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Zhu AYF, Chou KL. Health Outcomes of Social Pension Expansion: A Quasi-Experiment Among Older Adults in Hong Kong. J Appl Gerontol 2024; 43:26-36. [PMID: 37614125 DOI: 10.1177/07334648231195493] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 08/25/2023] Open
Abstract
A social pension, regarded as a reliable source of income, has the potential to significantly influence the overall wellbeing of vulnerable older adults. This study aimed to extend the understanding of the effects of social pension expansion beyond its economic impacts to encompass recipients' health status. Using three-wave data from a representative sample of older adults, we employed a quasi-experimental assessment model to evaluate the impact of a recent social pension expansion in Hong Kong on health-related consumption and health outcomes among older adults. The results of the triple difference estimations revealed that an increased social pension significantly enhanced older people's engagement in entertainment activities, utilization of healthcare services, and expenditures on preventive health products. Furthermore, the increased social pension was found to have a significant positive effect on mitigating poor self-rated health and poor sleep quality. However, it did not have a significant impact on the prevalence of depression. These findings suggest that social pension expansion should be coordinated with other policy initiatives to comprehensively improve the physical and mental health of older adults.
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Affiliation(s)
- Alex Yue Feng Zhu
- Department of Social Sciences and Policy Studies, The Education University of Hong Kong, Hong Kong, China
| | - Kee Lee Chou
- Department of Social Sciences and Policy Studies, The Education University of Hong Kong, Hong Kong, China
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Qin S, Cheng Y, Zhang H, Ding Y. Home/Community-Based Medical and Elderly Care Services Utilization in China: A Cross-Sectional Study from the Middle-Aged and Elderly Population. Healthcare (Basel) 2023; 11:2431. [PMID: 37685465 PMCID: PMC10486956 DOI: 10.3390/healthcare11172431] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/02/2023] [Revised: 08/25/2023] [Accepted: 08/29/2023] [Indexed: 09/10/2023] Open
Abstract
Few studies have analyzed the acceptance of home/community-based medical and elderly care services in China. Therefore, we conducted a cross-sectional study to describe the acceptance of five services among people aged ≥ 45 years in the China mainland, and their influencing factors. The data were obtained from the database China Health and Retirement Longitudinal Study 2018. For each service, a binary logistics regression was adopted. A total of 9719 people were included, of whom 20.12% received services. The numbers of recipients (acceptance rates) of the five services, namely, comprehensive aged care services, regular physical examinations, onsite visits, health management, and entertainment, were 107 (1.10%), 1640 (16.87%), 323 (3.32%), 156 (1.61%), and 245 (2.52%), respectively. About 4% of people had received two or more services. The elderly aged 65-74 and those who were satisfied with the local medical services had higher acceptance of services. Urban hukou having health insurance, two or more chronic diseases, provincial economic welfare, and social welfare were positively associated with the acceptance of regular physical examination services. It is suggested that the government should gradually improve satisfaction with local medical services, and pay more attention to the needs of elderly people aged 65-74 for all kinds of home/community-based medical and elderly care services.
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Affiliation(s)
- Shangren Qin
- School of Public Health, Hangzhou Normal University, Hangzhou 311121, China; (S.Q.); (Y.C.); (H.Z.)
| | - Yenuan Cheng
- School of Public Health, Hangzhou Normal University, Hangzhou 311121, China; (S.Q.); (Y.C.); (H.Z.)
| | - Hangjing Zhang
- School of Public Health, Hangzhou Normal University, Hangzhou 311121, China; (S.Q.); (Y.C.); (H.Z.)
| | - Ye Ding
- School of Public Health, Hangzhou Medical College, Hangzhou 311399, China
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Jones SC, Trott E, Gordon C, Milne L. Perception of the Portrayal of Autism in Netflix's Atypical Within the Autism Community. Autism Adulthood 2023; 5:76-85. [PMID: 36941854 PMCID: PMC10024263 DOI: 10.1089/aut.2022.0013] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
Background Fictional portrayals of autism play a role in raising awareness, shaping knowledge, and influencing attitudes toward autism. However, the accuracy of these portrayals is a topic of debate. Limited research has been conducted with the autism community regarding their perceptions of fictional portrayals of autism. This study aimed to explore autistic people's perceptions of the accuracy, educational benefits, and impact of Atypical, a Netflix comedy drama series focused on the experiences of an autistic protagonist. Methods Participants were 77 members of the autism community (autistic N = 65, parent/partner N = 12), recruited via social media. Participants completed a cross-sectional predominantly qualitative survey. We undertook descriptive statistical analyses on the quantitative data and used a reflexive thematic analysis approach to analyze the qualitative data. Results The majority of participants described Sam's portrayal as accurate, emphasizing that it was accurate as one example of autism. Family members appeared more likely to perceive Atypical as having informative benefit and being likely to improve attitudes toward autism than were autistic people. The primary concerns identified were the stereotypical representation of a popular media image of autism, the lack of diversity, and the depiction of autism as a burden or challenge for the protagonist and his family. Conclusions This study builds on previous research on the portrayal of autism in entertainment media by investigating the perception of the autism community regarding one such fictional portrayal. It identifies that for entertainment media to better represent the lived experience of autistic people and improve community understanding of autism, there is a need for increased diversity of portrayals and for the involvement of autistic people in the development and production process.
