931 research outputs found

    Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

    Get PDF
    BACKGROUND: Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, critical questions remain concerning how to use gamification to modify health behavior. OBJECTIVE: The objective of this study is to investigate how the gamification of mHealth interventions leads to a change in health behavior, specifically with respect to smoking cessation. METHODS: We conducted a qualitative longitudinal study using a sample of 16 smokers divided into 2 cohorts (one used a gamified intervention and the other used a nongamified intervention). Each participant underwent 4 semistructured interviews over a period of 5 weeks. Semistructured interviews were also conducted with 4 experts in gamification, mHealth, and smoking cessation. Interviews were transcribed verbatim and thematic analysis undertaken. RESULTS: Results indicated perceived behavioral control and intrinsic motivation acted as positive drivers to game engagement and consequently positive health behavior. Importantly, external social influences exerted a negative effect. We identified 3 critical factors, whose presence was necessary for game engagement: purpose (explicit purpose known by the user), user alignment (congruency of game and user objectives), and functional utility (a well-designed game). We summarize these findings in a framework to guide the future development of gamified mHealth interventions. CONCLUSIONS: Gamification holds the potential for a low-cost, highly effective mHealth solution that may replace or supplement the behavioral support component found in current smoking cessation programs. The framework reported here has been built on evidence specific to smoking cessation, however it can be adapted to health interventions in other disease categories. Future research is required to evaluate the generalizability and effectiveness of the framework, directly against current behavioral support therapy interventions in smoking cessation and beyond

    Moebius strip enterprises and expertise in the creative industries: new challenges for lifelong learning?

    Get PDF
    The paper argues that the emergence of a new mode of production – co-configuration is generating new modes of expertise that EU policies for lifelong learning are not designed to support professionals to develop. It maintains that this change can be seen most clearly when we analyse Small and Medium Size (SMEs) enterprises in the creative industries. Drawing on concepts from Political Economy - ‘Moebius strip enterprise/expertise’ and Cultural Historical Activity Theory - project-object’ and the ‘space of reasons’, the paper highlights conceptually and through a case study of an SME in the creative industries what is distinctive about the new modes of expertise, before moving on to reconceptualise expertise and learning and to consider the implications of this reconceptualisation for EU policies for lifelong learning. The paper concludes that the new challenge for LLL is to support the development of new forms expertise that are difficult to credentialise, yet, are central to the wider European goal of realising a knowledge economy

    Decision making and risk management in adventure sports coaching

    Get PDF
    Adventure sport coaches practice in environments that are dynamic and high in risk, both perceived and actual. The inherent risks associated with these activities, individuals’ responses and the optimal exploitation of both combine to make the processes of risk management more complex and hazardous than the traditional sports where risk management is focused almost exclusively on minimization. Pivotal to this process is the adventure sports coaches’ ability to make effective judgments regarding levels of risk, potential benefits and possible consequences. The exact nature of this decision making process should form the basis of coaching practice and coach education in this complex and dynamic field. This positional paper examines decision making by the adventure sports coach in these complex, challenging environments and seeks to stimulate debate whilst offering a basis for future research into this topic

    Making Well-being an Experiential Possibility: The Role of Sport

    Get PDF
    Whilst the relationship between active participation in sport and well-being has been widely acknowledged, less attention has been paid to actually understand this relationship from the perspective of the individual. Our paper draws upon phenomenological philosophy and the existential life-world view of well-being, in order to explore how the experience of sport can help facilitate possibilities for multiple kinds and levels of well-being. In doing so, our paper highlights the multiplicity of the dimensions of well-being, and offers examples of the different paths to well-being provided by sport, thus providing ways of describing well-being experiences within a sports context that are more complex than those offered by more traditional approaches to study in this area. Within this conceptual analysis we adopt a humanistic approach that considers the multiple ways well-being can be experienced through sport as a sense of dwelling, mobility or dwelling-mobility within the life-world dimensions of temporarily, spatiality, mood, embodiment, inter-subjectivity and identity

    Determinants of impact : towards a better understanding of encounters with the arts

