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This study assessed the effect of visitors' personality and emotional response on finding positive meaning in life and the intention to spread positive word of mouth. The sample (n = 260) consists of visitors to Sachsenhausen Memorial and Museum near Berlin. Findings indicate that the emotion of interest positively contributes to finding positive meaning in life and positive word of mouth. The effects of personality are marginal. Personality explains little of the variance in positive meaning and positive word of mouth. Emotional response accounts for 25% of the variance in finding positive meaning in life-in terms of finding personal benefit from the visit, controlled for personality. Despite the dominant negative emotional response, tourists find positive meaning in their visit. These findings correspond with those observed in studies on personal trauma and loss. Positive meaning could potentially contribute to adjustment processes to cope with what occurred. Future research should include address longer term effects on postvisit behavior.
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Hedonic (happiness) and eudaimonic (meaning in life) well-being are negatively related to depressive symptoms. Genetic variants play a role in this association, reflected in substantial genetic correlations. We investigated the overlap and differences between well-being and depressive symptoms, using results of Genome-Wide Association studies (GWAS) in UK Biobank. Subtracting GWAS summary statistics of depressive symptoms from those of happiness and meaning in life, we obtained GWASs of respectively “pure” happiness (neffective = 216,497) and “pure” meaning (neffective = 102,300). For both, we identified one genome-wide significant SNP (rs1078141 and rs79520962, respectively). After subtraction, SNP heritability reduced from 6.3% to 3.3% for pure happiness and from 6.2% to 4.2% for pure meaning. The genetic correlation between the well-being measures reduced from 0.78 to 0.65. Pure happiness and pure meaning became genetically unrelated to traits strongly associated with depressive symptoms, including loneliness, and psychiatric disorders. For other traits, including ADHD, educational attainment, and smoking, the genetic correlations of well-being versus pure well-being changed substantially. GWAS-by-subtraction allowed us to investigate the genetic variance of well-being unrelated to depressive symptoms. Genetic correlations with different traits led to new insights about this unique part of well-being. Our results can be used as a starting point to test causal relationships with other variables, and design future well-being interventions.
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This paper explores how the concept of life has been used in video games through time. Life is an essential element in different types of action games and several nuances have been used to provide various types of emotions and effects during gameplay. However, the details and patterns have not been extendedly analyzed. Primarily, we survey works regarding the description and formalization of game analysis with emphasis on works in which the concepts have impact in the arguably accepted notion of life. Multiple examples are provided to show different approaches to the concept of life and the impact of such approaches in overall gameplay, namely in the game difficulty and emotions. The examples are then generalized, resulting in a proposal of framework to describe life representation in games. The proposed framework was evaluated in a user study, having participants with gaming culture (professionals, academics, and students of game development courses). Each participant was assigned with the task of fitting a preselected set of games within the framework. The results indicate good coverage of the main concepts with satisfactory consistency.
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This paper explores how the concept of life has been used in video games through time. Life is an essential element in different types of action games and several nuances have been used to provide various types of emotions and effects during gameplay. However, the details and patterns have not been extendedly analyzed. Primarily, we survey works regarding the description and formalization of game analysis with emphasis on works in which the concepts have impact in the arguably accepted notion of life. Multiple examples are provided to show different approaches to the concept of life and the impact of such approaches in overall gameplay, namely in the game difficulty and emotions. The examples are then generalized, resulting in a proposal of framework to describe life representation in games. The proposed framework was evaluated in a user study, having participants with gaming culture (professionals, academics, and students of game development courses). Each participant was assigned with the task of fitting a preselected set of games within the framework. The results indicate good coverage of the main concepts with satisfactory consistency.