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Affiliation(s)
- Sandra C. Jones
- Research Impact Unit, Australian Catholic University, Melbourne, Australia
| | - Emma Trott
- School of Behavioural and Health Sciences, Australian Catholic University, Melbourne, Australia
| | - Chloe Gordon
- Research Impact Unit, Australian Catholic University, Melbourne, Australia
| | - Lisa Milne
- School of Behavioural and Health Sciences, Australian Catholic University, Melbourne, Australia
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Olpin E, Hanson CL, Crandall A. Influence of Social Media Uses and Gratifications on Family Health among U.S. Parents: A Cross-Sectional Study. Int J Environ Res Public Health 2023; 20:1910. [PMID: 36767276 PMCID: PMC9915263 DOI: 10.3390/ijerph20031910] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 12/12/2022] [Revised: 01/14/2023] [Accepted: 01/17/2023] [Indexed: 06/18/2023]
Abstract
Some research suggests that parents on social media have access to greater social support and health information. However, evidence also connects parental social media use to negative outcomes including increased parental stress, depression, and distraction. Using the uses and gratification theory, this study goes beyond measures of parents' individual mental health and explores social media use and its association with family well-being. Family health outcomes were predicted to vary with parents' use and gratifications of social media, with parents who use social media primarily for information and connection scoring higher on family health and parents who used social media for entertainment scoring worse on family health. The sample included 482 heterosexual married or cohabiting partners recruited through a Qualtrics panel. All participants were parents of children ages of 3-13, with mothers and fathers each completing the survey. Findings indicated that fathers' use of social media for entertainment and connecting with family and friends was associated with better family well-being and health resources (p < 0.01). However, mothers' use of social media did not have a statistically meaningful relationship with family health variables. There was no evidence that parental social media use was associated with negative family health outcomes. Longitudinal data is needed to determine the temporal relationship between social media use and family health. Public health professionals interested in improving family health may consider how to better reach fathers on social media to increase health resources.
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Skórka P, Grzywacz B, Moroń D, Lenda M. COVID-19 in Memes: The Adaptive Response of Societies to the Pandemic? Int J Environ Res Public Health 2022; 19:12969. [PMID: 36232263 PMCID: PMC9566158 DOI: 10.3390/ijerph191912969] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 09/13/2022] [Revised: 10/06/2022] [Accepted: 10/07/2022] [Indexed: 06/16/2023]
Abstract
COVID-19 expanded rapidly throughout the world, with enormous health, social, and economic consequences. Mental health is the most affected by extreme negative emotions and stress, but it has been an underestimated part of human life during the pandemic. We hypothesized that people may have responded to the pandemic spontaneously with increased interest in and creation of funny internet memes. Using Google and Google Trends, we revealed that the number of and interest in funny internet memes related to COVID-19 exploded during the spring 2020 lockdown. The interest in coronavirus memes was positively correlated with interest in mortality due to COVID-19 on a global scale, and positively associated with the real number of deaths and cases reported in different countries. We compared content of a random sample of 200 coronavirus memes with a random sample of 200 non-coronavirus memes found on the Internet. The sentiment analysis showed that coronavirus memes had a similar proportion of positive and negative words compared to non-coronavirus memes. However, an internet questionnaire revealed that coronavirus memes gained higher funniness scores than a random sample of non-coronavirus memes. Our results confirm that societies may have turned to humor to cope with the threat of SARS-CoV-2.
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Affiliation(s)
- Piotr Skórka
- Institute of Nature Conservation, Polish Academy of Sciences, 31-120 Kraków, Poland
| | - Beata Grzywacz
- Institute of Systematics and Evolution of Animals, Polish Academy of Sciences, 31-016 Kraków, Poland
| | - Dawid Moroń
- Institute of Systematics and Evolution of Animals, Polish Academy of Sciences, 31-016 Kraków, Poland
| | - Magdalena Lenda
- Institute of Nature Conservation, Polish Academy of Sciences, 31-120 Kraków, Poland
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Hamad A, Jia B. How Virtual Reality Technology Has Changed Our Lives: An Overview of the Current and Potential Applications and Limitations. Int J Environ Res Public Health 2022; 19:ijerph191811278. [PMID: 36141551 PMCID: PMC9517547 DOI: 10.3390/ijerph191811278] [Citation(s) in RCA: 8] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/20/2022] [Revised: 08/29/2022] [Accepted: 09/06/2022] [Indexed: 05/17/2023]
Abstract
Despite virtual reality (VR) being initially marketed toward gaming, there are many potential and existing VR applications in various sectors and fields, including education, training, simulations, and even in exercise and healthcare. Unfortunately, there is still a lack of general understanding of the strengths and limitations of VR as a technology in various application domains. Therefore, the aim of this literature review is to contribute to the library of literature concerning VR technology, its applications in everyday use, and some of its existing drawbacks. Key VR applications were discussed in terms of how they are currently utilized or can be utilized in the future, spanning fields such as medicine, engineering, education, and entertainment. The main benefits of VR are expressed through the text, followed by a discussion of some of the main limitations of current VR technologies and how they can be mitigated or improved. Overall, this literature review shows how virtual reality technology has the potential to be a greatly beneficial tool in a multitude of applications and a wide variety of fields. VR as a technology is still in its early stages, but more people are becoming interested in it and are optimistic about seeing what kind of changes VR can make in their everyday lives. With how rapidly modern society has adapted to personal computers and smartphones, VR has the opportunity to become the next big technological turning point that will eventually become commonplace in most households.
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Wisnewski AV, Cantley L, Campillo Luna J, Liu J, Smith RF, Hager K, Redlich CA. Changes Over Time in COVID-19 Incidence, Vaccinations, Serum Spike IgG, and Viral Neutralizing Potential Among Individuals From a North American Gaming Venue: December 2020-August 2021. J Occup Environ Med 2022; 64:788-796. [PMID: 36054278 PMCID: PMC9426317 DOI: 10.1097/jom.0000000000002617] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
Abstract
OBJECTIVE This study aims to evaluate COVID-19 cases and vaccine responses among workers in the gaming/entertainment industry. METHODS Participants provided detailed information on occupational risk factors, demographics, COVID-19 history, and vaccination status through questionnaire. Enzyme-linked immunosorbent assays were used to measure serum antiviral antibodies and neutralizing capacity. RESULTS Five hundred-fifty individuals participated with n = 228 (41.5%) returning for follow-up. At least 71% of participants were fully vaccinated within 8 months of vaccine availability and COVID-19 rates declined concomitantly. Serum anti-spike IgG levels and neutralizing capacity were significantly (P < 0.001) associated COVID-19 history and vaccine type, but not occupational risk factors, and declined (on average 36%) within 5 months. Few vaccine nonresponders (n = 12) and "breakthrough" infections (n = 1) were noted. CONCLUSIONS COVID-19 vaccination was associated with a marked decrease in infections; however, individual humoral responses varied and declined significantly over time.
