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1.
Cyberpsychol Behav Soc Netw ; 27(1): 83-90, 2024 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-38197843

RESUMO

Nongovernment organizations are increasingly leveraging the metaverse and its suite of extended reality technologies, such as 360° video and virtual reality, to immerse audiences in situations depicting environmental threats. The promise of immersive storytelling as a conservation tool is predicated on the verisimilitude of the mediated experience, with exposure to environmental threats in immersive video akin to in vivo exposure. However, the psychological mechanisms explaining users' environmental responses to immersive stories remain ambiguous. In three controlled laboratory experiments, we examined unique properties (e.g., interactivity and modality) of immersive technologies vis-à-vis environmental stories and their influence on proenvironmental outcomes. Study 1 (N = 48) implemented a two-condition (interactivity: high vs. low) between-subjects experiment, showing that interactive 360° video significantly influenced attitudes through the mechanism of cognitive absorption. A 2 (interactivity: high/low) × 2 (distance: proximal/distant) between-subjects experiment (study 2; N = 76) further supported this mediation model by showing the mediating effects of cognitive absorption on attitudes and threat perceptions toward both distant and proximal threats. Lastly, study 3 (N = 68) replicated the mediating effects of cognitive absorption across 360° video modalities, though head-mounted display-based, rather than screen-based, 360° videos only significantly increased attitudes and absorption when threats were proximal. We discuss the results' practical and theoretical implications and propose avenues for future research. Moreover, we outline important considerations for environmental organizations seeking to leverage metaverse platforms for communicating environmental threats.


Assuntos
Narração , Óculos Inteligentes , Humanos , Comunicação , Tecnologia , Cognição
2.
J Nurs Educ ; 63(4): 261-264, 2024 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-37738044

RESUMO

BACKGROUND: The immersive and interactive nature of virtual reality (VR) renders it a potential pedagogical approach for nursing education. A bottleneck for exploiting VR advantages has been the complexity of creating new experiences; however, recent advances with VR hardware and software enable novice users to create compelling experiences. METHOD: A case study describes an undergraduate nursing student with minimal technical skills using off-the-shelf VR software to create a pain management VR experience. RESULTS: Using off-the-shelf hardware and software platforms eliminates the need to work with computer code. The team created a virtual environment and the objects in it through easy manipulation with click-and-drag techniques and by toggling simple settings. CONCLUSION: The insights gained from this case suggest nurse educators can create simple yet powerful VR experiences themselves, which can greatly enhance existing tools for nursing education. [J Nurs Educ. 2024;63(4):261-264.].


Assuntos
Bacharelado em Enfermagem , Estudantes de Enfermagem , Realidade Virtual , Humanos , Bacharelado em Enfermagem/métodos , Estudos de Viabilidade , Papel do Profissional de Enfermagem
3.
PLoS One ; 18(12): e0294907, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-38060589

RESUMO

Our long-term goal is to foster genetically informed reproductive health knowledge and behaviors among young adults with sickle cell disease (SCD) or sickle cell trait (SCT) with a web-based, tailored, multimedia intervention called CHOICES. CHOICES is designed to help young adults with SCD or SCT preconception to gain knowledge of genetic inheritance, specify their reproductive health intentions (their parenting plan), and engage in reproductive health behaviors concordant with their parenting plan. In a previous study, we found high acceptability of both the e-Book (usual care control) and CHOICES interventions. We also found sustained (24 months), significant effects on knowledge but not on behavior, most likely because half of the recruited group was not at risk for their children inheriting SCD. Hence, we propose an adequately powered randomized controlled trial with the CHOICES intervention and an e-Book control to compare their effects on genetic inheritance knowledge and at-risk reproductive health behaviors (immediate posttest and at 6, 12, 18, and 24 months). We will conduct subgroup analyses to provide insight into the baseline knowledge and behavior as well as the intervention effects in different demographic or acceptability groups. Given the scalability and low cost of CHOICES, if proved to be effective, it can reach the affected population at low cost.


