Doelstellingen De mate van betrokkenheid van jonge gebruikers bij wervingsadvertenties voor geldezels op Instagram onderzoeken. Methoden Drie advertenties die de belangrijkste mechanismen voor betrokkenheid bij cybercriminaliteit weerspiegelen en gericht waren op Nederlandse gebruikersclusters werden op twee Instagram-plaatsingen geplaatst. Door middel van dit quasi-experimentele 3 × 2 factorial design konden we het bereik en de weergaven van de advertenties, de doorklikratio's, het geslacht van de deelnemers en de temporele verdelingen van de gebruikersbetrokkenheid analyseren. Resultaten De analyse toont aan dat tot 3% van de jonge gebruikers zich bezighield met de advertenties, vooral met advertenties die een luxe levensstijl promoten en neutralisatietechnieken gebruiken. Mannen waren vaker betrokken en 's nachts werd er meer geklikt. Conclusies Sommige jonge Instagram-gebruikers lijken geneigd om geld te verdienen via hun bankpas en lopen het risico om online betrokken te raken bij cybercriminaliteit. We moedigen toekomstig onderzoek aan om het gebruik van sociale media in criminologische studies verder te onderzoeken. ENGLISH Objectives Examine the level of engagement of young users with money mule recruitment ads on Instagram. Methods Three ads reflecting key cybercrime involvement mechanisms and targeting Dutch user clusters were run on two Instagram placements. By means of this quasi-experimental 3 × 2 factorial design, we were able to analyze the reach and views of the ads, click-through rates, gender of the participants, and temporal distributions of user engagement. Results Mimicking actual recruitment environments, analysis shows that up to 3% of young users engaged with the ads, especially those promoting a luxury lifestyle and using neutralization techniques. Men were more likely to engage, and click-through rates were higher at night. Conclusions Some young Instagram users seem prone to making money through their bank cards and risk becoming involved in cybercrime online. We encourage future research to explore further the use of social media in criminological studies. This is a post-peer-review, pre-copyedit version of an article published in Journal of Experimental Criminology. The final authenticated version is available online at: https://link.springer.com/article/10.1007/s11292-022-09537-7
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In the Netherlands the government advises mothers to breastfeed for six months or longer. However, only 51% of Dutch mothers still breastfeed at six months and many women do not maintain the practice for as long as they intended. This study examines how an existing intervention, the Breastfeeding Support Program (BSP), influences breastfeeding duration. The research by Sjoukje van Dellen is a collaboration between the Hanze University of Groningen and the Rijksuniversiteit of Groningen. Sjoukje is mentored by supervisors Prof. dr. Arie Dijkstra, Social Psychology of Health and Disease (University of Groningen), and Dr. Mark Mobach, Lector Facility Management (Hanzehogeschool Groningen).
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The authors analyse the complexity of Marine Spatial Planning (MSP) and explore the role that simulation gaming (SG) could play in addressing it. They present the set-up of and insights from a game-based, quasi-experimental study and policy intervention involving MSP. The simulation game MSP Challenge 2011 was played in Lisbon on 3 November 2011 by 68 international MSP professionals - mainly scientists, policy advisers and marine spatial planners - from 16 countries. Data on MSP in the various countries, as well as on the effectiveness of the policy intervention, were collected using pre-game, in-game and post-game questionnaires, combined with the analysis of MSP processes and outcomes in a digital map tool and observations. The analysis shows that MSP lends itself to comparative assessment in real and simulated environments. Observed variety and changes in the game-based intervention provide evidence that the participants engaged in experimentation with different strategies, policy change and policy-oriented learning. The game-based intervention proved an effective and promising method for national/international experimentation and exchange among professional MSP planners.
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This paper investigates whether encouraging children to become more physically active in their everyday life affects their primary school performance. We use data from a field quasi‐experiment called the Active Living Program, which aimed to increase active modes of transportation to school and active play among 8‐ to 12‐year‐olds living in low socioeconomic status (SES) areas in the Netherlands. Difference‐in‐differences estimations reveal that while the interventions increase time spent on physical activity during school hours, they negatively affect school performance, especially among the worst‐performing students. Further analyses reveal that increased restlessness during instruction time is a potential mechanism for this negative effect. Our results suggest that the commonly found positive effects of exercising or participating in sports on educational outcomes may not be generalizable to physical activity in everyday life. Policymakers and educators who seek to increase physical activity in everyday life need to weigh the health and well‐being benefits against the probability of increasing inequality in school performance.
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Background and aim – Patients undergo one or more medical interventions in a hospital. In the hospital, patients are surrounded by spaces and services. The output in a hospital is the patients’ outcome.To gain understanding about a holistic experience of patients, we assessed the experience and well-being of patients at specific focal points of the entire patient journey: from the arrival, to the diagnosis and the actual treatment in a hospital.Methods – This article describes three field experiments that were conducted in a Dutch hospital. First, in an age-simulation study the effect of route complexity and physical ageing was assessed during 108 wayfinding tasks. Second, in a quasi-randomized experiment the use of a motion-nature projection was assessed during a diagnostic scan (N = 97) . Lastly, in a quasi-randomized experiment the effect of a nontalking rule during an outpatient infusion treatment was assessed (N = 263).Results – A wide variety of patients visit a hospital and all patients of course bring an opinion of their own and experience their hospital visit differently. However, patients benefit from a simple building structure during wayfinding, inexpensive beamers to project nature during diagnostics, and a mix of treatment places with respect to social interest during infusion treatments.Originality – There is little discussion about the holistic experience of patients, that concerns the cognitive, emotional, physical, and social well-being of patients. In our study we applied a holistic and patient-centered approach.Practical or social implications – The well-being of patients can be significantly improved when the built, natural, and sound environment is taken into account with respect to individual differences.Type of paper – Research paper.
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The authors investigate the potential of Mixed Reality (MR) games for team building and assessment. The AMELIO game was designed for a highly immersive MR lab. The game is a multi-player team challenge based on the concept of an escape room, staged in a space colony emergency situation. An explorative empirical pre-post measurement study was carried out to establish whether playing AMELIO influences team cohesiveness. Ten teams of three played AMELIO and filled out pre- and post-game questionnaires with validated measurements of team cohesiveness and mediating factors related to team composition, game experience and team dynamics. The findings show a positive and significant increase in team cohesiveness, with stronger effects for teams with lower pre-game familiarity. In terms of game experience and team dynamics, audio aesthetics and empathy proved to be significant mediating factors. This AIDS game validation and improvement, and understanding and guiding the team building process.
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In dit artikel worden drie modellen besproken waarbinnen het concept kritisch denken geplaatst kan worden. De modellen van Benner (intuitie) en Hammond en Eraut (rationele raamwerken)komen aan bod. Het biedt opleidingen een raamwerk om kritisch denken binnen de opleiding te positioneren. De modellen zijn complementair aan elkaar.
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Whereas there is ample e-commerce research on how online store beliefsand consumer online affective states may influence online purchase intentions, no research so far has examined whether the hierarchy of effects between these concepts differs across product types. In this study, we fill this research gap byexamining the explanatory power of the think-feel-do hierarchy versus the feel-think-do hierarchy in predicting online purchase intentions towards search versus experience products and high involvement versus low involvement products.Hypotheses are formulated and tested using a quasi-field experiment (n = 198)design. The results show the robustness of the think-feel-do hierarchy for three out of four product types (experience, low involvement, high involvement). Remarkably, the results also demonstrate that the formation of online purchase intentions for search products may occur via a more experiential form of online purchase decision-making. Implications of our findings for theory and online store practitioners are discussed.
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