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Öeren M, Jordan I, Coughlin D, Turnbull S. Improving Access to Behavioral Strategies to Improve Mental Well-being With an Entertaining Breakfast Show App: Feasibility Evaluation Study. JMIR Form Res 2022; 6:e25715. [PMID: 35319468 PMCID: PMC8987957 DOI: 10.2196/25715] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/12/2020] [Revised: 03/03/2021] [Accepted: 01/07/2022] [Indexed: 12/02/2022] Open
Abstract
Background Although mental ill-health is more prevalent among people from lower socioeconomic groups, digital mental well-being innovations are often developed for people from higher socioeconomic groups, who already have resources to maintain good mental and physical health. To decrease health inequalities and ensure that available solutions are appealing and accessible to people with fewer resources, new approaches should be explored. We developed the app Wakey!, which focused on creating engaging mental health content that is accessible, particularly among lower socioeconomic groups in the United Kingdom. Objective The aim of this study is to assess engagement with the app, investigate initial effectiveness data for 6 well-being outcomes, and explore participants’ subjective experiences of using Wakey! Methods The app Wakey! was publicly launched on January 20, 2020, and was free to download from Apple Store and Google Play. The app provided its users with entertaining and educational content related to mental well-being. Concurrently, a single-arm mixed methods feasibility trial was carried out from January to April 2020 among people who had downloaded the app and created an account. The primary outcome was engagement, which was collected passively from data logs. Secondary outcome measures were 6 well-being outcomes collected from self-report questionnaires. Individual interviews with 19 app users were carried out in April 2020. Results In total, 5413 people fit the inclusion criteria and were included in the final sample—65.62% (3520/5364) women, 61.07% (3286/5381) aged between 25 and 44 years, 61.61% (2902/4710) in employment, 8.92% (420/4710) belonging to the lower socioeconomic group, and 8.09% (438/5413) were engaged users. There was no evidence of a difference in engagement regarding sociodemographic and socioeconomic characteristics. There was evidence that users with a higher average daily sleep score, who joined the study more recently, who had higher baseline self-report of sleep quality, and who found episodes more entertaining were more likely to be engaged users. Among 230 users who provided follow-up data, there was evidence of improvements on four of the six well-being outcomes: life satisfaction (P<.001), feeling that life is worthwhile (P=.01), ease of getting up in the morning (P<.001), and self-efficacy (P=.04). The app and its content were well received by those who were interviewed, and several people perceived a positive change in their mental well-being. Conclusions This study shows that the app Wakey! could potentially be engaging across different socioeconomic groups, and there is an indication that it could positively impact the mental well-being of those engaged with the app. However, this study was a pragmatic trial with a limited sample, and the selection bias was present in the qualitative and quantitative study. Further work is needed to make any generalizable conclusions. Trial Registration ClinicalTrials.gov NCT04287296; https://clinicaltrials.gov/ct2/show/NCT04287296
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Affiliation(s)
| | - Iain Jordan
- Method X Studios Ltd, Sheffield, United Kingdom.,Oxford University Hospitals NHS Foundation Trust, Oxford, United Kingdom.,Zinc VC, London, United Kingdom
| | | | - Sophie Turnbull
- Method X Studios Ltd, Sheffield, United Kingdom.,Academic Unit of Primary Health Care, University of Bristol, Bristol, United Kingdom
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Munawar S, Syed Muhammad F, Syed Ahmed S, Farooq S, Rehman A. Skipping the skippable: An empirical study with out-of-sample predictive relevance. J Community Psychol 2022; 50:742-759. [PMID: 34291825 DOI: 10.1002/jcop.22674] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 05/13/2021] [Revised: 06/23/2021] [Accepted: 06/29/2021] [Indexed: 06/13/2023]
Abstract
PURPOSE This explanatory research aims to describe the factors that impact YouTube ad intrusiveness, value, and avoidance in light of psychological reactance theory. RESEARCH DESIGN The research has a causal-predictive design. It describes the relationship between the construct with an underpinning theory. Data from a sample of 294 respondents were analyzed using partial least square structural equation modeling to test within sample explanatory power and out-of-sample prediction power. FINDINGS The results show that informativeness does not significantly impact intrusiveness and ad avoidance. Entertainment has a negative direct and mediated impact on ad avoidance. Moreover, irritation was found to moderate the impact of informativeness on intrusiveness negatively. Importance-Performance Map Analysis revealed that entertainment lacks in performance despite being an essential factor. Besides explanatory power, the model has a moderate out-of-sample predictive relevance power. PRACTICAL IMPLICATIONS The relative importance of the entertainment and interactive impact of irritation with informativeness is established for the first time in this study. The new finding is a significant contribution to theory while leading to practical implications for the industry.
