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1.
Front Psychol ; 15: 1278207, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38476392

RESUMO

Americans reported an increase in stress during the novel coronavirus disease 2019 (COVID-19). Virtual reality (VR) apps have been shown to distract users from stressors in the environment, but little is known about the efficacy of specific content features to reduce stress or improve mood for consumer users during a pandemic. The present study investigated secondary archival data to explore how mood and usage behavior changed before and after the onset of COVID-19 for consumer users of a VR app with dynamic, interactive content. Study findings indicate that the COVID-19 pandemic had significant effects on user behavior and mood. Users created more accounts and used app content more often during the pandemic, while reporting increased negative mood states. This suggests that users were motivated to use the content to cope with pandemic stressors. Users also experienced a greater positive mood change after using the content during the pandemic than before, which implies that elements related to the VR app content met users' psychological needs. Passive content with less interactivity resulted in a greater positive mood state after the COVID-19 onset, likely related to its capacity to reduce stress, facilitate restoration, and improve persistent affective states in stressful environments. This study offers a vital window into how consumer users respond to psychosocial pandemic stressors outside of a controlled environment as well as the prospective for VR app content to serve as a valuable mental health intervention during similar stressful events.

2.
Cyberpsychol Behav Soc Netw ; 21(3): 205-209, 2018 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-29485900

RESUMO

Social media (SM) use by adults with autism spectrum disorder (ASD) is not well understood. Co-occurring mental health concerns, such as depression, are common for adults with ASD. The current investigation explored the relationship between SM use and happiness in a population of adults with self-disclosed ASD. Of the 84 percent of the sample who used SM, those who used Facebook, the most popular site, were happier than those who did not. The same relationship did not exist for the second most popular site, Twitter. Happiness and SM use showed a quadratic relationship: Happiness and SM use increased together until they reached a point where happiness fell off. SM use by adults with ASD, specifically Facebook use in moderation, may enhance well-being and may be a protective factor against secondary mental health concerns common in this population.


Assuntos
Transtorno do Espectro Autista , Felicidade , Mídias Sociais , Adulto , Transtorno do Espectro Autista/epidemiologia , Transtorno do Espectro Autista/psicologia , Estudos de Coortes , Humanos , Saúde Mental , Mídias Sociais/estatística & dados numéricos
3.
Pediatrics ; 140(Suppl 2): S157-S161, 2017 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-29093053

RESUMO

How do children and youth come to understand what it means to be a member of a particular race, gender, and other social groups? How do they come to hold beliefs about the groups that they do and do not belong to? Both news stories and fictional narratives that we are tuned into as a culture tell stories about what it means to be a member of a particular social group. In this review article, we relate the latest scientific knowledge on news and entertainment media representations of race, gender and other social categories and what they tell us about how these messages are taken in and processed by developing minds. We include research on identity development, social learning about members of other groups, and both positive and negative behavioral outcomes to cultural messages about race, gender, and other social categories. We offer recommendations for stakeholders to understand the role of the media in educating youth about race, gender and other social categories.


Assuntos
Desenvolvimento Infantil , Relações Interpessoais , Grupos Minoritários/psicologia , Mídias Sociais , Criança , Meios de Comunicação , Humanos , Meios de Comunicação de Massa
4.
J Health Commun ; 20(8): 969-76, 2015 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-26086987

RESUMO

Research has demonstrated the ability of fictional narratives to educate about social and health issues. Although some entertainment-education efforts have used live theater as a mechanism for social change, very few use social science methods to demonstrate exposure effects. This project used live theater to increase understanding and knowledge about intimate partner violence, a pervasive and costly social and health problem. Audiences watched either a play about abusive relationships-emphasizing psychological abuse and the role of coercion and control-or a control play. Compared with controls, those who watched the abuse play were more knowledgeable and less accepting of myths about abusive relationships in a way that mirrored play content. Although both plays were highly transporting, transportation did not explain a significant amount of variance in the attitudes toward intimate partner violence. These results provide rare evidence for theater as a tool for social change.


Assuntos
Drama , Violência por Parceiro Íntimo , Mudança Social , Adolescente , Adulto , Idoso , Idoso de 80 Anos ou mais , Feminino , Humanos , Conhecimento , Masculino , Pessoa de Meia-Idade , Narração , Comunicação Persuasiva , Adulto Jovem
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