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1.
Health Commun ; 34(2): 180-190, 2019 02.
Artigo em Inglês | MEDLINE | ID: mdl-29125323

RESUMO

Health communication strategies to decrease teen pregnancies include the employment of entertainment-education (E-E), which involves embedding health messages in an entertainment media vehicle that is relatable and attractive to the intended audience. MTV's 16 and Pregnant is an example of such an effort as an E-E documentary-style reality show that aimed to reduce the U.S. teen pregnancy rate. A pretest-posttest experiment was conducted with 147 adolescent girls (ages 14-18) to investigate the effectiveness of 16 and Pregnant on beliefs, attitudes, and intentions to avoid teen pregnancy. Among participants who reported the lowest levels of identification, parasocial relationship, and homophily, viewing 16 and Pregnant resulted in more negative attitudes toward teen pregnancy. Among participants who reported the highest level of homophily, viewing 16 and Pregnant resulted in more positive attitudes toward teen pregnancy. Levels of pregnancy risk and health literacy were examined but were not significant moderators. Results are discussed in light of E-E theory and research.


Assuntos
Comunicação em Saúde , Letramento em Saúde , Gravidez na Adolescência/prevenção & controle , Comportamento Sexual , Saúde Sexual , Televisão , Adolescente , Comportamento do Adolescente , Feminino , Humanos , Gravidez , Fatores de Risco
2.
J Health Commun ; 19(10): 1145-60, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-24628488

RESUMO

This article examines the impact of a popular documentary series about teen pregnancy, MTV's 16 and Pregnant, on adolescent girls' pregnancy-related attitudes, beliefs, and behavioral intentions. The results suggest that girls who watched 16 and Pregnant, compared with a control group, reported a lower perception of their own risk for pregnancy and a greater perception that the benefits of teen pregnancy outweigh the risks. The authors also examined the relationships between homophily and parasocial interaction with the teen moms featured in 16 and Pregnant and attitudes, beliefs, and behavioral intentions, finding that homophily predicted lower risk perceptions, greater acceptance of myths about teen pregnancy, and more favorable attitudes about teen pregnancy. Parasocial interaction demonstrated the same pattern of results, with the addition of also predicting fewer behavioral intentions to avoid teen pregnancy. Last, results revealed that teen girls' perceptions that the message of 16 and Pregnant was encouraging of teen pregnancy predicted homophily and parasocial interaction with the teen moms. Theoretical and practical implications are discussed.


Assuntos
Comportamento do Adolescente/psicologia , Conhecimentos, Atitudes e Prática em Saúde , Intenção , Gravidez na Adolescência/psicologia , Televisão , Adolescente , Feminino , Humanos , Gravidez , Medição de Risco
3.
Pediatrics ; 140(Suppl 2): S157-S161, 2017 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-29093053

RESUMO

How do children and youth come to understand what it means to be a member of a particular race, gender, and other social groups? How do they come to hold beliefs about the groups that they do and do not belong to? Both news stories and fictional narratives that we are tuned into as a culture tell stories about what it means to be a member of a particular social group. In this review article, we relate the latest scientific knowledge on news and entertainment media representations of race, gender and other social categories and what they tell us about how these messages are taken in and processed by developing minds. We include research on identity development, social learning about members of other groups, and both positive and negative behavioral outcomes to cultural messages about race, gender, and other social categories. We offer recommendations for stakeholders to understand the role of the media in educating youth about race, gender and other social categories.


Assuntos
Desenvolvimento Infantil , Relações Interpessoais , Grupos Minoritários/psicologia , Mídias Sociais , Criança , Meios de Comunicação , Humanos , Meios de Comunicação de Massa
4.
Cyberpsychol Behav Soc Netw ; 19(2): 74-9, 2016 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-26882324

RESUMO

Health self-efficacy, or the beliefs in one's capabilities to perform health behaviors, is a significant factor in eliciting health behavior change, such as weight loss. Research has demonstrated that virtual embodiment has the potential to alter one's psychology and physicality, particularly in health contexts; however, little is known about the impacts embodiment in a virtual world has on health self-efficacy. The present research is a randomized controlled trial (N = 90) examining the effectiveness of virtual embodiment and play in a social virtual world (Second Life [SL]) for increasing health self-efficacy (exercise and nutrition efficacy) among overweight adults. Participants were randomly assigned to a 3D social virtual world (avatar virtual interaction experimental condition), 2D social networking site (no avatar virtual interaction control condition), or no intervention (no virtual interaction control condition). The findings of this study provide initial evidence for the use of SL to improve exercise efficacy and to support weight loss. Results also suggest that individuals who have higher self-presence with their avatar reap more benefits. Finally, quantitative findings are triangulated with qualitative data to increase confidence in the results and provide richer insight into the perceived effectiveness and limitations of SL for meeting weight loss goals. Themes resulting from the qualitative analysis indicate that participation in SL can improve motivation and efficacy to try new physical activities; however, individuals who have a dislike for video games may not be benefitted by avatar-based virtual interventions. Implications for research on the transformative potential of virtual embodiment and self-presence in general are discussed.


Assuntos
Comportamentos Relacionados com a Saúde , Sobrepeso/terapia , Autoeficácia , Terapia de Exposição à Realidade Virtual/métodos , Redução de Peso , Adolescente , Adulto , Exercício Físico/psicologia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Motivação , Sobrepeso/psicologia , Rede Social , Jogos de Vídeo/psicologia , Adulto Jovem
5.
Cyberpsychol Behav Soc Netw ; 19(5): 308-13, 2016 May.
Artigo em Inglês | MEDLINE | ID: mdl-27186896

RESUMO

Past research provides evidence that embodying a racially stereotyped African American video game character triggers stereotyped thinking among White players. However, the mechanisms through which virtual racial embodiment of a negatively stereotyped character in a video game impacts stereotyped thinking are still unknown. This study expands on past research and utilizes a between-subjects experimental design to test two possible theoretical explanations: the virtual threat effect and presence. On the one hand, embodying a negatively stereotyped African American character may elicit stereotyped thinking among White players due to the mere exposure to the threatening stereotype. According to this explanation, negative affective response to the threatening stimulus predicts stereotyping. On the other hand, the process of embodying, not just observing, the stereotyped African American character suggests that presence in the game may determine how impactful the game imagery is on White players' stereotyping of African Americans. In this case, level of presence would predict stereotyping. The findings of this study advance research by providing evidence of a psychological explanation for the negative effects of embodying a racially stereotyped video game character on players' race-related perceptions. We conceptualize the "virtual threat effect," which may be applied in additional contexts to understand how embodying stereotyped representations of outgroups in virtual environments may negatively affect individuals' perceptions and support of these groups.


Assuntos
Negro ou Afro-Americano , Cognição , Estereotipagem , Jogos de Vídeo/psicologia , População Branca , Caráter , Feminino , Humanos , Masculino , Comportamento Social , Adulto Jovem
6.
Games Health J ; 2(1): 50-2, 2013 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-26196555

RESUMO

Self-presence, defined as the degree of connectedness with one's avatar as well as the effects of the avatar on perceptions of oneself, suggests that interactions with an avatar may have real implications for how one perceives and treats the body offline. A study examining the influence of the "Second Life" avatar on "Second Life" users' offline appearance, health, and well-being is discussed, along with the importance of examining self-presence as a theoretical mechanism. This research engages with the idea that immersion with an avatar via social virtual play has an influence on our health offline.

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