Young adults from Montana have a higher rate of suicide than their national counterparts. There is a clear need for targeted interventions to address this disparity. The authors evaluate a community-based, narrative theater project designed to increase awareness and use of suicide prevention resources among eastern Montana youth. As a first step, seven group interviews with Montana young adults (n = 27) were conducted to identify current perceptions about suicide and suicide prevention. Interviews were conducted before and after subjects were exposed to a community-based theater production about suicide. Emergent thematic categories were organized using the four main constructs of the extended parallel process model. After the performance, participants expressed increased awareness of prevention resources; perceived susceptibility to the threat of suicide and depression; and self-efficacy for accessing help and assisting others. There were mixed results for perceived response efficacy. Implications and recommendations for intervention development are discussed.
This article introduces a novel and comprehensive conceptual framework for designing innovative food experiences that enhance food well-being. We call this framework the novel food experience design. It supports managers in cocreating customer-centric food experiences to limit unintended detrimental consequences and enhance individual and societal food well-being. The novel food experience design (1) employs a systemic (vs. endemic) approach to the innovation process and (2) promotes prioritizing ethical decision-making alongside economic decision-making. Building on insights derived from ecosystem theory and the ethical principles literature, we develop four fundamental propositions to innovate food experiences: do no harm, do good, ensure autonomy, and ensure fairness. Our framework promotes higher levels of individual and societal food well-being than restricted food design innovations, preventing unintended consequences. Finally, we illuminate the implications for service research and practice.
Myriad automated interventions have been designed to help consumers set and achieve behavioral goals. Firms and governments are making significant investments in applications that help consumers manage their behavior. However, scant evidence demonstrates their effectiveness. Are such interventions effective? Are they worth our time and money? Might they do more harm than good? This study presents the results of an exploratory experiment using Self Determination Theory to test the efficacy of one type of motivational aid used in many apps—the automated prompt. We examine how effective this approach is at helping people make long‐term behavioral changes. We also test whether providing people with motivational wisdom—i.e., “it takes three weeks to form a habit”—has an effect on behavioral change. In addition to practical implications for consumers' health, productivity, and happiness, and policy implications, our project contributes to the literature on consumers' motivation and goal pursuit.
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