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1.
J Commun ; 74(2): 160-172, 2024 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-38596345

RESUMEN

Characters play an integral role in animated narratives, but their visual racial presentation has received limited attention. A diverse group of U.S. children watched a 15-min physical activity-promoting animated Sci-Fi narrative. They were randomly assigned to one of three conditions, which varied the lead characters' racial presentation: realistic racially unambiguous (Original: White children, Black mother), realistic racially ambiguous (Ambiguous: All with brown skin without specified race/ethnicity), and fantastical racially ambiguous (Fantastical: All with brown skin with fantastical hair-and-eye color schemes). We assessed narrative engagement, wishful identification, and physical activity intention. Controlling for social desirability and multigroup ethnic identity, children who watched Fantastical characters showed significantly higher narrative engagement than those who watched Original characters, but they did not statistically differ from those who watched Ambiguous characters. Structural equation modeling indicated that narrative engagement and wishful identification fully mediated the racial representation effect (Fantastical vs. Original) on physical activity intention.

2.
J Behav Med ; 46(1-2): 290-302, 2023 04.
Artículo en Inglés | MEDLINE | ID: mdl-35305206

RESUMEN

This research examines the efficacy of self-persuasion narratives (i.e., narratives that describe how a character has changed their mind about the COVID-19 vaccines) in encouraging vaccine uptake among unvaccinated African Americans. A five-condition experiment (N = 394) was conducted in June 2021. Participants viewed one of the three pro-vaccine messages (a self-persuasion narrative, a narrative without self-persuasion, or a non-narrative message) or an irrelevant message or completed a self-persuasion task. Findings supported the persuasive benefits of the self-persuasion narrative compared to the narrative without self-persuasion, actual self-persuasion, and the irrelevant message. Its advantage over the narrative without self-persuasion was mediated by increased self-referencing, affective empathy, and perceived similarity with the character. Moreover, its psychological effects were moderated by participants' trust in science. Unexpectedly, the non-narrative showed persuasive benefits compared to other intervention strategies. The theoretical implications for narrative persuasion and practical implications for vaccine promotion were discussed.


Asunto(s)
Negro o Afroamericano , Vacunas contra la COVID-19 , COVID-19 , Conducta de Elección , Narración , Vacilación a la Vacunación , Humanos , Negro o Afroamericano/psicología , COVID-19/prevención & control , COVID-19/psicología , Vacunas contra la COVID-19/uso terapéutico , Comunicación Persuasiva , Confianza , Vacilación a la Vacunación/etnología , Vacilación a la Vacunación/psicología , Participación del Paciente/psicología , Autoimagen
3.
Contemp Clin Trials ; 125: 107044, 2023 02.
Artículo en Inglés | MEDLINE | ID: mdl-36473682

RESUMEN

BACKGROUND: eHealth interventions using active video games (AVGs) offer an alternative method to help children exercise, especially during a pandemic where options are limited. There is limited data on costs associated with developing and implementing such interventions. OBJECTIVES: We quantified the costs of delivering an eHealth RCT intervention among minority children during COVID-19. METHODS: We categorized the total trial cost into five subcategories: intervention material development, advertising and recruitment, intervention delivery, personnel salaries, and COVID-19-related equipment costs. RESULTS: The total RCT cost was $1,927,807 (Direct: $1,227,903; Indirect: $699,904) with three visits required for each participant. The average cost per participant completing the RCT (79 participants/237 visits) was $24,403 (Direct: $15,543; Indirect: $8860). Due to no-shows and cancellations (198 visits) and dropouts before study completion (61 visits; 56 participants), 496 visits had to be scheduled to ensure complete data collection on 79 participants. If all 496 visits were from participants completing the three-visit protocol, that would correspond to 165 participants, bringing the average cost per participant down to $11,684 (Direct: $7442; Indirect: $4242). Of the subcategories, intervention material development accounted for the largest portion, followed by personnel salaries. While the direct COVID-19-specific cost constituted <1% of the entire budget, the indirect effects were much larger and significantly impacted the trial. CONCLUSION: RCTs typically involve significant resources, even more so during a pandemic. Future eHealth intervention investigators should budget and plan accordingly to prepare for unexpected costs such as recruitment challenges to increase flexibility while maximizing the intervention efficacy.


