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[https://www.linkedin.com/pulse/behavioral-state-model-part-4-jason-hreha-cdcqe/?trackingId=v5mQxNj%2FQdieBDNPLX6fgg%3D%3D] - - public:weinreich
behavior_change, theory - 2 | id:1514471 -

To understand why a person is behaving the way they are, it’s important to understand their social standing. What social groups do they belong to? What are the smallest, most intimate groups they’re a member of? What are the values of those groups? Which social group is dominant in the relevant context? Which media does this person/group consume? What messages are the media promoting, and what behaviors or attitudes are they encouraging? Does this person consume any media sources specific to this behavioral domain? If so, what are they and what are their messages?

[https://gamedesignconcepts.wordpress.com/2009/07/23/level-8-kinds-of-fun-kinds-of-players/] - - public:weinreich
gaming, product, target_audience - 3 | id:1513264 -

You may remember from the MDA Framework that the authors listed 8 kinds of fun. These are: Sensation. Games can engage the senses directly. Consider the audio and video “eye candy” of video games; the tactile feel of the wooden roads and houses in Settlers of Catan; or the physical movement involved in playing sports, Dance Dance Revolution, or any game on the Nintendo Wii. Fantasy. Games can provide a make-believe world (some might cynically call it “escapism”) that is more interesting than the real world. Narrative. As we mentioned earlier in passing, games can involve stories, either of the embedded kind that designers put there, or the emergent kind that are created through player action. Challenge. Some games, particularly retro-arcade games, professional sports, and some highly competitive board games like Chess and Go, derive their fun largely from the thrill of competition. Even single-player games like Minesweeper or activities like mountain climbing are fun mainly from overcoming a difficult challenge. Fellowship. Many games have a highly social component to them. I think it is this alone that allows many American board games like Monopoly to continue to sell many copies per year, in spite of the uninteresting decisions and dull mechanics. It is not the game, but the social interaction with family, that people remember fondly from their childhood. Discovery. This is rare in board games, but can be found in exploration-type games like Tikal and Entdecker. It is more commonly found in adventure and role-playing video games, particularly games in the Zelda and Metroid series. Expression. By this, I think the MDA authors mean the ability to express yourself through gameplay. Examples include games like Charades or Poker where the way that you act is at least as important as what other actions you take within a game; Dungeons & Dragons where the character you create is largely an expression of your own personal idea; or open-world and sim video games like The Sims or Grand Theft Auto or Oblivion or Fable, which are largely concerned with giving the player the tools needed to create their own custom experience. Submission. A name that often has my students chuckling with their dirty minds, but the intent is games as an ongoing hobby rather than an isolated event. Consider the metagame and the tournament scene in Magic: the Gathering, the demands of a guild to show up at regular meetings in World of Warcraft, or even the ritualized play of games at a weekly boardgame or tabletop-roleplaying group.

[https://www.mdpi.com/2227-9032/12/23/2488] - - public:weinreich
behavior_change, design, theory - 3 | id:1513200 -

They collated 20 studies with 2,601 participants, studying the time it takes to turn new behaviours into automatic habits. ² The average time they reported? ➝ 106-154 days. With substantial variability, from 4-335 days. The time depended on factors like the: ↳ Type of habit ↳ Feelings about the habit ↳ Frequency performing the behaviour

[https://behavioralscientist.org/vaccinating-in-taliban-country/] - - public:weinreich
behavior_change, ethics, international, partnerships, sample_campaigns, social_marketing, strategy, target_audience - 8 | id:1512558 -

n this essay, Sherine Guirguis and Michael Coleman tell the story of the lesson that shaped their careers. It was a lesson that occurred while navigating a particularly challenging set of circumstances—how to deliver polio vaccines to children in remote areas of Pakistan under Taliban control.

[https://katymilkman.substack.com/p/how-does-informations-repetition?utm_campaign=post&utm_medium=web&triedRedirect=true] - - public:weinreich
behavior_change, health_communication - 2 | id:1510480 -

Q&A: What Happens When We Encounter the Same Information Repeatedly? In this Q&A from Choiceology, UCL and MIT neuroscience professor Tali Sharot discusses her research exploring a mistake we can make when we’re exposed to the same information repeatedly.

[https://psycnet.apa.org/fulltext/2025-46029-001.html] - - public:weinreich
campaign_effects, mental_health, social_marketing - 3 | id:1510467 -

Beyond its physical health impact, the COVID-19 pandemic also resulted in grief from loss of loved ones, isolation due to social distancing, stress, fear, and economic distress—all of which impacted mental health. How Right Now/Qué Hacer Ahora (HRN) is an award-winning, national campaign that provides emotional support to people disproportionately affected by COVID-19. We conducted a theory-based, culturally responsive evaluation to assess the campaign’s effect on coping behaviors and resiliency between summer 2020 and spring 2021. We surveyed HRN’s priority audiences (older adults/caregivers and those with preexisting health conditions, experiencing violence, or economic distress) in English and Spanish using NORC’s national probability panel, AmeriSpeak, over three waves. We also analyzed social media data and monitored HRN website traffic and triangulated these data to understand the campaign’s full impact. Campaign exposure was associated with people who were experiencing higher levels of stress and were more likely to seek information to support their emotional well-being. Campaign exposure was also positively associated with increased feelings of resilience and confidence in using coping strategies, especially for people experiencing violence or economic distress and people from racial and ethnic groups. Findings demonstrate the campaign’s success in reaching its intended audiences with the mental health support they needed.

