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Sample records for play accepts adult

  1. Alibis for Adult Play

    Science.gov (United States)

    2017-01-01

    The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be “caught” playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens of Erving Goffman’s theory of the interaction order to unpack conditions and strategies for nonembarrassing adult play. It identifies established frames, segregated audiences, scripts supporting smooth performance, managing audience awareness, role distancing, and, particularly, alibis for play: Adults routinely provide alternative, adult-appropriate motives to account for their play, such as child care, professional duties, creative expression, or health. Once legitimized, the norms and rules of play themselves then provide an alibi for behavior that would risk being embarrassing outside play.

  2. Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play.

    Science.gov (United States)

    Deterding, Sebastian

    2018-05-01

    The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be "caught" playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens of Erving Goffman's theory of the interaction order to unpack conditions and strategies for nonembarrassing adult play. It identifies established frames, segregated audiences, scripts supporting smooth performance, managing audience awareness, role distancing, and, particularly, alibis for play: Adults routinely provide alternative, adult-appropriate motives to account for their play, such as child care, professional duties, creative expression, or health. Once legitimized, the norms and rules of play themselves then provide an alibi for behavior that would risk being embarrassing outside play.

  3. Older Adults' Acceptance of Information Technology

    Science.gov (United States)

    Wang, Lin; Rau, Pei-Luen Patrick; Salvendy, Gavriel

    2011-01-01

    This study investigated variables contributing to older adults' information technology acceptance through a survey, which was used to find factors explaining and predicting older adults' information technology acceptance behaviors. Four factors, including needs satisfaction, perceived usability, support availability, and public acceptance, were…

  4. What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

    Science.gov (United States)

    Chesham, Alvin; Wyss, Patric; Müri, René Martin

    2017-01-01

    Background In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, CVGs are organized into genres (eg, puzzle games) based on the rule-directed interaction with the game. Importantly, game genre not only influences the ease of interaction and cognitive abilities CVGs demand, but also affects whether older adults are willing to play any particular genre. To date, studies looking at how different CVG genres resonate with older adults are lacking. Objective The aim of this study was to investigate how much older adults enjoy different CVG genres and how favorably their CVG characteristics are rated. Methods A total of 16 healthy adults aged 65 years and above playtested 7 CVGs from 4 genres: casual action, puzzle, simulation, and strategy video games. Thereafter, they rated casual game preference and acceptance of casual game characteristics using 4 scales from the Core Elements of the Gaming Experience Questionnaire (CEGEQ). For this, participants rated how much they liked the game (enjoyment), understood the rules of the game (game-play), learned to manipulate the game (control), and make the game their own (ownership). Results Overall, enjoyment and acceptance of casual game characteristics was high and significantly above the midpoint of the rating scale for all CVG genres. Mixed model analyses revealed that ratings of enjoyment and casual game characteristics were significantly influenced by CVG genre. Participants’ mean enjoyment of casual puzzle games (mean 0.95 out of 1.00) was significantly higher than that for casual simulation games

  5. What Older People Like to Play: Genre Preferences and Acceptance of Casual Games.

    Science.gov (United States)

    Chesham, Alvin; Wyss, Patric; Müri, René Martin; Mosimann, Urs Peter; Nef, Tobias

    2017-04-18

    In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, CVGs are organized into genres (eg, puzzle games) based on the rule-directed interaction with the game. Importantly, game genre not only influences the ease of interaction and cognitive abilities CVGs demand, but also affects whether older adults are willing to play any particular genre. To date, studies looking at how different CVG genres resonate with older adults are lacking. The aim of this study was to investigate how much older adults enjoy different CVG genres and how favorably their CVG characteristics are rated. A total of 16 healthy adults aged 65 years and above playtested 7 CVGs from 4 genres: casual action, puzzle, simulation, and strategy video games. Thereafter, they rated casual game preference and acceptance of casual game characteristics using 4 scales from the Core Elements of the Gaming Experience Questionnaire (CEGEQ). For this, participants rated how much they liked the game (enjoyment), understood the rules of the game (game-play), learned to manipulate the game (control), and make the game their own (ownership). Overall, enjoyment and acceptance of casual game characteristics was high and significantly above the midpoint of the rating scale for all CVG genres. Mixed model analyses revealed that ratings of enjoyment and casual game characteristics were significantly influenced by CVG genre. Participants' mean enjoyment of casual puzzle games (mean 0.95 out of 1.00) was significantly higher than that for casual simulation games (mean 0.75 and 0.73). For casual game

  6. Spirometry-related pain and distress in adolescents and young adults with cystic fibrosis: the role of acceptance.

    Science.gov (United States)

    Casier, Annabelle; Goubert, Liesbet; Vervoort, Tine; Theunis, Marleen; Huse, Danielle; De Baets, Frans; Matthys, Dirk; Crombez, Geert

    2013-01-01

    To investigate the occurrence of spirometry-related pain and distress in adolescents and young adults with cystic fibrosis (CF), and to investigate the role of acceptance of illness in spirometry-related pain and distress. A total of 36 adolescents and young adults with CF (12 to 22 years of age) completed a questionnaire assessing acceptance of illness. Spirometry-related distress was assessed using self-report (ie, anxiety⁄worry about the procedure) and physiological outcomes (ie, heart rate and heart rate variability) before spirometry. Spirometry-related pain was assessed using self-report (ie, expected pain and pain-related thoughts). Self-reported distress and pain during spirometry were also assessed. Eighty-nine per cent of subjects reported distress before spirometry, 67% experienced distress during spirometry, 28% expected pain during spirometry and 22% actually experienced pain. Interestingly, partial correlations revealed that more acceptance was related to less expected pain and pain-related thoughts. Acceptance, however, was unrelated to distress, anxiety and pain during spirometry. The present study suggests that a non-negligible number of adolescents and young adults with CF experience pain and distress during spirometry. Furthermore, results indicate that acceptance may play a protective role in the more indirect consequences of CF such as expected pain and pain-related thoughts during medical procedures. Acceptance, however, was not related to distress before and during spirometry, nor to experienced pain. These findings contribute to the increasing evidence that acceptance may play a protective role in managing the consequences of living with CF.

  7. Non-Digital Game Playing by Older Adults.

    Science.gov (United States)

    Mortenson, W Ben; Sixsmith, Andrew; Kaufman, David

    2017-09-01

    Research on video games' effect on cognition and behaviour has been extensive, yet little research has explored non-digital forms of game playing, especially among older adults. As part of a larger survey on game playing, 886 respondents (≥ age 55) filled out questionnaires about non-digital game play. The study aims were to determine perceived benefits of non-digital game play and to determine socio-demographic factors that might predict perceived benefits. Survey results indicate that non-digital game playing is social in nature and common (73% of respondents) among older adults. Older adults play for fun, but also to help maintain their cognition. Regression analyses indicated various socio-demographic factors - age, education, gender, and race - were independently associated with perceived benefits from game playing. The results thus emphasize the importance of non-digital game playing in this population and suggest that efforts to facilitate game playing may improve social interactions and quality of life.

  8. Animal Welfare: Could Adult Play be a False Friend?

    Directory of Open Access Journals (Sweden)

    Catherine Blois-Heulin

    2015-05-01

    Full Text Available There is no consensus regarding the functions of play. As play behavior is a characteristic of young stages of development, it has been suggested that the higher prevalence of adult play observed in domestic animals could be the result of their “neotenic retardation.” Functional hypotheses have dealt with the long term benefits, such as “rehearsal,” “motor training” for future adult competencies or “training for the unexpected.” However, there is little consistent experimental evidence favoring a particular hypothesis. The present study aimed to test the functional significance of adult play as a potential reliable indicator of good welfare, a by-product of domestication or a tool for social cohesion. Observations of both a domestic species (the horse and wild/captive animals (cercopithecids confirm the literature data that show the greater prevalence of adult play in the domestic/captive situations. This convergence between a domestic and a wild species argue against the idea that adult play may be a mere product of domestication. Moreover, animals living in naturalistic situations had the same low level of adult play as observed in wild animals suggesting that captive/domestic animals do not play only because they are stress free or well fed. Play is not a reliable indicator of welfare: Horses and adult macaques that played the most were also those that exhibited the greatest signals of poor welfare as stereotypic behaviors. Furthermore, adult play was more frequent at times of social disturbances and instability. Adult play is a sign showing that the adult organism needs to evacuate stress.

  9. Playing at Violence: Lock-down Drills, "Bad Guys" and the Construction of "Acceptable" Play in Early Childhood

    Science.gov (United States)

    Delaney, Katherine K.

    2017-01-01

    This study examines how acceptable play was framed for a class of pre-Kindergarten children by their teacher and classroom aide. Using comic subjectivity theory [Zupancic, A. (2008). "The odd one in: On comedy." Cambridge: MIT Press], the author explores how children's playing at pretend violence (bad guy and pretend gun play) is…

  10. Adult Playfulness, Humor Styles, and Subjective Happiness.

    Science.gov (United States)

    Yue, Xiao D; Leung, Chun-Lok; Hiranandani, Neelam A

    2016-12-01

    Playfulness has been referred to as a disposition that involves reframing a situation to amuse others and to make the situation more stimulating and enjoyable. It may serve to shift one's perspective when dealing with environmental threats. Despite all the benefits of playfulness towards psychological well-being, it remains a largely understudied subject in psychology, particularly in Chinese societies. Hence, this study examined the association between adult playfulness, humor styles, and subjective happiness among a sample of 166 university students in Hong Kong and 159 students in Guangzhou, who completed a self-administered questionnaire, including the Short Measure for Adult Playfulness, the Chinese Humor Styles Questionnaire, and the Subjective Happiness Scale. Results showed that adult playfulness was positively correlated with affiliative humor, self-enhancing humor, and subjective happiness in both Hong Kong and Guangzhou samples. By its implication, highly playful Chinese students preferred using affiliative and self-enhancing humor to amuse themselves and others. © The Author(s) 2016.

  11. Influence of color on acceptance and identification of flavor of foods by adults

    Directory of Open Access Journals (Sweden)

    Nayane Aparecida Araújo Dias

    2012-06-01

    Full Text Available The sensory characteristics color and flavor of food play an important role not only in the selection, but also in the determination of consumption, satiation, and ingestion. With the objective to determine and evaluate the influence of color on the acceptance and identification of flavor of foods for adults, sensory analysis was performed on jellies by non-trained tasters of both sexes aged between 18 and 60 years (1750 tests. A hedonic scale and combinations of five colors (red, yellow, green, blue and purple and three flavors (strawberry, pineapple, and limes were used in the acceptance test totaling 15 samples. In the duo-trio discrimination test, together with the reference sample (R, one sample identical to the reference and another of identical color and different flavor were offered, and the judges were requested to identify the sample that was different from the reference sample. The colors used did not influence the acceptance of the samples (P > 0.05, and as there was not significant interaction between color and flavor. However, the limes flavor negatively influenced acceptance when compared to the other flavors. With regard to flavor differentiation, the colors used did not influence flavor identification (P > 0.05; However, differentiated behavior was identified between females and males, and the latter were more error-prone. Therefore, under the experimental conditions tested, color did not influence the acceptance and identification of the flavor of the samples by adults.

  12. Quality of Play, Social Acceptance and Reciprocal Friendship in Preschool Children

    Science.gov (United States)

    Coelho, Leandra; Torres, Nuno; Fernandes, Carla; Santos, António J.

    2017-01-01

    Playing with peers is one of the most important contexts for the acquisition of social competencies in early childhood. This study examined the relation between children's play behavior, social acceptance in the peer group, and number of reciprocal friendships. One hundred and twenty eight children, aged between three and five years, participated…

  13. Experiences of Autism Acceptance and Mental Health in Autistic Adults

    Science.gov (United States)

    Cage, Eilidh; Di Monaco, Jessica; Newell, Victoria

    2018-01-01

    Mental health difficulties are highly prevalent in individuals on the autism spectrum. The current study examined how experiences and perceptions of autism acceptance could impact on the mental health of autistic adults. 111 adults on the autism spectrum completed an online survey examining their experiences of autism acceptance, along with…

  14. Older adults' acceptance of a robot for partner dance-based exercise.

    Science.gov (United States)

    Chen, Tiffany L; Bhattacharjee, Tapomayukh; Beer, Jenay M; Ting, Lena H; Hackney, Madeleine E; Rogers, Wendy A; Kemp, Charles C

    2017-01-01

    Partner dance has been shown to be beneficial for the health of older adults. Robots could potentially facilitate healthy aging by engaging older adults in partner dance-based exercise. However, partner dance involves physical contact between the dancers, and older adults would need to be accepting of partner dancing with a robot. Using methods from the technology acceptance literature, we conducted a study with 16 healthy older adults to investigate their acceptance of robots for partner dance-based exercise. Participants successfully led a human-scale wheeled robot with arms (i.e., a mobile manipulator) in a simple, which we refer to as the Partnered Stepping Task (PST). Participants led the robot by maintaining physical contact and applying forces to the robot's end effectors. According to questionnaires, participants were generally accepting of the robot for partner dance-based exercise, tending to perceive it as useful, easy to use, and enjoyable. Participants tended to perceive the robot as easier to use after performing the PST with it. Through a qualitative data analysis of structured interview data, we also identified facilitators and barriers to acceptance of robots for partner dance-based exercise. Throughout the study, our robot used admittance control to successfully dance with older adults, demonstrating the feasibility of this method. Overall, our results suggest that robots could successfully engage older adults in partner dance-based exercise.

  15. Older adults' acceptance of a robot for partner dance-based exercise.

    Directory of Open Access Journals (Sweden)

    Tiffany L Chen

    Full Text Available Partner dance has been shown to be beneficial for the health of older adults. Robots could potentially facilitate healthy aging by engaging older adults in partner dance-based exercise. However, partner dance involves physical contact between the dancers, and older adults would need to be accepting of partner dancing with a robot. Using methods from the technology acceptance literature, we conducted a study with 16 healthy older adults to investigate their acceptance of robots for partner dance-based exercise. Participants successfully led a human-scale wheeled robot with arms (i.e., a mobile manipulator in a simple, which we refer to as the Partnered Stepping Task (PST. Participants led the robot by maintaining physical contact and applying forces to the robot's end effectors. According to questionnaires, participants were generally accepting of the robot for partner dance-based exercise, tending to perceive it as useful, easy to use, and enjoyable. Participants tended to perceive the robot as easier to use after performing the PST with it. Through a qualitative data analysis of structured interview data, we also identified facilitators and barriers to acceptance of robots for partner dance-based exercise. Throughout the study, our robot used admittance control to successfully dance with older adults, demonstrating the feasibility of this method. Overall, our results suggest that robots could successfully engage older adults in partner dance-based exercise.

  16. "Grandma, You Should Do It--It's Cool" Older Adults and the Role of Family Members in Their Acceptance of Technology.

    Science.gov (United States)

    Luijkx, Katrien; Peek, Sebastiaan; Wouters, Eveline

    2015-12-05

    Despite its potential, the acceptance of technology to support the ability to live independently in one's own home, also called aging in place, is not optimal. Family members may play a key role in technology acceptance by older adults; however, it is not well understood why and how they exert influence. Based on open interviews with 53 community-dwelling older adults, this paper describes the influence of family members, including spouses, on the use of various types of consumer electronics by older adults as was reported by themselves. Such a broad focus enables understanding the use of technology as was reported by older adults, instead of its intended use. Our study reveals that the influence of each family member has its own characteristics. The influence of technology acceptance is a natural and coincidental part of the interaction with spouses and grandchildren in which entertainment and pleasure are prominent. This is also partly true for the influence of children, but their influence also is intentional and driven by concerns. Our study indicates the importance of including all family members when implementing technology in the lives of older adults. Besides information for children about the use(fullness) of devices, it is worthwhile to give grandchildren an important role, because older adults easily adopt their enthusiasm and it might eventually lighten the burden on children.

  17. Feasibility, safety, acceptability, and functional outcomes of playing Nintendo Wii Fit Plus™ for frail elderly: study protocol for a feasibility trial.

    Science.gov (United States)

    Gomes, Gisele Cristine Vieira; Bacha, Jéssica Maria Ribeiro; do Socorro Simões, Maria; Lin, Sumika Mori; Viveiro, Larissa Alamino Pereira; Varise, Eliana Maria; Filho, Wilson Jacob; Pompeu, José Eduardo

    2017-01-01

    Frailty can be defined as a medical syndrome with multiple causes and contributors, characterized by diminished strength and endurance and reduced physiological function that increases the vulnerability to develop functional dependency and/or death. Studies have shown that the most commonly studied exercise protocol for frail older adults is the multimodal training. Interactive video games (IVGs) involve tasks in virtual environments that combine physical and cognitive demands in an attractive and challenging way. The aim of this study will be to evaluate the feasibility, safety, acceptability, and functional outcomes of playing Nintendo Wii Fit Plus TM (NWFP) for frail older adults. The study is a randomized controlled, parallel group, feasibility trial. Participants will be randomly assigned to the experimental group (EG) and control group (CG). The EG will participate in 14 training sessions, each lasting 50 min, twice a week. In each training session, the participants will play five games, with three attempts at each game. The first attempt will be performed with the assistance of a physical therapist to correct the movements and posture of the patients and subsequent attempts will be performed independently. Scores achieved in the games will be recorded. The participants will be evaluated by a blinded physical therapist at three moments: before and after intervention and 30 days after the end of the intervention (follow-up). We will assess the feasibility, acceptability, safety, and clinical outcomes (postural control, gait, cognition, quality of life, mood, and fear of falling). Due to the deficiencies in multiple systems, studies have shown that multimodal interventions including motor-cognitive stimulation can improve the mobility of frail elderly adults. IVGs, among them the NWFP, are considered as a multimodal motor-cognitive intervention that can potentially improve motor and cognitive functions in the frail elderly. However, there is still no evidence

  18. Why do adult dogs 'play'?

    Science.gov (United States)

    Bradshaw, John W S; Pullen, Anne J; Rooney, Nicola J

    2015-01-01

    Among the Carnivora, play behaviour is usually made up of motor patterns characteristic of predatory, agonistic and courtship behaviour. Domestic dogs are unusual in that play is routinely performed by adults, both socially, with conspecifics and with humans, and also asocially, with objects. This enhanced playfulness is commonly thought to be a side effect of paedomorphosis, the perpetuation of juvenile traits into adulthood, but here we suggest that the functions of the different types of play are sufficiently distinct that they are unlikely to have arisen through a single evolutionary mechanism. Solitary play with objects appears to be derived from predatory behaviour: preferred toys are those that can be dismembered, and a complex habituation-like feedback system inhibits play with objects that are resistant to alteration. Intraspecific social play is structurally different from interspecific play and may therefore be motivationally distinct and serve different goals; for example, dogs often compete over objects when playing with other dogs, but are usually more cooperative when the play partner is human. The majority of dogs do not seem to regard competitive games played with a human partner as "dominance" contests: rather, winning possession of objects during games appears to be simply rewarding. Play may be an important factor in sociality, since dogs are capable of extracting social information not only from games in which they participate, but also from games that they observe between third parties. We suggest that the domestic dog's characteristic playfulness in social contexts is an adaptive trait, selected during domestication to facilitate both training for specific purposes, and the formation of emotionally-based bonds between dog and owner. Play frequency and form may therefore be an indicator of the quality of dog-owner relationships. Copyright © 2014 Elsevier B.V. All rights reserved.

  19. Older-Adult Playfulness: An Innovative Construct and Measurement for Healthy Aging Research

    Science.gov (United States)

    Yarnal, Careen; Qian, Xinyi

    2011-01-01

    Few studies of adult playfulness exist, but limited research on older adults and playfulness suggests that playfulness in later life improves cognitive, emotional, social, and psychological functioning and healthy aging overall. Older adults represent a rapidly growing segment of the U.S. population, underscoring the need to understand the aging…

  20. Problematic Video Game Play and ADHD Traits in an Adult Population.

    Science.gov (United States)

    Panagiotidi, Maria

    2017-05-01

    This study examined the relationship between problematic video game play (PVGP), video game usage, and attention deficit hyperactivity disorder (ADHD) traits in an adult population. A sample of 205 healthy adult volunteers completed the Adult ADHD Self-Report Scale (ASRS), a video game usage questionnaire, and the Problem Video Game Playing Test (PVGT). A significant positive correlation was found between the ASRS and the PVGT. More specifically, inattention symptoms and time spent playing video games were the best predictors of PVGP. No relationship was found between frequency and duration of play and ADHD traits. Hyperactivity symptoms were not associated with PVGP. Our results suggest that there is a positive relationship between ADHD traits and problematic video game play. In particular, adults with higher level of self-reported inattention symptoms could be at higher risk of PVGP.

  1. Health-risk correlates of video-game playing among adults.

    Science.gov (United States)

    Weaver, James B; Mays, Darren; Sargent Weaver, Stephanie; Kannenberg, Wendi; Hopkins, Gary L; Eroğlu, Doğan; Bernhardt, Jay M

    2009-10-01

    Although considerable research suggests that health-risk factors vary as a function of video-game playing among young people, direct evidence of such linkages among adults is lacking. The goal of this study was to distinguish adult video-game players from nonplayers on the basis of personal and environmental factors. It was hypothesized that adults who play video games, compared to nonplayers, would evidence poorer perceptions of their health, greater reliance on Internet-facilitated social support, more extensive media use, and higher BMI. It was further hypothesized that different patterns of linkages between video-game playing and health-risk factors would emerge by gender. A cross-sectional, Internet-based survey was conducted in 2006 with a sample of adults from the Seattle-Tacoma area (n=562), examining health risks; media use behaviors and perceptions, including those related to video-game playing; and demographics. Statistical analyses conducted in 2008 to compare video-game players and nonplayers included bivariate descriptive statistics, stepwise discriminant analysis, and ANOVA. A total of 45.1% of respondents reported playing video games. Female video-game players reported greater depression (M=1.57) and poorer health status (M=3.90) than female nonplayers (depression, M=1.13; health status, M=3.57). Male video-game players reported higher BMI (M=5.31) and more Internet use time (M=2.55) than male nonplayers (BMI, M=5.19; Internet use, M=2.36). The only determinant common to female and male video-game players was greater reliance on the Internet for social support. A number of determinants distinguished video-game players from nonplayers, and these factors differed substantially between men and women. The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease.

  2. Excessive computer game playing among Norwegian adults: self-reported consequences of playing and association with mental health problems.

    Science.gov (United States)

    Wenzel, H G; Bakken, I J; Johansson, A; Götestam, K G; Øren, Anita

    2009-12-01

    Computer games are the most advanced form of gaming. For most people, the playing is an uncomplicated leisure activity; however, for a minority the gaming becomes excessive and is associated with negative consequences. The aim of the present study was to investigate computer game-playing behaviour in the general adult Norwegian population, and to explore mental health problems and self-reported consequences of playing. The survey includes 3,405 adults 16 to 74 years old (Norway 2007, response rate 35.3%). Overall, 65.5% of the respondents reported having ever played computer games (16-29 years, 93.9%; 30-39 years, 85.0%; 40-59 years, 56.2%; 60-74 years, 25.7%). Among 2,170 players, 89.8% reported playing less than 1 hr. as a daily average over the last month, 5.0% played 1-2 hr. daily, 3.1% played 2-4 hr. daily, and 2.2% reported playing > 4 hr. daily. The strongest risk factor for playing > 4 hr. daily was being an online player, followed by male gender, and single marital status. Reported negative consequences of computer game playing increased strongly with average daily playing time. Furthermore, prevalence of self-reported sleeping problems, depression, suicide ideations, anxiety, obsessions/ compulsions, and alcohol/substance abuse increased with increasing playing time. This study showed that adult populations should also be included in research on computer game-playing behaviour and its consequences.

  3. “Grandma, You Should Do It—It’s Cool” Older Adults and the Role of Family Members in Their Acceptance of Technology

    Science.gov (United States)

    Luijkx, Katrien; Peek, Sebastiaan; Wouters, Eveline

    2015-01-01

    Despite its potential, the acceptance of technology to support the ability to live independently in one’s own home, also called aging in place, is not optimal. Family members may play a key role in technology acceptance by older adults; however, it is not well understood why and how they exert influence. Based on open interviews with 53 community-dwelling older adults, this paper describes the influence of family members, including spouses, on the use of various types of consumer electronics by older adults as was reported by themselves. Such a broad focus enables understanding the use of technology as was reported by older adults, instead of its intended use. Our study reveals that the influence of each family member has its own characteristics. The influence of technology acceptance is a natural and coincidental part of the interaction with spouses and grandchildren in which entertainment and pleasure are prominent. This is also partly true for the influence of children, but their influence also is intentional and driven by concerns. Our study indicates the importance of including all family members when implementing technology in the lives of older adults. Besides information for children about the use(fullness) of devices, it is worthwhile to give grandchildren an important role, because older adults easily adopt their enthusiasm and it might eventually lighten the burden on children. PMID:26690188

  4. Attitudes of older adults toward shooter video games: An initial study to select an acceptable game for training visual processing.

    Science.gov (United States)

    McKay, Sandra M; Maki, Brian E

    2010-01-01

    A computer-based 'Useful Field of View' (UFOV) training program has been shown to be effective in improving visual processing in older adults. Studies of young adults have shown that playing video games can have similar benefits; however, these studies involved realistic and violent 'first-person shooter' (FPS) games. The willingness of older adults to play such games has not been established. OBJECTIVES: To determine the degree to which older adults would accept playing a realistic, violent FPS-game, compared to video games not involving realistic depiction of violence. METHODS: Sixteen older adults (ages 64-77) viewed and rated video-clip demonstrations of the UFOV program and three video-game genres (realistic-FPS, cartoon-FPS, fixed-shooter), and were then given an opportunity to try them out (30 minutes per game) and rate various features. RESULTS: The results supported a hypothesis that the participants would be less willing to play the realistic-FPS game in comparison to the less violent alternatives (p'svideo-clip demonstrations, 10 of 16 participants indicated they would be unwilling to try out the realistic-FPS game. Of the six who were willing, three did not enjoy the experience and were not interested in playing again. In contrast, all 12 subjects who were willing to try the cartoon-FPS game reported that they enjoyed it and would be willing to play again. A high proportion also tried and enjoyed the UFOV training (15/16) and the fixed-shooter game (12/15). DISCUSSION: A realistic, violent FPS video game is unlikely to be an appropriate choice for older adults. Cartoon-FPS and fixed-shooter games are more viable options. Although most subjects also enjoyed UFOV training, a video-game approach has a number of potential advantages (for instance, 'addictive' properties, low cost, self-administration at home). We therefore conclude that non-violent cartoon-FPS and fixed-shooter video games warrant further investigation as an alternative to the UFOV program

  5. Usability and Acceptability of Balance Exergames in Older Adults

    DEFF Research Database (Denmark)

    Nawaz, Ather; Skjæret, Nina; Lægdheim Helbostad, Jorunn

    2016-01-01

    Serious games (exergames) have the potential to be effective for postural balance and increasing muscle strength. Several games have been developed to increase physical fitness and balance among older adults. However, it is unclear to which degree usability and acceptability of exergames for olde...

  6. Generation XXX: Pornography Acceptance and Use among Emerging Adults

    Science.gov (United States)

    Carroll, Jason S.; Padilla-Walker, Laura M.; Nelson, Larry J.; Olson, Chad D.; McNamara Barry, Carolyn; Madsen, Stephanie D.

    2008-01-01

    This study examined correlates of pornography acceptance and use within a normative (nonclinical) population of emerging adults (individuals aged 18-26). Participants included 813 university students (500 women; M age = 20 years) recruited from six college sites across the United States. Participants completed online questionnaires regarding their…

  7. Psychological needs, purpose in life, and problem video game playing among Chinese young adults.

    Science.gov (United States)

    Wu, Anise M S; Lei, Lamis L M; Ku, Lisbeth

    2013-01-01

    The negative impacts of excessive and problematic video game playing on both children and adults are attracting increasing concern. Based on self-determination theory (SDT; Ryan & Deci, 2000), this study hypothesized that the three basic psychological needs of autonomy, competence, and relatedness are positively associated with purpose in life, which in turn acts as a protective factor against problem video game playing among Chinese young adult players. Through a questionnaire survey with a sample of 165 Chinese adults aged between 18 and 30 years (mean age = 22.7 years), we found that perceived autonomy, competence, relatedness, and purpose in life were all negatively correlated with problem game playing. The demographic and psychological factors explained 38% of the variances of problem game playing. Specifically, gender, perceived relatedness, and purpose in life emerged as the three most salient predictors of problem game playing among the Chinese young adults. The mediating role of purpose in life was evidenced and it was found that purpose in life mediated the influences of the psychological needs proposed by SDT on problem game playing. Moreover, young men were significantly more susceptible to problem game playing than their female counterparts. To conclude, psychological needs and purpose in life influenced Chinese young adults' vulnerability to problem game playing directly or indirectly. Intervention programs that encourage social involvement and voluntary work, as well as counseling service that helps clients to search for life purpose, are suggested for intervening in problem game playing among Chinese young adults.

  8. The Development and Acceptability of a Mobile Application for Tracking Symptoms of Heart Failure Among Older Adults.

    Science.gov (United States)

    Portz, Jennifer Dickman; Vehovec, Anton; Dolansky, Mary A; Levin, Jennifer B; Bull, Sheana; Boxer, Rebecca

    2018-02-01

    Heart failure (HF) is common in older adults. With increases in technology use among older adults, mobile applications may provide a solution for older adults to self-manage symptoms of HF. This article discusses the development and acceptability of a HF symptom-tracking mobile application (HF app). The HF app was developed to allow patients to track their symptoms of HF. Thirty (N = 30) older adults completed an acceptability survey after using the mobile app. The survey used Likert items and open-ended feedback questions. Overall, the acceptability feedback from users was positive with participants indicating that the HF app was both easy to use and understand. Participants identified recommendations for improvement including additional symptoms to track and the inclusion of instructions and reminders. HF is common in older adults, and acceptability of mobile apps is of key importance. The HF app is an acceptable tool for older patients with HF to self-manage their symptoms, identify patterns, and changes in symptoms, and ultimately prevent HF readmission.

  9. The perceived feasibility and acceptability of a conceptually challenging exercise training program in older adults.

    Science.gov (United States)

    Miller, Clint T; Teychenne, Megan; Maple, Jaimie-Lee

    2018-01-01

    Exercise training is an essential component of falls prevention strategies, but they do not fully address components of physical function that leads to falls. The training approaches to achieve this may not be perceived as appropriate or even feasible in older adults. This study aims to assess the perceived feasibility and acceptability of novel exercise training approaches not usually prescribed to older adults. Fourteen adults were exposed to conceptually and physically demanding exercises. Interviews were then conducted to determine perceptions and acceptability of individual exercise tasks. Qualitative thematic analysis was used to identify themes. Safety and confidence, acceptability, and population participation were the key themes identified. Staff knowledge, presence, program design, and overt safety equipment were important for alleviating initial apprehension. Although physically demanding, participants expressed satisfaction when challenged. Prior disposition, understanding the value, and the appeal of novel exercises were perceived to influence program engagement. Given the evidence for acceptability, this type of training is feasible and may be appropriate as part of an exercise training program for older adults. Further research should be conducted to confirm that the physical adaptations to exercise training approaches as presented in this study occur in a similar manner to that observed in younger adults, and to also determine whether these adaptations lead to prolonged independence and reduced falls in older adults compared to usual care.

  10. Toward a Neuroscientific Understanding of Play: A Dimensional Coding Framework for Analyzing Infant-Adult Play Patterns.

    Science.gov (United States)

    Neale, Dave; Clackson, Kaili; Georgieva, Stanimira; Dedetas, Hatice; Scarpate, Melissa; Wass, Sam; Leong, Victoria

    2018-01-01

    Play during early life is a ubiquitous activity, and an individual's propensity for play is positively related to cognitive development and emotional well-being. Play behavior (which may be solitary or shared with a social partner) is diverse and multi-faceted. A challenge for current research is to converge on a common definition and measurement system for play - whether examined at a behavioral, cognitive or neurological level. Combining these different approaches in a multimodal analysis could yield significant advances in understanding the neurocognitive mechanisms of play, and provide the basis for developing biologically grounded play models. However, there is currently no integrated framework for conducting a multimodal analysis of play that spans brain, cognition and behavior. The proposed coding framework uses grounded and observable behaviors along three dimensions (sensorimotor, cognitive and socio-emotional), to compute inferences about playful behavior in a social context, and related social interactional states. Here, we illustrate the sensitivity and utility of the proposed coding framework using two contrasting dyadic corpora ( N = 5) of mother-infant object-oriented interactions during experimental conditions that were either non-conducive (Condition 1) or conducive (Condition 2) to the emergence of playful behavior. We find that the framework accurately identifies the modal form of social interaction as being either non-playful (Condition 1) or playful (Condition 2), and further provides useful insights about differences in the quality of social interaction and temporal synchronicity within the dyad. It is intended that this fine-grained coding of play behavior will be easily assimilated with, and inform, future analysis of neural data that is also collected during adult-infant play. In conclusion, here, we present a novel framework for analyzing the continuous time-evolution of adult-infant play patterns, underpinned by biologically informed

  11. Personal and other factors affecting acceptance of smartphone technology by older Chinese adults.

    Science.gov (United States)

    Ma, Qi; Chan, Alan H S; Chen, Ke

    2016-05-01

    It has been well documented that in the 21st century, there will be relatively more older people around the world than in the past. Also, it seems that technology will expand in this era at an unprecedented rate. Therefore, it is of critical importance to understand the factors that influence the acceptance of technology by older people. The positive impact that the use of mobile applications can have for older people was confirmed by a previous study (Plaza et al., 2011). The study reported here aimed to explore and confirm, for older adults in China, the key influential factors of smartphone acceptance, and to describe the personal circumstances of Chinese older adults who use smartphone. A structured questionnaire and face to face individual interviews were used with 120 Chinese older adults (over 55). Structural Equation Modeling was used to confirm a proposed smartphone acceptance model based on Technology Acceptance Model (TAM), and the Unified Theory of Acceptance and Use of Technology (UTAUT). The results showed that those who were younger, with higher education, non-widowed, with better economic condition related to salary or family support were more likely to use smartphone. Also, cost was found to be a critical factor influencing behavior intention. Self-satisfaction and facilitating conditions were proved to be important factors influencing perceived usefulness and perceived ease of use. Copyright © 2015 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  12. Perceived childhood paternal acceptance-rejection among adults

    International Nuclear Information System (INIS)

    Hussain, S.; Alvi, T.; Zeeshan, A.; Nadeem, S.

    2013-01-01

    Objective: To determine the childhood perceptual difference of paternal acceptance-rejection between those having psychological disorders and non-clinical population during adulthood. Study Design: Comparative study. Place and Duration of Study: Karwan-e-Hayat, Psychiatric Care and Rehabilitation Centre, Keamari, Karachi, Pakistan, from January to August 2011. Methodology: To test our hypotheses, 69 participants were selected from Karwan-e-Hayat Psychiatric Care and Rehabilitation Centre, Karachi on the basis of purposive sampling technique and 79 from Karachi city on the basis of convenient sampling technique. To measure their perceived paternal acceptance-rejection during childhood, Adult Parental acceptance-rejection questionnaire (PARQ)/control: father-short form (Urdu translation) was administered. The statistical analysis of data was done with the predictive analytics software (PASW). Results: One hundred and forty eight (78 males and 70 females) participants with mean age of 31.28 +- 9.54 years were included. Out of them 69 (40 males and 29 females) were clinical cases of depression, mania and psychosis with mean age of 33.26 +- 9.51 years. Seventy nine (38 males and 41 females) were normal individuals with mean age of 29.54 +- 9.29 years of the demographics corresponding to the clinical population. Independent t-test revealed a significant difference in perceived childhood father acceptance-rejection between clinical and non-clinical population (p < 0.05) and significant gender difference (p < 0.05). Conclusion: The studied clinical population and male participants perceived to be more rejected by their father during their childhood than non-clinical population and female participants. (author)

  13. Reasons for playing casual video games and perceived benefits among adults 18 to 80 years old.

    Science.gov (United States)

    Whitbourne, Susan Krauss; Ellenberg, Stacy; Akimoto, Kyoko

    2013-12-01

    Casual video games (CVGs) are becoming increasingly popular among middle-aged and older adults, yet there are few studies documenting why adults of different ages play these games, what benefits they perceive, and how regularly they play. The present study compared the online survey responses of 10,308 adults ranging from 18 to 80 years of age to questions regarding PopCap's popular free online game, Bejeweled Blitz (BJB). All respondents cited playing against friends as their main reason for playing. However, there were differences by age in the second most frequently cited reason. Middle-aged adults cited stress relief, and older adults reported that they seek the game's challenges. As a result of playing CVGs, younger adults noted that they felt sharper and experienced improved memory; older adults were more likely to feel that their visuospatial skills and response time benefited. Adults aged 60 and older had heavier patterns of game play than did adults under the age of 60 years. A significant number of respondents (14.7%) spontaneously noted that they felt that BJB had addictive qualities. CVG players seem to be drawn into this activity by its social nature and to a certain extent by its reinforcing properties. Once involved, however, they believe that they derive a number of benefits that, for older adults, appear to offset declines in age-sensitive cognitive functions.

  14. User Acceptance of Wrist-Worn Activity Trackers Among Community-Dwelling Older Adults: Mixed Method Study.

    Science.gov (United States)

    Puri, Arjun; Kim, Ben; Nguyen, Olivier; Stolee, Paul; Tung, James; Lee, Joon

    2017-11-15

    Wearable activity trackers are newly emerging technologies with the anticipation for successfully supporting aging-in-place. Consumer-grade wearable activity trackers are increasingly ubiquitous in the market, but the attitudes toward, as well as acceptance and voluntary use of, these trackers in older population are poorly understood. The aim of this study was to assess acceptance and usage of wearable activity trackers in Canadian community-dwelling older adults, using the potentially influential factors as identified in literature and technology acceptance model. A mixed methods design was used. A total of 20 older adults aged 55 years and older were recruited from Southwestern Ontario. Participants used 2 different wearable activity trackers (Xiaomi Mi Band and Microsoft Band) separately for each segment in the crossover design study for 21 days (ie, 42 days total). A questionnaire was developed to capture acceptance and experience at the end of each segment, representing 2 different devices. Semistructured interviews were conducted with 4 participants, and a content analysis was performed. Participants ranged in age from 55 years to 84 years (mean age: 64 years). The Mi Band gained higher levels of acceptance (16/20, 80%) compared with the Microsoft Band (10/20, 50%). The equipment characteristics dimension scored significantly higher for the Mi Band (Ptechnology acceptance (Paccepting of wearable activity trackers, and they had a clear understanding of its value for their lives. Wearable activity trackers were uniquely considered more personal than other types of technologies, thereby the equipment characteristics including comfort, aesthetics, and price had a significant impact on the acceptance. Results indicated that privacy was less of concern for older adults, but it may have stemmed from a lack of understanding of the privacy risks and implications. These findings add to emerging research that investigates acceptance and factors that may influence

  15. Playing a Videogame with a Sexualized Female Character Increases Adolescents' Rape Myth Acceptance and Tolerance Toward Sexual Harassment.

    Science.gov (United States)

    Driesmans, Karolien; Vandenbosch, Laura; Eggermont, Steven

    2015-04-01

    Prior research has documented favorable effects of active and educational videogames among adolescents. However, research on potential negative effects of such games is limited. Scholars have called attention to games portraying sexualized female characters. The purpose of the current study was to experimentally investigate the effect of playing a videogame with a sexualized female character on adolescents' acceptance of rape myths and tolerance for sexual harassment. Fifty-seven secondary school pupils, 12-15 years of age, participated in a 2 (gender: boys versus girls)×2 (game character: nonsexualized versus sexualized female) factorial design experiment. Participants played a game for 15 minutes and were randomly assigned to one of the two game characters. Afterward, they completed established scales to assess rape myth acceptance and tolerance for sexual harassment. Analyses of variance showed greater acceptance of rape myths (P=0.039) and greater tolerance of sexual harassment (P=0.046) in adolescents who played with the sexualized woman compared with adolescents in the control condition. We did not find significant differences between boys and girls or any interaction effect between gender and game character. Findings suggest that gameplaying with a sexualized woman may increase adolescents' acceptance of rape myths and tolerance for sexual harassment. These findings highlight attention to the use of sexualized female game characters in (educational and active) videogames that target adolescents.

  16. Making prudent recommendations for return-to-play in adult athletes with cardiac conditions.

    Science.gov (United States)

    Oliveira, Leonardo P J; Lawless, Christine E

    2011-01-01

    Clinicians who treat millions of adult athletes throughout the world may be faced with participation or return-to-play decisions in individuals with known or suspected cardiac conditions. Here we review existing published participation guidelines and analyze emerging data from ongoing registries and population-based studies pertaining to return-to-play decisions for cardiac conditions specifically affecting adult athletes. Considerations related to return-to-play decisions will vary according to age of the athlete, with inherited disorders being the main consideration in younger adult athletes aged 18 to 40 yr, and coronary artery disease being the main consideration in older adult athletes aged 40 yr and older. Although this arbitrary division is based on the epidemiology of underlying heart disease in these populations, the essential return-to-play decision process for both age groups is quite similar. Among the most widely used guidelines to make return-to-play decisions in this group of athletes are the 36th Bethesda Conference Eligibility Recommendations for Competitive Athletes with Cardiovascular Abnormalities. These have long been considered the "gold standard" for determining return-to-play decisions in young athletes in the United States. Other guidelines are available for unique purposes, including The European Society of Cardiology guidelines, and the American Heart Association published recommendations regarding participation of young patients (younger than 40 yr) with genetic cardiovascular diseases in recreational sports. The latter are consistent with the 36th Bethesda guidelines and cover common genetically based diseases such as inherited cardiomyopathies, channelopathy, and connective tissue disorders like Marfan's syndrome. The consensus on masters athletes (older than 40 yr) provides return-to-play decisions for a wide variety of conditioned states, from elite older athletes to walk-up athletes. For any adult athlete with a cardiac condition

  17. Future HIV Vaccine Acceptability among Young Adults in South Africa

    Science.gov (United States)

    Sayles, Jennifer N.; Macphail, Catherine L.; Newman, Peter A.; Cunningham, William E.

    2010-01-01

    Developing and disseminating a preventive HIV vaccine is a primary scientific and public health objective. However, little is known about HIV vaccine acceptability in the high-prevalence setting of South Africa--where young adults are likely to be targeted in early dissemination efforts. This study reports on six focus groups (n = 42) conducted in…

  18. When play is a family business: adult play, hierarchy, and possible stress reduction in common marmosets.

    Science.gov (United States)

    Norscia, Ivan; Palagi, Elisabetta

    2011-04-01

    Easy to recognize but not easy to define, animal play is a baffling behavior because it has no obvious immediate benefits for the performers. However, the absence of immediate advantages, if true, would leave adult play (costly but maintained by evolution, spanning lemurs to Homo sapiens) unexplained. Although a commonly held view maintains that play is limited by stress, an emergent hypothesis states that play can regulate stress in the short term. Here we explored this hypothesis in a captive family group of New World monkeys, Callithrix jacchus (common marmoset). We observed six subjects and gathered data on aggressive, play, and scratching behavior via focal (6 h/individual) and all occurrences sampling (115 h). We found that play levels were highest during pre-feeding, the period of maximum anxiety due to the forthcoming competition over food. Scratching (the most reliable indicator of stress in primates) and play showed opposite trends along hierarchy, with dominants scratching more and playing less than subordinates. Finally, scratching decreased after play, whereas play appeared to be unrelated to previous scratching events, symptoms of a potential stressful state. In conclusion, both play timing and hierarchical distribution indicate that play limits stress, more than vice versa, at least in the short term.

  19. Adult play fighting and potential role of tail signals in ringtailed lemurs (Lemur catta).

    Science.gov (United States)

    Palagi, Elisabetta

    2009-02-01

    Adult strepsirrhines have been completely neglected in the study of animal play. I focused on adult play fighting and the role of tail-play as a signal in ringtailed lemurs (Lemur catta). Tail-play is performed during play fighting, when lemurs anoint or, more rarely, wave their tails toward the playmate. During the prereproductive period, male and female lemurs engaged in play fighting with comparable frequencies, as was expected to occur in monomorphic species such as L. catta. The dyads showing low aggression rates engaged most frequently in play fighting, and polyadic play was frequently performed. Signals seem to be important in avoiding escalation to real aggression, especially when the playfulness of performers can be misunderstood by recipients. Tail-play was most frequent (a) in the dyads with low grooming rates (low familiarity degree) and (b) during the most risky play sessions (polyadic ones). Thus, tail-play can be considered as a useful tool for play communication in ringtailed lemurs. Copyright 2009 APA, all rights reserved.

  20. Predictors of continued playing or singing--from childhood and adolescence to adult years.

    Science.gov (United States)

    Theorell, T; Lennartsson, A-K; Madison, G; Mosing, M A; Ullén, F

    2015-03-01

    Many individuals play an instrument or sing during childhood, but they often stop later in life. This study surveyed adults representative of the Swedish population about musical activities during childhood. We asked 3820 adults (65% women) aged from 27 to 54 from the Swedish Twin Registry, who took extra music lessons to those provided at school, to fill in a web-based questionnaire. Factors analysed were the age they started studying music, the instrument they played, kind of teaching, institution and educational content, number of lessons and perceived characteristics of the lessons, the music environment during their childhood years and their preferred music genre. All variables were dichotomised. Factors strongly associated with continued playing or singing were male sex, young starting age, cultural family background, self-selected instrument, attending music classes and more than once a week, church-related or private education, pop, rock or classical music, playing by ear and improvisation. Several significant predictors determined whether a child continued to sing or play an instrument as an adult and many could be externally influenced, such as starting at a young age, taking music classes more than once a week, improvisation and the type of music they played. ©2014 Foundation Acta Paediatrica. Published by John Wiley & Sons Ltd.

  1. The perceived feasibility and acceptability of a conceptually challenging exercise training program in older adults

    Directory of Open Access Journals (Sweden)

    Miller CT

    2018-03-01

    Full Text Available Clint T Miller,1 Megan Teychenne,2 Jaimie-Lee Maple2 1School of Exercise and Nutrition Sciences, Deakin University, Geelong, VIC, Australia; 2Institute for Physical Activity and Nutrition (IPAN, School of Exercise and Nutrition Sciences, Deakin University, Geelong, VIC, Australia Background: Exercise training is an essential component of falls prevention strategies, but they do not fully address components of physical function that leads to falls. The training approaches to achieve this may not be perceived as appropriate or even feasible in older adults. This study aims to assess the perceived feasibility and acceptability of novel exercise training approaches not usually prescribed to older adults. Patients and methods: Fourteen adults were exposed to conceptually and physically demanding exercises. Interviews were then conducted to determine perceptions and acceptability of individual exercise tasks. Qualitative thematic analysis was used to identify themes. Results: Safety and confidence, acceptability, and population participation were the key themes identified. Staff knowledge, presence, program design, and overt safety equipment were important for alleviating initial apprehension. Although physically demanding, participants expressed satisfaction when challenged. Prior disposition, understanding the value, and the appeal of novel exercises were perceived to influence program engagement. Conclusion: Given the evidence for acceptability, this type of training is feasible and may be appropriate as part of an exercise training program for older adults. Further research should be conducted to confirm that the physical adaptations to exercise training approaches as presented in this study occur in a similar manner to that observed in younger adults, and to also determine whether these adaptations lead to prolonged independence and reduced falls in older adults compared to usual care. Keywords: falls, balance, qualitative analysis, thematic

  2. An Initial Cross-Cultural Comparison of Adult Playfulness in Mainland China and German-Speaking Countries

    Directory of Open Access Journals (Sweden)

    Dandan Pang

    2018-03-01

    Full Text Available Compared with playfulness in infants and children, playfulness in adults is relatively under-studied. Although there is no empirical research comparing differences in adult playfulness across cultures, one might expect variations between Western and Eastern societies such as China. While playfulness is typically seen as a positive trait in Western culture, there are hints in Chinese culture that being playful has negative connotations (e.g., associations with laziness and seeing play as the opposite of work. The aim of this study was to compare expressions of playfulness in one sample from German-speaking countries (n = 143 and two samples from China (Guangzhou: n = 176; Beijing: n = 100. Participants completed one playfulness scale developed in the West (Short Measure of Adult Playfulness, SMAP and one from the East (Adult Playfulness Questionnaire, APQ. Additional ratings of the participants were collected to measure: (a the level of playful behavior expressed by people in different situations (e.g., when being around family members, in public, or on social media, and (b individuals’ perceptions of society’s expectations concerning the appropriateness of being playful in the given situations. Overall, the results of the comparisons were mixed. Although SMAP scores did not vary significantly across the three samples, people from German-speaking countries tended to score higher on some facets of the APQ and some situational ratings. Stronger effects were found when comparing only the German-speaking sample and the Guangzhou sample. In addition to the cross-cultural differences that we expected, we also detected Chinese regional variations (North vs. South. We conclude that societal rules and cultural factors may impact expressions of playfulness in a society.

  3. An Initial Cross-Cultural Comparison of Adult Playfulness in Mainland China and German-Speaking Countries

    Science.gov (United States)

    Pang, Dandan; Proyer, René T.

    2018-01-01

    Compared with playfulness in infants and children, playfulness in adults is relatively under-studied. Although there is no empirical research comparing differences in adult playfulness across cultures, one might expect variations between Western and Eastern societies such as China. While playfulness is typically seen as a positive trait in Western culture, there are hints in Chinese culture that being playful has negative connotations (e.g., associations with laziness and seeing play as the opposite of work). The aim of this study was to compare expressions of playfulness in one sample from German-speaking countries (n = 143) and two samples from China (Guangzhou: n = 176; Beijing: n = 100). Participants completed one playfulness scale developed in the West (Short Measure of Adult Playfulness, SMAP) and one from the East (Adult Playfulness Questionnaire, APQ). Additional ratings of the participants were collected to measure: (a) the level of playful behavior expressed by people in different situations (e.g., when being around family members, in public, or on social media), and (b) individuals’ perceptions of society’s expectations concerning the appropriateness of being playful in the given situations. Overall, the results of the comparisons were mixed. Although SMAP scores did not vary significantly across the three samples, people from German-speaking countries tended to score higher on some facets of the APQ and some situational ratings. Stronger effects were found when comparing only the German-speaking sample and the Guangzhou sample. In addition to the cross-cultural differences that we expected, we also detected Chinese regional variations (North vs. South). We conclude that societal rules and cultural factors may impact expressions of playfulness in a society. PMID:29651265

  4. An Initial Cross-Cultural Comparison of Adult Playfulness in Mainland China and German-Speaking Countries.

    Science.gov (United States)

    Pang, Dandan; Proyer, René T

    2018-01-01

    Compared with playfulness in infants and children, playfulness in adults is relatively under-studied. Although there is no empirical research comparing differences in adult playfulness across cultures, one might expect variations between Western and Eastern societies such as China. While playfulness is typically seen as a positive trait in Western culture, there are hints in Chinese culture that being playful has negative connotations (e.g., associations with laziness and seeing play as the opposite of work). The aim of this study was to compare expressions of playfulness in one sample from German-speaking countries ( n = 143) and two samples from China (Guangzhou: n = 176; Beijing: n = 100). Participants completed one playfulness scale developed in the West (Short Measure of Adult Playfulness, SMAP) and one from the East (Adult Playfulness Questionnaire, APQ). Additional ratings of the participants were collected to measure: (a) the level of playful behavior expressed by people in different situations (e.g., when being around family members, in public, or on social media), and (b) individuals' perceptions of society's expectations concerning the appropriateness of being playful in the given situations. Overall, the results of the comparisons were mixed. Although SMAP scores did not vary significantly across the three samples, people from German-speaking countries tended to score higher on some facets of the APQ and some situational ratings. Stronger effects were found when comparing only the German-speaking sample and the Guangzhou sample. In addition to the cross-cultural differences that we expected, we also detected Chinese regional variations (North vs. South). We conclude that societal rules and cultural factors may impact expressions of playfulness in a society.

  5. The function of game and role playing in adult education

    OpenAIRE

    Žáková, Zuzana

    2009-01-01

    The subjects of this work are game, role and role playing in upbringing, education and training, and in personnel practice. The work uses knowledge of pedagogy, psychology and sociology, and focuses on social interaction and personality development. It introduces basic educational, training and therapeutic methods and procedures, including methods in the field of adult education, where the core of these methods lies in playing roles. It presents brief characteristics of individual methods, in...

  6. Acceptance and Attitudes Toward a Human-like Socially Assistive Robot by Older Adults.

    Science.gov (United States)

    Louie, Wing-Yue Geoffrey; McColl, Derek; Nejat, Goldie

    2014-01-01

    Recent studies have shown that cognitive and social interventions are crucial to the overall health of older adults including their psychological, cognitive, and physical well-being. However, due to the rapidly growing elderly population of the world, the resources and people to provide these interventions is lacking. Our work focuses on the use of social robotic technologies to provide person-centered cognitive interventions. In this article, we investigate the acceptance and attitudes of older adults toward the human-like expressive socially assistive robot Brian 2.1 in order to determine if the robot's human-like assistive and social characteristics would promote the use of the robot as a cognitive and social interaction tool to aid with activities of daily living. The results of a robot acceptance questionnaire administered during a robot demonstration session with a group of 46 elderly adults showed that the majority of the individuals had positive attitudes toward the socially assistive robot and its intended applications.

  7. Older Adults' Perceptions of and Preferences for a Fall Risk Assessment System: Exploring Stages of Acceptance Model.

    Science.gov (United States)

    Galambos, Colleen; Rantz, Marilyn; Back, Jessie; Jun, Jung Sim; Skubic, Marjorie; Miller, Steven J

    2017-07-01

    Aging in place is a preferred and cost-effective living option for older adults. Research indicates that technology can assist with this goal. Information on consumer preferences will help in technology development to assist older adults to age in place. The study aim was to explore the perceptions and preferences of older adults and their family members about a fall risk assessment system. Using a qualitative approach, this study examined the perceptions, attitudes, and preferences of 13 older adults and five family members about their experience living with the fall risk assessment system during five points in time. Themes emerged in relation to preferences and expectations about the technology and how it fits into daily routines. We were able to capture changes that occurred over time for older adult participants. Results indicated that there was acceptance of the technology as participants adapted to it. Two themes were present across the five points in time-safety and usefulness. Five stages of acceptance emerged from the data from preinstallation to 2 years postinstallation. Identified themes, stages of acceptance, and design and development considerations are discussed.

  8. Energy expenditure in adults with cerebral palsy playing Wii Sports.

    Science.gov (United States)

    Hurkmans, Henri L; van den Berg-Emons, Rita J; Stam, Henk J

    2010-10-01

    To determine energy expenditure of adults with bilateral spastic cerebral palsy while playing Wii Sports tennis and boxing. Cross-sectional study. University medical center. Five men and 3 women with bilateral spastic cerebral palsy and ambulatory ability (Gross Motor Function Classification System level I or II) participated. The mean participant age ± SD was 36±7 years. Exclusion criteria were comorbidities that affected daily physical activity and fitness, contraindications to exercise, or inability to understand study instructions owing to cognitive disorders or language barriers. Participants played Wii Sports tennis and boxing, each for 15 minutes in random order. By using a portable gas analyzer, we assessed energy expenditure by oxygen uptake (Vo(2)) while sitting and during Wii Sports game play. Energy expenditure is expressed in metabolic equivalents (METs), which were calculated as Vo(2) during Wii Sports play divided by Vo(2) during sitting. Mean ± SD energy expenditure during Wii Sports game play was 4.5±1.1METs for tennis and 5.0±1.1METs for boxing (P=.024). All participants attained energy expenditures greater than 3METs, and 2 participants attained energy expenditures greater than 6METs while playing Wii Sports tennis or boxing. Both Wii Sports tennis and boxing seem to provide at least moderate-intensity exercise in adults with bilateral spastic cerebral palsy (GMFCS level I or II). These games, therefore, may be useful as treatment to promote more active and healthful lifestyles in these patients. Further research is needed to determine the energy expenditures of other physically disabled patient groups while playing active video games, and to determine the effectiveness of these games in improving health and daily activity levels. Copyright © 2010 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  9. Computer Game-Based Learning: Perceptions and Experiences of Senior Chinese Adults

    Science.gov (United States)

    Wang, Feihong; Lockee, Barbara B.; Burton, John K.

    2012-01-01

    The purpose of this study was to investigate senior Chinese adults' potential acceptance of computer game-based learning (CGBL) by probing their perceptions of computer game play and their perceived impacts of game play on their learning of computer skills and life satisfaction. A total of 60 senior adults from a local senior adult learning center…

  10. Acceptance of Umbilical Cord Blood as an Alternative to Adult Blood ...

    African Journals Online (AJOL)

    Background: Inadequate supply of safe blood has been a source of worry to health facilities in Nigeria. One way of addressing this is problem is to consider the use of Umbilical Cord Blood (UCB) as an alternative to adult blood for the purpose of blood transfusion. This will only be possible if we accept this alternative.

  11. Psychological needs, purpose in life, and problem video game playing among Chinese young adults

    OpenAIRE

    Wu, Anise M. S.; Lei, Lamis L. M.; Ku, L.

    2012-01-01

    The negative impacts of excessive and problematic video game playing on both children and adults are attracting increasing concern. Based on self-determination theory (SDT; Ryan & Deci, 2000), this study hypothesized that the three basic psychological needs of autonomy, competence, and relatedness are positively associated with purpose in life, which in turn acts as a protective factor against problem video game playing among Chinese young adult players. Through a questionnaire survey with a ...

  12. Children's expression through play therapy

    Directory of Open Access Journals (Sweden)

    Ljubomirović Nataša

    2015-01-01

    Full Text Available Play as a child's expression, is a skill through which children speaks to adults. Play therapy is a broad field of therapeutic intervention based on the play in order to help the child to cope with problems. Through play, children learn to communicate with others, to express their feelings. Through play they learn and can improve their cognitive, emotional and social capabilities. Play therapy is a nondirective technique focused on the child. It is not focused on the problem, at present even the past, but focused on the expression of the child feelings, accepting the child, rather than correction. The focus has been on the wisdom of a child, not on expertise therapists, guiding the child through play rather than instructing. The aim of play therapy is to encourage healthy growth and development, developing skills in problem solving, reduction of undesirable behavior, confidence building and the development of self-control. This method is effective for a wide range of children's problems, such as the state of stress, anxiety, problem behavior, hyperkinetic syndrome, depression, loss, trauma, the problem of bonding situations parents divorced, somatic disorders, autism spectrum disorders, social problems.

  13. Exergames for Older Adults with Subthreshold Depression: Does Higher Playfulness Lead to Better Improvement in Depression?

    Science.gov (United States)

    Li, Jinhui; Theng, Yin-Leng; Foo, Schubert

    2016-06-01

    The use of exergames is increasingly prevalent in the healthcare promotion among older adults. The current study aimed to examine whether the playfulness may influence the antidepressant effect of exergames on older adults. Two experimental conditions, high playfulness (Wii™ Sport games) and low playfulness (Wii Fit™ training), were implemented in a 6-week randomized controlled study. A manipulation check was conducted first to confirm the significant difference in playfulness between the two conditions. A total of 49 community-dwelling older adults diagnosed with subthreshold depression have finished the study. Their depression, positive emotions, and self-efficacy were measured at both pre- and post-test. A multivariate analysis of covariance (MANCOVA) was then conducted between two conditions, with age and gender as the covariates. Findings suggest that older adults in both two exergame conditions have improvements in subthreshold depression [t(48) = 9.48, P F(3, 47) = 20.82, P < 0.001], although not on subthreshold depression and self-efficacy. Results gained from the study will assist in the future implementation and development of exergames that aim to improve mental health among older adults.

  14. Feasibility and Acceptability of Smartphone Assessment in Older Adults with Cognitive and Emotional Difficulties.

    Science.gov (United States)

    Ramsey, Alex T; Wetherell, Julie Loebach; Depp, Colin; Dixon, David; Lenze, Eric

    Ecological momentary assessment (EMA) has several advantages in clinical research yet little is known about the feasibility of collecting EMA data with mobile technologies in older adults, particularly those with emotional or cognitive difficulties. The aim of this feasibility study was to assess perceived acceptability, adherence rates, and reasons for non-adherence to smartphone-based EMA. At two sites, participants ( n =103) aged 65 years or older with a DSM-IV-defined anxiety or depressive disorder and cognitive concerns responded three times daily to smartphone-based EMA questions assessing clinical outcomes for two 10-day periods. Quantitative and qualitative measures assessed acceptability, adherence, and reasons for non-adherence following both 10-day EMA periods. Participants were moderately satisfied with and comfortable using smartphone-based EMA. Overall, 76% of participants completed surveys on ≥10 of the 20 assessment days, and 70% of participants completed at least 30% of the total surveys. Reasons for non-adherence included technical (malfunction), logistical (competing demands), physiological (hearing difficulties), and cognitive (forgetting) issues. Smartphone-based EMA is feasible in older adults with cognitive and emotional difficulties. EMA tools should be responsive to the needs and preferences of participants to ensure adequate acceptability and adherence in this population. Our findings can inform the design, development, and implementation of mobile technologies in older adults in research and clinical contexts.

  15. The Longitudinal Association between Competitive Video Game Play and Aggression among Adolescents and Young Adults

    Science.gov (United States)

    Adachi, Paul J. C.; Willoughby, Teena

    2016-01-01

    The longitudinal association between competitive video game play and aggression among young adults and adolescents was examined. Young adults (N = 1,132; M[subscript age] = 19 years) were surveyed annually over 4 years about their video game play and aggression, and data from a 4-year longitudinal study of adolescents (N = 1,492; M[subscript…

  16. Development of Young Adults' Fine Motor Skills when Learning to Play Percussion Instruments

    Science.gov (United States)

    Gzibovskis, Talis; Marnauza, Mara

    2012-01-01

    When playing percussion instruments, the main activity is done with the help of a motion or motor skills; to perform it, developed fine motor skills are necessary: the speed and precision of fingers, hands and palms. The aim of the research was to study and test the development of young adults' fine motor skills while learning to play percussion…

  17. The Acceptability and Usefulness of Cognitive Stimulation Therapy for Older Adults with Dementia: A Narrative Review

    OpenAIRE

    Toh, Hui Moon; Ghazali, Shazli Ezzat; Subramaniam, Ponnusamy

    2016-01-01

    Cognitive stimulation therapy (CST) is an evidence-based therapy for individuals with mild-to-moderate dementia. Past reviews have only synthesized outcomes obtained through quantitative study which does not fully represent the understanding on the acceptability and usefulness of CST. Therefore, the present review aims to integrate outcomes obtained from both quantitative and qualitative studies to provide a deeper understanding on the acceptability and usefulness of CST for older adults with...

  18. Prevalence of video game use, cigarette smoking, and acceptability of a video game-based smoking cessation intervention among online adults.

    Science.gov (United States)

    Raiff, Bethany R; Jarvis, Brantley P; Rapoza, Darion

    2012-12-01

    Video games may serve as an ideal platform for developing and implementing technology-based contingency management (CM) interventions for smoking cessation as they can be used to address a number of barriers to the utilization of CM (e.g., replacing monetary rewards with virtual game-based rewards). However, little is known about the relationship between video game playing and cigarette smoking. The current study determined the prevalence of video game use, video game practices, and the acceptability of a video game-based CM intervention for smoking cessation among adult smokers and nonsmokers, including health care professionals. In an online survey, participants (N = 499) answered questions regarding their cigarette smoking and video game playing practices. Participants also reported if they believed a video game-based CM intervention could motivate smokers to quit and if they would recommend such an intervention. Nearly half of the participants surveyed reported smoking cigarettes, and among smokers, 74.5% reported playing video games. Video game playing was more prevalent in smokers than nonsmokers, and smokers reported playing more recently, for longer durations each week, and were more likely to play social games than nonsmokers. Most participants (63.7%), including those who worked as health care professionals, believed that a video game-based CM intervention would motivate smokers to quit and would recommend such an intervention to someone trying to quit (67.9%). Our findings suggest that delivering technology-based smoking cessation interventions via video games has the potential to reach substantial numbers of smokers and that most smokers, nonsmokers, and health care professionals endorsed this approach.

