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1.
Fam Community Health ; 47(1): 66-79, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-37747843

RESUMEN

Communities can play an important role in protecting children and supporting vulnerable families. However, there is currently a lack of understanding of what communities actually think and do regarding these groups. The purpose of this study was to review and synthesize evidence on community attitudes and behaviors toward vulnerable families. A rapid systematic literature review was conducted, supplemented by 6 semistructured interviews with experienced practitioners. Four databases were searched using key words related to community attitudes and behaviors, parents and families, and family and child protection services. Database searches returned 10 135 unique records, of which 23 met the inclusion criteria. The identified articles investigated a range of attitudes and behaviors, including reporting abuse and neglect; assisting victims of intimate partner violence; attitudes toward parenting practices; and participating in activities that build social support and social capital. Correlates of these attitudes and behaviors included sociodemographic characteristics, individual differences, community characteristics, and incident characteristics. A number of interventions to change community attitudes and behaviors were also identified. Practitioners indicated that success factors for interventions included facilitating active participation from community members; using multifaceted approaches; and increasing empathy toward vulnerable families. Despite increasing evidence around how community members think and act toward vulnerable families, more (particularly review-level) research is needed to determine how to effectively change these attitudes and behaviors.


Asunto(s)
Crianza del Niño , Padres , Niño , Humanos , Actitud , Relaciones Familiares , Apoyo Social
2.
Psychiatry Res ; 247: 265-275, 2017 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-27936438

RESUMEN

The relationship between stressful life transitions and wellbeing is well established, however, the protective role of social connectedness has received mixed support. We test two theoretical models, the Stress Buffering Hypothesis and the Social Identity Model of Identity Change, to determine which best explains the relationship between social connectedness, stress, and wellbeing. Study 1 (N=165) was an experiment in which participants considered the impact of moving cities versus receiving a serious health diagnosis. Study 2 (N=79) was a longitudinal study that examined the adjustment of international students to university over the course of their first semester. Both studies found limited evidence for the buffering role of social support as predicted by the Stress Buffering Hypothesis; instead people who experienced a loss of social identities as a result of a stressor had a subsequent decline in wellbeing, consistent with the Social Identity Model of Identity Change. We conclude that stressful life events are best conceptualised as identity transitions. Such events are more likely to be perceived as stressful and compromise wellbeing when they entail identity loss.


Asunto(s)
Acontecimientos que Cambian la Vida , Modelos Teóricos , Identificación Social , Apoyo Social , Estrés Psicológico/psicología , Adaptación Psicológica , Adolescente , Adulto , Femenino , Humanos , Estudios Longitudinales , Masculino , Persona de Mediana Edad , Estudiantes/psicología , Adulto Joven
3.
PLoS One ; 8(7): e68382, 2013.
Artículo en Inglés | MEDLINE | ID: mdl-23844191

RESUMEN

BACKGROUND: Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. METHODS AND FINDINGS: Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. CONCLUSIONS: We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.


Asunto(s)
Conducta Social , Juegos de Video , Adolescente , Adulto , Femenino , Humanos , Masculino , Juegos de Video/efectos adversos , Adulto Joven
4.
Hum Factors ; 52(1): 92-104, 2010 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-20653228

RESUMEN

OBJECTIVE: The aim of this study was to replicate the finding that multisensory integration with a head-mounted display (HMD) is particularly difficult when a person is walking and hearing sound from a free-field speaker, and to extend the finding with a response method intended to reduce workload. BACKGROUND: HMDs can support the information needs of workers whose work requires mobility, but some low-cost solutions for delivering auditory information may be less effective than others. METHOD: For the study, 24 participants detected whether shapes moving on the HMD screen made a sound appropriate to their forms when they collided with other shapes. Independent variables were self-motion (participants were mobile or seated), sound delivery (free-field speakers or an earpiece), and response method (noting mismatches via a mental count or via a manual clicker). RESULTS: Unexpectedly, overall mismatch task accuracy was worse with the clicker (p = .027) than without. Participants also reported that it was harder to time-share the mismatch task with clicker responses (p = .033). In the clicker condition, self-motion and sound delivery interacted but in the opposite direction to the previous study. CONCLUSION: The best way of delivering auditory information to mobile workers performing a multisensory integration task with an HMD may depend on whether responding involves mental load or manual load. Broader theories are needed to capture factors influencing performance. APPLICATION: Until more powerful theory is developed, designers should perform careful formative and summative tests of whether the activities to be performed by mobile HMD wearers will make some sound delivery solutions less effective than others.


Asunto(s)
Presentación de Datos , Movimiento (Física) , Sonido , Análisis y Desempeño de Tareas , Percepción Visual , Adolescente , Adulto , Femenino , Humanos , Masculino , Memoria , Detección de Señal Psicológica , Adulto Joven
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