44 research outputs found
Socialization or Social Isolation? Mental Health Community Support in the Digital Age
This research project specifically examines the experience of online community support groups as reported by users. The project began out of concern that healthcare providers in the Global North are directing people with mental health problems to online services, without seemingly understanding the impact that this may have on the individuals. The research findings will be of particular interest to mental health practitioners and service providers in the UK and elsewhere in the Global North, and aims to influence decisions made for policies around developing new online mental health services
Multiple Signals and Consumer Behavior in the Digital Economy: Implementing a Multidimensional Framework
Examining the Effect of Reviewer Socioeconomic Status Disclosure on Customers' Purchase Intention
The only girl in the class!: female students' experiences of gaming courses and views of the industry
Four female students studying a games course at one UK University took part in a qualitative study of face-to-face semi-structured interviews. Although a small sample, the study provided an interesting insight into the experiences of the females on the course as well as their views of entering (or at least potentially entering) the male dominated computer games industry. The findings related by the chapter reveal that females choose to study games because they enjoyed playing games. Despite all participants experiencing the course positively, there was some apprehension about going into the industry. Interestingly, the study suggests the male dominated working environment may be off-putting to women, even to women studying and interested in going into that area of work. The main themes that emerged in regard to the negativity associated with the industry were the long hours culture and potential sexism within the industry