  19. Comparison of Younger and Older Adults' Acceptability of Treatment for Generalized Anxiety Disorder Co-Occurring with Parkinson's Disease

    Science.gov (United States)

    Lundervold, Duane A.; Ament, Patrick A.; Holt, Peter S.; Hunt, Lauren S.

    2013-01-01

    Acceptability ratings of medication or Behavioral Relaxation Training (BRT), for general anxiety disorder (GAD) co-occurring with Parkinson's Disease (PD) were obtained from younger ("n" = 79) and older ("n" = 54) adults. Participants read a case description of an older adult with PD and comorbid GAD followed by a description…

  20. Avoiding escalation from play to aggression in adult male rats: The role of ultrasonic calls.

    Science.gov (United States)

    Burke, Candace J; Kisko, Theresa M; Pellis, Sergio M; Euston, David R

    2017-11-01

    Play fighting is most commonly associated with juvenile animals, but in some species, including rats, it can continue into adulthood. Post-pubertal engagement in play fighting is often rougher and has an increased chance of escalation to aggression, making the use of play signals to regulate the encounter more critical. During play, both juvenile and adult rats emit many 50-kHz calls and some of these may function as play facilitating signals. In the present study, unfamiliar adult male rats were introduced in a neutral enclosure and their social interactions were recorded. While all pairs escalated their playful encounters to become rougher, only the pairs in which one member was devocalized escalated to serious biting. A Monte Carlo shuffling technique was used for the analysis of the correlations between the overt playful and aggressive actions performed and the types and frequencies of various 50-kHz calls that were emitted. The analysis revealed that lower frequency (20-30kHz) calls with a flat component maybe particularly critical for de-escalating encounters and so allowing play to continue. Moreover, coordinating calls reciprocally, with either the same call mimicked in close, temporal association or with complementary calls emitted by participants as they engage in complementary actions (e.g., attacking the nape, being attacked on the nape), appeared to be ways with which calls could be potentially used to avoid escalation to aggression and so sustain playful interactions. Copyright © 2017 Elsevier B.V. All rights reserved.

  1. Cycling on Abandoned Second World War Airfields and Jugando a Las Escondidas en El Parque: Examining Play Memories from Adults Growing up around the World

    Science.gov (United States)

    Nicholson, Julie; Shimpi, Priya Mariana; Jevgjovikj, Maja; Kurnik, Jean; Ufoegbune, Veronica

    2016-01-01

    This study examined play memories from adults who grew up in a wide range of international contexts. Surveys and semi-structured interviews asking adults to recollect play memories were completed with 135 adults (100 Females, 35 Males) who grew up in 21 countries. Play memories were analysed to identify adults' favourite types of childhood play,…

  2. Examining playfulness in adults: Testing its correlates with personality, positive psychological functioning, goal aspirations, and multi-methodically assessed ingenuity

    OpenAIRE

    René T. Proyer

    2012-01-01

    The prime aim of this set of studies was to test the disposition to play (playfulness) in adults in its relation with various measures of personality but also ability (self-estimated but also psychometri- cally measured ingenuity). Study 1 (n = 180) shows that adults playfulness relates primarily to extraversion, lower conscientiousness, and higher endorsements of culture; joy of being laughed at (gelotophilia) and agreeableness were also predictive in a regression analysis; Study 2 (n = 264)...

  3. On play and playing.

    Science.gov (United States)

    Rudan, Dusko

    2013-12-01

    The paper offers a review of the development of the concept of play and playing. The true beginnings of the development of the theories of play are set as late as in the 19th century. It is difficult to define play as such; it may much more easily be defined through its antipode--work. In the beginning, play used to be connected with education; it was not before Freud's theory of psychoanalysis and Piaget's developmental psychology that the importance of play in a child's development began to be explained in more detail. The paper further tackles the role of play in the adult age. Detailed attention is paid to psychodynamic and psychoanalytic authors, in particular D. W. Winnicott and his understanding of playing in the intermediary (transitional) empirical or experiential space. In other words, playing occupies a space and time of its own. The neuroscientific concept of playing is also tackled, in the connection with development as well.

  4. Testing Usability and Acceptability of a Web Application to Promote Physical Activity (iCanFit) Among Older Adults

    Science.gov (United States)

    Goldberg, Daniel; Dahlke, Deborah Vollmer; Ory, Marcia G; Cargill, Jessica S; Coughlin, Rachel; Hernandez, Edgar; Kellstedt, Debra K; Peres, S Camille

    2014-01-01

    Background Most older Americans do not exercise regularly and many have chronic conditions. Among an increasing number of fitness mobile and Web apps, few are designed for older adults with chronic conditions despite high ownership rates of mobile tools and Internet access in this population. We designed a mobile-enabled Web app, iCanFit, to promote physical activity in this population. Objective This study aimed to test the usability and acceptability of iCanFit among older adults in a community setting. Methods A total of 33 older adults (aged 60 to 82 years) were recruited from communities to test iCanFit. Of these 33, 10 participants completed the usability testing in a computer room of a senior community center. A research assistant timed each Web application task and observed user navigation behavior using usability metrics. The other 23 participants used the website on their own devices at home and provided feedback after 2-3 weeks by completing a user-experience survey assessing ease of use, helpfulness, and satisfaction with iCanFit. Results Participants completed all 15 tasks on the iCanFit site in an average of 31 (SD 6.9) minutes; some tasks required more time or needed assistance. Participants’ comments were addressed to improve the site’s senior friendliness and ease of use. In the user-experience survey, participants reported high levels of usefulness and satisfaction. More than 56% (13/23) of participants indicated they would continue using the program and recommend it to their families or friends. Conclusions Testing usability and acceptability is a very important step in developing age-appropriate and user-friendly Web apps, especially for older adults. Testing usability and acceptability in a community setting can help reveal users’ experiences and feedback in a real-life setting. Our study suggested that older adults had a high degree of acceptance of iCanFit and could use it easily. The efficacy trial of iCanFit is currently underway

  5. The Acceptability and Usefulness of Cognitive Stimulation Therapy for Older Adults with Dementia: A Narrative Review

    Science.gov (United States)

    Toh, Hui Moon; Ghazali, Shazli Ezzat

    2016-01-01

    Cognitive stimulation therapy (CST) is an evidence-based therapy for individuals with mild-to-moderate dementia. Past reviews have only synthesized outcomes obtained through quantitative study which does not fully represent the understanding on the acceptability and usefulness of CST. Therefore, the present review aims to integrate outcomes obtained from both quantitative and qualitative studies to provide a deeper understanding on the acceptability and usefulness of CST for older adults with dementia. Findings of literature were retrieved from searches of computerized databases in relation to CST for people with dementia. Literatures were selected according to selection criteria outlined. Results obtained in previous studies pertaining to the effects of CST were discussed in relation to variables such as cognitive function, quality of life, and family caregivers' wellbeing. The review also explores the use of CST in different cultural context, the perception on its effectiveness, and individualized CST (iCST). There is considerable evidence obtained through quantitative and qualitative studies on the usefulness and acceptability of CST for older adults with dementia. Recommendations for future research are provided to strengthen the evidence of CST's effectiveness. PMID:27478677

  6. The Acceptability and Usefulness of Cognitive Stimulation Therapy for Older Adults with Dementia: A Narrative Review

    Directory of Open Access Journals (Sweden)

    Hui Moon Toh

    2016-01-01

    Full Text Available Cognitive stimulation therapy (CST is an evidence-based therapy for individuals with mild-to-moderate dementia. Past reviews have only synthesized outcomes obtained through quantitative study which does not fully represent the understanding on the acceptability and usefulness of CST. Therefore, the present review aims to integrate outcomes obtained from both quantitative and qualitative studies to provide a deeper understanding on the acceptability and usefulness of CST for older adults with dementia. Findings of literature were retrieved from searches of computerized databases in relation to CST for people with dementia. Literatures were selected according to selection criteria outlined. Results obtained in previous studies pertaining to the effects of CST were discussed in relation to variables such as cognitive function, quality of life, and family caregivers’ wellbeing. The review also explores the use of CST in different cultural context, the perception on its effectiveness, and individualized CST (iCST. There is considerable evidence obtained through quantitative and qualitative studies on the usefulness and acceptability of CST for older adults with dementia. Recommendations for future research are provided to strengthen the evidence of CST’s effectiveness.

  7. The acceptability, feasibility, and possible benefits of a neurobiologically-informed 5-day multifamily treatment for adults with anorexia nervosa.

    Science.gov (United States)

    Wierenga, Christina E; Hill, Laura; Knatz Peck, Stephanie; McCray, Jason; Greathouse, Laura; Peterson, Danika; Scott, Amber; Eisler, Ivan; Kaye, Walter H

    2018-05-02

    Novel treatments for adults with anorexia nervosa (AN) are lacking. Recent scientific advances have identified neurobiologically-driven temperament contributors to AN symptoms that may guide development of more effective treatments. This preliminary study evaluates the acceptability, feasibility and possible benefits of a multicenter open trial of an intensive 5-day neurobiologically-informed multifamily treatment for adults with AN and their supports (SU). The temperament-focused treatment combines psychoeducation of AN neurobiology and SU involvement to develop skills to manage traits contributing to disease chronicity. Fifty-four adults with AN and at least one SU (n = 73) received the 5-day treatment. Acceptability, feasibility, and attrition were measured post-treatment. Clinical outcome (BMI, eating disorder psychopathology, family function) was assessed post-treatment and at >3-month follow-up. The treatment had low attrition, with only one drop-out. Patients and SU rated the intervention as highly acceptable, and clinicians reported good feasibility. At post-treatment, patients demonstrated significantly increased BMI, reduced eating disorder psychopathology, and improved family function. Benefits were maintained in the 39 patients who completed follow-up assessment, with 62% reporting full or partial remission. Preliminary results are promising and suggest this novel treatment is feasible and acceptable. To establish treatment efficacy, fully-powered randomized controlled trials are necessary. © 2018 Wiley Periodicals, Inc.

  8. Word Play: Scaffolding Language Development through Child-Directed Play

    Science.gov (United States)

    Wasik, Barbara A.; Jacobi-Vessels, Jill L.

    2017-01-01

    Play is an important activity in young children's lives. It is how children explore their world and build knowledge. Although free play, which is play that is totally child directed, contributes to children's learning, self-regulation and motivation, adults' participation in children's play is critical in their development, especially their…

  9. Examining Korean and Korean American older adults' perceived acceptability of home-based monitoring technologies in the context of culture.

    Science.gov (United States)

    Chung, Jane; Thompson, Hilaire J; Joe, Jonathan; Hall, Amanda; Demiris, George

    2017-01-01

    Despite the increasing use of home-based monitoring technologies by older adults, few studies have examined older adults' acceptance of these technologies, especially among people from diverse cultural groups. The purpose of this study was to explore Korean and Korean American older adults' attitudes toward and perceptions of home-based monitoring technologies in a cultural context. A qualitative analysis of focus groups and individual interviews using inductive coding methods and a constant comparative approach for emerging themes was conducted. Several cultural factors that determine the acceptability of home-based monitoring technologies were identified. Most notably, the necessity of living alone due to loosened filial tradition and immigration was a main motivator for adopting these technologies for both Korean and Korean Americans. The level of satisfaction with the health care system or therapeutic interaction affected participants' perceived need for technologies. Compared with the Korean American group, Korean older adults regarded the government's role as more important in increasing adoption and use of new technologies. Contextual factors need to be considered when explaining perceptions of home-based monitoring technologies among older adults from various ethnic groups and developing diffusion strategies according to end users' attitudes, experiences, and cultural backgrounds.

  10. Playing Super Mario 64 increases hippocampal grey matter in older adults.

    Directory of Open Access Journals (Sweden)

    Greg L West

    Full Text Available Maintaining grey matter within the hippocampus is important for healthy cognition. Playing 3D-platform video games has previously been shown to promote grey matter in the hippocampus in younger adults. In the current study, we tested the impact of 3D-platform video game training (i.e., Super Mario 64 on grey matter in the hippocampus, cerebellum, and the dorsolateral prefrontal cortex (DLPFC of older adults. Older adults who were 55 to 75 years of age were randomized into three groups. The video game experimental group (VID; n = 8 engaged in a 3D-platform video game training over a period of 6 months. Additionally, an active control group took a series of self-directed, computerized music (piano lessons (MUS; n = 12, while a no-contact control group did not engage in any intervention (CON; n = 13. After training, a within-subject increase in grey matter within the hippocampus was significant only in the VID training group, replicating results observed in younger adults. Active control MUS training did, however, lead to a within-subject increase in the DLPFC, while both the VID and MUS training produced growth in the cerebellum. In contrast, the CON group displayed significant grey matter loss in the hippocampus, cerebellum and the DLPFC.

  11. Playing Super Mario 64 increases hippocampal grey matter in older adults.

    Science.gov (United States)

    West, Greg L; Zendel, Benjamin Rich; Konishi, Kyoko; Benady-Chorney, Jessica; Bohbot, Veronique D; Peretz, Isabelle; Belleville, Sylvie

    2017-01-01

    Maintaining grey matter within the hippocampus is important for healthy cognition. Playing 3D-platform video games has previously been shown to promote grey matter in the hippocampus in younger adults. In the current study, we tested the impact of 3D-platform video game training (i.e., Super Mario 64) on grey matter in the hippocampus, cerebellum, and the dorsolateral prefrontal cortex (DLPFC) of older adults. Older adults who were 55 to 75 years of age were randomized into three groups. The video game experimental group (VID; n = 8) engaged in a 3D-platform video game training over a period of 6 months. Additionally, an active control group took a series of self-directed, computerized music (piano) lessons (MUS; n = 12), while a no-contact control group did not engage in any intervention (CON; n = 13). After training, a within-subject increase in grey matter within the hippocampus was significant only in the VID training group, replicating results observed in younger adults. Active control MUS training did, however, lead to a within-subject increase in the DLPFC, while both the VID and MUS training produced growth in the cerebellum. In contrast, the CON group displayed significant grey matter loss in the hippocampus, cerebellum and the DLPFC.

  12. Turning the World Upside Down: Playing as the Deliberate Creation of Uncertainty.

    Science.gov (United States)

    Lester, Stuart; Russell, Wendy

    2014-09-15

    Risk is big business. It has assumed almost universal acceptance as an ever-present reality of life, something out there waiting to cause harm (most notably to political, economic and health systems). It commands vast resources to develop preventative measures that are the preserve of experts issuing often contradictory advice and warnings. Children's play is caught up in this account. No longer something that children just do, it is subject to adult scrutiny that simultaneously and paradoxically attempts to manage risk and promote "risk-taking" for its perceived instrumental benefits, primarily the development of risk assessing skills. Adults thus guide children's play, rendering children passive and needy recipients of expertise. This article takes a broader perspective to consider how this contemporary understanding of risk plays out in material discursive practices in relation to childhood, play, health and wellbeing. It then draws on conceptual tools of relationality, materiality and performativity to reconfigure playing as an emergent co-production of entangled bodies, affects, objects, space and histories in ways that make life better for the time of playing. Such moments produce health-affirming potential as an intra-dependent phenomenon rather than an individual achievement. Finally, it considers implications for "health promotion" and health enabling environments.

  13. Turning the World Upside Down: Playing as the Deliberate Creation of Uncertainty

    Directory of Open Access Journals (Sweden)

    Stuart Lester

    2014-09-01

    Full Text Available Risk is big business. It has assumed almost universal acceptance as an ever-present reality of life, something out there waiting to cause harm (most notably to political, economic and health systems. It commands vast resources to develop preventative measures that are the preserve of experts issuing often contradictory advice and warnings. Children’s play is caught up in this account. No longer something that children just do, it is subject to adult scrutiny that simultaneously and paradoxically attempts to manage risk and promote “risk-taking” for its perceived instrumental benefits, primarily the development of risk assessing skills. Adults thus guide children’s play, rendering children passive and needy recipients of expertise. This article takes a broader perspective to consider how this contemporary understanding of risk plays out in material discursive practices in relation to childhood, play, health and wellbeing. It then draws on conceptual tools of relationality, materiality and performativity to reconfigure playing as an emergent co-production of entangled bodies, affects, objects, space and histories in ways that make life better for the time of playing. Such moments produce health-affirming potential as an intra-dependent phenomenon rather than an individual achievement. Finally, it considers implications for “health promotion” and health enabling environments.

  14. Turning the World Upside Down: Playing as the Deliberate Creation of Uncertainty

    Science.gov (United States)

    Lester, Stuart; Russell, Wendy

    2014-01-01

    Risk is big business. It has assumed almost universal acceptance as an ever-present reality of life, something out there waiting to cause harm (most notably to political, economic and health systems). It commands vast resources to develop preventative measures that are the preserve of experts issuing often contradictory advice and warnings. Children’s play is caught up in this account. No longer something that children just do, it is subject to adult scrutiny that simultaneously and paradoxically attempts to manage risk and promote “risk-taking” for its perceived instrumental benefits, primarily the development of risk assessing skills. Adults thus guide children’s play, rendering children passive and needy recipients of expertise. This article takes a broader perspective to consider how this contemporary understanding of risk plays out in material discursive practices in relation to childhood, play, health and wellbeing. It then draws on conceptual tools of relationality, materiality and performativity to reconfigure playing as an emergent co-production of entangled bodies, affects, objects, space and histories in ways that make life better for the time of playing. Such moments produce health-affirming potential as an intra-dependent phenomenon rather than an individual achievement. Finally, it considers implications for “health promotion” and health enabling environments. PMID:27417478

  15. Patients' acceptance of medical photography in a French adult and paediatric dermatology department: a questionnaire survey.

    Science.gov (United States)

    Hacard, F; Maruani, A; Delaplace, M; Caille, A; Machet, L; Lorette, G; Samimi, M

    2013-08-01

    Despite the increasing use of medical photography by dermatologists, no study on patients' perceptions of photography in dermatology has been performed to date. Firstly, to evaluate patients' perceptions of medical photography. Secondly, to assess whether perceptions differed between patients in our adult department and parents accompanying a child in our paediatric department. An opinion survey was conducted at the Hospital of Tours (France) among adult patients (adult department) and accompanying parents (paediatric department) by completion of a questionnaire after any medical photography had been performed. We collected 272 questionnaires regarding 158 adults and 114 children. A camera used only in the department, and storage of the images in the department's records were the most accepted modalities (> 90%), especially in the paediatric survey. Respondents agreed with the sharing of the images with other practitioners and in medical meetings (> 85%) rather than distribution via publications (58·3%), e-mails (45·5%), health magazines (44·3%) and websites (32·0%). Most (78·8%) considered that the consent form should list all the possible uses of the images. Need for renewed consent for each use of the images was significantly more often expressed in the paediatric than the adult survey (44·5% vs. 24·5%, P = 0·001). More than 95% of respondents considered medical photography to be useful for improving diagnosis, monitoring of skin disease and aiding teaching. These findings could be used to improve practice, to increase the acceptability of medical photography and for devising a standardized consent form for medical practitioners performing medical photography. © 2013 The Authors BJD © 2013 British Association of Dermatologists.

  16. A Preliminary Investigation of Acceptance and Commitment Therapy as a Treatment for Marijuana Dependence in Adults

    Science.gov (United States)

    Twohig, Michael P.; Shoenberger, Deacon; Hayes, Steven C.

    2007-01-01

    In this investigation, 3 adults who met criteria for marijuana dependence were treated using an abbreviated version of acceptance and commitment therapy (ACT). The treatment was delivered in eight weekly 90-min individual sessions. The effects of the intervention were assessed using a nonconcurrent multiple baseline across participants design.…

  17. Age-Related Cognitive Effects of Videogame Playing Across the Adult Life span.

    Science.gov (United States)

    Wang, Ping; Zhu, Xing-Ting; Liu, Han-Hui; Zhang, Yi-Wen; Hu, Yang; Li, Hui-Jie; Zuo, Xi-Nian

    2017-08-01

    Previous studies found positive influences of videogame playing on cognition. However, the age-related and task-related effects of videogame experience across the adult life span are still unknown. The current study aimed to systematically investigate this question. The current study used the cross-sectional approach. A total of 166 participants (84 videogame players [VGPs], 82 nonvideogame players [NVGPs]) at the age of 18-80 in the present study were recruited, including 62 young adults aged from 18 to 34 (35 VGPs, 27 NVGPs), 55 middle-aged adults aged between 35 and 59 (24 VGPs, 31 NVGPs), and 49 older adults aged between 60 and 80 (25 VGPs, 24 NVGPs). 1,2 A series of neuropsychological tests from different cognitive domains, including processing speed, visuospatial, attention, memory, and executive function, were conducted on participants. The age-related effects demonstrated that young and older adults benefited more from videogame experience than middle-aged adults. The task-related effects showed that VGPs benefited more from videogame experience in processing speed and visuospatial processing; next was executive function and attention, while no benefits in memory. The effect sizes suggested that the difference in extent between VGPs and NVGPs in processing speed and visuospatial processing is moderate, in attention and executive function is small, and in memory is negligible. The current findings support the beneficial effects and transfer effects of videogame experience; however, the effects presented age-specific and task-specific characteristics. The results provide useful insights for future videogame intervention studies for healthy adults of different ages.

  18. Would you like to play together? Adults' attachment and the mirror game.

    Science.gov (United States)

    Feniger-Schaal, Rinat; Noy, Lior; Hart, Yuval; Koren-Karie, Nina; Mayo, Avraham E; Alon, Uri

    2016-01-01

    Why is it easy for some people to play together and difficult for others? In this interdisciplinary pilot study, we looked at dyadic interaction in motion as a paradigm to explore the expression of attachment in adulthood. We used a device that gives simple, quantitative and automated indicators for the quality of interaction while playing the mirror game. Forty-seven participants played the mirror game with the same gender-matched expert players. In addition, participants were interviewed on the Adult Attachment Interview to assess their quality of attachment. Using high resolution kinematic measures, we found that secure attachment was correlated with high complexity of the game and low synchrony compared to insecure attachment. The findings suggest that security of attachment is related to a more exploratory and less rigid game than insecure-dismissing attachment. These preliminary findings imply that high resolution analysis of simple movement interaction could carry information about attachment behavior.

  19. Acceptability and effectiveness of chickpea sesame-based ready-to-use therapeutic food in malnourished HIV-positive adults

    Directory of Open Access Journals (Sweden)

    Paluku Bahwere

    2009-03-01

    Full Text Available Paluku Bahwere, Kate Sadler, Steve CollinsValid International, Oxford, United KingdomObjective: A prospective descriptive study to assess acceptability and effectiveness of a locally made ready-to-use therapeutic food (RUTF in HIV-infected chronically sick adults (CSA with mid-upper-arm circumference (MUAC <210 mm or pitting edema. Methods: Sixty-three wasted AIDS adults were prescribed 500 g representing ~2600 kcal/day of locally made RUTF for three months and routine cotrimoxazole. Weight, height, MUAC, Karnofsky score and morbidity were measured at admission and at monthly intervals. The amount of RUTF intake and acceptability were assessed monthly.Results: Ninety-five percent (60/63 of the CSA that were invited to join the study agreed to participate. Mean daily intake in these 60 patients was 300 g/person/day (~1590 Kcal and 40 g of protein. Overall, 73.3% (44/60 gained weight, BMI, and MUAC. The median weight, MUAC and BMI gains after three months were 3.0 kg, 25.4 mm, and 1.1 kg/m2, respectively. The intervention improved the physical activity performance of participants and 78.3% (47/60 regained sufficient strength to walk to the nearest health facility. Mortality at three months was 18.3% (11/60.Conclusion: Locally made RUTF was acceptable to patients and was associated with a rapid weight gain and physical activity performance. The intervention is likely to be more cost effective than nutritional support using usual food-aid commodities.Keywords: ready-to-use therapeutic food, community-based intervention, adult, supplementation, HIV, Malawi

  20. Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults?

    Science.gov (United States)

    Adachi, Paul J C; Willoughby, Teena

    2016-02-01

    Given the extreme popularity of video games among older adolescents and emerging adults, the investigation of positive outcomes of video game play during these developmental periods is crucial. An important direction for research in this area is the investigation of a link between sports video game play and involvement in real-life sports among youth. Yet, this association has not been examined in the long-term among older adolescents and emerging adults, and thus represents an exciting new area for discovery. The primary goal of the current study, therefore, was to examine the long-term association between sports video game play and involvement in real-life sports clubs among older adolescents and emerging adults. In addition, we examined whether self-esteem was an underlying mechanism of this longitudinal association. We surveyed older adolescents and emerging adults (N = 1132; 70.6 % female; M age = 19.06 years, range of 17-25 years at the first assessment) annually over 3 years about their video game play, self-esteem, and involvement in real-life sports. We found a long-term predictive effect of sports video game play on increased involvement in real-life sports over the 3 years. Furthermore, we demonstrated that self-esteem was an underlying mechanism of this long-term association. Our findings make an important contribution to an emerging body of literature on the positive outcomes of video game play, as they suggest that sports video game play may be an effective tool to promote real-life sports participation and physical activity among older adolescents and emerging adults.

  1. Acceptability and Feasibility of a Sexual Health Intervention for Young Adult Black Women.

    Science.gov (United States)

    Montgomery, Tiffany M; Mays, Vickie M; Heilemann, MarySue V; Nyamathi, Adey; Bauermeister, Jose A; Koniak-Griffin, Deborah

    2018-05-16

    To assess the acceptability and feasibility of S2S, a newly adapted behavior intervention to address high-risk sexual behavior. Pilot randomized controlled trial. The Internet and text messages with no in-person interactions. Eighty-eight Black women, ages 18 to 24 years, were randomly assigned to the intervention or control groups and self-enrolled in the respective text message program. Participants in the intervention group were sent text messages about sexual health, whereas those in the control group were sent text messages about diet and/or exercise. Participants in each group received 24 text messages, including text-only messages, memes, and infopics. Participants in the intervention group also received videos links. All text messages were sent three times per week for 8 weeks. Quantitative methods were used to analyze data from the message and video platform reports. Quantitative and qualitative methods were used to analyze participants' responses to an acceptability and feasibility survey. Overall, the delivery of health promotion text messages was viewed as acceptable and feasible by participants in both groups. Most of the short answer responses from participants were favorable, and responses to the acceptability and feasibility survey yielded a total mean score of 4.01 on a 5-point scale. Results from this study support the idea that evidence-based interventions can be adapted for delivery by text message. This delivery modality is acceptable to young adult Black women and may help decrease barriers that would otherwise prevent them from receiving health promotion messages. Copyright © 2018 AWHONN, the Association of Women’s Health, Obstetric and Neonatal Nurses. Published by Elsevier Inc. All rights reserved.

  2. Physical Activity Play and Preschool Children's Peer Acceptance: Distinctions between Rough-and-Tumble and Exercise Play

    Science.gov (United States)

    Lindsey, Eric W.

    2014-01-01

    Research Findings: Two forms of exercise play (toy mediated and non-mediated) and 2 forms of rough-and-tumble (R&T) play (chase and fighting) were examined in relation to preschoolers' peer competence. A total of 148 preschoolers (78 boys, 89 Euro-Americans) were observed during free play at their university-sponsored child care center. The…

  3. Acceptance of an assistive robot in older adults: a mixed-method study of human-robot interaction over a 1-month period in the Living Lab setting.

    Science.gov (United States)

    Wu, Ya-Huei; Wrobel, Jérémy; Cornuet, Mélanie; Kerhervé, Hélène; Damnée, Souad; Rigaud, Anne-Sophie

    2014-01-01

    There is growing interest in investigating acceptance of robots, which are increasingly being proposed as one form of assistive technology to support older adults, maintain their independence, and enhance their well-being. In the present study, we aimed to observe robot-acceptance in older adults, particularly subsequent to a 1-month direct experience with a robot. Six older adults with mild cognitive impairment (MCI) and five cognitively intact healthy (CIH) older adults were recruited. Participants interacted with an assistive robot in the Living Lab once a week for 4 weeks. After being shown how to use the robot, participants performed tasks to simulate robot use in everyday life. Mixed methods, comprising a robot-acceptance questionnaire, semistructured interviews, usability-performance measures, and a focus group, were used. Both CIH and MCI subjects were able to learn how to use the robot. However, MCI subjects needed more time to perform tasks after a 1-week period of not using the robot. Both groups rated similarly on the robot-acceptance questionnaire. They showed low intention to use the robot, as well as negative attitudes toward and negative images of this device. They did not perceive it as useful in their daily life. However, they found it easy to use, amusing, and not threatening. In addition, social influence was perceived as powerful on robot adoption. Direct experience with the robot did not change the way the participants rated robots in their acceptance questionnaire. We identified several barriers to robot-acceptance, including older adults' uneasiness with technology, feeling of stigmatization, and ethical/societal issues associated with robot use. It is important to destigmatize images of assistive robots to facilitate their acceptance. Universal design aiming to increase the market for and production of products that are usable by everyone (to the greatest extent possible) might help to destigmatize assistive devices.

  4. Study protocol: effect of playful training on functional abilities of older adults - a randomized controlled trial.

    Science.gov (United States)

    Jessen, Jari Due; Lund, Henrik Hautop

    2017-01-19

    Loss of functional capabilities due to inactivity is one of the most common reasons for fall accidents, and it has been well established that loss of capabilities can be effectively reduced by physical activity. Pilot studies indicate a possible improvement in functional abilities of community dwelling elderly as a result of short-term playing with an exergame system in the form of interactive modular tiles. Such playful training may be motivational to perform and viewed by the subjects to offer life-fulfilling quality, while providing improvement in physical abilities, e.g. related to prevent fall accidents. The RCT will test for a variety of health parameters of community-dwelling elderly playing on interactive modular tiles. The study will be a single blinded, randomized controlled trial with 60 community-dwelling adults 70+ years. The trial will consist an intervention group of 30 participants training with the interactive modular tiles, and a control group of 30 participants that will receive the usual care provided to non-patient elderly. The intervention period will be 12 weeks. The intervention group will perform group training (4-5 individuals for 1 h training session with each participant receiving 13 min training) on the interactive tiles twice a week. Follow-up tests include 6-min Walk Test (6MWT), the 8-ft Timed Up & Go Test (TUG), and the Chair-Stand Test (CS) from the Senior Fitness Test, along with balancing tests (static test on Wii Board and Line Walk test). Secondary outcomes related to adherence, motivation and acceptability will be investigated through semi-structured interviews. Data will be collected from pre- and post-tests. Data will be analyzed for statistically significant differences by checking that there is a Gaussian distribution and then using paired t-test, otherwise using Wilcoxon signed-rank test. "Intention to treat" analysis will be done. The trial tests for increased mobility, agility, balancing and general fitness of

  5. Effects of short-term active video game play on community adults: under International Classification of Functioning, Disability and Health consideration.

    Science.gov (United States)

    Tseng, Wei-Che; Hsieh, Ru-Lan

    2013-06-01

    The effects of active video game play on healthy individuals remain uncertain. A person's functional health status constitutes a dynamic interaction between components identified in the International Classification of Functioning, Disability, and Health (ICF). The aim of this study was to investigate the short-term effects of active video game play on community adults using the ICF. Sixty community adults with an average age of 59.3 years and without physical disabilities were recruited. Over 2 weeks, each adult participated in six sessions of active video game play lasting 20 minutes each. Participants were assessed before and after the intervention. Variables were collected using sources related to the ICF components, including the Hospital Anxiety and Depression Scale, Multidimensional Fatigue Inventory, Biodex Stability System, chair- rising time, Frenchay Activity Index, Rivermead Mobility Index, Chronic Pain Grade Questionnaire, Work Ability Index, and World Health Organization Quality of Life-Brief Version. Compared to baseline data, significantly reduced risk of a fall measured by Biodex Stability System and improvements in disability scores measured by the Chronic Pain Grade Questionnaire were noted. There was no significant change in the other variables measured. Short-term, active video game play reduces fall risks and ameliorates disabilities in community adults.

  6. Comparative cervical profiles of adult and under-18 front-row rugby players: implications for playing policy

    Science.gov (United States)

    Hamilton, D F; Gatherer, D; Robson, J; Graham, N; Rennie, N; MacLean, J G B; Simpson, A H R W

    2014-01-01

    Objective To compare the cervical isometric strength, fatigue endurance and range of motion of adult and under-18 age-grade front-row rugby players to inform the development of a safe age group policy with particular reference to scrummaging. Design Cross-sectional cohort study. Setting ‘Field testing’ at Murrayfield stadium. Participants 30 high-performance under-18 players and 22 adult front-row rugby players. Outcome measures Isometric neck strength, height, weight and grip strength. Results Youth players demonstrated the same height and grip strength as the adult players; however, the adults were significantly heavier and demonstrated substantially greater isometric strength (prugby players demonstrate the same peripheral strength as their adult counterparts on grip testing, the adults demonstrate significantly greater cervical strength. If older youths and adults are to play together, such findings have to be noted in the development of age group policies with particular reference to the scrum. PMID:24797427

  7. Well Played: The Origins and Future of Playfulness

    Science.gov (United States)

    Gordon, Gwen

    2014-01-01

    In this article, the author synthesizes research from several disciplines to shed light on play's central role in healthy development. Gordon builds on research in attachment theory that correlates secure attachment in infancy with adult well-being to demonstrate how playfulness might be a lifelong outcome of secure attachment and a primary…

  8. Acceptability of mobile health interventions to reduce inactivity-related health risk in central Pennsylvania adults

    Directory of Open Access Journals (Sweden)

    Chih-Hsiang Yang

    2015-01-01

    Full Text Available Insufficient physical activity and excessive sedentary behavior elevate health risk. Mobile applications (apps provide one mode for delivering interventions to modify these behaviors and reduce health risk. The purpose of this study was to characterize the need for and acceptability of health behavior interventions among rural adults and evaluate the interest in and the value of app-based interventions in this population. Central Pennsylvania adults with smartphones (N = 258 completed a brief web survey in October–November 2012. Most adults report one or both inactivity-related behavioral risk factors, would use a free app to modify those risk behaviors, and would pay a small amount for that app. Low-cost, efficacious apps to increase physical activity or reduce sedentary behavior should be promoted in public health practice. User experience should be at the forefront of this process to increase value and minimize burden in the service of long-term engagement, behavior change, and health risk reduction.

  9. [Relationship between the Mandarin acceptable noise level and the personality traits in normal hearing adults].

    Science.gov (United States)

    Wu, Dan; Chen, Jian-yong; Wang, Shuo; Zhang, Man-hua; Chen, Jing; Li, Yu-ling; Zhang, Hua

    2013-03-01

    To evaluate the relationship between the Mandarin acceptable noise level (ANL) and the personality trait for normal-hearing adults. Eighty-five Mandarin speakers, aged from 21 to 27, participated in this study. ANL materials and the Eysenck Personality Questionnaire (EPQ) questionnaire were used to test the acceptable noise level and the personality trait for normal-hearing subjects. SPSS 17.0 was used to analyze the results. ANL were (7.8 ± 2.9) dB in normal hearing participants. The P and N scores in EPQ were significantly correlated with ANL (r = 0.284 and 0.318, P 0.05). Listeners with higher ANL were more likely to be eccentric, hostile, aggressive, and instabe, no ANL differences were found in listeners who were different in introvert-extravert or lying.

  10. The Many Faces of Role-Playing Games

    DEFF Research Database (Denmark)

    Hitchens, Michael; Drachen, Anders

    2009-01-01

    Role-playing games have grown and evolved into a large number of forms in the last thirty years, spanning digital as well as non-digital media. They demonstrate a wide variety in the number of participants, style of play and the formal and informal systems that govern them. Despite this diversity...... players at least seem to think they know when something is a role-playing game. Yet there is no commonly accepted definition which both captures games generally accepted as role-playing games and distinguishes them from other, similar, games which begs the question, whether roleplaying games are united...... by anything more than a colloquial name. Additionally, research involving these games is hampered by lack of a widely accepted definition of what constitutes a roleplaying game, as it is then not even possible to clearly delineate the subject of such research. In this paper various example of role-playing...

  11. Use, perceptions, and acceptability of a ready-to-use supplementary food among adult HIV patients initiating antiretroviral treatment

    DEFF Research Database (Denmark)

    Olsen, Mette Frahm; Tesfaye, Markos; Kæstel, Pernille

    2013-01-01

    Ready-to-use supplementary foods (RUSF) are used increasingly in human immunodeficiency virus (HIV) programs, but little is known about how it is used and viewed by patients. We used qualitative methods to explore the use, perceptions, and acceptability of RUSF among adult HIV patients in Jimma...

  12. Virtual Playgrounds? Assessing the Playfulness of Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Graham, Kerrie Lewis

    2010-01-01

    Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…

  13. Theory of mind and the Ultimatum Game in healthy adult aging.

    Science.gov (United States)

    Girardi, Alessandra; Sala, Sergio Della; MacPherson, Sarah E

    2018-01-01

    The Ultimatum Game assesses decision-making involved in cooperative interactions with others. However, little is known about the role that the ability to understand other people's intentions plays in these interactions. This study examined performance on the Ultimatum Game and theory of mind (ToM) tasks in younger and older adults. Age differences were not found on the ToM tasks, and a lack of variability in performance prevented analyses of the relationships between performance on the Ultimatum Game and ToM. However, age differences were found on the Ultimatum Game, with older adults accepting more unfair offers. Yet, the two age groups did not differ in their appreciation of fairness, as assessed using subjective fairness ratings. These findings suggest that older adults are more rational in their behavior, accepting unfair offers even when they know they are unfair, as it is in their self-interest to accept small monetary values rather than nothing at all.

  14. Public acceptance of nuclear power

    International Nuclear Information System (INIS)

    Wildgruber, O.H.

    1990-01-01

    The lecture addresses the question why we need public acceptance work and provides some clues to it. It explains various human behaviour patterns which determine the basics for public acceptance. To some extent, the opposition to nuclear energy and the role the media play are described. Public acceptance efforts of industry are critically reviewed. Some hints on difficulties with polling are provided. The lecture concludes with recommendations for further public acceptance work. (author)

  15. Play Behavior in Wolves: Using the '50:50' Rule to Test for Egalitarian Play Styles.

    Directory of Open Access Journals (Sweden)

    Jennifer L Essler

    Full Text Available Social play is known as a cooperative interaction between individuals involving multiple mechanisms. However, the extent to which the equality of individuals' play styles affects the interaction has not been studied in many species. Dyadic play between wolf puppies, as well as between puppies and adults, was studied to investigate both self-handicapping and offensive behaviors to determine the extent to which wolves engage in play styles where one individual does not dominate the play. Our results did not support the hypothesized '50:50' rule, which suggests that more advantaged individuals should show higher rates of self-handicapping behaviors in order to facilitate play with others. Adult wolves performed significantly less self-handicapping behaviors than their puppy partners, and they performed significantly more offensive behaviors than their puppy partners. While the '50:50' rule was not supported at any time during our study period, dyads consisting of two puppies had significantly more equal play than dyads consisting of one puppy and one adult. These results suggest that wolf puppies are more likely to play on equal terms with similarly-aged play partners, while the dominance status of the partners dictates offensive and self-handicapping behaviors between animals of different ages.

  16. Play Behavior in Wolves: Using the '50:50' Rule to Test for Egalitarian Play Styles.

    Science.gov (United States)

    Essler, Jennifer L; Cafazzo, Simona; Marshall-Pescini, Sarah; Virányi, Zsófia; Kotrschal, Kurt; Range, Friederike

    2016-01-01

    Social play is known as a cooperative interaction between individuals involving multiple mechanisms. However, the extent to which the equality of individuals' play styles affects the interaction has not been studied in many species. Dyadic play between wolf puppies, as well as between puppies and adults, was studied to investigate both self-handicapping and offensive behaviors to determine the extent to which wolves engage in play styles where one individual does not dominate the play. Our results did not support the hypothesized '50:50' rule, which suggests that more advantaged individuals should show higher rates of self-handicapping behaviors in order to facilitate play with others. Adult wolves performed significantly less self-handicapping behaviors than their puppy partners, and they performed significantly more offensive behaviors than their puppy partners. While the '50:50' rule was not supported at any time during our study period, dyads consisting of two puppies had significantly more equal play than dyads consisting of one puppy and one adult. These results suggest that wolf puppies are more likely to play on equal terms with similarly-aged play partners, while the dominance status of the partners dictates offensive and self-handicapping behaviors between animals of different ages.

  17. Psychological well-being and weight efficacy lifestyle of adults with obesity

    Directory of Open Access Journals (Sweden)

    Harpreet Mehar

    2017-12-01

    Full Text Available Background and aim: Obesity is a growing phenomena and various psychological constructs need to be addressed in obesity as psychological aspects play an important role in the development and maintenance of obesity. Psychological constructs related to obesity such as weight efficacy lifestyle play a dynamic role. There is a dearth of studies on weight efficacy lifestyle and psychological well-being among obese adults especially in the Indian setting. The aim at the present study was to examine the differences in psychological well-being and weight efficacy lifestyle in obese and normal weight Indian adults. Methods: The sample involved 200 obese adults aged 18 to 42 years and 100 normal adults belonging to age group 18 to 42 years. Body mass index, Weight Efficacy Lifestyle (WEL scale and Ryff’s Psychological Well-Being (PWB scale were used to collect the data. t-test was used to study the differences between the two groups of obese adults and normal weight adults. Results and conclusions: The findings revealed that there were significant differences in WEL scale for two sub-domains (negative emotions, t=3.133, p<0.01 and social pressure, t=2.934, p<0.01 between the obese adults and the normal weight adults indicating that the obese adults experienced lesser negative emotions and social pressure as compared to the normal weight adults. On the PWB scale there were significant differences in three sub-domains such as autonomy (t=2.735, p<0.01, environmental mastery (t=2.496, p<0.05, and self-acceptance (t=2.190, p<0.05 between the obese adults and the normal weight adults indicating that obese adults had lower autonomy, poorer environmental mastery, and lesser self-acceptance than the normal weight adults.

  18. The Play of Psychotherapy

    Science.gov (United States)

    Marks-Tarlow, Terry

    2012-01-01

    The author reviews the role of play within psychotherapy. She does not discuss the formal play therapy especially popular for young children, nor play from the Jungian perspective that encourages the use of the sand tray with adults. Instead, she focuses on the informal use of play during psychotherapy as it is orchestrated intuitively. Because…

  19. Concepts of Play and Play Culture for the 21st Century

    DEFF Research Database (Denmark)

    Nørgård, Rikke Toft; Toft, Herdis; Karoff, Helle Skovbjerg

    2014-01-01

    , Associate professor Carsten Jessen, Aarhus University, Assistant professor Helle Skovbjerg Karoff, University of Aalborg and Assistant professor Rikke Toft Nørgård, Aarhus University. This panel represents and discusses different concepts of play and play culture in both diachronic and synchronic dimensions......BIN Norden conference 2014 Accepted panel ________________________________________ Concepts of Play and Play Culture for the 21st Century Participants in the panel are: Associate professor Herdis Toft, University of Southern Denmark (organizer), Professor Beth Juncker, University of Copenhagen....... For several centuries western theorists, for instance Baumgarten, Schiller, Huizinga, Caillois, Sutton Smith, Vygotsky, Bateson, Salen & Zimmerman, Flemming Mouritsen and later on the panel participants, have discussed the concept of play and play culture. They have presented their own theoretical...

  20. Effects of video game playing on cerebral blood flow in young adults: a SPECT study.

    Science.gov (United States)

    Chou, Yuan-Hwa; Yang, Bang-Hung; Hsu, Ju-Wei; Wang, Shyh-Jen; Lin, Chun-Lung; Huang, Kai-Lin; Chien Chang, Alice; Lee, Shin-Min

    2013-04-30

    To study the impact of video game playing on the human brain, the effects of two video games playing on cerebral blood flow (CBF) in young adults were determined. Thirty healthy subjects comprising 18 males and 12 females who were familiar with video game playing were recruited. Each subject underwent three sessions of single photon emission computed tomography (SPECT) with a bolus injection of 20 mCi (99m)Tc ECD IV to measure their CBF. The first measurement was performed as baseline, the second and third measurements were performed after playing two different video games for 30 min, respectively. Statistic parametric mapping (SPM2) with Matlab 6.5 implemented on a personal computer was used for image analysis. CBF was significantly decreased in the prefrontal cortex and significantly increased in the temporal and occipital cortices after both video games playing. Furthermore, decreased CBF in the anterior cingulate cortex (ACC) which was significantly correlated with the number of killed characters was found after the violent game playing. The major finding of hypo-perfusion in prefrontal regions after video game playing is consistent with a previous study showing reduced or abnormal prefrontal cortex functions after video game playing. The second finding of decreased CBF in the ACC after playing the violent video game provides support for a previous hypothesis that the ACC might play a role in regulating violent behavior. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.

  1. A Preliminary Investigation of Acceptance and Commitment Therapy as a Treatment for Marijuana Dependence in Adults

    OpenAIRE

    Twohig, Michael P; Shoenberger, Deacon; Hayes, Steven C

    2007-01-01

    In this investigation, 3 adults who met criteria for marijuana dependence were treated using an abbreviated version of acceptance and commitment therapy (ACT). The treatment was delivered in eight weekly 90-min individual sessions. The effects of the intervention were assessed using a nonconcurrent multiple baseline across participants design. Self-reported marijuana use, confirmed through oral swabs, reached zero levels for all participants at posttreatment. At a 3-month follow-up, 1 partici...

  2. Play Therapy: Practice, Issues, and Trends

    Science.gov (United States)

    Homeyer, Linda E.; Morrison, Mary O.

    2008-01-01

    Play therapy is an effective means of responding to the mental health needs of young children and is widely accepted as a valuable and developmentally appropriate intervention. The authors discuss the importance of play in development, the therapeutic benefits of play, the rich history of play therapy, and recent research and current issues and…

  3. Feasibility and Acceptability of a Text Message-Based Smoking Cessation Program for Young Adults in Lima, Peru: Pilot Study.

    Science.gov (United States)

    Blitchtein-Winicki, Dora; Zevallos, Karine; Samolski, M Reuven; Requena, David; Velarde, Chaska; Briceño, Patricia; Piazza, Marina; Ybarra, Michele L

    2017-08-04

    In Peru's urban communities, tobacco smoking generally starts during adolescence and smoking prevalence is highest among young adults. Each year, many attempt to quit, but access to smoking cessation programs is limited. Evidence-based text messaging smoking cessation programs are an alternative that has been successfully implemented in high-income countries, but not yet in middle- and low-income countries with limited tobacco control policies. The objective was to assess the feasibility and acceptability of an short message service (SMS) text message-based cognitive behavioral smoking cessation program for young adults in Lima, Peru. Recruitment included using flyers and social media ads to direct young adults interested in quitting smoking to a website where interested participants completed a Google Drive survey. Inclusion criteria were being between ages 18 and 25 years, smoking at least four cigarettes per day at least 6 days per week, willing to quit in the next 30 days, owning a mobile phone, using SMS text messaging at least once in past year, and residing in Lima. Participants joined one of three phases: (1) focus groups and in-depth interviews whose feedback was used to develop the SMS text messages, (2) validating the SMS text messages, and (3) a pilot of the SMS text message-based smoking cessation program to test its feasibility and acceptability among young adults in Lima. The outcome measures included adherence to the SMS text message-based program, acceptability of content, and smoking abstinence self-report on days 2, 7, and 30 after quitting. Of 639 participants who completed initial online surveys, 42 met the inclusion criteria and 35 agreed to participate (focus groups and interviews: n=12; validate SMS text messages: n=8; program pilot: n=15). Common quit practices and beliefs emerged from participants in the focus groups and interviews informed the content, tone, and delivery schedule of the messages used in the SMS text message smoking

  4. The association between singing and/or playing a musical instrument and cognitive functions in older adults.

    Science.gov (United States)

    Mansens, D; Deeg, D J H; Comijs, H C

    2017-05-19

    Cognitive decline happens to everyone when aging, but to some more than others. Studies with children, adults, and professional musicians suggest that making music could be associated with better cognitive functioning. In older adults however, this association is less well investigated, which is therefore the aim of this study. In this cross-sectional study data from 1101 participants aged 64 and older from the Longitudinal Aging Study Amsterdam were used. Multivariable linear regression analyses were performed to test the association between making music and cognitive functioning and time spent making music and cognitive functioning. ANCOVA analyses were performed to differentiate between participants who made no music, only sang, only played an instrument or both sang and played an instrument in terms of cognitive functioning. Making music was significantly positively associated with letter fluency, learning and attention/short-term memory. Time spent making music yielded no significant results. The ANCOVA analyses showed higher scores for participants who only played an instrument compared to participants who made no music on learning, working memory and processing speed. For processing speed the instrument only group also had a higher score than participants who only sang. Making music at least once every two weeks and especially playing a musical instrument, is associated with better attention, episodic memory and executive functions. The results suggest that making music might be a potential protective factor for cognitive decline; however, to support this notion a longitudinal study design is needed.

  5. Playing Teacher.

    Science.gov (United States)

    Gilbert, Juan E.

    The acceptance of animation technologies is increasing. Video games, such as Sony PlayStation (SONY, 2002), have become part of the culture for young people from kindergarten through undergraduate school. Animation technologies have been implemented into educational systems in the form of animated pedagogical agents (Johnson, 2000). The research…

  6. Acceptability of a theory-based sedentary behaviour reduction intervention for older adults ('On Your Feet to Earn Your Seat').

    Science.gov (United States)

    Matei, Raluca; Thuné-Boyle, Ingela; Hamer, Mark; Iliffe, Steve; Fox, Kenneth R; Jefferis, Barbara J; Gardner, Benjamin

    2015-07-02

    Adults aged 60 years and over spend most time sedentary and are the least physically active of all age groups. This early-phase study explored acceptability of a theory-based intervention to reduce sitting time and increase activity in older adults, as part of the intervention development process. An 8-week uncontrolled trial was run among two independent samples of UK adults aged 60-75 years. Sample 1, recruited from sheltered housing on the assumption that they were sedentary and insufficiently active, participated between December 2013 and March 2014. Sample 2, recruited through community and faith centres and a newsletter, on the basis of self-reported inactivity (habits, and self-monitoring 'tick-sheets'. At baseline, 4-week, and 8-week follow-ups, quantitative measures were taken of physical activity, sedentary behaviour, and habit. At 8 weeks, tick-sheets were collected and a semi-structured interview conducted. Acceptability was assessed for each sample separately, through attrition and adherence to tips, ANOVAs for behaviour and habit changes, and, for both samples combined, thematic analysis of interviews. In Sample 1, 12 of 16 intervention recipients completed the study (25% attrition), mean adherence was 40% (per-tip range: 15-61%), and there were no clear patterns of changes in sedentary or physical activity behaviour or habit. In Sample 2, 23 of 27 intervention recipients completed (15% attrition), and mean adherence was 58% (per-tip range: 39-82%). Sample 2 decreased mean sitting time and sitting habit, and increased walking, moderate activity, and activity habit. Qualitative data indicated that both samples viewed the intervention positively, found the tips easy to follow, and reported health and wellbeing gains. Low attrition, moderate adherence, and favourability in both samples, and positive changes in Sample 2, indicate the intervention was acceptable. Higher attrition, lower adherence, and no apparent behavioural impact among Sample 1 could

  7. Prediction of adaptive self-regulatory responses to arthritis pain anxiety in exercising adults: does pain acceptance matter?

    Science.gov (United States)

    Cary, Miranda Ashley; Gyurcsik, Nancy C; Brawley, Lawrence R

    2015-01-01

    Exercising for ≥ 150 min/week is a recommended strategy for self-managing arthritis. However, exercise nonadherence is a problem. Arthritis pain anxiety may interfere with regular exercise. According to the fear-avoidance model, individuals may confront their pain anxiety by using adaptive self-regulatory responses (eg, changing exercise type or duration). Furthermore, the anxiety-self-regulatory responses relationship may vary as a function of individuals' pain acceptance levels. To investigate pain acceptance as a moderator of the pain anxiety-adaptive self-regulatory responses relationship. The secondary objective was to examine whether groups of patients who differed in meeting exercise recommendations also differed in pain-related and self-regulatory responses. Adults (mean [± SD] age 49.75 ± 13.88 years) with medically diagnosed arthritis completed online measures of arthritis pain-related variables and self-regulatory responses at baseline, and exercise participation two weeks later. Individuals meeting (n=87) and not meeting (n=49) exercise recommendations were identified. Hierarchical multiple regression analysis revealed that pain acceptance moderated the anxiety-adaptive self-regulatory responses relationship. When pain anxiety was lower, greater pain acceptance was associated with less frequent use of adaptive responses. When anxiety was higher, adaptive responses were used regardless of pain acceptance level. MANOVA findings revealed that participants meeting the recommended exercise dose reported significantly lower pain and pain anxiety, and greater pain acceptance (Pself-regulatory capacity to cope with additional challenges to exercise adherence (eg, busy schedule).

  8. Study protocol: effect of playful training on functional abilities of older adults - a randomized controlled trial

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Lund, Henrik Hautop

    2017-01-01

    of community dwelling elderly as a result of short-term playing with an exergame system in the form of interactive modular tiles. Such playful training may be motivational to perform and viewed by the subjects to offer life-fulfilling quality, while providing improvement in physical abilities, e.g. related...... to prevent fall accidents. The RCT will test for a variety of health parameters of community-dwelling elderly playing on interactive modular tiles.Methods: The study will be a single blinded, randomized controlled trial with 60 community-dwelling adults 70+ years. The trial will consist an intervention group...... paired t-test, otherwise using Wilcoxon signed-rank test. "Intention to treat" analysis will be done.Discussion: The trial tests for increased mobility, agility, balancing and general fitness of community-dwelling elderly as a result of playing, in this case on modular interactive tiles. A positive...

  9. Acceptance of an assistive robot in older adults: a mixed-method study of human–robot interaction over a 1-month period in the Living Lab setting

    Science.gov (United States)

    Wu, Ya-Huei; Wrobel, Jérémy; Cornuet, Mélanie; Kerhervé, Hélène; Damnée, Souad; Rigaud, Anne-Sophie

    2014-01-01

    Background There is growing interest in investigating acceptance of robots, which are increasingly being proposed as one form of assistive technology to support older adults, maintain their independence, and enhance their well-being. In the present study, we aimed to observe robot-acceptance in older adults, particularly subsequent to a 1-month direct experience with a robot. Subjects and methods Six older adults with mild cognitive impairment (MCI) and five cognitively intact healthy (CIH) older adults were recruited. Participants interacted with an assistive robot in the Living Lab once a week for 4 weeks. After being shown how to use the robot, participants performed tasks to simulate robot use in everyday life. Mixed methods, comprising a robot-acceptance questionnaire, semistructured interviews, usability-performance measures, and a focus group, were used. Results Both CIH and MCI subjects were able to learn how to use the robot. However, MCI subjects needed more time to perform tasks after a 1-week period of not using the robot. Both groups rated similarly on the robot-acceptance questionnaire. They showed low intention to use the robot, as well as negative attitudes toward and negative images of this device. They did not perceive it as useful in their daily life. However, they found it easy to use, amusing, and not threatening. In addition, social influence was perceived as powerful on robot adoption. Direct experience with the robot did not change the way the participants rated robots in their acceptance questionnaire. We identified several barriers to robot-acceptance, including older adults’ uneasiness with technology, feeling of stigmatization, and ethical/societal issues associated with robot use. Conclusion It is important to destigmatize images of assistive robots to facilitate their acceptance. Universal design aiming to increase the market for and production of products that are usable by everyone (to the greatest extent possible) might help to

  10. The acceptability of TV-based game platforms as an instrument to support the cognitive evaluation of senior adults at home.

    Science.gov (United States)

    Rivas Costa, Carlos; Fernández Iglesias, Manuel José; Anido Rifón, Luis Eulogio; Gómez Carballa, Miguel; Valladares Rodríguez, Sonia

    2017-01-01

    The computing capabilities of state-of-the-art television sets and media centres may facilitate the introduction of computer-assisted evaluation at home. This approach would help to overcome the drawbacks of traditional pen-and-paper evaluations administered in clinical facilities, as they could be performed in a more comfortable environment, the subject's home, and they would be more flexible for designing complex environments for the evaluation of neuropsychological constructs that are difficult to assess through traditional testing. The objective of this work was to obtain some initial evidence about the technical acceptance by senior adults of serious games played at home on the TV set and therefore about the convenience of further investigating such an approach to cognitive assesment. We developed a collection of games to be deployed on a TV environment. These games were tried by a group of senior adults at their homes. The Technology Acceptance Model (TAM) was used to validate this approach. Surveys were performed to study the perceived usefulness and perceived ease of use of such technical setting as an instrument for their cognitive evaluation; that is, its technical acceptance. Subjective information collected from participants was correlated with actual interaction data captured. An additional survey was performed 36 months after pilot testing to have an indication about the long-term perceptions about usefulness and ease of use. More than 90% of participating subjects perceived cognitive games on TV as useful or very useful. The majority of participants selected the TV set as their preferred option to interact with serious games at home, when compared to other devices such as smartphones, tablets or PCs. This result correlates with the number of participants perceiving them as easily usable or very easy to use, and also with automatically captured interaction data. Three out of four seniors expressed their interest in keeping the system at home after the

  11. The acceptability of TV-based game platforms as an instrument to support the cognitive evaluation of senior adults at home

    Directory of Open Access Journals (Sweden)

    Carlos Rivas Costa

    2017-01-01

    Full Text Available Introduction The computing capabilities of state-of-the-art television sets and media centres may facilitate the introduction of computer-assisted evaluation at home. This approach would help to overcome the drawbacks of traditional pen-and-paper evaluations administered in clinical facilities, as they could be performed in a more comfortable environment, the subject’s home, and they would be more flexible for designing complex environments for the evaluation of neuropsychological constructs that are difficult to assess through traditional testing. The objective of this work was to obtain some initial evidence about the technical acceptance by senior adults of serious games played at home on the TV set and therefore about the convenience of further investigating such an approach to cognitive assesment. Materials and Methods We developed a collection of games to be deployed on a TV environment. These games were tried by a group of senior adults at their homes. The Technology Acceptance Model (TAM was used to validate this approach. Surveys were performed to study the perceived usefulness and perceived ease of use of such technical setting as an instrument for their cognitive evaluation; that is, its technical acceptance. Subjective information collected from participants was correlated with actual interaction data captured. An additional survey was performed 36 months after pilot testing to have an indication about the long-term perceptions about usefulness and ease of use. Results More than 90% of participating subjects perceived cognitive games on TV as useful or very useful. The majority of participants selected the TV set as their preferred option to interact with serious games at home, when compared to other devices such as smartphones, tablets or PCs. This result correlates with the number of participants perceiving them as easily usable or very easy to use, and also with automatically captured interaction data. Three out of four seniors

  12. Factors predicting the acceptance of herpes simplex virus type 2 antibody testing among adolescents and young adults.

    Science.gov (United States)

    Zimet, Gregory D; Rosenthal, Susan L; Fortenberry, J Dennis; Brady, Rebecca C; Tu, Wanzhu; Wu, Jingwei; Bernstein, David I; Stanberry, Lawrence R; Stone, Katherine M; Leichliter, Jami S; Fife, Kenneth H

    2004-11-01

    The rates and determinants of acceptance of herpes simplex virus type 2 (HSV-2) testing have not been adequately studied. The objective of this study was to identify factors associated with acceptance of HSV-2 antibody testing in individuals with no history of genital herpes. We conducted a cross-sectional survey study followed by the offer of free HSV-2 serologic testing at an urban sexually transmitted disease (STD) clinic, 2 general adult medical clinics, an urban university campus, and an urban adolescent medicine clinic. A total of 1199 individuals aged 14 to 30 years completed the survey and were offered testing. A total of 68.4% accepted HSV-2 testing. Factors independently associated with acceptance were female sex, older age, having an STD history, having 1 or more sexual partners in the last 6 months, perceived vulnerability to HSV-2 infection, and perceived benefits of HSV-2 testing. Fear of needles predicted rejection of testing, as did attending a general medical clinic versus an STD clinic and nonwhite race. There is a substantial interest in HSV-2 antibody testing across a variety of settings. Those at greatest behavioral and historic risk for HSV-2 infection, women, and persons whose health beliefs are consistent with testing are more likely to accept serologic testing when it is offered.

  13. Acceptance of an assistive robot in older adults: a mixed-method study of human–robot interaction over a 1-month period in the Living Lab setting

    Directory of Open Access Journals (Sweden)

    Wu YH

    2014-05-01

    Full Text Available Ya-Huei Wu,1,2 Jérémy Wrobel,1,2 Mélanie Cornuet,1,2 Hélène Kerhervé,1,2 Souad Damnée,1,2 Anne-Sophie Rigaud1,21Hôpital Broca, Assistance Publique – Hôpitaux de Paris, 2Research Team 4468, Faculté de Médecine, Université Paris Descartes, Paris, FranceBackground: There is growing interest in investigating acceptance of robots, which are increasingly being proposed as one form of assistive technology to support older adults, maintain their independence, and enhance their well-being. In the present study, we aimed to observe robot-acceptance in older adults, particularly subsequent to a 1-month direct experience with a robot.Subjects and methods: Six older adults with mild cognitive impairment (MCI and five cognitively intact healthy (CIH older adults were recruited. Participants interacted with an assistive robot in the Living Lab once a week for 4 weeks. After being shown how to use the robot, participants performed tasks to simulate robot use in everyday life. Mixed methods, comprising a robot-acceptance questionnaire, semistructured interviews, usability-performance measures, and a focus group, were used.Results: Both CIH and MCI subjects were able to learn how to use the robot. However, MCI subjects needed more time to perform tasks after a 1-week period of not using the robot. Both groups rated similarly on the robot-acceptance questionnaire. They showed low intention to use the robot, as well as negative attitudes toward and negative images of this device. They did not perceive it as useful in their daily life. However, they found it easy to use, amusing, and not threatening. In addition, social influence was perceived as powerful on robot adoption. Direct experience with the robot did not change the way the participants rated robots in their acceptance questionnaire. We identified several barriers to robot-acceptance, including older adults’ uneasiness with technology, feeling of stigmatization, and ethical

  14. Play Behavior in Wolves: Using the ‘50:50’ Rule to Test for Egalitarian Play Styles

    Science.gov (United States)

    Cafazzo, Simona; Marshall-Pescini, Sarah; Virányi, Zsófia; Kotrschal, Kurt; Range, Friederike

    2016-01-01

    Social play is known as a cooperative interaction between individuals involving multiple mechanisms. However, the extent to which the equality of individuals’ play styles affects the interaction has not been studied in many species. Dyadic play between wolf puppies, as well as between puppies and adults, was studied to investigate both self-handicapping and offensive behaviors to determine the extent to which wolves engage in play styles where one individual does not dominate the play. Our results did not support the hypothesized ‘50:50’ rule, which suggests that more advantaged individuals should show higher rates of self-handicapping behaviors in order to facilitate play with others. Adult wolves performed significantly less self-handicapping behaviors than their puppy partners, and they performed significantly more offensive behaviors than their puppy partners. While the ‘50:50’ rule was not supported at any time during our study period, dyads consisting of two puppies had significantly more equal play than dyads consisting of one puppy and one adult. These results suggest that wolf puppies are more likely to play on equal terms with similarly-aged play partners, while the dominance status of the partners dictates offensive and self-handicapping behaviors between animals of different ages. PMID:27167522

  15. Worldwide nuclear revival and acceptance

    International Nuclear Information System (INIS)

    Geraets, Luc H.; Crommelynck, Yves A.

