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Over the past decade, journalists have created in-depth interactive narratives to provide an alternative to the relentless 24-hour news cycle. Combining different media forms, such as text, audio, video, and data visualisation with the interactive possibilities of digital media, these narratives involve users in the narrative in new ways. In journalism studies, the convergence of different media forms in this manner has gained significant attention. However, interactivity as part of this form has been left underappreciated. In this study, we scrutinise how navigational structure, expressed as navigational cues, shapes user agency in their individual explorations of the narrative. By approaching interactive narratives as story spaces with unique interactive architectures, in this article, we reconstruct the architecture of five Dutch interactive narratives using the walkthrough method. We find that the extensiveness of the interactive architectures can be described on a continuum between closed and open navigational structures that predetermine and thus shape users’ trajectories in diverse ways.
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Working as speech acts that delineate online communities, claims to victimhood tend to evoke contestation. Their inherent political nature spurs user engagement in the shape of clicks, shares, emojis, and so on. TikTok’s multimodality has given rise to new practices of engagement that significantly shape how victimhood is communicated and negotiated. This study draws attention to the platform vernacular practice of the ‘stitch.’ Allowing users to respond to someone else by ‘remixing’ social media content of others, the stitch is a platform practice designed for commentary. We zoom in on stitched videos networked by hashtags, published in relation to the Israel-Hamas war. TikTok’s multimodality expands user pathways that connect claimants and those who contest them. Moving beyond hashtag hijacking the stitch elevates a practice of commentary that turns victimhood politics into a spectacle that politicizes formerly less political realms, and that further blurs the boundaries between on- and offline spaces. The analysis shows how stitched videos are especially used for antagonist encounters where they crowd out the ‘original’ post to which they respond. In this way, stitches can be seen as tools that aid platformed ‘regimes’ of visibility that prioritize the antagonist encounter in order to commodify them.
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The design of health game rewards for preadolescents Videogames are a promising strategy for child health interventions, but their impact can vary depending on the game mechanics used. This study investigated achievement-based ‘rewards’ and their design among preadolescents (8-12 years) to assess their effect and explain how they work. In a 2 (game reward achievement system: social vs. personal) x 2 (game reward context: in-game vs. out-game) between-subjects design, 178 children were randomly assigned to one of four conditions. Findings indicated that a ‘personal’ achievement system (showing one’s own high scores) led to more attention and less frustration than a ‘social’ achievement system (showing also high scores of others) which, in turn, increased children’s motivation to make healthy food choices. Furthermore, ‘out’-game rewards (tangible stickers allocated outside the game environment) were liked more than ‘in’-game rewards (virtual stickers allocated in the game environment), leading to greater satisfaction and, in turn, a higher motivation to make healthy food choices.
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Pauses in speech may be categorized on the basis of their length. Some authors claim that there are two categories (short and long pauses) (Baken & Orlikoff, 2000), others claim that there are three (Campione & Véronis, 2002), or even more. Pause lengths may be affected in speakers with aphasia. Individuals with dementia probably caused by Alzheimer’s disease (AD) or Parkinson’s disease (PD) interrupt speech longer and more frequently. One infrequent form of dementia, non-fluent primary progressive aphasia (PPA-NF), is even defined as causing speech with an unusual interruption pattern (”hesitant and labored speech”). Although human listeners can often easily distinguish pathological speech from healthy speech, it is unclear yet how software can detect the relevant patterns. The research question in this study is: how can software measure the statistical parameters that characterize the disfluent speech of PPA-NF/AD/PD patients in connected conversational speech?
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PURPOSE OF REVIEW:The Scored Patient-Generated Subjective Global Assessment (PG-SGA) is used internationally as the reference method for proactive risk assessment (screening), assessment, monitoring and triaging for interventions in patients with cancer. This review aims to explain the rationale behind and data supporting the PG-SGA, and to provide an overview of recent developments in the utilization of the PG-SGA and the PG-SGA Short Form.RECENT FINDINGS:The PG-SGA was designed in the context of a paradigm known as 'anabolic competence'. Uniquely, the PG -SGA evaluates the patient's status as a dynamic rather than static process. The PG-SGA has received new attention, particularly as a screening instrument for nutritional risk or deficit, identifying treatable impediments and guiding patients and professionals in triaging for interdisciplinary interventions. The international use of the PG-SGA indicates a critical need for high-quality and linguistically validated translations of the PG-SGA.SUMMARY:As a 4-in-1 instrument, the PG-SGA can streamline clinic work flow and improve the quality of interaction between the clinician and the patient. The availability of multiple high-quality language versions of the PG-SGA enables the inclusion of the PG-SGA in international multicenter studies, facilitating meta-analysis and benchmarking across countries.
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A case study and method development research of online simulation gaming to enhance youth care knowlegde exchange. Youth care professionals affirm that the application used has enough relevance as an additional tool for knowledge construction about complex cases. They state that the usability of the application is suitable, however some remarks are given to adapt the virtual environment to the special needs of youth care knowledge exchange. The method of online simulation gaming appears to be useful to improve network competences and to explore the hidden professional capacities of the participant as to the construction of situational cognition, discourse participation and the accountability of intervention choices.
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