scholarly journals Perceptions of and Exposure to Games of Chance, Gambling, and Video Gaming: Self-Reports of Preadolescents and Parents

2020 ◽  
Vol 46 ◽  
Author(s):  
Bieke Zaman ◽  
Maarten Van Mechelen ◽  
Rozane De Cock ◽  
Jonathan Huyghe

Although gambling-related behavior develops in preadolescence, there is a scarcity of research into the early socialization processes in this specific age cohort. For this study, preadolescents’ early perceptions of and practices relating to games of chance, gambling, and video gaming were explored. To account for the perspectives of preadolescents and their parents, we administered semi-structured in-depth interviews with elicitation prompts to 10 Flemish (i.e., Belgian) families with 11- to 12-year-olds. The findings show that different socialization dynamics are at play for the examined media genres. Families were relaxed about young people’s involvement in traditional games of chance activities in a familiar context, pointing to early socialization and cultural normalization dynamics in preadolescents who have not yet reached the legal minimum age. Moreover, the parents were not fully aware of the first gambling and games of chance activities of the preadolescents or of some of their in-game micropayments. They did not yet consider active mediation on these matters to be relevant. Because of this, preventive parental mediation efforts cannot reach their full potential; we call upon future researchers to explore ludoliteracy programs that can increase the resilience of young players in a world of increasingly converged media entertainment.Résumé Malgré le fait que les comportements de jeu se développent durant la préadolescence, il existe peu de recherches sur les processus de socialisation précoce au sein de cette cohorte particulière. Cette étude explore et contextualise les perceptions et les pratiques de jeunes préadolescents en matière de jeux de hasard, de jeux d’argent et de jeux vidéo. Dans le but de sonder le point de vue à la fois des jeunes et de leurs parents, nous avons mené des entrevues semi-dirigées approfondies, comportant des questions incitatives, auprès de 10 familles flamandes (c’est-à-dire belges) comptant des jeunes de 11 à 12 ans. Selon nos résultats, différentes dynamiques de socialisation opèrent selon le genre de média. Les parents voient d’un bon œil la pratique des jeux de hasard classiques au sein du cercle familial, ce qui indique une dynamique de socialisation précoce et de normalisation culturelle chez les préadolescents qui n’ont pas encore atteint l’âge minimum légal. Par ailleurs, les parents sondés n’étaient pas pleinement conscients des premiers jeux de hasard et d’argent pratiqués par leurs préadolescents ni de certains micropaiements qu’ils avaient effectués. Ils ne considéraient pas encore comme pertinente l’idée d’intervenir activement sur ces questions. Puisque les efforts des parents en matière de prévention n’atteignent pas pleinement leur but, les recherches futures devraient s’intéresser aux programmes de ludo-littératie destinés à améliorer la résilience des jeunes joueurs dans un monde de divertissement médiatique caractérisé par une convergence grandissante.

2019 ◽  
Vol 3 (Supplement_1) ◽  
Author(s):  
Shruthi Cyriac ◽  
Mduduzi Mbuya ◽  
Kriti Khurana ◽  
Reynaldo Martorell ◽  
Lynnette Neufeld

