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1.
Behav Res Methods ; 55(7): 3513-3530, 2023 10.
Artículo en Inglés | MEDLINE | ID: mdl-36220952

RESUMEN

Subjective ratings have been central to the evaluation of icon characteristics. The current study examined biases in ratings in relation to the context in which icons are presented. Context was manipulated between participants, with some groups rating icon sets with limited variability, and others rating icon sets with wide variability. It was predicted that the context created by the icon set would influence participants' ratings; when the range of icons was limited, this would create bias given participants' expectation that a full range of icon values was being presented. Six key icon characteristics were rated, which were visual (visual complexity, appeal), affective (valence, feelings), and semantic (concreteness, semantic distance). Some icon characteristics were susceptible to rating bias while others were not. Where subjective judgements were being made of visual icon characteristics (appeal/complexity) and highly concrete icons which were very pictorial, there was clear evidence of substantial bias in ratings. The same susceptibility to bias was not evident when ratings relied solely on learned semantic associations or were associated with the emotional attributions made to icons. The dynamic nature of the ratings bias was demonstrated when the rating context was changed without participants' knowledge. When participants rated further blocks of icons providing a different range of the to-be-rated characteristic, this resulted in rapid and dramatic changes in rating behaviour. These findings demonstrate the need for representative sampling of icon characteristics to avoid ratings bias. Practically, this is important when determining the usability of newly designed icon sets in order to avoid over-valuing or under-valuing of key characteristics.


Asunto(s)
Comunicación , Semántica , Humanos , Aprendizaje
2.
Front Psychol ; 11: 1313, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-32595573

RESUMEN

Previous research with video game play and moral development with adolescents, found both positive and negative relationships. This study aimed to extend this research to explore moral development and video game play with university students. One hundred and thirty-five undergraduate students (M = 20.29, SD = 2.70) took part in an online survey. The results suggested higher moral reasoning for participants who described themselves as gamers and those which do not play, compared those who play but do not identify as gamers. It was suggested that males had higher moral scores and more mature reasoning than females. The results of a regression analysis suggested that there were no significant predictors for moral development from either game play or the demographic variables. The findings suggest that moral development could be less influenced by sex, age, and video game play factors such as video game content and amount of game play, than was previously thought for this age group.

3.
Front Psychol ; 10: 28, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-30740072

RESUMEN

Due to the concerns over the effects of video game play, this study investigated adolescents' moral development and their video game play. 166 adolescents aged 11-18 years (M = 13.08, SD = 1.91) attending an English school completed an online survey, which included a measure of moral development and questions regarding video game play. In contrast to previous research, male participants were found to have significantly (p = 0.02) higher moral reasoning scores than females. The results also suggested a transition in moral development, which takes place between the ages of 12-14. The results of moral development and video game played suggested both positive and negative relationships. Regression analysis suggested that there was a significant positive relationship between the more types of game genres played and higher moral scores. Although not significant, the results suggested a trend for the following variables; years playing video games, mature content, engagement, moral narrative, Grand Theft Auto, Call of Duty, and length of time playing video games which all had a negative relationship with moral scores. The implications of these results are discussed with regards to moral education and the variables involved in video game play, including the role of video game content.

4.
JMIR Mhealth Uhealth ; 1(2): e12, 2013 Jul 25.
Artículo en Inglés | MEDLINE | ID: mdl-25100684

RESUMEN

BACKGROUND: Mobile devices have become increasingly important to young people who now use them to access a wide variety of health-related information. Research and policy related to the integration of health information and support with this technology do not effectively consider the viewpoint of a younger patient. Views of young people with type 1 diabetes are vital in developing quality services and improving their own health-related quality of life (HRQOL), yet research on their lifestyle and use of Web and mobile technology to support their condition and in non-health-related areas is sparse. OBJECTIVE: To develop insight into young people with type 1 diabetes and their current use of Web and mobile technology and its potential impact on HRQOL. This can be achieved by constructing an in-depth picture of their day-to-day experiences from qualitative interviewing and exploring how they make use of technology in their lives and in relation to their condition and treatment. The goal was then to build something to help them, using the researcher's technical expertise and seeking users' opinions during the design and build, utilizing sociotechnical design principles. METHODS: Data were collected by semistructured, in-depth qualitative interviews (N=9) of young people with type 1 diabetes aged 18-21. Interviews were transcribed and loaded onto NVivo for theme identification. Data analysis was undertaken during initial interviews (n=4) to locate potential ideas and enhancements for technical development. Latter interviews (n=5) assisted in the iterative sociotechnical design process of the development and provided additional developmental ideas. RESULTS: Six themes were identified providing an understanding of how participants lived with and experienced their condition and how they used technology. Four technological suggestions for improvement were taken forward for prototyping. One prototype was developed as a clinically approved app. A number of ideas for new mobile apps and enhancements to currently existing apps that did not satisfactorily cater to this age group's requirements for use in terms of design and functionality were suggested by interviewees but were not prototyped. CONCLUSIONS: This paper outlines the nonprototyped suggestions from interviewees and argues that young people with type 1 diabetes have a key role to play in the design and implementation of new technology to support them and improve HRQOL. It is vital to include and reflect on their suggestions as they have a radically different view of technology than either their parents or practitioners. We need to consider the relationship to technology that young people with type 1 diabetes have, and then reflect on how this might make a difference to them and when it might not be a suitable mechanism to use.

5.
J Med Internet Res ; 14(4): e115, 2012 Aug 22.
Artículo en Inglés | MEDLINE | ID: mdl-22914203

RESUMEN

BACKGROUND: The Internet has revolutionized the health world, enabling self-diagnosis and online support to take place irrespective of time or location. Alongside the positive aspects for an individual's health from making use of the Internet, debate has intensified on how the increasing use of Web technology might have a negative impact on patients, caregivers, and practitioners. One such negative health-related behavior is Munchausen by Internet. OBJECTIVE: Munchausen by Internet occurs when medically well individuals fake recognized illnesses in virtual environments, such as online support groups. This paper focuses on the aspect of Munchausen by Internet in which individuals actively seek to disrupt groups for their own satisfaction, which has not yet been associated with the wider phenomena of Internet trolls (users who post with the intention of annoying someone or disrupting an online environment). METHODS: A wide-ranging review was conducted to investigate the causes and impacts of online identity deception and Munchausen by Internet drawing on academic research and case studies reported online and in the media. RESULTS: The limited research relating to motivation, opportunity, detection, effects, and consequences of Munchausen by Internet is highlighted and it is formally linked to aspects of trolling. Case studies are used to illustrate the phenomenon. What is particularly worrying is the ease with which the deception can be carried out online, the difficulty in detection, and the damaging impact and potential danger to isolated victims. CONCLUSIONS: We suggest ways to deal with Munchausen by Internet and provide advice for health group facilitators. We also propose that Munchausen by Internet and Munchausen by Internet trolling should be formally acknowledged in a revised version of the Diagnostic and Statistical Manual DSM-5. This will assist in effectively identifying and minimizing the growth of this behavior as more people seek reassurance and support about their health in the online environment. We also suggest directions for future research.


Asunto(s)
Internet , Síndrome de Munchausen , Trastornos Fingidos/psicología , Humanos , Simulación de Enfermedad/psicología , Motivación , Síndrome de Munchausen/psicología , Síndrome de Munchausen Causado por Tercero/psicología , Grupos de Autoayuda , Red Social
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