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1.
JMIR Form Res ; 7: e43036, 2023 Jun 07.
Artigo em Inglês | MEDLINE | ID: mdl-37285206

RESUMO

BACKGROUND: More than half of adults in Germany have felt lonely during the COVID-19 pandemic. Previous studies highlight the importance of boosting positive emotions and social connectedness to combat loneliness. However, interventions targeting these protective psychosocial resources remain largely untested. OBJECTIVE: In this study, we aim to test the feasibility of a short animated storytelling video, written messages boosting social connectedness, and a combination of both for alleviating loneliness. METHODS: We enrolled 252 participants who were 18 years or older and spoke fluent German. Participants were recruited from a previous study on loneliness in Germany. We measured the effects of a combination of an animated video and written messages (intervention A), an animated video (intervention B), and written messages (intervention C) on loneliness, self-esteem, self-efficacy, and hope. We compared these with a control arm, which did not receive any intervention. The animated video was developed by Stanford University School of Medicine to reflect experiences of social isolation during the COVID-19 pandemic and convey messages of hope and solidarity. The written messages communicate four findings from recent studies on loneliness in Germany: (1) over a period of 6 months, 66% of respondents in Germany reported feeling lonely (feelings of loneliness are surprisingly common); (2) physical activity can ease feelings of loneliness; (3) focusing on "what really matters" in one's life can help to ease feelings of loneliness; and (4) turning to friends for companionship and support can ease feelings of loneliness. Participants were randomized 1:1:1:1 to interventions A, B, C, and the control condition, using the randomization feature of the web-based platform "Unipark," on which our trial takes place. Both the study investigators and analysts were blinded to the trial assignments. The primary outcome, loneliness, was measured using the short-form UCLA Loneliness Scale (ULS-8). Our secondary outcomes included the scores of the Coping with Loneliness Questionnaire, the 10-item Rosenberg Self-Esteem Scale (RSE), the 10-item General Self-Efficacy Scale, and the 12-item Adult Hope Scale (AHS). RESULTS: We observed no statistically significant effect of the tested interventions on loneliness scores, controlling for the baseline loneliness score before an intervention (all P values >.11). However, we observed significantly greater intention to cope with loneliness after exposure to an animated video when compared with the control (ß=4.14; t248=1.74; 1-tailed P=.04). CONCLUSIONS: Our results provide meaningful evidence for the feasibility of a full-scale study. Our study sheds light on the intention to cope with loneliness and explores the potential for creative digital interventions to enhance this psychological precursor, which is integral to overcoming loneliness. TRIAL REGISTRATION: German Clinical Trials Register DRKS00027116; https://drks.de/search/en/trial/DRKS00027116.

2.
AI Soc ; : 1-14, 2022 Apr 02.
Artigo em Inglês | MEDLINE | ID: mdl-35400854

RESUMO

Artificial intelligence (AI) is becoming part of our everyday experience and is expected to be ever more integrated into ordinary life for many years to come. Thus, it is important for those in product development, research, and public policy to understand how the public's perception of AI is shaped. In this study, we conducted focus groups and an online survey to determine the knowledge of AI held by the American public, and to judge whether entertainment media is a major influence on how Americans perceive AI. What we found is that the American public's knowledge of AI is patchy: some have a good understanding of what is and what is not AI, but many do not. When it came to understanding what AI can do, most respondents believe that AI could "replace human jobs" but few thought that it could "feel emotion." Most respondents were optimistic about the future and impact of AI, though about one third were not sure. Most respondents also did not think they could develop an emotional bond with or be comfortable being provided care by an AI. Regarding the influence of entertainment media on perceptions of AI, we found a significant relationship (p < 0.5) between people's beliefs about AI in entertainment media and their beliefs about AI in reality. Those who believe AI is realistically depicted in entertainment media were more likely to see AIs as potential emotional partners or apocalyptic robots than to imagine AIs taking over jobs or operating as surveillance tools.