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Affiliation(s)
- Saima Munawar
- Management and Social Sciences Department, Usman Institute of Technology, Karachi, Pakistan
| | - Fahim Syed Muhammad
- College of Business Management, Institute of Business Management, Karachi, Pakistan
| | - Shoeb Syed Ahmed
- Hamdard Institute of Management Sciences, Hamdard University, Karachi, Pakistan
| | - Sumair Farooq
- Hamdard Institute of Management Sciences, Hamdard University, Karachi, Pakistan
| | - Asma Rehman
- College of Business Management, Institute of Business Management, Karachi, Pakistan
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Bai H. Role of Digital Technology in Transforming Organizational Competencies Influencing Green Economy: Moderating Role of Product Knowledge Hiding. Front Psychol 2021; 12:792550. [PMID: 35035371 PMCID: PMC8754051 DOI: 10.3389/fpsyg.2021.792550] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/10/2021] [Accepted: 11/17/2021] [Indexed: 11/21/2022] Open
Abstract
Digital technology has gained momentum in the recent decade, with its relationships with digital entrepreneurship, digital economies, digital social interaction, green economies, etc. These have changed the perspective of business and hence digitalized the strategic policies through blockchains. The current study aims to identify such benefits that have changed the day-to-day life processes and procedures for carrying out different tasks due to the convenience of adopting digital technology. Those benefits have been classified as transparency, centralization, and access to new markets for the organizations considering their consequences, especially when using digital technology. When processes are taking place online, there are fair chances of hiding knowledge about certain products or procedures to gain particular benefits. Hence, this study has considered the moderating role of product knowledge hiding while interacting online. This study is a quantitative post-positivist cross-sectional study that has followed a survey technique for data collection. The population used in this study is the managerial staff of the telecom sector in the mainland in China. The sample size used in this study is 358. The software used in this study is Smart-PLS 3.3. The technique used in this study for data analysis is structural equation modeling with measurement modeling. The findings of this study show that digital technology has led to many benefits for organizations like centralization, access to the new markets, and transparency, which have been made possible remotely only because of the use of digital technology in business operations. However, the moderating role of product knowledge hiding has been found significant only for transparency. This research paper highlights the important benefits of the use of technological use in the corporate world. Also, it contributes to expanding the network of knowledge hiding, addressing the moderation of product knowledge hiding, and extending the known consequences of digital technology influencing knowledge hiding.
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Affiliation(s)
- Haoran Bai
- School of Humanities, Southeast University, Nanjing, China
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11
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Pant I, Rimal R, Yilma H, Bingenheimer J, Sedlander E, Behera S. mHealth for Anemia Reduction: Protocol for an Entertainment Education-Based Dual Intervention. JMIR Res Protoc 2021; 10:e26252. [PMID: 34812735 PMCID: PMC8663628 DOI: 10.2196/26252] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/05/2021] [Revised: 09/11/2021] [Accepted: 09/14/2021] [Indexed: 12/03/2022] Open
Abstract
Background More than half of the women of reproductive age (aged 15-49 years) are anemic in India. The uptake of and adherence to iron folic acid (IFA) supplements remain low despite sustained efforts to increase their use. With India’s burgeoning digital environment, mobile phones offer a potential medium for increasing their uptake, especially when combined with interactive voice messages that deliver entertaining stories infused with norms-based educational messages. Objective This study aims to investigate whether a norms-based entertainment education mobile health intervention can increase self-efficacy for IFA adherence among women of reproductive age in Odisha, India. Methods Mobile reduction in anemia through normative innovations (mRANI) is a randomized 2-arm study that includes assessments before and after the intervention. All study participants will be recruited from the intervention arm of the parent reduction in anemia through normative innovations trial only. Although the usual practice is to randomize participants either to a treatment arm or a usual care control arm, we will assign the mRANI control group to another entertainment education–based treatment group that is designed to improve bystander intervention to reduce violence against women. Data collection for the mRANI study is embedded in the parent trial and will include baseline and end line assessments. The primary outcomes are self-efficacy for IFA adherence and violence against women–related bystander intervention. The inclusion criteria for the mRANI study are participation in the parent trial and phone ownership. Women (approximately n=400) who meet the mRANI inclusion criteria will be randomly assigned to the IFA arm or the bystander arm. Ordinary least squares regression with robust SEs will be conducted to assess between-group comparisons at the end line. A mediation analysis will be conducted to examine whether social norms and interactivity mediate the relationship between intervention exposure and primary outcomes in both arms. Real-time monitoring data will offer insights into intervention receptivity and audience engagement. Results Data collection for the mRANI study is integrated within the parent trial. Household surveys were conducted between February and March of 2021. Responses on the mRANI study’s primary and secondary outcomes were collected from 381 participants. The data analysis is expected to be completed by October 2021. Conclusions This study will provide evidence on whether a mobile health norms–based entertainment education intervention can increase self-efficacy for IFA adherence and violence against women–related bystander intervention. International Registered Report Identifier (IRRID) PRR1-10.2196/26252
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Affiliation(s)
- Ichhya Pant
- Department of Prevention and Community Health, School of Public Health, George Washington University, Washington, DC, United States
| | - Rajiv Rimal
- Department of Health, Behavior and Society, Bloomberg School of Public Health, Johns Hopkins University, Baltimore, MD, United States
| | - Hagere Yilma
- Department of Prevention and Community Health, School of Public Health, George Washington University, Washington, DC, United States
| | - Jeffrey Bingenheimer
- Department of Prevention and Community Health, School of Public Health, George Washington University, Washington, DC, United States
| | - Erica Sedlander
- Department of Prevention and Community Health, School of Public Health, George Washington University, Washington, DC, United States
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Abstract
Many citizens around the globe believe conspiracy theories. Why are conspiracy theories so appealing? Here, we propose that conspiracy theories elicit intense emotions independent of emotional valence. People therefore find conspiracy theories entertaining – that is, narratives that people perceive as interesting, exciting, and attention‐grabbing – and such entertainment appraisals are positively associated with belief in them. Five studies supported these ideas. Participants were exposed to either a conspiratorial or a non‐conspiratorial text about the Notre Dame fire (Study 1) or the death of Jeffrey Epstein (preregistered Study 2). The conspiratorial text elicited stronger entertainment appraisals and intense emotions (independent of emotional valence) than the non‐conspiratorial text; moreover, entertainment appraisals mediated the effects of the manipulation on conspiracy beliefs. Study 3 indicated that participants endorsed stronger conspiracy beliefs when an election event was described in an entertaining rather than a boring manner. Subsequent findings revealed that both organisational (Study 4) and societal conspiracy beliefs (Study 5) are positively associated with sensation seeking – a trait characterised by a preference for exciting and intense experiences. We conclude that one reason why people believe conspiracy theories is because they find them entertaining.
