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The daily dose of health information: A psychological view on the health information seeking process
(2021)
The search for health information is becoming increasingly important in everyday life, as well as socially and scientifically relevant Previous studies have mainly focused on the design and communication of information. However, the view of the seeker as well as individual
differences in skills and abilities has been a neglected topic so far. A psychological perspective on the process of searching for health information would provide important starting points for promoting the general dissemination of relevant information and thus improving health behaviour and health status. Within the present dissertation, the process of seeking health information was thus divided into sequential stages to identify relevant personality traits and skills. Accordignly, three studies are presented that focus on one stage
of the process respectively and empirically test potential crucial traits and skills: Study I investigates possible determinants of an intention for a comprehensive search for health information. Building an intention is considered as the basic step of the search process.
Motivational dispositions and self-regulatory skills were related to each other in a structural equation model and empirically tested based on theoretical investigations. Model fit showed an overall good fit and specific direct and indirect effects from approach and avoidance
motivation on the intention to seek comprehensively could be found, which supports the theoretical assumptions. The results show that as early as the formation of intention, the psychological perspective reveals influential personality traits and skills. Study II deals with the subsequent step, the selection of information sources. The preference for basic characteristics of information sources (i.e., accessibility, expertise, and interaction) is related to health information literacy as a collective term for relevant skills and intelligence as a personality trait. Furthermore, the study considers the influence of possible over- or underestimation of these characteristics. The results show not only a different predictive
contribution of health literacy and intelligence, but also the relevance of subjective and objective measurement.
Finally, Study III deals with the selection and evaluation of the health information previously found. The phenomenon of selective exposure is analysed, as this can be considered problematic in the health context. For this purpose, an experimental design was implemented in which a varying health threat was suggested to the participants. Relevant information was presented and the selective choice of this information was assessed. Health literacy was tested
as a moderator in a function of the induced threat and perceived vulnerability, triggering defence motives on the degree of bias. Findings show the importance of the consideration of the defence motives, which could cause a bias in the form of selective exposure. Furthermore, health literacy even seems to amplify this effect.
Results of the three studies are synthesized, discussed and general conclusions are drawn and implications for further research are determined.
Social innovation became a widely discussed topic in politics, research funding programs, and business development. Recent European and US economic and science policies have set aside significant funds to generate and foster social innovation. In view of current challenges such as digitization, Work 4.0, inclusion or migrant integration, the question of how organizations can be empowered to develop new and innovative approaches and service models to social challenges is becoming increasingly urgent. This especially applies to organizations in the fields of education and social services. In education, implementing new ideas and concepts is usually discussed as educational reform, which mostly addresses changes in policy agendas with consequences for national and international education systems. The concept of social innovation however has a different starting point: the source of new ideas and services are identified new, emergent needs in society or re-conceptualized. Such need-based perspectives might bring new impulses to the field of education. Therefore, this paper identifies important existing strands of social innovation research, which need to be considered in the emerging academic discourse on social innovation in education. Looking at social innovation through an education research lens reveals the close relation between learning, creativity, and innovation. Individuals, teams, and even organizations learn, engage in creative problem solving to create new and innovative products and services. From an organizational education perspective, the questions arise, how social innovation emerges and even more important, how the process of developing social innovation can be supported. After a brief introduction in the concept of social innovation, the paper discusses therefore the sites, where social innovation emerges, social innovators, approaches to foster social innovation as well as promoting and hindering factors for social innovation.
This thesis focus on threats as an experience of stress. Threats are distinguished from challenges and hindrances as another dimension of stress in challenge-hindrance models (CHM) of work stress (Tuckey et al., 2015). Multiple disciplines of psychology (e.g. stereotype, Fingerhut & Abdou, 2017; identity, Petriglieri, 2011) provide a variety of possible events that can trigger threats (e.g., failure expe-riences, social devaluation; Leary et al., 2009). However, systematic consideration of triggers and thus, an overview of when does the danger of threats arises, has been lacking to date. The explanation why events are appraised as threats is related to frustrated needs (e.g., Quested et al., 2011; Semmer et al., 2007), but empirical evidence is rare and needs can cover a wide range of content (e.g., relatedness, competence, power), depending on need approaches (e.g., Deci & Ryan, 2000; McClelland, 1961). This thesis aims to shed light on triggers (when) and the need-based mechanism (why) of threats.