3.
Omega (Westport) ; 86(2): 553-575, 2022 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-33308012

RESUMO

The current manuscript presents a study that examines contextual factors that can explain two distinct types of viewer responses to death in narratives. Using procedures developed in past research, we explore why some narrative character deaths elicit poignant, eudaimonic responses while others elicit joyful, hedonic responses. We incorporate a control group to examine whether freely-recalled memorable deaths are more closely associated with feelings of meaning or pleasure. Results suggest that meaningful deaths lead to appreciation; befall liked, moral characters; and elicit mixed/negative affect, whereas pleasurable deaths lead to enjoyment; befall disliked, immoral characters, and elicit positive affect. In addition, freely-recalled character death is more closely aligned with meaningful death and its correlates than pleasurable death and its correlates. We conclude with a discussion of how the current findings can improve the use of mediated death in clinical settings, particularly as a strategy for approaching instances of disenfranchised grief.


Assuntos
Narração , Prazer , Humanos , Emoções
4.
Nutrients ; 12(4)2020 Mar 31.
Artigo em Inglês | MEDLINE | ID: mdl-32244299

RESUMO

While watching or playing with media, children are often confronted with food appearances. These food portrayals might be a potential factor that affects a child's dietary behaviors. We aimed to comprehensively expound the effects of these types of food appearances on dietary outcomes of children. Our objectives were to synthetize the evidence of the experiments that study the effects of foods embedded in children's entertainment media throughout a systematic review, to conduct two meta-analyses (food choice and intake) in order to quantify the effects, and to examine to what extent the effects of foods embedded in entertainment media varies across different moderating variables. We conducted a systematic search of five databases for studies published up to July 2018 regarding terms related to children and foods embedded in entertainment media. We identified 26 eligible articles, of which 13 (20 effect sizes) and 7 (13 effect sizes) were considered for a meta-analysis on food choice and intake, respectively. Most of the studies were assessed as having a middle risk of bias. Overall, food being embedded in entertainment media is a strategy that affects the eating behaviors of children. As most of the embedded foods in the included studies had low nutritional values, urgent measures are needed to address the problem of childhood obesity.


Assuntos
Fenômenos Fisiológicos da Nutrição Infantil/fisiologia , Dieta , Ingestão de Alimentos , Comportamento Alimentar , Preferências Alimentares , Valor Nutritivo , Psicologia da Criança , Mídias Sociais , Criança , Pré-Escolar , Feminino , Humanos , Masculino , Obesidade Pediátrica/etiologia , Obesidade Pediátrica/prevenção & controle , Risco
5.
Acad Pediatr ; 20(7): 934-941, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32201346

RESUMO

OBJECTIVE: To characterize the electronic media (e-media) use of preschoolers from low-income families comprehensively, in terms of platform interaction potential and content. METHODS: Parents of 380 preschoolers (mean age, 52.5 ± 3.7 months) from diverse, low-income backgrounds reported on their child's age of exposure to various e-media types, frequency of use, amount of background television, and listed all child shows/cartoons and adult shows/general audience shows the child watches, as well as all electronic games/apps the child plays. We calculated descriptive statistics and conducted latent profile analyses to characterize e-media use. RESULTS: Most children in the sample began watching TV before age 1 year and nearly half watch child shows/cartoons several times a day or more. Most children began playing games/apps before age 3 years and more than one quarter play games several times a day or more. More than 20% of children are exposed to >3 hours of background TV on a typical weekday and 30% are exposed to this amount on a typical weekend day. A Modest E-Media Use profile characterized most children in the sample (70%). Fewer children were characterized by a High Educational Games profile (14%) or a High Adult TV/Elevated Entertainment Games Use and Background TV profile (16%). CONCLUSIONS: Collectively, the 3 profiles reflect heterogeneous use patterns with regard to platform interaction potential and educational quality during the course of a typical week. Additional research is warranted to assess linkages between e-media use profiles and indicators of school readiness in cognitive, academic, and social and behavioral domains in diverse, low-income samples.


Assuntos
Jogos de Vídeo , Adulto , Criança , Pré-Escolar , Eletrônica , Humanos , Lactente , Pessoa de Meia-Idade , Pais , Pobreza , Televisão
6.
Rev Asoc Med Argent ; 131(1): 24-31, 2018 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-30294003

RESUMO

Tobacco use is the primary preventable cause of death and disability in the world. To combat the tobacco epidemic, most countries have signed and ratified the World Health Organzation's Framework Convention on Tobacco Control (WHO FCTC). Article 13 of this treaty requires implementation of a comprehensive ban on tobacco advertising, promotion and sponsorship. Implementation guidelines for Article 13 recognize that the depiction of tobacco use in commercially-produced films promotes tobacco use amongst young people. In this article we review the relationship between the tobacco industry and the movie industry over the past 100 years; the cross sectional and longitudinal studies that demonstrate a causal relationship between exposure to movie smoking depictions and youth smoking initiation; and the policy interventions recommended by the WHO to limit youth exposure to tobacco in movies.