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Affiliation(s)
- Jan-Willem van Prooijen
- VU Amsterdam, The Netherlands.,The Netherlands Institute for the Study of Crime and Law Enforcement (NSCR), Amsterdam, The Netherlands
| | | | | | - Yang Xu
- VU Amsterdam, The Netherlands
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13
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Spence C. Scenting Entertainment: Virtual Reality Storytelling, Theme Park Rides, Gambling, and Video-Gaming. Iperception 2021; 12:20416695211034538. [PMID: 34457231 PMCID: PMC8388231 DOI: 10.1177/20416695211034538] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/04/2021] [Accepted: 07/06/2021] [Indexed: 11/16/2022] Open
Abstract
There has long been interest in both the tonic and phasic release of scent across a wide range of entertainment settings. While the presentation of semantically congruent scent has often been used in order to enhance people's immersion in a particular context, other generally less successful attempts have involved the pulsed presentation of a range of scents tied to specific events/scenes. Scents have even been released in the context of the casino to encourage the guests to linger for longer (and spend more), at least according to the results of one controversial study. In this narrative review, I want to take a closer look at the use of scent in a range of both physical and digital environments, highlighting the successes (as in the case of scented theme park rides) and frequent failures (as, seemingly, in the context of scent-enabled video games). While digitally inducing meaningful olfactory sensations is likely to remain a pipe dream for the foreseeable future, the digital control of scent release/delivery provides some limited opportunities to enhance the multisensory experience of entertainment. That said, it remains uncertain whether the general public will necessarily perceive the benefit, and hence be willing to pay for the privilege.
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Affiliation(s)
- Charles Spence
- Crossmodal Research Laboratory, University of Oxford, Oxford, UK
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14
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Pasala SK, Gumpeny L, Kosuri M, Tippana S, Sridhar GR. Effect of lockdown on activities of daily living in the built environment and wellbeing. UCL Open Environ 2021; 3:e017. [PMID: 37228794 PMCID: PMC10171407 DOI: 10.14324/111.444/ucloe.000017] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 06/24/2020] [Accepted: 03/16/2021] [Indexed: 05/27/2023]
Abstract
In an effort to arrest the spread of coronavirus (COVID-19) infection, a nationwide lockdown was declared in India in March 2020. To assess how personal built environments affected the citizens in the first few weeks, an explorative online survey was conducted, eliciting responses about work habits before the lockdown, psychological wellbeing, time spent in various activities, characteristics of those who worked from home, and food and sleep patterns. We received 121 (76 male and 45 female) responses with an average age of 35.5 years [max: 70 years, min: 18 years, standard deviation (SD): 12.9 years]. The major difference caused by the lockdown was a reduction in the time taken and distance travelled of the commute to workplaces, which was an average of 30 minutes and 9.5 km, respectively. In terms of diet, subjects who were vegetarian did not experience any difference, unlike those who were non-vegetarians (p < 0.05). The results show an association of the dependent variable of 'feeling in general' with predictor variables of 'energy, pep, vitality' and 'feel healthy to work' during the pandemic, whereas the predictor variables of 'energy, pep, vitality', 'happy and satisfied personal life', 'feel healthy to work' show an association with the dependent variable of 'feeling in general' before the lockdown with a significance of p < 0.02 and R2 = 0.51 and R2 = 0.60, respectively. Among those who worked from home in constrained environments, people found spaces and seemed to adapt reasonably well to the built environment with employees showing a preference for working from bedrooms and students for working from 'sit-out' (outside) spaces (p < 0.05). There was no change in the quality or quantity of sleep during the lockdown. This study in the early weeks of the lockdown documents the way in which individuals lived through it in terms of the built environment at home.
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Affiliation(s)
- Sudhir Kumar Pasala
- Department of Architecture, Andhra University College of Engineering (Autonomous), Visakhapatnam, India
| | - Lakshmi Gumpeny
- Department of General Medicine, Gayatri Vidya Parishad Institute of Healthcare & Medical Technology, Visakhapatnam, India
| | - Madhu Kosuri
- Department of Psychology and Parapsychology, Andhra University / Wellness Hub, Visakhapatnam, India
| | | | - Gumpeny R. Sridhar
- Department of Endocrinology, Endocrine and Diabetes Centre, Visakhapatnam, India
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15
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Pellerin J, Schuster JP. [ Entertainment committee in accommodation facilities for dependent elderly, functional importance and psychic stakes]. Soins Gerontol 2020; 25:40-45. [PMID: 33276905 DOI: 10.1016/j.sger.2020.09.012] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/12/2023]
Abstract
In accommodation facilities for dependent elderly, entertainment is found in various forms. It is the place that promotes the stability and development of the relational, social and cultural life of the residents. Listening to what is said and experienced during the sessions allows a useful representation of the movements within the establishment. If daily difficulties may be encountered, the creation of an entertainment committee offers the opportunity to combine them and make them an added value.
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Affiliation(s)
| | - Jean-Pierre Schuster
- Service universitaire de psychiatrie de l'âge avancé, hôpital de jour, Mont-Paisible 16, CHUV, 1011 Lausanne, Suisse.
