27,289 research outputs found

    Health literacy practices in social virtual worlds and the influence on health behaviour

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    This study explored how health information accessed via a 3D social virtual world and the representation of ‘self’ through the use of an avatar impact physical world health behaviour. In-depth interviews were conducted in a sample of 25 people, across 10 countries, who accessed health information in a virtual world (VW): 12 females and 13 males. Interviews were audio-recorded via private in-world voice chat or via private instant message. Thematic analysis was used to analyse the data. The social skills and practices evidenced demonstrate how the collective knowledge and skills of communities in VWs can influence improvements in individual and community health literacy through a distributed model. The findings offer support for moving away from the idea of health literacy as a set of skills which reside within an individual to a sociocultural model of health literacy. Social VWs can offer a place where people can access health information in multiple formats through the use of an avatar, which can influence changes in behaviour in the physical world and the VW. This can lead to an improvement in social skills and health literacy practices and represents a social model of health literacy

    Youth and Digital Media: From Credibility to Information Quality

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    Building upon a process-and context-oriented information quality framework, this paper seeks to map and explore what we know about the ways in which young users of age 18 and under search for information online, how they evaluate information, and how their related practices of content creation, levels of new literacies, general digital media usage, and social patterns affect these activities. A review of selected literature at the intersection of digital media, youth, and information quality -- primarily works from library and information science, sociology, education, and selected ethnographic studies -- reveals patterns in youth's information-seeking behavior, but also highlights the importance of contextual and demographic factors both for search and evaluation. Looking at the phenomenon from an information-learning and educational perspective, the literature shows that youth develop competencies for personal goals that sometimes do not transfer to school, and are sometimes not appropriate for school. Thus far, educational initiatives to educate youth about search, evaluation, or creation have depended greatly on the local circumstances for their success or failure

    Introducing Identity

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    This chapter provides an introductory overview of theories of identity and indicates some of the broad ways in which they might be applied to young people's interactions with digital media. The first part of the chapter offers a brief account of five major areas of theory: social-psychological theories of adolescence; sociological theories of youth culture; theories of social identity, and the relations between individuals and groups; notions of identity politics; and theories of subjectivity and modernity. The second part of the chapter covers three major themes that are at stake in the analysis of young people and digital media: theories of technology; the notion of young people as a "digital generation"; and the place of learning, both in and beyond schools. In this course of this broad-ranging overview, the chapter also prefigures some of the more specific themes addressed in the chapters that make up the remainder of the volume

    Utilization of Media-Driven Technology for Health Promotion and Risk Reduction among American Indian and Alaska Native Young Adults: An Exploratory Study

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    Across the developmental spectrum, American Indian and Alaska Native (AI/AN) adolescents and young adults experience considerable behavioral and mental health disparities, including substance abuse, depression, and engagement in sexual behaviors which enhance risk of pregnancy and sexually transmitted infections. Health-focused interventions utilizing digital and media technology hold significant promise among tribal communities, as they have the capacity to eliminate geography-based barriers. Utilizing a sample of 210 self-identified AI/AN students attending tribal colleges, this study identified the most effective technologies and intervention strategies, as well as health seeking patterns and preferences, which may impact implementation and sustainable use in tribal settings. The use of technology was both diverse and pervasive among AI/AN young adults, mirroring or exceeding patterns of young adults from the broader population. These data suggest that technology-based interventions may effectively deliver information, resources, and behavior change tools to AI/AN young adults, particularly when reflecting their unique worldviews and social contexts

    The Facebook Project - The Missing Box: The Racial Politics Behind the Facebook Interface

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    There is no race, ethnicity or nationality category available the default Facebook profile. This, combined with the fact that Facebook is a visually-driven website, suggests that Facebook serves to inadvertently or covertly perpetuate two racist or discriminatory norms: the colorblind mentality and racialized visual classification of others. This paper quickly traverses through a basic theory of identity that dictates that persons incur an on-going dialectic between individual and social identity, both on and offline. It contends that Facebook is an advantageous place to perform and portray one???s social identity and is largely visually-driven, therefore the interface is of paramount importance. Racial, ethnic, or national identity is of significance to many individuals and the lack of a place to express this is a form of discrimination. Such a category should be added to Facebook???s set of basic identity options. Guidelines for a successful implementation are provided.unpublishedis peer reviewe

    Contours of Virtual Enfreakment in Fighting Game Characters

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    Characters in fighting videogames1 such as Street Fighter V and Tekken7 typically reveal a phenomenon that we define as virtual enfreakment: their bodies, costumes, and fighting styles are exaggerated (1) in a manner that emphasizes perceived exoticism and (2) to enable them to be easily visually and conceptually distinguishable from one another. Here, using both quantitative and qualitative methods, including crowd-sourced surveys and analyses of game mechanics, we report on the contours of virtual enfreakment in those games. We specifically examine differences in character design across gender, national-origin, and skin-color lines. Disappointingly but not surprisingly, we find racism and sexism manifest as stark differences in character design by gender and skin color. This has strong implications because taking on the roles of these characters can have impacts on users in the physical world, e.g., performance and engagement, behavior, and understandings of others (Lim and Harrell 2015; Şengün 2015; Yee et al. 2012, Şengün et al. 2022a; Harrell and Veeragoudar Harrell 2012; Kao and Harrell 2015; Şengün 2014; Kocur et al. 2020). Although the differences are not always straightforward, female characters and darker-skinned characters (typically, characters of color) are enfreaked differently than their light-skinned male counterparts. Our results also reveal the strategic use of “unknown” as a country of origin for villainous characters. Through our mixed-methods analysis, we examine in detail how virtual enfreakment is influenced by sexism and racism, and our findings are compatible with information about the development history of the Street Fighter and Tekken franchises. However, we also find that recent characters designed in dialogue with developers from their regions of origin are some of the least enfreaked and most positively portrayed—suggesting the possibility of designing and deploying such characters for implementing anti-bias character designs within popular videos

    Skills for Creativity in Games Design (Part 1) Academic Conceptions of Creativity in Games Design

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    A Review of the "Digital Turn" in the New Literacy Studies

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    Digital communication has transformed literacy practices and assumed great importance in the functioning of workplace, recreational, and community contexts. This article reviews a decade of empirical work of the New Literacy Studies, identifying the shift toward research of digital literacy applications. The article engages with the central theoretical, methodological, and pragmatic challenges in the tradition of New Literacy Studies, while highlighting the distinctive trends in the digital strand. It identifies common patterns across new literacy practices through cross-comparisons of ethnographic research in digital media environments. It examines ways in which this research is taking into account power and pedagogy in normative contexts of literacy learning using the new media. Recommendations are given to strengthen the links between New Literacy Studies research and literacy curriculum, assessment, and accountability in the 21st century
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