[https://www.audiopedia.foundation/introducing_audiopedia_academy_gpt_empowering_local_organizations_with_expert_audio_outreach_guidance] - - public:weinreich
health_communication, media, target_audience, technology - 4 | id:1510466 -

Audiopedia Academy GPT is an advanced AI-powered assistant built using OpenAI's GPT technology. Designed specifically to help Community-Based Organizations (CBOs), NGOs, government organizations, and individual stakeholders, this tool guides users through the EDUC method for creating meaningful and effective audio-based outreach campaigns. This interactive, empathetic, and resource-aware tool is now available at adp.ax/gpt.

[https://behavioralscientist.org/goop-happens/?mc_cid=3e1bbfa948&mc_eid=38b8c8f538] - - public:weinreich
ethics, health_communication, humor - 3 | id:1510465 -

I used three words that I routinely used in talks, and that I had thought about for a long time before selecting for frequent repetition in my book on dieting. I thought they helped simplify a complex idea. I was horrified that morning to realize that my three carefully chosen words could be mistaken for terrible diet advice if you plucked them out of the sentences they were in. I urged people to strive for their “leanest livable weight.” It looked like I was recommending that people diet until their weight was so low they could just barely cling to life. Did I mean that? Absolutely not. If anything, I meant close to the opposite.

[https://psycnet.apa.org/fulltext/2023-75617-001.pdf] - - public:weinreich
behavior_change, mobile, qualitative, research, technology - 5 | id:1510408 -

The development of effective interventions for COVID-19 vaccination has proven challenging given the unique and evolving determinants of that behavior. A tailored intervention to drive vaccination uptake through machine learning-enabled personalization of behavior change messages unexpectedly yielded a high volume of real-time short message service (SMS) feedback from recipients. A qualitative analysis of those replies contributes to a better understanding of the barriers to COVID-19 vaccination and demographic variations in determinants, supporting design improvements for vaccination interventions. Objective: The purpose of this study was to examine unsolicited replies to a text message intervention for COVID-19 vaccination to understand the types of barriers experienced and any relationships between recipient demographics, intervention content, and reply type. Method: We categorized SMS replies into 22 overall themes. Interrater agreement was very good (all κpooled . 0.62). Chi-square analyses were used to understand demographic variations in reply types and which messaging types were most related to reply types. Results: In total, 10,948 people receiving intervention text messages sent 17,090 replies. Most frequent reply types were “already vaccinated” (31.1%), attempts to unsubscribe (25.4%), and “will not get vaccinated” (12.7%). Within “already vaccinated” and “will not get vaccinated” replies, significant differences were observed in the demographics of those replying against expected base rates, all p . .001. Of those stating they would not vaccinate, 34% of the replies involved mis-/disinformation, suggesting that a determinant of vaccination involves nonvalidated COVID-19 beliefs. Conclusions: Insights from unsolicited replies can enhance our ability to identify appropriate intervention techniques to influence COVID-19 vaccination behaviors.

[https://journals.plos.org/digitalhealth/article?id=10.1371/journal.pdig.0000591] - - public:weinreich
design, ethics, mobile, technology - 4 | id:1510407 -

This narrative review summarizes several health equity frameworks to help digital health practitioners conceptualize the equity dimensions of importance for their work, and then provides design approaches that accommodate an equity focus. Specifically, the Double Diamond Model, the IDEAS framework and toolkit, and community collaboration techniques such as participatory design are explored as mechanisms for practitioners to solicit input from members of underserved groups and better design digital health tools that serve their needs.

[https://www.thehuntingdynasty.com/2024/09/regulatory-focus-playing-to-win-or-to-not-lose/] - - public:weinreich
behavior_change, health_communication, theory - 3 | id:1497759 -

Our approach to goals and challenges can be categorized into two main motivational mindsets: prevention focus and promotion focus. These concepts, developed by social psychologist Tory Higgins, describe how we frame our desires and how that shapes our behaviour.

[https://royalsocietypublishing.org/doi/full/10.1098/rsos.230053] - - public:weinreich
behavior_change, design, price, strategy - 4 | id:1497737 -

Here, we develop a novel cognitive framework by organizing these interventions along six cognitive processes: attention, perception, memory, effort, intrinsic motivation and extrinsic motivation. In addition, we conduct a meta-analysis of field experiments (i.e. randomized controlled trials) that contained real behavioural measures (n = 184 papers, k = 184 observations, N = 2 245 373 participants) from 2008 to 2021 to examine the effect size of these interventions targeting each cognitive process. Our findings demonstrate that interventions changing effort are more effective than interventions changing intrinsic motivation, and nudge and sludge interventions had similar effect sizes.

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