Transportation into a video gaming environment: A method for counteracting boomerang effects in health communication

2014 ◽  
Author(s):  
Christopher N. Burrows ◽  
Hart Blanton
2012 ◽  
Vol 26 (5) ◽  
pp. 656-663 ◽  
Author(s):  
Suzanne N. King ◽  
Larry Davis ◽  
Jeffrey J. Lehman ◽  
Bari Hoffman Ruddy

Author(s):  
Amy Hasselkus

The need for improved communication about health-related topics is evident in statistics about the health literacy of adults living in the United States. The negative impact of poor health communication is huge, resulting in poor health outcomes, health disparities, and high health care costs. The importance of good health communication is relevant to all patient populations, including those from culturally and linguistically diverse backgrounds. Efforts are underway at all levels, from individual professionals to the federal government, to improve the information patients receive so that they can make appropriate health care decisions. This article describes these efforts and discusses how speech-language pathologists and audiologists may be impacted.


2003 ◽  
Vol 118 (3) ◽  
pp. 193-196 ◽  
Author(s):  
Jeffrey W McKenna ◽  
Terry F Pechacek ◽  
Donna F Stroup

Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


PsycCRITIQUES ◽  
2007 ◽  
Vol 52 (3) ◽  
Author(s):  
Marolyn Morford
Keyword(s):  

PsycCRITIQUES ◽  
2009 ◽  
Vol 54 (7) ◽  
Author(s):  
Gary L. Kreps ◽  
Christy J. Ledford
Keyword(s):  

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