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16
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Abstract
From the very earliest days of public cinema (moving pictures), there has been consideration about how odors and scents might influence the viewer's experience. While initially this was primarily a concern with how to eliminate the malodor of the cinema-goers themselves, in more recent times, there have been a number of well-publicized attempts to add synchronized pleasant (and, on occasion, also unpleasant) scents to "enhance" the cinema experience. While early solutions such as AromaRama and Smell-O-Vision were beset by technical challenges, low-tech scratch and sniff (Odorama) and, more recently, Edible Cinema-type solutions (where the audience get to consume flavourful, and often aromatic, morsels in time with the events on screen) have proved somewhat more successful. Nevertheless, there are a number of key psychological factors that will likely inhibit the uptake of scented cinema in the future, even should the technical and financial issues (associated with retrofitting cinemas, and providing the appropriate fragrances) one day be satisfactorily resolved. These include the phenomenon of "inattentional anosmia" as well as the "fundamental misattribution error," whereby people (who are, by-and-large, visually-dominant) tend to attribute their enjoyment to the action seen on screen, rather than to smell, and hence are unlikely to pay a premium for the latter.
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Affiliation(s)
- Charles Spence
- Crossmodal Research Laboratory, Oxford
University, Oxford, United Kingdom
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17
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Spence C, Youssef J, Kuhn G. Magic on the Menu: Where Are All the Magical Food and Beverage Experiences? Foods 2020; 9:foods9030257. [PMID: 32121054 PMCID: PMC7143165 DOI: 10.3390/foods9030257] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/03/2020] [Revised: 02/25/2020] [Accepted: 02/26/2020] [Indexed: 11/16/2022] Open
Abstract
Magic and dining have long been popular forms of entertainment. What is more, both involve some kind of transformation, and yet while the more theatrical aspects of dining have grown in popularity in recent decades, there is a surprising paucity of magical food and beverage experiences out there. In this article, we trace the historical appearance of food and drink and culinary items in the performance of magic. We also review some of the more magical elements of food design that have appeared on menus in bars and restaurants in recent years. We introduce the edible lightbulb dish from the menu at Kitchen Theory Chef’s Table and link it to the stage magic of Derren Brown. We also discuss some of the reasons as to why magical food experiences might be rare in the context of dining. In so doing, our hope is to highlight an intriguing area for future research and innovation. Along the way, we identify some possible candidate approaches for the introduction of edible magic onto the menu in the context of modernist cuisine.
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Affiliation(s)
- Charles Spence
- Crossmodal Research Laboratory, Oxford University, Oxford OX2 6GG, UK
- Correspondence:
| | - Jozef Youssef
- Kitchen Theory, Unit 9A Alston Works, London EN5 4LG, UK;
| | - Gustav Kuhn
- Department of Psychology, Goldsmiths, University of London, London SE14 6NW, UK;
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18
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Abstract
New media entertainment is currently being spotlighted by business practitioners and researchers. This article highlighted this issue of elder online users and explored the factors affecting their acceptance decisions in new media entertainment. Older adults prefer to status and value orientations, so their online acceptance of new media entertainment is significantly influenced by the perceived usefulness and social benefits. In addition, types of living arrangement significantly affect technology acceptance model of older adults.
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Affiliation(s)
- Dawei Liu
- 12626 School of Management, Hangzhou Dianzi University, Hangzhou, P.R. China
| | - Anqi Liu
- 12626 School of Management, Hangzhou Dianzi University, Hangzhou, P.R. China
| | - Wanying Tu
- 12626 School of Management, Hangzhou Dianzi University, Hangzhou, P.R. China
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19
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Amawi SO, Subki AH, Khatib HA, Alkhateeb OS, Fida RH, Saggaf OM, Jan MM. Use of Electronic Entertainment and Communication Devices Among a Saudi Pediatric Population: Cross-Sectional Study. Interact J Med Res 2018; 7:e13. [PMID: 30190254 PMCID: PMC6242707 DOI: 10.2196/ijmr.9103] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/03/2017] [Revised: 02/27/2018] [Accepted: 06/15/2018] [Indexed: 11/13/2022] Open
Abstract
BACKGROUND Excessive use of various electronic entertainment and communication devices, particularly among children, has been associated with increased behavioral problems. Despite children's escalating use of these devices, parents' awareness about the impact thereof is still lacking. OBJECTIVE The objective of this study was to assess the use of electronic entertainment and communication devices among children attending a health care facility in Jeddah, Saudi Arabia, as well as the parental impression regarding the impact of electronic devices use on the behavior of their child. METHODS A focused 15-item questionnaire was designed for this cross-sectional study involving mothers of children attending the Well Baby Clinic of King Abdulaziz University Hospital, Jeddah, Saudi Arabia from July 1, 2016 to November 30, 2016. RESULTS This study included 190 mothers. The mean ages of the children, mothers, and fathers were 7.3 (SD 3.5), 35 (SD 6.5), and 43 (SD 8.3) years, respectively. Most children were of Saudi Arabian nationality (106/190, 55.8%). The most used device in this study was television (154/190, 81.0%), followed by mobile phones (134/190, 70.5%), and tablets (116/190, 61.0%). Computers were the least used device in this study (59/190, 31.0%). In total, 24.7% (47/190) of children in this study used electronic entertainment and communication devices for more than 4 hours per day. Most mothers (129/190, 67.9%) felt that their child spends too much time on electronic devices. Hyperactivity or behavioral problems were reported by 20.0% (38/190) of mothers in this study. Children spending longer hours on electronic devices were much more likely to be perceived to suffer from hyperactivity or behavioral problems (P=.01). CONCLUSIONS Parental awareness is necessary to counteract the harmful effects of using electronic devices for a prolonged period. Parents require help to cope with this problem effectively.