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In media audience research we tend to assume that media are engaged with when they are used, however ‘light’ such engagement might be. Once ‘passive media use’ was banned as a reference to media use, being a media audience member became synonymous with being a meaning producer. In audience research however I find that media are not always the object of meaning making in daily life and that media texts can be hardly meaningful. Thinking about media and engagement, there is a threefold challenge in relation to audience research. The coming into being of platform media and hence of new forms of media production on a micro level that come out of and are woven into practices of media use, suggests that we need to redraft the repertoire of terms used in audience research (and maybe start calling it something else). Material and immaterial media production, the unpaid labour on the part of otherwise audience members should for instance be taken into account. Then, secondly, there is the continuing challenge to further develop heuristically strong ways of linking media use and meaning making, and most of all to do justice, thirdly, to those moments and ways in which audiences truly engage with media texts without identifying them with those texts.
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This paper explores how the concept of life has been used in video games through time. Life is an essential element in different types of action games and several nuances have been used to provide various types of emotions and effects during gameplay. However, the details and patterns have not been extendedly analyzed. Primarily, we survey works regarding the description and formalization of game analysis with emphasis on works in which the concepts have impact in the arguably accepted notion of life. Multiple examples are provided to show different approaches to the concept of life and the impact of such approaches in overall gameplay, namely in the game difficulty and emotions. The examples are then generalized, resulting in a proposal of framework to describe life representation in games. The proposed framework was evaluated in a user study, having participants with gaming culture (professionals, academics, and students of game development courses). Each participant was assigned with the task of fitting a preselected set of games within the framework. The results indicate good coverage of the main concepts with satisfactory consistency.
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Abstract Purpose To determine the predictive value of quality of life for mortality at the domain and item levels. Methods This longitudinal study was carried out in a sample of 479 Dutch people aged 75 years or older living independently, using a follow-up of 7 years. Participants completed a self-report questionnaire. Quality of life was assessed with the WHOQOL-BREF, including four domains: physical health, psychological, social relationships, and environment. The municipality of Roosendaal (a town in the Netherlands) indicated the dates of death of the individuals. Results Based on mean, all quality of life domains predicted mortality adjusted for gender, age, marital status, education, and income. The hazard ratios ranged from 0.811 (psychological) to 0.933 (social relationships). The areas under the curve (AUCs) of the four domains were 0.730 (physical health), 0.723 (psychological), 0.693 (social relationships), and 0.700 (environment). In all quality of life domains, at least one item predicted mortality (adjusted). Conclusion Our study showed that all four quality of life domains belonging to the WHOQOL-BREF predict mortality in a sample of Dutch community-dwelling older people using a follow-up period of 7 years. Two AUCs were above threshold (psychological, physical health). The findings offer health care and welfare professionals evidence for conducting interventions to reduce the risk of premature death.
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Parental involvement is a crucial force in children’s development, learning and success at school and in life [1]. Participation, defined by the World Health Organization as ‘a person’s involvement in life situations’ [2] for children means involvement in everyday activities, such as recreational, leisure, school and household activities [3]. Several authors use the term social participation emphasising the importance of engagement in social situations [4, 5]. Children’s participation in daily life is vital for healthy development, social and physical competencies, social-emotional well-being, sense of meaning and purpose in life [6]. Through participation in different social contexts, children gather the knowledge and skills needed to interact, play, work, and live with other people [4, 7, 8]. Unfortunately, research shows that children with a physical disability are at risk of lower participation in everyday activities [9]; they participate less frequently in almost all activities compared with children without physical disabilities [10, 11], have fewer friends and often feel socially isolated [12-14]. Parents, in particular, positively influence the participation of their children with a physical disability at school, at home and in the community [15]. They undertake many actions to improve their child’s participation in daily life [15, 16]. However, little information is available about what parents of children with a physical disability do to enable their child’s participation, what they come across and what kind of needs they have. The overall aim of this thesis was to investigate parents’ actions, challenges, and needs while enhancing the participation of their school-aged child with a physical disability. In order to achieve this aim, two steps have been made. In the first step, the literature has been examined to explore the topic of this thesis (actions, challenges and needs) and to clarify definitions for the concepts of participation and social participation. Second, for the purposes of giving breadth and depth of understanding of the topic of this thesis a mixed methods approach using three different empirical research methods [17-19], was applied to gather information from parents regarding their actions, challenges and needs.
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