Asunto(s)
COVID-19 , Telemedicina , Humanos , Niño , COVID-19/epidemiología , Pandemias , Ejercicio Físico , Costos y Análisis de Costo
4.
Behav Brain Sci ; 45: e283, 2022 11 18.
Artículo en Inglés | MEDLINE | ID: mdl-36396386

RESUMEN

We argue that imaginary worlds gain much of their appeal because they fulfill the fundamental need of human beings to feel connected to other humans. Immersion into story worlds provides a sense of social connection to the characters and groups represented in the world. By fulfilling the need to belong, imaginary worlds provide a buffer against rejection and loneliness.


Asunto(s)
Emociones , Humanos
5.
Contemp Clin Trials ; 96: 106087, 2020 09.
Artículo en Inglés | MEDLINE | ID: mdl-32682995

RESUMEN

BACKGROUND: Although physical activity (PA) has been shown in helping prevent and treat obesity, current PA interventions are still not effective in ameliorating the obesity epidemic. Additional forms of PA need to be investigated to improve PA engagement and outcomes. We hypothesize that pairing a narrative (i.e., story) with an active video game (AVG), a less traditional form of PA, will increase participant engagement in PA. This paper presents the rationale, implementation, and pilot results of a study assessing the effect of narrative's impact on PA and a series of other health outcomes. OBJECTIVE: This paper presents the rationale, implementation, and pilot results of a study assessing the effect of narrative's impact on PA and a series of other health outcomes. METHODS/DESIGN: The Active Video Game Study is a six-month randomized controlled single-blind trial projected to include 210 participants. The intervention strategy will pair a narrative to an active video game (AVG). Participants will be randomized into 3 groups: condition A [Narrative + AVG], condition B [AVG Only], and condition C [Control]. Participants will undergo three in-person data collection visits over the course of six months. Inclusion criteria are that children are between the ages of 8-12 and have a BMI ≥ 85%. The primary outcome is change in moderate to vigorous physical activity (MVPA). Secondary outcome measures include change in BMI percentile, fasting insulin and glucose, lipid panel, C-reactive protein, and cognitive function. A pilot trial of n = 6 was conducted to help develop procedures and address problems that could arise in the main trial. DISCUSSION: Successful completion of this study will provide the empirical basis for novel intervention and design strategies to enhance the impact of AVGs on long-term MVPA.


Asunto(s)
Juegos de Video , Índice de Masa Corporal , Niño , Ejercicio Físico , Humanos , Obesidad/epidemiología , Obesidad/prevención & control , Ensayos Clínicos Controlados Aleatorios como Asunto , Método Simple Ciego
6.
Games Health J ; 9(3): 182-186, 2020 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-31934790

RESUMEN

Objective: Games for heath can take the form of interactive narratives, or stories in which readers have the option to make decisions about the direction of the plot. Individual differences may affect the extent to which individuals become engaged in such narratives. Materials and Methods: In two studies, we randomly assigned participants to read either a traditional linear narrative or an interactive version of the same narrative. We examined the influence of need for cognition (NFC) and transportability (the extent to which individuals tend to become immersed in narratives) on transportation, character identification, and perceived realism. Results: Transportability led to higher perceptions of realism in the interactive narrative in Study 1, but this effect was not replicated in Study 2. In Study 1, higher NFC led to greater identification in the interactive narrative; in Study 2, higher NFC led to greater transportation into the interactive narrative. Conclusion: Greater willingness to exert mental effort may lead to greater immersion in interactive narratives.


Asunto(s)
Cognición , Narración , Juegos de Video/psicología , Adolescente , Toma de Decisiones , Femenino , Humanos , Masculino , Interfaz Usuario-Computador , Adulto Joven
7.
Health Commun ; 35(3): 356-363, 2020 03.
Artículo en Inglés | MEDLINE | ID: mdl-30614737

RESUMEN

Stories may provide a useful way of communicating about health and promoting engagement for health promotion campaigns. In this study, we examined the effectiveness of a particular type of narrative, restorative narratives (stories that highlight hope and resilience), relative to negative narratives (stories that focus on suffering or challenges). We also tested the effect of labeling the story as fact or fiction. The results suggested that restorative narratives may foster greater prosocial behavior than negative narratives and effectiveness does not differ depending on whether a story is labeled as "factual" or "fictional." Our findings offer encouraging implications for future promotional efforts by health organizations.