In the introduction, I introduce threats as a dimension of stress experience (cf. Tuckey et al., 2015) and give insights into the diverse field of threat triggers (the when of threats). Further, I explain threats in terms of a frustrated need for positive self-view, before presenting specific needs as possible deter-minants in the threat mechanism (the why of threats). Study 1 represents a literature review based on 122 papers from interdisciplinary threat research and provides a classification of five triggers and five needs identified in explanations and operationalizations of threats. In Study 2, the five triggers and needs are ecologically validated in interviews with police officers (n = 20), paramedics (n = 10), teach-ers (n = 10), and employees of the German federal employment agency (n = 8). The mediating role of needs in the relationship between triggers and threats is confirmed in a correlative survey design (N = 101 Leaders working part-time, Study 3) and in a controlled laboratory experiment (N = 60 two-person student teams, Study 4). The thesis ends with a general discussion of the results of the four studies, providing theoretical and practical implications.
The present work explores how theories of motivation can be used to enhance video game research. Currently, Flow-Theory and Self-Determination Theory are the most common approaches in the field of Human-Computer Interaction. The dissertation provides an in-depth look into Motive Disposition Theory and how to utilize it to explain interindividual differences in motivation. Different players have different preferences and make different choices when playing games, and not every player experiences the same outcomes when playing the same game. I provide a short overview of the current state of the research on motivation to play video games. Next, Motive Disposition Theory is applied in the context of digital games in four different research papers, featuring seven studies, totaling 1197 participants. The constructs of explicit and implicit motives are explained in detail while focusing on the two social motives (i.e., affiliation and power). As dependent variables, behaviour, preferences, choices, and experiences are used in different game environments (i.e., Minecraft, League of Legends, and Pokémon). The four papers are followed by a general discussion about the seven studies and Motive Disposition Theory in general. Finally, a short overview is provided about other theories of motivation and how they could be used to further our understanding of the motivation to play digital games in the future. This thesis proposes that 1) Motive Disposition Theory represents a valuable approach to understand individual motivations within the context of digital games; 2) there is a variety of motivational theories that can and should be utilized by researchers in the field of Human-Computer Interaction to broaden the currently one-sided perspective on human motivation; 3) researchers should aim to align their choice of motivational theory with their research goals by choosing the theory that best describes the phenomenon in question and by carefully adjusting each study design to the theoretical assumptions of that theory.
This intervention study explored the effects of a newly developed intergenerational encounter program on cross-generational age stereotyping (CGAS). Based on a biographical-narrative approach, participants (secondary school students and nursing home residents) were invited to share ideas about existential questions of life (e.g., about one’s core experiences, future plans, and personal values). Therefore, the dyadic Life Story Interview (LSI) had been translated into a group format (the Life Story Encounter Program, LSEP), consisting of 10 90-min sessions. Analyses verified that LSEP participants of both generations showed more favorable CGAS immediately after, but also 3 months after the program end. Such change in CGAS was absent in a control group (no LSEP participation). The LSEP-driven short- and long-term effects on CGAS could be partially explained by two program benefits, the feeling of comfort with and the experience of learning from the other generation.
Optimal mental workload plays a key role in driving performance. Thus, driver-assisting systems that automatically adapt to a drivers current mental workload via brain–computer interfacing might greatly contribute to traffic safety. To design economic brain computer interfaces that do not compromise driver comfort, it is necessary to identify brain areas that are most sensitive to mental workload changes. In this study, we used functional near-infrared spectroscopy and subjective ratings to measure mental workload in two virtual driving environments with distinct demands. We found that demanding city environments induced both higher subjective workload ratings as well as higher bilateral middle frontal gyrus activation than less demanding country environments. A further analysis with higher spatial resolution revealed a center of activation in the right anterior dorsolateral prefrontal cortex. The area is highly involved in spatial working memory processing. Thus, a main component of drivers’ mental workload in complex surroundings might stem from the fact that large amounts of spatial information about the course of the road as well as other road users has to constantly be upheld, processed and updated. We propose that the right middle frontal gyrus might be a suitable region for the application of powerful small-area brain computer interfaces.