Abstract Objectives Iron deficiency prevalence is high in the state of Uttar Pradesh (UP), India. With an aim to reduce iron deficiency anemia, the state introduced double fortified salt (DFS) – salt fortified with iodine and iron – through its widespread network of fair price shops (FPS). FPS sell subsidized food grains among other goods to eligible households, and DFS was added to this package in 10 districts. In this study, we examined the coverage of the DFS program in UP and assessed the drivers/barriers to DFS utilization at the household level. Methods A midline coverage survey was conducted ∼8 months after program roll-out, in which data was collected from 1200 FPS cardholder households on their purchase and consumption of DFS. Additionally, in-depth interviews were administered to 10 household caregivers – to assess DFS consumption – as well as 20 FPS owners, 5 health workers, and 5 program staff – to examine the fidelity of DFS program implementation and identify programmatic bottlenecks. Results 82% of the households had heard of DFS and 70% had purchased it at least once. However, knowledge about DFS was sub-optimal - 81% of households had no knowledge of DFS benefits. High DFS purchase rates were not driven by higher consumption but by bundled FPS sales, where each item was sold only as part of a package and not individually. 37% of households typically used DFS in their cooking, and only 24% used DFS exclusively (no other salt present in the house). Several issues arising from poor DFS awareness were identified in the in-depth interviews – few understood why DFS turned their food darker; respondents said they could see ‘tiny stones in the salt’ (referring to the iron in the fortification premix). However, some households, especially in rural areas, adopted mitigation strategies to overcome DFS issues, like using it only for darker colored dishes. Conclusions DFS consumption was low among the population. Distribution through FPS, with state subsidies, made DFS available and affordable to households, but its benefits remain unknown and its potential unexplored. A strong communication strategy is missing in the program; habitual food practices and poor awareness levels are key barriers to regular DFS use. Limited implementation of awareness and behavior change campaigns related to DFS hampered the strategy from achieving its full potential. Funding Sources Bill and Melinda Gates Foundation.


2008 ◽  
Vol 16 (4) ◽  
pp. 692-699 ◽  
Author(s):  
Érica Simpionato de Paula ◽  
Lucila Castanheira Nascimento ◽  
Semiramis Melani Melo Rocha

This paper presents a study of the families of children on peritoneal dialysis, emphasizing the identification of social supports and networks to strengthen interventions aimed at health promotion. Our discussion is located in the context of inequalities between developed and developing countries. For this qualitative study, a content analysis was conducted in order to elicit themes from the raw data related to the lived experience of four families that have a child with chronic renal failure. The data were collected mainly by in-depth interviews and the construction of genograms and ecomaps. The identification and characterization of the families' social supports and networks allowed nurses and families to strengthen their coping mechanisms. Because families are dealing with severe economic problems, they need better supportive programs to guide their offspring to their full potential.


2020 ◽  
Vol 28 (3) ◽  
pp. 376-390
Author(s):  
Seoha Min ◽  
Sumin Koo ◽  
Jennifer Wilson

Gardening is a common leisure pursuit for many older individuals, and previous research found that gardening activities provide numerous health benefits. Many hazardous situations can occur when gardening, and experts have suggested that older gardeners wear protective gardening garments when gardening. However, there is a lack of research about the important features that must be considered for gardening garments, particularly for older individuals. Thus, this study investigated important design factors for developing gardening garments for older adults, including their design preferences for such garments. This study focused on the population who were born before the year 1960, as this age cohort has begun retiring and shows significant buying power. In-depth interviews and surveys were conducted to achieve the research purpose. The findings from this study will offer insights for designers who seek to better understand and market to this age cohort by designing relevant garments for their gardening activities.


First Monday ◽  
2018 ◽  
Author(s):  
Hee Jhee Jiow ◽  
Rayvinder Jit Singh Athwal ◽  
Ling Ling Chew ◽  
Muhammad Helmi Elias ◽  
Nina Lim ◽  
...  

Since its advent in the 1970s, the video game industry has superseded its film counterpart, sporting a growth rate quadrupling that of other media and entertainment sectors. In contemporary times, video gaming occupations — namely game designers, professional gamers and YouTubers — have gained prominence, bolstered by the support of the media industry and government agencies. Yet, little remains known about the perceptions of these careers from the standpoint of parents and young gamers. This dearth of knowledge thus provides an impetus for research since parents’ perceptions could arguably influence the management of their children’s video gaming consumption. Results yielded through qualitative interviews with 35 respondents revealed that parental mediation was practiced via ‘distant mediation’. This is characterised by parents ostensibly withdrawing or remaining remotely detached from their children’s video gaming whilst monitoring them from afar. When perspectives of gaming careers were further scrutinised through a comparative scope, the findings also reflected that parents and children shared accommodating attitudes toward vocations in the video gaming sector.


