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1.
Health Commun ; 37(4): 438-449, 2022 04.
Article in English | MEDLINE | ID: covidwho-1721898

ABSTRACT

Latino populations are disproportionately impacted by health disparities and face both connectivity and health literacy challenges. As evidenced by the current global pandemic, access to reliable online health-related information and the ability to apply that information is critical to achieving health equity. Through a qualitative study on how Latino families collaborate to access online health resources, this work frames health literacy as a family-level mechanism. Interviews with parent-child dyads combined with online search tasks reveal how families integrate their individual skillsets to obtain, process, and understand online information about illnesses, symptoms, and even medical diagnoses. As they engage in intergenerational online health information searching and brokering, families creatively navigate information and communication technologies (ICTs) to address a range of health needs. Bilingual children help immigrant parents obtain urgent and non-urgent health information needed to care for other family members. When children are tasked with addressing a health need critical to their parent's wellbeing, they collaborate with their parents to obtain, interpret, and apply online health information. Intergenerational online health information searching and brokering thus reveals family-level strengths that can be leveraged to promote both health and digital literacy among marginalized populations.


Subject(s)
Emigrants and Immigrants , Health Literacy , Family , Humans , Pandemics , Parents
2.
Int J Child Comput Interact ; 33: 100476, 2022 Sep.
Article in English | MEDLINE | ID: covidwho-1719834

ABSTRACT

The global COVID-19 pandemic made significant changes to our day-to-day lives, which impacted how we conduct research and design - including co-design. In this article, we present case studies from three different co-design groups that pushed the boundaries of traditional co-design, and conducted multiple co-design sessions (more than 150 total) over the last year and a half. The case studies for each team include: the transition to online co-design; the pros and cons of logistics and design tools utilized during the co-design sessions; and the advances, challenges, and surprises. We compare and contrast themes that emerged from the case studies and present additional dimensions that need to be addressed as researchers utilize online co-design and advance methods to conduct online co-design.

3.
Games Cult ; 17(5): 773-794, 2022 Jul.
Article in English | MEDLINE | ID: covidwho-1556958

ABSTRACT

The COVID-19 pandemic was stressful for everyone, particularly for families who had to supervise and support children, facilitate remote schooling, and manage work and home life. We consider how families coped with pandemic-related stress using the video game Animal Crossing: New Horizons. Combining a family coping framework with theorizing about media as a coping tool, this interview study of 27 families (33 parents and 37 children) found that parents and children individual coped with pandemic-related stress with media. Parents engaged in protective buffering of their children with media, taking on individual responsibility to cope with a collective problem. Families engaged in communal coping, whereby media helped the family cope with a collective problem, taking on shared ownership and responsibility. We provide evidence for video games as coping tools, but with the novel consideration of family coping with media.

4.
Psychology of Popular Media ; : No Pagination Specified, 2021.
Article in English | APA PsycInfo | ID: covidwho-1483107

ABSTRACT

The COVID-19 pandemic was an incredibly stressful time for parents of school-age children. Supervising remote schooling while also balancing work and life demands, in addition to health concerns, demanded much from parents. This study considers how parents used the video game Animal Crossing: New Horizons to cope with pandemic-related stress. Using Reinecke and Rieger's (2021) recovery and resilience in entertaining media use model as a theoretical framework, this interview study of 33 parents from 27 families found that parents psychologically detached from their pandemic-stress laden worlds with the game, used the game to relax, found a sense of accomplishment through achieving goals via mastery experiences in the game, and appreciated the sense of control that the game afforded. An emergent code was found in that the game facilitated much-needed social connections for parents, which was part of their pandemic-stress coping. This study provides further evidence for video games as coping tools, with a specific focus on parental pandemic stress. (PsycInfo Database Record (c) 2021 APA, all rights reserved) Impact Statement This interview study looks at how parents used the video game Animal Crossing: New Horizon to cope with COVID-19 pandemic-related stress. Parents used the game to detach, relax, find a sense of accomplishment and control as well as facilitate social connections. (PsycInfo Database Record (c) 2021 APA, all rights reserved)

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