    2009-01-01

    The current status and trends of the nuclear revival in Europe and abroad are outlined. The development of public opinion in the last decade is playing an important part. This has turned from clear rejection to careful acceptance. Transparency and open communication will be important aspects in the further development of nuclear acceptance. (orig.)

  16. Communities of Play - a collective unfolding

    DEFF Research Database (Denmark)

    Thorsted, Ann Charlotte

    2016-01-01

    This paper discusses the role of play in organizations and its ability to create a community of play regarded as a group of people deeply engaged in play. The elaboration is based on an empirical study of adults playing in the Danish international toy company LEGO. The study confirms that play can...... support organizations in solving present day challenges, such as learning, communication, innovation and collaboration. But before talking about solving anything, this paper argues – primarily through the perspective of Gadamer – that it is equally intriguing to look into what play as a universal life....... By introducing the new term ‘community of play’ into the discussion of play among adults in organizational contexts, the paper tries to spark an existential inquiry into the more intangible and human aspects of organizations....

  17. Stigma Reduction in Adolescents and Young Adults Newly Diagnosed with HIV: Findings from the Project ACCEPT Intervention

    OpenAIRE

    Harper, Gary W.; Lemos, Diana; Hosek, Sybil G.

    2014-01-01

    This article describes the influence of a group-based behavioral intervention for adolescents and young adults newly diagnosed with HIV (Project ACCEPT) on four dimensions of HIV-related stigma—personalized stigma, disclosure concerns, negative self-image, and concern with public attitudes about people with HIV—as measured by the Berger HIV Stigma Scale. Stigma was addressed in a holistic manner during the intervention by providing HIV/AIDS-related information, facilitating the acquisition of...

  18. Pedagogical Positioning in Play--Teachers Being inside and outside of Children's Imaginary Play

    Science.gov (United States)

    Fleer, Marilyn

    2015-01-01

    Although there is a long tradition of play pedagogy in early childhood education, teachers have mostly taken a passive role in children's play. There are relatively few studies of the pedagogical roles adults take from inside of children's imaginary play. This paper seeks to fill this gap through presenting the findings of a study where the play…

  19. Usability and acceptability of technology for community-dwelling older adults with mild cognitive impairment and dementia: a systematic literature review.

    Science.gov (United States)

    Holthe, Torhild; Halvorsrud, Liv; Karterud, Dag; Hoel, Kari-Anne; Lund, Anne

    2018-01-01

    The objective of this review was to obtain an overview of the technologies that have been explored with older adults with mild cognitive impairment and dementia (MCI/D), current knowledge on the usability and acceptability of such technologies, and how people with MCI/D and their family carers (FCs) were involved in these studies. Primary studies published between 2007 and 2017 that explored the use of technologies for community-dwelling people with MCI/D were identified through five databases: MEDLINE, PsycINFO, Embase, AMED, and CINAHL. Twenty-nine out of 359 papers met the criteria for eligibility. We used the Mixed Methods Appraisal Tool for quality assessment. A wide range of technologies was presented in the 29 studies, sorted into four domains: 1) safe walking indoors and outdoors; 2) safe living; 3) independent living; and 4) entertainment and social communication. The current state of knowledge regarding usability and acceptability reveals that even if researchers are aware of these concepts and intend to measure usability and acceptability, they seem difficult to assess. Terms such as "user friendliness" and "acceptance" were used frequently. User participation in the 29 studies was high. Persons with MCI/D, FCs, and staff/other older adults were involved in focus groups, workshops, and interviews as part of the preimplementation process. Research regarding technologies to support people with MCI/D seems optimistic, and a wide range of technologies has been evaluated in homes with people with MCI/D and their FCs. A major finding was the importance of including people with MCI/D and their FCs in research, in order to learn about required design features to enhance usability and acceptability. Surprisingly, very few studies reported on the consequences of technology use with regard to quality of life, occupational performance, or human dignity.

  20. Protein-enhanced soups: a consumer-accepted food for increasing dietary protein provision among older adults.

    Science.gov (United States)

    Donahue, Elizabeth; Crowe, Kristi Michele; Lawrence, Jeannine

    2015-02-01

    Protein-enhanced soups (PES) may improve protein intake among older adults. This study examined sensory attributes (aroma, texture, taste, and overall acceptability) and preferences of PES (chicken noodle and cheddar broccoli) compared with flavor-matched control soups (FCS) among older adults (≥65 years) and evaluated dietary profile changes of a standard menu based on the substitution of one PES serving/d for a standard soup. Modified paired preference tests and 5-point facial hedonic scales were administered to participants (n = 44). No significant differences in sensory attributes between either PES compared with FCS were identified, but significant gender- and age-related differences (p preferred protein-enhanced chicken noodle soup while only 38% preferred protein-enhanced cheddar broccoli soup to their respective FCS. Substituting one PES serving for one non-fortified soup serving per day resulted in significantly higher (p < 0.001) protein profile. Results suggest that all attributes of PES were consistent with sensory expectations and PES substitution could improve protein provision.

  1. Development and evaluation of a dietary self-management programme for older adults with low literacy and heart disease: pilot study of feasibility and acceptability.

    Science.gov (United States)

    Shao, Jung-Hua; Chen, Su-Hui

    2016-12-01

    To develop a dietary self-management programme for salt-, fluid-, fat- and cholesterol-intake behaviours for older adults with low literacy and heart disease and evaluate the feasibility and acceptability of the programme. Eating behaviours such as fluid, salt, fat and cholesterol intake are an important factor related to heart disease outcomes. People with low literacy have difficulty following recommended health behaviours, but limited research has investigated intervention programmes for this population. Programme development and pilot testing its feasibility and acceptability. Recommendations were also collected from participants and the research assistant for future large-scale interventions. The study had two phases. Phase I consisted of programme development based on previous qualitative findings, a systematic review of the literature, clinical practice experience and expert opinion. In Phase II, we pilot tested the programme from January - June 2014 in a convenience sample of 10 older adults with low literacy, heart disease and recruited from a medical centre in northern Taiwan. Pilot testing showed that our programme was feasible and acceptable to older adults with low literacy and heart disease. Moreover, the final version of the programme was revised based on participants' and the research assistant's recommendations. Our study results suggest that with guidance and assistance, older adults with low literacy and heart disease can be motivated to take action for their health and are empowered by learning how to self-manage their heart-healthy eating behaviours. © 2016 John Wiley & Sons Ltd.

  2. Older adults’ acceptance of a robot for partner dance-based exercise

    Science.gov (United States)

    Chen, Tiffany L.; Beer, Jenay M.; Ting, Lena H.; Hackney, Madeleine E.; Rogers, Wendy A.; Kemp, Charles C.

    2017-01-01

    Partner dance has been shown to be beneficial for the health of older adults. Robots could potentially facilitate healthy aging by engaging older adults in partner dance-based exercise. However, partner dance involves physical contact between the dancers, and older adults would need to be accepting of partner dancing with a robot. Using methods from the technology acceptance literature, we conducted a study with 16 healthy older adults to investigate their acceptance of robots for partner dance-based exercise. Participants successfully led a human-scale wheeled robot with arms (i.e., a mobile manipulator) in a simple, which we refer to as the Partnered Stepping Task (PST). Participants led the robot by maintaining physical contact and applying forces to the robot’s end effectors. According to questionnaires, participants were generally accepting of the robot for partner dance-based exercise, tending to perceive it as useful, easy to use, and enjoyable. Participants tended to perceive the robot as easier to use after performing the PST with it. Through a qualitative data analysis of structured interview data, we also identified facilitators and barriers to acceptance of robots for partner dance-based exercise. Throughout the study, our robot used admittance control to successfully dance with older adults, demonstrating the feasibility of this method. Overall, our results suggest that robots could successfully engage older adults in partner dance-based exercise. PMID:29045408

  3. Video-game play induces plasticity in the visual system of adults with amblyopia.

    Directory of Open Access Journals (Sweden)

    Roger W Li

    2011-08-01

    Full Text Available UNLABELLED: Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15-61 y; visual acuity: 20/25-20/480, with no manifest ocular disease or nystagmus were recruited and allocated into three intervention groups: action videogame group (n = 10, non-action videogame group (n = 3, and crossover control group (n = 7. Our experiments show that playing video games (both action and non-action games for a short period of time (40-80 h, 2 h/d using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%, positional acuity (16%, spatial attention (37%, and stereopsis (54%. Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy, we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7% and increased processing efficiency (33%. Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia

  4. Video-game play induces plasticity in the visual system of adults with amblyopia.

    Science.gov (United States)

    Li, Roger W; Ngo, Charlie; Nguyen, Jennie; Levi, Dennis M

    2011-08-01

    Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15-61 y; visual acuity: 20/25-20/480, with no manifest ocular disease or nystagmus) were recruited and allocated into three intervention groups: action videogame group (n = 10), non-action videogame group (n = 3), and crossover control group (n = 7). Our experiments show that playing video games (both action and non-action games) for a short period of time (40-80 h, 2 h/d) using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%), positional acuity (16%), spatial attention (37%), and stereopsis (54%). Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy), we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7%) and increased processing efficiency (33%). Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia, and perhaps other

  5. Video-Game Play Induces Plasticity in the Visual System of Adults with Amblyopia

    Science.gov (United States)

    Li, Roger W.; Ngo, Charlie; Nguyen, Jennie; Levi, Dennis M.

    2011-01-01

    Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15–61 y; visual acuity: 20/25–20/480, with no manifest ocular disease or nystagmus) were recruited and allocated into three intervention groups: action videogame group (n = 10), non-action videogame group (n = 3), and crossover control group (n = 7). Our experiments show that playing video games (both action and non-action games) for a short period of time (40–80 h, 2 h/d) using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%), positional acuity (16%), spatial attention (37%), and stereopsis (54%). Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy), we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7%) and increased processing efficiency (33%). Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia, and perhaps

  6. When is physician assisted suicide or euthanasia acceptable?

    Science.gov (United States)

    Frileux, S; Lelièvre, C; Muñoz Sastre, M T; Mullet, E; Sorum, P C

    2003-12-01

    To discover what factors affect lay people's judgments of the acceptability of physician assisted suicide and euthanasia and how these factors interact. Participants rated the acceptability of either physician assisted suicide or euthanasia for 72 patient vignettes with a five factor design--that is, all combinations of patient's age (three levels); curability of illness (two levels); degree of suffering (two levels); patient's mental status (two levels), and extent of patient's requests for the procedure (three levels). Convenience sample of 66 young adults, 62 middle aged adults, and 66 older adults living in western France. In accordance with the functional theory of cognition of N H Anderson, main effects, and interactions among patient factors and participants' characteristics were investigated by means of both graphs and ANOVA. Patient requests were the most potent determinant of acceptability. Euthanasia was generally less acceptable than physician assisted suicide, but this difference disappeared when requests were repetitive. As their own age increased, participants placed more weight on patient age as a criterion of acceptability. People's judgments concur with legislation to require a repetition of patients' requests for a life ending act. Younger people, who frequently are decision makers for elderly relatives, place less emphasis on patient's age itself than do older people.

  7. Sex differences in adults' relative visual interest in female and male faces, toys, and play styles.

    Science.gov (United States)

    Alexander, Gerianne M; Charles, Nora

    2009-06-01

    An individual's reproductive potential appears to influence response to attractive faces of the opposite sex. Otherwise, relatively little is known about the characteristics of the adult observer that may influence his or her affective evaluation of male and female faces. An untested hypothesis (based on the proposed role of attractive faces in mate selection) is that most women would show greater interest in male faces whereas most men would show greater interest in female faces. Further, evidence from individuals with preferences for same-sex sexual partners suggests that response to attractive male and female faces may be influenced by gender-linked play preferences. To test these hypotheses, visual attention directed to sex-linked stimuli (faces, toys, play styles) was measured in 39 men and 44 women using eye tracking technology. Consistent with our predictions, men directed greater visual attention to all male-typical stimuli and visual attention to male and female faces was associated with visual attention to gender conforming or nonconforming stimuli in a manner consistent with previous research on sexual orientation. In contrast, women showed a visual preference for female-typical toys, but no visual preference for male faces or female-typical play styles. These findings indicate that sex differences in visual processing extend beyond stimuli associated with adult sexual behavior. We speculate that sex differences in visual processing are a component of the expression of gender phenotypes across the lifespan that may reflect sex differences in the motivational properties of gender-linked stimuli.

  8. Depression screening among older adults attending low-vision rehabilitation and eye-care services: Characteristics of those who screen positive and client acceptability of screening.

    Science.gov (United States)

    Holloway, Edith E; Sturrock, Bonnie A; Lamoureux, Ecosse L; Keeffe, Jill E; Rees, Gwyneth

    2015-12-01

    To investigate characteristics associated with screening positive for depressive symptoms among older adults accessing low-vision rehabilitation and eye-care services and to determine client acceptability of depression screening using the Patient Health Questionnaire-2 (PHQ-2) in these settings. One-hundred and twenty-four older adults (mean = 77.02 years, SD = 9.12) attending low-vision rehabilitation and eye-care services across Australia were screened for depression and invited to complete a telephone-administered questionnaire to determine characteristics associated with depressive symptoms and client acceptability of screening in these settings. Thirty-seven per cent (n = 46/124) of participants screened positive for depressive symptoms, and the majority considered the new depression screening method to be a 'good idea' in vision services (85%). Severe vision loss (<6/60 in the better eye) was associated with an increased odds of screening positive for depressive symptoms (odds ratio 2.37; 95% confidence interval 1.08-6.70) even after adjusting for potential confounders. Participants who screened positive had a preference for 'talking' therapy or a combination of medication and 'talking therapy' delivered within their own home (73%) or via telephone (67%). The PHQ-2 appears to be an acceptable method for depression screening in eye-care settings among older adults. Targeted interventions that incorporate home-based or telephone delivered therapy sessions may improve outcomes for depression in this group. © 2014 ACOTA.

  9. The acceptability and intake of lipid-based pastes as a food ...

    African Journals Online (AJOL)

    2013-06-26

    Jun 26, 2013 ... children between 12 and 60 months of age, 39 older children and. 291 adults, was ... sensory acceptability, intake, nutritional side-effects and attitude towards future intake ... reflecting a very positive perception. Only 5% of the ... accepted by more than 80% of the adults and younger children. However, only ...

  10. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers.

    Science.gov (United States)

    Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-12-01

    AIMS: To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. DESIGN: Nationally representative survey. SETTING: Online. PARTICIPANTS: Large sample (n=3,380) of adult video gamers in the US. MEASUREMENTS: Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. FINDINGS: Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. CONCLUSIONS: Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play.

  11. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers

    Science.gov (United States)

    Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-01-01

    Aims To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. Design Nationally representative survey. Setting Online. Participants Large sample (n=3,380) of adult video gamers in the US. Measurements Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. Findings Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. Conclusions Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of “addictive” video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play. PMID:23284310

  12. Diagnostic accuracy and acceptability of rapid HIV oral testing among adults attending an urban public health facility in Kampala, Uganda.

    Directory of Open Access Journals (Sweden)

    Joanita Nangendo

    Full Text Available The prevalence of HIV in Uganda is 7.3%, and yet nearly 40% of people living with HIV are unaware of their status. The current HIV testing policy which is strictly blood-based poses several challenges including: a need for high level laboratory skills, stringent waste disposal needs, and painful sample collection. It is envisaged that introduction of a rapid, painless HIV oral fluid test as a potential alternative is likely to increase the number of people testing. The aim of this study was to determine the diagnostic accuracy and acceptability of rapid HIV oral testing among adults attending Kisenyi Health Centre IV in Kampala.We conducted a cross-sectional study among 440 adults recruited consecutively at Kisenyi Health Centre IV from January to March 2016. The diagnostic accuracy of the HIV oral test was assessed by comparing to the national HIV serial testing algorithm. We also assessed for acceptability among patients and health care workers (HCWs by triangulating responses from a structured questionnaire, three focus group discussions and seven key informant interviews. Acceptability was defined as willingness to take the test at the time of the study and intention for future use of the test if it was availed. The prevalence of HIV infection among study participants was 14.8%. The HIV oral fluid test was highly accurate with sensitivity of 100% (95% CI; 94.5-100.0, specificity of 100% (95% CI; 99.0-100.0, positive predictive value (PPV of 100% (95% CI; 94.5-100.0 and negative predictive value (NPV of 100% (95% CI; 99.0-100.0. Acceptability of HIV oral testing was also high at 87.0% (95% CI; 83.6-89.9. Participants preferred HIV oral testing because it was: pain free (91%, n = 399 and did not require blood draw (82%, n = 360.The HIV oral fluid test has high diagnostic accuracy and acceptability. HIV oral testing is a suitable addition to the national HIV testing strategies with the potential of increasing access to HIV testing services in

  13. 'You're repulsive': Limits to acceptable drunken comportment for young adults.

    Science.gov (United States)

    MacLean, Sarah; Pennay, Amy; Room, Robin

    2018-03-01

    Researchers have described a 'culture of intoxication' among young people. Yet drunkenness remains a socially risky practice with potential to evoke emotions of irritation and even disgust. We consider intoxicated practices that young adults in Melbourne, Australia, described as distasteful, to identify contemporary cultural forces that constrain intoxication and limit how it is enacted. Interviews were conducted with 60 participants in Melbourne, Australia, each with recent drinking experience. Participants were asked to provide accounts of moments when they regarded their own or others' drunken comportment as unsociable or unpleasant. Transcripts were analysed to identify recurrent themes. Despite amusement when recounting drunken antics, almost everyone in the study identified some discomfort at their own or other's drunkenness. We describe four interacting domains where lines delineating acceptable comportment appear be drawn. The first concerns intoxicated practices. Unpleasant drunken comportment often entailed a sense that the drunk person had disturbed others through an overflow of the self - extruding intimacy, sexuality, violence or bodily fluids. The second domain was gendering, with women vulnerable to being regarded as sexually inappropriate, and men as threatening. Third, the settings where intoxicated behaviour occurred influenced whether intoxicated people risked censure. Finally, the relationships between the drunk person and others, including their respective social positions and drinking patterns, shaped how they were perceived. The capacity of alcohol to render people more open to the world is both sought and reviled. It is important to recognise that there remain limits on acceptable drunken comportment, although these are complex and contingent. These limits are enforced via people's affective responses to drunkenness. This is form of alcohol harm reduction that occurs outside of public health intervention. Thus, cultures that constrain

  14. A Smartphone App to Promote an Active Lifestyle in Lower-Educated Working Young Adults: Development, Usability, Acceptability, and Feasibility Study.

    Science.gov (United States)

    Simons, Dorien; De Bourdeaudhuij, Ilse; Clarys, Peter; De Cocker, Katrien; Vandelanotte, Corneel; Deforche, Benedicte

    2018-02-20

    Physical activity (PA) levels are problematic in lower-educated working young adults (18-26 years). To promote PA, smartphone apps have great potential, but there is no evidence for their effectiveness in this population. To increase the likelihood that a newly developed app will be effective, formative research and user testing are required. The aim of this study was to describe the development, usability, acceptability, and feasibility of a new theory- and evidence-based smartphone app to promote an active lifestyle in lower-educated working young adults. The new app was developed by applying 4 steps. First, determinants important to promote an active lifestyle in this population were selected. Second, evidence-based behavior change techniques were selected to convert the determinants into practical applications. Third, a new smartphone app was developed. Fourth, volunteers (n=11, both lower and higher educated) tested the app on usability, and lower-educated working young adults (n=16) tested its acceptability and feasibility via (think aloud) interviews, a questionnaire, and Google Analytics. The app was accordingly adapted for the final version. A new Android app, Active Coach, was developed that focused on knowledge, attitude, social support, and self-efficacy (based on outcomes from step 1), and that applied self-regulation techniques (based on outcomes from step 2). The app consists of a 9-week program with personal goals, practical tips, and scientific facts to encourage an active lifestyle. To ensure all-day and automatic self-monitoring of the activity behavior, the Active Coach app works in combination with a wearable activity tracker, the Fitbit Charge. Issues detected by the usability test (eg, text errors, wrong messages) were all fixed. The acceptability and feasibility test showed that participants found the app clear, understandable, and motivating, although some aspects needed to be more personal. By applying a stepwise, user-centered approach

  15. Why do Dolphins Play?

    Directory of Open Access Journals (Sweden)

    Stan A. Kuczaj

    2014-05-01

    Full Text Available Play is an important aspect of dolphin life, perhaps even an essential one. Play provides opportunities for dolphin calves to practice and perfect locomotor skills, including those involved in foraging and mating strategies and behaviors. Play also allows dolphin calves to learn important social skills and acquire information about the characteristics and predispositions of members of their social group, particularly their peers. In addition to helping dolphin calves learn how to behave, play also provides valuable opportunities for them to learn how to think. The ability to create and control play contexts enables dolphins to create novel experiences for themselves and their playmates under relatively safe conditions. The behavioral variability and individual creativity that characterize dolphin play yield ample opportunities for individual cognitive development as well as social learning, and sometimes result in innovations that are reproduced by other members of the group. Although adults sometimes produce innovative play, calves are the primary source of such innovations. Calves are also more likely to imitate novel play behaviors than are adults, and so calves contribute significantly to both the creation and transmission of novel play behaviors within a group. Not unexpectedly, then, the complexity of dolphin play increases with the involvement of peers. As a result, the opportunity to observe and/or interact with other dolphin calves enhances the effects of play on the acquisition and maintenance of flexible problem solving skills, the emergence and strengthening of social and communicative competencies, and the establishment of social relationships. It seems that play may have evolved to help young dolphins learn to adapt to novel situations in both their physical and social worlds, the beneficial result being a set of abilities that increases the likelihood that an individual survives and reproduces.

  16. Toward a Neuroscientific Understanding of Play: A Dimensional Coding Framework for Analyzing Infant–Adult Play Patterns

    Directory of Open Access Journals (Sweden)

    Dave Neale

    2018-03-01

    Full Text Available Play during early life is a ubiquitous activity, and an individual’s propensity for play is positively related to cognitive development and emotional well-being. Play behavior (which may be solitary or shared with a social partner is diverse and multi-faceted. A challenge for current research is to converge on a common definition and measurement system for play – whether examined at a behavioral, cognitive or neurological level. Combining these different approaches in a multimodal analysis could yield significant advances in understanding the neurocognitive mechanisms of play, and provide the basis for developing biologically grounded play models. However, there is currently no integrated framework for conducting a multimodal analysis of play that spans brain, cognition and behavior. The proposed coding framework uses grounded and observable behaviors along three dimensions (sensorimotor, cognitive and socio-emotional, to compute inferences about playful behavior in a social context, and related social interactional states. Here, we illustrate the sensitivity and utility of the proposed coding framework using two contrasting dyadic corpora (N = 5 of mother-infant object-oriented interactions during experimental conditions that were either non-conducive (Condition 1 or conducive (Condition 2 to the emergence of playful behavior. We find that the framework accurately identifies the modal form of social interaction as being either non-playful (Condition 1 or playful (Condition 2, and further provides useful insights about differences in the quality of social interaction and temporal synchronicity within the dyad. It is intended that this fine-grained coding of play behavior will be easily assimilated with, and inform, future analysis of neural data that is also collected during adult–infant play. In conclusion, here, we present a novel framework for analyzing the continuous time-evolution of adult–infant play patterns, underpinned by

  17. Children with Autism Approach More Imitative and Playful Adults

    Science.gov (United States)

    Nadel, Jacqueline; Martini, Mary; Field, Tiffany; Escalona, Angelica; Lundy, Brenda

    2008-01-01

    Children with autism were selected to be in high-approach and low-approach groups based on a median split of their proximity-seeking behavior with adults (looking at, approaching and touching adults) during videotaped interactions. The same videotapes of those two sets of interactions were then coded and analyzed for the adult partners' behaviors.…

  18. Manual Development and Pilot Testing of a Mindfulness- and Acceptance-Based Intervention for Increasing Cardiorespiratory Fitness in Sedentary Adults

    OpenAIRE

    Martin, Emily Cecile

    2012-01-01

    The aim of this research project was to conduct a manual development study and an open clinical trial in order to demonstrate the feasibility and efficacy of a mindfulness and acceptance based intervention for increasing cardiorespiratory fitness (CRF) in sedentary adults through adherence to a fitness walking program. Development of the treatment manual followed a 3-phase process (literature review and initial draft preparation, expert review, draft revision) based on expert systems analysis...

  19. Use of cigarettes and alcohol by preschoolers while role-playing as adults: "Honey, have some smokes".

    Science.gov (United States)

    Dalton, Madeline A; Bernhardt, Amy M; Gibson, Jennifer J; Sargent, James D; Beach, Michael L; Adachi-Mejia, Anna M; Titus-Ernstoff, Linda T; Heatherton, Todd F

    2005-09-01

    To examine preschoolers' attitudes, expectations, and perceptions of tobacco and alcohol use. Structured observational study. Children used props and dolls to act out a social evening for adults. As part of the role play, each child selected items from a miniature grocery store stocked with 73 different products, including beer, wine, and cigarettes, for an evening with friends. A behavioral laboratory at the Department of Psychological and Brain Sciences, Dartmouth College. One hundred twenty children, 2 to 6 years old, participated individually in the role-playing. Whether or not a child purchased cigarettes or alcohol at the store. Children purchased a mean of 17 of the 73 products in the store. Thirty-four children (28.3%) bought cigarettes and 74 (61.7%) bought alcohol. Children were more likely to buy cigarettes if their parents smoked (adjusted odds ratio [OR], 3.90; 95% confidence interval [CI], 1.20-12.63). Children were more likely to buy beer or wine if their parents drank alcohol at least monthly (adjusted OR, 3.04; 95% CI, 1.02-9.10) or if they viewed PG-13- or R-rated movies (adjusted OR, 5.10; 95% CI, 1.14-22.90). Children's play behavior suggests that they are highly attentive to the use and enjoyment of alcohol and tobacco and have well-established expectations about how cigarettes and alcohol fit into social settings. The data suggest that observation of adult behavior, especially parental behavior, may influence preschool children to view smoking and drinking as appropriate or normative in social situations. These perceptions may relate to behaviors adopted later in life.

  20. Perceived harm, addictiveness, and social acceptability of tobacco products and marijuana among young adults: marijuana, hookah, and electronic cigarettes win.

    Science.gov (United States)

    Berg, Carla J; Stratton, Erin; Schauer, Gillian L; Lewis, Michael; Wang, Yanwen; Windle, Michael; Kegler, Michelle

    2015-01-01

    There has been an increase in non-daily smoking, alternative tobacco product and marijuana use among young adults in recent years. This study examined perceptions of health risks, addictiveness, and social acceptability of cigarettes, cigar products, smokeless tobacco, hookah, electronic cigarettes, and marijuana among young adults and correlates of such perceptions. In Spring 2013, 10,000 students at two universities in the Southeastern United States were recruited to complete an online survey (2,002 respondents), assessing personal, parental, and peer use of each product; and perceptions of health risks, addictiveness, and social acceptability of each of these products. Marijuana was the most commonly used product in the past month (19.2%), with hookah being the second most commonly used (16.4%). The least commonly used were smokeless tobacco products (2.6%) and electronic cigarettes (4.5%). There were high rates of concurrent product use, particularly among electronic cigarette users. The most positively perceived was marijuana, with hookah and electronic cigarettes being second. While tobacco use and related social factors, related positively, influenced perceptions of marijuana, marijuana use and related social factors were not associated with perceptions of any tobacco product. Conclusions/Importance: Marketing efforts to promote electronic cigarettes and hookah to be safe and socially acceptable seem to be effective, while policy changes seem to be altering perceptions of marijuana and related social norms. Research is needed to document the health risks and addictive nature of emerging tobacco products and marijuana and evaluate efforts to communicate such risks to youth.

  1. Are Internet use and video-game-playing addictive behaviors? Biological, clinical and public health implications for youths and adults

    Science.gov (United States)

    Yau, Yvonne H. C.; Crowley, Michael J.; Mayes, Linda C.; Potenza, Marc N.

    2013-01-01

    Internet use and video-game playing are experiencing rapid growth among both youth and adult populations. Research suggests that a minority of users experience symptoms traditionally associated with substance-related addictions. Mental health professionals, policy makers and the general public continue to debate the issue of Internet addiction (IA) and problematic video-game playing (PVG). This review identifies existing studies into the clinical and biological characteristics of these disorders that may help guide decisions as to whether or not IA and PVG should be grouped together with substance use disorders (SUDs). PMID:24288435

  2. Acceptability of the Fetzer/NIA Multidimensional Measure of Religiousness and Spirituality in a sample of community-dwelling Black adults.

    Science.gov (United States)

    Mokel, Melissa J; Shellman, Juliette M

    2014-01-01

    To examine the acceptability of the National Institute on Aging/Fetzer Multidimensional Measure of Religiousness and Spirituality in a sample of Black, community-dwelling, older adults using focus group inquiry (N =15). Focus group methodology was used for data collection and analysis. Three focus groups (N = 15) were conducted in two different urban settings in the northeastern part of the United States. Key findings were that (a) self-rating on religiousness was uncomfortable for many participants, (b) selfless was a word many participants confused with selfish, and (c) spirituality was an important concept. Overall, the Measure was found to be culturally acceptable and required little modification. Religious health beliefs such as "rebuking" or "not claiming" medical diagnoses are important considerations to bear in mind in seeking to understand the impact of religiousness on health in this population.

  3. Play and Power

    DEFF Research Database (Denmark)

    The power of play, so central to psychoanalytic theory and practice, is conjoined to the social psychological or socio-politically coloured concept of power, giving rise to many fruitful discussions of how these concepts manifest themselves in clinical work with children, groups and adults...

  4. Safety, effectiveness and acceptability of the PrePex device for adult male circumcision in Kenya.

    Directory of Open Access Journals (Sweden)

    Paul J Feldblum

    Full Text Available To assess the safety, effectiveness and acceptability of the PrePex device for adult medical male circumcision (MMC in routine service delivery in Kenya.We enrolled 427 men ages 18-49 at one fixed and two outreach clinics. Procedures were performed by trained clinical officers and nurses. The first 50 enrollees were scheduled for six follow-up visits, and remaining men were followed at Days 7 and 42. We recorded adverse events (AEs and time to complete healing, and interviewed men about acceptability and pain.Placement and removal procedures each averaged between 3 and 4 minutes. Self-reported pain was minimal during placement but was fleetingly intense during removal. The rate of moderate/severe AEs was 5.9% overall (95% confidence interval [CI] 3.8%-8.5%, all of which resolved without sequelae. AEs included 5 device displacements, 2 spontaneous foreskin detachments, and 9 cases of insufficient foreskin removal. Surgical completion of MMC was required for 9 men (2.1%. Among the closely monitored first 50 participants, the probability of complete healing by Day 42 was 0.44 (95% CI 0.30-0.58, and 0.90 by Day 56. A large majority of men was favorable about their MMC procedure and would recommend PrePex to friends and family.The PrePex device was effective for MMC in Kenya, and well-accepted. The AE rate was higher than reported for surgical procedures there, or in previous PrePex studies. Healing time is longer than following surgical circumcision. Provider experience and clearer counseling on post-placement and post-removal care should lead to lower AE rates.ClinicalTrials.gov NCT01711411.

  5. Play Therapy: Voice of a Silent Scream

    Science.gov (United States)

    Rakesh, Annuradha; H, Uma; Srinath, Shoba

    2010-01-01

    Play Therapy is based upon the fact that play is the child's natural medium of self-expression. It is an opportunity that is given to the child to "play out" his/her feelings and problems just as, in certain types of adult therapy, an individual "talks out" his difficulties. Children use play to express feelings and thoughts.…

  6. Study on Influencing Factor Analysis and Application of Consumer Mobile Commerce Acceptance

    Science.gov (United States)

    Li, Gaoguang; Lv, Tingjie

    Mobile commerce (MC) refers to e-commerce activities carried out using a mobile device such as a phone or PDA. With new technology, MC will be rapidly growing in the near future. At the present time, what factors making consumer accept MC and what MC applications are acceptable by consumers are two of hot issues both for MC providers and f or MC researchers. This study presents a proposed MC acceptance model that integrates perceived playfulness, perceived risk and cost into the TAM to study which factors affect consumer MC acceptance. The proposed model includes five variables, namely perceived risk, cost, perceived usefulness, perceived playfulness, perceived ease of use, perceived playfulness. Then, using analytic hierarchy process (AHP) to calculate weight of criteria involved in proposed model. Finally, the study utilizes fuzzy comprehensive evaluation method to evaluate MC applications accepted possibility, and then a MC application is empirically tested using data collected from a survey of MC consumers.

  7. Exploring the feasibility and acceptability of a recovery-focused group therapy intervention for adults with bipolar disorder: trial protocol.

    Science.gov (United States)

    Beck, Alison K; Baker, Amanda; Jones, Steven; Lobban, Fiona; Kay-Lambkin, Frances; Attia, John; Banfield, Michelle

    2018-01-31

    Improving accessible, acceptable recovery-oriented service provision for people with bipolar disorder (BD) is an important priority. Mindfulness and acceptance-based cognitive and behavioural therapies (or 'third -wave' CBT) may prove fruitful due to the considerable overlap between these approaches and key features of personal recovery. Groups also confer therapeutic benefits consistent with personal recovery and may improve recovery-oriented service provision by adding another modality for accessing support. The primary objective of this trial is to explore the feasibility and acceptability of a new recovery-focused group therapy (RfGT) intervention for adults with BD. This is the first published feasibility assessment of a time-limited RfGTrecovery-focused group therapy intervention for BD. This protocol describes an open feasibility study, utilising a pre-treatment design versus post- treatment design and nested qualitative evaluation. Participants will be recruited from the Central Coast region of New South Wales, Australia, from primary care providers, specialist mental health services, non-government organisations and via self-referral. The primary outcomes are feasibility and acceptability as indexed by recruitment, retention, intervention adherence, adverse events (if any) and detailed consumer feedback. Clinical outcomes and process measures will be assessed to inform future research. Primary outcome data will utiliseuse descriptive statistics (eg, summarizingsummarising recruitment, demographics, attendance, attrition and intervention adherence). Secondary outcomes will be assessed using repeated-measures analysis of covariance across all time points (including change, effect size and variability). Ethical approval has been granted by the Northern Sydney Local Health District HREChuman research ethics committee (HREC) (HREC/16/HAWKE/69) and The University of Newcastle HREC (H-2016-0107). The Ffindings will be used to improve the intervention per user

  8. Does Playing Pay? The Fitness-Effect of Free Play during Childhood

    Directory of Open Access Journals (Sweden)

    Werner Greve

    2014-04-01

    Full Text Available Evolutionary developmental psychology claims that the sequences and processes of human development, in fact the mere fact of ontogeny itself, have to be viewed as evolutionary products. However, although the functional benefits of childish behavior (child playing for cognitive and emotional development have been shown repeatedly, claiming evolutionary adaptiveness of playing in childhood suggests that childish play supports evolutionary success in mature stages of development. This hypothesis is tested in a study with N = 134 adults (93 females; age range 20–66 years. Participants were asked to recollect their play experiences during childhood in detail, and to report their current developmental status with respect to several aspects of social success. Results show that the opportunity for and the promotion of free play in childhood significantly predict some indicators of social success. Additional analyses strive to explore mediating processes for this relationship. In particular, the mediating role of individual adaptivity (flexibility of goal adjustment is investigated. Results suggest that freely playing in childhood promotes developmental resources, in particular individual adaptivity in adulthood, which, in turn, promote developmental success.

  9. Does playing pay? The fitness-effect of free play during childhood.

    Science.gov (United States)

    Greve, Werner; Thomsen, Tamara; Dehio, Cornelia

    2014-04-29

    Evolutionary developmental psychology claims that the sequences and processes of human development, in fact the mere fact of ontogeny itself, have to be viewed as evolutionary products. However, although the functional benefits of childish behavior (child playing) for cognitive and emotional development have been shown repeatedly, claiming evolutionary adaptiveness of playing in childhood suggests that childish play supports evolutionary success in mature stages of development. This hypothesis is tested in a study with N=134 adults (93 females; age range 20-66 years). Participants were asked to recollect their play experiences during childhood in detail, and to report their current developmental status with respect to several aspects of social success. Results show that the opportunity for and the promotion of free play in childhood significantly predict some indicators of social success. Additional analyses strive to explore mediating processes for this relationship. In particular, the mediating role of individual adaptivity (flexibility of goal adjustment) is investigated. Results suggest that freely playing in childhood promotes developmental resources, in particular individual adaptivity in adulthood, which, in turn, promote developmental success.

  10. Guiding Future Early Childhood Educators to Reclaim Their Own Play as a Foundation for Becoming Effective Advocates for Children's Play

    Science.gov (United States)

    Nicholson, Julie; Shimpi, Priya Mariana

    2015-01-01

    Two case studies describe how two women, enrolled in an undergraduate course on play, were guided to examine play across their lifespan, critique the barriers that led to a decline in their play from childhood to young adulthood, and engage in cycles of documentation, dialogue, and analysis of their adult play experiences in order to discover…

  11. Good versus poor therapeutic alliances with non-accepting parents of same-sex oriented adolescents and young adults: a qualitative study.

    Science.gov (United States)

    Shpigel, Maya S; Diamond, Gary M

    2014-01-01

    Therapeutic themes and processes associated with five good versus five poor parent-therapist alliances among a sample of non-accepting parents of sexual minority youth/young adults participating in family therapy were examined. The Consensual Qualitative Research approach was used to analyse of therapy notes and follow-up interviewsfrom good and poor alliances. In good alliances, parents adopted relationship building as a goal, considered essentialist causal attributions of same-sex orientation, acknowledged positive aspects of their child, and perceived the therapist as empathic and accepting. Parents with poor alliances rejected relationship building as a goal, rebuffed essentialist causal attributions, dismissed the possibility of their own coming out, nullified positive aspects of their child, sought to change their child's sexual orientation, blamed therapists for validating their child's same-sex orientation, and pressured therapists for information about their child. Clinical implications are discussed.

  12. Leveling the Playing Field? Communication Technology as a Predictor of Future Attainments for Deaf Young Adults

    Directory of Open Access Journals (Sweden)

    Carrie Lou Garberoglio

    2015-11-01

    Full Text Available Communication technologies are often proposed to level the playing field for individuals with disabilities, but the benefits may be magnified for deaf individuals in particular due to the communication barriers experienced by these individuals. In this paper, we set out to test the assumption that increased engagement with communication technology, specifically computer-mediated communication, during adolescence would contribute to actual attainment gains in adult life for deaf individuals in three domains: life, education, and employment. A secondary analysis using the National Longitudinal Transition Study 2 (NLTS2 was conducted, allowing for a longitudinal examination of deaf individuals' experiences in the transition from adolescence to adulthood. Findings revealed that deaf individuals who engaged with computer-mediated communication at higher frequencies during adolescence did not reveal discernible gains in adult life attainments in any domain. We propose that the benefits of communication technology only go so far, and that achieving greater equitable outcomes for deaf individuals requires larger systemic change.

  13. Disruptive Effects of Colorful versus Non-Colorful Play Area on Structured Play – a Pilot Study with Preschoolers

    Directory of Open Access Journals (Sweden)

    Keren Stern-Ellran

    2016-10-01

    Full Text Available To contribute to young children's development, sensory enrichment is often provided via colorful play areas. However, little is known about the effects of colorful environments on children while they engage in age-appropriate tasks and games. Studies in adults suggest that aspects of color can distract attention and impair performance, and children are known to have less developed attentional and executive abilities than adults. Preliminary studies conducted in children aged 5-8 suggest that the colorfulness of both distal (e.g., wall decorations and proximal (e.g., the surface of the desktop environments can have a disruptive effect on children's performance. The present research seeks to extend the previous studies to an even younger age group and focus on proximal colorfulness. With a sample of 15 pre-schoolers (3-4 years old we examined whether a colorful play surface compared to a non-colorful (white play surface would affect engagement in developmentally appropriate structured play. Our pilot findings suggest that a colorful play surface interfered with preschoolers' structured play, inducing more behaviors indicating disruption in task execution compared with a non-colorful play surface. The implications of the current study for practice and further research are discussed.

  14. A New Adaptive Home-based Exercise Technology among Older Adults Living in Nursing Home: A Pilot Study on Feasibility, Acceptability and Physical Performance.

    Science.gov (United States)

    Valiani, V; Lauzé, M; Martel, D; Pahor, M; Manini, T M; Anton, S; Aubertin-Leheudre, M

    2017-01-01

    To explore the feasibility and acceptability of a new home-based exercise technology among older adults and to evaluate its efficacy on physical performance measures. Longitudinal clinical trial. Oak Hammock at the University of Florida, a nursing home located in Gainesville, Florida. Twelve pre-disabled older adults (≥75 years) living in a nursing home with a Short Physical Performance Battery (SPPB) score between 6 and 9 and no diagnosis of dementia. Thirty minutes of light intensity exercise (aerobic, strength and balance) two times per week for four weeks using a home-based physical activity technology called Jintronix. Feasibility and acceptability were assessed through a 9-item self-administered questionnaire and by exploring the percentage of quality of movements and time performing exercise which was calculated automatically by Jintronix technology. Physical performance measures were assessed through the SPPB score at baseline, after 4 weeks of intervention and after 3 months from the completion of the intervention. Twelve older adults (80.5±4.2 years old) performed light intensity exercise with Jintronix for a total of 51.9±7.9 minutes per week. Participants reached 87% score of quality of movements in strength and balance exercises, a global appreciation score of 91.7% and a global difficulty score of 36%. Compared to baseline, there was a significant improvement in SPPB score at the end of the intervention and at 3 months following the completion of the exercise program (0.67±0.98 and 1.08±0.99 respectively, p-value older adults without dementia living in nursing home and is beneficial in improving their physical performance.

  15. Treatment of Chronic Pain for Adults 65 and Over: Analyses of Outcomes and Changes in Psychological Flexibility Following Interdisciplinary Acceptance and Commitment Therapy (ACT).

    Science.gov (United States)

    Scott, Whitney; Daly, Aisling; Yu, Lin; McCracken, Lance M

    2017-02-01

    The purpose of this study was to examine the effectiveness of acceptance and commitment therapy (ACT) for older adults with chronic pain. Secondarily, we examined the associations between changes on processes of psychological flexibility and treatment outcome variables. Participants were 60 adults with chronic pain age 65 and older selected from a larger consecutive sample of 928 adults of any age. All participants had longstanding pain that was associated with significant distress and disability. Participants completed measures of pain, functioning, and depression, and processes of psychological flexibility at baseline, immediately post-treatment, and at a 9-month follow-up. Treatment consisted of a 2- or 4-week residential program based on principles of ACT delivered by an interdisciplinary team. Treatment was designed to increase daily functioning by enhancing key processes of psychological flexibility, including openness, awareness, and committed action. Participants showed significant improvements in functioning and mental health at posttreatment. Participants also showed significant increases in pain acceptance and committed action from pre- to post-treatment. Small effect sizes were observed for most treatment outcome and process variables in the pre-treatment to follow-up intervals; however, these improvements were not statistically significant. In secondary analyses, changes in facets of psychological flexibility were significantly associated with improvements in social functioning and mental health. This study supports the potential effectiveness of ACT for chronic pain among older adults. Future research is needed to determine how to maximize the impact of this treatment, particularly through greater impact on psychological flexibility.

  16. Influence of maternal acceptance on selfesteem as expressed by ...

    African Journals Online (AJOL)

    Early intimacy between the mother and the child makes the mother the most significant person in the life of the child. Thus, maternal acceptance plays an inestimable role in the process of child's personality development. This study therefore investigated the influence of maternal acceptance on self-esteem as expressed by ...

  17. Physiologic correlates to background noise acceptance

    Science.gov (United States)

    Tampas, Joanna; Harkrider, Ashley; Nabelek, Anna

    2004-05-01

    Acceptance of background noise can be evaluated by having listeners indicate the highest background noise level (BNL) they are willing to accept while following the words of a story presented at their most comfortable listening level (MCL). The difference between the selected MCL and BNL is termed the acceptable noise level (ANL). One of the consistent findings in previous studies of ANL is large intersubject variability in acceptance of background noise. This variability is not related to age, gender, hearing sensitivity, personality, type of background noise, or speech perception in noise performance. The purpose of the current experiment was to determine if individual differences in physiological activity measured from the peripheral and central auditory systems of young female adults with normal hearing can account for the variability observed in ANL. Correlations between ANL and various physiological responses, including spontaneous, click-evoked, and distortion-product otoacoustic emissions, auditory brainstem and middle latency evoked potentials, and electroencephalography will be presented. Results may increase understanding of the regions of the auditory system that contribute to individual noise acceptance.

  18. The feasibility and acceptability of questionnaires and accelerometry for measuring physical activity and sedentary behaviour in adults with mental illness.

    Science.gov (United States)

    Chapman, Justin J; Fraser, Sarah J; Brown, Wendy J; Burton, Nicola W

    2015-01-01

    Adults with mental illness may have difficulties with data collection methods such as questionnaires and accelerometry. To assess the utility of questionnaires and accelerometry for assessing physical activity (PA) and sedentary behaviour (SB) in non-institutionalised adults with mental illness. Participants were recruited from outpatient clinics and community organisations. Participants completed PA and SB questionnaires, wore accelerometers for 7 d, and rated the ease/difficulty of completing study components. Recruitment numbers, adherence, and ease/difficulty ratings were examined. Ease/difficulty ratings were compared between study components, and between participants by distress level. One hundred forty-two participants completed the questionnaires; they found it easier to report PA than reclining time (p = 0.017), and reclining time than sitting time (p questionnaires (p questionnaires. Questionnaires were feasible for assessing PA, but less acceptable for people experiencing high distress.

  19. Differentiated influences of benefit and risk perceptions on nuclear power acceptance according to acceptance levels. Evidence from Korea

    International Nuclear Information System (INIS)

    Roh, Seungkook; Lee Jinwon

    2017-01-01

    The perceived benefit and risk of nuclear power generation have received considerable attention as determinants of the public's nuclear power acceptance. However, the contingency of the relative importance of these benefit and risk has been less explored. Using Korea as an example, this study explores the possibility that the relative importance of perceived benefit and risk on nuclear power acceptance depends on acceptance levels. Our results from latent class analysis and multinomial probit show that, in determining whether an individual shows a moderate level of nuclear power acceptance rather than a low level, perceived risk plays a dominant role compared to perceived benefit; however, regarding whether he/she shows a high level of nuclear power acceptance rather than a moderate level, this relative importance is reversed. These results carry practical implications for risk governance of nuclear power, particularly with regard to communication with the public. (author)

  20. Feasibility and acceptability of a beverage intervention for Hispanic adults: a protocol for a pilot randomized controlled trial.

    Science.gov (United States)

    Morrill, Kristin E; Aceves, Benjamin; Valdez, Luis A; Thomson, Cynthia A; Hakim, Iman A; Bell, Melanie L; Martinez, Jessica A; Garcia, David O

    2018-02-09

    In the U.S., Hispanics have among the highest rates of overweight and obesity when compared to other racial/ethnic groups placing them at a greater risk for obesity-related disease. Identifying intervention strategies to reduce caloric intake and/or improve cardiometabolic health in Hispanics is critical to reducing morbidity and mortality among this large and growing population. Evidence exists to support diet-specific behavioral interventions, including beverage modifications, in reducing obesity-related health risks. However, the acceptability and feasibility of a beverage intervention in obese Hispanic adults has not been robustly evaluated. The objective of this pilot study is to assess the feasibility and acceptability of a randomized, controlled beverage intervention in 50 obese Hispanic adults ages 18-64 over 8-weeks. Eligible participants were obese (30-50.0 kg/m 2 ), between the ages 18-64, self-identified as Hispanic, and were able to speak, read, and write in either English and/or Spanish. Study recruitment was completed August 2017. Upon the completion of baseline assessments, participants will be randomized to either Mediterranean lemonade, Green Tea, or flavored water control. After completing a 2-week washout period, participants will be asked to consume 32 oz. per day of study beverage for 6-weeks while avoiding all other sources of tea, lemonade, citrus, juice, and other sweetened beverages; water is permissible. Primary outcomes will be recruitment, retention, and acceptability of the intervention strategies. Our study will also evaluate participant-reported tolerance and as an exploratory aim, assess safety/toxicity-related to renal and/or liver function. Fasting blood samples will be collected at baseline and 8-weeks to assess the primary efficacy outcomes: total cholesterol, high-density lipoprotein (HDL), and low-density lipoprotein (LDL). Secondary outcomes include fasting glucose, hemoglobin A1c (HbA1c), and high-sensitivity C

  1. Peer role-play and standardised patients in communication training: a comparative study on the student perspective on acceptability, realism, and perceived effect

    Directory of Open Access Journals (Sweden)

    Schultz Jobst H

    2010-03-01

    Full Text Available Abstract Background To assess the student perspective on acceptability, realism, and perceived effect of communication training with peer role play (RP and standardised patients (SP. Methods 69 prefinal year students from a large German medical faculty were randomly assigned to one of two groups receiving communication training with RP (N = 34 or SP (N = 35 in the course of their paediatric rotation. In both groups, training addressed major medical and communication problems encountered in the exploration and counselling of parents of sick children. Acceptability and realism of the training as well as perceived effects and applicability for future parent-physician encounters were assessed using six-point Likert scales. Results Both forms of training were highly accepted (RP 5.32 ± .41, SP 5.51 ± .44, n.s.; 6 = very good, 1 = very poor and perceived to be highly realistic (RP 5.60 ± .38, SP 5.53 ± .36, n.s.; 6 = highly realistic, 1 = unrealistic. Regarding perceived effects, participation was seen to be significantly more worthwhile in the SP group (RP 5.17 ± .37, SP 5.50 ± .43; p Conclusions RP and SP represent comparably valuable tools for the training of specific communication skills from the student perspective. Both provide highly realistic training scenarios and warrant inclusion in medical curricula. Given the expense of SP, deciding which method to employ should be carefully weighed up. From the perspective of the students in our study, SP were seen as a more useful and more applicable tool than RP. We discuss the potential of RP to foster a greater empathic appreciation of the patient perspective.

  2. Case studies and role play: learning strategies in nursing.

    Science.gov (United States)

    Cogo, Ana Luísa Petersen; Pai, Daiane Dal; Aliti, Graziella Badin; Hoefel, Heloísa Karnas; Azzolin, Karina de Oliveira; Busin, Lurdes; Unicovsky, Margarita Ana Rubin; Kruse, Maria Henriqueta Luce

    2016-01-01

    to report professors' experience in a public university of Southern region of Brazil using case studies and role play as learning strategies for nursing care of hospitalized adults. learning experience report from the Nursing Care of Adults I class of nursing undergraduate course. the development of case studies and role play considered health care needs from epidemiological profile of chronic noncommunicable diseases morbidity and mortality, nursing as an assisting method, and social aspects of hospitalized individuals. Role play planning was made by creating a stage in laboratory of practices and dialogues comprising students and professors interaction. case studies and role play encouraged students to active search for learning and brought theory closer to real health care situations.

  3. Cognitive-behavioral play therapy.

    Science.gov (United States)

    Knell, S M

    1998-03-01

    Discusses cognitive-behavioral play therapy (CBPT), a developmentally sensitive treatment for young children that relies on flexibility, decreased expectation for verbalizations by the child, and increased reliance on experiential approaches. The development of CBPT for preschool-age children provides a relatively unique adaptation of cognitive therapy as it was originally developed for adults. CBPT typically contains a modeling component through which adaptive coping skills are demonstrated. Through the use of play, cognitive change is communicated indirectly, and more adaptive behaviors can be introduced to the child. Modeling is tailored for use with many specific cognitive and behavioral interventions. Generalization and response prevention are important features of CBPT. With minor modifications, many of the principles of cognitive therapy, as delineated for use with adults, are applicable to young children. Case examples are presented to highlight the application of CBPT. Although CBPT has a sound therapeutic base and utilizes proven techniques, more rigorous empirical scrutiny is needed.

  4. Can Malaysian Young Adults Report Dietary Intake Using a Food Diary Mobile Application? A Pilot Study on Acceptability and Compliance

    Directory of Open Access Journals (Sweden)

    Yoke San Chen

    2017-01-01

    Full Text Available Mobile applications may improve dietary reporting among young adults due to their high accessibility and embedded camera function. This pilot study aimed to (i evaluate users’ acceptability and compliance in reporting dietary intake using a newly developed food diary mobile application (food app; and (ii identify issues and recommendations for improving dietary assessment using this food app via quantitative and qualitative protocols. Twenty-eight university students each used a food app for seven consecutive days and attended one of five focus group interviews. A 42% decrement in reporting compliance was observed throughout the seven-day recording period. An average of 5.9 recording days were reported and 4.8 occasions of meal data were uploaded each day. Based on questionnaires, high levels of agreement were reported in terms of perceived usefulness (69.3%, perceived ease of use (77.1%, attitude (73.6%, perceived enjoyment (62.6%, and smartphone experience (91.1%, but such agreement was not reported for intention to use (38.1% and social influence (33.4%. Four major themes emerged from the focus group interviews, namely, (i features; (ii potential use; (iii utility issues of the food app; and (iv suggestions for improvements. While the food app was well-accepted by most of the young adults, the current prototype would benefit from incorporation of a barcode scanning function, customizable reminders, in-app tutorial, an entertainment component, and enhancement in overall appearance.

  5. Can Malaysian Young Adults Report Dietary Intake Using a Food Diary Mobile Application? A Pilot Study on Acceptability and Compliance.

    Science.gov (United States)

    Chen, Yoke San; Wong, Jyh Eiin; Ayob, Ainaa Fatehah; Othman, Nor Effendy; Poh, Bee Koon

    2017-01-13

    Mobile applications may improve dietary reporting among young adults due to their high accessibility and embedded camera function. This pilot study aimed to (i) evaluate users' acceptability and compliance in reporting dietary intake using a newly developed food diary mobile application (food app); and (ii) identify issues and recommendations for improving dietary assessment using this food app via quantitative and qualitative protocols. Twenty-eight university students each used a food app for seven consecutive days and attended one of five focus group interviews. A 42% decrement in reporting compliance was observed throughout the seven-day recording period. An average of 5.9 recording days were reported and 4.8 occasions of meal data were uploaded each day. Based on questionnaires, high levels of agreement were reported in terms of perceived usefulness (69.3%), perceived ease of use (77.1%), attitude (73.6%), perceived enjoyment (62.6%), and smartphone experience (91.1%), but such agreement was not reported for intention to use (38.1%) and social influence (33.4%). Four major themes emerged from the focus group interviews, namely, (i) features; (ii) potential use; (iii) utility issues of the food app; and (iv) suggestions for improvements. While the food app was well-accepted by most of the young adults, the current prototype would benefit from incorporation of a barcode scanning function, customizable reminders, in-app tutorial, an entertainment component, and enhancement in overall appearance.

  6. Acceptance of Conditional Suicide and Euthanasia among Adult Americans.

    Science.gov (United States)

    Johnson, David; And Others

    1980-01-01

    Analysis indicates that religious intensity, sex, age, and education are important associational variables regarding attitudes toward suicide and euthanasia. Males are more accepting than females. Females are influenced by family life conditions. Males are influenced by health status. (JMF)

  7. Assessing acceptance of assistive social agent technology by older adults: the Almere model

    NARCIS (Netherlands)

    Heerink, M.; Kröse, B.; Evers, V.; Wielinga, B.

    2010-01-01

    This paper proposes a model of technology acceptance that is specifically developed to test the acceptance of assistive social agents by elderly users. The research in this paper develops and tests an adaptation and theoretical extension of the Unified Theory of Acceptance and Use of Technology

  8. "Testing is Healthy" TimePlay campaign: Evaluation of sexual health promotion gamification intervention targeting young adults.

    Science.gov (United States)

    Zhang, Qinya; Huhn, Kim J; Tan, Andy; Douglas, Rachel E; Li, Helen Guiyun; Murti, Michelle; Lee, Victoria

    2017-04-20

    The objectives of the study were to 1) describe the implementation of the "Testing is Healthy" campaign in four locations in British Columbia (BC) and 2) report process evaluation indicators for the campaign. Young adults ages 20-29 years, the age group with the highest reported rates of chlamydia and gonorrhea in BC. Movie theatres located in Langley, Burnaby, Coquitlam and Surrey, which are communities served by the Fraser Health Authority (FHA) in BC. The FHA launched the campaign in 2014 and 2015 to bring down the prevalence of sexually transmitted infections (STIs) and HIV in the region. The campaign used the Cineplex TimePlay platform to engage moviegoers in answering STI/HIV-related questions, and to connect them to a clinic finder on the BC Centre for Disease Control Sex Smart Resource (SSR) website. TimePlay includes elements of gaming, is technology-based, and has been a successful advertisement platform for consumer products and services. However, this is the first time it has been used for sexual health promotion. The campaign was evaluated for 1) reach, based on theatre attendance and TimePlay participation, and 2) the effectiveness of connecting people to sexual health information using SSR web analytics. In total, the campaign received 548 410 views and 77 149 plays. SSR web analytics showed a significant increase in unique page views of the Clinic Finder page between the first and the second campaign. The campaign reached a large population at a low cost and was correlated with spikes in the unique page views for the Clinic Finder page.

  9. METs in adults while playing active video games: a metabolic chamber study.

    Science.gov (United States)

    Miyachi, Motohiko; Yamamoto, Kenta; Ohkawara, Kazunori; Tanaka, Shigeho

    2010-06-01

    Active video game systems controlled through arm gestures and motions (Nintendo Wii Sports) and video games controlled through force plate (Wii Fit Plus) are becoming increasingly popular. This study was performed to determine the energy expenditure (EE) during Wii Fit Plus and Wii Sports game activities. Twelve adult men and women performed all the activities of Wii Sports (five activities: golf, bowling, tennis, baseball, and boxing) and Wii Fit Plus (63 activities classified as yoga, resistance, balance, and aerobic exercises). Each activity was continued for at least 8 min to obtain a steady-state EE. Because EE was assessed in an open-circuit indirect metabolic chamber consisting of an airtight room (20,000 or 15,000 L), subjects were freed of apparatus to collect expired gas while playing the games. MET value was calculated from resting EE and steady-state EE during activity. The mean MET values of all 68 activities were distributed over a wide range from 1.3 METs (Lotus Focus) to 5.6 METs (single-arm stand). The mean MET values in yoga, balance, resistance, and aerobic exercise of Wii Fit Plus and Wii Sports were 2.1, 2.0, 3.2, 3.4, and 3.0 METs, respectively. Forty-six activities (67%) were classified as light intensity (6.0 METs). Time spent playing one-third of the activities supplied by motion- and gesture-controlled video games can count toward the daily amount of exercise required according to the guidelines provided by the American College of Sports Medicine and the American Heart Association, which focus on 30 min of moderate-intensity daily physical activity 5 d x wk(-1).

  10. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games

    OpenAIRE

    Kuss, DJ; Louws, J; Wiers, RW

    2012-01-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORP...

  11. Associations between relational sexual behaviour, pornography use, and pornography acceptance among US college students.

    Science.gov (United States)

    Willoughby, Brian J; Carroll, Jason S; Nelson, Larry J; Padilla-Walker, Laura M

    2014-01-01

    Pornography use among emerging adults in the USA has increased in recent decades, as has the acceptance of such consumption. While previous research has linked pornography use to both positive and negative outcomes in emerging adult populations, few studies have investigated how attitudes toward pornography may alter these associations, or how examining pornography use together with other sexual behaviours may offer unique insights into the outcomes associated with pornography use. Using a sample of 792 emerging adults, the present study explored how the combined examination of pornography use, acceptance, and sexual behaviour within a relationship might offer insight into emerging adults' development. Results suggested clear gender differences in both pornography use and acceptance patterns. High male pornography use tended to be associated with high engagement in sex within a relationship and was associated with elevated risk-taking behaviours. High female pornography use was not associated with engagement in sexual behaviours within a relationship and was general associated with negative mental health outcomes.

  12. Fair play in energy policy decisions: Procedural fairness, outcome fairness and acceptance of the decision to rebuild nuclear power plants

    International Nuclear Information System (INIS)

    Visschers, Vivianne H.M.; Siegrist, Michael

    2012-01-01

    To raise public acceptance of new energy policies, promoting the fairness of the outcomes and of the decision-making procedure has been suggested. Very few studies have examined the role of fairness in public acceptance of rebuilding nuclear power plants. Therefore, using a large mail survey, we investigated the public’s acceptance of the decision to rebuild nuclear power plants in Switzerland by 2020. The study examined the influence of procedural fairness and outcome fairness on the acceptance of this decision, as well as other factors such as risk perception and benefit perception. Additionally, we investigated the moderating influence of general attitudes towards nuclear power on the relation between fairness and decision acceptance. Results indicated that outcome fairness strongly increased decision acceptance, along with general attitudes towards nuclear power and perceived economic benefits. Procedural fairness had only a small impact on decision acceptance. The influence of fairness on decision acceptance did not seem to depend on general nuclear attitudes. Our findings imply that, in the case of rebuilding nuclear power plants, perceived benefits and outcome fairness are important determinants of acceptance of the decision, while procedural fairness only has a limited impact. - Highlights: ► We investigated the role of fairness in the acceptance of a nuclear policy decision. ► Outcome fairness strongly influenced decision acceptance regarding nuclear power plants. ► The role of procedural fairness was relatively small in this respect. ► Also, nuclear attitudes and perceived economic benefits affected decision acceptance. ► Outcome fairness seems more relevant for decision acceptance than procedural fairness.

  13. Vietnamese American Experiences of English Language Learning: Ethnic Acceptance and Prejudice

    Directory of Open Access Journals (Sweden)

    Jeffrey LaBelle

    2007-01-01

    Full Text Available This article investigates the effects of ethnic acceptance and prejudice on English language learning among immigrant nonnative speakers. During 2004 and 2005, the author conducted participatory dialogues among six Vietnamese and Mexican adult immigrant English language learners. The researcher sought to answer five questions: (1 What are some nonnative English speakers’ experience regarding the way native speakers treat them? (2 How have nonnative English speakers’ experiences of ethnic acceptance or ethnic prejudice affected their learning of English? (3 What do nonnative English speakers think they need in order to lower their anxiety as they learn a new language? (4 What can native English speakers do to lower nonnative speakers’ anxiety? (5 What can nonnative English speakers do to lower their anxiety with native English speakers? Even though many of the adult immigrant participants experienced ethnic prejudice, they developed strategies to overcome anxiety, frustration, and fear. The dialogues generated themes of acceptance, prejudice, power, motivation, belonging, and perseverance, all factors essential to consider when developing English language learning programs for adult immigrants.

  14. Age-Related Changes in Bimanual Instrument Playing with Rhythmic Cueing

    Directory of Open Access Journals (Sweden)

    Soo Ji Kim

    2017-09-01

    Full Text Available Deficits in bimanual coordination of older adults have been demonstrated to significantly limit their functioning in daily life. As a bimanual sensorimotor task, instrument playing has great potential for motor and cognitive training in advanced age. While the process of matching a person’s repetitive movements to auditory rhythmic cueing during instrument playing was documented to involve motor and attentional control, investigation into whether the level of cognitive functioning influences the ability to rhythmically coordinate movement to an external beat in older populations is relatively limited. Therefore, the current study aimed to examine how timing accuracy during bimanual instrument playing with rhythmic cueing differed depending on the degree of participants’ cognitive aging. Twenty one young adults, 20 healthy older adults, and 17 older adults with mild dementia participated in this study. Each participant tapped an electronic drum in time to the rhythmic cueing provided using both hands simultaneously and in alternation. During bimanual instrument playing with rhythmic cueing, mean and variability of synchronization errors were measured and compared across the groups and the tempo of cueing during each type of tapping task. Correlations of such timing parameters with cognitive measures were also analyzed. The results showed that the group factor resulted in significant differences in the synchronization errors-related parameters. During bimanual tapping tasks, cognitive decline resulted in differences in synchronization errors between younger adults and older adults with mild dimentia. Also, in terms of variability of synchronization errors, younger adults showed significant differences in maintaining timing performance from older adults with and without mild dementia, which may be attributed to decreased processing time for bimanual coordination due to aging. Significant correlations were observed between variability of

  15. Factors influencing acceptance of technology for aging in place: a systematic review.

    NARCIS (Netherlands)

    Peek, S.T.M.; Wouters, E.J.M.; Hoof, J. van; Luijkx, K.G.; Boeije, H.R.; Vrijhoef, H.J.M.

