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Summary of scientific articles Quantitative Methods of Communication Research

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It is a summary of the articles that must be read before the 'Quantitative Methods of Communication Research' exam.

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Samenvatting literatuur: quantitative methods of communication research
LES 1:

Use of fitbit devices in physical activity intervention studies across the life course: narrative review
The article is a narrative review that examines the use of Fitbit devices in physical activity (PA) interventions
across various developmental stages, from childhood to older adulthood. It begins by addressing the global
concern of too little physical activity, which has been linked to chronic diseases such as cardiovascular disease,
hypertension, and type 2 diabetes. Despite slight improvements in global activity levels, high-income countries
like the United States have seen an increase in physical inactivity. The review focuses on the role of wearable
technology, specifically Fitbit devices, in promoting physical activity and behavior change.

In terms of methodology, the authors conducted a systematic search for studies involving Fitbit interventions,
focusing on those published between 2012 and 2020. They included 75 studies that met their eligibility criteria,
which were categorized by developmental stages: childhood, adolescence, early adulthood, middle adulthood,
and older adulthood. A standardized form was used to extract data on study characteristics, Fitbit usage, and
intervention details. The review aimed to provide insights into how Fitbit devices are utilized across different
age groups.

The findings reveal considerable heterogeneity in the use of Fitbit devices within and between developmental
stages. Interventions for children often involved classroom settings where they were encouraged to engage in
physical activities using Fitbits. For adolescents, studies targeted school-based programs, emphasizing peer
support and competition to enhance engagement. In early adulthood, interventions included college students,
focusing on lifestyle changes and integrating physical activity into daily routines. Middle adulthood programs
often targeted working adults, incorporating workplace wellness initiatives and family involvement. Lastly,
interventions aimed at older adults emphasized maintaining mobility and independence, often integrating
social support systems.

The review highlights the strengths and limitations of the studies analyzed. On the one hand, it emphasizes the
versatility of Fitbit devices in promoting physical activity across different life stages and their potential to
facilitate behavior change through self-monitoring. On the other hand, the authors note that their search was
limited to specific databases and English-language studies, which may have excluded relevant literature.
Additionally, the focus on intervention studies may overlook formative research that could inform future Fitbit-
based studies.

In conclusion, the review asserts that Fitbit devices are effective tools for promoting physical activity across
various age groups. The findings suggest that tailored interventions that consider developmental stages and
individual needs can enhance the effectiveness of these devices in encouraging active lifestyles. The authors
call for more comprehensive studies that explore the long-term effects of Fitbit interventions and the
integration of these devices into broader public health strategies. They also suggest investigating the barriers to
Fitbit usage and adherence among different populations.

Disentangling fun and enjoyment in exergames using an expanded design, play, experience
framework: a narrative review
Exergames are designed to promote exercise while providing entertainment, and enjoyment is identified as a
critical factor influencing both the duration and intensity of gameplay. This relationship is significant because it
directly affects the health benefits derived from physical activity. To analyze how game design influences player
experience and enjoyment, the authors utilize the Design, Play, Experience (DPE) framework. This framework
emphasizes the interplay between game mechanics, player engagement, and the resultant enjoyment,
highlighting the importance of intrinsic motivation as a key driver for engagement in both gaming and physical
activity.

The article also explores the different types of fun that players may experience, noting that these can vary
based on individual preferences and personality traits. This diversity suggests that game design should consider

, these differences to maximize enjoyment. A particularly promising design feature discussed is the concept of
"flow," where players experience a state of immersion and control as they face challenges that match their skill
level. This flow state is seen as a way to enhance enjoyment in exergames.

Furthermore, the authors discuss the common physiological and psychological responses elicited by both
physical activity and video game play. Both activities can lead to increased heart rate and the release of
neurotransmitters such as dopamine and serotonin, which contribute to feelings of enjoyment. Interestingly,
even sedentary video game play can produce physiological responses that are more significant than simply
sitting quietly, indicating that engagement in gaming can still positively affect mood and enjoyment.

Despite the insights provided, the article emphasizes the need for further research. While enjoyment in
exergames has been evaluated, there remains a lack of understanding regarding the specific characteristics that
enhance this enjoyment. The authors call for more research to explore the integration of psychosocial,
physiological, and embodiment factors in the context of exergames. Identifying and testing game mechanics
that can enhance enjoyment is crucial for increasing the effectiveness of exergames as tools for promoting
physical activity and health benefits.

In conclusion, the article posits that by focusing on enhancing the fun and enjoyment experienced during
exergame play, it is possible to increase the intensity and duration of physical activity, thereby maximizing
health benefits. The findings suggest that game designers should consider the diverse motivations and
preferences of players to create more engaging and enjoyable exergames. This comprehensive review provides
valuable insights into the relationship between fun, enjoyment, and physical activity, laying a solid foundation
for future research and game design in the realm of exergames.

Effectiveness and acceptability of conversational agents for sexual health promotion: a systematic
review and meta-analysis
The article provides a thorough examination of the role of conversational agents (CAs) in enhancing sexual
health outcomes. This systematic review and meta-analysis aim to evaluate the effectiveness and user
acceptability of these digital health interventions, particularly in the context of HIV and other sexually
transmitted infections (STIs).

The introduction sets the stage by discussing the increasing reliance on digital health interventions (DHIs) to
address public health challenges, particularly in sexual health. It highlights the potential of conversational
agents—automated systems that simulate conversation through natural language—to engage users in a more
interactive and personalized manner. The authors argue that CAs can help overcome barriers to accessing
sexual health information and services, especially among at-risk populations.

The authors conducted a systematic search across seven databases, identifying studies published up to
February 2021. The inclusion criteria focused on studies that evaluated fully automated CAs addressing sexual
health issues, assessed health outcomes or user satisfaction, and allowed for two-way interactions. After
screening, 31 studies were included in the review, comprising a mix of randomized controlled trials (RCTs) and
other study designs.

The results section details the characteristics of the included studies, noting that most focused on promoting
antiretroviral therapy (ART) adherence among individuals living with HIV. The review found that CAs were
generally effective in improving health behaviors, particularly ART adherence. The authors categorized the
outcomes into health outcomes and user evaluations, with a narrative synthesis of results.

User satisfaction was evaluated in several studies, with most users reporting positive experiences with CAs.
Users found the interactions to be engaging and helpful, although there were suggestions for improvement,
such as the need for more natural language and less formal communication. The feedback indicated a desire
for more frequent interactions and varied content to maintain engagement.

The meta-analysis focused on health outcomes assessed in multiple studies using RCT designs. The authors
employed random effects models to calculate effect sizes and assess heterogeneity among studies. The findings
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