-Li Wang and Yong-Hong Zhou

A high-performance liquid chromatography (HPLC) method has been developed for the simultaneous identification and quantification of active compounds (cryptotanshinone, dihydrotanshinone I, tanshinone IIA, tanshinone I, salvianolic acid A, salvianolic acid B, protocatechuic aldehyde, and rosmarinic acid) contained in traditional Chinese folk medicine Salvia przewalskii Maxim. The herb samples (including wild, cultivated, and yin pian) from fourteen main regions were investigated. Chromatographic separation was performed on an Agilent Eclipse XDB-C18 reserved-phase column (250 mm × 4.6 mm i.d., 5 μm) using gradient elution with water-formic acid (99.9: 0.1, v/v) and acetonitrile at a flow rate of 0.8 mL min−1, an operating temperature of 30 °C, and a wavelength of 275 nm. Similarity analysis (SA), principal component analysis (PCA), and hierarchical cluster analysis (HCA) were used to analyze the data based on fingerprints. For fingerprint analysis, 27 peaks were selected as the common peaks to evaluate the similarities among different samples. The results of SA showed that the method permits to obtain desired linearity, precision, accuracy, and recovery. All samples were divided into three categories by PCA and HCA, and the concentration of the eight bioactive compounds varied significantly from different regions. It was demonstrated that chromatographic fingerprinting by HPLC combined with the simultaneous determination of eight bioactive compounds was a helpful method for the quality control of S. przewalskii.

Open access

Functional impairment matters in the screening and diagnosis of gaming disorder

Commentary on: Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal (Aarseth et al.)

Authors: Joël Billieux, Daniel L. King, Susumu Higuchi, Sophia Achab, Henrietta Bowden-Jones, Wei Hao, Jiang Long, Hae Kook Lee, Marc N. Potenza, John B. Saunders and Vladimir Poznyak

This commentary responds to Aarseth et al.’s (in press) criticisms that the ICD-11 Gaming Disorder proposal would result in “moral panics around the harm of video gaming” and “the treatment of abundant false-positive cases.” The ICD-11 Gaming Disorder avoids potential “overpathologizing” with its explicit reference to functional impairment caused by gaming and therefore improves upon a number of flawed previous approaches to identifying cases with suspected gaming-related harms. We contend that moral panics are more likely to occur and be exacerbated by misinformation and lack of understanding, rather than proceed from having a clear diagnostic system.

Open access
Authors: John B. Saunders, Wei Hao, Jiang Long, Daniel L. King, Karl Mann, Mira Fauth-Bühler, Hans-Jürgen Rumpf, Henrietta Bowden-Jones, Afarin Rahimi-Movaghar, Thomas Chung, Elda Chan, Norharlina Bahar, Sophia Achab, Hae Kook Lee, Marc Potenza, Nancy Petry, Daniel Spritzer, Atul Ambekar, Jeffrey Derevensky, Mark D. Griffiths, Halley M. Pontes, Daria Kuss, Susumu Higuchi, Satoko Mihara, Sawitri Assangangkornchai, Manoj Sharma, Ahmad El Kashef, Patrick Ip, Michael Farrell, Emanuele Scafato, Natacha Carragher and Vladimir Poznyak

Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%–15% among young people in several Asian countries and of 1%–10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be addressed, and for preventive approaches to be developed. Central to this effort is a need to delineate the nature of the problem, which is the purpose of the definitions in the draft of ICD-11.

Open access

Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective

Commentary on: A weak scientific basis for gaming disorder: Let us err on the side of caution (van Rooij et al., 2018)

Authors: Hans-Jürgen Rumpf, Sophia Achab, Joël Billieux, Henrietta Bowden-Jones, Natacha Carragher, Zsolt Demetrovics, Susumu Higuchi, Daniel L. King, Karl Mann, Marc Potenza, John B. Saunders, Max Abbott, Atul Ambekar, Osman Tolga Aricak, Sawitri Assanangkornchai, Norharlina Bahar, Guilherme Borges, Matthias Brand, Elda Mei-Lo Chan, Thomas Chung, Jeff Derevensky, Ahmad El Kashef, Michael Farrell, Naomi A. Fineberg, Claudia Gandin, Douglas A. Gentile, Mark D. Griffiths, Anna E. Goudriaan, Marie Grall-Bronnec, Wei Hao, David C. Hodgins, Patrick Ip, Orsolya Király, Hae Kook Lee, Daria Kuss, Jeroen S. Lemmens, Jiang Long, Olatz Lopez-Fernandez, Satoko Mihara, Nancy M. Petry, Halley M. Pontes, Afarin Rahimi-Movaghar, Florian Rehbein, Jürgen Rehm, Emanuele Scafato, Manoi Sharma, Daniel Spritzer, Dan J. Stein, Philip Tam, Aviv Weinstein, Hans-Ulrich Wittchen, Klaus Wölfling, Daniele Zullino and Vladimir Poznyak

The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the criticism raised against the inclusion of GD in ICD-11 by Aarseth et al. (2017). We argue that this group of researchers fails to recognize the clinical and public health considerations, which support the WHO perspective. It is important to recognize a range of biases that may influence this debate; in particular, the gaming industry may wish to diminish its responsibility by claiming that GD is not a public health problem, a position which maybe supported by arguments from scholars based in media psychology, computer games research, communication science, and related disciplines. However, just as with any other disease or disorder in the ICD-11, the decision whether or not to include GD is based on clinical evidence and public health needs. Therefore, we reiterate our conclusion that including GD reflects the essence of the ICD and will facilitate treatment and prevention for those who need it.

Open access