Asunto(s)
Promoción de la Salud , Narración , Humanos
8.
PLoS One ; 14(12): e0226713, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31869365

RESUMEN

Persuasion research often focuses on how source characteristics affect attitude change in response to a message; however, message characteristics may also alter perceptions of the source. The Message-Based Impression Formation effect (M-BIF) suggests that perceivers use features of messages to infer characteristics of the source, and that such inferences may have a variety of consequential outcomes. In particular, the choice of narrative versus statistical evidence may have implications for the perceived warmth and competence of a source. In five experiments, narrative arguments led to greater perceptions of source warmth and statistical arguments led to greater perceptions of source competence. Across the two behavioral studies, a matching effect emerged: participants preferred to work on cooperative tasks with partners who had provided narratives, and competitive tasks with partners who had provided statistical evidence. These results suggest that the evidence type chosen for everyday communications may affect person perception and interpersonal interaction.


Asunto(s)
Narración , Comunicación Persuasiva , Adolescente , Adulto , Actitud , Conducta Competitiva , Conducta Cooperativa , Femenino , Humanos , Relaciones Interpersonales , Masculino , Adulto Joven
9.
JMIR Serious Games ; 7(4): e16031, 2019 Nov 21.
Artículo en Inglés | MEDLINE | ID: mdl-31750833

RESUMEN

BACKGROUND: Physical activity is crucial for child obesity prevention and intervention. Narratives embedded in active games can increase children's physical activity. OBJECTIVE: Little is known about the narrative characteristics that would motivate children to exercise. We attempted to fill the gaps in understanding regarding narrative design for active video games. METHODS: In this exploratory study, four animated narratives of different genres were professionally generated. Children (N=41) between the ages of 8 and 12 years were interviewed to identify their preferences. Sessions were digitally recorded, transcribed, and analyzed using exploratory thematic analysis. RESULTS: Findings revealed that the children rated the dystopian science fiction story as their favorite across all weight, race, and gender groups. The physical activity-friendly narrative strategies included virtuous characters, extraordinary character actions, interesting plots, super powers, and engaging cliffhangers. Alternatively, information not related to physical activity, difficult-to-follow plot lines, passive protagonists, and repetitive narrative tropes were less appealing for physical activity. CONCLUSIONS: This research provides preliminary evidence that narratives have characteristics that may increase child physical activity when playing active games. Future empirical studies should verify and test these design principles.

10.
Behav Brain Sci ; 40: e363, 2017 01.
Artículo en Inglés | MEDLINE | ID: mdl-29342786

RESUMEN

We propose an extension of the Distancing-Embracing model to the use of stories for prosocial ends. Specifically, audiences may find stories of individuals in need too emotionally overwhelming. Audiences may attempt to regulate or reduce negative emotions, which can reduce empathy and willingness to help. Through distancing, fictionalized accounts may counteract this tendency and thus increase prosocial behavior.


Asunto(s)
Emociones , Conducta Social , Empatía , Humanos
11.
Health Commun ; 32(5): 533-540, 2017 05.
Artículo en Inglés | MEDLINE | ID: mdl-27540773

RESUMEN

The purpose of this study was to determine whether exposure to a manga comic (Japanese comic art) with messages promoting fruit consumption influenced psychosocial variables associated with increased fruit intake in middle-school youth. A three-group, randomized, single-session study was conducted in two public middle schools in central North Carolina. Participants were randomly assigned to one of three groups: (a) comic (manga comic promoting fruit consumption, (b) newsletter (newsletter about fruit), or (c) attention-control (newsletter about ancient Greece). Participants included N = 263 youth, with a mean age of 13.18 years (SD = 1.12). Outcome expectations, self-efficacy, and knowledge related to fruit intake were measured at baseline and immediately after reading. Secondary outcomes included transportation (degree to which participants are immersed in their media) and enjoyment, measured at posttest. Data were analyzed using regression analyses. Comic group participants tended to have greater change in outcome expectations related to fruit intake compared to the attention-control group and greater transportation and enjoyment than the newsletter and attention-control groups. Study results are promising and suggest that manga comics may be a useful format to promote positive health beliefs in youth.