Author(s):  
Marta Elliott ◽  
Jordan C. Reuter

This chapter presents the results of an analysis of in-depth interviews with a snowball sample of 45 people who identified as working professionals diagnosed with bipolar disorder or major depression. It explores three dimensions of their experience: disclosure versus concealment of their diagnosis on the job, exposure to discrimination in the workplace based on their mental illness diagnosis, and identity strategies they used to manage the status inconsistency between being a professional and having a mental illness diagnosis. The findings reveal how people learn to calculate when it is safe to disclose their diagnosis on the job, especially after experiencing discriminatory treatment such as being fired or demoted. They also indicate that applying for workplace modifications to accommodate symptoms of mental illness may be met with unprofessional and unsupportive reactions on the part of managers, Human Resources professionals, and coworkers, which could explain in part why so few participants in this sample sought them. When it comes to balancing inconsistent statuses, the findings demonstrate how people distance themselves from their mental illness identity in favor of the more prized status of working professional as a means of self-preservation. The chapter concludes with a call for sweeping changes in workplace culture to minimize fear and shame and maximize inclusion of people diagnosed with mental illness, allowing them to flourish in careers in which they may realize their full potential.


2021 ◽  
Author(s):  
Gisbert Wilhelm Teepe ◽  
Ashish Da Fonseca ◽  
Birgit Kleim ◽  
Nicholas C. Jacobson ◽  
Alicia Salamanca Sanabria ◽  
...  

BACKGROUND There is an increasing number of smartphone applications (apps) focusing on prevention, treatment, and diagnosis of depression. A promising approach to increase the effectiveness while reducing the individual’s burden is the use of just-in-time adaptive intervention (JITAI) mechanisms. OBJECTIVE With this work, we systematically assess the use of JITAI mechanisms in apps for individuals with depression. METHODS We systematically searched for apps addressing depression in the Apple App Store, the Google Play Store, and in curated lists from the Anxiety and Depression Association of America, the United Kingdom National Health Service, and the American Psychological Association in August 2020. Relevant apps were ranked according to the number of reviews (Apple App Store) or downloads (Google Play Store). For each app, two authors separately reviewed all publications concerning the app found within scientific databases (PubMed, Cochrane Register of Controlled Trials, PsycINFO, and Google Scholar), publications cited on the app’s website, information on the app’s website, and the app itself. RESULTS None of the 28 reviewed apps used JITAI mechanisms to tailor content to situations or individuals. Three apps did not use any measurements, 20 apps exclusively used self-reports that are insufficient to leverage the full potential of JITAIs, and the five apps employing self-reports and passive measurements used them as progress or task indicators only. While 23 of the 68 reviewed publications investigated the effectiveness and 14 publications investigated the efficacy of the apps, not one publication mentioned or evaluated JITAI mechanisms. CONCLUSIONS Promising JITAI mechanisms have not yet been translated into mainstream depression apps. The lack of publications investigating whether JITAI mechanisms lead to an increase of the apps’ effectiveness or efficacy highlights the need for further research, especially in real-world apps.


Author(s):  
Roopadevi V. ◽  
Shravanti B. S. ◽  
Aravind Karinagannanavar

Background: The wellbeing of the children including their physical, mental, psychological growth and development and their opportunity to achieve full potential as adults is very important. But there are several factors which affect the normal development of the children. TV, mobiles, video gaming, DVD’s and other forms of electronic gadgets have become pastimes among preschool children. Thus, this study is planned to know the exposure of electronic gadgets and its impact on the developmental milestones among preschool children.Methods: A cross sectional study was conducted at Gadag among 240 preschool children of age 2-5 years attending School. The data was collected from April 2018 to October 2018. Information was gathered from parents and teachers by using pretested semi-structured questionnaire. Frequencies, percentages and chi-square test were used in analysis.Results: In this study children using most common electronic gadgets were mobile and television for less than one hour followed by 1-2 hours usage. On an average each family had 5 members possessing 6 electronic gadgets and 3 mobiles. Majority of the children started using electronic gadget for the first time at 13-24 months. Authors found that there was significant association between electronic gadget usage and personal and social development.Conclusions: The most commonly used electronic gadgets were mobiles and television and, in this study, there is an association between total duration of electronic gadget usage and personal and social development.