    2014-01-01

    Purpose: To provide an overview of factors influencing the acceptance of electronic technologies that support aging in place by community-dwelling older adults. Since technology acceptance factors fluctuate over time, a distinction was made between factors in the pre-implementation stage and factors

  16. Factors influencing acceptance of technology for aging in place : A systematic review

    NARCIS (Netherlands)

    Peek, S.T.M.; Wouters, E.J.M.; van Hoof, J.; Luijkx, K.G.; Boeije, H.R.; Vrijhoef, H.J.M.

    2014-01-01

    Purpose To provide an overview of factors influencing the acceptance of electronic technologies that support aging in place by community-dwelling older adults. Since technology acceptance factors fluctuate over time, a distinction was made between factors in the pre-implementation stage and factors

  17. Consumer Acceptance of Dry Dog Food Variations

    Directory of Open Access Journals (Sweden)

    Brizio Di Donfrancesco

    2014-06-01

    Full Text Available The objectives of this study were to compare the acceptance of different dry dog food products by consumers, determine consumer clusters for acceptance, and identify the characteristics of dog food that drive consumer acceptance. Eight dry dog food samples available in the US market were evaluated by pet owners. In this study, consumers evaluated overall liking, aroma, and appearance liking of the products. Consumers were also asked to predict their purchase intent, their dog’s liking, and cost of the samples. The results indicated that appearance of the sample, especially the color, influenced pet owner’s overall liking more than the aroma of the product. Overall liking clusters were not related to income, age, gender, or education, indicating that general consumer demographics do not appear to play a main role in individual consumer acceptance of dog food products.

  18. Hungry for an intervention? Adolescents' ratings of acceptability of eating-related intervention strategies

    NARCIS (Netherlands)

    Stok, F.M.; Ridder, de D.T.D.; Vet, de Emely; Nureeva, Liliya; Luszczynska, Aleksandra; Wardle, Jane; Gaspar, Tania; Wit, de J.B.F.

    2016-01-01

    Background: Effective interventions promoting healthier eating behavior among adolescents are urgently needed. One factor that has been shown to impact effectiveness is whether the target population accepts the intervention. While previous research has assessed adults' acceptance of

  19. Applying the Technology Acceptance Model and flow theory to Cyworld user behavior: implication of the Web2.0 user acceptance.

    Science.gov (United States)

    Shin, Dong-Hee; Kim, Won-Yong; Kim, Won-Young

    2008-06-01

    This study explores attitudinal and behavioral patterns when using Cyworld by adopting an expanded Technology Acceptance Model (TAM). A model for Cyworld acceptance is used to examine how various factors modified from the TAM influence acceptance and its antecedents. This model is examined through an empirical study involving Cyworld users using structural equation modeling techniques. The model shows reasonably good measurement properties and the constructs are validated. The results not only confirm the model but also reveal general factors applicable to Web2.0. A set of constructs in the model can be the Web2.0-specific factors, playing as enhancing factor to attitudes and intention.

  20. Delayed Instructional Control of Head Start Children's Free Play.

    Science.gov (United States)

    Pierce, Charles H.; Risley, Todd R.

    The free play of 5 black preschool Head Start children was observed. The variables manipulated in the study were delayed instructions and reinforcement for play with selected toys, and specific versus general instructions; the correspondence between the adult's instructions and reinforcement to the children's play was assessed. The data indicated…

  1. PUBLIC ACCEPTANCE TOWARDS PARTICIPATION OF DISABLED PEOPLE IN PHYSICAL ACTIVITY

    OpenAIRE

    Roha, Abdul Rasid Aida; Fatt, Ong Tah

    2017-01-01

     AbstractDesire to be accepted by other people is one of the basic human needs. Social isolation or rejection is very stressful to person with disabilities. Social acceptance by normal people towards physical activity participation for the disabled plays a vital role in motivating them to be more physically active. A review of literature indicated that there are several factors that influence public acceptance towards participation of people with disabilities in physical activity. The pr...

  2. Hungry for an intervention? : Adolescents' ratings of acceptability of eating-related intervention strategies

    NARCIS (Netherlands)

    Stok, F Marijn; de Ridder, Denise T D; de Vet, Emely; Nureeva, Liliya; Luszczynska, Aleksandra; Wardle, Jane; Gaspar, Tania; de Wit, John B F

    2016-01-01

    BACKGROUND: Effective interventions promoting healthier eating behavior among adolescents are urgently needed. One factor that has been shown to impact effectiveness is whether the target population accepts the intervention. While previous research has assessed adults' acceptance of eating-related

  3. Knowledge and acceptability of pap smears, self-sampling and HPV vaccination among adult women in Kenya.

    Directory of Open Access Journals (Sweden)

    Anne F Rositch

    Full Text Available Our study aimed to assess adult women's knowledge of human papillomavirus (HPV and cervical cancer, and characterize their attitudes towards potential screening and prevention strategies.Women were participants of an HIV-discordant couples cohort in Nairobi, Kenya. An interviewer-administered questionnaire was used to obtain information on sociodemographic status, and sexual and medical history at baseline and on knowledge and attitudes towards Pap smears, self-sampling, and HPV vaccination at study exit.Only 14% of the 409 women (67% HIV-positive; median age 29 years had ever had a Pap smear prior to study enrollment and very few women had ever heard of HPV (18%. Although most women knew that Pap smears detect cervical cancer (69%, very few knew that routine Pap screening is the main way to prevent ICC (18%. Most women reported a high level of cultural acceptability for Pap smear screening and a low level of physical discomfort during Pap smear collection. In addition, over 80% of women reported that they would feel comfortable using a self-sampling device (82% and would prefer at-home sample collection (84%. Nearly all women (94% reported willingness to be vaccinated to prevent cervical cancer if offered at no or low cost.These findings highlight the need to educate women on routine use of Pap smears in the prevention of cervical cancer and demonstrate that vaccination and self-sampling would be acceptable modalities for cervical cancer prevention and screening.

  4. Self-acceptance of stuttering: A preliminary study.

    Science.gov (United States)

    De Nardo, Thales; Gabel, Rodney M; Tetnowski, John A; Swartz, Eric R

    2016-01-01

    This study explored the relationship between self-acceptance of stuttering and (1) psychosocial factors (self-esteem, hostility towards others, emotional support, and perceived discrimination); (2) treatment history (support group participation, therapy duration, and perceived therapy success); and (3) previously reported variables in self-acceptance of stuttering, which include age and stuttering severity. Participants were 80 adults who stutter who were recruited with assistance from the National Stuttering Association and Board Certified Specialists in Fluency Disorders. Participants completed an electronic survey composed of an acceptance of stuttering scale, psychosocial scales, and a participant information questionnaire. Statistical analysis identified significant correlations between participants' reports of self-acceptance of stuttering and self-esteem, perceived discrimination, hostility towards others, and perceived therapy outcome. Self-esteem was positively correlated with self-acceptance, while hostility towards others and perceived discrimination was negatively correlated with self-acceptance. Participants who perceived their therapy outcome to be successful were significantly more likely to report higher levels of self-acceptance. No significant relationships were found between self-acceptance of stuttering and support group participation, emotional support, stuttering severity, and participant age. This exploratory investigation has provided a foundation for future studies on the self-acceptance of stuttering. The findings indicate common psychosocial variables in self-acceptance of stuttering and of other disabilities. The significant relationships between self-acceptance of stuttering and psychosocial and therapeutic variables found need to be further explored to identify its causalities and clinical implications. The reader will be able to (1) discuss the importance of assessing self-acceptance of stuttering, (2) summarize the literature on self-acceptance

  5. Gender Differences in the Perception and Acceptance of Online Games

    Science.gov (United States)

    Wang, Hsiu-Yuan; Wang, Yi-Shun

    2008-01-01

    With the proliferation of online games, understanding users' intention to play online games has become a new issue for academics and practitioners. Prior studies have investigated the factors affecting behavioural intention to play online games. However, little research has been conducted to investigate the gender differences in the acceptance of…

  6. Factors affecting acceptability of an email-based intervention to increase fruit and vegetable consumption.

    Science.gov (United States)

    Kothe, Emily J; Mullan, Barbara A

    2014-09-30

    Fresh Facts is a 30-day email-delivered intervention designed to increase the fruit and vegetable consumption of Australian young adults. This study investigated the extent to which the program was acceptable to members of the target audience and examined the relationships between participant and intervention characteristics, attrition, effectiveness, and acceptability ratings. Young adults were randomised to two levels of message frequency: high-frequency (n = 102), low-frequency (n = 173). Individuals in the high-frequency group received daily emails while individuals in the low-frequency group received an email every 3 days. Individuals in the high-frequency group were more likely to indicate that they received too many emails than individuals in the low-frequency group. No other differences in acceptability were observed. Baseline beliefs about fruit and vegetables were an important predictor of intervention acceptability. In turn, acceptability was associated with a number of indicators of intervention success, including change in fruit and vegetable consumption. The findings highlight the importance of considering the relationship between these intervention and participant factors and acceptability in intervention design and evaluation. Results support the ongoing use of email-based interventions to target fruit and vegetable consumption within young adults. However, the relationships between beliefs about fruit and vegetable consumption and acceptability suggest that this intervention may be differentially effective depending on individual's existing beliefs about fruit and vegetable consumption. As such, there is a pressing need to consider these factors in future research in order to minimize attrition and maximize intervention effectiveness when interventions are implemented outside of a research context.

  7. Consumer Acceptance of Dry Dog Food Variations

    Science.gov (United States)

    Donfrancesco, Brizio Di; Koppel, Kadri; Swaney-Stueve, Marianne; Chambers, Edgar

    2014-01-01

    Simple Summary The objectives of this study were to compare the acceptance of different dry dog food products by consumers, determine consumer clusters for acceptance, and identify the characteristics of dog food that drive consumer acceptance. Pet owners evaluated dry dog food samples available in the US market. The results indicated that appearance of the sample, especially the color, influenced pet owner’s overall liking more than the aroma of the product. Abstract The objectives of this study were to compare the acceptance of different dry dog food products by consumers, determine consumer clusters for acceptance, and identify the characteristics of dog food that drive consumer acceptance. Eight dry dog food samples available in the US market were evaluated by pet owners. In this study, consumers evaluated overall liking, aroma, and appearance liking of the products. Consumers were also asked to predict their purchase intent, their dog’s liking, and cost of the samples. The results indicated that appearance of the sample, especially the color, influenced pet owner’s overall liking more than the aroma of the product. Overall liking clusters were not related to income, age, gender, or education, indicating that general consumer demographics do not appear to play a main role in individual consumer acceptance of dog food products. PMID:26480043

  8. Peer acceptance among Chinese adolescents: the role of emotional empathy, cognitive empathy and gender.

    Science.gov (United States)

    Huang, Heqing; Su, Yanjie

    2014-10-01

    Previous studies have found mixed results on the relationship between empathy and peer acceptance. Emotional and cognitive components of empathy were hypothesised to play different roles in peer acceptance, and the relationship between empathy and peer acceptance differed across genders. In this study, 375 Chinese adolescents completed self-report measures of emotional and cognitive empathy. They also provided peer nominations that allowed for the determination of social preference and social impact scores. The results showed that a boy's cognitive empathy positively correlated with the extent to which he was liked by his male classmates, whereas a girl's cognitive empathy positively correlated with her social impact among her female classmates. This study suggests that empathy does not affect peer acceptance among adolescents uniformly; instead, gender plays a determinative role in the dialectics between social acceptance and empathy. © 2014 International Union of Psychological Science.

  9. Autonomy and Acceptance of Long-Term Care

    Science.gov (United States)

    Hsu, Hui-Chuan; Ting, Yu-Shan; Jiang, Ting-Wen; Chien, Ming-Chih; Chien, Chih-Hsin

    2009-01-01

    This study explored the relationship between four types of autonomy (health autonomy, informational autonomy, living autonomy, and financial autonomy) and the acceptance of five types of long-term care (adult day care, respite care, assisted living, unit care, and group home) for the elderly in Taiwan. Data were collected from 167 middle-aged and…

  10. Factors impacting public acceptance of medical radiation exposure

    International Nuclear Information System (INIS)

    Tsuji, Satsuki; Kanda, Reiko

    2009-01-01

    We undertook a survey to determine the public acceptance of medical radiation exposure throughout Japan, and 1,357 responses (67.9% response rate) were obtained using a two-stage systematic stratified random sampling method. The acceptance of exposure of children was generally similar to that of adults. For each of the attributes, 45-60% of the participants were accepting of exposure for cancer treatment and diagnosis, but only 30% were accepting of exposure for X-ray diagnoses of bone fractures and dental caries. In general, the presence of a child did not markedly affect women's acceptance of exposure. Factor analyses identified 3 factors influencing the acceptance of child exposure: symptomatic diseases to determine treatment, the possibility of high-risk diseases (or major organ diseases), and the association with cancer. Cluster analysis showed 4 clusters: a positive group regarding children's exposure for the diagnosis of bone fractures and dental caries (12.9% of all participants), a positive group for major organ disease and cancer (15.5%), a negative group excluding cancer (55.2%), and a positive group for all cases (16.4%). The cluster distributions revealed that mothers with 10- to 18-year-old firstborn children showed a tendency to accept the medical radiation exposure of their children in all cases. (author)

  11. Using Axline's Eight Principles of Play Therapy with Mexican-American Children

    Science.gov (United States)

    Ramirez, Sylvia Z.; Flores-Torres, Leila L.; Kranz, Peter L.; Lund, Nick L.

    2005-01-01

    There is a paucity of literature on the application of client-centered play therapy to diverse cultures. In this regard, the purpose of the article is to discuss considerations related to using Axline's eight principles of play therapy with Mexican-American children. The principles involve multicultural acceptance and understanding, relationship…

  12. Acceptance-based behavior therapy to promote HIV medication adherence.

    Science.gov (United States)

    Moitra, Ethan; Herbert, James D; Forman, Evan M

    2011-12-01

    A significant number of adults with HIV in the USA do not maintain adherence to highly active antiretroviral therapy (HAART) at adequate levels. Although traditional cognitive behavioral interventions have shown promise in promoting HAART adherence, acceptance-based behavior therapy (ABBT) may be particularly useful in this population. ABBT has the potential to overcome common avoidance-based barriers associated with poor adherence, including denial of various illness-related factors and avoidance of stigmatization. We describe the rationale for promoting psychological and behavioral acceptance in HIV-positive populations; outline an ABBT to promote HAART adherence targeting primary care patients from urban, minority, low socioeconomic backgrounds; and report preliminary qualitative observations of treatment feasibility and acceptability.

  13. Need for multilevel strategies and enhanced acceptance of contraceptive use in order to combat the spread of HIV/AIDS in a Muslim society: a qualitative study of young adults in urban Karachi, Pakistan.

    Science.gov (United States)

    Farid-ul-Hasnain, Syed; Johansson, Eva; Gulzar, Saleema; Krantz, Gunilla

    2013-05-27

    This qualitative study explored knowledge, attitudes, beliefs and perceptions of sexual and reproductive health, focusing specifically on contraceptive use and HIV prevention among young unmarried men and women, 17-21 years, in urban Karachi, Pakistan. The main theme, identified as underlying meaning in the focus group discussions was "Societal norms and perceptions create barriers to knowledge and awareness about sexual and reproductive health matters among young adults". A knowledge gap was revealed concerning HIV/AIDS and contraceptive use among young males and females, who have to rely on media and peers for information seeking. Study participants perceived that HIV/AIDS is incurable and carries a social stigma. It was further revealed, that there is an opposition towards contraceptive use from religious leaders. Young adults in Pakistan are in need of improved knowledge about HIV/AIDS and contraceptive use. Youth clinics and schools/colleges may play a significant role in this regard. The religious leaders need to be informed about the beneficial effects of contraceptives and they should be part of any family planning/contraceptive use program to ensure better community acceptance. At the structural level there is an urgent need for policies targeting the issue of sexual and reproductive health, particularly HIV/AIDS information and contraceptive use to target the young population. The health care services should be able to respond by offering relevant services.

  14. Effectiveness and Efficiency of Peer and Adult Models Used in Video Modeling in Teaching Pretend Play Skills to Children with Autism Spectrum Disorder

    Science.gov (United States)

    Sani-Bozkurt, Sunagul; Ozen, Arzu

    2015-01-01

    This study aimed to examine whether or not there was any difference in the effectiveness and efficiency of the presentation of video modeling interventions using peer and adult models in teaching pretend play skills to children with ASD and to examine the views of parents about the study. Participants were two boys and one girl, aged 5-6 years…

  15. "To Be Quite Honest, If It Wasn't for Videogames I Wouldn't Have a Social Life at All": Motivations of Young Adults With Autism Spectrum Disorder for Playing Videogames as Leisure.

    Science.gov (United States)

    Finke, Erinn H; Hickerson, Benjamin D; Kremkow, Jennifer M D

    2018-05-03

    Leisure activities are underutilized as a context for intervention in the field of speech-language pathology despite the fact that leisure can be an important context for skill development. The current study investigated the perceptions of individuals with autism spectrum disorder (ASD) who play videogames as their primary leisure activity regarding the role of videogames in their lives and their motivations for playing videogames. Qualitative interview methodology was used to investigate the experiences of 10 18-24-year-olds with ASD. Information was collected about the role of videogames in the lives of adolescents and young adults with ASD and the perceived benefits of playing videogames. Results indicated the participants perceived playing videogames to have a positive impact on their lives and their development. The motivations for playing videogames described are similar to those reported by typically developing populations. Videogaming is a popular leisure pursuit for adolescents and young adults with and without ASD. Speech-language pathologists should consider how videogame play may be a useful context for teaching new communication, social, and language.

  16. Character Play – The use of game characters in multi- player Role Playing Games across platforms

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, M.; Brolund, T.

    2008-01-01

    histories of game characters. This article presents results from a comprehensive empirical study of the way complex game characters are utilized by players in multiplayer role-playing games across two different media platforms. The results indicate that adult players are capable of comprehending...... and utilizing game characters with well-defined personalities and backgrounds, as well as rules-based components. Furthermore, that the game format plays a significant role in the pattern of usage of the character elements. This pattern appears directly linked with variations in the way that the different game...

  17. The Act of Cultural Mediation in Children’s Play

    OpenAIRE

    Milda Brėdikytė

    2012-01-01

    Classic (non-classic) cultural-historical theory has relatively few theoretical studies on children’s play and several basic assumptions are not applied to child play. One of these assumptions is cultural mediation and especially the mechanism of mediation: the relation between ideal and real forms of action. In this article a case of adult-child joint play carried out in the frame of a long-term intervention study is reported. The case study of joint tower building play demonstrates what are...

  18. Effects of gamma radiation on the Mediterranean flour moth eggs and acceptability of irradiated eggs by trichogramma cacoeciae females

    International Nuclear Information System (INIS)

    Mansour, M.

    2008-12-01

    The sensitivity of the Mediterranean flour moth, Ephestia kuehniella, eggs in different stages of development to gamma irradiation was studied and the acceptability of irradiated eggs by Trichogramma cacoeciae females was examined. In addition, the developmental rate of immature stages (larvae and pupae), resulting from irradiated eggs, to the adult stage was examined and the acceptance of irradiated eggs to T. cacoeciae females was evaluated. Results showed that the radio-sensitivity of E. kuehniella eggs decreased with increasing age. Irradiation also negatively affected survival to the adult stage and the rate of development of immature stages (larvae and pupae) to adults. In addition, the rate of development of immature stages resulting from irradiated eggs was negatively affected. Furthermore, irradiation positively affected the degree of acceptance of eggs to parasitization; irradiated eggs were more acceptable to T. cacoeciae than cold treated ones. (Author)

  19. The cardiovascular and metabolic responses to Wii Fit video game playing in middle-aged and older adults.

    Science.gov (United States)

    Guderian, B; Borreson, L A; Sletten, L E; Cable, K; Stecker, T P; Probst, M A; Dalleck, L C

    2010-12-01

    The purpose of this study was (a) to assess the cardiovascular and metabolic responses to Wii Fit video games and (b) to determine if Wii Fit video games meet the American College of Sports Medicine guidelines for improving and maintaining cardiorespiratory fitness. Twenty men and women (mean±SD age, height, and weight: = 58.1±8.8 years, 172.1±10.5 cm, 87.1±22.8 kg, respectively) completed a 20-min Wii Fit testing session consisting of six separate aerobic and balance games. Cardiovascular and metabolic data were collected via a portable calorimetric measurement system. Mean relative exercise intensity was 43.4±16.7% of heart rate reserve. Absolute exercise intensity in metabolic equivalents (METS) was 3.5±0.96. Total net energy expenditure for the Wii Fit video game playing session was 116.2±40.9 kcal/session. Results indicate that playing Wii Fit video games is a feasible alternative to more traditional aerobic exercise modalities for middle-aged and older adults that fulfills the American College of Sports Medicine guidelines for improving and maintaining cardiorespiratory fitness.

  20. When accepting a gift can be professional misconduct and theft.

    Science.gov (United States)

    Griffith, Richard

    2016-07-01

    Gifts are often given as tokens of gratitude by grateful patients to district nurses. However, there are circumstances where the Nursing and Midwifery Council (NMC), as the professional regulator, and the courts, have held that accepting gifts, large or small, from vulnerable adults is dishonest and amounts to professional misconduct and even theft. Richard Griffith discusses the circumstances where a district nurse who accepts a gift can face a fitness-to-practise investigation and an allegation of theft.

  1. A randomized controlled trial of two simple mind-body programs, Kirtan Kriya meditation and music listening, for adults with subjective cognitive decline: Feasibility and acceptability.

    Science.gov (United States)

    Innes, Kim E; Selfe, Terry Kit; Khalsa, Dharma Singh; Kandati, Sahiti

    2016-06-01

    In this randomized controlled trial (RCT), we assessed the feasibility and acceptability of two simple home-based relaxation programs in adults experiencing subjective cognitive decline, a strong predictor of Alzheimer's disease. Sixty participants were randomized to a beginner Kirtan Kriya meditation (KK) program or a music listening (ML) program. Participants were asked to practice 12min daily for the first 12 weeks, then as often as they liked for the following 3 months. Participants underwent assessments at baseline, 12 weeks, and 6 months to evaluate changes in key outcomes. Feasibility and acceptability were evaluated by measuring recruitment and retention rates, assessment visit attendance, practice adherence, and treatment expectancy; exit questionnaires completed at 12 weeks and 6 months provided additional data regarding participant experience with the study, perceived barriers to and facilitators of practice, reasons for drop-out, and views regarding the assigned intervention. Fifty-three participants (88%) completed the 6 month study. Adherence in both groups was excellent, with participants completing 93% (91% KK, 94% ML) of sessions on average in the first 12 weeks, and 71% (68% KK, 74% ML) during the 3 month, practice-optional, follow-up period. At week 12, over 80% of participants indicated they were likely to continue practicing following study completion. Responses to both structured and open-ended exit questionnaire items also suggested high satisfaction with both programs. Findings of this RCT of a beginner meditation practice and a simple ML program suggest that both programs were well accepted and the practices are feasible in adults with early memory loss. Copyright © 2016 Elsevier Ltd. All rights reserved.

  2. Use of Active-Play Video Games to Enhance Aerobic Fitness in Schizophrenia: Feasibility, Safety, and Adherence.

    Science.gov (United States)

    Kimhy, David; Khan, Samira; Ayanrouh, Lindsey; Chang, Rachel W; Hansen, Marie C; Lister, Amanda; Ballon, Jacob S; Vakhrusheva, Julia; Armstrong, Hilary F; Bartels, Matthew N; Sloan, Richard P

    2016-02-01

    Active-play video games have been used to enhance aerobic fitness in various clinical populations, but their use among individuals with schizophrenia has been limited. Feasibility, acceptability, safety, and adherence data were obtained for use of aerobic exercise (AE) equipment by 16 individuals with schizophrenia during a 12-week AE program consisting of three one-hour exercise sessions per week. Equipment included exercise video games for Xbox 360 with Kinect motion sensing devices and traditional exercise equipment. Most participants (81%) completed the training, attending an average of 79% of sessions. The proportion of time spent playing Xbox (39%) exceeded time spent on any other type of equipment. When using Xbox, participants played 2.24±1.59 games per session and reported high acceptability and enjoyment ratings, with no adverse events. Measures of feasibility, acceptability, adherence, and safety support the integration of active-play video games into AE training for people with schizophrenia.

  3. Low acceptability of A/H1N1 pandemic vaccination in French adult population: did public health policy fuel public dissonance?

    Directory of Open Access Journals (Sweden)

    Michaël Schwarzinger

    Full Text Available BACKGROUND: In July 2009, French public health authorities embarked in a mass vaccination campaign against A/H1N1 2009 pandemic-influenza. We explored the attitudes and behaviors of the general population toward pandemic vaccination. METHODOLOGY/PRINCIPAL FINDINGS: We conducted a cross-sectional online survey among 2,253 French representative adults aged 18 to 64 from November 17 to 25, 2009 (completion rate: 93.8%. The main outcome was the acceptability of A/H1N1 vaccination as defined by previous receipt or intention to get vaccinated ("Yes, certainly", "Yes, probably". Overall 17.0% (CI 95%, 15.5% to 18.7% of respondents accepted A/H1N1 vaccination. Independent factors associated with acceptability included: male sex (p = .0001; older age (p = .002; highest or lowest level of education (p = .016; non-clerical occupation (p = .011; having only one child (p = .008; and having received seasonal flu vaccination in prior 3 years (p<.0001. Acceptability was also significantly higher among pregnant women (37.9% and other at risk groups with chronic diseases (34.8% (p = .002. Only 35.5% of respondents perceived A/H1N1 influenza illness as a severe disease and 12.7% had experienced A/H1N1 cases in their close relationships with higher acceptability (p<.0001 and p = .006, respectively. In comparison to 26.0% respondents who did not consult their primary care physician, acceptability was significantly higher among 8.0% respondents who were formally advised to get vaccinated, and lower among 63.7% respondents who were not advised to get vaccinated (respectively: 15.8%, 59.5% and 11.7%- p<.0001. Among respondents who refused vaccination, 71.2% expressed concerns about vaccine safety. CONCLUSIONS/SIGNIFICANCE: Our survey occurred one week before the peak of the pandemic in France. We found that alarming public health messages aiming at increasing the perception of risk severity were counteracted by daily personal experience which did not confirm the threat

  4. Acceptance of a food of animal origin obtained through genetic modification and cloning in South America: a comparative study among university students and working adults

    OpenAIRE

    SCHNETTLER, Berta; VELÁSQUEZ, Carlos; MIRANDA, Horacio; LOBOS, Germán; ORELLANA, Ligia; SEPÚLVEDA, José; MIRANDA, Edgardo; ADASME-BERRÍOS, Cristian; GRUNERT, Klaus

    2015-01-01

    AbstractWith the aim of comparing the acceptance of milk obtained from cloned, genetically modified (GM) and conventionally bred cows among working adults and university students, and identifying and characterizing typologies among both subsamples in terms of their preferences, a survey was applied to 400 people in southern Chile, distributed using a simple allocation among the subsamples. Using a conjoint analysis, it was found that consumers preferred milk from a conventional cow. Using a c...

  5. Acceptability of financial incentives and penalties for encouraging uptake of healthy behaviours: focus groups.

    Science.gov (United States)

    Giles, Emma L; Sniehotta, Falko F; McColl, Elaine; Adams, Jean

    2015-01-31

    There is evidence that financial incentive interventions, which include both financial rewards and also penalties, are effective in encouraging healthy behaviours. However, concerns about the acceptability of such interventions remain. We report on focus groups with a cross-section of adults from North East England exploring their acceptance of financial incentive interventions for encouraging healthy behaviours amongst adults. Such information should help guide the design and development of acceptable, and effective, financial incentive interventions. Eight focus groups with a total of 74 adults were conducted between November 2013 and January 2014 in Newcastle upon Tyne, UK. Focus groups lasted approximately 60 minutes and explored factors that made financial incentives acceptable and unacceptable to participants, together with discussions on preferred formats for financial incentives. Verbatim transcripts were thematically coded and analysed in Nvivo 10. Participants largely distrusted health promoting financial incentives, with a concern that individuals may abuse such schemes. There was, however, evidence that health promoting financial incentives may be more acceptable if they are fair to all recipients and members of the public; if they are closely monitored and evaluated; if they are shown to be effective and cost-effective; and if clear health education is provided alongside health promoting financial incentives. There was also a preference for positive rewards rather than negative penalties, and for shopping vouchers rather than cash incentives. This qualitative empirical research has highlighted clear suggestions on how to design health promoting financial incentives to maximise acceptability to the general public. It will also be important to determine the acceptability of health promoting financial incentives in a range of stakeholders, and in particular, those who fund such schemes, and policy-makers who are likely to be involved with the design

  6. Aesthetic acceptance equals to nature's compensation plus surgical correction.

    Science.gov (United States)

    Vadgaonkar, Vaishali; Gangurde, Parag; Karandikar, Anita; Mahajan, Nikhil

    2013-07-25

    Orthognathic surgery has become an acceptable treatment plan for patients with various maxillofacial deformities. The rehabilitation of severe class III adult patients requires a complex interdisciplinary orthodontic and orthognathic approach. This presentation aims to show a case of combination of camouflage and bilateral sagittal split osteotomy (BSSO).Camouflage in maxillary arch was accepted after analysing visual treatment objective (VTO) and pleasing soft tissue compensation which gave us the clue to go ahead for surgical correction of excess mandibular length to achieve best aesthetic outcome while maintaining nature's compensation in upper arch.

  7. Rejection in Bargaining Situations: An Event-Related Potential Study in Adolescents and Adults.

    Directory of Open Access Journals (Sweden)

    Kiki Zanolie

    Full Text Available The neural correlates of rejection in bargaining situations when proposing a fair or unfair offer are not yet well understood. We measured neural responses to rejection and acceptance of monetary offers with event-related potentials (ERPs in mid-adolescents (14-17 years and early adults (19-24 years. Participants played multiple rounds of the Ultimatum Game as proposers, dividing coins between themselves and a second player (responder by making a choice between an unfair distribution (7 coins for proposer and 3 for responder; 7/3 and one of two alternatives: a fair distribution (5/5 or a hyperfair distribution (3/7. Participants mostly made fair offers (5/5 when the alternative was unfair (7/3, but made mostly unfair offers (7/3 when the alternative was hyperfair (3/7. When participants' fair offers (5/5; alternative was 7/3 were rejected this was associated with a larger Medial Frontal Negativity (MFN compared to acceptance of fair offers and rejection of unfair offers (7/3; alternative was 3/7. Also, the MFN was smaller after acceptance of unfair offers (7/3 compared to rejection. These neural responses did not differ between adults and mid-adolescents, suggesting that the MFN reacts as a neural alarm system to social prediction errors which is already prevalent during adolescence.

  8. Playing in "Trelis Weyr": Investigating Collaborative Practices in a "Dragons of Pern" Role-Play-Game Forum

    Science.gov (United States)

    Alley, Kathleen M.

    2013-01-01

    This descriptive case study examined adolescents' and emerging adults' literate and social practices within the context of a role-play-game (RPG) forum, investigating the ways participants read and collaboratively composed within this space. As a researcher, I was interested in how this space functioned and how the interactions between…

  9. Speech and language therapists' views about AAC system acceptance by people with acquired communication disorders.

    Science.gov (United States)

    Pampoulou, Eliada

    2018-04-18

    Some adults with acquired communication disorders are faced with an inability to communicate coherently through verbal speech with their communication partners. Despite the fact that a variety of augmentative and alternative communication (AAC) aided systems is available to assist them in communicating, not all adults accept them. In Cyprus, there is scant research focusing on the factors that are linked to AAC system acceptance and abandonment. To address this gap, this research involves exploring the experiences of six speech and language therapists supporting adults with acquired communication disorders, who could benefit from the use of AAC systems. The main research question is: What are the factors that influence AAC system acceptance or abandonment? The method used for data collection, was semi-structured interviews and the transcripts were analyzed thematically. The findings show that a number of factors influence the acceptance of AAC systems. These include the time since onset and acceptance of disability, the person's attitude towards communication facilitators, and the perceptions about AAC systems. These findings indicate that the process of accepting an AAC system is multi-layered and these layers are interrelated. More research is warranted focusing directly on the experiences of people with acquired communication disorders and their communication partners. Implications for Rehabilitation The different myths about AAC systems need to be challenged such that awareness about their usefulness is raised. AAC specialists need to find ways to spread the message that AAC systems can actually support language, speech and communication through different dissemination avenues, such as articles in newspapers and talks through the media.

  10. Playful persuasion to support older adults’ social and physical activities

    NARCIS (Netherlands)

    Romero Herrera, N.A.; Sturm, Janienke; Bekker, M.M.; Valk, de L.C.T.; Kruitwagen, S.

    2010-01-01

    In this paper we describe a case study in which we examine how to develop playful persuasive solutions to motivate older adults to maintain or increase their social and physical activities. By including various stakeholders (older adults, family, and care givers) and by designing for transitions in

  11. The Acceptance of Background Noise in Adult Cochlear Implant Users

    Science.gov (United States)

    Plyler, Patrick N.; Bahng, Junghwa; von Hapsburg, Deborah

    2008-01-01

    Purpose: The purpose of this study was to determine (a) if acceptable noise levels (ANLs) are different in cochlear implant (CI) users than in listeners with normal hearing, (b) if ANLs are related to sentence reception thresholds in noise in CI users, and (c) if ANLs and subjective outcome measures are related in CI users. Method: ANLs and the…

  12. Infants' visual sustained attention is higher during joint play than solo play: is this due to increased endogenous attention control or exogenous stimulus capture?

    Science.gov (United States)

    Wass, Sam V; Clackson, Kaili; Georgieva, Stanimira D; Brightman, Laura; Nutbrown, Rebecca; Leong, Victoria

    2018-04-06

    Previous research has suggested that when a social partner, such as a parent, pays attention to an object, this increases the attention that infants pay to that object during spontaneous, naturalistic play. There are two contrasting reasons why this might be: first, social context may influence increases in infants' endogenous (voluntary) attention control; second, social settings may offer increased opportunities for exogenous attentional capture. To differentiate these possibilities, we compared 12-month-old infants' naturalistic attention patterns in two settings: Solo Play and Joint Play with a social partner (the parent). Consistent with previous research, we found that infants' look durations toward play objects were longer during Joint Play, and that moments of inattentiveness were fewer, and shorter. Follow-up analyses, conducted to differentiate the two above-proposed hypotheses, were more consistent with the latter hypothesis. We found that infants' rate of change of attentiveness was faster during Joint Play than Solo Play, suggesting that internal attention factors, such as attentional inertia, may influence looking behaviour less during Joint Play. We also found that adults' attention forwards-predicted infants' subsequent attention more than vice versa, suggesting that adults' behaviour may drive infants' behaviour. Finally, we found that mutual gaze did not directly facilitate infant attentiveness. Overall, our results suggest that infants spend more time attending to objects during Joint Play than Solo Play, but that these differences are more likely attributable to increased exogenous attentional scaffolding from the parent during social play, rather than to increased endogenous attention control from the infant. © 2018 John Wiley & Sons Ltd.

  13. Wild chimpanzees can perform social grooming and social play behaviors simultaneously.

    Science.gov (United States)

    Shimada, Masaki

    2013-10-01

    Reliable evidence was obtained of the simultaneous performance of social grooming and social play behaviors by individuals among wild chimpanzees of the M group in Mahale Mountains National Park. I observed three cases of this performance: in an old female, a young female, and an adult male. While the agent was grooming the back of an adult bimanually, an infant or a juvenile approached the agent. The agent then started playing with the infant/juvenile using only the right hand, while simultaneously grooming the back of the adult with the left hand. In one case, an old female continued the simultaneous performance for about 1 min. Such performances probably occur at low frequency because they are not often required. The similarity in the neurobiological bases and the functions of social grooming and social play behaviors, both of which include repetitive contact with the body of another individual, may facilitate their simultaneous performance.

  14. Investigating m-Health Acceptance from a Protection Motivation Theory Perspective: Gender and Age Differences.

    Science.gov (United States)

    Guo, Xitong; Han, Xiaocui; Zhang, Xiaofei; Dang, Yuanyuan; Chen, Chun

    2015-08-01

    Mobile health (m-health) services are becoming increasingly important and widely accepted. However, empirical studies on potential users' m-health acceptance behavior remain underexplored. Indeed, m-health adoption is not only a technology acceptance behavior, but also a health-related behavior. Based on the Protection Motivation Theory, this article explores users' m-health adoption behavior from the perspectives of threat appraisal and coping appraisal, and also examines the moderating role of gender and age through a survey of potential users. The survey was conducted among 500 potential m-health service participants. Our results show that threat appraisal and coping appraisal factors influence adoption intention through attitude. It is also found that gender and age play different moderating roles with threat appraisal and coping appraisal factors. Gender and age play different roles between threat appraisal and coping appraisal factors in the acceptance of m-health. Implications for research and practice are discussed.

  15. User acceptance of mobile health services from users' perspectives: The role of self-efficacy and response-efficacy in technology acceptance.

    Science.gov (United States)

    Zhang, Xiaofei; Han, Xiaocui; Dang, Yuanyuan; Meng, Fanbo; Guo, Xitong; Lin, Jiayue

    2017-03-01

    With the swift emergence of electronic medical information, the global popularity of mobile health (mHealth) services continues to increase steadily. This study aims to investigate the efficacy factors that directly or indirectly influence individuals' acceptance of mHealth services. Based on the technology acceptance model, this research incorporates efficacy factors into the acceptance decision process. A research model was proposed involving the direct and indirect effects of self-efficacy and response-efficacy on acceptance intention, along with their moderating effects. The model and hypotheses were validated using data collected from a field survey of 650 potential service users. The results reveal that: (1) self-efficacy and response-efficacy are both positively associated with perceived ease of use; and (2) self-efficacy and response-efficacy moderate the impact of perceived usefulness toward adoption intention. Self-efficacy and response-efficacy both play an important role in individuals' acceptance of mHealth services, which not only affect their perceived ease of use of mHealth services, but also positively moderate the effects of perceived usefulness on adoption intention. Our findings serve to provide recommendations that are specifically customized for mHealth service providers and their marketers.

  16. Peer role-play and standardised patients in communication training: a comparative study on the student perspective on acceptability, realism, and perceived effect

    Science.gov (United States)

    2010-01-01

    Background To assess the student perspective on acceptability, realism, and perceived effect of communication training with peer role play (RP) and standardised patients (SP). Methods 69 prefinal year students from a large German medical faculty were randomly assigned to one of two groups receiving communication training with RP (N = 34) or SP (N = 35) in the course of their paediatric rotation. In both groups, training addressed major medical and communication problems encountered in the exploration and counselling of parents of sick children. Acceptability and realism of the training as well as perceived effects and applicability for future parent-physician encounters were assessed using six-point Likert scales. Results Both forms of training were highly accepted (RP 5.32 ± .41, SP 5.51 ± .44, n.s.; 6 = very good, 1 = very poor) and perceived to be highly realistic (RP 5.60 ± .38, SP 5.53 ± .36, n.s.; 6 = highly realistic, 1 = unrealistic). Regarding perceived effects, participation was seen to be significantly more worthwhile in the SP group (RP 5.17 ± .37, SP 5.50 ± .43; p < .003; 6 = totally agree, 1 = don't agree at all). Both training methods were perceived as useful for training communication skills (RP 5.01 ± .68, SP 5.34 ± .47; 6 = totally agree; 1 = don't agree at all) and were considered to be moderately applicable for future parent-physician encounters (RP 4.29 ± 1.08, SP 5.00 ± .89; 6 = well prepared, 1 = unprepared), with usefulness and applicability both being rated higher in the SP group (p < .032 and p < .009). Conclusions RP and SP represent comparably valuable tools for the training of specific communication skills from the student perspective. Both provide highly realistic training scenarios and warrant inclusion in medical curricula. Given the expense of SP, deciding which method to employ should be carefully weighed up. From the perspective of the students in our study, SP were seen as a more useful and more applicable tool than RP

  17. Play as the main event in international and UK culture.

    OpenAIRE

    Woudhuysen, James

    2003-01-01

    Since Johan Huizinga’s Homo Ludens, 1938, few books have treated adult play at an abstract level using psychology. These works lack empirical statistics. On the other hand, most market research into consumer leisure lacks clear theoretical frameworks. ‘Play as the Main Event’ overcomes these twin deficiencies. It develops Huizinga and the major international theorists of play to define five distinctive features of contemporary play, applying this framework to five sub-sectors of consumer leis...

  18. Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood.

    Science.gov (United States)

    Ream, Geoffrey L; Elliott, Luther C; Dunlap, Eloise

    2013-01-01

    This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether "role incompatibility," the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n = 702) recruited from video gaming contexts in New York City completed a computer-assisted personal interview and life-history calendar. All four video gaming indicators-days/week played, school/work day play, nonschool/work day play, and problem play-had significant curvilinear relationships with age. The "shape" of video gaming's relationship with age is, therefore, similar to that of substance use, but video gaming appears to peak earlier in life than substance use, that is, in late adolescence rather than emerging adulthood. Of the four video gaming indicators, role incompatibility only significantly affected school/work day play, the dimension with the clearest potential to interfere with life obligations.

  19. The Transfer of Learning from Play Practices to Game Play in Young Adult Soccer Players

    Science.gov (United States)

    Holt, Josh E.; Ward, Phillip; Wallhead, Tristan L.

    2006-01-01

    Background: Physical educators and coaches face an ongoing problem of presenting fun and enjoyable practices that also provide efficient learning of technical and tactical sports skills. Effective instruction also promotes the transfer of learning from practice tasks to the real game. Play Practice (PP) describes a structure for teaching sports…

  20. The acceptability and potential benefits of mindfulness-based interventions in improving psychological well-being for adults with advanced cancer: A systematic review.

    Science.gov (United States)

    Zimmermann, Fernanda F; Burrell, Beverley; Jordan, Jennifer

    2018-02-01

    In spite of supportive care for people affected by cancer being well recognized as a priority for research, there is little solid evidence of the effectiveness of psychological interventions using mindfulness for those with advanced cancer. This systematic review aims to describe, evaluate and synthesize the acceptability and potential benefits of mindfulness-based interventions (MBIs) for the psychological well-being of people with advanced cancers. Eight databases were searched and terms related to advanced stages of cancer and mindfulness were combined systematically to identify relevant published literature. Inclusion criteria were studies with adults only and all types of cancer at stages III and IV. There was considerable variety in the MBI treatment packages including in the extent and centrality of mindfulness in the interventions. Of 312 identified studies, only 8 included MBIs for people with advanced cancer rather than their families or carers. Results from these studies suggests that MBIs are acceptable and beneficial to the advanced cancer population, improving quality of life, use of mindfulness skills, acceptance of their cancer situation and reduction in depression and anxiety. Some adaptations were recommended however regarding delivery, simplified briefer MBIs, abbreviated session time, flexibility concerning locality of treatment and a minimized questionnaire burden for this group. MBI packages reviewed in this study had evidence of acceptability and of effectiveness, indicating potential benefit for this population. Individualized, including home-based interventions may be optimal to allow critically ill patients to participate in treatment. In future, MBIs adapted to the needs of various advanced cancer patients are recommended to address the gap in the field and improve health care. Copyright © 2017 Elsevier Ltd. All rights reserved.

  1. WHOLEheart study participant acceptance of wholegrain foods.

    Science.gov (United States)

    Kuznesof, Sharron; Brownlee, Iain A; Moore, Carmel; Richardson, David P; Jebb, Susan A; Seal, Chris J

    2012-08-01

    This qualitative study explored the concept of acceptance of wholegrain foods in an adult population in the UK. Data was generated via focus groups with volunteers from a randomised controlled wholegrain based dietary intervention study (the WHOLEheart study). WHOLEheart volunteers, who did not habitually eat wholegrain foods, were randomised to one of three experimental regimes: (1) incorporating 60 g/day whole grains into the diet for 16 weeks; (2) incorporating 60 g/day whole grains into the diet for 8 weeks, doubling to 120 g/day for the following 8 weeks; (3) a control group. Focus groups to examine factors relating to whole grain acceptability were held one month post-intervention. For participants incorporating whole grains into their diet, acceptance was dependent upon: (a) 'trial acceptance', relating to the taste, preparation and perceived impact of the wholegrain foods on wellbeing, and (b) 'dietary acceptance' which involved the compatibility and substitutability of whole grains with existing ingredients and meal patterns. Barriers to sustained intake included family taste preferences, cooking skills, price and availability of wholegrain foods. Although LDL lowering benefits of eating whole grains provided the impetus for the WHOLEheart study, participants' self-reported benefits of eating wholegrain foods included perceived naturalness, high fibre content, superior taste, improved satiety and increased energy levels provided a stronger rationale for eating whole grains. Copyright © 2012 Elsevier Ltd. All rights reserved.

  2. Footballs versus Barbies: Childhood Play Activities as Predictors of Sport Participation by Women.

    Science.gov (United States)

    Guiliano, Traci A.; Popp, Kathryn E.; Knight, Jennifer L.

    2000-01-01

    Examined the extent to which women's childhood play activities predicted future sport participation. College athletes and nonathletes completed a survey on childhood play and adult sports experiences. Playing with masculine toys and games, playing in predominantly male or mixed groups, and being a tomboy characterized women who later became…

  3. European consumers' acceptance of beef processing technologies

    DEFF Research Database (Denmark)

    de Barcellos, Marcia Dutra; Kügler, Jens Oliver; Grunert, Klaus G.

    2010-01-01

    The use of new technologies in beef production chains may affect consumers' opinion of meat products. A qualitative study was performed to investigate consumers' acceptance of seven beef processing technologies: marinating by injection aiming for increased 1) healthiness; 2) safety; and 3) eating...... adults (19-60 years old) participated in eight focus groups in Spain, France, Germany and the UK. Results suggested a relationship between acceptance of new beef products, technology familiarity and perceived risks related to its application. Excessive manipulation and fear of moving away from 'natural......' beef were considered negative outcomes of technological innovations. Beef processing technologies were predominantly perceived as valuable options for convenience shoppers and less demanding consumers. Overall, respondents supported the development of 'non-invasive' technologies that were able...

  4. Odaminodaa Ojibwemong!! = Let's Play in Ojibwe!!

    Science.gov (United States)

    White, James L.

    The booklet contains directions for designing six word games to provide motivation, reinforcement, and review for students of all ages, from children to adults, as they learn the Ojibwe language. Step-by-step instructions are provided for making and playing Quiz Board, Tic-Tac-Toe, Concentration, Lottery, Lingo (Bingo), and Incocomp. Suggestions…

  5. Promoting theory of mind in older adults: does age play a role?

    Science.gov (United States)

    Rosi, Alessia; Cavallini, Elena; Bottiroli, Sara; Bianco, Federica; Lecce, Serena

    2016-01-01

    Previous research on age-related changes in Theory of Mind (ToM) showed a decline in older adults, particularly pronounced over 75 years of age. Evidence that ToM may be enhanced in healthy aging people has been demonstrated, but no study has focused on the role of age on the effects of ToM training for elderly people. The present study was designed to examine the efficacy of a ToM training on practiced (ToM Strange Stories) and transfer tasks (ToM Animations) in both young and older adults. The study involved 127 older adults belonging to two age groups: young-old (Mage = 64.41; SD = 2.49; range: 60-69 years) and old-old (Mage = 75.66; SD = 4.38; range: 70-85 years), randomly assigned to either a ToM group or a control group condition. All participants took part in two 2-hour testing sessions and four 2-hour training sessions. Results showed that both young-old and old-old adults in the ToM group condition improved their ability to reason on complex-mental states significantly more than participants in the control group condition. This positive effect of the training was evident on practiced and transfer ToM tasks. Crucially, age did not moderate the effect of the ToM training. These findings demonstrate that young-old and old-old adults equally benefit from the ToM training. Implications for the positive effect of the ToM training in old-old adults are discussed.

  6. Consumer acceptability and understanding of front-of-pack nutrition labels.

    Science.gov (United States)

    Mejean, C; Macouillard, P; Péneau, S; Hercberg, S; Castetbon, K

    2013-10-01

    Front-of-pack (FOP) nutrition labelling has been proposed as a tool for helping consumers make healthy choices. Before determining its effects on consumer behaviour, factors involved in its use must be elucidated, i.e. understanding and acceptability on the part of the consumer. Among five FOP labels, we sought to determine which formats were most easily understood and accepted by a large sample of adults. Among 39 370 adults who participated in the French Nutrinet-Santé cohort study, understanding and indicators of acceptability (attitude, liking, visual attractiveness and perceived cognitive workload) were measured for five FOP labels: The currently used 'multiple traffic lights' (MTL) and 'simple traffic lights' (STL), and the 'colour range' logo (CR), the 'green tick' and the PNNS logo. We investigated the contribution of the different elements to consumer perception of FOP labels using multiple correspondence analyses. Over half of the sample population showed a high level of understanding and perceived no discomfort in terms of the different logos. Label formats were positioned along an acceptability gradient ranging from acceptance to rejection, consisting of 'liking', 'attractiveness' and indicators of perceived cognitive workload. MTL was significantly more often liked and was viewed as reliable and informative. MTL, STL and the green tick performed better than the CR and PNNS logos in terms of ease of identification and comprehension. CR was clearly the least appreciated and it had the most complex format. Consumers prefer FOP labels which give complete, reliable and simplified information on the nutrient quality of foods. © 2013 The Authors Journal of Human Nutrition and Dietetics © 2013 The British Dietetic Association Ltd.

  7. Acceptance of dying: a discourse analysis of palliative care literature.

    Science.gov (United States)

    Zimmermann, Camilla

    2012-07-01

    The subject of death denial in the West has been examined extensively in the sociological literature. However, there has not been a similar examination of its "opposite", the acceptance of death. In this study, I use the qualitative method of discourse analysis to examine the use of the term "acceptance" of dying in the palliative care literature from 1970 to 2001. A Medline search was performed by combining the text words "accept or acceptance" with the subject headings "terminal care or palliative care or hospice care", and restricting the search to English language articles in clinical journals discussing acceptance of death in adults. The 40 articles were coded and analysed using a critical discourse analysis method. This paper focuses on the theme of acceptance as integral to palliative care, which had subthemes of acceptance as a goal of care, personal acceptance of healthcare workers, and acceptance as a facilitator of care. For patients and families, death acceptance is a goal that they can be helped to attain; for palliative care staff, acceptance of dying is a personal quality that is a precondition for effective practice. Acceptance not only facilitates the dying process for the patient and family, but also renders care easier. The analysis investigates the intertextuality of these themes with each other and with previous texts. From a Foucauldian perspective, I suggest that the discourse on acceptance of dying represents a productive power, which disciplines patients through apparent psychological and spiritual gratification, and encourages participation in a certain way to die. Copyright © 2012 Elsevier Ltd. All rights reserved.

  8. Perception of Parental Acceptance and Rejection among Swedish University Students.

    Science.gov (United States)

    Kitahara, Michio

    1987-01-01

    Results of administering the Parental Acceptance-Rejection and Personality Assessment Questionnaires to 71 Swedish university students showed significant relationships between various forms of parental rejection in childhood and negative personality assessment of the self as an adult. Females showed more dependence and emotional instability than…

  9. What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

    OpenAIRE

    Chesham, Alvin; Wyss, Patric; M?ri, Ren? Martin; Mosimann, Urs Peter; Nef, Tobias

    2017-01-01

    BACKGROUND In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, ...

  10. Antiseptic technology: access, affordability, and acceptance.

    OpenAIRE

    Boyce, J. M.

    2001-01-01

    Factors other than antimicrobial activity of soaps and antiseptic agents used for hand hygiene by health personnel play a role in compliance with recommendations. Hand hygiene products differ considerably in acceptance by hospital personnel. If switching from a nonmedicated soap to an antiseptic agent or increased use of an existing antiseptic agent for hand hygiene prevented a few more infections per year, additional expenditures for antiseptic agents would be offset by cost savings.

  11. The Role of Motive Objects in Early Childhood Teacher Development Concerning Children's Digital Play and Play-Based Learning in Early Childhood Curricula

    Science.gov (United States)

    Nuttall, Joce; Edwards, Susan; Mantilla, Ana; Grieshaber, Sue; Wood, Elizabeth

    2015-01-01

    Digital technologies are increasingly accepted as a viable aspect of early childhood curriculum. However, teacher uptake of digital technologies in early childhood education and their use with young children in play-based approaches to learning have not been strong. Traditional approaches to the problem of teacher uptake of digital technologies in…

  12. Aesthetic acceptance equals to nature’s compensation plus surgical correction

    Science.gov (United States)

    Vadgaonkar, Vaishali; Gangurde, Parag; Karandikar, Anita; Mahajan, Nikhil

    2013-01-01

    Orthognathic surgery has become an acceptable treatment plan for patients with various maxillofacial deformities. The rehabilitation of severe class III adult patients requires a complex interdisciplinary orthodontic and orthognathic approach. This presentation aims to show a case of combination of camouflage and bilateral sagittal split osteotomy (BSSO).Camouflage in maxillary arch was accepted after analysing visual treatment objective (VTO) and pleasing soft tissue compensation which gave us the clue to go ahead for surgical correction of excess mandibular length to achieve best aesthetic outcome while maintaining nature’s compensation in upper arch. PMID:23887991

  13. Self-esteem in severely burned adults.

    Science.gov (United States)

    Imran Haider Zaidi, Syed Muhammad; Yaqoob, Nazia; Noreen, Sidra

    2017-12-01

    A cross-sectional study was conducted to investigate the level of and gender difference in self-esteem among adult victims of severe burn injuries. Severely burned adults aged 20 to 40 years participated in this investigation from March 2015 to April 2016 in five hospitals of Faisalabad and Lahore. Purposive sampling technique was used and a self-esteem scale was used to assess different dimensions of self-esteem. Out of 40 patients, there were 25 men (62.5%) and 15 women (37.5%) with mean age of 28.28±4.60 years (range: 20-40 years). A significant positive relationship between subscales of self-esteem scale were found: self-acceptance and self-competence r=0.55, pself-acceptance and academic self-competence r=0.47, pself-acceptance and social and physical acceptance r=0.57, pself-competence and academic self-competence r=0.48, pself-competence and social and physical acceptance r=0.50, pself-competence and social and physical acceptance r=0.45, pself-competence among severely burned men and women (t=2.18; pself-competency component of self-esteem among women victims.

  14. Wholegrain Food Acceptance in Young Singaporean Adults

    Directory of Open Access Journals (Sweden)

    Jia En Neo

    2017-04-01

    Full Text Available Previous epidemiological evidence suggests that habitual consumption of whole grains is associated with reduction of disease risk. While wholegrain food consumption appears to be increasing in Singapore, it is still low, with more infrequent consumption noted in younger Singaporeans. Therefore, the primary objective of this study is to determine the knowledge of whole grains and barriers to consumption of wholegrain foods. Thirty participants (age range 21–26 year, 19 females took part in two focus groups separated by a 2-week period in which participants trialled a range of wholegrain foods. Barriers towards whole grain consumption and experiences of products during this familiarization period were discussed during the focus groups and knowledge of whole grains was assessed by questionnaire. Potential barriers such as personal factors, product-specific factors and external factors were identified with sensory and habitual being stronger barriers. The whole grain familiarization period did not alter the taste expectations of the consumers but it did manage to increase acceptance for four of the wholegrain products tested (muesli, cookies, granola bars and wholewheat pasta. These findings suggest existing barriers to wholegrain food consumption should be considered by public health agencies and manufacturing companies.

  15. Measuring Experiential Avoidance: Reliability and Validity of the Dutch 9-item Acceptance and Action Questionnaire (AAQ)

    NARCIS (Netherlands)

    Boelen, P.A.; Reijntjes, A.H.A.

    2008-01-01

    Three studies evaluated psychometric properties of the Dutch version of the 9-item Acceptance and Action Questionnaire (AAQ)—a self-report measure designed to assess experiential avoidance as conceptualized inAcceptance and Commitment Therapy (ACT). Study 1, among bereaved adults, showed that a

  16. Acceptability of female-controlled HIV/STI prevention options by ...

    African Journals Online (AJOL)

    The attitudes of working professionals, particularly in the healthcare sector, may play a large role in the acceptance or otherwise of female-controlled HIV/STI prevention options. In 2002, we conducted an exploratory study on the perceptions surrounding female-controlled HIV/STI prevention options, principally the ...

  17. Impact of Multiplayer Online Role-Playing Games upon the Psychosocial Well-Being of Adolescents and Young Adults: Reviewing the Evidence

    Directory of Open Access Journals (Sweden)

    Jonathan Scott

    2013-01-01

    Full Text Available Introduction. For many people, the online environment has become a significant arena for everyday living, and researchers are beginning to explore the multifaceted nature of human interaction with the Internet. The burgeoning global popularity and distinct design features of massively multiplayer online role-playing games (MMORPGs have received particular attention, and discourses about the phenomenon suggest both positive and negative impact upon gamer health. Aim. The purpose of this paper was to critically appraise the research literature to determine if playing MMORPGs impacts upon the psychosocial well-being of adolescents and young adults. Method. Initial searches were conducted on nine databases spanning the years 2002 to 2012 using key words, such as online gaming, internet gaming, psychosocial, and well-being, which, in addition to hand searching, identified six studies meeting the inclusion and exclusion criteria for this review. Results. All six studies strongly associated MMORPG playing with helpful and harmful impact to the psychosocial well-being of the populations under study; however due to the methodologies employed, only tentative conclusions may be drawn. Conclusion. Since both helpful and harmful effects were reported, further multidisciplinary research is recommended to specifically explore the clinical implications and therapeutic potentialities of this modern, growing phenomenon.

  18. Impact of Multiplayer Online Role-Playing Games upon the Psychosocial Well-Being of Adolescents and Young Adults: Reviewing the Evidence.

    Science.gov (United States)

    Scott, Jonathan; Porter-Armstrong, Alison P

    2013-01-01

    Introduction. For many people, the online environment has become a significant arena for everyday living, and researchers are beginning to explore the multifaceted nature of human interaction with the Internet. The burgeoning global popularity and distinct design features of massively multiplayer online role-playing games (MMORPGs) have received particular attention, and discourses about the phenomenon suggest both positive and negative impact upon gamer health. Aim. The purpose of this paper was to critically appraise the research literature to determine if playing MMORPGs impacts upon the psychosocial well-being of adolescents and young adults. Method. Initial searches were conducted on nine databases spanning the years 2002 to 2012 using key words, such as online gaming, internet gaming, psychosocial, and well-being, which, in addition to hand searching, identified six studies meeting the inclusion and exclusion criteria for this review. Results. All six studies strongly associated MMORPG playing with helpful and harmful impact to the psychosocial well-being of the populations under study; however due to the methodologies employed, only tentative conclusions may be drawn. Conclusion. Since both helpful and harmful effects were reported, further multidisciplinary research is recommended to specifically explore the clinical implications and therapeutic potentialities of this modern, growing phenomenon.

  19. FAIR PLAY I N TURKISH SOCIAL LIFE

    Directory of Open Access Journals (Sweden)

    Mikail TEL

    2014-07-01

    Full Text Available We can say that we start hearing term of fair play since last 30 years in our country. While it is a sportive term it also represents respectfulness toward all mutual rights, symbol of being just and honest also we can determine it as basic moral values wh ich needs to be practise. Expression and teaching of Fair play fact starts with family and it needs to be thought as a life discipline which should appear in society. Term of Fair play isn‟t only an organizing term for sportive interrelations it also ne eds to be taken as a cultural fact. It is a way of life. Term of Fair play is a way of thinking and acting so it is is above all of sport branches. It is behaviors and emotions which are accepted as conditions of being a perfect human being by Turkish society. Purpose of this study is to investigate perspective of Turkish society toward Fair play and find lived / real fair play events to set as sample. Term of Fair play, cultural values among Turkish society and real Fair play events had been studied carefully within the theorical scope. This research is a theorical study. Screening the resources used as method for this study. Tried to investigate works, articles and researches had been done about this field and interpret the facts which can be acc epted as sample for Fair play.

  20. The Relationship between Personality Type and Acceptable Noise Levels: A Pilot Study

    OpenAIRE

    Franklin, Cliff; Johnson, Laura V.; White, Letitia; Franklin, Clay; Smith-Olinde, Laura

    2013-01-01

    Objectives. This study examined the relationship between acceptable noise level (ANL) and personality. ANL is the difference between a person’s most comfortable level for speech and the loudest level of background noise they are willing to accept while listening to speech. Design. Forty young adults with normal hearing participated. ANLs were measured and two personality tests (Big Five Inventory, Myers-Briggs Type Indicator) were administered. Results. The analysis revealed a correlation bet...

  1. Adult Perspectives on Structured vs. Unstructured Play in Early Childhood Environmental Education

    Science.gov (United States)

    Hunter, Joshua; Graves, Cherie; Bodensteiner, Anne

    2017-01-01

    In this research report, the authors explore an early childhood center as it transitions from a traditional playground to an outdoor classroom. Herein, the first phase of this qualitative research project is introduced and a central finding of adult perspectives is explored. The tension inherent in the various adult perspectives concerning the…

  2. Guidelines for social support to child play

    Directory of Open Access Journals (Sweden)

    Mitranić Nevena N.

    2016-01-01

    Full Text Available Play is a precious aspect of living and irreplaceable importance for not only child well-being and development but for adults and communities, too. Complex current living conditions often minimize the importance of child play and it becomes even more necessary that educational policies support it. The subject of the research is based on the role child play has in educational policy and the aim is formulation of measures and actions which can support child play in educational policy. We examined measures and actions of official educational policies and non government organizations of the United Kingdom of England and Northern Ireland, the Republic of Ireland and Republic of Serbia. The results show that the problem is deeper than current nonexistence of systemic support to play in Serbia and open the question on which paradigm official educational policy in Serbia approaches to education, and the question of how to bring to awareness the importance of play in order to support it. Relaying on the frameworks of play support policy in the United Kingdom and Republic of Ireland we suggest some guidelines for social support of child play which might prove sensible and feasible in Serbia.

  3. MEASURING LEVEL OF ACCEPTANCE OF PEOPLE WITH DISABILITIESAND THEIR FAMILIES

    Directory of Open Access Journals (Sweden)

    HARAZ Svetlana

    2017-11-01

    Full Text Available The group of persons with disabilities represents a group at immediate risk of social exclusion. Different researchers offer us analyses of the phenomenon of exclusion of different groups of population, but we can find very few studies regarding the measurement of social distance towards the groups at risk of exclusion. We set the goal to measure the Indices of Social Distance (ISD towards the following groups: family that cares the child with disabilities; adult person with disabilities and the child with disabilities. The measurement was performed using the instrument – Bogardus Scale. According to this technique, we have: if the distance is bigger, than the social group is lesser accepted. The minimum ISD counted for our researched groups: the family caring child/ children with disabilities; adult persons with disabilities and children/adolescents with disabilities, confirms the fact that the social distance expressed by people towards these groups is minimal respectively the groups are accepted.