Assuntos
Anemia Falciforme , Traço Falciforme , Criança , Humanos , Adulto Jovem , Anemia Falciforme/genética , Reprodução , Saúde Reprodutiva , Projetos de Pesquisa , Traço Falciforme/genética , Ensaios Clínicos Controlados Aleatórios como Assunto
4.
Health Psychol ; 33(2): 174-81, 2014 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-23527520

RESUMO

OBJECTIVE: Playing active video games can produce moderate levels of physical activity, but little is known about how these games motivate players to be active. Several psychological predictors, such as perceptions of competence, control, and engagement, may be associated with enjoyment of a game, which has in turn been hypothesized to predict energy expended during play. However, these relationships have yet to be tested in active video games. METHOD: Young adults aged 18-35 (N = 97, 50 female) < 300 pounds played a Dance Dance Revolution game for 13 minutes while energy expenditure was measured using indirect calorimetry. Self-reported measures of engagement, perceived competence, perceived control, and enjoyment were taken immediately afterward. Mediation was analyzed using path analysis. RESULTS: A path model in which enjoyment mediated the effects of engagement, perceived competence, and perceived control on energy expenditure and BMI directly affected energy expenditure was an adequate fit to the data, χ(2)(1, N = 97) = .199, p = .655; CFI = 1.00; RMSEA < .001; 90% CI = .000-.206; p = .692. Enjoyment mediated the relationship between engagement and energy expenditure (indirect effect = .138, p = .028), but other mediated effects were not significant. CONCLUSION: Engagement, enjoyment, and BMI affect energy expended during active video game play. Games that are more enjoyable and engaging may produce greater intensity activity. Developers, practitioners, and researchers should consider characteristics that influence these predictors when creating or recommending active video games.


Assuntos
Metabolismo Energético/fisiologia , Relações Interpessoais , Satisfação Pessoal , Aptidão Física/psicologia , Jogos de Vídeo/psicologia , Adolescente , Adulto , Índice de Massa Corporal , Calorimetria Indireta/métodos , Dança/fisiologia , Feminino , Promoção da Saúde/métodos , Humanos , Masculino , Psicometria , Comportamento Sedentário , Inquéritos e Questionários , Fatores de Tempo , Adulto Jovem
5.
J Obes ; 2012: 852147, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-22028959

RESUMO

Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N = 100) were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P > .12). An interaction was found such that in one pair, motion control (mean [SD] 0.96 [0.20] kcal · kg(-1) · hr(-1)) produced 0.10 kcal · kg(-1) · hr(-1) (95% confidence interval 0.03 to 0.17) greater energy expenditure than traditional control (0.86 [0.17] kcal · kg(-1) · hr(-1), P = .048). All games were sedentary. As currently implemented, motion control is unlikely to produce moderate intensity physical activity in action games. However, some games produce small but significant increases in energy expenditure, which may benefit health by decreasing sedentary behavior.

6.
J Nerv Ment Dis ; 198(6): 437-43, 2010 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-20531123

RESUMO

Recent scholarship suggests that virtual environments can serve as effective proxies in battling implicit stereotypes. However, existing experimental research has rarely examined the effectiveness of virtual simulations of mental illnesses in inducing empathy to combat stereotypical responses. We report results from a 4-condition, between subjects experiment (N = 112), wherein participants were exposed to either a virtual simulation of schizophrenia, a written empathy-set induction of schizophrenia, a combination of both the simulation and written empathy conditions, or a control condition. The results indicated that the virtual simulation + empathy condition induced greater empathy and more positive perceptions toward people suffering from schizophrenia than the control or written empathy-set condition. Interestingly, the simulation-only condition resulted in the greatest desire for social distance whereas not significantly differing on empathy and attitude measures from either the written empathy or simulation + empathy conditions. We discuss the implications of the findings and recommend directions for future research.


Assuntos
Atitude Frente a Saúde , Empatia , Esquizofrenia/diagnóstico , Psicologia do Esquizofrênico , Interface Usuário-Computador , Adulto , Simulação por Computador , Feminino , Humanos , Masculino , Distância Psicológica , Projetos de Pesquisa , Estereotipagem
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