Asunto(s)
Dibujos Animados como Asunto , Frutas , Educación en Salud/métodos , Promoción de la Salud/métodos , Adolescente , Libros Ilustrados , Conducta Alimentaria/psicología , Femenino , Humanos , Masculino , North Carolina , Autoeficacia , Encuestas y Cuestionarios
12.
J Health Commun ; 20(8): 969-76, 2015 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-26086987

RESUMEN

Research has demonstrated the ability of fictional narratives to educate about social and health issues. Although some entertainment-education efforts have used live theater as a mechanism for social change, very few use social science methods to demonstrate exposure effects. This project used live theater to increase understanding and knowledge about intimate partner violence, a pervasive and costly social and health problem. Audiences watched either a play about abusive relationships-emphasizing psychological abuse and the role of coercion and control-or a control play. Compared with controls, those who watched the abuse play were more knowledgeable and less accepting of myths about abusive relationships in a way that mirrored play content. Although both plays were highly transporting, transportation did not explain a significant amount of variance in the attitudes toward intimate partner violence. These results provide rare evidence for theater as a tool for social change.


Asunto(s)
Drama , Violencia de Pareja , Cambio Social , Adolescente , Adulto , Anciano , Anciano de 80 o más Años , Femenino , Humanos , Conocimiento , Masculino , Persona de Mediana Edad , Narración , Comunicación Persuasiva , Adulto Joven
13.
Front Psychol ; 4: 778, 2013.
Artículo en Inglés | MEDLINE | ID: mdl-24198795

RESUMEN

Attitude change is a critical component of health behavior change, but has rarely been studied longitudinally following extensive exposures to persuasive materials such as full-length movies, books, or plays. We examined changes in attitudes related to food production and consumption in college students who had read Michael Pollan's book The Omnivore's Dilemma as part of a University-wide reading project. Composite attitudes toward organic foods, local produce, meat, and the quality of the American food supply, as well as opposition to government subsidies, distrust in corporations, and commitment to the environmental movement were significantly and substantially impacted, in comparison to students who had not read the book. Much of the attitude change disappeared after 1 year; however, over the course of 12 months self-reported opposition to government subsidies and belief that the quality of the food supply is declining remained elevated in readers of the book, compared to non-readers. Findings have implications for our understanding of the nature of changes in attitudes to food and eating in response to extensive exposure to coherent and engaging messages targeting health behaviors.

14.
Addiction ; 108(3): 477-84, 2013 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-22994374

RESUMEN

AIMS: A growing body of research suggests that smoking portrayals in movies influence adolescent tobacco use. However, the mechanism for this influence remains unclear. The aim of this paper is to provide an overview of research on narrative transportation theory, particularly as applied to movies and smoking. We propose that this theory can provide a valuable framework for guiding research on the role of entertainment media in smoking and other addictive behaviors. METHODS: We review empirical work on transportation theory and highlight the psychological mechanisms underlying transportation effects. 'Transportation into narrative worlds' refers to cognitive, emotional and imagery engagement into a narrative (including movies and entertainment media). We link this work with research on the effects of movie smoking. RESULTS: Research suggests that individuals who are more highly transported into narratives show greater attitude, belief and behavior change. Transportation effects work through reducing counterarguing, creating connections (identification and liking) with characters and increasing perceptions of realism and emotional involvement. We propose several future directions and research challenges for applying a transportation framework to the issue of entertainment media effects on smoking and tobacco disparities. Understanding factors contributing to transportation may provide a more nuanced view of who will be affected by movie smoking, and understanding the psychological processes underlying narrative persuasion may guide intervention efforts. CONCLUSIONS: Narrative transportation theory suggests that individuals' cognitive, emotional and imagery immersion in a narrative is a key mechanism of attitude, belief and behavior change. This theory provides a potentially generative and psychologically grounded framework for increasing knowledge about the boundary conditions and processes underlying the effects of entertainment media on tobacco use.