  4. Are medical treatments for individuals and groups like single-play and multiple-play gambles?

    Directory of Open Access Journals (Sweden)

    Michael L. DeKay

    2006-11-01

    Full Text Available People are often more likely to accept risky monetary gambles with positive expected values when the gambles will be played more than once. We investigated whether this distinction between single-play and multiple-play gambles extends to medical treatments for individual patients and groups of patients. Resident physicians and medical students (extit{n} = 69 and undergraduates (extit{n} = 99 ranked 9 different flu shots and a no-flu-shot option in 1 of 4 combinations of perspective (individual patient vs. group of 1000 patients and uncertainty frame (probability vs. frequency. The rank of the no-flu-shot option (a measure of preference for treatment vs. no treatment was not significantly related to perspective or participant population. The main effect of uncertainty frame and the interaction between perspective and uncertainty frame approached significance (0.1 {extgreater} extit{p} {extgreater} 0.05, with the no-flu-shot option faring particularly poorly (treatment faring particularly well when decisions about many patients were based on frequency information. Undergraduate participants believed that the no-flu-shot option would be less attractive (treatment would be more attractive in decisions about many patients, but these intuitions were inconsistent with the actual ranks. These results and those of other studies suggest that medical treatments for individuals and groups are not analogous to single-play and multiple-play monetary gambles, perhaps because many people are unwilling to aggregate treatment outcomes over patients in the same way that they would compute net gains or losses over monetary gambles.

  5. Change Your Shoes, Change Your Life: On Object Play and Transformation in a Woman's Story

    Science.gov (United States)

    Young, Kay

    2012-01-01

    This article asks why adults play dress-up and investigates the role of object play in the making of magical thinking and the reforming of adult identity. The author looks at a wide spectrum of narratives and their genres--the fairy tale "Cinderella," the film comedy "Some Like it Hot", the epistolary novel "Pamela", the film melodrama "Now,…

  6. Parents' and children's acceptance of skim chocolate milks sweetened by monk fruit and stevia leaf extracts.

    Science.gov (United States)

    Li, X E; Lopetcharat, K; Drake, M A

    2015-05-01

    Chocolate milk increases milk consumption of children, but high sugar content raises health concerns. Interest in sugar reduction and parents' preference for natural sweeteners necessitates further research on natural nonnutritive sweeteners. However, it is important to maintain consumer acceptability, especially for children, while reducing sugar in chocolate milk. The objectives of this study were to identify the sweetness intensity perception of stevia leaf (STV) and monk fruit (MK) extracts in skim chocolate milk (SCM), to evaluate STV and MK as the sole or partial sweetener source for SCM for young adults (19 to 35 y) and children (5 to 13 y), and to determine if information on natural nonnutritive sweeteners impacted parents' acceptability of SCM. Power function and 2-alternative forced choice studies were used to determine the iso-sweetness of nonnutritive sweeteners to a sucrose control in SCM (51.4 g/L, SUC control). Young adults (n = 131) evaluated 9 different SCM (SUC control, STV, MK, STV:sucrose blends, or MK:sucrose blends) in a completely randomized 2-d test. Children (n = 167) evaluated SUC control SCM and SCM with 39.7 g/L sucrose and 46 mg/L MK (MK25) or 30 mg/L STV (STV25). Parents evaluated SUC control, MK25, and STV25 in a balanced crossover design with a 40-d wait time between primed or unprimed ballots. Chocolate milks solely sweetened by nonnutritive sweeteners were less acceptable compared with SUC control by young adults. MK25 and STV25 were acceptable by young adults and children. The presentation of chocolate milk label information had different effects on parental acceptance. Traditional parents preferred sucrose sweetened SCM, and label conscious parents preferred SCM with natural nonnutritive sweeteners. © 2015 Institute of Food Technologists®

  7. Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood

    Directory of Open Access Journals (Sweden)

    Geoffrey L. Ream

    2013-01-01

    Full Text Available This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether “role incompatibility,” the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n=702 recruited from video gaming contexts in New York City completed a computer-assisted personal interview and life-history calendar. All four video gaming indicators—days/week played, school/work day play, nonschool/work day play, and problem play—had significant curvilinear relationships with age. The “shape” of video gaming’s relationship with age is, therefore, similar to that of substance use, but video gaming appears to peak earlier in life than substance use, that is, in late adolescence rather than emerging adulthood. Of the four video gaming indicators, role incompatibility only significantly affected school/work day play, the dimension with the clearest potential to interfere with life obligations.

  8. Patients’ acceptance of corticotomy-assisted orthodontics

    Science.gov (United States)

    Zawawi, Khalid H

    2015-01-01

    Objective To study patients’ acceptance of corticotomy-assisted orthodontics as a treatment option. Methods Adult patients seeking orthodontic treatment were asked to complete two sets of questionnaires; the first set included questions about age, sex, and level of education and general questions about orthodontic treatment; and the second set was related to the corticotomy-assisted orthodontics. Before answering the corticotomy questions, a brief description of the clinical procedure was explained and photographs of an actual procedure were shown. Results A total of 150 subjects were approached and 129 (86%) agreed to answer the questionnaires (72 male and 57 female patients). Of these, only 3.1% did hear about corticotomy and 7.8% selected corticotomy instead of extraction. Fear from the surgery (53.2%) was the most frequent reason for not selecting corticotomy followed by fear from pain (36.9%). The acceptance of corticotomy between males and females was similar. No relationship was found between the level of education and prior knowledge of the procedure, P=0.857. Prior knowledge about corticotomy was not a factor in selecting it as a treatment option (P=0.556) to reduce the treatment time (P=0.427). Conclusion The acceptance of corticotomy-assisted orthodontics as a treatment option was low. Fear from the surgery was the main reason for not selecting it. The acceptance of corticotomy-assisted orthodontics was not related to patient’s level of education or sex. PMID:26316719

  9. About reliability of joyful learning. From Isomorphism between Knowledge and Play to “Neurodidatics Skills” of Trainers

    Directory of Open Access Journals (Sweden)

    Antonia Chiara Scardicchio

    2014-10-01

    Full Text Available Moving from the evidence of neuroscience about the importance of "joyful" dimension in the learning process, both in childhood than in adulthood, the essay discusses about isomorphism - neurobiologically founded - between knowledge and play. It moves from one stydy in particular, as a pre- text for neuropedagogical reflection around the "joy": joy in education process is described like an epistemological and didactic interweaving between form and content, knowledge and passion, dimensions of meaning and relationship. The landing is related to the acceptance of the systemic dimension in the design and evaluation of adult education: the appearance of "joyful", therefore, does not coincide with lightness and dilution of knowledge but with the understanding of its complexity. The invitation, both epistemological as pragmatic, is the recognition of the indispensability of "neurodidatics skills" (Rivoltella, 2012 for anyone involved in education and relationships.

  10. Acceptance of a food of animal origin obtained through genetic modification and cloning in South America: a comparative study among university students and working adults

    Directory of Open Access Journals (Sweden)

    Berta SCHNETTLER

    2015-09-01

    Full Text Available AbstractWith the aim of comparing the acceptance of milk obtained from cloned, genetically modified (GM and conventionally bred cows among working adults and university students, and identifying and characterizing typologies among both subsamples in terms of their preferences, a survey was applied to 400 people in southern Chile, distributed using a simple allocation among the subsamples. Using a conjoint analysis, it was found that consumers preferred milk from a conventional cow. Using a cluster analysis, in both subsamples two segments sensitive to production technology were identified. Rejection of cloning was greatest among university students, whereas a higher proportion of working adults rejected GM. The segments differed in terms of area of residence, knowledge about GM, and milk consumption habits. Contrary to what was expected, no differences were found according to education, gender or degree of satisfaction with food-related life.

  11. Psychosocial well-being in young adults with chronic illness since childhood: the role of illness cognitions

    Science.gov (United States)

    2014-01-01

    Background More and more pediatric patients reach adulthood. Some of them are successfully integrating in adult life, but many others are not. Possibly Illness cognitions (IC) - the way people give meaning to their illness/disability – may play a role in individual differences on long-term adjustment. This study explored the association of IC with disease–characteristics and Health Related Quality of Life (HRQoL), anxiety and depression in young adults with a disability benefit due to childhood-onset chronic condition. Methods In a cross-sectional study, young adults (22–31 years, N = 377) who claimed a disability benefit because of a somatic condition since childhood, completed the Illness Cognition Questionnaire (acceptance-helplessness-benefits), RAND-36 (HRQoL) and HADS (anxiety and depression) online. Besides descriptive statistics, linear regression analyses were conducted to predict (1) illness cognitions by age, gender and disease-characteristics, and (2) HRQoL (Mental and Physical Component Scale), Anxiety and Depression by illness cognitions, controlling for disease-characteristics, age and gender. Results Respectively 90.2%, 83.8% and 53.3% of the young adults with a disability benefit experienced feelings of acceptance, benefits and helplessness. Several disease-characteristics were associated with IC. More acceptance and less helplessness were associated with better mental (β = 0.31; β = −0.32) and physical (β = 0.16; β = −0.15) HRQoL and with less anxiety (β = −0.27; β = 0.28) and depression (β = −0.29; β = 0.31). Conclusions IC of young adult beneficiaries were associated with their HRQoL and feelings of anxiety and depression. Early recognition of psychological distress and negative IC might be a key to the identification of pediatric patients at risk for long-term dysfunction. Identification of maladaptive illness cognitions enables the development of psychosocial interventions to optimise

  12. Selling a gun to a stranger without a background check: acceptable behaviour?

    Science.gov (United States)

    Hemenway, David; Azrael, Deborah; Miller, Matthew

    2017-06-24

    One way that guns get into the wrong hands is via gun sales without a background check. While the large majority of Americans support laws requiring universal background checks, no prior study has assessed whether Americans think it is acceptable behaviour to sell a gun to a stranger without a background check, whether or not there is a law against it. We sponsored a nationally representative survey of over 3900 American adults, oversampling gun owners, using an online panel provided by the survey firm Growth for Knowledge. Over 72% of American adults agree or strongly agree with the statement that 'whether it is legal or not, it is NOT acceptable to sell a gun to a stranger without a background check' and 11% disagree or strongly disagree. Subgroups less likely to agree are young adults, men, conservatives, those with less than a high school education and gun owners. Reducing the number of guns sold without a background check could help reduce the flow of guns to felons. Changes in normative attitudes and behaviours, as well as changes in law, could help accomplish this goal. Most Americans, including gun owners, believe selling a gun to a stranger without a background check is not acceptable behaviour. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  13. Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: "Fitter Critters"

    Science.gov (United States)

    Schneider, Kristin L; Ferrara, John; Lance, Bri; Karetas, Andrew; Druker, Susan; Panza, Emily; Olendzki, Barbara; Andersen, Victoria; Pbert, Lori

    2012-08-01

    Interest in health videogames to stimulate health behavior change is increasing, yet little research exists on their use. This study tested the acceptability of an online health videogame called "Fitter Critters™" (Megazoid Games, Collegeville, PA) for improving healthy diet and activity in elementary school students. In October and November 2011, fifth grade students ( n =97) from a school in central Massachusetts played the game for 1 week during their health class. Measures of nutrition and activity knowledge, attitudes, and self-efficacy were completed prior to playing the game and again on the final day along with a videogame acceptability questionnaire. The videogame was highly acceptable to participants as measured by the acceptability questionnaire mean rating of 4.52 (SD=0.60), where 1=strongly disagree and 5=strongly agree; 73% of students played the game at least once outside of class. Significant increases in positive attitudes toward healthy eating ( P videogame engages students in learning about healthy eating and activity. Further research should assess whether the positive changes observed in knowledge, attitudes, and self-efficacy translate into behavior change.

  14. Playfulness in the life of social educators: reflections on the work with children in shelters

    Directory of Open Access Journals (Sweden)

    Andrea Perosa Saigh Jurdi

    2014-12-01

    Full Text Available Social educators/caregivers are professionals who care physically and emotionally for institutionalized children, being responsible for fulfilling daily needs such as hygiene and feeding, as well as for the affection and playfulness inherent to this phase of development. This study aimed to investigate how playfulness is present in the work and everyday routines of eight social educators who care for children sheltered in a host institution in the municipality of Santos, Sao Paulo state. The methodological design was structured from weekly meetings in which the educators constructed oral narratives about play in their childhood, how it is today, their conception of play, and how play is related to their function of caregivers. We verified that play was almost nonexistent in the childhood of some of the educators investigated, but they have managed to recover its function through their children and family ties. In this institution, we observed educators with excessive responsibilities in their everyday practice and a reduced number of professionals, which hinders the adult-child relationship. We observed that, as a result, play is many times associated with professional practice. For these educators, caring for play is one of the faces of hosting and caring for the children. The role of the adult is crucial to enable the creativity of children and adults based on the experience of being with other humans.

  15. Influence of color on acceptance and identification of flavor of foods by adults Influência da cor na aceitação e identificação do sabor dos alimentos por adultos

    Directory of Open Access Journals (Sweden)

    Nayane Aparecida Araújo Dias

    2012-06-01

    Full Text Available The sensory characteristics color and flavor of food play an important role not only in the selection, but also in the determination of consumption, satiation, and ingestion. With the objective to determine and evaluate the influence of color on the acceptance and identification of flavor of foods for adults, sensory analysis was performed on jellies by non-trained tasters of both sexes aged between 18 and 60 years (1750 tests. A hedonic scale and combinations of five colors (red, yellow, green, blue and purple and three flavors (strawberry, pineapple, and limes were used in the acceptance test totaling 15 samples. In the duo-trio discrimination test, together with the reference sample (R, one sample identical to the reference and another of identical color and different flavor were offered, and the judges were requested to identify the sample that was different from the reference sample. The colors used did not influence the acceptance of the samples (P > 0.05, and as there was not significant interaction between color and flavor. However, the limes flavor negatively influenced acceptance when compared to the other flavors. With regard to flavor differentiation, the colors used did not influence flavor identification (P > 0.05; However, differentiated behavior was identified between females and males, and the latter were more error-prone. Therefore, under the experimental conditions tested, color did not influence the acceptance and identification of the flavor of the samples by adults.As características sensoriais cor e sabor dos alimentos desempenham papel importante não somente na seleção, como também na determinação do consumo, ingestão e saciedade. Objetivando determinar e avaliar a influência da cor na aceitação e identificação do sabor dos alimentos por adultos, foram realizados testes de análise sensorial com gelatinas por provadores não treinados, de ambos os gêneros, com idade entre 18 e 60 anos (1750 provas. No teste

  16. Performing self, performing character: Exploring gender performativity in online role-playing games

    Directory of Open Access Journals (Sweden)

    Heather Osborne

    2012-09-01

    Full Text Available Online narrative (fiction-based role-playing games and massively multiplayer online role-playing games (MMORPGs provide a ludic structure in which role players enact the gender and sexuality of their avatars. To investigate how role players perceive and perform their avatars' gender and sexuality in online games, I invited role players from MMORPGs and narrative RPGs to participate in an online survey. This study examines how the online game environment mediates players' self-expression and their acceptance of minority identities. Qualitative analysis of the data collected suggests that players who demonstrate empathy with and examination of their avatars' genders and sexualities, and who experience a sense of belonging within the game structure, are able to form positive interpersonal relationships that allow them to accept others' expressed identities.

  17. Who Gets More Attention When an Adult Plays with Two 7-Month-Old Infants?

    Science.gov (United States)

    Hildebrandt, Katherine A.

    Focusing on infants' physical attractiveness and behavior, this study explores reasons some infants receive greater amounts and different types of attention from adults than do others. Subjects were observed in 21 groups of three, consisting of one adult and two same-sex infants. Adult subjects were unmarried, childless undergraduate women…

  18. “Rough and Tumble” Play: Lessons in Life

    Directory of Open Access Journals (Sweden)

    Pam Jarvis

    2006-01-01

    Full Text Available This paper focuses upon the developmental role of Rough and Tumble (R&T play with particular attention to the narratives that children use to underpin such activities, and to gender differences within these. The empirical research focused upon the R&T play of children in the early years department of a suburban primary school in Northern England. The children's playtime activities were ethnographically observed over a period of eighteen calendar months, encompassing five school terms. The effects of evolution, biology and culture are recognized in the approach taken to the analysis of data. Findings indicated that the narratives underpinning R&T play were socially complex and highly gendered, and that mixed gender R&T play in particular could be theorized to mirror and simplify aspects of complex, gendered adult interaction.

  19. Australian "Play School": Viewing and Post-Viewing Behaviours in Young Children

    Science.gov (United States)

    Harrison, Cathie Anne; van Vliet, Helen Elizabeth; Anderson, Tracy

    2012-01-01

    Australian "Play School" is a children's television programme developed in collaboration with early childhood educators. It is screened free to air across Australia. Two hundred and twenty-four adult carers of young children aged 1-8 years completed an online survey via a link on the "Play School" website. The survey addressed…

  20. Acceptability of a theory of planned behaviour email-based nutrition intervention.

    Science.gov (United States)

    Kothe, E J; Mullan, B A

    2014-03-01

    This study investigated feasibility and acceptability of a new email-delivered intervention promoting fruit and vegetable consumption in a university-based population of Australian young adults. The study explored whether there are differences in the reported feasibility and acceptability between demographic groups within the population of interest and at three levels of intervention intensity. The email-delivered intervention program consists of an implementation intention 'planning task' and between 3 and 15 short email messages over a 15-day study period. The intervention program was developed using the Theory of Planned Behaviour and was designed to modify perceived behavioural control. One hundred and ten participants (mean age = 19.21 years, 25.6% male) completed the feasibility and acceptability questionnaire at Day 15. This questionnaire contained items about all intervention components. High acceptability and feasibility scores were found for all intervention parts and at all levels of intervention intensity. There were few significant differences in the reported acceptability of items between key demographic sub-groups, and no differences in reported acceptability at different levels of intervention intensity. These results suggest that this email-delivered intervention is an acceptable and feasible tool for promoting fruit and vegetable consumption for participants in the target population.

  1. Evaluation of the Acceptance Journeys Social Marketing Campaign to Reduce Homophobia.

    Science.gov (United States)

    Hull, Shawnika J; Davis, Catasha R; Hollander, Gary; Gasiorowicz, Mari; Jeffries, William L; Gray, Simone; Bertolli, Jeanne; Mohr, Anneke

    2017-01-01

    To evaluate the effectiveness of the Acceptance Journeys social marketing campaign to reduce homophobia in the Black community in Milwaukee, Wisconsin. We assessed the campaign's effectiveness using a rolling cross-sectional survey. Data were collected annually online between 2011 and 2015. Each year, a unique sample of Black and White adults, aged 30 years and older, were surveyed in the treatment city (Milwaukee) and in 2 comparison cities that did not have antihomophobia campaigns (St. Louis, MO, and Cleveland, OH; for total sample, n = 3592). Black self-identification and Milwaukee residence were significantly associated with exposure to the campaign, suggesting successful message targeting. The relationship between exposure and acceptance of gay men was significantly mediated through attitudes toward gay men, perceptions of community acceptance, and perceptions of the impact of stigma on gay men, but not through rejection of stereotypes. This model accounted for 39% of variance in acceptance. This evidence suggests that the Acceptance Journeys model of social marketing may be a promising strategy for addressing homophobia in US Black communities.

  2. The Impact of Recreational Video Game Play on Children's and Adolescents' Cognition

    Science.gov (United States)

    Blumberg, Fran C.; Altschuler, Elizabeth A.; Almonte, Debby E.; Mileaf, Maxwell I.

    2013-01-01

    Current empirical findings show linkages between recreational video game play and enhanced cognitive skills, primarily among young adults. However, consideration of this linkage among children and adolescents is sparse. Thus, discussions about facilitating transfer of cognitive skills from video game play to academic tasks among children and…

  3. Prefrontal cerebral blood volume patterns while playing video games--a near-infrared spectroscopy study.

    Science.gov (United States)

    Nagamitsu, Shinichiro; Nagano, Miki; Yamashita, Yushiro; Takashima, Sachio; Matsuishi, Toyojiro

    2006-06-01

    Video game playing is an attractive form of entertainment among school-age children. Although this activity reportedly has many adverse effects on child development, these effects remain controversial. To investigate the effect of video game playing on regional cerebral blood volume, we measured cerebral hemoglobin concentrations using near-infrared spectroscopy in 12 normal volunteers consisting of six children and six adults. A Hitachi Optical Topography system was used to measure hemoglobin changes. For all subjects, the video game Donkey Kong was played on a Game Boy device. After spectroscopic probes were positioned on the scalp near the target brain regions, the participants were asked to play the game for nine periods of 15s each, with 15-s rest intervals between these task periods. Significant increases in bilateral prefrontal total-hemoglobin concentrations were observed in four of the adults during video game playing. On the other hand, significant decreases in bilateral prefrontal total-hemoglobin concentrations were seen in two of the children. A significant positive correlation between mean oxy-hemoglobin changes in the prefrontal region and those in the bilateral motor cortex area was seen in adults. Playing video games gave rise to dynamic changes in cerebral blood volume in both age groups, while the difference in the prefrontal oxygenation patterns suggested an age-dependent utilization of different neural circuits during video game tasks.

  4. Acceptability of financial incentives for maintenance of weight loss in mid-older adults: a mixed methods study.

    Science.gov (United States)

    McGill, Bronwyn; O'Hara, Blythe J; Grunseit, Anne C; Bauman, Adrian; Osborne, Dale; Lawler, Luke; Phongsavan, Philayrath

    2018-02-13

    Health insurers worldwide implement financial incentive schemes to encourage health-related behaviours, including to facilitate weight loss. The maintenance of weight loss is a public health challenge, and as non-communicable diseases become more prevalent with increasing age, mid-older adults could benefit from programs which motivate weight loss maintenance. However, little is understood about their perceptions of using financial incentives to maintain weight loss. We used mixed methods to explore the attitudes and views of participants who had completed an Australian weight loss and lifestyle modification program offered to overweight and obese health insurance members with weight-related chronic diseases, about the acceptability and usefulness of different types of financial incentives to support weight loss maintenance. An online survey was completed by 130 respondents (mean age = 64 years); and a further 28 participants (mean age = 65 years) attended six focus groups. Both independent samples of participants supported a formalised maintenance program. Online survey respondents reported that non-cash (85.2%) and cash (77%) incentives would be potentially motivating; but only 40.5% reported that deposit contracts would motivate weight loss maintenance. Results of in-depth discussions found overall low support for any type of financial incentive, but particularly deposit contracts and lotteries. Some participants expressed that improved health was of more value than a monetary incentive and that they felt personally responsible for their own health, which was at odds with the idea of financial incentives. Others suggested ongoing program and peer support as potentially useful for weight loss maintenance. If financial incentives are considered for mid-older Australian adults in the health insurance setting, program planners will need to balance the discordance between participant beliefs about the individual responsibility for health and their desire

  5. Emerging Adults at Work and at Play: Leisure, Work Engagement, and Career Indecision

    Science.gov (United States)

    Konstam, Varda; Lehmann, Ilana S.

    2011-01-01

    To expand the understanding of how leisure and recreational activities can inform career indecision, this research examined the relationship between career indecision, work engagement, and leisure in emerging adults, 25-30 years of age. Independent sample t tests reveal that career indecisive emerging adults scored significantly lower on all three…

  6. Play, Playfulness, Creativity and Innovation

    Directory of Open Access Journals (Sweden)

    Patrick Bateson

    2014-05-01

    Full Text Available Play, as defined by biologists and psychologists, is probably heterogeneous. On the other hand, playfulness may be a unitary motivational state. Playful play as opposed to activities that merge into aggression is characterized by positive mood, intrinsic motivation, occurring in a protected context and easily disrupted by stress. Playful play is a good measure of positive welfare. It can occupy a substantial part of the waking-life of a young mammal or bird. Numerous functions for play have been proposed and they are by no means mutually exclusive, but some evidence indicates that those individual animals that play most are most likely to survive and reproduce. The link of playful play to creativity and hence to innovation in humans is strong. Considerable evidence suggests that coming up with new ideas requires a different mindset from usefully implementing a new idea.

  7. Contribution of Leisure Satisfaction, Acceptance Disability, and Social Relationship to Life Satisfaction among Korean Individuals with Intellectual Disability

    Science.gov (United States)

    Kim, Junhyoung; Schilling, Mary Lou; Kim, May; Han, Areum

    2016-01-01

    There is a dearth of literature that explores the relationships among leisure satisfaction, acceptance of disability, social relationships, and life satisfaction among adults with intellectual disability from Eastern countries. The purpose of this study was to examine how leisure satisfaction, disability acceptance, and social relationships are…

  8. The role of play objects and object play in human cognitive evolution and innovation.

    Science.gov (United States)

    Riede, Felix; Johannsen, Niels N; Högberg, Anders; Nowell, April; Lombard, Marlize

    2018-01-01

    In this contribution, we address a major puzzle in the evolution of human material culture: If maturing individuals just learn their parental generation's material culture, then what is the origin of key innovations as documented in the archeological record? We approach this question by coupling a life-history model of the costs and benefits of experimentation with a niche-construction perspective. Niche-construction theory suggests that the behavior of organisms and their modification of the world around them have important evolutionary ramifications by altering developmental settings and selection pressures. Part of Homo sapiens' niche is the active provisioning of children with play objects - sometimes functional miniatures of adult tools - and the encouragement of object play, such as playful knapping with stones. Our model suggests that salient material culture innovation may occur or be primed in a late childhood or adolescence sweet spot when cognitive and physical abilities are sufficiently mature but before the full onset of the concerns and costs associated with reproduction. We evaluate the model against a series of archeological cases and make suggestions for future research. © 2018 The Authors Evolutionary Anthropology Published by Wiley Periodicals, Inc.

  9. The role of play objects and object play in human cognitive evolution and innovation

    Science.gov (United States)

    Johannsen, Niels N.; Högberg, Anders; Nowell, April; Lombard, Marlize

    2018-01-01

    Abstract In this contribution, we address a major puzzle in the evolution of human material culture: If maturing individuals just learn their parental generation's material culture, then what is the origin of key innovations as documented in the archeological record? We approach this question by coupling a life‐history model of the costs and benefits of experimentation with a niche‐construction perspective. Niche‐construction theory suggests that the behavior of organisms and their modification of the world around them have important evolutionary ramifications by altering developmental settings and selection pressures. Part of Homo sapiens' niche is the active provisioning of children with play objects — sometimes functional miniatures of adult tools — and the encouragement of object play, such as playful knapping with stones. Our model suggests that salient material culture innovation may occur or be primed in a late childhood or adolescence sweet spot when cognitive and physical abilities are sufficiently mature but before the full onset of the concerns and costs associated with reproduction. We evaluate the model against a series of archeological cases and make suggestions for future research. PMID:29446561

  10. Public perceptions and acceptance of induced earthquakes related to energy development

    International Nuclear Information System (INIS)

    McComas, Katherine A.; Lu, Hang; Keranen, Katie M.; Furtney, Maria A.; Song, Hwansuck

    2016-01-01

    Growing awareness of the potential for some energy-related activities to induce earthquakes has created a need to understand how the public evaluates the risks of induced earthquakes versus the benefits of energy development. To address this need, this study presents a web survey that used a between-subjects factorial experimental design to explore the views of 325 U.S. adults, who were asked about their experiences with earthquakes; risk perceptions related to different causes of earthquakes (e.g., natural versus induced); and acceptability of earthquakes depending on the benefits, beneficiaries, and decision making process. The results found that participants had more negative feelings toward induced versus naturally occurring earthquakes. Although they judged no earthquake as “acceptable,” participants rated induced earthquakes significantly less acceptable than naturally occurring ones. Attributing the benefits to the provision of renewable energy or climate change mitigation did not increase induced earthquake acceptability, and no particular beneficiary made earthquakes more acceptable, although private companies as beneficiaries made earthquakes less acceptable. Finally, induced earthquake acceptability was significantly higher when people believed that people like them had a voice in the decision to implement the technology that caused the earthquake, underscoring the importance of public engagement in the development of energy technologies. - Highlights: • Human induced earthquakes were perceived as more negative than natural earthquakes. • Attributing benefits to renewable energy did not increase earthquake acceptability. • Acceptability was highest after a procedurally fair decision making process. • Acceptability was lowest following an expert-driven decision.

  11. Reciprocal Imitation Following Adult Imitation by Children with Autism

    Science.gov (United States)

    Field, Tiffany; Ezell, Shauna; Nadel, Jacqueline; Grace, Ava; Allender, Susan; Siddalingappa, Vijaya

    2013-01-01

    This study examined the effects of adult imitation and adult playfulness on the imitation, social attention and initiation of new behaviours by non-verbal preschoolers with autism. Videotapes taken from a previous study were recoded for the adult's imitation and playful behaviour and the children's imitation, social attention (looking at…

  12. Day care quality and children's free play activities.

    Science.gov (United States)

    Vandell, D L; Powers, C P

    1983-07-01

    Social and nonsocial behavior of white, middle-class preschoolers in high, moderate, and low quality day care centers were contrasted. Children in high quality centers were more likely to interact positively with adults, while children in lower quality programs were more likely to engage in solitary play and aimless wandering.

  13. Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population

    Directory of Open Access Journals (Sweden)

    Monnin Julie

    2011-08-01

    Full Text Available Abstract Background Massively Multiplayer Online Role-Playing Games (MMORPGs are a very popular and enjoyable leisure activity, and there is a lack of international validated instruments to assess excessive gaming. With the growing number of gamers worldwide, adverse effects (isolation, hospitalizations, excessive use, etc. are observed in a minority of gamers, which is a concern for society and for the scientific community. In the present study, we focused on screening gamers at potential risk of MMORPG addiction. Methods In this exploratory study, we focused on characteristics, online habits and problematic overuse in adult MMORPG gamers. In addition to socio-demographical data and gamer behavioral patterns, 3 different instruments for screening addiction were used in French MMORPG gamers recruited online over 10 consecutive months: the substance dependence criteria for the Diagnostic and Statistical Manual of Mental Disorder, fourth revised edition (DSM-IV-TR that has been adapted for MMORPG (DAS, the qualitative Goldberg Internet Addiction Disorder scale (GIAD and the quantitative Orman Internet Stress Scale (ISS. For all scales, a score above a specific threshold defined positivity. Results The 448 participating adult gamers were mainly young adult university graduates living alone in urban areas. Participants showed high rates of both Internet addiction (44.2% for GIAD, 32.6% for ISS and DAS positivity (27.5%. Compared to the DAS negative group, DAS positive gamers reported significantly higher rates of tolerance phenomenon (increased amount of time in online gaming to obtain the desired effect and declared significantly more social, financial (OR: 4.85, marital (OR: 4.61, family (OR: 4.69 and/or professional difficulties (OR: 4.42 since they started online gaming. Furthermore, these gamers self-reported significantly higher rates (3 times more of irritability, daytime sleepiness, sleep deprivation due to play, low mood and emotional

  14. Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population.

    Science.gov (United States)

    Achab, Sophia; Nicolier, Magali; Mauny, Frédéric; Monnin, Julie; Trojak, Benoit; Vandel, Pierre; Sechter, Daniel; Gorwood, Philip; Haffen, Emmanuel

    2011-08-26

    Massively Multiplayer Online Role-Playing Games (MMORPGs) are a very popular and enjoyable leisure activity, and there is a lack of international validated instruments to assess excessive gaming. With the growing number of gamers worldwide, adverse effects (isolation, hospitalizations, excessive use, etc.) are observed in a minority of gamers, which is a concern for society and for the scientific community. In the present study, we focused on screening gamers at potential risk of MMORPG addiction. In this exploratory study, we focused on characteristics, online habits and problematic overuse in adult MMORPG gamers. In addition to socio-demographical data and gamer behavioral patterns, 3 different instruments for screening addiction were used in French MMORPG gamers recruited online over 10 consecutive months: the substance dependence criteria for the Diagnostic and Statistical Manual of Mental Disorder, fourth revised edition (DSM-IV-TR) that has been adapted for MMORPG (DAS), the qualitative Goldberg Internet Addiction Disorder scale (GIAD) and the quantitative Orman Internet Stress Scale (ISS). For all scales, a score above a specific threshold defined positivity. The 448 participating adult gamers were mainly young adult university graduates living alone in urban areas. Participants showed high rates of both Internet addiction (44.2% for GIAD, 32.6% for ISS) and DAS positivity (27.5%). Compared to the DAS negative group, DAS positive gamers reported significantly higher rates of tolerance phenomenon (increased amount of time in online gaming to obtain the desired effect) and declared significantly more social, financial (OR: 4.85), marital (OR: 4.61), family (OR: 4.69) and/or professional difficulties (OR: 4.42) since they started online gaming. Furthermore, these gamers self-reported significantly higher rates (3 times more) of irritability, daytime sleepiness, sleep deprivation due to play, low mood and emotional changes since online gaming onset. The DAS

  15. Pilot testing a digital pet avatar for older adults.

    Science.gov (United States)

    Chi, Nai-Ching; Sparks, Olivia; Lin, Shih-Yin; Lazar, Amanda; Thompson, Hilaire J; Demiris, George

    Social isolation in older adults is a major public health concern. An embodied conversational agent (ECA) has the potential to enhance older adults' social interaction. However, little is known about older adults' experience with an ECA. In this paper, we conducted a pilot study to examine the perceived acceptance and utility of a tablet-based conversational agent in the form of an avatar (termed "digital pet") for older adults. We performed secondary analysis of data collected from a study that employed the use of a digital pet in ten older adults' homes for three months. Most of the participants enjoyed the companionship, entertainment, reminders, and instant assistance from the digital pet. However, participants identified limited conversational ability and technical issues as system challenges. Privacy, dependence, and cost were major concerns. Future applications should maximize the agent's conversational ability and the system's overall usability. Our results can inform future designs of conversational agents for older adults, which need to include older adults as system co-designers to maximize usability and acceptance. Copyright © 2017 Elsevier Inc. All rights reserved.

  16. Organoleptic qualities and acceptability of fortified rice in two Southeast Asian countries

    DEFF Research Database (Denmark)

    Khanh Van, Tran; Burja, Kurt; Thuy Nga, Tran

    2014-01-01

    the acceptability of two types of fortified rice (cold and hot extruded) in Vietnam and Cambodia, triangle tests were conducted in Vietnam (53 women) and Cambodia (258 adults), testing fortified rice against conventional rice, with participants being asked to score the organoleptic qualities. In addition, Cambodian...

  17. The Children's Play Therapy Instrument (CPTI). Description, development, and reliability studies.

    Science.gov (United States)

    Kernberg, P F; Chazan, S E; Normandin, L

    1998-01-01

    The Children's Play Therapy Instrument (CPTI), its development, and reliability studies are described. The CPTI is a new instrument to examine a child's play activity in individual psychotherapy. Three independent raters used the CPTI to rate eight videotaped play therapy vignettes. Results were compared with the authors' consensual scores from a preliminary study. Generally good to excellent levels of interrater reliability were obtained for the independent raters on intraclass correlation coefficients for ordinal categories of the CPTI. Likewise, kappa levels were acceptable to excellent for nominal categories of the scale. The CPTI holds promise to become a reliable measure of play activity in child psychotherapy. Further research is needed to assess discriminant validity of the CPTI for use as a diagnostic tool and as a measure of process and outcome.

  18. Acceptance and suitability of novel trees for Orthotomicus erosus, an exotic bark beetle in North America

    Science.gov (United States)

    A.J. Walter; R.C. Venette; S.A. Kells

    2010-01-01

    To predict whether an herbivorous pest insect will establish in a new area, the potential host plants must be known. For invading bark beetles, adults must recognize and accept trees suitable for larval development. The preference-performance hypothesis predicts that adults will select host species that maximize the fitness of their offspring. We tested five species of...

  19. The coevolution of play and the cortico-cerebellar system in primates.

    Science.gov (United States)

    Kerney, Max; Smaers, Jeroen B; Schoenemann, P Thomas; Dunn, Jacob C

    2017-10-01

    Primates are some of the most playful animals in the natural world, yet the reason for this remains unclear. One hypothesis posits that primates are so playful because playful activity functions to help develop the sophisticated cognitive and behavioural abilities that they are also renowned for. If this hypothesis were true, then play might be expected to have coevolved with the neural substrates underlying these abilities in primates. Here, we tested this prediction by conducting phylogenetic comparative analyses to determine whether play has coevolved with the cortico-cerebellar system, a neural system known to be involved in complex cognition and the production of complex behaviour. We used phylogenetic generalised least squares analyses to compare the relative volume of the largest constituent parts of the primate cortico-cerebellar system (prefrontal cortex, non-prefrontal heteromodal cortical association areas, and posterior cerebellar hemispheres) to the mean percentage of time budget spent in play by a sample of primate species. Using a second categorical data set on play, we also used phylogenetic analysis of covariance to test for significant differences in the volume of the components of the cortico-cerebellar system among primate species exhibiting one of three different levels of adult-adult social play. Our results suggest that, in general, a positive association exists between the amount of play exhibited and the relative size of the main components of the cortico-cerebellar system in our sample of primate species. Although the explanatory power of this study is limited by the correlational nature of its analyses and by the quantity and quality of the data currently available, this finding nevertheless lends support to the hypothesis that play functions to aid the development of cognitive and behavioural abilities in primates.

  20. Young Children Playing Together: A Choice of Engagement

    Science.gov (United States)

    Anderson, Babs

    2018-01-01

    This article highlights the findings of an empirical research project, using an ethnographic approach, taking place over one academic year. It investigates the different forms of engagement that children may present, when acting in free play situations in a nursery in NW England, without direct adult intervention. This range of engagement includes…

  1. Acceptable noise level (ANL) with Danish and non-semantic speech materials in adult hearing-aid users

    DEFF Research Database (Denmark)

    Olsen, Steen Østergaard; Lantz, Johannes; Nielsen, Lars Holme

    2012-01-01

    The acceptable noise level (ANL) test is used for quantification of the amount of background noise subjects accept when listening to speech. This study investigates Danish hearing-aid users' ANL performance using Danish and non-semantic speech signals, the repeatability of ANL, and the association...

  2. Do maternal attributions play a role in the acceptability of behavioural interventions for problem behaviour in children with autism spectrum disorders?

    OpenAIRE

    Choi, Yee Ki Kathy; Kovshoff, H.

    2013-01-01

    The present study explored the relationship between parental attributions and treatment acceptability of behavioural interventions for problem behaviour in children with autism spectrum disorders (ASD). Mothers of children with ASD aged 3–9 years (N = 139) completed survey measures that assessed demographics, parental attributions, treatment acceptability of parent-focused and child-focused behavioural interventions, severity of their child's disruptive behaviour, and severity of their child'...

  3. The right time to happen: play developmental divergence in the two Pan species.

    Directory of Open Access Journals (Sweden)

    Elisabetta Palagi

    Full Text Available Bonobos, compared to chimpanzees, are highly motivated to play as adults. Therefore, it is interesting to compare the two species at earlier developmental stages to determine how and when these differences arise. We measured and compared some play parameters between the two species including frequency, number of partners (solitary, dyadic, and polyadic play, session length, and escalation into overt aggression. Since solitary play has a role in developing cognitive and physical skills, it is not surprising that chimpanzees and bonobos share similar developmental trajectories in the motivation to engage in this activity. The striking divergence in play developmental pathways emerged for social play. Infants of the two species showed comparable social play levels, which began to diverge during the juvenile period, a 'timing hotspot' for play development. Compared to chimpanzees, social play sessions in juvenile bonobos escalated less frequently into overt aggression, lasted longer, and frequently involved more than two partners concurrently (polyadic play. In this view, play fighting in juvenile bonobos seems to maintain a cooperative mood, whereas in juvenile chimpanzees it acquires more competitive elements. The retention of juvenile traits into adulthood typical of bonobos can be due to a developmental delay in social inhibition. Our findings show that the divergence of play ontogenetic pathways between the two Pan species and the relative emergence of play neotenic traits in bonobos can be detected before individuals reach sexual maturity. The high play motivation showed by adult bonobos compared to chimpanzees is probably the result of a long developmental process, rooted in the delicate transitional phase, which leads subjects from infancy to juvenility.

  4. Bridging the Gap between Social Acceptance and Ethical Acceptability.

    Science.gov (United States)

    Taebi, Behnam

    2017-10-01

    New technology brings great benefits, but it can also create new and significant risks. When evaluating those risks in policymaking, there is a tendency to focus on social acceptance. By solely focusing on social acceptance, we could, however, overlook important ethical aspects of technological risk, particularly when we evaluate technologies with transnational and intergenerational risks. I argue that good governance of risky technology requires analyzing both social acceptance and ethical acceptability. Conceptually, these two notions are mostly complementary. Social acceptance studies are not capable of sufficiently capturing all the morally relevant features of risky technologies; ethical analyses do not typically include stakeholders' opinions, and they therefore lack the relevant empirical input for a thorough ethical evaluation. Only when carried out in conjunction are these two types of analysis relevant to national and international governance of risky technology. I discuss the Rawlsian wide reflective equilibrium as a method for marrying social acceptance and ethical acceptability. Although the rationale of my argument is broadly applicable, I will examine the case of multinational nuclear waste repositories in particular. This example will show how ethical issues may be overlooked if we focus only on social acceptance, and will provide a test case for demonstrating how the wide reflective equilibrium can help to bridge the proverbial acceptance-acceptability gap. © 2016 The Authors Risk Analysis published by Wiley Periodicals, Inc. on behalf of Society for Risk Analysis.

  5. The Work of Play: How Video Games Affect Social Interactions for Children with Autism Spectrum Disorder

    Science.gov (United States)

    Hiltz, Virginia A.

    2017-01-01

    This study examines the differences in play behaviors demonstrated by children with Autism Spectrum Disorder (ASD) when they engage in play with typically developing (TD) peers. Pairs of elementary school students, ages eight to 11, engaged in play in three settings: typical school recess, facilitated play led by adults, and kinetic technology…

  6. Miku's mask: Fictional encounters in children's costume play.

    Science.gov (United States)

    Helgesen, Espen

    2015-11-01

    Children's engagement with Japanese toys and fictional characters has taken on new significance in the age of YouTube. Drawing on ethnographic research on technology-mediated play among 8- and 9-year-olds in Norway, this article shows how boundaries between "real" humans and "fake" non-humans are blurred and undermined when children take on the perspective of a fictional pop star known as Miku. I argue that YouTube provides a platform for children's playful experimentation with posthuman subjectivities, where they orient themselves toward the future not in terms of becoming adult but in terms of multiple becomings.

  7. Evolutionary Advantages of Free Play During Childhood

    Directory of Open Access Journals (Sweden)

    Werner Greve

    2016-11-01

    Full Text Available In a theoretical framework of evolutionary developmental psychology, the present study investigates the assumption that free play during childhood is a condition for the development of individual adaptability, which in turn predicts, first, social success and, second, reproductive success. This hypothesis is tested in a study with 238 adults (75.9% females; 18–90 years. Participants were asked to recollect their free play experiences during childhood in detail, to report their current developmental status with respect to several aspects of social success, and to report the number of (own children. Furthermore, individual adaptability (flexibility of goal adjustment is assessed. Results show that the opportunity for free play in childhood significantly predicts both social success and individual adaptability. Social success did not predict reproductive success (number of offspring directly. However, an indirect effect to the number of offspring was found, mediated by individual adaptability. These results suggest that freely playing in childhood is connected to the development of developmental resources, in particular individual adaptability in adulthood, which, in turn, is related to reproductive success (fitness.

  8. Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: “Fitter Critters”

    Science.gov (United States)

    Ferrara, John; Lance, Bri; Karetas, Andrew; Druker, Susan; Panza, Emily; Olendzki, Barbara; Andersen, Victoria; Pbert, Lori

    2012-01-01

    Abstract Objective Interest in health videogames to stimulate health behavior change is increasing, yet little research exists on their use. This study tested the acceptability of an online health videogame called “Fitter Critters™” (Megazoid Games, Collegeville, PA) for improving healthy diet and activity in elementary school students. Subjects and Methods In October and November 2011, fifth grade students (n=97) from a school in central Massachusetts played the game for 1 week during their health class. Measures of nutrition and activity knowledge, attitudes, and self-efficacy were completed prior to playing the game and again on the final day along with a videogame acceptability questionnaire. Results The videogame was highly acceptable to participants as measured by the acceptability questionnaire mean rating of 4.52 (SD=0.60), where 1=strongly disagree and 5=strongly agree; 73% of students played the game at least once outside of class. Significant increases in positive attitudes toward healthy eating (Pvideogame engages students in learning about healthy eating and activity. Further research should assess whether the positive changes observed in knowledge, attitudes, and self-efficacy translate into behavior change. PMID:24761317

  9. Key acceptability attributes of orodispersible films.

    Science.gov (United States)

    Scarpa, Mariagiovanna; Paudel, Amrit; Kloprogge, Frank; Hsiao, Wen Kai; Bresciani, Massimo; Gaisford, Simon; Orlu, Mine

    2018-04-01

    The features rendering orodispersible films (ODFs) patient-centric formulations are widely discussed in the scientific literature. However there is a lack of research studies exploring ODF characteristics with a potential impact on end-user acceptability. The aim of this study was to identify the key ODF characteristics affecting end-user acceptability by developing in vitro test methods for the prediction of ODFs acceptability and correlate these formulation characteristics with the data obtained from a human panel study. Four drug-free single-polymer films were prepared by solvent casting. Solutions of poly(vinyl) alcohol (PVOH) 39 KDa (P1), PVOH 197 KDa (P2), carboxymethylcellulose (CMC) 395 KDa (C1), and CMC 725 KDa (C2) were prepared. Texture analysis and Dynamic Mechanical Analysis (DMA) were used to assess film tack. Petri dish and drop methods were used to assess disintegration time. A human panel of 24 healthy young adults was employed to identify end-user acceptability criteria of the four study film samples. Texture analysis data of ODF tack were not found to be in agreement with the in vivo perceived stickiness in the mouth. However, measurement of the area under the adhesive force curve obtained by DMA correlated with in vivo perceived stickiness data for all samples. The disintegration times obtained by drop method were more comparable to human panel data than the petri dish method. Hence DMA and drop methods proved to be promising methodologies for the prediction of the end-user acceptability. The type and molecular weight of the film-forming polymer had a strong influence on stickiness perception, whereas only polymeric molecular weight influenced perceived disintegration time. The human panel study showed that Participant Reported Outcomes (PROs) for the perceived stickiness in the mouth and disintegration time of test films received significantly different scores between samples, and thus were identified as the key attributes with the

  10. Playfulness in Adults Revisited: The Signal Theory in German Speakers

    Science.gov (United States)

    Proyer, René T.; Wagner, Lisa

    2015-01-01

    The authors elaborate on the role of playfulness as a preferred characteristic in potential long-term partners recently espoused by Garry Chick and others. They aim to replicate the findings of such research by studying a different culture (that of German-speaking countries) and to develop them further by taking into account the participants'…

  11. Activity and energy expenditure in older people playing active video games.

    Science.gov (United States)

    Taylor, Lynne M; Maddison, Ralph; Pfaeffli, Leila A; Rawstorn, Jonathan C; Gant, Nicholas; Kerse, Ngaire M

    2012-12-01

    Tayl To quantify energy expenditure in older adults playing interactive video games while standing and seated, and secondarily to determine whether participants' balance status influenced the energy cost associated with active video game play. Cross-sectional study. University research center. Community-dwelling adults (N=19) aged 70.7±6.4 years. Participants played 9 active video games, each for 5 minutes, in random order. Two games (boxing and bowling) were played in both seated and standing positions. Energy expenditure was assessed using indirect calorimetry while at rest and during game play. Energy expenditure was expressed in kilojoules per minute and metabolic equivalents (METs). Balance was assessed using the mini-BESTest, the Activities-specific Balance Confidence Scale, and the Timed Up and Go (TUG). Mean ± SD energy expenditure was significantly greater for all game conditions compared with rest (all P≤.01) and ranged from 1.46±.41 METs to 2.97±1.16 METs. There was no significant difference in energy expenditure, activity counts, or perceived exertion between equivalent games played while standing and seated. No significant correlations were observed between energy expenditure or activity counts and balance status. Active video games provide light-intensity exercise in community-dwelling older people, whether played while seated or standing. People who are unable to stand may derive equivalent benefits from active video games played while seated. Further research is required to determine whether sustained use of active video games alters physical activity levels in community settings for this population. Copyright © 2012 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  12. Acceptance of Game-Based Learning and Intrinsic Motivation as Predictors for Learning Success and Flow Experience

    Directory of Open Access Journals (Sweden)

    Manuel Ninaus

    2017-09-01

    Full Text Available There is accumulating evidence that engagement with digital math games can improve students’ learning. However, in what way individual variables critical to game-based learning influence students' learning success still needs to be explored. Therefore, the aim of this study was to investigate the influence of students’ acceptance of game-based learning (e.g., perceived usefulness of a game as a learning tool, perceived ease of use, as well as their intrinsic motivation for math (e.g., their math interest, self-efficacy and quality of playing experience on learning success in a game-based rational number training. Additionally, we investigated the influence of the former variables on quality of playing experience (operationalized as perceived flow. Results indicated that the game-based training was effective. Moreover, students’ learning success and their quality of playing experience were predicted by measures of acceptance of game-based learning and intrinsic motivation for math. These findings indicated that learning success in game-based learning approaches are driven by students’ acceptance of the game as a learning tool and content-specific intrinsic motivation. Therefore, the present work is of particular interest to researchers, developers, and practitioners working with game-based learning environments.

  13. Play-a-Long, Sing-a-Long with the Hi Hopes

    Science.gov (United States)

    Walker, Doris E.

    1975-01-01

    Described are the beginnings and current activities of the Hi Hopes, a music group of seven trainable mentally retarded adults who have recorded three albums, appeared on television specials and played before more than 250,000 people. (CL)

  14. AWARENESS AND ACCEPTANCE OF TEMPORARY METHODS OF CONTRACEPTIVE AMONG PRIMIPAROUS WOMEN

    Directory of Open Access Journals (Sweden)

    Cicija Kalloopparamban

    2017-04-01

    Full Text Available BACKGROUND Contraceptive advice is a component of good preventive healthcare. Socioeconomic factors, education are a few of factors that play vital role in family planning acceptance. To provide this, understanding the attitude and knowledge of patient towards contraception is very much necessary. Objective of this study is to assess the awareness and acceptance of temporary methods of contraception in postpartum primiparas during their first visit to Family Planning OPD, MCH, Kottayam. MATERIALS AND METHODS A hospital-based prospective descriptive study was conducted among the primiparas presented in Family Planning OPD for the first time in postpartum at 6 wks. in MCH during the study period. Informed written consent was obtained from the patients. The study subjects were interviewed with questionnaire to assess the awareness and acceptance of temporary contraceptive methods and the level to which each of them will keep compliance. The questionnaire was to elicit information regarding age, educational status, occupation, knowledge and source of contraceptive methods, attitude of female towards contraception. RESULTS In our study, majority include graduates (37%, but most of study population were unemployed (43.2%. Literate people are more conscious about their own health and that of their families and try to limit their families much more effectively than the illiterates do. The awareness of the group about contraception was 80.5%, mostly through health workers, 39.6%. 53.9% of the study population had accepted any of the temporary contraceptive methods; maximum opted being the barrier contraception, 19%. 60.9% had peer group support. 74.5% had antenatal counselling from a healthcare worker regarding the use of temporary contraceptive methods. Acceptance was maximum among the graduated subjects, 66.9%.The type accepted by graduates include mostly barrier. Contraceptives, 23.2%. 48% of the graduates used for the need of spacing. A maximum peer

  15. Adult learning in modernity

    DEFF Research Database (Denmark)

    Rasmussen, Palle

    2007-01-01

    The paper discusses the conditions for the growth of adult education in modern societies. It is argued that in modern adult life individual biographical reflection plays an increasing role, not only for educational and occupational choice but also in the process of identity formation and emotional...

  16. Nuclear energy: beliefs, values, and acceptability

    Energy Technology Data Exchange (ETDEWEB)

    van der Pligt, J; Eiser, J R

    1985-06-01

    The last decade has seen a dramatic increase in public concern about nuclear energy. As a consequence, it has become recognized that the future of nuclear energy will not only depend on technical and economic factors, but that public acceptability of this technology will play a crucial role in the long-term future of nuclear energy. Research has shown a considerable divergence in public and expert assessment of the risks associated with nuclear energy. Qualitative aspects of risks play a dominant role in the public's perception of risks, and it seems necessary for experts to recognize this in order to improve relations with the general public. It is also clear, however, that differences in the perception of risks do not embrace all the relevant aspects of the public's assessment of nuclear energy. Public reaction is also related to more general beliefs and values, and the issue of nuclear energy is embedded in a much wider moral and political domain. 8 references.

  17. Plays and Censorship in Medellin between 1850 and 1950

    Directory of Open Access Journals (Sweden)

    Nancy Yohana Correa Serna

    2017-01-01

    Full Text Available The article analyzes the repertoire of the national and foreign troupes of opera, zarzuela and theatre, that visited Medellín city (Colombia between 1850 and 1950. The repertoires were composed mostly by plays of foreigners writers, usually Spanish authors, and in some occasions plays by national playwriters. The local government formed a censor boards since 1909 to maintain a control on the content of represented plays, this censor was kept during the whole studied period. They were in charge of vetoing those theatre plays considered immoral or that attempted against the religious precepts of Medellin dwellers, who also, from their place as spectators approved or disapproved the staging through public demonstrations in the function, or by supporting or absence at the season programed by the troupes. The review of the press, of the main cultic magazines of the studied time, of some funds of the Historical Archives of Medellin and of the represented plays, allowed to reflect on the appropriation and circulation of the social representations stating, which only reproduced the practices and accepted experiences by the intellectuals and political elites of the city.

  18. Multimodal Counseling Interventions: Effect on Human Papilloma Virus Vaccination Acceptance.

    Science.gov (United States)

    Nwanodi, Oroma; Salisbury, Helen; Bay, Curtis

    2017-11-06

    Human papilloma virus (HPV) vaccine was developed to reduce HPV-attributable cancers, external genital warts (EGW), and recurrent respiratory papillomatosis. Adolescent HPV vaccination series completion rates are less than 40% in the United States of America, but up to 80% in Australia and the United Kingdom. Population-based herd immunity requires 80% or greater vaccination series completion rates. Pro-vaccination counseling facilitates increased vaccination rates. Multimodal counseling interventions may increase HPV vaccination series non-completers' HPV-attributable disease knowledge and HPV-attributable disease prophylaxis (vaccination) acceptance over a brief 14-sentence counseling intervention. An online, 4-group, randomized controlled trial, with 260 or more participants per group, found that parents were more likely to accept HPV vaccination offers for their children than were childless young adults for themselves (68.2% and 52.9%). A combined audiovisual and patient health education handout (PHEH) intervention raised knowledge of HPV vaccination purpose, p = 0.02, and HPV vaccination acceptance for seven items, p HPV vaccination acceptance for five items, p HPV causes EGW, and that HPV vaccination prevents HPV-attributable diseases were better conveyed by the combined audiovisual and PHEH than the control 14-sentence counseling intervention alone.

  19. Older Adults: What Every Paediatric Nurse Should Know

    Science.gov (United States)

    Barba, Beth Ellen; Tesh, Anita Starr; Cowen, Kay; Hancock, Debbie; Moore, Catherine

    2010-01-01

    Older adults have always been important parts of children's lives, playing a variety of roles including grandparent, caregiver, friend, and neighbour. Grandparents also play a variety of roles in families. Often a child's first encounter with serious illness or death involves a grandparent or other older adult. Grandparents are also increasingly…

  20. Play therapy for a boy with emotional/behavioural problems: the therapist’s working experience with the child

    OpenAIRE

    Salles, Andréia Mansk Boone; Universidade Federal do Espírito Santo

    2015-01-01

    Play therapy offers children the opportunity to “play out” their intensive feelings, conflicts and issues in a constructive atmosphere, and with a sense of safety and acceptance given to them by the play therapist. Bering this in mind, the therapist employed Non-Directive Play Therapy approach during 31 sessions of 45 minutes each with a nine-years-old boy who was exhibiting emotional/behavioural problems at school. The client’s psychotherapeutic process is presented divided in three stages: ...

  1. Metabolic changes associated with playing active video game ...

    African Journals Online (AJOL)

    Twenty adults (10 males and 10 females) between 19 and 25 years of age played Nintendo Wii Boxing™ for 15 minutes. ... the VO2max assessment. ... opponent when compared to when at rest (1.1 ± 0.1 kcal•min-1), while no significant differences were found between the two video game opponents or males and females.

  2. More Rhode Island Adults Have Dental Coverage After the Medicaid Expansion: Did More Adults Receive Dental Services? Did More Dentists Provide Services?

    Science.gov (United States)

    Zwetchkenbaum, Samuel; Oh, Junhie

    2017-10-02

    Under the Affordable Care Act (ACA) Medicaid expansion since 2014, 68,000 more adults under age 65 years were enrolled in Rhode Island Medicaid as of December 2015, a 78% increase from 2013 enrollment. This report assesses changes in dental utilization associated with this expansion. Medicaid enrollment and dental claims for calendar years 2012-2015 were extracted from the RI Medicaid Management Information System. Among adults aged 18-64 years, annual numbers and percentages of Medicaid enrollees who received any dental service were summarized. Additionally, dental service claims were assessed by provider type (private practice or health center). Although 15,000 more adults utilized dental services by the end of 2015, the annual percentage of Medicaid enrollees who received any dental services decreased over the reporting periods, compared to pre-ACA years (2012-13: 39%, 2014: 35%, 2015: 32%). From 2012 to 2015, dental patient increases in community health centers were larger than in private dental offices (78% vs. 34%). Contrary to the Medicaid population increase, the number of dentists that submitted Medicaid claims decreased, particularly among dentists in private dental offices; the percentage of RI private dentists who provided any dental service to adult Medicaid enrollees decreased from 29% in 2012 to 21% in 2015. Implementation of Medicaid expansion has played a critical role in increasing the number of Rhode Islanders with dental coverage, particularly among low-income adults under age 65. However, policymakers must address the persistent and worsening shortage of dental providers that accept Medicaid to provide a more accessible source of oral healthcare for all Rhode Islanders. [Full article available at http://rimed.org/rimedicaljournal-2017-10.asp].

  3. Reflections on the children house of congress and the non-profanable play

    Directory of Open Access Journals (Sweden)

    André Cechinel

    2017-12-01

    Full Text Available This essay intends to discuss the Children House of Congress – a Brazilian educational project through which children, after selective process in schools, are invited to play a political role similar to that of deputies in the formulation of laws – as a program that, instead of listening to children's particular politics, strange and ungraspable, imposes an adult-centered and silencing intervention. For this purpose, the text is divided into two parts: first, it discusses the relationship between childhood, play, and profanity; after that, it addresses the link between schools and the Children House of Congress, as an example of how the educational process sometimes incorporates the demands of the adult world. In summary, if childhood usually challenges adult life from the point of view of difference, the aestheticization of politics, as practiced by the Children House of Congress, inserts children in a world at the same time predictable and apparently inevitable.

  4. Acceptable noise level (ANL) with Danish and non-semantic speech materials in adult hearing-aid users

    DEFF Research Database (Denmark)

    Olsen, Steen Østergaard; Lantz, Johannes; Nielsen, Lars Holme

    2012-01-01

    The acceptable noise level (ANL) test is used for quantification of the amount of background noise subjects accept when listening to speech. This study investigates Danish hearing-aid users' ANL performance using Danish and non-semantic speech signals, the repeatability of ANL, and the association...... between ANL and outcome of the international outcome inventory for hearing aids (IOI-HA)....

  5. Interventions for maintaining nasogastric feeding after stroke: An integrative review of effectiveness and acceptability.

    Science.gov (United States)

    Mahoney, Catherine; Veitch, Linda

    2018-02-01

    To investigate the effectiveness and acceptability of interventions for maintaining nasogastric tubes in adult stroke patients. Internationally, incidence of cerebral vascular disease continues to increase and stroke is the largest cause of complex disability in adults. Dysphagia is common following a stroke which necessitates feeding via a nasogastric tube. Nasogastric tubes are not well tolerated by stroke patients and may be frequently dislodged. Hence, interventions such as tape, the nasal bridle/loop or hand mittens may be used to maintain nasogastric tube position. However, evidence around the effectiveness and acceptability of these interventions has not been reviewed and synthesised. Integrative literature review. Database searches in MEDLINE, PubMed, CINAHL, Scopus, Cochrane and EMBASE; manual reference list searches. Seven studies met the eligibility criteria and were included in the review. Evidence for the effectiveness of nasal bridle/loop and hand mittens to maintain nasogastric tube position in patients after a stroke is spare and methodologically poor, and especially limited around hand mittens use. There is insufficient evidence about the acceptability of both nasal bridle/loop and hand mittens among stroke patients. Current clinical practice is underpinned by assumptions around the acceptability of nasal bridle/loop and hand mittens to secure nasogastric tubes. This results in reliance on consensual judgement between professional, patients and their families to guide their use among individuals with dysphagia after stroke. Further research is required to assess the effectiveness of hand mittens and acceptability of both nasal bridle/loop and hand mittens among stroke patients to inform guideline development. Given the lack of evidence on the acceptability of hand mittens and nasal bridle/loop among stroke patients to inform evidence-based guidelines and protocols, healthcare professionals should reach consensus on their use by exercising clinical

  6. Pathological game use in adults with and without Autism Spectrum Disorder

    Directory of Open Access Journals (Sweden)

    Christopher R. Engelhardt

    2017-06-01

    Full Text Available This study tested whether adults with autism spectrum disorder (ASD are at higher risk for pathological game use than typically developing (TD adults. Participants included 119 adults with and without ASD. Participants completed measures assessing daily hours of video game use, percent of free time spent playing video games, and symptoms of pathological game use. The results indicated that adults with ASD endorsed more symptoms of video game pathology than did TD adults. This relationship was strong, enjoying 300,000-to-1 odds in Bayesian model comparison. Results also showed that adults with ASD spent more daily hours playing video games and spent a higher percent of their free time playing video games than did TD adults. Even after adjustment for these differences in daily video game hours and proportion of free time spent on games, model comparisons found evidence for a difference in game pathology scores associated with ASD status. Additionally, escapism motives for playing video games was associated with game pathology scores in both ASD and TD adults, replicating and extending a previous report. In conclusion, the risk for pathological game use appears larger in adults with ASD compared with TD adults. These findings point to pathological game use as a potentially important focus of clinical attention in adults with ASD.

  7. Play Practices and Play Moods

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg

    2013-01-01

    The aim of this article is to develop a view of play as a relation between play practices and play moods based on an empirical study of children's everyday life and by using Bateson's term of ‘framing’ [(1955/2001). In Steps to an ecology of mind (pp. 75–80). Chicago: University of Chicago Press......], Schmidt's notion of ‘commonness’ [(2005). Om respekten. København: Danmarks Pædagogiske Universitets Forlag; (2011). On respect. Copenhagen: Danish School of Education University Press] and Heidegger's term ‘mood’ [(1938/1996). Time and being. Cornwall: Wiley-Blackwell.]. Play mood is a state of being...... in which we are open and ready, both to others and their production of meaning and to new opportunities for producing meaning. This play mood is created when we engage with the world during play practices. The article points out four types of play moods – devotion, intensity, tension and euphorica – which...

  8. The Mental Health of Older LGBT Adults.

    Science.gov (United States)

    Yarns, Brandon C; Abrams, Janet M; Meeks, Thomas W; Sewell, Daniel D

    2016-06-01

    There are approximately one million older lesbian, gay, bisexual, and transgender (LGBT) adults in the USA. Their mental health issues result from interactions between genetic factors and stress associated with membership in a sexual minority group. Although advancements in acceptance and equal treatment of LGBT individuals have been occurring, sexual minority status remains associated with risks to physical and mental well-being. Older LGBT adults are more likely to have experienced mistreatment and discrimination due to living a majority of their lives prior to recent advancements in acceptance and equal treatment. All LGBT adults experience one common developmental challenge: deciding if, when, and how to reveal to others their gender identity and/or sexual orientation. LGBT individuals have higher rates of anxiety, depression, and substance use disorders and also are at increased risk for certain medical conditions like obesity, breast cancer, and human immunodeficiency virus (HIV). Improved education and training of clinicians, coupled with clinical research efforts, holds the promise of improved overall health and life quality for older LGBT adults.