    Get PDF
    The article argues that current methods for assessing the impact of the arts are largely based on a fragmented and incomplete understanding of the cognitive, psychological and socio-cultural dynamics that govern the aesthetic experience. It postulates that a better grasp of the interaction between the individual and the work of art is the necessary foundation for a genuine understanding of how the arts can affect people. Through a critique of philosophical and empirical attempts to capture the main features of the aesthetic encounter, the article draws attention to the gaps in our current understanding of the responses to art. It proposes a classification and exploration of the factors—social, cultural and psychological—that contribute to shaping the aesthetic experience, thus determining the possibility of impact. The ‘determinants of impact’ identified are distinguished into three groups: those that are inherent to the individual who interacts with the artwork; those that are inherent to the artwork; and ‘environmental factors’, which are extrinsic to both the individual and the artwork. The article concludes that any meaningful attempt to assess the impact of the arts would need to take these ‘determinants of impact’ into account, in order to capture the multidimensional and subjective nature of the aesthetic experience

    Rethinking the social impacts of the arts

    Get PDF
    The paper presents a critical discussion of the current debate over the social impacts of the arts in the UK. It argues that the accepted understanding of the terms of the debate is rooted in a number of assumptions and beliefs that are rarely questioned. The paper goes on to present the interim findings of a three‐year research project, which aims to rethink the social impact of the arts, with a view to determining how these impacts might be better understood. The desirability of a historical approach is articulated, and a classification of the claims made within the Western intellectual tradition for what the arts “do” to people is presented and discussed

    Holistic Analysis of the Classroom

    Get PDF
    Should we judge the quality of the class by the grades the students and teacher get at the end of the semester or how the group collaborated during the semester towards acquiring new knowledge? Up until recently, the later approach was all too inaccessible due to complexity and time needed to evaluate every class. With the development of new technologies in different branches of video processing, gaze tracking and audio analysis we are getting the opportunity to go further with our analysis and go around the potential problem substitution into which we were previously forced. We present our efforts to record student-student and student-teacher interactions within a classroom eco-system. For this purpose, we developed a multi-camera system for observing teacher actions and students reactions throughout the class. We complemented the data with a mobile eye-tracker worn by the teacher, quantitative questionnaire data collection, as well as in-depth interviews with students about their impressions of the classes they took, and about our intervention. The seven-part experiment was conducted during the autumn semester of 2013, in two classes with over 60 participants. We present the conclusions we reached about the experiment format, visualize the preliminary results of our processing and discuss other options we are considering for our further experiments. We aim to explore further possibilities for analysing classroom life in order to create a more responsive environment to the needs of the students

    Consumption caught in the cash nexus.

    Get PDF
    During the last thirty years, ‘consumption’ has become a major topic in the study of contemporary culture within anthropology, psychology and sociology. For many authors it has become central to understanding the nature of material culture in the modern world but this paper argues that the concept is, in British writing at least, too concerned with its economic origins in the selling and buying of consumer goods or commodities. It is argued that to understand material culture as determined through the monetary exchange for things - the cash nexus - leads to an inadequate sociological understanding of the social relations with objects. The work of Jean Baudrillard is used both to critique the concept of consumption as it leads to a focus on advertising, choice, money and shopping and to point to a more sociologically adequate approach to material culture that explores objects in a system of models and series, ‘atmosphere’, functionality, biography, interaction and mediation

    Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning

    Get PDF
    Background: Using digital games for educational purposes has been associated with higher levels of motivation among learners of different educational levels. However, the underlying psychological factors involved in digital game based learning (DGBL) have been rarely analyzed considering self-determination theory (SDT, Ryan \& Deci, 2000b); the relation of SDT with the flow experience (Csikszentmihalyi, 1990) has neither been evaluated in the context of DGBL

    Affordances, constraints and information flows as ‘leverage points’ in design for sustainable behaviour

    Get PDF
    Copyright @ 2012 Social Science Electronic PublishingTwo of Donella Meadows' 'leverage points' for intervening in systems (1999) seem particularly pertinent to design for sustainable behaviour, in the sense that designers may have the scope to implement them in (re-)designing everyday products and services. The 'rules of the system' -- interpreted here to refer to affordances and constraints -- and the structure of information flows both offer a range of opportunities for design interventions to in fluence behaviour change, and in this paper, some of the implications and possibilities are discussed with reference to parallel concepts from within design, HCI and relevant areas of psychology
    • 

    corecore