Asunto(s)
Actitud Frente a la Salud , Películas Cinematográficas , Narración , Fumar/psicología , Adolescente , Emociones , Humanos , Motivación , Comunicación Persuasiva , Cese del Hábito de Fumar/psicología , Transferencia de Experiencia en Psicología
15.
Ann Behav Med ; 33(3): 221-35, 2007 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-17600449

RESUMEN

Narrative forms of communication-including entertainment education, journalism, literature, testimonials, and storytelling-are emerging as important tools for cancer prevention and control. To stimulate critical thinking about the role of narrative in cancer communication and promote a more focused and systematic program of research to understand its effects, we propose a typology of narrative application in cancer control. We assert that narrative has four distinctive capabilities: overcoming resistance, facilitating information processing, providing surrogate social connections, and addressing emotional and existential issues. We further assert that different capabilities are applicable to different outcomes across the cancer control continuum (e.g., prevention, detection, diagnosis, treatment, survivorship). This article describes the empirical evidence and theoretical rationale supporting propositions in the typology, identifies variables likely to moderate narrative effects, raises ethical issues to be addressed when using narrative communication in cancer prevention and control efforts, and discusses potential limitations of using narrative in this way. Future research needs based on these propositions are outlined and encouraged.


Asunto(s)
Comunicación , Narración , Neoplasias/prevención & control , Investigación/normas , Afecto , Ética Profesional , Guías como Asunto , Humanos , Difusión de la Información
16.
Emotion ; 6(2): 330-4, 2006 May.
Artículo en Inglés | MEDLINE | ID: mdl-16768565

RESUMEN

The authors used a representative national sample (N = 777) to test the evolutionary hypothesis that men would be more bothered by sexual infidelity and women by emotional infidelity, the Jealousy as a Specific Innate Module (JSIM) effect. Our alternative conceptualization of jealousy suggests that there are distinct emotional components of jealousy that did not evolve differently by gender. The authors looked for effects of age, socioeconomic status (SES), and type of measure (continuous or dichotomous) on jealousy. The authors did not find age or SES effects. Forced-choice items provided support for our alternative view; both genders showed more anger and blame over sexual infidelity but more hurt feelings over emotional infidelity. Continuous measures indicated more emotional response to sexual than emotional infidelity among both genders.


Asunto(s)
Afecto , Decepción , Celos , Conducta Sexual , Adulto , Evolución Biológica , Femenino , Humanos , Relaciones Interpersonales , Masculino , Apego a Objetos , Conducta Sexual/psicología , Factores Socioeconómicos , Encuestas y Cuestionarios , Estados Unidos
17.
Hum Nat ; 17(4): 377-92, 2006 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-26181608

RESUMEN

Evolutionary discussions regarding the relationship between social status and fertility in the contemporary U.S. typically claim that the relationship is either negative or absent entirely. The published data on recent generations of Americans upon which such statements rest, however, are solid with respect to women but sparse and equivocal for men. In the current study, we investigate education and income in relation to age at first child, childlessness, and number of children for men and women in two samples-one of the general American population and one of graduates of an elite American university. We find that increased education is strongly associated with delayed childbearing in both sexes and is also moderately associated with decreased completed or near-completed fertility. Women in the general population with higher adult income have fewer children, but this relationship does not hold within all educational groups, including our sample with elite educations. Higher-income men, however, do not have fewer children in the general population and in fact have lower childlessness rates. Further, higher income in men is positively associated with fertility among our sample with elite educations as well as within the general population among those with college educations. Such findings undermine simple statements on the relationship between status and fertility.

18.
Pers Soc Psychol Bull ; 30(11): 1375-88, 2004 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-15448303

RESUMEN

In three studies (total N = 619), the authors tested an evolutionary hypothesis: Men are more bothered by sexual than emotional infidelity, whereas the reverse is true of women. More diverse samples (in age) and measures than is typical were used. In Study 1, the authors found across gender, sample, and method that sexual infidelity was associated with anger and blame, but emotional infidelity was associated with hurt feelings. The evolutionary effect was replicated with undergraduates but not with the nonstudent sample. In Study 2, narrative scenarios were used; it was found that nonstudent men and women were more hurt and upset by emotional infidelity but were made angrier by sexual infidelity. In Study 3, using Likert-type scales, scenarios, and a nonstudent sample, it was found that both genders were more upset, hurt, and angrier about sexual than emotional transgressions when rating one kind without hearing the opposite type. The implications for how emotional responses evolved are discussed.


Asunto(s)
Relaciones Extramatrimoniales/psicología , Celos , Parejas Sexuales/psicología , Adolescente , Adulto , Anciano , Anciano de 80 o más Años , Análisis de Varianza , Emociones , Femenino , Humanos , Masculino , Persona de Mediana Edad , Philadelphia , Teoría Psicológica , Factores Sexuales , Conducta Sexual
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