  9. Designing Out the Play: Accessibility and Playfulness in Inclusive Play.

    Science.gov (United States)

    Holt, Raymond; Beckett, Angharad

    2017-01-01

    Play is an important part of child development, yet disabled children are often excluded from the opportunity to play, either due to lack of accessible toys and games, or social pressures. This paper presents a case study reflecting on the development of Button Bash: a switch accessible game intended to encourage inclusive play between disabled and non-disabled children. In particular, the paper focuses on how changes intended to make the game more accessible tended to make it less playful, and reflects on the relationship between playfulness and accessibility.

  10. Emotion Dysregulation and Anxiety in Adults with ASD: Does Social Motivation Play a Role?

    Science.gov (United States)

    Swain, Deanna; Scarpa, Angela; White, Susan; Laugeson, Elizabeth

    2015-01-01

    Young adults with ASD and no intellectual impairment are more likely to exhibit clinical levels of anxiety than typically developing peers (DSM-5, American Psychiatric Association, 2013). This study tests a mechanistic model in which anxiety culminates via emotion dysregulation and social motivation. Adults with ASD (49 males, 20 females)…

  11. The Relationship of Health Beliefs with Information Sources and HPV Vaccine Acceptance among Young Adults in Korea.

    Science.gov (United States)

    Kim, Jarim

    2018-04-04

    Despite the HPV vaccine’s efficacy in preventing cervical cancer, its coverage rates among Asians are very low. To increase immunization coverage among these populations, understanding the psychological factors that affect HPV acceptability is critical. To this end, this study examined the relationships between multidimensional health beliefs and HPV vaccine acceptance, and what information sources effectively foster HPV vaccination-related health beliefs. Data were collected using a survey of 323 undergraduate students in Korea. Results showed that perceived susceptibility, perceived severity, perceived benefits, and perceived vaccine safety concerns predicted vaccine acceptance. Multiple dimensions of perceived barriers showed differing impacts on vaccine acceptance. In addition, interpersonal information sources were effective in boosting various health beliefs for HPV vaccination. The Internet also was effective in reducing social barriers, but the effects were opposite to those of social media. Theoretical and practical implications are discussed.

  12. Empowering Young Abused and Neglected Children through Contingency Play.

    Science.gov (United States)

    Gunsberg, Andrew

    1989-01-01

    Argues that contingency play as an intervention strategy can ameliorate abused and neglected children's alienation from adults, reduce stress, and develop positive modes of behavior. The argument is supported by a case study of a four-year-old girl in a day treatment center for abused and neglected children. (BB)

  13. The Relationship between Personality Type and Acceptable Noise Levels: A Pilot Study.

    Science.gov (United States)

    Franklin, Cliff; Johnson, Laura V; White, Letitia; Franklin, Clay; Smith-Olinde, Laura

    2013-01-01

    Objectives. This study examined the relationship between acceptable noise level (ANL) and personality. ANL is the difference between a person's most comfortable level for speech and the loudest level of background noise they are willing to accept while listening to speech. Design. Forty young adults with normal hearing participated. ANLs were measured and two personality tests (Big Five Inventory, Myers-Briggs Type Indicator) were administered. Results. The analysis revealed a correlation between ANL and the openness and conscientious personality dimensions from the Big Five Inventory; no correlation emerged between ANL and the Myers-Briggs personality types. Conclusions. Lower ANLs are correlated with full-time hearing aid use and the openness personality dimension; higher ANLs are correlated with part-time or hearing aid nonuse and the conscientious personality dimension. Current data suggest that those more open to new experiences may accept more noise and possibly be good hearing aid candidates, while those more conscientious may accept less noise and reject hearing aids, based on their unwillingness to accept background noise. Knowing something about a person's personality type may help audiologists determine if their patients will likely be good candidates for hearing aids.

  14. Managing Menstruation: Moderating Role of Symptom Severity on Active Coping and Acceptance.

    Science.gov (United States)

    Kennett, Deborah J; O'Hagan, Fergal T; Meyerhoff, Tanya J

    2016-05-01

    Although research has examined women's thoughts toward menstruation, the role passive and active coping strategies play in the acceptance of menses and getting-on with daily activities remains relatively unexplored. In total, 217 undergraduate females having normal regular monthly menstrual periods completed inventories assessing severity of menstrual symptoms, cognitive and emotional representation of health state, general and specific coping strategies, and acceptance. It was found that women having a more emotionally focused representation of menstruation (passive coping style) had a heightened belief that menstruation is debilitating and bothersome and, regardless of symptom severity, scored lower in acceptance of menstruation. Conversely, women using more active strategies to cope with menstrual symptoms were observed to be more generally resourceful and to conjunctively use more palliative coping strategies. More importantly, for women experiencing high levels of menstrual discomfort, use of active coping was associated with better acceptance and getting-on with everyday activities. © The Author(s) 2015.

  15. The Children's Play Therapy Instrument (CPTI): Description, Development, and Reliability Studies

    Science.gov (United States)

    Kernberg, Paulina F.; Chazan, Saralea E.; Normandin, Lina

    1998-01-01

    The Children's Play Therapy Instrument (CPTI), its development, and reliability studies are described. The CPTI is a new instrument to examine a child's play activity in individual psychotherapy. Three independent raters used the CPTI to rate eight videotaped play therapy vignettes. Results were compared with the authors' consensual scores from a preliminary study. Generally good to excellent levels of interrater reliability were obtained for the independent raters on intraclass correlation coefficients for ordinal categories of the CPTI. Likewise, kappa levels were acceptable to excellent for nominal categories of the scale. The CPTI holds promise to become a reliable measure of play activity in child psychotherapy. Further research is needed to assess discriminant validity of the CPTI for use as a diagnostic tool and as a measure of process and outcome.(The Journal of Psychotherapy Practice and Research 1998; 7:196–207) PMID:9631341

  16. The Role of Play in Children’s Palliative Care

    Directory of Open Access Journals (Sweden)

    Sue Boucher

    2014-10-01

    Full Text Available Play is the universal language of childhood and the time and opportunity to play is every child’s right. The role of play as a vehicle for communication, a tool for distraction and its value in the holistic development of a normal child is without dispute. The role and value of play increase proportionately when a child is made more vulnerable through illness or disability. Despite this, providing time and opportunities to play can be overlooked or considered to be of little importance or relevance when the focus of the adult carers is the amelioration of clinical symptoms of the illness and on lessening the psychological impact the illness may have on the child. This paper outlines the role and the value of play as an integral component in the provision of palliative care for children with chronic, life-threatening and life-limiting conditions. It will show how providing appropriate equipment, sufficient time and relevant play opportunities not only improves the very sick child’s psychological wellbeing, but also allows the child to cast aside the confines and restrictions imposed upon them by their illness and for a few golden moments to be nothing more than a child at play.

  17. The Relationship of Health Beliefs with Information Sources and HPV Vaccine Acceptance among Young Adults in Korea

    Directory of Open Access Journals (Sweden)

    Jarim Kim

    2018-04-01

    Full Text Available Despite the HPV vaccine’s efficacy in preventing cervical cancer, its coverage rates among Asians are very low. To increase immunization coverage among these populations, understanding the psychological factors that affect HPV acceptability is critical. To this end, this study examined the relationships between multidimensional health beliefs and HPV vaccine acceptance, and what information sources effectively foster HPV vaccination-related health beliefs. Data were collected using a survey of 323 undergraduate students in Korea. Results showed that perceived susceptibility, perceived severity, perceived benefits, and perceived vaccine safety concerns predicted vaccine acceptance. Multiple dimensions of perceived barriers showed differing impacts on vaccine acceptance. In addition, interpersonal information sources were effective in boosting various health beliefs for HPV vaccination. The Internet also was effective in reducing social barriers, but the effects were opposite to those of social media. Theoretical and practical implications are discussed.

  18. The physical profile of adult male basketball players: Differences between competitive levels and playing positions.

    Science.gov (United States)

    Ferioli, Davide; Rampinini, Ermanno; Bosio, Andrea; La Torre, Antonio; Azzolini, Matteo; Coutts, Aaron J

    2018-04-26

    This study examined the physical differences in adult male basketball players of different competitive level and playing position using a large cohort. In the middle of the regular season, 129 players from four different Divisions completed a Yo-YoIR1 and, after 3-to-8 days, they performed a 6-min continuous running test (Mognoni's test), a counter-movement jump (CMJ) test and a 5-min High-intensity Intermittent running test (HIT). Magnitude-based inferences revealed that differences in HIT were very likely moderate between Division I and II and likely small between Division II and III. The differences in absolute peak power and force produced during CMJs between Division I and II and between Division II and III were possibly small. Differences in Yo-YoIR1 and Mognoni's test were very likely-to-almost certain moderate/large between Division III and VI. We observed possibly-to-likely small differences in HIT and Mognoni's test between guards and forwards and almost certainly moderate differences in absolute peak power and force during CMJs between guards and centres. The ability to sustain high-intensity intermittent efforts (i.e. HIT) and strength/power characteristics can differentiate between competitive level, while strength/power characteristics discriminate guards from forwards/centres. These findings inform practitioners on the development of identification programs and training activities in basketball.

  19. Knowledge, Perception, and Acceptance of HPV Vaccination and Screening for Cervical Cancer among Women in Yogyakarta

    Science.gov (United States)

    Endarti, Dwi; Satibi, Satibi; Kristina, Susi Ari; Farida, Muhaya Almira; Rahmawanti, Yuni; Andriani, Tika

    2018-04-27

    Objective: To determine knowledge, perception, and acceptance related to cervical cancer, HPV vaccination and screening for cervical cancer among Indonesian women, particularly in Yogyakarta province. Methods: A convenience sample of 392 women consists of 192 young women, 100 mothers of girls aged 12 – 15 years, and 100 adult women in Yogyakarta province, Indonesia was participated in this study. A self-administered paper-based questionnaire was used to determine demographics characteristics of respondents, as well as their knowledge – perception – acceptance related to cervical cancer, HPV vaccination, and screening for cervical cancer. Data collection were conducted during December 2013 to March 2014. Descriptive statistics was used to analyze description of demographics characteristics, knowledge, perception, and acceptance; while crosstab analysis using Chi-Square was used to analyze the relationship between demographics characteristics versus knowledge, perception, and acceptance. Results: This study found that knowledge and perception regarding cervical cancer, HPV vaccination, and screening for cervical cancer among women in Indonesia, particularly in Yogyakarta Province were still insufficient, however the acceptance was good. Among female young women, 64% had good knowledge, 62% had positive perception of cervical cancer and HPV vaccination, and 92% tended to accept HPV vaccination. Among mothers of girls aged 12 – 15 years, 44% had good knowledge, 46% had positive perception of cervical cancer and HPV vaccination, and 91% tended to accept HPV vaccination for their daughters. Among adult women, 68% had good knowledge, 57% had positive perception of cervical cancer and screening for cervical cancer, and 90% tended to accept cervical cancer screening. In general, demographics characteristics of having experience and exposure to information had significant relationship with knowledge, perception, and acceptance of HPV vaccination and screening for

  20. Acceptability of Partner Violence in 51 Societies: The Role of Sexism and Attitudes Toward Violence in Social Relationships.

    Science.gov (United States)

    Herrero, Juan; Rodríguez, Francisco J; Torres, Andrea

    2016-04-27

    Sexist attitudes have been claimed to play an important role in acceptability of intimate partner violence (IPV). Empirical evidence suggests that sexist individuals are also more accepting of violence in social relationships than non-sexist individuals. Results from multilevel regression models of data from 72,730 respondents of 51 countries around the world showed that (a) both sexism and acceptability of general violence in social relationships were positively related to acceptability of IPV and (b) the highest levels of acceptability of IPV were found among those sexist individuals who also present positive attitudes toward the use of violence in social relationships. © The Author(s) 2016.

  1. Dynamic effects on the acceptance of hydrogen technologies - an international comparison

    International Nuclear Information System (INIS)

    Heinz, Boris; Erdmann, Georg

    2008-01-01

    Social acceptance plays an important role for the future hydrogen economy and a broad market launch of hydrogen technologies. Neglecting the aspect of public acceptance and attitude may become a serious obstacle for the establishment of a mass market infrastructure. With a standardized questionnaire and a standardized procedure, personal interviews were conducted with at least 300 persons in Amsterdam, Barcelona, Berlin, Hamburg, London, Luxembourg, Madrid and Reykjavik, in total with 3352 persons. Thus the dynamics of the public attitude toward hydrogen were analyzed, whereby the possibility of setbacks and accidents was taken into consideration. Whereas 68% of the interviewed persons would be supportive of the aforementioned technologies, an amount of 31% was determined to be volatile. An amount of 77% stated that they would use a hydrogen bus instead of a conventional one if they could choose, but an amount of 21% was indifferent. It will be shown how these amounts can affect the balance of acceptance and how stable the acceptance of hydrogen technologies can be considered in the evaluated six countries. (author)

  2. Free Choice and Free Play in Early Childhood Education: Troubling the Discourse

    Science.gov (United States)

    Wood, Elizabeth Ann

    2014-01-01

    This article troubles the established discourse of free choice and free play in early childhood education, and develops post-structural approaches to theorising children's agency in the context of institutional and relational power structures. It is widely accepted that planning a curriculum based on children's needs, interests and patterns of…

  3. Older Adults and Gambling: A Review

    Science.gov (United States)

    Ariyabuddhiphongs, Vanchai

    2012-01-01

    This paper uses the social cognitive theory model to review the literature on older adult gambling, and related personal and environment characteristics. Results show that lottery is the kind of gambling most frequently played by older adults, followed by casino games. Older adults take trips to casinos to socialize, find excitement, and win…

  4. Does cheating and gamesmanship to be reconsidered regarding fair-play in grassroots sports?

    OpenAIRE

    Ponseti Verdaguer, Francisco Javier

    2017-01-01

    The aim of this study was to analyze the attitudes towards fair play, playing foul/hard, and the acceptability of teams' antisocial behaviour, such as cheating and gamesmanship, in the context of grassroots sports teams. The sample included 48 teams of basket, football, handball, volleyball and rugby, including 1333 adolescents (1013 boys and 320 girls) with a mean age of 12.50 years (Range: 10-15; SD = 2.09 years). In order to study these psychological variables, the athletes answered the Pr...

  5. Perceived acceptability of female smoking in China.

    Science.gov (United States)

    Sansone, Natalie; Yong, Hua-Hie; Li, Lin; Jiang, Yuan; Fong, Geoffrey T

    2015-11-01

    Female smoking prevalence in China is very low but may rise with increased tobacco marketing towards women and changing norms. However, little is known about current perceptions of women smoking in China. This study sought to examine smokers' and non-smokers' perceived acceptability of female smoking and how it changed over time in China. Data come from Waves 1 to 3 (2006-2009) of the International Tobacco Control China Survey, a face-to-face cohort survey of approximately 800 adult smokers and 200 non-smokers in each of seven cities in mainland China. At Wave 3 (2009), about 38% of smokers and 9% of non-smokers agreed that female smoking is acceptable with women being almost twice as likely to do so as men (67% vs 36% and 11% vs 6%, respectively). In addition to women, smokers who were younger and had more positive perceptions of smoking in general were more likely to say that female smoking is acceptable. This perception significantly increased from Wave 1 (2006) to Wave 3 (2009), as did the perception that smoking is a sign of sophistication, but other general perceptions of smoking did not significantly change between 2006 and 2009. Norms against female smoking appear to remain strong in China, but female smoking may be becoming more acceptable. It is important to monitor these perceptions to prevent a rise in female smoking prevalence along with an increase in tobacco-related death and disease among women in China. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  6. Adult Education in Andalusia.

    Science.gov (United States)

    Navarro, Manuel Gracia; Eisman, Juan Carlos Lopez

    1985-01-01

    While the overall illiteracy rate in Spain is an acceptable 6.6 percent, Andalusia is clearly above that average at 11.8 percent. Andalusia's program for eradicating adult illiteracy is discussed. Examined are program objectives and implementation, teachers, teaching methods, and the need for continuing literacy action. (RM)

  7. The impact of recreational video game play on children's and adolescents' cognition.

    Science.gov (United States)

    Blumberg, Fran C; Altschuler, Elizabeth A; Almonte, Debby E; Mileaf, Maxwell I

    2013-01-01

    Current empirical findings show linkages between recreational video game play and enhanced cognitive skills, primarily among young adults. However, consideration of this linkage among children and adolescents is sparse. Thus, discussions about facilitating transfer of cognitive skills from video game play to academic tasks among children and adolescents remains largely uninformed by research. To inform this discussion, we review available research concerning the cognitive benefits of video game play among children and adolescents and their impressions of video games as learning tools as these impressions may impact their application of cognitive skills used during game play to academic tasks. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  8. Multimodal Counseling Interventions: Effect on Human Papilloma Virus Vaccination Acceptance

    Directory of Open Access Journals (Sweden)

    Oroma Nwanodi

    2017-11-01

    Full Text Available Human papilloma virus (HPV vaccine was developed to reduce HPV-attributable cancers, external genital warts (EGW, and recurrent respiratory papillomatosis. Adolescent HPV vaccination series completion rates are less than 40% in the United States of America, but up to 80% in Australia and the United Kingdom. Population-based herd immunity requires 80% or greater vaccination series completion rates. Pro-vaccination counseling facilitates increased vaccination rates. Multimodal counseling interventions may increase HPV vaccination series non-completers’ HPV-attributable disease knowledge and HPV-attributable disease prophylaxis (vaccination acceptance over a brief 14-sentence counseling intervention. An online, 4-group, randomized controlled trial, with 260 or more participants per group, found that parents were more likely to accept HPV vaccination offers for their children than were childless young adults for themselves (68.2% and 52.9%. A combined audiovisual and patient health education handout (PHEH intervention raised knowledge of HPV vaccination purpose, p = 0.02, and HPV vaccination acceptance for seven items, p < 0.001 to p = 0.023. The audiovisual intervention increased HPV vaccination acceptance for five items, p < 0.001 to p = 0.006. That HPV causes EGW, and that HPV vaccination prevents HPV-attributable diseases were better conveyed by the combined audiovisual and PHEH than the control 14-sentence counseling intervention alone.

  9. Older Adults' Experiences with Audiovisual Virtual Reality: Perceived Usefulness and Other Factors Influencing Technology Acceptance.

    Science.gov (United States)

    Roberts, Amy Restorick; Schutter, Bob De; Franks, Kelley; Radina, M Elise

    2018-02-21

    This study explores how older adults respond to audiovisual virtual reality (VR) and perceive its usefulness to their lives. Focus groups were conducted with residents of a retirement community after they viewed two audiovisual VR simulations (n = 41). Thematic analysis was used to identify patterns in responses. Older adults described positive and negative emotional reactions to aspects of the VR experience, articulated content preferences, shared ideas to improve the usability of the equipment, and identified facilitators and barriers that influenced perceived usefulness. Recommendations for improving this technology include maximizing the positive aspects of VR through increasing interactivity, facilitating socializing with friends or family, and enhancing older adults' ease of use. Desired content of simulations involved travel, continuing education, reminiscence, and self-care/therapy. Virtual reality was reviewed positively, yet modifications are necessary to facilitate optimal user experience and potential benefit for this population. As older adults are interested in using VR, especially if poor health prevents the continuation of desirable activities or new experiences, it is important to respond to older adults' preferences and remove barriers that limit use and enjoyment.

  10. Responsible technology acceptance

    DEFF Research Database (Denmark)

    Toft, Madeleine Broman; Schuitema, Geertje; Thøgersen, John

    2014-01-01

    As a response to climate change and the desire to gain independence from imported fossil fuels, there is a pressure to increase the proportion of electricity from renewable sources which is one of the reasons why electricity grids are currently being turned into Smart Grids. In this paper, we focus...... on private consumers’ acceptance of having Smart Grid technology installed in their home. We analyse acceptance in a combined framework of the Technology Acceptance Model and the Norm Activation Model. We propose that individuals are only likely to accept Smart Grid technology if they assess usefulness...... in terms of a positive impact for society and the environment. Therefore, we expect that Smart Grid technology acceptance can be better explained when the well-known technology acceptance parameters included in the Technology Acceptance Model are supplemented by moral norms as suggested by the Norm...

  11. Brief Mindfulness Meditation Training Reduces Mind-Wandering: The Critical Role of Acceptance

    Science.gov (United States)

    Rahl, Hayley A.; Lindsay, Emily K.; Pacilio, Laura E.; Brown, Kirk W.; Creswell, J. David

    2016-01-01

    Mindfulness meditation programs, which train individuals to monitor their present moment experience in an open or accepting way, have been shown to reduce mind-wandering on standardized tasks in several studies. Here we test two competing accounts for how mindfulness training reduces mind-wandering, evaluating whether the attention monitoring component of mindfulness training alone reduces mind-wandering or whether the acceptance training component is necessary for reducing mind-wandering. Healthy young adults (N=147) were randomized to either a 3-day brief mindfulness training condition incorporating instruction in both attention monitoring and acceptance, a mindfulness training condition incorporating attention monitoring instruction only, a relaxation training condition, or a reading control condition. Participants completed measures of dispositional mindfulness and treatment expectancies before the training session on Day 1 and then completed a 6-minute Sustained Attention Response Task (SART) measuring mind-wandering after the training session on Day 3. Acceptance training was important for reducing mind-wandering, such that the monitoring + acceptance mindfulness training condition had the lowest mind-wandering relative to the other conditions, including significantly lower mind-wandering relative to the monitor-only mindfulness training condition. In one of the first experimental mindfulness training dismantling studies to-date, we show that training in acceptance is a critical driver of mindfulness training reductions in mind-wandering. This effect suggests that acceptance skills may facilitate emotion regulation on boring and frustrating sustained attention tasks that foster mind-wandering, such as the SART. PMID:27819445

  12. What Can Students Learn in an Extended Role-Play Simulation on Technology and Society?

    Science.gov (United States)

    Loui, Michael C.

    2009-01-01

    In a small course on technology and society, students participated in an extended role-play simulation for two weeks. Each student played a different adult character in a fictional community, which faces technological decisions in three scenarios set in the near future. The three scenarios involved stem cell research, nanotechnology, and privacy.…

  13. Block Play and Mathematics Learning in Preschool: The Effects of Building Complexity, Peer and Teacher Interactions in the Block Area, and Replica Play Materials

    Science.gov (United States)

    Trawick-Smith, Jeffrey; Swaminathan, Sudha; Baton, Brooke; Danieluk, Courtney; Marsh, Samantha; Szarwacki, Monika

    2017-01-01

    Block play has been included in early childhood classrooms for over a century, yet few studies have examined its effects on learning. Several previous investigations indicate that the complexity of block building is associated with math ability, but these studies were often conducted in adult-guided, laboratory settings. In the present…

  14. Do Older Adults Hate Video Games until they Play them? A Proof-of-Concept Study

    DEFF Research Database (Denmark)

    Ferguson, Chris; Nielsen, Rune Kristian Lundedal; Maguire, Ryan

    2016-01-01

    The issue of negative video game influences on youth remains contentious in public debate, the scholarly community and among policy makers. Recent research has indicated that negative attitudes toward video games are, in part, generational in nature with older adults more inclined to endorse...... negative beliefs about video games. The current mixed design study examined the impact of exposure to games on beliefs about video games in a small (n = 34) sample of older adults. Results indicated that older adults were more concerned about video games as an abstract concept but when exposed...

  15. Acceptance of Others, Feeling of Being Accepted and Striving for Being Accepted Among the Representatives of Different Kinds of Occupations

    Directory of Open Access Journals (Sweden)

    Gergana Stanoeva

    2012-05-01

    Full Text Available This paper deals with an important issue related to the human attitudes and needs in interpersonal and professional aspects. The theoretical part deals with several psychological components of the self-esteem and esteem of the others – acceptance of the others, feeling of being accepted, need for approval. Some gender differences in manifestations of acceptance and feeling of being accepted at the workplace are discussed. This article presents some empirical data for the degree of acceptance of others, feeling of being accepted and the strive for being accepted among the representatives of helping, pedagogical, administrative and economic occupations, as well as non-qualified workers. The goals of the study were to reveal the interdependency between these constructs and to be found some significant differences between the representatives of the four groups of occupations. The methods of the first study were W. Fey’s scales “Acceptance of others”, and “How do I feel accepted by others”. The method of the second study was Crown and Marlowe Scale for Social Desirability. The results indicated some significant differences in acceptance of others and feeling of being accepted between the non-qualified workers and the representatives of helping, administrative and economic occupations. There were not any significant difference in strive for being accepted between the fouroccupational groups.

  16. Acceptance lowers stress reactivity: Dismantling mindfulness training in a randomized controlled trial.

    Science.gov (United States)

    Lindsay, Emily K; Young, Shinzen; Smyth, Joshua M; Brown, Kirk Warren; Creswell, J David

    2018-01-01

    Mindfulness interventions, which train practitioners to monitor their present-moment experience with a lens of acceptance, are known to buffer stress reactivity. Little is known about the active mechanisms driving these effects. We theorize that acceptance is a critical emotion regulation mechanism underlying mindfulness stress reduction effects. In this three-arm parallel trial, mindfulness components were dismantled into three structurally equivalent 15-lesson smartphone-based interventions: (1) training in both monitoring and acceptance (Monitor+Accept), (2) training in monitoring only (Monitor Only), or (3) active control training (Coping control). 153 stressed adults (mean age=32years; 67% female; 53% white, 21.5% black, 21.5% Asian, 4% other race) were randomly assigned to complete one of three interventions. After the intervention, cortisol, blood pressure, and subjective stress reactivity were assessed using a modified Trier Social Stress Test. As predicted, Monitor+Accept training reduced cortisol and systolic blood pressure reactivity compared to Monitor Only and control trainings. Participants in all three conditions reported moderate levels of subjective stress. This study provides the first experimental evidence that brief smartphone mindfulness training can impact stress biology, and that acceptance training drives these effects. We discuss implications for basic and applied research in contemplative science, emotion regulation, stress and coping, health, and clinical interventions. Copyright © 2017 Elsevier Ltd. All rights reserved.

  17. Enhancing Digital Literacy and Learning among Adults with Blogs

    Science.gov (United States)

    Sharp, Laurie A.

    2017-01-01

    Digital literacy and learning among adults has been identified as an area requiring research. The purpose of the present study was to explore technology acceptance and digital collaborative learning experiences with blogs among adult learners. This analysis employed a quasi-experimental mixed-methods approach guided by a sociocultural theoretical…

  18. Self-transcendence and depression in middle-age adults.

    Science.gov (United States)

    Ellermann, C R; Reed, P G

    2001-11-01

    Self-transcendence has been found to be an important correlate of mental health in older adults and adults facing the end of life. This study extends current theory by examining the relationship of transcendence and other transcendence variables to depression in middle-age adults (N = 133). Reed's Self-Transcendence Scale, the Center for Epidemiological Studies-Depression Scale, and measures of parenting, acceptance and spirituality were administered. Findings indicating significant inverse correlations between self-transcendence and depression, as well as between other measures of transcendence and depression support Reed's (1991b) theory. Multiple regression analysis indicated that acceptance may be another significant correlate of depression. Significant gender differences and age-related patterns of increased levels of self-transcendence were found. Study results illuminate the need to continue research into developmentally based transcendence variables related to various experiences of health and well-being across the life span.

  19. Using video modeling to teach reciprocal pretend play to children with autism.

    Science.gov (United States)

    MacDonald, Rebecca; Sacramone, Shelly; Mansfield, Renee; Wiltz, Kristine; Ahearn, William H

    2009-01-01

    The purpose of the present study was to use video modeling to teach children with autism to engage in reciprocal pretend play with typically developing peers. Scripted play scenarios involving various verbalizations and play actions with adults as models were videotaped. Two children with autism were each paired with a typically developing child, and a multiple-probe design across three play sets was used to evaluate the effects of the video modeling procedure. Results indicated that both children with autism and the typically developing peers acquired the sequences of scripted verbalizations and play actions quickly and maintained this performance during follow-up probes. In addition, probes indicated an increase in the mean number of unscripted verbalizations as well as reciprocal verbal interactions and cooperative play. These findings are discussed as they relate to the development of reciprocal pretend-play repertoires in young children with autism.

  20. Self-perceived competence and social acceptance of young children who stutter: Initial findings.

    Science.gov (United States)

    Hertsberg, Naomi; Zebrowski, Patricia M

    The goals of this study were to determine whether young children who stutter (CWS) perceive their own competence and social acceptance differently than young children who do not stutter (CWNS), and to identify the predictors of perceived competence and social acceptance in young speakers. We administered the Pictorial Scale of Perceived Competence and Social Acceptance for Young Children (PSPCSA; Harter & Pike, 1984) to 13 CWS and 14 CWNS and examined group differences. We also collected information on the children's genders, temperaments, stuttering frequencies, language abilities, and phonological skills to identify which of these factors predicted PSPCSA scores. CWS, as a group, did not differ from CWNS in their perceived general competence or social acceptance. Gender predicted scores of perceived general competence, and stuttering frequency predicted perceived social acceptance. Temperament, language abilities, and phonological skills were not significant predictors of perceived competence or social acceptance in our sample. While CWS did not significantly differ from CWNS in terms of perceived competence and social acceptance, when both talker groups were considered together, girls self-reported greater perceived competence than boys. Further, lower stuttering frequency was associated with greater perceived social acceptance. These preliminary findings provide motivation for further empirical study of the psychosocial components of childhood stuttering. Readers will be able to describe the constructs of perceived competence and social acceptance in young children, and whether early stuttering plays a role in the development of these constructs. Copyright © 2016 Elsevier Inc. All rights reserved.

  1. "Put Me In, Coach, I'm Ready to Play": Sexuality Education for Adults at "Good Vibrations"

    Science.gov (United States)

    Nodulman, Jessica A.

    2016-01-01

    Although sex education is often provided to young people, there is a lack of spaces where adults can go to learn more about sex from experts in a free and welcoming environment. One place that provides an opportunity for adult sex education is adult sexual retail stores. While these stores aim to be commercially successful, they also fulfil a role…

  2. Emotion Dysregulation and Anxiety in Adults with ASD: Does Social Motivation Play a Role?

    OpenAIRE

    Swain, Deanna; Scarpa-Friedman, Angela; White, Susan; Laugeson, Elizabeth

    2015-01-01

    Young adults with ASD and no intellectual impairment are more likely to exhibit clinical levels of anxiety than typically developing peers (DSM-5, American Psychiatric Association, 2013). This study tests a mechanistic model in which anxiety culminates via emotion dysregulation and social motivation. Adults with ASD (49 males, 20 females) completed self-report measures on emotion regulation, caregivers completed measures on ASD severity and both on social anxiety. Results indicated that emoti...

  3. Peer acceptance, parent-child fantasy play interactions, and subjective experience of the self-in-relation : a study of 4- to 5-year-old children

    NARCIS (Netherlands)

    Koeyer, E.L. de

    2001-01-01

    This study was aimed at investigating direct links between peer acceptance and parent-child interactions, and exploring whether subjective experience of the self-in-relation would function as a mediator. A central assumption was that better accepted children are more capable of

  4. A reflection on using play to facilitate learning

    Directory of Open Access Journals (Sweden)

    Margaret Martin

    2016-05-01

    Full Text Available Background: At the South Eastern Sydney Local Health District Nursing and Midwifery Practice and Workforce Unit, we use the framework of CARE (a compound acronym of Capacity, cApability, collaboRation and culturE to inform all aspects of work. The principles of practice development (Manley et al., 2008 also inform our work, a major focus of which is the use of coaching, action learning sets and active learning techniques. The use of questions and questioning is key to these. These techniques are part of our person-centred approach to professional development and learning. This article describes my reflections, using Gibbs’ model (1988, on the development of a questioning tool aimed at enhancing learning through play. The tool is an origami ‘chatterbox’, which was originally developed as part of a ‘poster’ presentation at the 2014 International Practice Development Conference in Toronto. Aims and objectives: This article aims to share a critical reflection on developing and using the chatterbox and to describe how this experience led to deeper reflections on the role of play in adult learning. Conclusions and implications for practice: The chatterbox has provided a simple and effective tool for introducing, practising and reinforcing the use of enabling questions. Its development allowed the categorisation of enabling questions. Personal reflections undertaken as part of the development of the tool inspired me to explore the literature about the role of play in adult learning. It has implications for supporting the learning of people who are interested in using enabling questions, by increasing their skill and confidence.

  5. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games.

    Science.gov (United States)

    Kuss, Daria J; Louws, Jorik; Wiers, Reinout W

    2012-09-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations of psychopathology.

  6. The effect of NaFeEDTA on sensory perception and long term acceptance of instant noodles by Vietnamese school children

    NARCIS (Netherlands)

    Le, H.T.; Joosten, M.M.; Bijl, van der J.; Brouwer, I.D.; Graaf, de C.; Kok, F.J.

    2007-01-01

    This study investigated the effect of NaFeEDTA fortification on taste and long term acceptance of noodles. A triangle test among 48 children (6¿8 years) and 48 adults (17¿30 years) showed that both children and adults could discriminate fortified from non-fortified noodles with and without seasoning

  7. Videogames to Promote Physical Activity in Older Adults with Schizophrenia.

    Science.gov (United States)

    Leutwyler, Heather; Hubbard, Erin M; Vinogradov, Sophia; Dowling, Glenna A

    2012-10-01

    Older adults with schizophrenia need physical activity interventions to improve their physical health. The purpose of this report is to describe the preliminary acceptability of a videogame-based physical activity program using the Kinect™ for Xbox 360 game system (Microsoft, Redmond, WA) in older adults with schizophrenia.

  8. Developing a short form of the simple Rathus assertiveness schedule using a sample of adults with sickle cell disease.

    Science.gov (United States)

    Jenerette, Coretta; Dixon, Jane

    2010-10-01

    Ethnic and cultural norms influence an individual's assertiveness. In health care, assertiveness may play an important role in health outcomes, especially for predominantly minority populations, such as adults with sickle cell disease. Therefore, it is important to develop measures to accurately assess assertiveness. It is also important to reduce response burden of lengthy instruments while retaining instrument reliability and validity. The purpose of this article is to describe development of a shorter version of the Simple Rathus Assertiveness Schedule (SRAS). Data from a cross-sectional descriptive study of adults with sickle cell disease were used to construct a short form of the SRAS, guided by stepwise regression analysis. The 19-item Simple Rathus Assertiveness Scale-Short Form (SRAS-SF) had acceptable reliability (α = .81) and construct validity and was highly correlated with the SRAS (r = .98, p = .01). The SRAS-SF reduces response burden, while maintaining reliability and validity.

  9. The Effects of Audiovisual Stimulation on the Acceptance of Background Noise.

    Science.gov (United States)

    Plyler, Patrick N; Lang, Rowan; Monroe, Amy L; Gaudiano, Paul

    2015-05-01

    Previous examinations of noise acceptance have been conducted using an auditory stimulus only; however, the effect of visual speech supplementation of the auditory stimulus on acceptance of noise remains limited. The purpose of the present study was to determine the effect of audiovisual stimulation on the acceptance of noise in listeners with normal and impaired hearing. A repeated measures design was utilized. A total of 92 adult participants were recruited for this experiment. Of these participants, 54 were listeners with normal hearing and 38 were listeners with sensorineural hearing impairment. Most comfortable levels and acceptable noise levels (ANL) were obtained using auditory and auditory-visual stimulation modes for the unaided listening condition for each participant and for the aided listening condition for 35 of the participants with impaired hearing that owned hearing aids. Speech reading ability was assessed using the Utley test for each participant. The addition of visual input did not impact the most comfortable level values for listeners in either group; however, visual input improved unaided ANL values for listeners with normal hearing and aided ANL values in listeners with impaired hearing. ANL benefit received from visual speech input was related to the auditory ANL in listeners in each group; however, it was not related to speech reading ability for either listener group in any experimental condition. Visual speech input can significantly impact measures of noise acceptance. The current ANL measure may not accurately reflect acceptance of noise values when in more realistic environments, where the signal of interest is both audible and visible to the listener. American Academy of Audiology.

  10. Children's active play: self-reported motivators, barriers and facilitators

    Directory of Open Access Journals (Sweden)

    Rowan Brockman

    2011-06-01

    Full Text Available Physical activity has important benefits for children's physical health and mental wellbeing, but many children do not meet recommended levels. Research suggests that active play has the potential to make a valuable contribution to children's overall physical activity, whilst providing additional cognitive, social and emotional benefits. However, relatively little is known about the determinants of UK children's active play. Understanding these factors provides the critical first step in developing interventions to increase children's active play, and therefore overall physical activity. Eleven focus groups were conducted with 77, 10-11 year old children from four primary schools in Bristol, UK. Focus groups examined: (i factors which motivate children to take part in active play; (ii factors which limit children's active play and (iii factors which facilitate children's active play. All focus groups were audio-taped and transcribed verbatim. Data were analysed using a thematic approach. Children were motivated to engage in active play because they perceived it to be enjoyable, to prevent boredom, to have physical and mental health benefits and to provide freedom from adult control, rules and structure. However, children's active play was constrained by a number of factors, including rainy weather and fear of groups of teenagers in their play spaces. Some features of the physical environment facilitated children's active play, including the presence of green spaces and cul-de-sacs in the neighbourhood. Additionally, children's use of mobile phones when playing away from home was reported to help to alleviate parents' safety fears, and therefore assist children's active play. Children express a range of motivational and environmental factors that constrain and facilitate their active play. Consideration of these factors should improve effectiveness of interventions designed to increase active play.

  11. Children's active play: self-reported motivators, barriers and facilitators.

    Science.gov (United States)

    Brockman, Rowan; Jago, Russell; Fox, Kenneth R

    2011-06-10

    Physical activity has important benefits for children's physical health and mental wellbeing, but many children do not meet recommended levels. Research suggests that active play has the potential to make a valuable contribution to children's overall physical activity, whilst providing additional cognitive, social and emotional benefits. However, relatively little is known about the determinants of UK children's active play. Understanding these factors provides the critical first step in developing interventions to increase children's active play, and therefore overall physical activity. Eleven focus groups were conducted with 77, 10-11 year old children from four primary schools in Bristol, UK. Focus groups examined: (i) factors which motivate children to take part in active play; (ii) factors which limit children's active play and (iii) factors which facilitate children's active play. All focus groups were audio-taped and transcribed verbatim. Data were analysed using a thematic approach. Children were motivated to engage in active play because they perceived it to be enjoyable, to prevent boredom, to have physical and mental health benefits and to provide freedom from adult control, rules and structure. However, children's active play was constrained by a number of factors, including rainy weather and fear of groups of teenagers in their play spaces. Some features of the physical environment facilitated children's active play, including the presence of green spaces and cul-de-sacs in the neighbourhood. Additionally, children's use of mobile phones when playing away from home was reported to help to alleviate parents' safety fears, and therefore assist children's active play. Children express a range of motivational and environmental factors that constrain and facilitate their active play. Consideration of these factors should improve effectiveness of interventions designed to increase active play.

  12. It's not what you play, it's how you play it: timbre affects perception of emotion in music.

    Science.gov (United States)

    Hailstone, Julia C; Omar, Rohani; Henley, Susie M D; Frost, Chris; Kenward, Michael G; Warren, Jason D

    2009-11-01

    Salient sensory experiences often have a strong emotional tone, but the neuropsychological relations between perceptual characteristics of sensory objects and the affective information they convey remain poorly defined. Here we addressed the relationship between sound identity and emotional information using music. In two experiments, we investigated whether perception of emotions is influenced by altering the musical instrument on which the music is played, independently of other musical features. In the first experiment, 40 novel melodies each representing one of four emotions (happiness, sadness, fear, or anger) were each recorded on four different instruments (an electronic synthesizer, a piano, a violin, and a trumpet), controlling for melody, tempo, and loudness between instruments. Healthy participants (23 young adults aged 18-30 years, 24 older adults aged 58-75 years) were asked to select which emotion they thought each musical stimulus represented in a four-alternative forced-choice task. Using a generalized linear mixed model we found a significant interaction between instrument and emotion judgement with a similar pattern in young and older adults (p effect was not attributable to musical expertise. In the second experiment using the same melodies and experimental design, the interaction between timbre and perceived emotion was replicated (p music after controlling for other acoustic, cognitive, and performance factors.

  13. Everyday Uncertainties: Reframing Perceptions of Risk in Outdoor Free Play

    Science.gov (United States)

    Niehues, Anita Nelson; Bundy, Anita; Broom, Alex; Tranter, Paul; Ragen, Jo; Engelen, Lina

    2013-01-01

    This paper reports the results of risk reframing, an intervention to offer parents and educators a context for building new and complex perceptions of risk in children's outdoor free play. Our objective was to alter these adults' perceptions of risk to increase the sustainability of an innovative child-centred playground intervention. Qualitative…

  14. Can Classroom Play Ease the Transition to a New Culture? Applying Research on Young Children from Puerto Rico

    Science.gov (United States)

    Trawick-Smith, Jeffrey

    2010-01-01

    It is generally accepted in the fields of both education and psychology that play can help young children cope with troubling circumstances in their lives. It would be logical to assume that play activities may be ideal for assisting children whose families have immigrated to the United States in adjusting to the puzzling, and even frightening,…

  15. Play Matters

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    ? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design......, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty...

  16. Longitudinal links between childhood peer acceptance and the neural correlates of sharing.

    Science.gov (United States)

    Will, Geert-Jan; Crone, Eveline A; van Lier, Pol A C; Güroğlu, Berna

    2018-01-01

    Childhood peer acceptance is associated with high levels of prosocial behavior and advanced perspective taking skills. Yet, the neurobiological mechanisms underlying these associations have not been studied. This functional magnetic resonance imaging study examined the neural correlates of sharing decisions in a group of adolescents who had a stable accepted status (n = 27) and a group who had a chronic rejected status (n = 19) across six elementary school grades. Both groups of adolescents played three allocation games in which they could share money with strangers with varying costs and profits to them and the other person. Stably accepted adolescents were more likely to share their money with unknown others than chronically rejected adolescents when sharing was not costly. Neuroimaging analyses showed that stably accepted adolescents, compared to chronically rejected adolescents, exhibited higher levels of activation in the temporo-parietal junction, posterior superior temporal sulcus, temporal pole, pre-supplementary motor area, and anterior insula during costly sharing decisions. These findings demonstrate that stable peer acceptance across childhood is associated with heightened activity in brain regions previously linked to perspective taking and the detection of social norm violations during adolescence, and thereby provide insight into processes underlying the widely established links between peer acceptance and prosocial behavior. © 2016 The Authors. Developmental Science Published by John Wiley & Sons Ltd.

  17. Public acceptance of HTGR technology - HTR2008-58218

    International Nuclear Information System (INIS)

    Hannink, R.; Kuhr, R.; Morris, T.

    2008-01-01

    Nuclear energy projects continue to evoke strong emotional responses from the general public throughout the world. High Temperature Gas-Cooled Reactor (HTGR) technology offers improved safety and performance characteristics that should enhance public acceptance but is burdened with demonstrating a different set of safety principles. This paper summarizes key issues impacting public acceptance and discusses the importance of openly engaging the public in the early stages of new HTGR projects. The public gets information about new technologies through schools and universities, news and entertainment media, the internet, and other forms of information exchange. Development of open public forums, access to information in understandable formats, participation of universities in preparing and distributing educational materials, and other measures will be needed to support widespread public confidence in the improved safety and performance characteristics of HTGR technology. This confidence will become more important as real projects evolve and participants from outside the nuclear industry begin to evaluate the real and perceived risks, including potential impacts on public relations, branding, and shareholder value when projects are announced. Public acceptance and support will rely on an informed understanding of the issues and benefits associated with HTGR technology. Major issues of public concern include nuclear safety, avoidance of greenhouse gas emissions, depletion of natural gas resources, energy security, nuclear waste management, local employment and economic development, energy prices, and nuclear proliferation. Universities, the media, private industry, government entities, and other organizations will all have roles that impact public acceptance, which will likely play a critical role in the future markets, siting, and permitting of HTGR projects. (authors)

  18. Accepting or declining non-invasive ventilation or gastrostomy in amyotrophic lateral sclerosis: patients' perspectives.

    Science.gov (United States)

    Greenaway, L P; Martin, N H; Lawrence, V; Janssen, A; Al-Chalabi, A; Leigh, P N; Goldstein, L H

    2015-01-01

    The objective was to identify factors associated with decisions made by patients with amyotrophic lateral sclerosis (ALS) to accept or decline non-invasive ventilation (NIV) and/or gastrostomy in a prospective population-based study. Twenty-one people with ALS, recruited from the South-East ALS Register who made an intervention decision during the study timeframe underwent a face-to-face in-depth interview, with or without their informal caregiver present. Sixteen had accepted an intervention (11 accepted gastrostomy, four accepted NIV and one accepted both interventions). Five patients had declined gastrostomy. Thematic analysis revealed three main themes: (1) patient-centric factors (including perceptions of control, acceptance and need, and aspects of fear); (2) external factors (including roles played by healthcare professionals, family, and information provision); and (3) the concept of time (including living in the moment and the notion of 'right thing, right time'). Many aspects of these factors were inter-related. Decision-making processes for the patients were found to be complex and multifaceted and reinforce arguments for individualised (rather than 'algorithm-based') approaches to facilitating decision-making by people with ALS who require palliative interventions.

  19. Public acceptance of management methods under different human-wildlife conflict scenarios.

    Science.gov (United States)

    Liordos, Vasilios; Kontsiotis, Vasileios J; Georgari, Marina; Baltzi, Kerasia; Baltzi, Ioanna

    2017-02-01

    Wildlife management seeks to minimise public controversy for successful application of wildlife control methods. Human dimensions research in wildlife seeks a better understanding of public preferences for effective human-wildlife conflict resolution. In face to face interviews, 630 adults in Greece were asked to rate on a 5-point Likert-like scale their acceptance of 3 management methods, i.e., do nothing, non-lethal control, and lethal control, in the context of 5 human-wildlife conflict scenarios: 1) corvids damage crops; 2) starlings damage crops; 3) starlings foul urban structures; 4) coypus damage crops; and 5) coypus transfer disease. Univariate GLMs determined occupation, hunting membership and their interaction as the stronger predictors of public acceptance, generating 4 stakeholder groups: the general public, farmers, hunters, and farmers-hunters. Differences in acceptance and consensus among stakeholder groups were assessed using the Potential for Conflict Index 2 (PCI 2 ). All 4 stakeholder groups agreed that doing nothing was unacceptable and non-lethal control acceptable in all 5 scenarios, with generally high consensus within and between groups. The lethal control method was more controversial and became increasingly more acceptable as the severity of scenarios was increased and between non-native and native species. Lethal control was unacceptable for the general public in all scenarios. Farmers accepted lethal methods in the corvids and starlings scenarios, were neutral in the coypus damage crops scenario, whereas they accepted lethal control when coypus transfer disease. Hunters' opinion was neutral in the corvids, starlings and coypus damage crops and starlings foul urban structures scenarios, but they accepted lethal methods in the coypus transfer disease scenario. Farmers-hunters considered lethal control acceptable in all 5 scenarios. Implications from this study could be used for designing a socio-ecological approach which incorporates

  20. Juvenile neurogenesis makes essential contributions to adult brain structure and plays a sex-dependent role in fear memories

    Directory of Open Access Journals (Sweden)

    Jesse Daniel Cushman

    2012-02-01

    Full Text Available Postnatal-neurogenesis (PNN contributes neurons to olfactory bulb (OB and dentate gyrus (DG throughout juvenile development, but the quantitative amount, temporal dynamics and functional roles of this contribution have not been defined. By using transgenic mouse models for cell lineage tracing and conditional cell ablation, we found that juvenile neurogenesis gradually increased the total number of granule neurons by approximately 40% in OB, and by 25% in DG, between two weeks and two months of age, and that total numbers remained stable thereafter. These findings indicate that the overwhelming majority of net postnatal neuronal addition in these regions occurs during the juvenile period and that adult neurogenesis contributes primarily to replacement of granule cells in both regions. Behavioral analysis in our conditional cell ablation mouse model showed that complete loss of PNN throughout both the juvenile and adult period produced a specific set of sex-dependent cognitive changes. We observed normal hippocampus-independent delay fear conditioning, but excessive generalization of fear to a novel auditory stimulus, which is consistent with a role for PNN in psychopathology. Standard contextual fear conditioning was intact, however, pre-exposure dependent contextual fear was impaired suggesting a specific role for PNN in incidental contextual learning. Contextual discrimination between two highly similar contexts was enhanced; suggesting either enhanced contextual pattern separation or impaired temporal integration. We also observed a reduced reliance on olfactory cues, consistent with a role for OB PNN in the efficient processing of olfactory information. Thus, juvenile neurogenesis adds substantively to the total numbers of granule neurons in OB and DG during periods of critical juvenile behavioral development, including weaning, early social interactions and sexual maturation, and plays a sex-dependent role in fear memories.

  1. Productions of Edward Albee's plays in Slovenia and the critics' response

    Directory of Open Access Journals (Sweden)

    Polonca Zalokar

    2009-12-01

    Full Text Available The article focuses on Edward Albee's four plays belonging to the theatre of the absurd which have been performed in Slovene theatres so far. The author analyses Albee's The 'Zoo Story, which has been produced four times, his American Dream and A Delicate Balance, which have been performed only once, and Albee's most known work in Slovenia, Who's Afraid of Virginia Woolf?, which has been produced six times in Slovene theatres. The continuation of this article focuses on  each of Albees above mentioned four plays including their production details, directors, actors, the comparison of critics' opinions and an estimation of how SIovene audiences accepted them according to the number of spectators and critics' responses.

  2. Feasibility of a Text-Based Smoking Cessation Intervention in Rural Older Adults

    Science.gov (United States)

    Noonan, D.; Silva, S.; Njuru, J.; Bishop, T.; Fish, L. J.; Simmons, L. A.; Choi, S. H.; Pollak, K. I.

    2018-01-01

    Text-based interventions are effective for smoking cessation, but have not been tested in rural older adults. The purpose of this study was to compare the feasibility, acceptability and preliminary efficacy of a text-based Scheduled Gradual Reduction (SGR) program to a non-SGR text messaging support condition among rural older adults. Adults over…

  3. Walking football as sustainable exercise for older adults - A pilot investigation.

    Science.gov (United States)

    Reddy, Peter; Dias, Irundika; Holland, Carol; Campbell, Niyah; Nagar, Iaysha; Connolly, Luke; Krustrup, Peter; Hubball, Harry

    2017-06-01

    The health benefits of playing football and the importance of exercise and social contact for healthy ageing are well established, but few older adults in the UK take enough exercise. Football is popular, flexible in format and draws players into engrossing, effortful and social exercise, but the physical demands of play at full speed may make it unsustainable for some older adults. Restricted to walking pace, will play still be engaging? Will health benefits be retained? Will physical demands remain manageable? This pilot study aims to investigate: (1) the experience of older adults playing walking football every week, is it sustainable and rewarding, (2) the intensity and locomotor pattern of walking football, (3) the scale and nature of walking football health benefits and (4) possible cognitive benefits of playing walking football through measures of processing speed, selective and divided attention and updating and inhibition components of executive function.
 'Walking football' and 'waiting list' groups were compared before and after 12 weeks of one-hour per week football. Walking football was found to be engaging, sustainable for older adults and moderately intensive; however, selective health and cognitive benefits were not found from this brief intervention. Highlights Walking football is a lower impact but authentic form of football that enables older players to extend their active participation. Walking football is enjoyable and moderately demanding and may be a sustainable form of exercise for older adults. Health and cognitive benefits to playing walking football were not found.

  4. Effect of gamma radiation on the Mediterranean flour moth, Ephestia Kuehniella, mature larvae and acceptability of irradiated larvae by Bracon hebetor females

    International Nuclear Information System (INIS)

    Mansour, M.

    2011-06-01

    Mediterranean flour moth, Ephestia kuehniella, mature 5 t h instar larvae were exposed to gamma radiation dosages ranging from 50-350 Gy at 50 Gy increment and the effects of gamma radiation on pupation, adult emergence and sex ratio were investigated. In addition, effects of irradiation on the rate of development to pupae and adults and the acceptance of irradiated larvae by B. hebetor females were examined. Results showed that the radio-sensitivity of E. kuehniella larvae increased with increasing dose. Pupation was significantly affected at 100 Gy dose, and completely prevented at 350 Gy dose. Adult emergence was only slightly different from pupation; emergence was significantly affected at 100 Gy dose and completely prevented at 300 Gy dose. Irradiation also negatively affected the rate of development of larvae to pupae and adults. While more than 98% of control larvae pupated within 10 days of treatment, this ratio decreased to about 79% in larvae exposed to 50 Gy and less than 4% in larvae exposed to 100 Gy dose. The rate of development to the adult stage was also similarly affected. While 97% of control insects emerged as adults in the 1st 20 days of treatment, this ratio decreased to about 53, 2 and zero percent in larvae exposed to 50, 100 and 150 Gy dose respectively. In addition, irradiation significantly affected male: female ratio; sex ratio was skewed in favor of males, and at 250 Gy dose all emerged moths were males. Furthermore, irradiation had no adverse effect on the degree of acceptance of mature larvae to parasitization; irradiated insects were as acceptable to B. hebetor females as unirradiated ones. (author)

  5. Effect of gamma radiation on the Mediterranean flour moth, Ephestia Kuehniella, mature larvae and acceptability of irradiated larvae by Bracon hebetor female

    International Nuclear Information System (INIS)

    Mansour, M.

    2012-01-01

    Mediterranean flour moth, Ephestia kuehniella, mature 5 t h instar larvae were exposed to gamma radiation dosages ranging from 50-350 Gy at 50 Gy increment and the effects of gamma radiation on pupation, adult emergence and sex ratio were investigated. In addition, effects of irradiation on the rate of development to pupae and adults and the acceptance of irradiated larvae by B. hebetor females were examined. Results showed that the radio-sensitivity of E. kuehniella larvae increased with increasing dose. Pupation was significantly affected at 100 Gy dose, and completely prevented at 350 Gy dose. Adult emergence was only slightly different from pupation; emergence was significantly affected at 100 Gy dose and completely prevented at 300 Gy dose. Irradiation also negatively affected the rate of development of larvae to pupae and adults. While more than 98% of control larvae pupated within 10 days of treatment, this ratio decreased to about 79% in larvae exposed to 50 Gy and less than 4% in larvae exposed to 100 Gy dose. The rate of development to the adult stage was also similarly affected. While 97% of control insects emerged as adults in the 1st 20 days of treatment, this ratio decreased to about 53, 2 and zero percent in larvae exposed to 50, 100 and 150 Gy dose respectively. In addition, irradiation significantly affected male: female ratio; sex ratio was skewed in favor of males, and at 250 Gy dose all emerged moths were males. Furthermore, irradiation had no adverse effect on the degree of acceptance of mature larvae to parasitization; irradiated insects were as acceptable to B. hebetor females as unirradiated ones. (author)

  6. Acceptance of a food of animal origin obtained through genetic modification and cloning in South America

    DEFF Research Database (Denmark)

    Schnettler, Berta; Velásquez, Carlos; Miranda, Horacio

    2015-01-01

    With the aim of comparing the acceptance of milk obtained from cloned, genetically modified (GM) and conventionally bred cows among working adults and university students, and identifying and characterizing typologies among both subsamples in terms of their preferences, a survey was applied to 40...

  7. Problematic Game Play: The Diagnostic Value of Playing Motives, Passion, and Playing Time in Men

    Directory of Open Access Journals (Sweden)

    Julia Kneer

    2015-04-01

    Full Text Available Internet gaming disorder is currently listed in the DSM—not in order to diagnose such a disorder but to encourage research to investigate this phenomenon. Even whether it is still questionable if Internet Gaming Disorder exists and can be judged as a form of addiction, problematic game play is already very well researched to cause problems in daily life. Approaches trying to predict problematic tendencies in digital game play have mainly focused on playing time as a diagnostic criterion. However, motives to engage in digital game play and obsessive passion for game play have also been found to predict problematic game play but have not yet been investigated together. The present study aims at (1 analyzing if obsessive passion can be distinguished from problematic game play as separate concepts, and (2 testing motives of game play, passion, and playing time for their predictive values for problematic tendencies. We found (N = 99 males, Age: M = 22.80, SD = 3.81 that obsessive passion can be conceptually separated from problematic game play. In addition, the results suggest that compared to solely playing time immersion as playing motive and obsessive passion have added predictive value for problematic game play. The implications focus on broadening the criteria in order to diagnose problematic playing.

  8. Problematic game play: the diagnostic value of playing motives, passion, and playing time in men.

    Science.gov (United States)

    Kneer, Julia; Rieger, Diana

    2015-04-30

    Internet gaming disorder is currently listed in the DSM-not in order to diagnose such a disorder but to encourage research to investigate this phenomenon. Even whether it is still questionable if Internet Gaming Disorder exists and can be judged as a form of addiction, problematic game play is already very well researched to cause problems in daily life. Approaches trying to predict problematic tendencies in digital game play have mainly focused on playing time as a diagnostic criterion. However, motives to engage in digital game play and obsessive passion for game play have also been found to predict problematic game play but have not yet been investigated together. The present study aims at (1) analyzing if obsessive passion can be distinguished from problematic game play as separate concepts, and (2) testing motives of game play, passion, and playing time for their predictive values for problematic tendencies. We found (N = 99 males, Age: M = 22.80, SD = 3.81) that obsessive passion can be conceptually separated from problematic game play. In addition, the results suggest that compared to solely playing time immersion as playing motive and obsessive passion have added predictive value for problematic game play. The implications focus on broadening the criteria in order to diagnose problematic playing.

  9. Toys as Tools for Skill-building and Creativity in Adult Life

    Directory of Open Access Journals (Sweden)

    Katriina Heljakka

    2015-11-01

    Full Text Available Previous understandings of adult use of toys are connected with ideas of collecting and hobbying, not playing. This study aims to address toys as play objects employed in imaginative scenarios and as learning devices. This article situates toys (particularly, character toys such as Blythe dolls as socially shared tools for skill-building and learning in adult life. The interviews with Finnish doll players and analyses of examples of their productive, toy-related play patterns showcased in both offline and digital playscapes reveal how toy play leads to skill-building and creativity at a mature age.The meanings attached to and developed around playthings expand purposely by means of digital and social media. (Audiovisual content-sharing platforms, such as Flickr, Pinterest, Instagram and YouTube, invite mature audiences to join playful dialogues involving mass-produced toys enhanced through do-it-yourself practices. Activities circulated in digital play spaces, such as blogs and photo management applications, demonstrate how adults, as non-professional ‘everyday players’, approach, manipulate and creatively cultivate contemporary playthings. Mature players educate potential players by introducing how to use and develop skills by sharing play patterns associated with their playthings. Producing and broadcasting tutorials on how to play creatively with toys encourage others to build their skills through play.

  10. Taste the feeling or feel the tasting: Tactile exposure to food texture promotes food acceptance.

    Science.gov (United States)

    Nederkoorn, Chantal; Theiβen, Julia; Tummers, Michelle; Roefs, Anne

    2018-01-01

    The texture of food can be a reason why children reject it: It matters if food is crispy, slimy, smooth or has pips and bits in it. In general, mere exposure is the best method to increase acceptance of food: becoming more familiar with a food by repeated exposure increases liking for it. However, exposure to texture can be difficult, as children can be reluctant to try tasting it. In the current study, it is tested if acceptance of a food with a specific texture is improved after exposure to the feel of it, with hands only. Sixty-six children (between 3 and 10 years old) were randomly assigned to either the exposure or control condition. In the exposure condition, children played with an colourless and odourless jelly with their hands and in the control group, children played a board game. Afterwards, children were asked to taste 3 desserts (in balanced order): smooth strawberry yoghurt, strawberry yoghurt with pieces and strawberry jelly. Results showed that the children in the exposure condition ate specifically more of the jelly dessert - the texture of which they had been pre-exposed to - compared to the children in control condition. No group differences were found for the other two desserts. The results imply that feeling the texture of a food with hands increases the acceptance of food with the same texture. Playing with food with hands seems therefore be a first step in getting familiar with food and might help to increase variety of food intake. Copyright © 2017 Elsevier Ltd. All rights reserved.

  11. Large acceptance spectrometers for invariant mass spectroscopy of exotic nuclei and future developments

    Energy Technology Data Exchange (ETDEWEB)

    Nakamura, T.; Kondo, Y.

    2016-06-01

    Large acceptance spectrometers at in-flight RI separators have played significant roles in investigating the structure of exotic nuclei. Such spectrometers are in particular useful for probing unbound states of exotic nuclei, using invariant mass spectroscopy with reactions at intermediate and high energies. We discuss here the key characteristic features of such spectrometers, by introducing the recently commissioned SAMURAI facility at the RIBF, RIKEN. We also investigate the issue of cross talk in the detection of multiple neutrons, which has become crucial for exploring further unbound states and nuclei beyond the neutron drip line. Finally we discuss future perspectives for large acceptance spectrometers at the new-generation RI-beam facilities.

  12. Validation of a short food frequency questionnaire in Australian adults.

    Science.gov (United States)

    Khalesi, Saman; Doshi, Deepak; Buys, Nicholas; Sun, Jing

    2017-05-01

    The aim of this article is to report on the validity and internal consistency of a short food frequency questionnaire (FFQ) to measure dietary intake in Australian adults. A total of 407 individuals completed the short FFQ. The Cronbach's alpha of 0.66 indicated acceptable internal consistency for the FFQ. Content validity was measured using factor analysis showed that 35% of total variance was explained by factor analysis. The FFQ was also validated against 31 3-day food records (FR). No significant difference between average intake of energy, most macronutrients, and some micronutrients between two instruments was identified. An acceptable levels of correlation (0.39-0.69) was observed between the two instruments. Bland and Altman's plots showed relative agreement in both instruments with potential bias in measuring iron and iodine. The current FFQ can be an acceptable tool to quickly measuring dietary intake in Australian adults.

  13. Vygotsky's theories of play, imagination and creativity in current practice: Gunilla Lindqvist's “creative pedagogy of play” in U. S. kindergartens and Swedish Reggio-Emilia inspired preschools

    Directory of Open Access Journals (Sweden)

    Monica Nilsson

    2014-05-01

    Full Text Available http://dx.doi.org/10.5007/2175-795X.2014v32n3p919 The ideal of modern western childhood, with its emphasis on the innocence and malleability of children, has combined with various social conditions to promote adult's direction of children's play towards adult-determined developmental goals, and adult's protection of children's play from adults.However, new forms of play, in which adults actively enter into the fantasy play of young children as a means of promoting the development and quality of life of both adults and children, have recently emerged in several countries (Sweden, Serbia (the former Yugoslavia, Finland, Japan and the United States. In this paper we discuss the theoretical support for this new form of activity:we argue thatGunilla Lindqvist's reinterpretation ofVygotsky's theory of play, with its emphasis on the creative quality of play, is unique amongst contemporary Western European and American theories of play. And we describe a series of formative interventions that are both instantiations of this new form of activity and an investigation of its theoretical support, which are being conducted in theUnited States and Sweden. Researchers at the Laboratory of Comparative Human Cognition at the University of California, SanDiego have implemented and studied Lindqvist's creative pedagogy of play in U.S. early childhood public school classrooms. Over the past year the central component of this pedagogy, playworlds, has been introduced and studied in three Swedish Reggio-Emilia inspired preschools. In conclusion, some of the findings from these research projects are presented.