El consumo de Tabaco es la primera causa de mortalidad prevenible en el mundo. Para combatir esta epidemia, los países miembros de la Organización Mundial de la Salud han firmado, y la mayoría de ellos ratificado, el Convenio Marco para el Control del Tabaco. El articulo 13 de este tratado toda forma de publicidad, promoción y patrocinio del tabaco. Las guías para la implementación de este artículo reconocen que la presencia de tabaco en el cine es una forma de promoción de los productos del tabaco dirigida principalmente a los jóvenes.En esta revisión describimos la relación entre la industria del cine y la del tabaco en los últimos 100 año, los estudios de corte transveral y longitudinales que demiuestran como la exposición a tabaco en el cine induce a los jóvenes a iniciarse en el tabaquismo, y las políticas públicas recomendadas para evitar la presencia de tabaco en el cine, al menos en las películas para niños y adolescentes.

7.
Rev. Asoc. Méd. Argent ; 131(1): 24-31, mar. 2018. ilus
Artigo em Espanhol | LILACS | ID: biblio-973095

RESUMO

El consumo de tabaco es la primera causa de mortalidad prevenible en el mundo. Para combatir esta epidemia, los países miembros de la Organización Mundial de la Salud han firmado, y la mayoría de ellos ratificado, el Convenio Marco para el Control del Tabaco. El artículo 13 de este tratado regula toda forma de publicidad, promoción y patrocinio del tabaco. Las guías para la implementación de este artículo reconocen que la presencia de tabaco en el cine es una forma de promoción de los productos del tabaco dirigida principalmente a los jóvenes. En esta revisión describimos la relación entre la industria del cine y la del tabaco en los últimos 100 años, los estudios de corte transversal y longitudinales que demuestran cómo la exposición a tabaco en el cine induce a los jóvenes a iniciarse en el tabaquismo, y las políticas públicas recomendadas para evitar la presencia de tabaco en el cine, al menos en las películas para niños y adolescentes.


Tobacco use is the primary preventable cause of death and disability in the world. To combat the tobacco epidemic, most countries have signed and ratified the World Health Organzation’s Framework Convention on Tobacco Control (WHO FCTC). Article 13 of this treaty requires implementation of a comprehensive ban on tobacco advertising, promotion and sponsorship. Implementation guidelines for Article 13 recognize that the depiction of tobacco use in commercially-produced films promotes tobacco use amongst young people. In this article we review the relationship between the tobacco industry and the movie industry over the past 100 years; the cross sectional and longitudinal studies that demonstrate a causal relationship between exposure to movie smoking depictions and youth smoking initiation; and the policy interventions recommended by the WHO to limit youth exposure to tobacco in movies.


Assuntos
Humanos , Adolescente , Filmes Cinematográficos , Uso de Tabaco/legislação & jurisprudência , Fumar/psicologia , Uso de Tabaco/prevenção & controle , Uso de Tabaco/psicologia , Organização Mundial da Saúde , Argentina
8.
Public Underst Sci ; 26(5): 596-611, 2017 07.
Artigo em Inglês | MEDLINE | ID: mdl-27340172

RESUMO

Popular media influences ideas about science constructed by the public. To sway media productions, public policy organizations have increasingly promoted use of science consultants. This study contributes to understanding the connection from science consultants to popular media to public outcomes. A science-based television series was examined for intended messages of the creator and consulting scientist, and received messages among middle school and non-science university students. The results suggest the consulting scientist missed an opportunity to influence the portrayal of the cultural contexts of science and that middle school students may be reading these aspects uncritically-a deficiency educators could potentially address. In contrast, all groups discussed the science content and practices of the show, indicating that scientific facts were salient to both media makers and audiences. This suggests popular media may influence the public knowledge of science, supporting concerns of scientists about the accuracy of fictional television and film.


Assuntos
Percepção , Opinião Pública , Ciência , Televisão , Feminino , Humanos , Masculino , Instituições Acadêmicas , Estudantes , Universidades
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