2019 ◽  
Vol 14 (4) ◽  
pp. 122-137
Author(s):  
André J. Pietersen ◽  
Jan K. Coetzee ◽  
Dominika Byczkowska-Owczarek ◽  
Florian Elliker ◽  
Leane Ackermann

Individuals who partake in video games are often regarded with prejudice. It is an activity that is perceived to be mainly related to senseless leisure and teenage entertainment. However, many diverse people make video games such an important part of their lives that they become passionately engaged in it. Video games and online video gaming offer the player immersive experiences unlike any other forms of media. A phenomenological and interpretive exploration is undertaken in order to gain a deeper understanding of the narratives of online gamers and their experiences of a sense of belonging to the associated online communities. Through the use of in-depth interviews, the article explores various aspects of the life stories of a group of eight South African university students. It attempts to show how online gaming has become a part of their lifeworlds. The aim of this article is to present the narratives of online gamers as rich and descriptive accounts that maintain the voices of the participants. Various aspects of the lifeworlds of online gamers are explored. Firstly, an exploration is undertaken to gain an understanding of what it means to be a gamer. It focuses on how a person can become involved with gaming and how it can evolve into something that a person is engaged with on a daily basis. Secondly, it explores how video games influence the perception of reality of gamers. Immersion in video games can transfer a player into an alternative reality and can take the focus away from the real world. This can lead to feelings of joy and excitement, but can also lead to escapism. Lastly, the article shifts attention towards how online video gamers experience online communities. Players can have positive experiences with random strangers online, but because of the anonymous nature of the online environment, it can also lead to negative and isolating experiences.


2016 ◽  
Vol 3 (1) ◽  
pp. 50
Author(s):  
Maryam Kaydani

The Hindu marriage has been one of the controversial issues among activities. Marriage in Hindu community is considered as holy and very significant social institution. In real, it is a commercial exchange and at large a marketplace populated by high demanding groom family. The paper aims to give a comprehensive account of problems that Hindu girls encounter during their marriage and within their marriage life. Apparently, Hindu marriage is between two families rather two people. More or less girls have no right to object. As a result girls mostly get married at earliest opportunity and they are forced into relationship as such most of marriage is based on parent’s decision rather than mutuality of sentiment or emotional attachment. Therefore, prepubescent girls are often oppressed by bridegroom and his family members. In this sort of relationship, girls are financially dependent which develop their suppression. Data for this paper has drawn from in-depth interviews conducted with 120 married women of aged 12-20 years living in two Indian states who got married since 2005. Participants were randomly selected for interview if the woman was married before the ages of 15 years. Findings underscore the need to raise awareness of the negative outcomes of child marriage and to build support among girls and their families for delaying marriage, to enforce existing laws on the minimum age at marriage and to encourage other authorities to support young women in negotiating with their parents to delay marriage and eliminate child marriage.


Geosciences ◽  
2019 ◽  
Vol 9 (10) ◽  
pp. 434 ◽  
Author(s):  
Daniela Angelina Jelinčić ◽  
Sanja Tišma ◽  
Zoltán Lantos ◽  
Iva Tolić

Cross-border areas and cross-border cooperation are one of the priorities of the EU policy. Those areas, often rich in recreational, cultural and natural resources provide a great potential for the development of sustainable tourism. The article analyzes the tourism in the Croatian-Hungarian (HR-HU) cross-border area under the assumption that different interventions can influence the perception of tourists and contribute to the realization of the full potential of the area. The method applied in the analysis is the gravity model. The results obtained by the model were tested with online in-depth interviews with three experts having backgrounds in entrepreneurship, decision making and the non-governmental sector, and focus groups, consisting of 31 experts in the field, show that altogether 72% of the tourists cross the border during a trip to the HR-HU border regions. Almost half of the respondents plan and organize programs during the trip. The main sources of collecting information about a trip are friends, family members and acquaintances, while 80% of the respondents also use at least one online tool for planning of the trip. In order to improve tourism indicators in the Croatian-Hungarian cross-border area, development of a cross-border online platform is being envisaged that would integrate different services and attractions, collect and utilize data, being the most important new raw material, thus opening a completely new space for virtual tourism.


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