  14. Factors influencing young adults' attitudes and knowledge of late-life sexuality among older women.

    Science.gov (United States)

    Allen, Rebecca S; Petro, Kathryn N; Phillips, Laura L

    2009-03-01

    Although sexuality is valued throughout the lifespan, older women's sexual expression can be influenced by physical, mental and social factors, including attitudes and stereotypes held by younger generations. By gaining an understanding of what influences negative attitudes toward sexuality and beliefs about sexual consent capacity, the stigma associated with sexuality in late life may be reduced. Using vignette methodology in an online survey, we examined older women's health and young adults' (N = 606; mean age = 18.86, SD = 1.42, range 17-36) general knowledge and attitudes toward aging and sexuality, personal sexual behavior, religious beliefs and perceived closeness with an older adult on attitudes towards sexual behavior and perceptions of consent capacity among older women. The health status of older women proved important in determining young adults' acceptance and perception of sexual consent capacity regarding late-life heterosexual/autoerotic and homosexual behaviors. Specifically, young adults expressed lower acceptance and more doubt regarding capacity to consent to sexual expression when the older woman was described as cognitively impaired. Additionally, young adults' personal attitudes toward late-life sexuality, but not knowledge, predicted acceptance toward sexual expression and belief in sexual consent capacity. Attention toward the influence of older women's cognitive health and young adults' attitudes toward late-life sexuality may prove beneficial in designing interventions to decrease the stigma associated with sexual activity in later life.

  15. Bridging the Gap between Social Acceptance and Ethical Acceptability

    NARCIS (Netherlands)

    Taebi, B.

    2016-01-01

    New technology brings great benefits, but it can also create new and significant risks. When evaluating those risks in policymaking, there is a tendency to focus on social acceptance. By solely focusing on social acceptance, we could, however, overlook important ethical aspects of technological

  16. Comparative research on NIMBY risk acceptability between Chinese and Japanese college students.

    Science.gov (United States)

    Wu, Yunqing; Zhai, Guofang; Li, Shasha; Ren, Chongqiang; Tsuchida, Shoji

    2014-10-01

    Along with the progressive acceleration of urbanization, the need to identify potentially troublesome "Not In My Back Yard" (NIMBY) facilities in the city is inevitable. To resolve NIMBY conflict, it is important to know people's NIMBY risk acceptability for these facilities. A questionnaire survey was used among Chinese and Japanese college students to identify NIMBY risk acceptability. LISREL was used to construct a structural equation model to analyze the difference in NIMBY risk acceptability between the Chinese and Japanese college students. Factors that may affect NIMBY risk acceptability were analyzed: "perceiving utility," "perceiving risk," "trust in government," "reasonable compensation," and "procedural justice." The findings show that Japanese students' concerns were greater than Chinese students' concerns. Perceiving utility and perceiving risk were the most important factors that affect people's NIMBY risk acceptability, followed by procedural justice, trust in government, and reasonable compensation. There is a difference between the different cultural backgrounds in confronting the risk: Chinese students focus more on the reputation and value of real estate, while Japanese students pay more attention to environmental pollution and damage to health. Furthermore, cultural influences play a role in students' risk perception. To improve the risk acceptability for NIMBY facilities and provide a basis for resolving NIMBY conflicts, it is necessary to ensure the benefits of the NIMBY facility while reducing environmental pollution. The findings of this study may be of interest for policy makers and practitioners to devise future NIMBY strategies.

  17. Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model.

    Science.gov (United States)

    Wang, Xiaohui; Goh, Dion Hoe-Lian

    2017-11-01

    The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic and utilitarian and examines player acceptance of these two types separately. Through a meta-analysis of 50 articles, we find that perceived ease of use (PEOU), perceived usefulness (PU), and perceived enjoyment (PE) significantly associate with attitude and behavioral intention. PE is the dominant predictor of hedonic game acceptance, while PEOU and PU are the main determinants of utilitarian game acceptance. Furthermore, we find that respondent type and game platform are significant moderators. Findings of this study provide critical insights into the phenomenon of game acceptance and suggest directions for future research.

  18. The role of play in pre-school and younger school age children

    Directory of Open Access Journals (Sweden)

    Kopas-Vukašinović Emina

    2006-01-01

    Full Text Available The paper deals with the importance of play for children’s development and learning in institutionalized preschool education, as well as the opportunities it provides concerning the organization of teaching activities with younger school age children. The paper is based on the theoretical framework emphasizing educational character of children’s play, as a specific form of learning. Notwithstanding occasional attempts within pedagogic theory to deny educational values of children’s play and to emphasize instruction as the only form of systematic learning, contemporary pedagogic views consider play an important part of school education. Learning through play at younger school age helps overcome the discontinuity between preschool and school education. Curriculum subject matter can be covered through carefully selected and prepared play activities within the existing system, providing the support, encouragement and guidance by the adults involved, including their proper knowledge of children’ age-related and psycho-physical characteristics. Play facilitates gradual change over from preschool to school developmental stage, free, spontaneous and creative expression and the development of children’s potential.

  19. Acceptance of governmental communication in catastrophes and media coverage

    International Nuclear Information System (INIS)

    Ruhrmann, G.; Kohring, M.

    1997-01-01

    Technology policy - like every political field - has to deal with conflicts, in which different partial interests are negotiated. Technological catastrophes are based on past decisions in technology policy. From there specific problems of acceptance in catastrophes can only be understood according to this social and temporal context. Acceptance deficits of the government result from the insufficient consideration of the interests non-governmental actors express(ed) with regard to technological risk decisions. Therefore governmental risk and crisis communication should communicate the rationales underlying technology decisions, at the same time giving other actors the possibility of further negotiation. The media coverage plays an important role in this communication process. Following their own specific rules the media create a public sphere, in order to give different groups and institutions an orientation for their social acting. Governmental communication should not consider journalism as a transmission belt for its information policy - rather, in order to be effective, it should respect the specific journalistic conduct. (orig.) [de

  20. The influence of tinnitus acceptance on the quality of life and psychological distress in patients with chronic tinnitus

    Directory of Open Access Journals (Sweden)

    David Riedl

    2015-01-01

    Full Text Available Recent findings show the importance of acceptance in the treatment of chronic tinnitus. So far, very limited research investigating the different levels of tinnitus acceptance has been conducted. The aim of this study was to investigate the quality of life (QoL and psychological distress in patients with chronic tinnitus who reported different levels of tinnitus acceptance. The sample consisted of outpatients taking part in a tinnitus coping group (n = 97. Correlations between tinnitus acceptance, psychological distress, and QoL were calculated. Receiver operating characteristic (ROC curves were used to calculate a cutoff score for the German "Tinnitus Acceptance Questionnaire" (CTAQ-G and to evaluate the screening abilities of the CTAQ-G. Independent sample t-tests were conducted to compare QoL and psychological distress in patients with low tinnitus acceptance and high tinnitus acceptance. A cutoff point for CTAQ-G of 62.5 was defined, differentiating between patients with "low-to-mild tinnitus acceptance" and "moderate-to-high tinnitus acceptance." Patients with higher levels of tinnitus acceptance reported a significantly higher QoL and lower psychological distress. Tinnitus acceptance plays an important role for patients with chronic tinnitus. Increased levels of acceptance are related to better QoL and less psychological distress.

  1. Miku’s mask: Fictional encounters in children’s costume play

    Science.gov (United States)

    Helgesen, Espen

    2015-01-01

    Children’s engagement with Japanese toys and fictional characters has taken on new significance in the age of YouTube. Drawing on ethnographic research on technology-mediated play among 8- and 9-year-olds in Norway, this article shows how boundaries between “real” humans and “fake” non-humans are blurred and undermined when children take on the perspective of a fictional pop star known as Miku. I argue that YouTube provides a platform for children’s playful experimentation with posthuman subjectivities, where they orient themselves toward the future not in terms of becoming adult but in terms of multiple becomings. PMID:26635445

  2. Increasing Physical Activity among Adults with Disabilities: Doctors Can Play a Key Role

    Centers for Disease Control (CDC) Podcasts

    In this podcast, Dr. Dianna Carroll, a senior health scientist with CDC’s Division of Human Development and Disability, talks about the role of doctors and other health professionals in increasing physical activity among adults with disabilities.

  3. Religious Affiliation, Religiosity, Gender, and Rape Myth Acceptance: Feminist Theory and Rape Culture.

    Science.gov (United States)

    Barnett, Michael D; Sligar, Kylie B; Wang, Chiachih D C

    2018-04-01

    Rape myths are false beliefs about rape, rape victims, and rapists, often prejudicial and stereotypical. Guided by feminist theory and available empirical research, this study aimed to examine the influences of gender, religious affiliation, and religiosity on rape myth acceptance of U.S. emerging adults. A sample of 653 university students aged 18 to 30 years were recruited from a large public university in the southern United States to complete the research questionnaires. Results indicated that individuals who identified as Roman Catholic or Protestant endorsed higher levels of rape myth acceptance than their atheist or agnostic counterparts. Men were found more likely to ascribe to rape myths than their female counterparts. Religiosity was positively associated with rape myth acceptance, even after controlling the effect of conservative political ideology. No significant interaction was found between gender and religious affiliation or gender and religiosity. Limitations, future research directions, and implications of the findings are discussed from the perspective of feminist theory.

  4. College men's intimate partner violence attitudes: contributions of adult attachment and gender role stress.

    Science.gov (United States)

    McDermott, Ryon C; Lopez, Frederick G

    2013-01-01

    Primary prevention of men's intimate partner violence (IPV) toward women in dating relationships is an important area of psychological inquiry and a significant concern for counselors working with college student populations. Previous research has identified that certain beliefs condoning or accepting physical, sexual, and psychological violence in relationships are key risk factors for IPV perpetration; however, comparatively few studies have examined the social and relational variables related to IPV acceptance attitudes. In the present study, we proposed and tested a structural model examining the combined contributions of adult attachment dimensions (i.e., attachment anxiety and attachment avoidance) and masculine gender role stress in the prediction of IPV acceptance attitudes in a large sample of college men (N = 419). We hypothesized that the relationship between attachment insecurity and IPV acceptance attitudes would be partially mediated by men's gender role stress. A partially mediated model produced the best indices of model fit, accounting for 31% of the variance in an IPV acceptance attitudes latent variable. A bootstrapping procedure confirmed the significance of mediation effects. These results suggest that aspects of adult attachment insecurity are associated with tendencies to experience stress from violations of rigidly internalized traditional male role norms, which, in turn, are associated with acceptance of IPV. Findings are further discussed in relation to adult attachment theory (Mikulincer & Shaver, 2007), gender role strain theory (Pleck, 1995), and their implications for IPV prevention in college student populations. PsycINFO Database Record (c) 2013 APA, all rights reserved.

  5. Nuclear Energy: General aspects of risk assessment and public acceptance

    International Nuclear Information System (INIS)

    Fischerhof, Hans.

    1977-01-01

    While the peaceful uses of nuclear energy have progressed greatly in many countries and nuclear energy for electricity generation is greatly in demand also in developing countries, progress in this field is being threatened by minorities in those very countries which were originally responsible for this development. The paper analyses the various reasons behind this public opposition. The fear of nuclear war cannot be dispelled despite Government declarations promoting prohibition of the use of nuclear energy for military purposes and the numerous parties to the non-proliferation treaty. However, there is no cogent reason for transferring this mistrust to the peaceful uses of this source of energy. Also, hostility to technology is gaining ground in many countries and large groups of people are not prepared to accept the minimalised risks of nuclear energy. It is recommended that industry and politicians should pay more attention than in the past to the psychological question of acceptance of nuclear energy and lawyers have an important role to play in this context. They should co-operate more in gaining acceptance for the undeniable even if improbable remaining risks and integrate nuclear energy even closer into established law. (NEA) [fr

  6. Hearing impairment, social networks, and coping: the need for families with hearing-impaired children to relate to other parents and to hearing-impaired adults.

    Science.gov (United States)

    Hintermair, M

    2000-03-01

    For a report on the stress experiences of parents with hearing-impaired children in Germany, 317 parents completed a survey on how their families communicate and socialize, among other issues. The report focuses on how contacts with other parents and with hearing-impaired adults affect stress experiences, in the context of the child's hearing status and the means of communication. Parents who frequently meet with other parents show evidence of a warm, accepting, trusting relationship with their child. Parents who have many contacts with hearing-impaired adults show evidence of a strong sense of competence in regard to their child's upbringing. The findings confirm the implication found in most reports describing empirical studies. Social support is to be regarded as a cornerstone of psychosocial intervention and has to play as great a role as possible in institutional programs.

  7. On the use of risk acceptance criteria in the offshore oil and gas industry

    International Nuclear Information System (INIS)

    Aven, Terje; Vinnem, Jan Erik

    2005-01-01

    Risk acceptance criteria, as upper limits of acceptable risks, have been used for offshore activities on the Norwegian Continental Shelf for more than 20 years. The common thinking has been that risk analyses and assessments cannot be conducted in a meaningful way without the use of such criteria. The ALARP principle also applies, but the risk acceptance criteria have played a more active role in the assessment processes than seen for example in the UK. Recently there has, however, been a discussion about the suitability of risk acceptance criteria to assess and control risks. The purpose of this paper is to contribute to this discussion by presenting and discussing a risk analysis regime that is not based on the use of risk acceptance criteria at all. We believe that we can do better if cost-effectiveness (in a wide sense) is the ruling thinking rather than adoption of pre-defined risk acceptance limits. This means a closer resemblance with the ALARP principle as adopted in the UK and other countries, but is not a direct application of this practice. Also the building blocks of the common way of applying the ALARP principle are reviewed. The Norwegian offshore oil and gas industry is the starting point, but the discussion is to large extent general

  8. A cross-cultural study of perceived benefit versus risk as mediators in the trust-acceptance relationship.

    Science.gov (United States)

    Bronfman, Nicolás C; Vázquez, Esperanza López

    2011-12-01

    Several recent studies have identified the significant role social trust in regulatory organizations plays in the public acceptance of various technologies and activities. In a cross-cultural investigation, the current work explores empirically the relationship between social trust in management authorities and the degree of public acceptability of hazards for individuals residing in either developed or emerging Latin American economies using confirmatory rather than exploratory techniques. Undergraduates in Mexico, Brazil, and Chile and the United States and Spain assessed trust in regulatory authorities, public acceptance, personal knowledge, and the risks and benefits for 23 activities and technological hazards. Four findings were encountered. (i) In Latin American nations trust in regulatory entities was strongly and significantly (directly as well as indirectly) linked with the public's acceptance of any activity or technology. In developed countries trust and acceptability are essentially linked indirectly (through perceived risk and perceived benefit). (ii) Lack of knowledge strengthened the magnitude and statistical significance of the trust-acceptability relationship in both developed and developing countries. (iii) For high levels of claimed knowledge, the impact on the trust-acceptability relationship varied depending upon the origin of the sample. (iv) Confirmatory analysis revealed the relative importance of perceived benefit over perceived risk in meditating the trust-acceptability causal chain. © 2011 Society for Risk Analysis.

  9. Psoriasis patients' willingness to accept side-effect risks for improved treatment efficacy.

    Science.gov (United States)

    Kauf, Teresa L; Yang, Jui-Chen; Kimball, Alexa B; Sundaram, Murali; Bao, Yanjun; Okun, Martin; Mulani, Parvez; Hauber, A Brett; Johnson, F Reed

    2015-01-01

    Previous studies suggest that efficacy is more important than side-effect risks to psoriasis patients. However, those studies did not consider potentially fatal risks of biologic treatments. To quantify the risks patients are willing to accept for improvements in psoriasis symptoms. Adults with a self-reported physician diagnosis of psoriasis were recruited through the National Psoriasis Foundation. Using a discrete-choice experiment, patients completed a series of nine choice questions, each including a pair of hypothetical treatments. Treatments were defined by severity of plaques, body surface area (BSA), and 10-year risks of tuberculosis, serious infection and lymphoma. For complete clearance of 25% BSA with mild plaques, respondents (n = 1608) were willing to accept a 20% (95% confidence interval: 9-26%) risk of serious infection, 10% (5-15%) risk of tuberculosis and 2% (1-3%) risk of lymphoma. For complete clearance of 25% BSA with severe plaques, respondents were willing to accept a 54% (48-62%) risk of serious infection, 36% (28-49%) risk of tuberculosis and 8% (7-9%) risk of lymphoma. Respondents were asked to evaluate hypothetical scenarios. Actual treatment choices may differ. Respondents were willing to accept risks above likely clinical exposures for improvements in psoriasis symptoms. Individual risk tolerances may vary.

  10. Public acceptance of nuclear energy in Mexico

    International Nuclear Information System (INIS)

    Alonso, Gustavo; Ramirez, Ramon; Palacios, Javier; Gomez, Armando

    2008-01-01

    One of the main constraints to adopt a nuclear program is the public acceptance. In Mexico, at least, it lacks of an adequate promotion of its benefits and challenges. A big stigma for nuclear electricity production is the association with nuclear weapons, along with myths and misconceptions and bad information about nuclear energy. Mexico has adopted an energy policy to diversify the electricity sources and nuclear energy is among the alternatives to achieve this goal because current studies show that is a safe and a competitive option from an economical point of view. Public opinion plays a very important role in the policy decision making to adopt the deployment of new reactor units; therefore it is necessary to define communication strategies to promote nuclear energy. The current study is an investigation to learn what is the perception and positioning about nuclear energy as a starting point to define the way to improve public acceptance. The national assessment carry on here is divided in two parts, the first one is a qualitative study to know knowledge level, associations and nuclear perception, identifying controversy items and expectations about advantages and disadvantages to define the adequate question to be used in the second part, which is a quantitative study that shows the acceptance of nuclear energy at national level and in particular in two sites that are suitable to deploy new nuclear reactors. From the results of this study some communication and persuasion strategies to improve public perception are defined and they could be used as part of a nuclear program. (author)

  11. Children's Violently Themed Play and Adult Imaginaries of Childhood: A Bakhtinian Analysis

    Science.gov (United States)

    Rosen, Rachel

    2015-01-01

    Children's violently themed play has long been contentious within educational policy, parenting literature, and the academe, with conflicting views as to its immediate and long-term consequences. Yet, little attention has been given to the way in which the meanings and values attributed to childhood influence these debates. Drawing on an…

  12. Micro-Albuminuria In Adolescent/Young Adult Offsprings Of ...

    African Journals Online (AJOL)

    young adult offsprings of Nigeria hypertensive adults. Background: On the premise that micro-albuminuria is a predictor of early stage hypertensive disease and the fact that heredity plays an important role in the aetiology of essential hypertension, ...

  13. Illness Identity in Adults with a Chronic Illness.

    Science.gov (United States)

    Oris, Leen; Luyckx, Koen; Rassart, Jessica; Goubert, Liesbet; Goossens, Eva; Apers, Silke; Arat, Seher; Vandenberghe, Joris; Westhovens, René; Moons, Philip

    2018-02-21

    The present study examines the concept of illness identity, the degree to which a chronic illness is integrated into one's identity, in adults with a chronic illness by validating a new self-report questionnaire, the Illness Identity Questionnaire (IIQ). Self-report questionnaires on illness identity, psychological, and physical functioning were assessed in two samples: adults with congenital heart disease (22-78 year old; n = 276) and with multisystem connective tissue disorders (systemic lupus erythematosus or systemic sclerosis; 17-81 year old; n = 241). The IIQ could differentiate four illness identity states (i.e., engulfment, rejection, acceptance, and enrichment) in both samples, based on exploratory and confirmatory factor analysis. All four subscales proved to be reliable. Rejection and engulfment were related to maladaptive psychological and physical functioning, whereas acceptance and enrichment were related to adaptive psychological and physical functioning. The present findings underscore the importance of the concept of illness identity. The IIQ, a self-report questionnaire, is introduced to measure four different illness identity states in adults with a chronic illness.

  14. Acceptance of selective contracting: the role of trust in the health insurer.

    Science.gov (United States)

    Bes, Romy E; Wendel, Sonja; Curfs, Emile C; Groenewegen, Peter P; de Jong, Judith D

    2013-10-02

    In a demand oriented health care system based on managed competition, health insurers have incentives to become prudent buyers of care on behalf of their enrolees. They are allowed to selectively contract care providers. This is supposed to stimulate competition between care providers and both increase the quality of care and contain costs in the health care system. However, health insurers are reluctant to implement selective contracting; they believe their enrolees will not accept this. One reason, insurers believe, is that enrolees do not trust their health insurer. However, this has never been studied. This paper aims to study the role played by enrolees' trust in the health insurer on their acceptance of selective contracting. An online survey was conducted among 4,422 people insured through a large Dutch health insurance company. Trust in the health insurer, trust in the purchasing strategy of the health insurer and acceptance of selective contracting were measured using multiple item scales. A regression model was constructed to analyse the results. Trust in the health insurer turned out to be an important prerequisite for the acceptance of selective contracting among their enrolees. The association of trust in the purchasing strategy of the health insurer with acceptance of selective contracting is stronger for older people than younger people. Furthermore, it was found that men and healthier people accepted selective contracting by their health insurer more readily. This was also true for younger people with a low level of trust in their health insurer. This study provides insight into factors that influence people's acceptance of selective contracting by their health insurer. This may help health insurers to implement selective contracting in a way their enrolees will accept and, thus, help systems of managed competition to develop.

  15. Acceptance of selective contracting: the role of trust in the health insurer

    Science.gov (United States)

    2013-01-01

    Background In a demand oriented health care system based on managed competition, health insurers have incentives to become prudent buyers of care on behalf of their enrolees. They are allowed to selectively contract care providers. This is supposed to stimulate competition between care providers and both increase the quality of care and contain costs in the health care system. However, health insurers are reluctant to implement selective contracting; they believe their enrolees will not accept this. One reason, insurers believe, is that enrolees do not trust their health insurer. However, this has never been studied. This paper aims to study the role played by enrolees’ trust in the health insurer on their acceptance of selective contracting. Methods An online survey was conducted among 4,422 people insured through a large Dutch health insurance company. Trust in the health insurer, trust in the purchasing strategy of the health insurer and acceptance of selective contracting were measured using multiple item scales. A regression model was constructed to analyse the results. Results Trust in the health insurer turned out to be an important prerequisite for the acceptance of selective contracting among their enrolees. The association of trust in the purchasing strategy of the health insurer with acceptance of selective contracting is stronger for older people than younger people. Furthermore, it was found that men and healthier people accepted selective contracting by their health insurer more readily. This was also true for younger people with a low level of trust in their health insurer. Conclusion This study provides insight into factors that influence people’s acceptance of selective contracting by their health insurer. This may help health insurers to implement selective contracting in a way their enrolees will accept and, thus, help systems of managed competition to develop. PMID:24083663

  16. Investigating the Determinants and Age and Gender Differences in the Acceptance of Mobile Learning

    Science.gov (United States)

    Wang, Yi-Shun; Wu, Ming-Cheng; Wang, Hsiu-Yuan

    2009-01-01

    With the proliferation of mobile computing technology, mobile learning (m-learning) will play a vital role in the rapidly growing electronic learning market. M-learning is the delivery of learning to students anytime and anywhere through the use of wireless Internet and mobile devices. However, acceptance of m-learning by individuals is critical…

  17. Do Older Adults Hate Video Games until they Play them? A Proof-of-Concept Study

    OpenAIRE

    Ferguson, Chris; Nielsen, Rune Kristian Lundedal; Maguire, Ryan

    2016-01-01

    The issue of negative video game influences on youth remains contentious in public debate, the scholarly community and among policy makers. Recent research has indicated that negative attitudes toward video games are, in part, generational in nature with older adults more inclined to endorse negative beliefs about video games. The current mixed design study examined the impact of exposure to games on beliefs about video games in a small (n = 34) sample of older adults. Results indicated that ...

  18. Sexually dimorphic role for vasopressin in the development of social play

    Directory of Open Access Journals (Sweden)

    Matthew J. Paul

    2014-02-01

    Full Text Available Despite the well-established role of vasopressin (AVP in adult social behavior, its role in social development is relatively unexplored. In this paper, we focus on the most prominent social behavior of juvenile rats, social play. Previous pharmacological experiments in our laboratory suggested that AVP regulates play in a sex- and brain region-specific manner in juvenile rats. Here we investigate the role of specific AVP systems in the emergence of social play. We first characterize the development of play in male and female Wistar rats and then ask whether the development of AVP mRNA expression correlates with the emergence of play. Unexpectedly, play emerged more rapidly in weanling-aged females than in males, resulting in a sex difference opposite of that typically reported for older, juvenile rats. AVP mRNA and play were correlated in males only, with a negative correlation in the bed nucleus of the stria terminalis and a positive correlation in the paraventricular nucleus of the hypothalamus. These findings support the hypothesis that AVP acts differentially on multiple systems in a sex-specific manner to regulate social play and suggest a role for PVN and BNST AVP systems in the development of play. Differential neuropeptide regulation of male and female social development may underlie well-documented sex differences in incidence, progression, and symptom severity of behavioral disorders during development.

  19. In acceptance we trust? Conceptualising acceptance as a viable approach to NGO security management.

    Science.gov (United States)

    Fast, Larissa A; Freeman, C Faith; O'Neill, Michael; Rowley, Elizabeth

    2013-04-01

    This paper documents current understanding of acceptance as a security management approach and explores issues and challenges non-governmental organisations (NGOs) confront when implementing an acceptance approach to security management. It argues that the failure of organisations to systematise and clearly articulate acceptance as a distinct security management approach and a lack of organisational policies and procedures concerning acceptance hinder its efficacy as a security management approach. The paper identifies key and cross-cutting components of acceptance that are critical to its effective implementation in order to advance a comprehensive and systematic concept of acceptance. The key components of acceptance illustrate how organisational and staff functions affect positively or negatively an organisation's acceptance, and include: an organisation's principles and mission, communications, negotiation, programming, relationships and networks, stakeholder and context analysis, staffing, and image. The paper contends that acceptance is linked not only to good programming, but also to overall organisational management and structures. © 2013 The Author(s). Journal compilation © Overseas Development Institute, 2013.

  20. The significance and perspectives of role playing as a teaching method in process oriented nursing education

    OpenAIRE

    小松, 万喜子; 冨岡, 詔子; 山崎, 章恵; 柳澤, 節子; 百瀬, 由美子

    1999-01-01

    This study was to report the results of students' responses to role playing which has been introduced as a teaching method in adult nursing clinical practice. About 80% of 79 students participated, positively evaluated their experiences in role playing as useful to their clinical practice, with 20% claiming negatively as not useful. An overall result suggested the usefulness of role playing as a method to enhance students' general readiness to their clinical practice. As students with negativ...

  1. Nutrition Education and Support Program for Community-Dwelling Adults with Intellectual Disabilities

    Science.gov (United States)

    Humphries, Kathleen; Traci, Meg Ann; Seekins, Tom

    2008-01-01

    To test the efficacy, acceptability, and appropriateness of a nutrition education and support program, 4 community-based group homes for adults with intellectual or developmental disabilities participated in a pilot intervention with extended baseline period and pre--post-test design. Adults (N = 32) with intellectual or developmental…

  2. [Acceptance and Commitment Therapy in the Treatment of Chronic Disease].

    Science.gov (United States)

    Kuba, Katharina; Weißflog, Gregor

    2017-12-01

    Acceptance and Commitment Therapy (ACT) is an intervention representing a transdiagnostic and contextual approach that assumes that psychological suffering is caused by experiential avoidance. The primary intention of ACT is not to eliminate symptoms and to treat mental disorders. Instead, ACT aims to increase psychological flexibility, i. e. to broaden the repertoire of cognitions and behaviors when facing inner and outer aversive events or experiences. Psychological flexibility can be enhanced by working with the 6 core components of the ACT model. Experience-focused methods like metaphors and exercises for acceptance play a crucial role in the therapeutic work. In short, with ACT patients can learn: ▪ that rigid and inflexible attempts to fight aversive experience are problematic ▪ a mindful experience of inner and outer experience ▪ to differentiate between unchangeable and changeable events (acceptance) ▪ to identify values or respectively life goals and to behave in a way that is consistent with them (commitment)The therapeutic focus of ACT is to create a balance between acceptance and behavioral change consistent with chosen values. Chronic diseases are often associated with aversive inner and outer experiences. A growing number of studies support the efficacy of ACT. There is evidence that ACT can increase psychological flexibility and potentially also lead to better self-management within the context of chronic somatic diseases. © Georg Thieme Verlag KG Stuttgart · New York.

  3. Walking for Transportation: What do U.S. Adults Think is a Reasonable Distance and Time?

    Science.gov (United States)

    Watson, Kathleen B; Carlson, Susan A; Humbert-Rico, Tiffany; Carroll, Dianna D; Fulton, Janet E

    2015-06-16

    Less than one-third of U.S. adults walk for transportation. Public health strategies to increase transportation walking would benefit from knowing what adults think is a reasonable distance to walk. Our purpose was to determine 1) what adults think is a reasonable distance and amount of time to walk and 2) whether there were differences in minutes spent transportation walking by what adults think is reasonable. Analyses used a cross-sectional nationwide adult sample (n = 3653) participating in the 2010 Summer ConsumerStyles mail survey. Most adults (> 90%) think transportation walking is reasonable. However, less than half (43%) think walking a mile or more or for 20 minutes or more is reasonable. What adults think is reasonable is similar across most demographic subgroups, except for older adults (≥ 65 years) who think shorter distances and times are reasonable. Trend analysis that adjust for demographic characteristics indicates adults who think longer distances and times are reasonable walk more. Walking for short distances is acceptable to most U.S. adults. Public health programs designed to encourage longer distance trips may wish to improve supports for transportation walking to make walking longer distances seem easier and more acceptable to most U.S. adults.

  4. Play and playfulness, basic features of early childhood education

    NARCIS (Netherlands)

    Singer, E.

    2013-01-01

    This article argues that play and playfulness are basic features in early childhood education, but that play curricula can have serious drawbacks. The starting point is the play theory of the Dutch historian Johan Huizinga, a radical critic of the focus on the educational benefits of play. According

  5. Family Adult Awareness of Adolescents' Premarital Romantic and Sexual Relationships in Ghana

    Science.gov (United States)

    Bingenheimer, Jeffrey B.; Roche, Kathleen M.; Blake, Susan M.

    2017-01-01

    This study examined the circumstances under which family adults in Ghana were aware of their adolescent children's involvement in premarital relationships. It was hypothesized that factors related to the seriousness and social acceptability of the relationship would influence the likelihood of family adults' awareness in gender-specific ways. Data…

  6. Play and playfulness in early childhood education and care.

    Directory of Open Access Journals (Sweden)

    Singer E.

    2015-06-01

    Full Text Available Play and playfulness are basic features in early childhood education. The elements of play are pleasure, a sense of freedom, and the co-construction of shared meaning through the use of rules or rhythms. Play and learning are closely related in early childhood. But when the focus on the educational benefits of play becomes too strong, the most essential feature of play is lost: children’s pleasure. Young children in group settings often have to adapt to the teachers’ demands related to security, hygiene, and social norms and values. But the playfulness of the teachers helps to overcome differences in power in the caregiver-child relationship and prevents young children from becoming overburdened with strict rules and group discipline. Play and playfulness are a resource of shared pleasure and creativity in learning processes.

  7. Family support and acceptance, gay male identity formation, and psychological adjustment: a path model.

    Science.gov (United States)

    Elizur, Y; Ziv, M

    2001-01-01

    While heterosexist family undermining has been demonstrated to be a developmental risk factor in the life of persons with same-gender orientation, the issue of protective family factors is both controversial and relatively neglected. In this study of Israeli gay males (N = 114), we focused on the interrelations of family support, family acceptance and family knowledge of gay orientation, and gay male identity formation, and their effects on mental health and self-esteem. A path model was proposed based on the hypotheses that family support, family acceptance, family knowledge, and gay identity formation have an impact on psychological adjustment, and that family support has an effect on gay identity formation that is mediated by family acceptance. The assessment of gay identity formation was based on an established stage model that was streamlined for cross-cultural practice by defining three basic processes of same-gender identity formation: self-definition, self-acceptance, and disclosure (Elizur & Mintzer, 2001). The testing of our conceptual path model demonstrated an excellent fit with the data. An alternative model that hypothesized effects of gay male identity on family acceptance and family knowledge did not fit the data. Interpreting these results, we propose that the main effect of family support/acceptance on gay identity is related to the process of disclosure, and that both general family support and family acceptance of same-gender orientation play a significant role in the psychological adjustment of gay men.

  8. A Mixed-Methods Study on Acceptability, Tolerability, and Substitution of Brown Rice for White Rice to Lower Blood Glucose Levels among Nigerian Adults

    Directory of Open Access Journals (Sweden)

    Sally N. Adebamowo

    2017-07-01

    Full Text Available BackgroundWhole-grain products such as brown rice have been associated with lower risk of metabolic disorders including diabetes. We examined the acceptability and tolerability of substituting brown rice for white rice and the feasibility of introducing brown rice into the diet through a long-term trial to lower the risk of type 2 diabetes.MethodsFifty-one adults residing in Abuja, Nigeria, participated in this study. Using purposeful sampling for focus group discussions (FGDs, participants were enrolled based on their age (19–25 vs. 40–60 years and body mass index (BMI (normal weight vs. overweight/obese. Participants tasted four meals with different constitution of brown and white rice (25:75%, 50:50%, 75:25%, and 100% brown rice. Twelve FGDs were conducted, six before and six after the food tasting. Two-hour postprandial blood glucose was measured after consumption of each rice meal.ResultsThe mean age of the participants was 39 (±14 years, their mean BMI was 25.6 (±5.2 and about half of them were male. Most of the participants (61% reported that rice was their main source of carbohydrate and 67% consumed rice at least five times/week. Before the food tasting, participants considered white polished rice superior to brown rice with regard to quality, taste, and nutritional value. After the food tasting, most of the participants (49% indicated a preference for the 100% brown rice, 19% preferred the 25% brown rice, 18% preferred the 50% brown rice, and 7% preferred the 75% brown rice meals. Factors that may affect the acceptability of brown rice include its appearance, longer cooking time, cost, limited availability, and poor appreciation of its nutritional value. In general, 2-h postprandial glucose levels were lower, after consumption of meals with higher proportion of brown rice.ConclusionThis study provides valuable insight into the acceptability of brown rice as a substitute for white rice in Nigeria. If confirmed in larger studies

  9. MEASUREMENT FOR ACCEPTANCE OF SUPPLY CHAIN SIMULATOR APPLICATION USING TECHNOLOGY ACCEPTANCE MODEL

    Directory of Open Access Journals (Sweden)

    Mulyati E.

    2018-03-01

    Full Text Available The aim of this research for was to measure the user acceptance of simulator application which was built as a tool for student in learning of supply chain, particularly in bullwhip effect problem. The measurements used for the acceptance of supply chain simulator application in this research was the Technology Acceptance Model from 162 samples which were analyzed with Confirmatory Factor Analysis and Structural Equation Modelling. The result of this research indicated that the user acceptance (shown by customer participation of supply chain simulator was directly influence by perceived usefulness of supply chain simulator application used (positive and significant; the user acceptance of supply chain simulator was indirectly influenced by perceived ease of use in using supply chain simulator application (positive but not significant; the user acceptance of supply chain simulator was indirectly influenced by perceived enjoyment when the supply chain simulator application was used. The research would give a better understanding about a bullwhip effect and better experience for students, which would not be obtained through conventional learning, when the tools were not used.

  10. Playful Membership

    DEFF Research Database (Denmark)

    Åkerstrøm Andersen, Niels; Pors, Justine Grønbæk

    2014-01-01

    This article studies the implications of current attempts by organizations to adapt to a world of constant change by introducing the notion of playful organizational membership. To this end we conduct a brief semantic history of organizational play and argue that when organizations play, employees...... are expected to engage in playful exploration of alternative selves. Drawing on Niklas Luhmann's theory of time and decision-making and Gregory Bateson's theory of play, the article analyses three empirical examples of how games play with conceptions of time. We explore how games represent an organizational...

  11. Undernutrition: who cares? Perspectives of dietitians and older adults on undernutrition

    NARCIS (Netherlands)

    Beelen, J.; Vasse, Emmelyne; Ziylan, C.; Janssen, N.; Roos, de N.M.; Groot, de C.P.G.M.

    2017-01-01

    Background: Many older adults are at risk of undernutrition. Dietitians play a key role in the management and treatment of undernutrition, but older adults have difficulties to comply with dietetic recommendations. This qualitative study investigated which barriers older adults experience in

  12. Stigma Reduction in Adolescents and Young Adults Newly Diagnosed with HIV: Findings from the Project ACCEPT Intervention

    Science.gov (United States)

    Lemos, Diana; Hosek, Sybil G.

    2014-01-01

    Abstract This article describes the influence of a group-based behavioral intervention for adolescents and young adults newly diagnosed with HIV (Project ACCEPT) on four dimensions of HIV-related stigma—personalized stigma, disclosure concerns, negative self-image, and concern with public attitudes about people with HIV—as measured by the Berger HIV Stigma Scale. Stigma was addressed in a holistic manner during the intervention by providing HIV/AIDS-related information, facilitating the acquisition of coping skills, and providing contact with other youth living with HIV in order to improve social support. Fifty youth (28 male, 22 female; mean age=19.24 years) newly diagnosed with HIV from four geographically diverse clinics participated in a one-group pretest-posttest design study whereby they received the intervention over a 12-week period, and completed assessments at baseline, post-intervention, and 3-month follow-up. Results from the combined sample (males and females) revealed overall reductions in stigma in three dimensions: personalized stigma, disclosure concerns, and negative self-image, although only the combined-sample effects for negative self-image were maintained at 3-month follow-up. Gender-specific analyses revealed that the intervention reduced stigma for males across all four dimensions of stigma, with all effects being maintained to some degree at the 3-month follow-up. Only personalized stigma demonstrated a decrease for females, although this effect was not maintained at the 3-month follow-up; while the other three types of stigma increased at post-intervention and 3-month follow-up. Findings are discussed in terms of gender specific outcomes and the need for a different type of intervention to reduce stigma for young women. PMID:25216106

  13. Stigma reduction in adolescents and young adults newly diagnosed with HIV: findings from the Project ACCEPT intervention.

    Science.gov (United States)

    Harper, Gary W; Lemos, Diana; Hosek, Sybil G

    2014-10-01

    This article describes the influence of a group-based behavioral intervention for adolescents and young adults newly diagnosed with HIV (Project ACCEPT) on four dimensions of HIV-related stigma-personalized stigma, disclosure concerns, negative self-image, and concern with public attitudes about people with HIV-as measured by the Berger HIV Stigma Scale. Stigma was addressed in a holistic manner during the intervention by providing HIV/AIDS-related information, facilitating the acquisition of coping skills, and providing contact with other youth living with HIV in order to improve social support. Fifty youth (28 male, 22 female; mean age=19.24 years) newly diagnosed with HIV from four geographically diverse clinics participated in a one-group pretest-posttest design study whereby they received the intervention over a 12-week period, and completed assessments at baseline, post-intervention, and 3-month follow-up. Results from the combined sample (males and females) revealed overall reductions in stigma in three dimensions: personalized stigma, disclosure concerns, and negative self-image, although only the combined-sample effects for negative self-image were maintained at 3-month follow-up. Gender-specific analyses revealed that the intervention reduced stigma for males across all four dimensions of stigma, with all effects being maintained to some degree at the 3-month follow-up. Only personalized stigma demonstrated a decrease for females, although this effect was not maintained at the 3-month follow-up; while the other three types of stigma increased at post-intervention and 3-month follow-up. Findings are discussed in terms of gender specific outcomes and the need for a different type of intervention to reduce stigma for young women.

  14. Experiencing Emotion across a Semester-Long Family Role-Play and Reflecting Team: Implications for Counselor Development

    Science.gov (United States)

    Harrawood, Laura K.; Parmanand, Shawn; Wilde, Brandon J.

    2011-01-01

    The use of role-play and reflecting teams have been established as acceptable practices in the education of counselors-in-training. However, the current counseling literature does not identify the range of emotion experienced by students, as they participate in experiential activities. This manuscript identifies the emotions experienced by…

  15. Analysis and evaluation for social acceptability for utilizing nuclear power in China

    International Nuclear Information System (INIS)

    Xu, Ting; Wakabayashi, Toshio

    2011-01-01

    This study is about the acceptability of the society of utilizing nuclear power in China. There are different interactions and opinions has been raised that leads conflict between the society and the nuclear technology people. Many emotions and views have mixed up: people have image of environment friendly, also have image of explosion, fright and danger. The purpose of this study is to make clear the social consciousness for utilizing nuclear power in China and to improve social acceptability. A survey by the questionnaire was conducted for investigation of the features of the social consciousness for necessity and safety for utilizing nuclear power in China. The questionnaire has been sent to 10000 citizens of Zhejiang province in south China from June to August 2010 (Zhejiang province is one of the earliest city for utilizing nuclear power plants in China). There were 4255 available respondents (42.6%) with 1851 men and 2404 women of adult who answered the questionnaire. The survey was including 37 items about energy problem, social consciousness for utilizing nuclear power, safety, the reliability of government and information sources. As a result, it was found that some 57.5% of adults are in favor of nuclear power plants. There are differences of sense between men and women. The reliability for safety of men for nuclear power is higher than that of women. Some 59.6% of men respondents are in favor of nuclear power plants, and about 10% respondents of women are in favor of nuclear power plants. Social acceptance is still one of the major barriers for further development of nuclear power, although recent technological and institutional innovation is clearly reduced its risk and enhanced its relative and absolute benefit compared to other energy resources. Consequently, this result indicates that women with maternal instinct may not be favor of nuclear power plants compared with men in China. (author)

  16. The Impact of Listening Condition on Background Noise Acceptance for Young Adults with Normal Hearing

    Science.gov (United States)

    Gordon-Hickey, Susan; Moore, Robert E.; Estis, Julie M.

    2012-01-01

    Purpose: To evaluate the effect of different speech conditions on background noise acceptance. A total of 23 stimulus pairings, differing in primary talker gender (female, male, conventional), number of background talkers (1, 4, 12), and gender composition of the background noise (female, male, mixed) were used to evaluate background noise…

  17. The moderating and mediating roles of self-acceptance and tolerance to others in the relationship between mindfulness and subjective well-being.

    Science.gov (United States)

    Xu, Wei; Oei, Tian Ps; Liu, Xinghua; Wang, Xiaoming; Ding, Chen

    2016-07-01

    This study explored the moderating and mediating influences of self-acceptance and tolerance to others in the relationship between mindfulness and subjective well-being. In total, 301 (130 males) university students completed the Five-Facet Mindfulness Questionnaire, Index of Well-being, Self-acceptance Questionnaire, and Tolerance Scale. The results showed that the positive link between mindfulness and subjective well-being was significantly mediated by self-acceptance only. Tolerance played a moderating role. The implications of the results for relevant research and mindfulness training were discussed. © The Author(s) 2014.

  18. Chinese Nurses' Acceptance of PDA: A Cross-Sectional Survey Using a Technology Acceptance Model.

    Science.gov (United States)

    Wang, Yanling; Xiao, Qian; Sun, Liu; Wu, Ying

    2016-01-01

    This study explores Chinese nurses' acceptance of PDA, using a questionnaire based on the framework of Technology Acceptance Model (TAM). 357 nurses were involved in the study. The results reveal the scores of the nurses' acceptance of PDA were means 3.18~3.36 in four dimensions. The younger of nurses, the higher nurses' title, the longer previous usage time, the more experienced using PDA, and the more acceptance of PDA. Therefore, the hospital administrators may change strategies to enhance nurses' acceptance of PDA, and promote the wide application of PDA.

  19. FATHER-CHILD PLAY DURING THE PRESCHOOL YEARS AND CHILD INTERNALIZING BEHAVIORS: BETWEEN ROBUSTNESS AND VULNERABILITY.

    Science.gov (United States)

    Ahnert, Lieselotte; Teufl, Lukas; Ruiz, Nina; Piskernik, Bernhard; Supper, Barbara; Remiorz, Silke; Gesing, Alexander; Nowacki, Katja

    2017-11-01

    Play observations with a total of 400 toddlers and preschoolers were videotaped and rated for Intensity and Quality of play with their parents. Parents were asked about perceived stress and personality characteristics (Big 5). Child's motor, cognitive skills, temperament, and internalizing behaviors were assessed. Study 1 investigated the robustness of play across child age and gender, and examined differences between fathers and mothers. Study 2 explored the vulnerability of play with fathers of children born preterm (PT-fathers) and fathers who had experienced adverse childhoods (AC-fathers). Study 3 investigated child internalizing behaviors. Intensity of play was maintained almost independently of child age and gender. It was similar for AC- and PT-fathers, and similar to maternal Intensity. In contrast, paternal Quality of play was higher with boys and independent of fathers' personality and perceived parenting stress whereas maternal Quality of play was higher with girls and linked to mothers' perceived parenting competence, acceptability of the child, and neuroticism. AC-fathers scored significantly low on Quality, as did PT-fathers, but the Quality of their play became better with growing child age, birth weight, and cognitive (but not motor and temperament) scores. Finally, child internalizing behaviors were negatively related to paternal Quality of play. © 2017 Michigan Association for Infant Mental Health.

  20. Microimplant in Lingual Tori to Correct Anterior Crossbite in Adult

    Directory of Open Access Journals (Sweden)

    Deepak Rai

    2012-01-01

    Full Text Available Anterior crossbites are difficult to correct in adults. A case where microimplants were placed in the lingual tori of an adult patient along with a lingual appliance is reported. The use of the esthetic lingual appliance along with the stable anchorage provided by the microimplants, aids in decreasing the duration of treatment as well as making the same more acceptable to the patient.

  1. Adapted User-Centered Design: A Strategy for the Higher User Acceptance of Innovative e-Health Services

    Directory of Open Access Journals (Sweden)

    Dejan Dinevski

    2012-08-01

    Full Text Available Being familiar with all the benefits of e-Health and the strategic plan for the Slovenian health sector’s informatization, Telekom Slovenia and the Faculty of Medicine from the University of Maribor, along with other partners, have initiated an e-Health project. The project group is developing various e-Health services that are based on modern ICT (information and communications technology solutions and will be available on several screens. In order to meet the users’ needs and expectations and, consequently, achieve the high acceptance of e-Health services, the user-centered design (UCD approach was employed in the e-Health project. However, during the research it was found that conventional UCD methods are not completely appropriate for older adults: the target population of the e-Health services. That is why the selected UCD methods were modified and adapted for older adults. The modified UCD methods used in the research study are presented in this paper. Using the results of the adapted UCD methods, a prototype for a service named MedReminder was developed. The prototype was evaluated by a group of 12 study participants. The study participants evaluated the MedReminder service as acceptable with a good potential for a high adoption rate among its target population, i.e., older adults.

  2. What makes nuclear energy (not) acceptable?

    Energy Technology Data Exchange (ETDEWEB)

    Turcanu, C.; Perko, T. [Belgian Nuclear Research Centre (SCK-CEN), Mol (Belgium). Society and Policy Support; Kermisch, C. [Universite Libre de Bruxelles (Belgium). Fonds de la Recherche Scientifique

    2013-08-15

    Higher knowledge has long been hypothesized as leading to better acceptance of nuclear energy, but in the last years other factors such as risk perception and trust in nuclear risk governance were also recognized as key elements. While stakeholder involvement is now fully recognized as a key element for nuclear energy acceptance, there are still questions about the impact of higher knowledge. This paper investigates the relation between knowledge about the nuclear domain, risk perception of nuclear risks, confidence in the management of nuclear technologies, on the one hand, and the attitude towards nuclear energy and opinion about nuclear energy, on the other hand. It also studies the factors that are pleading in favour or against nuclear energy and their relation with the forementioned variables. The study is based on empirical data from a large scale opinion survey in Belgium between 25/05/2011 and 24/06/2011, i.e. the third month after the accident in Fukushima. The sample consisted of 1020 respondents and is representative for the Belgian adult population (18+) with respect to gender, age, region, province, habitat and social class. Our results show that confidence in the safe management of nuclear technologies as well as the perceived strength of the arguments pro/against nuclear are driving factors for people's attitude towards nuclear energy. Higher confidence and stronger adherence to the arguments in favour of nuclear energy lead to higher acceptance. The correlation between knowledge and attitude/opinion towards nuclear energy is statistically significant, but rather low, showing only a weak effect of knowledge on attitudes or opinions about nuclear energy. A weak effect is also observed for risk perception of nuclear risks, lower risk perception leading to a somewhat more positive attitude/opinion about nuclear energy. In the study we also highlight that the main factors seen as pleading in favour or against nuclear energy are the same, both for

  3. The Decline of Play and the Rise of Psychopathology in Children and Adolescents

    Science.gov (United States)

    Gray, Peter

    2011-01-01

    Over the past half century, in the United States and other developed nations, children's free play with other children has declined sharply. Over the same period, anxiety, depression, suicide, feelings of helplessness, and narcissism have increased sharply in children, adolescents, and young adults. This article documents these historical changes…

  4. Being Hipped to Their Hop: Tapping into Young Minds through Hip Hop Play

    Science.gov (United States)

    Broughton, Anthony

    2017-01-01

    Adults gain a wealth of knowledge from listening to the voices of children through intentional observations and interactions [Owocki, G., and Y. M. Goodman. 2002. "Kidwatching: Documenting Children's Literacy Development." Portsmouth: Heinemann]. Hip Hop play may provide optimal opportunities for teachers to tap into the young minds of…

  5. The Responsibilities of Adult Siblings of Adults with Dual Sensory Impairments.

    Science.gov (United States)

    Harland, Penelope; Cuskelly, Monica

    2000-01-01

    A study explored responsibilities and concerns of six young adults in relation to their brother/sister with vision and hearing disabilities. Although mothers were the primary care takers, siblings played an important, secondary role. Siblings expressed guilt about being unable to take a more active role and were aware of future demands. (Contains…

  6. Adult Functional Literacy Curriculum: Effective Strategy for Human ...

    African Journals Online (AJOL)

    Adult functional literacy curriculum no doubt, is a panacea to human resource development in Nigeria. Government and non-government organizations have roles to play in providing functional education to adults who drop out of school or have no opportunity of attending the formal school system for all round development.

  7. Increasing Physical Activity among Adults with Disabilities: Doctors Can Play a Key Role

    Centers for Disease Control (CDC) Podcasts

    2014-04-22

    In this podcast, Dr. Dianna Carroll, a senior health scientist with CDC’s Division of Human Development and Disability, talks about the role of doctors and other health professionals in increasing physical activity among adults with disabilities.  Created: 4/22/2014 by National Center on Birth Defects and Developmental Disabilities (NCBDDD).   Date Released: 5/7/2014.

  8. Playful Literacy

    DEFF Research Database (Denmark)

    Froes, Isabel

    these practices, which compose the taxonomy of tablet play. My contribution lies in identifying and proposing a series of theoretical concepts that complement recent theories related to play and digital literacy studies. The data collected through observations informed some noteworthy aspects, including how...... with tablets’ physical and digital affordances shape children’s digital play. This thesis presents how young children’s current practices when playing with tablets inform digital experiences in Denmark and Japan. Through an interdisciplinary lens and a grounded theory approach, I have identified and mapped...... vocabulary in children’s digital play experiences. These early digital experiences set the rules for the playgrounds and assert digital tablets as twenty-first-century toys, shaping young children’s playful literacy....

  9. Age and Acceptance of Euthanasia.

    Science.gov (United States)

    Ward, Russell A.

    1980-01-01

    Study explores relationship between age (and sex and race) and acceptance of euthanasia. Women and non-Whites were less accepting because of religiosity. Among older people less acceptance was attributable to their lesser education and greater religiosity. Results suggest that quality of life in old age affects acceptability of euthanasia. (Author)

  10. Play Therapy

    Science.gov (United States)

    Lawver, Timothy; Blankenship, Kelly

    2008-01-01

    Play therapy is a treatment modality in which the therapist engages in play with the child. Its use has been documented in a variety of settings and with a variety of diagnoses. Treating within the context of play brings the therapist and the therapy to the level of the child. By way of an introduction to this approach, a case is presented of a six-year-old boy with oppositional defiant disorder. The presentation focuses on the events and interactions of a typical session with an established patient. The primary issues of the session are aggression, self worth, and self efficacy. These themes manifest themselves through the content of the child’s play and narration of his actions. The therapist then reflects these back to the child while gently encouraging the child toward more positive play. Though the example is one of nondirective play therapy, a wide range of variation exists under the heading of play therapy. PMID:19724720

  11. Ludic role of religious rituals. The use of play for religious ceremony

    Directory of Open Access Journals (Sweden)

    Ciocan Tudor Cosmin

    2015-11-01

    Full Text Available This paper was made as part of a wider research I made about rituals and their meaning and roles they are playing in the religious system of thinking. The way they are thought, displayed, precisely followed as instructed and believed, makes them a powerful social act that has been always provided by any religion, and also a tool for religion to make the human society what it is today. After I speak about what is a ritual and its religious content in general, I am enumerating roles and functions of play and theatre in particular have, both for profane and religious purpose. Do we still use play/games as adults because they are rewarding, they give us pleasure? They are used as means of relaxation, or for continuing the age of childhood; or it is in our nature to play games in everything we do? In this paper I have emphasized play as adaptive potentiation or adaptive variability useful both in therapy, as in religious ceremony. The relation and comparison of rituals with play is due to the fact that playing is the most engaging behavior performed by man and animals, and it can be found as foundation of almost any ritualist activity.

  12. Children's Violently Themed Play and Adult Imaginaries of Childhood: A Bakhtinian Analysis

    OpenAIRE

    Rosen, R.

    2015-01-01

    © 2015, Springer Science+Business Media Dordrecht. Children’s violently themed play has long been contentious within educational policy, parenting literature, and the academe, with conflicting views as to its immediate and long-term consequences. Yet, little attention has been given to the way in which the meanings and values attributed to childhood influence these debates. Drawing on an ethnographic study of a Nursery in London, England, this article explores the different ideas about childh...

  13. Reactions to a remote-controlled video-communication robot in seniors' homes: a pilot study of feasibility and acceptance.

    Science.gov (United States)

    Seelye, Adriana M; Wild, Katherine V; Larimer, Nicole; Maxwell, Shoshana; Kearns, Peter; Kaye, Jeffrey A

    2012-12-01

    Remote telepresence provided by tele-operated robotics represents a new means for obtaining important health information, improving older adults' social and daily functioning and providing peace of mind to family members and caregivers who live remotely. In this study we tested the feasibility of use and acceptance of a remotely controlled robot with video-communication capability in independently living, cognitively intact older adults. A mobile remotely controlled robot with video-communication ability was placed in the homes of eight seniors. The attitudes and preferences of these volunteers and those of family or friends who communicated with them remotely via the device were assessed through survey instruments. Overall experiences were consistently positive, with the exception of one user who subsequently progressed to a diagnosis of mild cognitive impairment. Responses from our participants indicated that in general they appreciated the potential of this technology to enhance their physical health and well-being, social connectedness, and ability to live independently at home. Remote users, who were friends or adult children of the participants, were more likely to test the mobility features and had several suggestions for additional useful applications. Results from the present study showed that a small sample of independently living, cognitively intact older adults and their remote collaterals responded positively to a remote controlled robot with video-communication capabilities. Research is needed to further explore the feasibility and acceptance of this type of technology with a variety of patients and their care contacts.

  14. A web-based e-learning framework for public perception and acceptance on nuclear energy

    International Nuclear Information System (INIS)

    Zhou Yangping; Yoshikawa, Hidekazu; Liu Jingquan; Ouyang, Jun; Lu Daogang

    2005-01-01

    Now, public acceptance plays a central role in the nuclear energy. Public concerns on safety and sustainability of nuclear energy, ground nuclear power in many countries and territories to a stop or even a downfall. In this study, an e-learning framework by using Internet, is proposed for public education in order to boost public perception on nuclear energy, which will certainly affect public acceptance toward it. This study aims at investigating public perception and acceptance on nuclear energy in a continuous and accurate manner. In addition, this e-learning framework can promote public perception on nuclear energy by using teaching material with a graphical hierarchy about knowledge of nuclear energy. This web-based e-learning framework mainly consists of two components: (1) an e-learning support module which continuously investigates public perception and acceptance toward nuclear energy and teaches public knowledge about nuclear energy; (2) an updating module which may improve the education materials by analyzing the effect of education or proving the materials submitted by the visitors through Wiki pages. Advantages and future work of this study are also generally described. (author)

  15. Design for Play

    DEFF Research Database (Denmark)

    Feder, Karen

    2017-01-01

    Abstract The purpose of the new Design for Play initiative is to inspire and educate designers to design for the future of play. To create “play ambassadors” equipped with excellent tools, methods, approaches and mind-sets to design for the playful human being in an ever-changing world. To teach...... and inspire children to grow up to be creative designers of their own life and the world around them. The Design for Play research team will study the interplay between people, processes and products in design for play and support the development of playful designers, playful solutions and playful experiences...

  16. Using the Technology Acceptance Model to explore community dwelling older adults' perceptions of a 3D interior design application to facilitate pre-discharge home adaptations.

    Science.gov (United States)

    Money, Arthur G; Atwal, Anita; Young, Katherine L; Day, Yasmin; Wilson, Lesley; Money, Kevin G

    2015-08-26

    In the UK occupational therapy pre-discharge home visits are routinely carried out as a means of facilitating safe transfer from the hospital to home. Whilst they are an integral part of practice, there is little evidence to demonstrate they have a positive outcome on the discharge process. Current issues for patients are around the speed of home visits and the lack of shared decision making in the process, resulting in less than 50 % of the specialist equipment installed actually being used by patients on follow-up. To improve practice there is an urgent need to examine other ways of conducting home visits to facilitate safe discharge. We believe that Computerised 3D Interior Design Applications (CIDAs) could be a means to support more efficient, effective and collaborative practice. A previous study explored practitioners perceptions of using CIDAs; however it is important to ascertain older adult's views about the usability of technology and to compare findings. This study explores the perceptions of community dwelling older adults with regards to adopting and using CIDAs as an assistive tool for the home adaptations process. Ten community dwelling older adults participated in individual interactive task-focused usability sessions with a customised CIDA, utilising the think-aloud protocol and individual semi-structured interviews. Template analysis was used to carry out both deductive and inductive analysis of the think-aloud and interview data. Initially, a deductive stance was adopted, using the three pre-determined high-level themes of the technology acceptance model (TAM): Perceived Usefulness (PU), Perceived Ease of Use (PEOU), Actual Use (AU). Inductive template analysis was then carried out on the data within these themes, from which a number of sub-thmes emerged. Regarding PU, participants believed CIDAs served as a useful visual tool and saw clear potential to facilitate shared understanding and partnership in care delivery. For PEOU, participants were

  17. Posttraining ablation of adult-generated olfactory granule cells degrades odor-reward memories.

    Science.gov (United States)

    Arruda-Carvalho, Maithe; Akers, Katherine G; Guskjolen, Axel; Sakaguchi, Masanori; Josselyn, Sheena A; Frankland, Paul W

    2014-11-19

    Proliferation of neural progenitor cells in the subventricular zone leads to the continuous generation of new olfactory granule cells (OGCs) throughout life. These cells synaptically integrate into olfactory bulb circuits after ∼2 weeks and transiently exhibit heightened plasticity and responses to novel odors. Although these observations suggest that adult-generated OGCs play important roles in olfactory-related memories, global suppression of olfactory neurogenesis does not typically prevent the formation of odor-reward memories, perhaps because residual OGCs can compensate. Here, we used a transgenic strategy to selectively ablate large numbers of adult-generated OGCs either before or after learning in mice. Consistent with previous studies, pretraining ablation of adult-generated OGCs did not prevent the formation of an odor-reward memory, presumably because existing OGCs can support memory formation in their absence. However, ablation of a similar cohort of adult-generated OGCs after training impaired subsequent memory expression, indicating that if these cells are available at the time of training, they play an essential role in subsequent expression of odor-reward memories. Memory impairment was associated with the loss of adult-generated OGCs that were >10 d in age and did not depend on the developmental stage in which they were generated, suggesting that, once sufficiently mature, OGCs generated during juvenility and adulthood play similar roles in the expression of odor-reward memories. Finally, ablation of adult-generated OGCs 1 month after training did not produce amnesia, indicating that adult-generated OGCs play a time-limited role in the expression of odor-reward memories. Copyright © 2014 the authors 0270-6474/14/3415793-11$15.00/0.

  18. FairyPlay

    DEFF Research Database (Denmark)

    Toft, Herdis

    2018-01-01

    in a play culture where children recycle them in transmitted, transformed and transgressive modes. His fairy tales function as raw materials – trash – for play-production, and these contemporary children muddle, mingle, remix their formulas and elements with other materials and adjust them to a play context......Hans Christian Andersen is a cultural icon in the Danish community, and his fairy tales are canonized as treasured Danish cultural heritage. However, situated as they are today in a crosscultural mix between folklore, booklore and medialore, they also may be analysed as useful, treasured trash...... through improvisations. So they perform what we shall name FairyPlay - just like Hans Christian Andersen himself did. We show Hans Christian Andersen as an intimate connoisseur of play culture, a homo ludens, a trash-sculptor and a thing-finder, like Pippi Longstocking and like children in play. Examples...

  19. Early-life origin of adult insomnia : Does prenatal-early-life stress play a role?

    NARCIS (Netherlands)

    Palagini, Laura; Drake, Christopher L; Gehrman, Philip; Meerlo, Peter; Riemann, Dieter

    2015-01-01

    Insomnia is very common in the adult population and it includes a wide spectrum of sequelae, that is, neuroendocrine and cardiovascular alterations as well as psychiatric and neurodegenerative disorders. According to the conceptualization of insomnia in the context of the 3-P model, the importance

  20. FUZZY ACCEPTANCE SAMPLING AND CHARACTERISTIC CURVES

    Directory of Open Access Journals (Sweden)

    Ebru Turano?lu

    2012-02-01

    Full Text Available Acceptance sampling is primarily used for the inspection of incoming or outgoing lots. Acceptance sampling refers to the application of specific sampling plans to a designated lot or sequence of lots. The parameters of acceptance sampling plans are sample sizes and acceptance numbers. In some cases, it may not be possible to define acceptance sampling parameters as crisp values. These parameters can be expressed by linguistic variables. The fuzzy set theory can be successfully used to cope with the vagueness in these linguistic expressions for acceptance sampling. In this paper, the main distributions of acceptance sampling plans are handled with fuzzy parameters and their acceptance probability functions are derived. Then the characteristic curves of acceptance sampling are examined under fuzziness. Illustrative examples are given.

  1. Chemotherapy treatment decision-making experiences of older adults with cancer, their family members, oncologists and family physicians: a mixed methods study.

    Science.gov (United States)

    Puts, Martine T E; Sattar, Schroder; McWatters, Kara; Lee, Katherine; Kulik, Michael; MacDonald, Mary-Ellen; Jang, Raymond; Amir, Eitan; Krzyzanowska, Monika K; Leighl, Natasha; Fitch, Margaret; Joshua, Anthony M; Warde, Padraig; Tourangeau, Ann E; Alibhai, Shabbir M H

    2017-03-01

    Although comorbidities, frailty, and functional impairment are common in older adults (OA) with cancer, little is known about how these factors are considered during the treatment decision-making process by OAs, their families, and health care providers. Our aim was to better understand the treatment decision process from all these perspectives. A mixed methods multi-perspective longitudinal study using semi-structured interviews and surveys with 29 OAs aged ≥70 years with advanced prostate, breast, colorectal, or lung cancer, 24 of their family members,13 oncologists, and 15 family physicians was conducted. The sample was stratified on age (70-79 and 80+). All interviews were analyzed using thematic analysis. There was no difference in the treatment decision-making experience based on age. Most OAs felt that they should have the final say in the treatment decision, but strongly valued their oncologists' opinion. "Trust in my oncologist" and "chemotherapy as the last resort to prolong life" were the most important reasons to accept treatment. Families indicated a need to improve communication between them, the patient and the specialist, particularly around goals of treatment. Comorbidity and potential side-effects did not play a major role in the treatment decision-making for patients, families, or oncologists. Family physicians reported no involvement in decisions but desired to be more involved. This first study using multiple perspectives showed neither frailty nor comorbidity played a role in the treatment decision-making process. Efforts to improve communication were identified as an opportunity that may enhance quality of care. In a mixed methods study multiple perspective study with older adults with cancer, their family members, their oncologist and their family physician we explored the treatment decision making process and found that most older adults were satisfied with their decision. Comorbidity, functional status and frailty did not impact the

  2. Acceptance threshold hypothesis is supported by chemical similarity of cuticular hydrocarbons in a stingless bee, Melipona asilvai.

