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3.
J Med Internet Res ; 24(1): e24086, 2022 01 13.
Article in English | MEDLINE | ID: mdl-35023845

ABSTRACT

BACKGROUND: Although recent developments in mobile health have elevated the importance of how smartphones empower individuals to seek health information, research investigating this phenomenon in Asian countries has been rare. OBJECTIVE: The goal of our study was to provide a comprehensive profile of mobile health information seekers and to examine the individual- and country-level digital divide in Asia. METHODS: With survey data from 10 Asian countries (N=9086), we ran multilevel regression models to assess the effect of sociodemographic factors, technological factors, and country-level disparities on using smartphones to seek health information. RESULTS: Respondents who were women (ß=.13, P<.001), parents (ß=.16, P<.001), employed (ß=.08, P=.002), of higher social status (ß=.08, P<.001), and/or from countries with low health expenditures (ß=.19, P=.02) were more likely to use smartphones to seek health information. In terms of technological factors, technology innovativeness (ß=.10, P<.001) and frequency of smartphone use (ß=.42, P<.001) were important factors of health information seeking, whereas the effect of online information quality was marginal (ß=-.04, P<.001). CONCLUSIONS: Among smartphone users in Asia, health information seeking varies according to individuals' socioeconomic status, their innovativeness toward technology, and their frequency of smartphone use. Although smartphones widen the digital divide among individuals with different socioeconomic status, they also bridge the divide between countries with varying health expenditures. Smartphones appear to be a particularly useful complement to manage health in developing countries.


Subject(s)
Digital Divide , Smartphone , Asia , Female , Humans , Social Status , Sociodemographic Factors , Surveys and Questionnaires
5.
Cyberpsychol Behav Soc Netw ; 18(12): 711-7, 2015 Dec.
Article in English | MEDLINE | ID: mdl-26587734

ABSTRACT

This study investigated the effects of trait-level hostility, interface types, and character identification on aggressive thoughts and overall game experience after playing a violent video game. Results showed that the mapping interface made participants with high trait-level hostility more readily accessible to aggressive contracts, yet it did not have any significant impact for participants with low trait-level hostility. Participants with low trait-level hostility reported more positive game experience in the mapping interface condition, while participants with high trait-level hostility in the same condition reported more negative game experience. Results also indicated that character identification has moderating effects on activating aggressive thoughts and mediating effects on overall game experience. Implications regarding possible ways of reducing potentially negative outcomes from violent games are discussed.


Subject(s)
Aggression/psychology , Character , Hostility , User-Computer Interface , Video Games/psychology , Violence/psychology , Adolescent , Female , Humans , Male , Young Adult
6.
J Health Commun ; 16(2): 148-62, 2011 Feb.
Article in English | MEDLINE | ID: mdl-21213171

ABSTRACT

A new generation of exercise video games (exergames) shows promise as a tool to motivate and engage users in physical activity. However, little research has been conducted to examine whether exergames work equally well across diverse populations and contexts. Therefore, in the present study, the authors investigated the effects of an individual psychological difference factor and a specific contextual factor on the exercise experience using an exergame. They used the objective self-awareness theory as the theoretical underpinning. In a 2 (seeing the image of self on screen: seeing oneself vs. not seeing oneself) × 2 (body image dissatisfaction: low vs. high) between-subjects design experiment, the authors found significant interaction effects showing that the feature of seeing the image of self on screen provided by the exergame works positively for individuals with low body image dissatisfaction, yet works negatively for individuals with high body image dissatisfaction. The finding of the present study has significant implications for health professionals and individuals who use the new generation of exergames for physical activities.


Subject(s)
Exercise , Health Promotion/methods , Self Efficacy , Video Games , Body Image , Empirical Research , Female , Humans , Male , Self Concept
7.
Cyberpsychol Behav Soc Netw ; 13(6): 673-80, 2010 Dec.
Article in English | MEDLINE | ID: mdl-21142992

ABSTRACT

Interactive three-dimensional (3D) virtual environments like Second Life have great potential as venues for effective e-health marketing and e-brand management. Drawing from regulatory focus and interactivity literatures, this study examined the effects of the regulatory fit that consumers experience in interactive e-health marketing on their brand satisfaction and brand trust. The results of a two-group comparison experiment conducted within Second Life revealed that consumers in the regulatory fit condition show greater brand satisfaction and brand trust than those in the regulatory misfit condition, thus confirming the persuasive influence of regulatory fit in e-brand management inside 3D virtual worlds. In addition, a structural equation modeling analysis demonstrated the mediating role of consumers' perceived interactivity in explaining the processional link between regulatory fit and brand evaluation. Theoretical contributions and managerial implications of these findings are discussed.


Subject(s)
Consumer Behavior , Trust , User-Computer Interface , Humans , Marketing , Models, Theoretical
8.
Cyberpsychol Behav ; 9(4): 415-22, 2006 Aug.
Article in English | MEDLINE | ID: mdl-16901245

ABSTRACT

This study examines the relationship between three types of Internet use (information, entertainment, and interactive contacts) and two types of political efficacy (external and internal) among U.S. college students. Information related Internet use and interactive contacts predict college students' internal political efficacy. An unexpected finding was that visiting public agency sites negatively influenced college students' external political efficacy. This implies that the quality of current public sites is below the expectation of college students and that respondents who visited those sites might develop political cynicism. This study also reveals that online news sites are becoming a primary news source for college students.


Subject(s)
Attitude , Information Dissemination , Internet , Politics , Self Efficacy , Adolescent , Adult , Attitude to Computers , Female , Humans , Male , Reference Values , Regression Analysis , Students
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