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OBJECTIVE: Despite the widespread use of harm prevention messages on gambling advertising, it is unclear whether such messages achieve their goal of encouraging safer gambling behavior and preventing gambling harms. The current research therefore investigates whether and how existing harm prevention messages implemented on gambling advertisements in Belgium and the Netherlands affect consumers' gambling-related beliefs and intentions. METHOD: Two experimental studies (Nexperiment 1 = 169; Nexperiment 2 = 212) investigate (a) the influence of message prominence and (b) the impact of message framing by comparing the effectiveness of the message "Gamble in moderation" with different types of Flemish and Dutch harm prevention messages (that are currently used in Belgium and the Netherlands) on people's gambling-related beliefs and intentions. RESULTS: The results of the first experiment show that although the size of a harm prevention message may increase message recognition, it does not affect the message's efficacy. In addition, the second experiment shows that the harm prevention message "Gamble in moderation" increases normative perceptions of gambling (vs. no message), and even enhances gambling intentions among at-risk gamblers compared to no message and other commonly used harm prevention messages. In contrast, exposure to the harm prevention message "What does gambling cost you? Stop in time" makes at-risk gamblers think most about the harms of gambling. CONCLUSIONS: Current harm prevention messages on gambling advertising often promote the concept of responsible gambling, but can have opposite effects than intended, especially among at-risk gamblers. (PsycInfo Database Record (c) 2023 APA, all rights reserved).
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Juego de Azar , Intención , Humanos , Publicidad , Juego de Azar/prevención & control , Etnicidad , Países BajosRESUMEN
Media exposure for dark consumption products mostly shows glamorized and positive portrayals, rarely showing the negative consequences of consuming those products. However, the Netflix series Squid Game addresses the issue of gambling in its most extreme forms and shows the negative consequences related to it in a shocking manner, which begs the question whether watching the series could act as a preventive tool to increase risk perceptions, de-normalize gambling and reduce gambling behavior. A pre-registered survey study (N = 271) examined whether watching the Netflix series Squid Game affected young adults' (18 to 35 years old) gambling intentions and play behavior through risk perceptions, subjective norms and attitudes toward gambling, and what role audience involvement plays. Although the results show that watching Squid Game increased young adults' subjective norms of gambling (i.e. belief that significant others approve of the behavior in question) and further increased their positive attitudes toward gambling and gambling intention, the study also found an important impact of audience involvement. Audiences who were more involved with the series saw greater risks of gambling and perceived gambling to be less common. This resulted in more negative attitudes toward gambling and further less gambling intention and more motivation to change gambling behavior due to watching Squid Game.
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Juego de Azar , Humanos , Adulto Joven , Adolescente , Adulto , Actitud , Intención , Encuestas y CuestionariosRESUMEN
Media multitasking became increasingly popular over the past decade. As this behavior is intensely taxing cognitive resources, it has raised interest and concerns among academics in a variety of fields. Consequently, in recent years, research on how, when, and why people media multitask has strongly emerged, and the consequences of the behavior for a great variety of outcomes (such as working memory, task performance, or socioemotional outcomes) have been explored. While efforts are made to summarize the findings of media multitasking research until date, these meta, and literature studies focused on specific research subdomains. Therefore, the current study adopted a quantitative method to map all studies in the broad field of media multitasking research. The bibliometric and thematic content analyses helped us identifying five major research topics and trends in the overall media multitasking domain. While media multitasking research started by studying its prevalence, appearance, and predictors, early research within the domain was also interested in the impact of this media consumption behavior on individuals' cognitive control and academic performance. Later on in 2007, scholars investigated the implications of media multitasking on the processing of media- and persuasive content, while its impact on socioemotional well-being received attention ever since 2009. Our analyses indicate that research within the field of media multitasking knows a dominant focus on adolescents, television watching, and cognitive depletion. Based on these findings, the paper concludes by discussing directions for future research.
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Macrocyclic lactone resistance in Psoroptes ovis mites, causing psoroptic mange, is emerging in beef cattle. Therefore, diagnostic tools that can indicate macrocyclic lactone resistance should be implemented at farms in order to control these parasitic infections and slow down emerging resistance. Unfortunately, the adoption of such tools remains relatively poor. This study explores which beliefs, and behavioural biases that misconstrue these beliefs, underlie farmers' adoption intention. Five semi-structured focus groups were conducted with Belgian Blue cattle farmers (n = 38). Inductive analysis revealed that farmers' positive attitudes towards acaricides use and risk perception towards acaricide resistance made them rather reluctant to implement diagnostic tools. In addition, farmers' susceptibility to acaricide resistance occurring on their farm was weakened by the optimism and availability bias. Deductive analysis revealed that economic reasons, usefulness of the diagnostic tool and contribution to animal wellbeing motivated farmers to adopt such tools (i.e., behavioural beliefs). However, the loss aversion and time discounting bias weakened farmers' beliefs related to economic reasons. The veterinarian was seen as the responsible actor for implementing diagnostic tools, while colleague-farmers' opinion related to the diagnostic tool was also valued (i.e., normative beliefs). The latter belief was strengthened by the bandwagon-effect bias. Farmers' beliefs about economic costs related to the diagnostic tool tended to hinder adoption intention, while the veterinarian's assistance motivated farmers to implement such tools (i.e., control beliefs). The loss aversion bias also strengthened farmers' control beliefs related to the diagnostic tools' perceived costs. As such, this article provides more insights into the (ir)rational factors shaping farmers' intention to adopt diagnostic tools. These insights might help animal health organisations to design communication strategies to stimulate the adoption of diagnostic tools on beef cattle farms.