    Science.gov (United States)

    Nascimento, D L; Nascimento, F S

    2012-11-01

    The ability to discriminate nestmates from non-nestmates in insect societies is essential to protect colonies from conspecific invaders. The acceptance threshold hypothesis predicts that organisms whose recognition systems classify recipients without errors should optimize the balance between acceptance and rejection. In this process, cuticular hydrocarbons play an important role as cues of recognition in social insects. The aims of this study were to determine whether guards exhibit a restrictive level of rejection towards chemically distinct individuals, becoming more permissive during the encounters with either nestmate or non-nestmate individuals bearing chemically similar profiles. The study demonstrates that Melipona asilvai (Hymenoptera: Apidae: Meliponini) guards exhibit a flexible system of nestmate recognition according to the degree of chemical similarity between the incoming forager and its own cuticular hydrocarbons profile. Guards became less restrictive in their acceptance rates when they encounter non-nestmates with highly similar chemical profiles, which they probably mistake for nestmates, hence broadening their acceptance level.

  3. Drug-related problems among community-dwelling older adults in mainland China.

    Science.gov (United States)

    Yang, Jiadan; Meng, Long; Liu, Yu; Lv, Liping; Sun, Shusen; Long, Rui; Shan, Xuefeng; Song, Jie; Qiu, Feng

    2018-04-01

    Background Little is known about the extent of drug-related problems (DRPs) in community-dwelling older adult patients with chronic diseases in mainland China. Setting A medication therapy review service at a community health center in Chongqing, China. Objective To identify and categorize DRPs along with pharmacists' recommendations in addressing the DRPs identified. Method The study was conducted between May 2015 and July 2016. A total of 102 community-dwelling older adults were included. MTR was carried out by clinical pharmacists. DRPs and pharmacotherapy recommendations were recorded and analyzed. Main outcome measure The number of drug-related problems and main problem categories. Results The average age of patients was 69.4 years. Patients took an average of 6.3 medications. A total of 489 DRPs were identified (mean of 4.8 per patient). The most common category was under-treated (27.8%) followed by over- or under-dose (18.8%) and monitoring (17.8%). The number of medications taken was the significant associated factor for DRPs. Pharmacists made 526 recommendations to address the DRPs (mean of 1.1 recommendations per DRP). Primary care providers accepted 68.1% of these recommendations, and implemented 60.9% of them. Conclusion The prevalence of DRPs among studied patient population was high. Pharmacists may play a vital role in addressing the DRPs and optimize pharmacotherapy through MTR service located in community health centers.

  4. Adult and Child Development in the Zone of Proximal Development: Socratic Dialogue in a Playworld

    Science.gov (United States)

    Ferholt, Beth; Lecusay, Robert

    2010-01-01

    This article analyses adult and child development in the zone of proximal development in an educational practice based in Vygotsky's theories of play: the playworld educational practice. The playworld educational practice is a central component of a Scandinavian play pedagogy that promotes shared responsibility amongst adults and children for…

  5. Play Therapy: Facilitative Use of Child's Play in Elementary School Counseling.

    Science.gov (United States)

    Landreth, Garry L.

    1987-01-01

    Reviews five major developments in play therapy: psychoanalysis, release therapy, relationship therapy, nondirective therapy, and play therapy in school settings. Suggests ways school counselors can use play therapy. Describes play therapy facilities, location selection, and play materials. Lists objectives of play therapy and how teachers can aid…

  6. The Australian Racism, Acceptance, and Cultural-Ethnocentrism Scale (RACES): item response theory findings.

    Science.gov (United States)

    Grigg, Kaine; Manderson, Lenore

    2016-03-17

    Racism and associated discrimination are pervasive and persistent challenges with multiple cumulative deleterious effects contributing to inequities in various health outcomes. Globally, research over the past decade has shown consistent associations between racism and negative health concerns. Such research confirms that race endures as one of the strongest predictors of poor health. Due to the lack of validated Australian measures of racist attitudes, RACES (Racism, Acceptance, and Cultural-Ethnocentrism Scale) was developed. Here, we examine RACES' psychometric properties, including the latent structure, utilising Item Response Theory (IRT). Unidimensional and Multidimensional Rating Scale Model (RSM) Rasch analyses were utilised with 296 Victorian primary school students and 182 adolescents and 220 adults from the Australian community. RACES was demonstrated to be a robust 24-item three-dimensional scale of Accepting Attitudes (12 items), Racist Attitudes (8 items), and Ethnocentric Attitudes (4 items). RSM Rasch analyses provide strong support for the instrument as a robust measure of racist attitudes in the Australian context, and for the overall factorial and construct validity of RACES across primary school children, adolescents, and adults. RACES provides a reliable and valid measure that can be utilised across the lifespan to evaluate attitudes towards all racial, ethnic, cultural, and religious groups. A core function of RACES is to assess the effectiveness of interventions to reduce community levels of racism and in turn inequities in health outcomes within Australia.

  7. Hypnosis for pain management in the older adult.

    Science.gov (United States)

    Cuellar, Norma G

    2005-09-01

    Pain is a physical, emotional and psychologic phenomenon that is often ignored in older adults causing depression and poor quality of life. Older adults report the use of complementary and alternative medicine in some form with 80% of these users reporting improvement in their health conditions. Although physical pain in the older adult is usually managed with pharmacologic interventions, methods that may reduce the use of prescription drugs may decrease adverse effects that can compromise the physiologic state of the older adult. Hypnosis has continued to gain acceptance within mainstream medicine as an appropriate treatment and can be integrated safely with conventional medicine as an effective treatment for a variety of conditions in the older adult. It is an intervention that can be used for relaxation and pain control, especially when conventional pharmacologic regimens have failed. The purpose of this article is to review the concepts related to pain in older adults; the use of complementary and alternative medicine in the older adult; hypnosis and the older adult (i.e., background, definition, benefits, research, mechanism of action, hypnotizability, and the process); and the implications of using hypnosis for pain management in the older adult.

  8. Assessment of pretend play in Prader-Willi syndrome: a direct comparison to autism spectrum disorder.

    Science.gov (United States)

    Zyga, Olena; Russ, Sandra; Ievers-Landis, Carolyn E; Dimitropoulos, Anastasia

    2015-04-01

    Children with Prader-Willi syndrome (PWS) are at risk for autism spectrum disorder (ASD), including pervasive social deficits. While play impairments in ASD are well documented, play abilities in PWS have not been evaluated. Fourteen children with PWS and ten children with ASD were administered the Autism Diagnostic Observation Schedule (ADOS) (Lord et al. in Autism Diagnostic Observation Schedule manual. Western Psychological Services, Los Angeles, 2006) as part of a larger project. A modified Affect in Play Scale (APS; Russ in Play in child development and psychotherapy: toward empirically supported practice. Lawrence Erlbaum Associates Publishers, Mahwah, 2004; Pretend play in childhood: foundation of adult creativity. APA Books, Washington, 2014) was used to score ADOS play activities. Results indicate both groups scored below normative data on measures of imagination, organization, and affective expression during individual play. In addition, the inclusion of a play partner in both groups increased all scaled scores on the APS. These findings suggest children with PWS show impaired pretend play abilities similar to ASD. Further research is warranted and should focus on constructing and validating programs aimed at improving symbolic and functional play abilities within these populations.

  9. Mediatized play

    DEFF Research Database (Denmark)

    Johansen, Stine Liv

    Children’s play must nowadays be understood as a mediatized field in society and culture. Media – understood in a very broad sense - holds severe explanatory power in describing and understanding the practice of play, since play happens both with, through and inspired by media of different sorts........ In this presentation the case of ‘playing soccer’ will be outlined through its different mediated manifestations, including soccer games and programs on TV, computer games, magazines, books, YouTube videos and soccer trading cards....

  10. Acceptability and potential effectiveness of commercial portion control tools amongst people with obesity.

    Science.gov (United States)

    Almiron-Roig, Eva; Domínguez, Angélica; Vaughan, David; Solis-Trapala, Ivonne; Jebb, Susan A

    2016-12-01

    Exposure to large portion sizes is a risk factor for obesity. Specifically designed tableware may modulate how much is eaten and help with portion control. We examined the experience of using a guided crockery set (CS) and a calibrated serving spoon set (SS) by individuals trying to manage their weight. Twenty-nine obese adults who had completed 7-12 weeks of a community weight-loss programme were invited to use both tools for 2 weeks each, in a crossover design, with minimal health professional contact. A paper-based questionnaire was used to collect data on acceptance, perceived changes in portion size, frequency, and type of meal when the tool was used. Scores describing acceptance, ease of use and perceived effectiveness were derived from five-point Likert scales from which binary indicators (high/low) were analysed using logistic regression. Mean acceptance, ease of use and perceived effectiveness were moderate to high (3·7-4·4 points). Tool type did not have an impact on indicators of acceptance, ease of use and perceived effectiveness (P>0·32 for all comparisons); 55 % of participants used the CS on most days v. 21 % for the SS. The CS was used for all meals, whereas the SS was mostly used for evening meals. Self-selected portion sizes increased for vegetables and decreased for chips and potatoes with both tools. Participants rated both tools as equally acceptable, easy to use and with similar perceived effectiveness. Formal trials to evaluate the impact of such tools on weight control are warranted.

  11. Acceptance and use of health information technology by community-dwelling elders.

    Science.gov (United States)

    Fischer, Shira H; David, Daniel; Crotty, Bradley H; Dierks, Meghan; Safran, Charles

    2014-09-01

    With the worldwide population growing in age, information technology may help meet important needs to prepare and support patients and families for aging. We sought to explore the use and acceptance of information technology for health among the elderly by reviewing the existing literature. Review of literature using PubMed and Google Scholar, references from relevant papers, and consultation with experts. Elderly people approach the Internet and health information technology differently than younger people, but have growing rates of adoption. Assistive technology, such as sensors or home monitors, may help 'aging in place', but these have not been thoroughly evaluated. Elders face many barriers in using technology for healthcare decision-making, including issues with familiarity, willingness to ask for help, trust of the technology, privacy, and design challenges. Barriers must be addressed for these tools to be available to this growing population. Design, education, research, and policy all play roles in addressing these barriers to acceptance and use. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.

  12. Cognitive benefits of computer games for older adults.

    Science.gov (United States)

    Zelinski, Elizabeth M; Reyes, Ricardo

    2009-01-01

    The purpose of this paper is to develop a basis for the hypothesis that digital action games may produce cognitive benefits for older adults. First, a discussion of the relationship between cognitive and physical health shows the increasing weight given to the role of declines in cognition in the development of dependency in older adult population studies. Second, evidence that cognitive training produces 'far transfer' in elders is presented. The key issue is that one approach, known as extended practice training, has been successful in producing far transfer to memory and other processes. Its principles, which are consistent with those associated with positive brain plasticity effects, are identified. Those principles are then related to the mechanics of digital action games, which also have the important added feature of producing the experiences of presence, engagement, and flow, the subjective elements of game play that are likely to sustain interest and emotional investment in the skills practiced so that the play produces cognitive benefits. The specific cognitive abilities proposed to be improved by different types of game genres are outlined, and recent developments in game and interface design that may affect the willingness of older adults to play are described.

  13. Differential effects of anxiety sensitivity components in the relation between emotional non-acceptance and post-traumatic stress symptoms among trauma-exposed treatment-seeking smokers.

    Science.gov (United States)

    Bakhshaie, Jafar; Zvolensky, Michael J; Allan, Nicholas; Vujanovic, Anka A; Schmidt, Norman B

    2015-01-01

    Anxiety sensitivity (AS), defined as the extent to which individuals believe anxiety and anxiety-related sensations have harmful consequences, may play an important explanatory role in the relation between emotional non-acceptance and the expression of traumatic stress symptoms among trauma-exposed smokers. This investigation examined whether lower-order dimensions of AS (cognitive, physical, and social concerns) differentially explain the relation between emotional non-acceptance and post-traumatic stress (PTS) symptom clusters (re-experiencing, avoidance, hyperarousal) among trauma-exposed daily smokers (N = 169, 46% female; Mage = 41, SD = 12.3). AS and its lower-order facets of cognitive and social concerns were found to mediate the relations between emotional non-acceptance and avoidance and hyperarousal PTS symptoms. Using a multiple mediation model, the mediational effect of AS cognitive concerns for the relation between emotional non-acceptance and post-traumatic avoidance symptoms was found to be uniquely evident relative to social and physical concerns. All observed AS effects were evident above and beyond the variance accounted for by gender, number of traumatic event exposure types, negative affectivity, number of cigarettes smoked per day, and alcohol use problems. The present findings suggest cognitive-based AS concerns may play a mechanistic role in the relation between emotional non-acceptance and certain PTS symptoms among trauma-exposed daily smokers.

  14. Consumer acceptance of and willingness to pay for food nanotechnology: a systematic review

    International Nuclear Information System (INIS)

    Giles, Emma L.; Kuznesof, Sharron; Clark, Beth; Hubbard, Carmen; Frewer, Lynn J.

    2015-01-01

    Consumer’s attitudes to, and acceptance of, emerging technologies and their applications, are important determinants of their successful implementation and commercialisation. Understanding the range of socio-psychological, cultural and affective factors which may influence consumer responses to applications of nanotechnology will help “fine-tune” the development of consumer products in line with their expectations and preferences. This is particularly true of applications in the food area, where consumer concerns about technologies applied to food production may be elevated. This research applied systematic review methodology to synthesise current knowledge regarding societal acceptance or rejection of nanotechnology applied to agri-food production. The objective was to aggregate knowledge derived from different research areas to gain an overall picture of consumer responses to nanotechnology applied to food production. Relevant electronic databases of peer-reviewed literature were searched from the earliest date available, for peer-reviewed papers which reported primary empirical data on consumer and expert acceptance of agri-food nanotechnology, using a formal systematic review protocol. Inclusion criteria for papers to be included in the review were: empirical peer-reviewed papers written in English; a population sample of adults aged 18 years and over used in the research; a research focus on consumer and expert acceptance of agri-food nanotechnology; and research on attitudes towards, and willingness to pay for, different applications of agri-food nanotechnology. Two researchers independently appraised the papers using NVivo 10 QSR software. Studies examining consumer and expert acceptance were thematically analysed, and key information was collated. The results were synthesised in order to identify trends in information relevant to consumer acceptance of nanotechnology applied to food production. Eight key themes were identified from the 32 papers

  15. Consumer acceptance of and willingness to pay for food nanotechnology: a systematic review.

    Science.gov (United States)

    Giles, Emma L; Kuznesof, Sharron; Clark, Beth; Hubbard, Carmen; Frewer, Lynn J

    Consumer's attitudes to, and acceptance of, emerging technologies and their applications, are important determinants of their successful implementation and commercialisation. Understanding the range of socio-psychological, cultural and affective factors which may influence consumer responses to applications of nanotechnology will help "fine-tune" the development of consumer products in line with their expectations and preferences. This is particularly true of applications in the food area, where consumer concerns about technologies applied to food production may be elevated. This research applied systematic review methodology to synthesise current knowledge regarding societal acceptance or rejection of nanotechnology applied to agri-food production. The objective was to aggregate knowledge derived from different research areas to gain an overall picture of consumer responses to nanotechnology applied to food production. Relevant electronic databases of peer-reviewed literature were searched from the earliest date available, for peer-reviewed papers which reported primary empirical data on consumer and expert acceptance of agri-food nanotechnology, using a formal systematic review protocol. Inclusion criteria for papers to be included in the review were: empirical peer-reviewed papers written in English; a population sample of adults aged 18 years and over used in the research; a research focus on consumer and expert acceptance of agri-food nanotechnology; and research on attitudes towards, and willingness to pay for, different applications of agri-food nanotechnology. Two researchers independently appraised the papers using NVivo 10 QSR software. Studies examining consumer and expert acceptance were thematically analysed, and key information was collated. The results were synthesised in order to identify trends in information relevant to consumer acceptance of nanotechnology applied to food production. Eight key themes were identified from the 32 papers which were

  16. Consumer acceptance of and willingness to pay for food nanotechnology: a systematic review

    Energy Technology Data Exchange (ETDEWEB)

    Giles, Emma L., E-mail: e.giles@tees.ac.uk [Teesside University, Health and Social Care Institute (United Kingdom); Kuznesof, Sharron; Clark, Beth; Hubbard, Carmen; Frewer, Lynn J. [Newcastle University, School of Agriculture, Food and Rural Development (United Kingdom)

    2015-12-15

    Consumer’s attitudes to, and acceptance of, emerging technologies and their applications, are important determinants of their successful implementation and commercialisation. Understanding the range of socio-psychological, cultural and affective factors which may influence consumer responses to applications of nanotechnology will help “fine-tune” the development of consumer products in line with their expectations and preferences. This is particularly true of applications in the food area, where consumer concerns about technologies applied to food production may be elevated. This research applied systematic review methodology to synthesise current knowledge regarding societal acceptance or rejection of nanotechnology applied to agri-food production. The objective was to aggregate knowledge derived from different research areas to gain an overall picture of consumer responses to nanotechnology applied to food production. Relevant electronic databases of peer-reviewed literature were searched from the earliest date available, for peer-reviewed papers which reported primary empirical data on consumer and expert acceptance of agri-food nanotechnology, using a formal systematic review protocol. Inclusion criteria for papers to be included in the review were: empirical peer-reviewed papers written in English; a population sample of adults aged 18 years and over used in the research; a research focus on consumer and expert acceptance of agri-food nanotechnology; and research on attitudes towards, and willingness to pay for, different applications of agri-food nanotechnology. Two researchers independently appraised the papers using NVivo 10 QSR software. Studies examining consumer and expert acceptance were thematically analysed, and key information was collated. The results were synthesised in order to identify trends in information relevant to consumer acceptance of nanotechnology applied to food production. Eight key themes were identified from the 32 papers

  17. Consumer acceptance of and willingness to pay for food nanotechnology: a systematic review

    Science.gov (United States)

    Giles, Emma L.; Kuznesof, Sharron; Clark, Beth; Hubbard, Carmen; Frewer, Lynn J.

    2015-12-01

    Consumer's attitudes to, and acceptance of, emerging technologies and their applications, are important determinants of their successful implementation and commercialisation. Understanding the range of socio-psychological, cultural and affective factors which may influence consumer responses to applications of nanotechnology will help "fine-tune" the development of consumer products in line with their expectations and preferences. This is particularly true of applications in the food area, where consumer concerns about technologies applied to food production may be elevated. This research applied systematic review methodology to synthesise current knowledge regarding societal acceptance or rejection of nanotechnology applied to agri-food production. The objective was to aggregate knowledge derived from different research areas to gain an overall picture of consumer responses to nanotechnology applied to food production. Relevant electronic databases of peer-reviewed literature were searched from the earliest date available, for peer-reviewed papers which reported primary empirical data on consumer and expert acceptance of agri-food nanotechnology, using a formal systematic review protocol. Inclusion criteria for papers to be included in the review were: empirical peer-reviewed papers written in English; a population sample of adults aged 18 years and over used in the research; a research focus on consumer and expert acceptance of agri-food nanotechnology; and research on attitudes towards, and willingness to pay for, different applications of agri-food nanotechnology. Two researchers independently appraised the papers using NVivo 10 QSR software. Studies examining consumer and expert acceptance were thematically analysed, and key information was collated. The results were synthesised in order to identify trends in information relevant to consumer acceptance of nanotechnology applied to food production. Eight key themes were identified from the 32 papers which were

  18. Life Satisfaction, Self-Esteem, and Loneliness Among LGB Adults and Heterosexual Adults in China.

    Science.gov (United States)

    Hu, Jingchu; Hu, Jize; Huang, Gang; Zheng, Xifu

    2016-01-01

    Low levels of life satisfaction have been linked to low self-esteem and loneliness, but this association has never been tested directly in LGB (lesbian/gay/bisexual) populations. We compared 275 Chinese LGB adults to 275 demographic-matched Chinese heterosexual controls on life satisfaction, self-esteem, and loneliness. LGB adults reported lower levels of self-esteem and higher levels of loneliness than heterosexuals, but similar levels of overall life satisfaction. Self-esteem partially mediated (but did not moderate) the relationship between loneliness and life satisfaction in both groups. Hierarchical regressions indicated that demographic variables, loneliness, and self-esteem can predict life satisfaction in both LGB and heterosexual adults, but explained more variance of life satisfaction in the LGB group. Thus self-esteem and loneliness play a more important role in life satisfaction for LGB rather than heterosexual Chinese adults.

  19. Let’s play hide and seek!

    CERN Multimedia

    Computer Security Team

    2012-01-01

    This week, we would like you to play a small online game called “Virtual Hide & Seek”. The rules are simple: some of our colleagues have published some sensitive or confidential documents on CERN’s central services like Indico, CDS, EDMS or TWiki, as well as on our many websites. Your mission, should you choose to accept it: find them!   If you provide us with documents marked “confidential”, “classified”, “sensitive”, or containing plain text operational passwords, you can win a book on computer security. There are only few conditions: these documents must be visible from outside CERN, must not require a CERN account in order to access them, and must not belong to you or have a direct link with your work. Have fun! But seriously, are you sure that your documents are really properly protected? We regularly find confidential documents stored on one of the CERN central  services and w...

  20. Nuclear waste and public acceptance. A study about the situation in the Netherlands

    International Nuclear Information System (INIS)

    Damveld, H.

    1999-01-01

    The author bases the paper and study on the concept of the risk society coined by the sociologist Ulrich Beck. Very briefly, risk society means that in modern societies the basic conflicts have shifted from the distribution of prosperity to distribution of risks. The author points out five important factors affecting the willingness to accept a risk, which all have negative indication for the case of nuclear energy. 1. Catastrophe effect: The willingness to accept a more probable risk with less serious consequences is greater than the willingness to accept an extremely unlikely risk with serious consequences. Nuclear energy is considered to be a risk with catastrophe effect. 2. Justice factor: This factor too plays a central role in the negative assessment of nuclear energy. It is considered to be unjust to impose risks on future generations. 3. Voluntariness: The acceptance of a risk increases with the voluntariness. But nuclear energy is not considered to be a voluntary risk. 4. Confidence: The extent of confidence is an important factor determing how information on a possible risk will be assessed. In the Netherlands 68 percent of the population does not trust that the government will provide immediate and honest information on nuclear accidents. 5. Avoidability: An inevitable risk is more likely to be accepted than an avoidable risk. If already produced waste is involved and if there is even a chance that the nuclear power station concerned will be shut-down, the population is more likely to accept the final repository than if it were a case of searching for a final repository for waste not yet produced. (orig.) [de

  1. Play at Work

    DEFF Research Database (Denmark)

    Meier Sørensen, Bent; Spoelstra, Sverre

    2012-01-01

    The interest in organizational play is growing, both in popular business discourse and organization studies. As the presumption that play is dysfunctional for organizations is increasingly discarded, the existing positions may be divided into two camps; one proposes ‘serious play’ as an engine fo...... workplaces engage in play: play as a (serious) continuation of work, play as a (critical) intervention into work and play as an (uninvited) usurpation of work....

  2. Management of Adult Education Programme in Abia State, Nigeria ...

    African Journals Online (AJOL)

    Adult Education is the instruction or controlled experiences for the mature person so that he/she may attain social, economic, cultural, political or technical competence or individual development. The importance of management in adult education programme cannot be over emphasized because of the vital role it plays in ...

  3. Playful Interaction

    DEFF Research Database (Denmark)

    2003-01-01

    The video Playful Interaction describes a future architectural office, and envisions ideas and concepts for playful interactions between people, materials and appliances in a pervasive and augmented working environment. The video both describes existing developments, technologies and designs...... as well as ideas not yet implemented such as playful modes of interaction with an augmented ball. Playful Interaction has been used as a hybrid of a vision video and a video prototype (1). Externally the video has been used to visualising our new ideas, and internally the video has also worked to inspire...

  4. The role of play themes in non-directive play therapy.

    Science.gov (United States)

    Ryan, Virginia; Edge, Andrew

    2012-07-01

    Describing the processes underlying play therapy is important for evidence based practice in child therapy. Employing play themes to describe children's play session contents is in widespread use by practitioners, but an adequate classification of these themes for non-directive play therapy practice has not yet been established. This article sets out to fill this gap by first describing how themes can be distinguished and distilled from the contents of play therapy contents. Second, a classification of main themes and sub-themes with exemplars to illustrate these concepts which is compatible with non-directive play therapy practice is set out. Finally a pilot project with experienced play therapists to test this classification in practice is suggested, along with the research questions that will need to be investigated in the shorter and longer terms.

  5. Interoception drives increased rational decision-making in meditators playing the Ultimatum Game.

    Directory of Open Access Journals (Sweden)

    Ulrich eKirk

    2011-04-01

    Full Text Available Human decision-making is often framed as a competition between cognitive and emotional processes in the brain. Deviations from rational processes are believed to derive from inclusion of emotional factors in decision-making. Here, we investigate whether a group of experienced Buddhist meditators are better equipped to regulate emotional processes compared with controls during economic decision-making in the Ultimatum Game. We show that meditators accept unfair offers on more than half of the trials, whereas controls only accept unfair offers on one-quarter of the trials. By applying fMRI we show that controls recruit the anterior insula during unfair offers. Such responses are powerful predictors of rejecting offers in social interaction. By contrast, meditators display attenuated activity in high-level emotional representations of the anterior insula and increased activity in the lower-level interoceptive representations of the posterior insula. In addition we show that a subset of control participants who play rationally (i.e. accepts >85% unfair offers recruits the DLPFC reflecting increased cognitive demands to accept unfairness, whereas rational meditators by contrast activates the somatosensory cortex and posterior superior temporal cortex (pSTC. In summary, when assessing unfairness, meditators activate a different network of brain areas compared with controls enabling them to uncouple negative emotional reactions from their behavior. These findings highlight the clinically and socially important possibility that sustained training in mindfulness meditation may impact distinct domains of human decision-making.

  6. Sequential Cross-Sectional Surveys in Orange Farm, a Township of South Africa, Revealed a Constant Low Voluntary Medical Male Circumcision Uptake among Adults despite Demand Creation Campaigns and High Acceptability.

    Directory of Open Access Journals (Sweden)

    Esaie Marshall

    Full Text Available WHO recommends a male circumcision (MC prevalence rate higher than 80% to have a substantial impact on the HIV-AIDS epidemic in Eastern and Southern Africa. Orange Farm, a township in South Africa, has a free-for-service voluntary medical male circumcision (VMMC clinic in operation since 2008. Following an intense campaign from 2008 to 2010, MC prevalence rate increased to 55.4% (ANRS-12126. Ongoing and past VMMC campaigns focused on youths, through school talks, and adults at a community level. The main objective of the study was to assess the change in MC prevalence rate among adults aged 18-19 and 18-49 years in the past 5 years.A cross-sectional survey (ANRS-12285 was conducted among a random sample of 522 adult men in 2015. MC status and characteristics of participants were collected through a genital examination and a face-to-face questionnaire.MC prevalence rate among young adult men aged 18-19 years increased markedly from 61.2% (95%CI: 57.4% to 65.0% in 2010 to 87.5% (76.0% to 94.6% in 2015 (p<0.001. In the same period, among men aged 18-49 years, MC prevalence rate varied slightly from 55.4% (53.6% to 57.1% to 56.7% (52.4% to 60.9%. In 2015, 84.9% (79.2% to 89.5% of uncircumcised adult men reported that they were willing to be circumcised. However, we estimated that only 4.6% (11/237; 2.5% to 7.9% of the uncircumcised men underwent circumcision in 2015, despite 117/185 (63.2%; 95%CI: 56.1% to 69.9% who reported that they were definitely willing to become circumcised.In Orange Farm, VMMC campaigns were successful among the youth and led to a sufficiently high MC prevalence rate to have a substantial impact in the future on the HIV-AIDS epidemic. However, despite high acceptability and a free VMMC service, VMMC campaigns since 2010 have failed to increase MC prevalence rate among adults to above 80%. These campaigns should be revisited.

  7. Imagination, Playfulness, and Creativity in Children's Play with Different Toys

    Science.gov (United States)

    Mo????ller, Signe?? Juhl?

    2015-01-01

    Based on a four-month experimental study of preschool children's play with creative-construction and social-fantasy toys, the author examines the in?uence of both types of toys on the play of preschool children. Her comparative analysis considers the impact of transformative play on the development of imagination during play activities and…

  8. Health Benefits of Digital Videogames for Older Adults: A Systematic Review of the Literature.

    Science.gov (United States)

    Hall, Amanda K; Chavarria, Enmanuel; Maneeratana, Vasana; Chaney, Beth H; Bernhardt, Jay M

    2012-12-01

    This article is a systematic review conducted of the research literature on digital videogames played by older adults and health outcomes associated with game play. Findings from each study meeting the inclusion criteria were analyzed and summarized into emergent themes to determine the impact of digital games in promoting healthy behaviors among older adults. A systematic review of the research literature was conducted through multiple academic databases for works, published between the years 2000 and 2011, looking at digital videogame interventions with adults 65 years of age and older. Multiple combinations of search terms and Boolean operators relevant to digital videogames and older adults were queried. A criteria matrix was created to code and evaluate studies. Thirteen studies met specific criteria for inclusion and were analyzed in the final review. Significant mental, physical, and social health factors, type of digital game platform, study design, and measurements are among emergent themes summarized from the reviewed research literature. Significant mental health outcomes of digital game interventions were found in the majority of the reviewed studies, followed by physical and lastly social health outcomes in older adults. A majority of the studies revealed significant positive effects on health outcomes associated with digital videogame play among older adults. With current advancements in technology, including advanced motion sensing, digital game platforms have significant potential for positive health impact among older populations. More robust and rigorous research designs are needed to increase validity and reliability of results and establish stronger causal relationships on the health benefits of digital videogame play for older adults.

  9. Blind and Deaf to Acceptance: The Role of Self-Esteem in Capitalizing on Social Acceptance

    OpenAIRE

    Luerssen, Anna Maud

    2013-01-01

    Across two studies, we evaluated whether people with low self-esteem are less likely to capitalize on, or take full advantage of, their romantic partners' accepting behaviors. We conceptualized capitalization as the tendency to perceive acceptance when it occurs, and to experience positive changes in affect and relationship satisfaction when acceptance is perceived. We found that participants with low self-esteem under-perceived their partners' acceptance, both in daily life and in the labora...

  10. The "Double-Edged Sword" of the Adult Learning Environment

    Science.gov (United States)

    Murray, Sara; Mitchell, Jane

    2013-01-01

    The vocational education and training sector plays a critical role in the provision of educational opportunities for young adults who have left school prior to completing a qualification. Some research has found that a major factor that supports student re-engagement in formal education is the "adult learning environment" that…

  11. Using community participation to assess acceptability of "Contra Caries", a theory-based, promotora-led oral health education program for rural Latino parents: a mixed methods study.

    Science.gov (United States)

    Hoeft, Kristin S; Rios, Sarah M; Pantoja Guzman, Estela; Barker, Judith C

    2015-09-03

    acceptable by parents. Strong opinions about curriculum content were expressed for including information on how caries starts and progresses, weaning from the bottle, oral health care for children and adults, motivational strategies for children's tooth brushing, dental visits and cavity restorations. The Contra Caries Oral Health Education Program was acceptable to low-income, Spanish-speaking parents of children 1-5 years. Participating in the curriculum development and revision process likely played an important role in the parents' high acceptability of the program.

  12. A Plug-and-Play Duct System Evaluation

    Energy Technology Data Exchange (ETDEWEB)

    Beach, R. [IBACOS, Inc., Pittsburgh, PA (United States); Dickson, B. [IBACOS, Inc., Pittsburgh, PA (United States); Grisolia, A. [IBACOS, Inc., Pittsburgh, PA (United States); Poerschke, A. [IBACOS, Inc., Pittsburgh, PA (United States); Rapport, A. [IBACOS, Inc., Pittsburgh, PA (United States)

    2017-07-01

    This report describes an air distribution system composed of a series of uniformly-sized ducts that terminate in rooms throughout the home and return to a central manifold, similar in fashion to a “home-run” cross-linked polyethylene plumbing system. With a well-designed manifold, each duct receives an equal static pressure potential for airflow from the air handling unit, and the number of needed ducts for each room are simply attached to fittings located on the manifold; in this sense, the system is plug-and-play (PnP). As indicated, all ducts in the PnP system are identical in size and small enough to fit in the ceiling and wall cavities of a house (i.e., less than 3.5-in. outer diameter). These ducts are also more appropriately sized for the lower airflow requirements of modern, energy-efficient homes; therefore, the velocity of the air moving through the duct is between that of conventional duct systems (approximately 700 ft/min) and high-velocity systems (more than 1,500 ft/min) on the market today. The PnP duct system uses semi-rigid plastic pipes, which have a smooth inner wall and are straightforward to install correctly, resulting in a system that has minimal air leakage. However, plastic ducts are currently not accepted by code for use in residential buildings; therefore, the project team considered other duct materials for the system that are currently accepted by code, such as small-diameter, wirehelix, flexible ductwork.

  13. A Plug-and-Play Duct System Evaluation

    Energy Technology Data Exchange (ETDEWEB)

    Beach, Robert [IBACOS, Inc., Pittsburgh, PA (United States); Dickson, Bruce [IBACOS, Inc., Pittsburgh, PA (United States); Grisolia, Anthony [IBACOS, Inc., Pittsburgh, PA (United States); Poerschke, Andrew [IBACOS, Inc., Pittsburgh, PA (United States); Rapport, Ari [IBACOS, Inc., Pittsburgh, PA (United States)

    2017-07-10

    This report describes an air distribution system composed of a series of uniformly-sized ducts that terminate in rooms throughout the home and return to a central manifold, similar in fashion to a “home-run” cross-linked polyethylene plumbing system. With a well-designed manifold, each duct receives an equal static pressure potential for airflow from the air handling unit, and the number of needed ducts for each room are simply attached to fittings located on the manifold; in this sense, the system is plug-and-play (PnP). As indicated, all ducts in the PnP system are identical in size and small enough to fit in the ceiling and wall cavities of a house (i.e., less than 3.5-in. outer diameter). These ducts are also more appropriately sized for the lower airflow requirements of modern, energy-efficient homes; therefore, the velocity of the air moving through the duct is between that of conventional duct systems (approximately 700 ft/min) and high-velocity systems (more than 1,500 ft/min) on the market today. The PnP duct system uses semi-rigid plastic pipes, which have a smooth inner wall and are straightforward to install correctly, resulting in a system that has minimal air leakage. However, plastic ducts are currently not accepted by code for use in residential buildings; therefore, the project team considered other duct materials for the system that are currently accepted by code, such as small-diameter, wirehelix, flexible ductwork.

  14. Aceitabilidade de flocos desidratados de abóbora Dehydrated pumpkin flakes acceptability

    Directory of Open Access Journals (Sweden)

    Carmem Lygia Burgos Ambrósio

    2006-02-01

    Full Text Available OBJETIVO: Avaliar a aceitabilidade de flocos desidratados de abóbora, uma vez que tal produto pode constituir uma alternativa no combate à hipovitaminose A. MÉTODOS: Os flocos foram avaliados quanto às características microbiológicas, por meio das análises de coliformes a 45ºC, Escherichia coli, Staphylococcus aureus, Salmonela sp, contagem de bolores e leveduras, e características físico-químicas, por meio da análise de umidade, proteínas, lipídios, cinzas, fibra alimentar, carboidratos, carotenóides, estabilidade ao longo do tempo de armazenamento e aceitabilidade dos flocos adicionados ao feijão e ao pirão de 188 adultos e 67 crianças, respectivamente. RESULTADOS: Os flocos estavam adequados quanto às características microbiológicas e físico-químicas e os percentuais de aceitação de 95,21% para os adultos e 95,52% para as crianças. CONCLUSÃO: Os flocos desidratados de abóbora podem ser utilizados em larga escala para o estudo do efeito deste produto no combate à hipovitaminose A.OBJECTIVE: The objective of this study was to evaluate the acceptability of flakes since this product can be an alternative in the fight against hypovitaminosis A. METHODS: The flakes were evaluated through analyses of coliforms at 45ºC, Escherichia coli, Staphylococcus aureus, Salmonela sp; counting of yeasts and molds; analysis of moisture, proteins, lipids, ash, dietary fibers, carbohydrates and carotenoids; storage stability; and acceptability of flakes added to beans and "pirão" (a widely consumed Brazilian dish consisting of meat and vegetable broth and cassava flour by 188 adults and 67 children. RESULTS: The microbiological and physical-chemical characteristics of the flakes were adequate and the acceptability percentages were 95.21% for adults and 95.52% for children. CONCLUSION: Dehydrated pumpkin flakes can be used in large scale to determine its effectiveness in the fight against hypovitaminosis A.

  15. Our experience with the acceptance and dosimetric validation of Somatom Force dual head MDCT in the Royal Hospital, Oman

    International Nuclear Information System (INIS)

    Al-Harthi, Ruqaia; Al-Kalbani, Munira; Arun Kumar, L.S.; Al-Shanfari, Jamal

    2017-01-01

    Computed Tomography (CT) has revolutionized diagnostic imaging since its discovery in early 70's. In Oman; 70,353 CT examinations were carried out in the year 2015. The increase in CT examinations will eventually result in the increase of population dose and the consequent risk of cancer in adults and particularly in children. Here, we discuss and share our experience with the acceptance and dosimetric validation of second Dual Head Somatom Force MDCT installed in the Royal Hospital, Oman using Ministry of Health's radiation acceptance and quality assurance protocol, before handing over for routine patient care work

  16. Playful biometrics: controversial technology through the lens of play.

    Science.gov (United States)

    Ellerbrok, Ariane

    2011-01-01

    This article considers the role of play in the context of technological emergence and expansion, particularly as it relates to recently emerging surveillance technologies. As a case study, I consider the trajectory of automated face recognition—a biometric technology of numerous applications, from its more controversial manifestations under the rubric of national security to a clearly emerging orientation toward play. This shift toward “playful” biometrics—or from a technology traditionally coded as “hard” to one now increasingly coded as “soft”—is critical insofar as it renders problematic the traditional modes of critique that have, up until this point, challenged the expansion of biometric systems into increasingly ubiquitous realms of everyday life. In response to this dynamic, I propose theorizing the expansion of face recognition specifically in relation to “play,” a step that allows us to broaden the critical space around newly emerging playful biometrics, as well as playful surveillance more generally. In addition, play may also have relevance for theorizing other forms of controversial technology, particularly given its potential role in processes of obfuscation, normalization, and marginalization.

  17. Assessing the Determinants of Renewable Electricity Acceptance Integrating Meta-Analysis Regression and a Local Comprehensive Survey

    Directory of Open Access Journals (Sweden)

    Simona Bigerna

    2015-08-01

    Full Text Available In dealing with renewable electricity (RE, individuals are involved both as end-consumers on the demand side and as stakeholders (citizens in the local production process on the supply side. Empirical evidence shows that in many countries, consumers are willing to pay a significant amount to facilitate adoption of RE. By contrast, environmental externalities are often the cause of strong opposition to RE adoption if local communities are involved as stakeholders in wind, solar or biomass investment projects. Looking at the literature on willingness to pay and on willingness to accept, we have investigated RE acceptance mechanisms. First, we have used the meta-analysis to assess the major determinants of RE acceptance on both demand and supply sides. Meta-analysis has provided some insights useful for managing field research on an onshore wind farm enlargement project located in the Umbria region. Meta-analysis and survey results confirm that the local community plays a central role in local RE acceptance. Furthermore, people who have previous experience with windmills require less compensation, or are willing to pay more, for RE development. Results suggest that these attributes should be included in future research to improve understanding of determinants of RE acceptance.

  18. Physical and physiological characteristics in male team handball players by playing position - Does age matter?

    Science.gov (United States)

    Nikolaidis, P T; Ingebrigtsen, J; Póvoas, S C; Moss, S; Torres-Luque, G

    2015-04-01

    The purpose of this study was to examine the variation in physical and physiological characteristics according to playing position in adolescent and adult male team handball (TH) players. Adolescent (N.=57, aged 14.9±1.4 yr) and adult (N.=39, 26.6±5.7 yr) players were examined for anthropometric characteristics, somatotype and body composition, and performed the physical working capacity test, a force-velocity test, the Wingate anaerobic test (WAnT), sit-and-reach test, handgrip strength test, squat jump (SJ), countermovement vertical jump without (CMJ) and with arm-swing, and a 30-s Bosco test. Eccentric utilization ratio (EUR) was calculated as the ratio CMJ to SJ. In adult players, there were significant differences between wings and the other positions with regard to anthropometric and body composition parameters (body mass, -17.9% to -13.2%; height, -5.3% to -4.3%; and fat-free mass, -13.7% to -9.9%) and anaerobic power assessed by WAnT (peak power, -20.5% to -15.2%; and mean power, -20% to -14.8%); however, these characteristics did not differ significantly in adolescents, in which the only statistically significant difference was found between goalkeepers and the other positions in EUR (+8.1%). Therefore, the differences in physical and physiological characteristics between playing positions are age-dependent. As adult players in this study were taken from players competing in the top Greek league, findings could serve as a base for talent identification and development for future studies. Moreover, knowledge about positional differences might enhance the ability to make tailored position-specific training programs among adult and adolescent players in the future.

  19. German Consumers’ Attitude towards Selenium-Biofortified Apples and Acceptance of Related Nutrition and Health Claims

    Directory of Open Access Journals (Sweden)

    Lena Wortmann

    2018-02-01

    Full Text Available The present study investigates consumers’ acceptance of Se-biofortified apples, as well as Se health and nutrition claims that have been approved by the European Commission. Despite indications that such statements are more likely to be accepted if the carrier product itself has a healthy image, unprocessed fruits biofortified with Se have not been investigated in this context yet. Apples as the most frequently-consumed type of fresh fruit in Germany may offer the potential to improve the Se status of consumers when the produce is enriched with Se. Therefore, an online survey of 356 German adults was conducted to analyze different aspects that could affect the perception of and preference for the proposed product concept by consumers. The findings indicate a moderate acceptance of Se-biofortified apples, as well as of Se health and nutrition claims among the participants. Additional information about beneficial health effects of Se had a significant impact on consumer acceptance. People who regularly eat convenience food and prefer to buy apples at supermarkets were particularly attracted by the product idea. In conclusion, the results of the study indicate good prospects for a successful introduction of Se-rich apples in the German food market, if the produce is advertised with approved health and nutrition claims.

  20. Economic Socialization, Saving and Assets in European Young Adults

    Science.gov (United States)

    Webley, Paul; Nyhus, Ellen K.

    2013-01-01

    We analyze the role economic socialization plays in the economic behavior and asset accumulation of young adults by parents using data from European young adults and teenagers. We study the role of four distinct strands of economic socialization (providing pocket money, jobs at home, work for others, and parental encouragement) using a Dutch…

  1. Electricity supply between acceptance, acceptability and social compatibility; Energieversorgung zwischen Akzeptanz, Akzeptabilitaet und Sozialvertraeglichkeit

    Energy Technology Data Exchange (ETDEWEB)

    Schubert, Katharina; Koch, Marco K. [Bochum Univ. (Germany). Lehrstuhl Energiesysteme und Energiewirtschaft (LEE)

    2012-11-01

    Acceptance promotion is supposed to be an indispensable premise for a successful realization of an energy concept. The contribution identifies deficiencies of the energy policy, including intransparency, complexity of decision procedures, for instance in case of the so called energy transmission line extension acceleration law, that has caused irritation and anger in the public. The justification of acceptance promotion is questioned in connection with the German nuclear policy reversal following the Fukushima accident. A research program ''public acceptance of large-scale power plants for electricity generation'' is presented. The issues criteria and limits of acceptability are of main importance for this discussion.

  2. Playing up and playing down cultural identity: Introducing cultural influence and cultural variability.

    Science.gov (United States)

    Ferguson, Gail M; Nguyen, Jacqueline; Iturbide, Maria I

    2017-01-01

    Cultural variability (CV) is introduced as an overlooked dimension of cultural identity development pertaining to emphasizing and de-emphasizing the influence of a single cultural identity (i.e., cultural influence [CI]) on daily interactions and behaviors. The Cultural IDentity Influence Measure (CIDIM) is introduced as a novel measure of CI and CV, and hypothesis-driven validation is conducted in two samples along with exploration of associations between CV and well-being. A multicultural sample of 242 emerging adults participated in a daily diary study (Mage = 19.95 years, SDage = 1.40) by completing up to eight daily online surveys containing the CIDIM, criterion measures (ethnic identity, other group orientation, ethnic identity salience and daily variability in salience, social desirability), and measures of personal and interpersonal well-being. A second validation sample (n = 245) completed a 1-time survey with the CIDIM and a subset of criterion measures. Results using both samples show evidence of CI and CV and demonstrate the validity, reliability, and domain-sensitivity of the CIDIM. Further, CV made unique and positive contributions to predicting interaction quality after accounting for ethnic salience and variability in ethnic salience. An analytic approach utilizing standard deviations produced near-identical results to multilevel modeling and is recommended for parsimony. Ethnic minority and majority individuals make daily adjustments to play up and play down the influence of cultural identity on their social interactions and behaviors, and these adjustments predict interpersonal well-being. Cultural influence and cultural variability contribute to our emerging understanding of cultural identity as dynamic and agentic. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  3. Zone of Acceptance Under Performance Measurement: Does Performance Information Affect Employee Acceptance of Management Authority?

    DEFF Research Database (Denmark)

    Nielsen, Poul Aaes; Jacobsen, Christian Bøtcher

    2018-01-01

    Public sector employees have traditionally enjoyed substantial influence and bargaining power in organizational decision making, but few studies have investigated the formation of employee acceptance of management authority. Drawing on the ‘romance of leadership’ perspective, we argue that perfor......Public sector employees have traditionally enjoyed substantial influence and bargaining power in organizational decision making, but few studies have investigated the formation of employee acceptance of management authority. Drawing on the ‘romance of leadership’ perspective, we argue...... that performance information shapes employee attributions of leader quality and perceptions of a need for change in ways that affect their acceptance of management authority, conceptualized using Simon’s notion of a ‘zone of acceptance.’ We conducted a survey experiment among 1,740 teachers, randomly assigning...... true performance information about each respondent’s own school. When employees were exposed to signals showing low or high performance, their acceptance of management authority increased, whereas average performance signals reduced employee acceptance of management authority. The findings suggest...

  4. Advances in Psychotherapy for Depressed Older Adults.

    Science.gov (United States)

    Raue, Patrick J; McGovern, Amanda R; Kiosses, Dimitris N; Sirey, Jo Anne

    2017-09-01

    We review recent advances in psychotherapies for depressed older adults, in particular those developed for special populations characterized by chronic medical illness, acute medical illness, cognitive impairment, and suicide risk factors. We review adaptations for psychotherapy to overcome barriers to its accessibility in non-specialty settings such as primary care, homebound or hard-to-reach older adults, and social service settings. Recent evidence supports the effectiveness of psychotherapies that target late-life depression in the context of specific comorbid conditions including COPD, heart failure, Parkinson's disease, stroke and other acute conditions, cognitive impairment, and suicide risk. Growing evidence supports the feasibility, acceptability, and effectiveness of psychotherapy modified for a variety of health care and social service settings. Research supports the benefits of selecting the type of psychotherapy based on a comprehensive assessment of the older adult's psychiatric, medical, functional, and cognitive status, and tailoring psychotherapy to the settings in which older depressed adults are most likely to present.

  5. Couples coping with sensory loss: A dyadic study of the roles of self- and perceived partner acceptance.

    Science.gov (United States)

    Lehane, Christine M; Nielsen, Tine; Wittich, Walter; Langer, Shelby; Dammeyer, Jesper

    2018-03-30

    Hearing-, vision-, and dual-sensory loss have been linked to relational and psychological distress among adults with sensory loss (AWSLs) and their spouses. Regardless, research on factors associated with couples' adjustment is lacking. This study examined the stability and strength of associations between self-acceptance of sensory loss, perceived partner acceptance of sensory loss, and relationship satisfaction and psychological distress among AWSLs and their spouses over time. A total of 122 AWSLs and their spouses completed an online survey at two time points over a 6-month period. A multigroup (i.e., time 1 and time 2) actor-partner interdependence model assessed the stability and strength of actor and partner effects of self-acceptance and perceived partner acceptance on each partner's relationship satisfaction and psychological distress over time. No moderation by time was identified, indicating stability in associations over the 6-month period. Overall, both actor and partner effects were evident. Specifically, self-acceptance among AWSLs was inversely associated with own psychological distress and the relationship satisfaction of spouses. Self-acceptance by spouses was inversely associated with the psychological distress of AWSLs and spouses. Perception of spouse acceptance by AWSLs was positively associated with own and spouse relationship satisfaction. Interventions targeting acceptance that incorporate a family systems perspective may be beneficial in alleviating psychological and relational distress among couples coping with sensory loss. Statement of contribution What is already known on this subject? The experience of hearing and/or vision loss has been linked to heightened distress both psychologically and within intimate relationships. Prior research has demonstrated a link between an individual's ability to accept their sensory loss and healthier well-being. What does this study add? This is the first dyadic study of sensory loss acceptance and

  6. Substance Use in Muslim Culture: Social and Generational Changes in Acceptance and Practice in Jordan.

    Science.gov (United States)

    Mauseth, Kira B; Skalisky, Jordan; Clark, Noël E; Kaffer, Ray

    2016-08-01

    Through narrative analysis, this paper explores the changes in acceptance of and response to substance use in Muslim culture by evaluating data collected in qualitative interviews in Jordan in 2013. What is known and unknown about substance use in Muslim culture throughout the Arab world from previous research findings provides a foundation from which to explore new perspectives and compare themes between younger and older generations in Jordan. Trends of social change and behavioral expression influenced by dramatic political and social upheaval in the Arab world in the last 5 years will also be evaluated for the way in which they may be influencing both substance use and its acceptance among young adults in this population. Recommendations for future research and work in this area are also provided based on these findings.

  7. Waste Acceptance System Requirements document (WASRD)

    International Nuclear Information System (INIS)

    1993-01-01

    This Waste Acceptance System Requirements document (WA-SRD) describes the functions to be performed and the technical requirements for a Waste Acceptance System for accepting spent nuclear fuel (SNF) and high-level radioactive waste (HLW) into the Civilian Radioactive Waste Management System (CRWMS). This revision of the WA-SRD addresses the requirements for the acceptance of HLW. This revision has been developed as a top priority document to permit DOE's Office of Environmental Restoration and Waste Management (EM) to commence waste qualification runs at the Savannah River Site's (SRS) Defense Waste Processing Facility (DWPF) in a timely manner. Additionally, this revision of the WA-SRD includes the requirements from the Physical System Requirements -- Accept Waste document for the acceptance of SNF. A subsequent revision will fully address requirements relative to the acceptance of SNF

  8. Alexithymia, emotion processing and social anxiety in adults with ADHD.

    Science.gov (United States)

    Edel, M-A; Rudel, A; Hubert, C; Scheele, D; Brüne, M; Juckel, G; Assion, Hans-Jörg

    2010-09-24

    given sparse research on the issue, this study sought to shed light upon the interactions of alexithymia, emotion processing, and social anxiety in adults with attention-deficit hyperactivity disorder (ADHD). 73 German adults with ADHD according to DSM-IV diagnostic criteria participated. We used the Toronto Alexithymia Scale (TAS-20) to assess alexithymia, the Social Phobia Scale (SPS) and the Social Interaction Anxiety Scale (SIAS) to assess different features of social anxiety, and we applied the German "Experience of Emotions Scalerdquor; (SEE) to measure emotion processing. 40% of the sample were found to meet the DSM-IV criteria of social anxiety disorder, and about 22% were highly alexithymic according to a TAS-20 total score ≥ 61; however, the mean TAS-20 total score of 50.94 ± 9.3 was not much higher than in community samples. Alexithymic traits emerged to be closely linked to emotion processing problems, particularly 'difficulty accepting own emotions', and to social anxiety features. our findings suggest interactions of alexithymia, emotion processing dysfunction, and social anxiety in adults with ADHD, which may entail the therapeutic implication to thoroughly instruct these patients to identify, accept, communicate, and regulate their emotions to aid reducing interaction anxiety.

  9. Nuclear systems in space? Does/will the public accept them?

    Science.gov (United States)

    Finger, Harold B.

    1993-01-01

    Public attitudes toward the use of nuclear energy on earth and in space are discussed. Survey data are presented which show that the public believes nuclear energy should play an important role in our energy supply. However, based on broad attitude research, there should be no expectation that the public will accept or support the use of nuclear energy unless it meets special needs and offers special and significant benefits. It is proposed that a public information program be adopted that results in getting recognition and support for the space program broadly and for the missions that benefit substantially from or require nuclear energy for their accomplishment.

  10. Attenuating initial beliefs: increasing the acceptance of anthropogenic climate change information by reflecting on values.

    Science.gov (United States)

    van Prooijen, Anne-Marie; Sparks, Paul

    2014-05-01

    Anthropogenic climate change information tends to be interpreted against the backdrop of initial environmental beliefs, which can lead to some people being resistant toward the information. In this article (N = 88), we examined whether self-affirmation via reflection on personally important values could attenuate the impact of initial beliefs on the acceptance of anthropogenic climate change evidence. Our findings showed that initial beliefs about the human impact on ecological stability influenced the acceptance of information only among nonaffirmed participants. Self-affirmed participants who were initially resistant toward the information showed stronger beliefs in the existence of climate change risks and greater acknowledgment that individual efficacy has a role to play in reducing climate change risks than did their nonaffirmed counterparts. © 2013 Society for Risk Analysis.

  11. Learning to play the violin: motor control by freezing, not freeing degrees of freedom.

    Science.gov (United States)

    Konczak, Jürgen; Vander Velden, Heidi; Jaeger, Lukas

    2009-05-01

    Playing a violin requires precise patterns of limb coordination that are acquired over years of practice. In the present study, the authors investigated how motion at proximal arm joints influenced the precision of bow movements in novice learners and experts. The authors evaluated the performances of 11 children (4-12 years old), 3 beginning-to-advanced level adult players, and 2 adult concert violinists, using a musical work that all had mastered as their first violin piece. The authors found that learning to play the violin was not associated with a release or freeing of joint degrees of freedom. Instead, learning was characterized by an experience-dependent suppression of sagittal shoulder motion, as documented by an observed reduction in joint angular amplitude. This reduction in the amplitude of shoulder flexion-extension correlated highly with a decrease of bow-movement variability. The remaining mechanical degrees of freedom at the elbow and shoulder showed patterns of neither suppression nor freeing. Only violinists with more than 700 practice hr achieved sagittal shoulder range of motion comparable to experts. The findings imply that restricting joint amplitude at selected joint degrees of freedom, while leaving other degrees of freedom unconstrained, constitutes an appropriate strategy for learning complex, high-precision motor patterns in children and adults. The findings also highlight that mastering even seemingly simple bowing movements constitutes a prolonged learning process.

  12. [The impact of digital media on relations, play and learning in young children].

    Science.gov (United States)

    Panayoty-Vanhoutte, Carole

    2015-01-01

    Screens are occupying an increasingly bigger place in families, which can have harmful consequences on the development of young children. To ensure their harmonious construction, children must not be deprived of games which involve interaction with the outside world and adults. They need exchanges with their parents and with professionals aware of the role which they have to play in a child's discoveries.

  13. Acceptable noise level

    DEFF Research Database (Denmark)

    Olsen, Steen Østergaard; Nielsen, Lars Holme; Lantz, Johannes

    2012-01-01

    The acceptable noise level (ANL) is used to quantify the amount of background noise that subjects can accept while listening to speech, and is suggested for prediction of individual hearing-aid use. The aim of this study was to assess the repeatability of the ANL measured in normal-hearing subjects...... using running Danish and non-semantic speech materials as stimuli and modulated speech-spectrum and multi-talker babble noises as competing stimuli....

  14. Acceptable noise level

    DEFF Research Database (Denmark)

    Olsen, Steen Østergaard; Nielsen, Lars Holme; Lantz, Johannes

    2012-01-01

    The acceptable noise level (ANL) is used to quantify the amount of background noise that subjects can accept while listening to speech, and is suggested for prediction of individual hearing-aid use. The aim of this study was to assess the repeatability of the ANL measured in normal-hearing subjec...... using running Danish and non-semantic speech materials as stimuli and modulated speech-spectrum and multi-talker babble noises as competing stimuli....

  15. On risks and acceptability

    International Nuclear Information System (INIS)

    Watson, S.R.

    1981-01-01

    A very attractive notion is that it should be possible not only to determine how much risk is associated with any particular activity, but also to determine if that risk is acceptable. Stated boldly this seems an entirely unobjectionable and indeed a very acceptable notion. There is, however, underlying this idea, a mistaken view of risk which we might refer to as the ''phlogiston'' theory of risk. In this paper, presented at the SRP meeting on Ethical and Legal Aspects of Radiological Protection, the phlogiston theory of risk is described; secondly, it will be argued that it is too simple a theory to be realistic or useful; and thirdly, the management of risk will be placed in a wider decision framework. Acceptability, it will be argued is highly dependent on context, and it is not possible, therefore, to lay down generally applicable notions of acceptability. (author)

  16. Globalization, transnational policies and adult education

    DEFF Research Database (Denmark)

    Milana, Marcella

    2013-01-01

    In this article I examine policy documents produced by the United Nations Educational, Scientific and Cultural Organization (UNESCO) and the European Union (EU) in the field of adult education and learning. In doing so, I critically examine how globalization processes are constructed as policy...... problems when these transnational political agents propose adult education as a response. My main argument is that while UNESCO presents the provision of adult education as a means for governments to globally overcome disadvantages experienced by their own citizenry, the EU institutionalizes learning...... the conceptual and methodological framework of my analysis. I proceed to examine the active role played by UNESCO and the EU in promoting adult education as a policy object at transnational level, and unpack the specific problem „representations. that are substantiated by these organizations. I argue...

  17. Medical students' perspective about role-plays as a teaching strategy in community medicine.

    Science.gov (United States)

    Manzoor, Iram; Mukhtar, Fatima; Hashmi, Noreen Rahat

    2012-04-01

    To assess the students' perspective about role-plays conducted as a teaching methodology in community medicine. A quasi-experimental study. Department of Community Medicine at Fatima Memorial College of Medicine and Dentistry from July to November 2010. A probability technique of simple random sampling was used to collect 63 students from the third and fourth year MBBS who were randomly distributed in five sub-groups. They were variously ascribed the roles of obsceners, participants and helpers. A questionnaire was distributed to collect student's responses. The data was analyzed on SPSS version 17 to compare the responses. Chi-square test was applied and p-value was fixed at andragogy (p = 0.005) and 48 (76.2%) said that it provoked critical thinking about the subject (p = 0.038). Fifty-four students (85.7%) admitted that their attention span was better in role-plays as compared to lectures (p = 0.047). Role-plays were well accepted by the students as an effective teaching methodology and can be incorporated as a part of teaching strategies in Community Medicine.

  18. Adolescents' and young adults' perception of homosexuality and related factors in three Asian cities.

    Science.gov (United States)

    Feng, Yongliang; Lou, Chaohua; Gao, Ersheng; Tu, Xiaowen; Cheng, Yan; Emerson, Mark R; Zabin, Laurie S

    2012-03-01

    Adolescents' and young adults' perception of homosexuality plays an important role in the marginalization and stigmatization of the homosexual, thereby influencing his or her health. This article aims to study that perception and to examine its predictors in three Asian cities that are culturally dominated by Confucianism. From May 2006 to January 2007, a cross-sectional survey of 17,016 adolescents and young adults, aged 15-24 years old, in both urban and rural sites of three Asian cities (Hanoi in Vietnam, Shanghai in the mainland of China, and Taipei in Taiwan) was conducted through interview and computer-assisted self-interview for sensitive questions. Chi-square tests and multivariate logistic regression were performed to identify the predictors for their perception of homosexuality. The percentage of adolescents and young adults who hold a positive view of homosexuality (i.e., thought it was normal and/or acceptable) was low, especially in Hanoi and Shanghai; these figures increased from Hanoi to Shanghai to Taipei for both males and females. Overall, those factors significantly associated with adolescents' and young adults' perception of homosexuality included individuals' demographic characteristics (urban/rural, age, economic status, student status, and educational level), preferred origin of movies/videos, self-identified sexual orientation, sexual and reproductive health knowledge, family values, gender role values, and attitudes toward premarital sex. In these three Asian cities composed of populations whose views are largely influenced by Confucianism, adolescents and young adults mainly hold a negative perception of homosexuality. The most common and important predictors for a respondent's perception of homosexuality were his or her knowledge of sexual and reproductive health and how traditional his/her values may be. Greater attention needs to be paid to the popularization of knowledge about sexual and reproductive health including homosexuality

  19. Feasibility and Acceptability of a Colocated Homeless-Tailored Primary Care Clinic and Emergency Department.

    Science.gov (United States)

    Gabrielian, Sonya; Chen, Jennifer C; Minhaj, Beena P; Manchanda, Rishi; Altman, Lisa; Koosis, Ella; Gelberg, Lillian

    2017-10-01

    Homeless adults have low primary care engagement and high emergency department (ED) utilization. Homeless-tailored, patient-centered medical homes (PCMH) decrease this population's acute care use. We studied the feasibility (focused on patient recruitment) and acceptability (conceptualized as clinicians' attitudes/beliefs) of a pilot initiative to colocate a homeless-tailored PCMH with an ED. After ED triage, low-acuity patients appropriate for outpatient care were screened for homelessness; homeless patients chose between a colocated PCMH or ED visit. To study feasibility, we captured (from May to September 2012) the number of patients screened for homelessness, positive screens, unique patients seen, and primary care visits. We focused on acceptability to ED clinicians (physicians, nurses, social workers); we sent a 32-item survey to ED clinicians (n = 57) who worked during clinic hours. Questions derived from an instrument measuring clinician attitudes toward homeless persons; acceptability of homelessness screening and the clinic itself were also explored. Over the 5 months of interest, 281 patients were screened; 172 (61.2%) screened positive for homelessness; 112 (65.1%) of these positive screens were seen over 215 visits. Acceptability data were obtained from 56% (n = 32) of surveyed clinicians. Attitudes toward homeless patients were similar to prior studies of primary care physicians. Most (54.6%) clinicians agreed with the homelessness screening procedures. Nearly all (90.3%) clinicians supported expansion of the homeless-tailored clinic; a minority (42.0%) agreed that ED colocation worked well. Our data suggest the feasibility of recruiting patients to a homeless-tailored primary care clinic colocated with the ED; however, the clinic's acceptability was mixed. Future quality improvement work should focus on tailoring the clinic to increase its acceptability among ED clinicians, while assessing its impact on health, housing, and costs.

  20. BAEA Becoming Adult Educators in the European Area

    DEFF Research Database (Denmark)

    Andersson, Per; Farinelli, Fiorella; Gross, Marin

    , especially among potential adult educators for whom specialised studied in the field are restricted - if not absent - or who may not consider entering a professional career in this field, due to its relatively low socio-economic status. It also calls policymakers, researchers and practitioners to improve......This report presents the results from a comparative study, Becoming Adult Educators in the European Area (BAEA), aimed at investigating how prospective adult educators qualify for their jobs before entering the profession. The empirical evidence gathered in four European countries (i.e. Denmark......, Estonia, Italy and Sweden) shows a strong political focus on labour market needs and relevance, when it comes to adult education provisions. This is paralleled by scarce attention paid to the role played by adult educators and their qualifications in supporting learning processes among the adult...