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Affiliation(s)
- Sami Omar Amawi
- Department of Pediatrics, College of Medicine, King Abdulaziz University, Jeddah, Saudi Arabia
| | - Ahmed Hussein Subki
- Department of Pediatrics, College of Medicine, King Abdulaziz University, Jeddah, Saudi Arabia
| | - Hazim Abdulkarim Khatib
- Department of Pediatrics, College of Medicine, King Abdulaziz University, Jeddah, Saudi Arabia
| | - Omer Sameer Alkhateeb
- Department of Pediatrics, College of Medicine, King Abdulaziz University, Jeddah, Saudi Arabia
| | - Rida Hashim Fida
- Department of Pediatrics, College of Medicine, King Abdulaziz University, Jeddah, Saudi Arabia
| | - Omar Mohammed Saggaf
- Department of Pediatrics, College of Medicine, King Abdulaziz University, Jeddah, Saudi Arabia
| | - Mohammed Mohammed Jan
- Department of Pediatrics, College of Medicine, King Abdulaziz University, Jeddah, Saudi Arabia
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20
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Purce E. Scales of Normality: Displays of Extreme Weight and Weight Loss in Blackpool 1920-1940. Cult Soc Hist 2017; 14:669-689. [PMID: 29308054 PMCID: PMC5743002 DOI: 10.1080/14780038.2017.1375720] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Indexed: 06/07/2023]
Abstract
Developments in scientific and medical understanding of disability, as well as an influx of war-disabled veterans in 1914, led to transforming societal attitudes towards those with physical deformities. Thus, scholars suggest that the beginning of the twentieth century witnessed the sudden decline of freak shows as a popular form of entertainment. Whilst freak shows undeniably became less popular in metropolitan spaces such as London or Manchester, they thrived in seaside resorts; sites dedicated to the pursuit of leisure, pleasure and entertainment. This paper examines exhibitions of freakery at British seaside resorts from 1920 to 1940. Through examining the visual material and written reports associated with the displays of unusual bodies at the margins of British life, it argues that seaside freak shows remained centrally important forms of amusement in the twentieth century. Furthermore, it demonstrates how freak shows were constructed utilising public discourse relating to contemporary concepts of health, wellness and the 'ideal' or 'average' body. Focusing on Blackpool, the foremost health and pleasure resort of the period, this paper analyses exhibitions of extreme weight, to locate their role in the popular construction of 'normal' and 'abnormal' bodily size within contemporary British culture.
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Affiliation(s)
- Emma Purce
- School of History, Rutherford College, University of Kent, Canterbury, UK
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21
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Khalil GE, Wang H, Calabro KS, Mitra N, Shegog R, Prokhorov AV. From the Experience of Interactivity and Entertainment to Lower Intention to Smoke: A Randomized Controlled Trial and Path Analysis of a Web-Based Smoking Prevention Program for Adolescents. J Med Internet Res 2017; 19:e44. [PMID: 28209560 PMCID: PMC5334517 DOI: 10.2196/jmir.7174] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/15/2016] [Revised: 01/24/2017] [Accepted: 01/24/2017] [Indexed: 11/13/2022] Open
Abstract
Background Web-based programs for smoking prevention are being increasingly used with some success among adolescents. However, little is known about the mechanisms that link the experience of such programs to intended nicotine or tobacco control outcomes. Objective Based on the experiential learning theory and extended elaboration likelihood model, this study aimed to evaluate the impact of a Web-based intervention, A Smoking Prevention Interactive Experience (ASPIRE), on adolescents’ intention to smoke, while considering the experience of interactivity and entertainment as predictors of reduced intention to smoke, under a transitional user experience model. Methods A total of 101 adolescents were recruited from after-school programs, provided consent, screened, and randomized in a single-blinded format to 1 of 2 conditions: the full ASPIRE program as the experimental condition (n=50) or an online , text-based version of ASPIRE as the control condition (n=51). Data were collected at baseline and immediate follow-up. Repeated-measures mixed-effects models and path analyses were conducted. Results A total of 82 participants completed the study and were included in the analysis. Participants in the experimental condition were more likely to show a decrease in their intention to smoke than those in the control condition (beta=−0.18, P=.008). Perceived interactivity (beta=−0.27, P=.004) and entertainment (beta=−0.20, P=.04) were each associated with a decrease in intention to smoke independently. Results of path analyses indicated that perceived interactivity and perceived entertainment mediated the relationship between ASPIRE use and emotional involvement. Furthermore, perceived presence mediated the relationship between perceived interactivity and emotional involvement. There was a direct relationship between perceived entertainment and emotional involvement. Emotional involvement predicted a decrease in intention to smoke (beta=−0.16, P=.04). Conclusions Adolescents’ experience of interactivity and entertainment contributed to the expected outcome of lower intention to smoke. Also, emphasis needs to be placed on the emotional experience during Web-based interventions in order to maximize reductions in smoking intentions. Going beyond mere evaluation of the effectiveness of a Web-based smoking prevention program, this study contributes to the understanding of adolescents’ psychological experience and its effect on their intention to smoke. With the results of this study, researchers can work to (1) enhance the experience of interactivity and entertainment and (2) amplify concepts of media effects (eg, presence and emotional involvement) in order to better reach health behavior outcomes. Trial Registration Clinicaltrials.gov NCT02469779; https://clinicaltrials.gov/ct2/show/NCT02469779 (Archived by WebCite at http://www.webcitation.org/6nxyZVOf0)
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Affiliation(s)
- Georges Elias Khalil
- MD Anderson Cancer Center, Department of Behavioral Sciences, University of Texas, Houston, TX, United States
| | - Hua Wang
- University at Buffalo, Department of Communication, Buffalo, NY, United States
| | - Karen Sue Calabro
- MD Anderson Cancer Center, Department of Behavioral Sciences, University of Texas, Houston, TX, United States
| | - Natasha Mitra
- Health Science Center at San Antonio, School of Public Health, University of Texas, San Antonio, TX, United States
| | - Ross Shegog
- Health Science Center at Houston, Center for Health Promotion and Prevention Research, University of Texas, Houston, TX, United States
| | - Alexander V Prokhorov
- MD Anderson Cancer Center, Department of Behavioral Sciences, University of Texas, Houston, TX, United States
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22
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Abstract
OBJECTIVE To compare the Internet addiction levels between male and female medical students. METHODS One hundred medical students (male: 50, female: 50) aged 17-30 years were included in a cross-sectional study. A standardized questionnaire was used to assess their Internet addiction level. Additionally, a self-designed questionnaire was used to identify the various purposes of Internet use among the students. The Internet addiction score (based on the Internet Addiction Test) was compared between male and female students by using the Mann-Whitney U test (p≤0.05). After knowing their addiction level, we interviewed students to know if Internet use had any bad/good impact on their life. RESULTS The Internet Addiction Test scores obtained by the students were in the range of 11-70. Out of 100 students, 21 (male: 13, female: 8) were found to be slightly addicted to the Internet. The remaining 79 students were average online users. There was no significant difference between male and female students in the addiction level (score). However, males were more addicted than females. The major use of Internet was to download and watch movies and songs and to communicate with friends and family (76/100). Some students (24/100) used the Internet to assess information that helped them in their educational and learning activities. Some students mentioned that overuse of the Internet lead to insufficient amounts of sleep and affected their concentration levels in the classroom during lectures. CONCLUSION Medical students are experiencing problems due to Internet overuse. They experience poor academic progress and lack of concentration while studying. The main use of the Internet was for entertainment and to communicate with friends and family.
