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The researchers looked at the ingredients in the 81 slimming products that these people had taken. They found 12 different agents that fell into five categories: undeclared weight-loss drugs; drug analogues (unlicensed chemical derivatives of licensed drugs); banned drugs; drugs used for an inappropriate indication; and thyroid hormones.
"People like the idea of using a natural remedy because they think that if it is natural, it will be safe. There are two problems here. Firstly not all natural agents are harmless, and secondly the remedies also contain potentially harmful manufactured drugs," says Dr Magdalene Tang, who works at the Toxicology Reference Laboratory at the Princess Margaret Hospital in Hong Kong.
She believes that fewer people would use these products if they were more aware of the potential risks involved.
While the research concentrated on cases in Hong Kong, the work raises worldwide concerns. These slimming products are widely available over the counter not only in Hong Kong, but in other countries where drug regulation is relatively non-comprehensive. In addition, anyone can buy them over the internet even if you do live in regions with tighter regulatory control.
"The only way to tackle this is if people stop buying these products, and governments take prompt, appropriate law-making and surveillance actions," says Dr Tang.
Dr Tang is particularly keen that doctors ask patients about their use of over the counter slimming products if they come into a clinic with strange symptoms. "The active participation of front line medical staff together with toxicology laboratories is a crucial element in the long-term effort to eradicate this problem," says Dr Tang.
Source: Wiley-Blackwell
Copyright: Medical News Today
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The Wave's anchored side tightens and tones your hips, thighs, and butt, while the rocking side engages your core muscles. |
The Wave comes with 4 workout DVDs with more than 100 exercises. |
The Wave system also comes with a few bonus accessories to improve your fitness routine. The Wave mat, for instance, makes a comfortable and practical addition to your speed-slimming system by offering a sticky nonslip surface to sit underneath your Wave platform. The bundle also comes with the Firm's Weight Loss Success Guide, which includes a number of easy-to-use suggestions to help you lose weight and sculpt your body while revving your metabolism and energy like never before. The system concludes with the Wave Learn the Moves wall chart, which shows detailed step-by-step illustrations of each basic stance, with an emphasis on correct form and the do's and don'ts of the Wave.
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It all began in 1979 when the Firm Studio opened in South Carolina. By combining cardio and weight training, the Firm recognized that people could burn fat, build muscle, and get the bodies they wanted safely, effectively, and quickly. They called this revolutionary hybrid workout "synergy training," and used it as the basis of the Firm method. It didn't take long for fitness enthusiasts to catch on, and the Firm was off and running. Not long afterward, the company decided to share its successful method with others around the country with a series of at-home workout videos. In the ensuing years, the Firm has sold more than 10 million workouts, making the company one of America's top purveyors of exercise videos. Today, the Firm's mission remains steady: to continue researching and creating superior fitness techniques and products for reshaping and toning the body.
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OrderUP! is a different take on the recent trend of health-related gaming that includes "exergames," in which players get a genuine workout while playing. OrderUP! instead seeks to educate players about how to make healthy eating choices in situations nearly everyone encounters regularly in their lives. By casting players as virtual restaurant servers, Order UP! forces players to make healthy - and fast - menu decisions for a group of demanding, impatient customers. The research was supported by Humana, Microsoft and Nokia.
"Even a single-player casual game can potentially have affects beyond those who play it," said Beki Grinter, the project's principal investigator and associate professor in Georgia Tech's School of Interactive Computing. "The most important finding from the OrderUP! project was how the game was integrated into conversations players had with other players and non-players about things that they had learned, particularly things that confronted their assumptions about healthy choices."
The game works like this: One at a time, 10 virtual "customers" approach the counter with three possible food choices; for example, the choices could be a fried chicken thigh, a jerk chicken breast or gumbo. They're then asked to make the healthiest choice, with only a few moments to pick before the customer gets impatient and leaves. Players start with 1,000 health points, and as they make unhealthy choices for their customers (or as the customers get tired of waiting and leave) their health points drop. The object of the game is to continue serving food as long as possible.
"All health games, or any kind of 'serious' game with a purpose beyond entertainment, always have the challenge of making the game fun versus getting across the information you want to get across," said the game's creator, Andrea Grimes Parker, a Ph.D. student in Human-Centered Computing in Georgia Tech's School of Interactive Computing. "Our participants said [OrderUP!] led them to have discussions about nutrition. People would ask them about the game, and that led them to start comparing food choices and information."
To gauge the game's effectiveness, Parker and her colleagues measured participants' health behaviors using the Transtheoretical Model (TTM), a well-established health behavior theory. TTM helped them characterize and measure four processes of change participants displayed: consciousness raising, self-reevaluation, engaging in helping relationships, and counter-conditioning.
The researchers tested OrderUP! with a group of 12 African American participants over varied ages, with the youngest in the 18-to-24 range and the oldest over 60. All participants were given Nokia N95 devices with OrderUP! preloaded and asked to play the game at least once a week for the three-week duration of the study. Participants played much more than that, indicating the game's strong entertainment value in addition to being a learning tool."Our focus on African Americans from the very beginning of the project ensured that we could design with contextually relevant motifs, with [relevant] data and personas - which made the game more engaging and relatable for the intended users," said Vasudhara Kantroo, a 2010 master's graduate in human-computer interaction who worked on OrderUP!
"We found that, after playing OrderUP! for just three weeks, we saw people engage in behaviors and thinking consistent with the processes of change identified by the TTM," Parker said. "In particular, we found that people learned how to make healthier choices when eating out, reassessed the healthiness of their current eating habits, began having productive conversations about healthy eating with people in their social network and, finally, actually started introducing healthier foods into their diet."
Parker and her colleagues researched all nutrition data while designing the game, but in the interest of quick and engaging play, had kept nearly all that data out of the playing experience. "One finding that was a bit surprising was just how much people translated what they saw in the game to their own lives. Another surprise was that players wanted more detailed information about nutrition values," Parker said.
"[Our findings] suggest various lines of direction," Grinter continued. "What other technological interventions could be made that would be engaging and surprising enough that they would create conversation? What else might be done that, while focused on individuals, could have outcomes that draw in social networks. How are they drawn in? What, if any, are the lasting implications of that?"
OrderUP! fits into a larger research profile within the College of Computing of trying to determine how the ubiquity of mobile devices can be leveraged to improve users' health. For example, other projects have examined using mobile phones to help manage diabetes, as a means to access electronic health records, or simply as a way to quickly access health and nutrition information. The idea is rapidly gaining currency. First lady Michelle Obama's initiative to fight childhood obesity recently held a contest, "Apps for Healthy Kids," that awarded prizes to software developers, game designers and students for the best kid-targeted apps that promote healthier lifestyles.
"There's a wide open design space associated with mobile gaming," Grinter said. "Andrea's work is a part of understanding that space."
Future development of OrderUP! will include a longer study to measure player behavior change over an extended period of time, as well as an expanded game with more levels, more food choices and more nutritional information available to the player.
Source:
Michael Terrazas
Georgia Institute of Technology
Note: Any medical information published on this website is not intended as a substitute for informed medical advice and you should not take any action before consulting with a health care professional. For more information, please read our terms and conditions.
All opinions are moderated before being added.
Please note that we publish your name, but we do not publish your email address. It is only used to let you know when your message is published. We do not use it for any other purpose. Please see our privacy policy for more information.
If you write about specific medications or operations, please do not name health care professionals by name.
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For any corrections of factual information, or to contact the editors please use our feedback form.
Please send any medical news or health news press releases to:
View the original article here
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