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Crianza de Animales Domésticos/estadística & datos numéricos , Actitud , Agricultores/psicología , Conocimientos, Actitudes y Práctica en Salud , Animales , Bélgica , Bovinos , Economía del Comportamiento , Humanos , IntenciónRESUMEN
In order to activate women to participate in breast cancer screening programs, a good understanding is needed of the personal characteristics that influence how women can be activated to search for more information, consult friends and doctors, and participate in breast cancer screening programs. In the current study, we investigate the effect of six personal characteristics that have in previous research been identified as important triggers of health behavior on breast cancer screening activation: Health awareness, Need for Cognition, Affect Intensity, Breast cancer knowledge, Topic involvement, and the Perceived breast cancer risk. We test the effect of these factors on four activation variables: intention of future information seeking, forwarding the message to a friend, talking to a doctor, and actual breast cancer screening attendance. Additionally, we try to unravel the process by means of which the antecedents (the six personal characteristics) lead to activation. To that end, we test the mediating role of perceived breast cancer threat, perceived efficacy of screening, and the evoked breast cancer anxiety as mediators in this process. The data were collected by means of a cross-sectional survey in a sample of 700 Flemish (Belgium) women who were invited to the free-of-charge breast cancer population screening. Screening attendance of this sample was provided by the government agency in charge of the organisation of the screening. Health awareness, affects intensity, topic involvement, and perceived risk have the strongest influence on activation. Breast cancer anxiety and perceived breast cancer threat have a substantial mediation effect on these effects. Efficacy perceptions are less important in the activation process. Increased health awareness and a higher level of perceived risk lead to less participation in the free of charge population based breast screening program. Implications for theory and practice are offered. The limitation of the study is that only a standard invitation message was used. In future research, other types of awareness and activation messages should be tested. Additionally, the analysis could be refined by investigating the potentially different activation process in different subgroups of women.
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Through early diagnosis of symptoms, the Alzheimer's disease process can be decelerated. The main concern is to encourage the population at risk to take responsible actions at the earliest stage of the onset of the disease. Persuasive communication is essential to achieve this. In an experimental study, the evaluation of awareness messages for early diagnosis containing weak and strong arguments and negative and positive images was performed on a sample of older Belgians. The mediating role of affective responses and message thoughts was explored. Strong arguments led to a more positive evaluation of the message than weak arguments directly and indirectly via the positive effect they had on message affect and thoughts, which, in turn, positively affected message evaluation. A negative message image led to a more positive message evaluation than a positive one. This effect was not mediated by either message affect or message thoughts.
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Until now, social marketing campaigns mainly targeted children using traditional media. However, little is known about the effectiveness of computer games to communicate health-related information to children. This study compares the impact of an interactive game as a medium to provide health information and improve children's dietary habits to the impact of more traditional media. Using a 2 × 3 between-subject factorial design with 190 children (7-9 years old), this study investigates the effect of threat messages (weak vs. strong) concerning dental hygiene on behavioral outcome (snack choice), and how this effect is moderated by the type of medium used to communicate subsequent health information after the threat appeal (computer game, information brochure, narrative story). Results show a positive significant effect of perceived threat on children's adaptive behavior. However, this effect only remains significant when afterwards children are exposed to a narrative health-related story. When children play a game or read a brochure, they need to devote more attention to process this content, distracting them from the original threat message. In sum, when a threat message is followed by additional health information, the medium through which this information is presented influences the effectiveness of the preceding threat message.
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Comunicación en Salud/métodos , Promoción de la Salud/métodos , Higiene Bucal , Folletos , Comunicación Persuasiva , Juegos de Video , Niño , Femenino , Humanos , Masculino , Bocadillos/psicología , Mercadeo SocialRESUMEN
The current study explores how competition and gaming expertise affect the satisfaction of competence needs and gaming gratifications. We demonstrate that competition moderates the effect of gaming expertise on the satisfaction of competence needs, which in turn affects game enjoyment and replay intention. Gaming expertise predicted players' need satisfaction, game enjoyment, and replay intention significantly better in a competitive compared to a noncompetitive context. The effect of gaming expertise on game enjoyment and replay intention was, furthermore, mediated by the satisfaction of competence needs. Finally, gaming expertise positively affected the importance of competition for players' self-esteem only in the competitive gaming context. The present findings demonstrate the importance of competition and gaming expertise for the satisfaction of competence needs, gaming gratifications, and the pursuit of self-esteem during gameplay, attesting to the applicability of self-determination theory to gaming contexts.
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Logro , Conducta Competitiva , Satisfacción Personal , Autoimagen , Juegos de Video/psicología , Femenino , Humanos , Masculino , Análisis de Regresión , Adulto JovenRESUMEN
Two experiments were conducted among adolescents in 2011 in urban parts of Belgium, Europe. The effectiveness of two-sided binge drinking and marijuana prevention messages was investigated in relation to argument type, refutation, and issue ambivalence. Study 1 (n = 373) serves as a baseline study for study 2 (n = 156). Data were collected through a printed questionnaire in classrooms in Flemish secondary schools. Analysis of variance (ANOVA) was used to analyze the data. Implications for health practitioners, as well as limitations and suggestions for further research are given.