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Affiliation(s)
- Namrata Upadhayay
- Department of Physiology
- Correspondence: Namrata Upadhayay, Department of Physiology, Gandaki Medical College Teaching Hospital and Research Center, Pokhara-Lekhnath 33700, Kaski, Nepal, Email
| | - Sanjeev Guragain
- Department of Pharmacology, Gandaki Medical College, Pokhara Lekhnath, Nepal
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23
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Díaz DJ, Boj C, Portalés C. HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork. Sensors (Basel) 2016; 16:E586. [PMID: 27120601 DOI: 10.3390/s16040586] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [What about the content of this article? (0)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/31/2015] [Revised: 04/09/2016] [Accepted: 04/20/2016] [Indexed: 11/17/2022]
Abstract
This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing by almost 2000 users around the world (in workshops, artistic events, conferences, etc.). Here, we present the temporal evolution of HybridPLAY with the different versions of the sensors and the video games, and a detailed technical description of the sensors and the way interactions are produced. We also present the outcomes after the evaluation by users at different events and workshops. We believe that HybridPLAY has great potential to contribute to increased physical activity in kids, and also to improve the learning process and monitoring at school centres by letting users create the content of the apps, leading to new narratives and fostering creativity.
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24
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Affiliation(s)
- Walter R Boot
- Department of Psychology, Florida State University Tallahassee, FL, USA
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25
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Cirillo D. Patient Appreciation Day in radiation oncology. Clin J Oncol Nurs 2014; 18:473-4. [PMID: 25095305 DOI: 10.1188/14.cjon.473-474] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Patients undergoing radiation therapy struggle with many physical and emotional stressors. Many ways to help patients cope with stressors and improve the treatment experience are found in the literature, including humor, art, entertainment, and hospitality. At H. Lee Moffitt Cancer Center, the radiation therapy nurses and staff members use entertainment in an annual patient appreciation day event as one way to give back to the patients.
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Affiliation(s)
- Dianne Cirillo
- H. Lee Moffitt Cancer Center and Research Institute, Tampa, FL
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26
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Millán JDR, Rupp R, Müller-Putz GR, Murray-Smith R, Giugliemma C, Tangermann M, Vidaurre C, Cincotti F, Kübler A, Leeb R, Neuper C, Müller KR, Mattia D. Combining Brain-Computer Interfaces and Assistive Technologies: State-of-the-Art and Challenges. Front Neurosci 2010; 4. [PMID: 20877434 PMCID: PMC2944670 DOI: 10.3389/fnins.2010.00161] [Citation(s) in RCA: 245] [Impact Index Per Article: 17.5] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/09/2010] [Accepted: 08/01/2010] [Indexed: 11/29/2022] Open
Abstract
In recent years, new research has brought the field of electroencephalogram (EEG)-based brain–computer interfacing (BCI) out of its infancy and into a phase of relative maturity through many demonstrated prototypes such as brain-controlled wheelchairs, keyboards, and computer games. With this proof-of-concept phase in the past, the time is now ripe to focus on the development of practical BCI technologies that can be brought out of the lab and into real-world applications. In particular, we focus on the prospect of improving the lives of countless disabled individuals through a combination of BCI technology with existing assistive technologies (AT). In pursuit of more practical BCIs for use outside of the lab, in this paper, we identify four application areas where disabled individuals could greatly benefit from advancements in BCI technology, namely, “Communication and Control”, “Motor Substitution”, “Entertainment”, and “Motor Recovery”. We review the current state of the art and possible future developments, while discussing the main research issues in these four areas. In particular, we expect the most progress in the development of technologies such as hybrid BCI architectures, user–machine adaptation algorithms, the exploitation of users’ mental states for BCI reliability and confidence measures, the incorporation of principles in human–computer interaction (HCI) to improve BCI usability, and the development of novel BCI technology including better EEG devices.
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Affiliation(s)
- J D R Millán
- Defitech Chair in Non-Invasive Brain-Machine Interface, Center for Neuroprosthetics, School of Engineering, Ecole Polytechnique Fédérale de Lausanne Lausanne, Switzerland
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