This exploratory study was designed to examine how players make moral choices in video games and what effects these choices have on emotional responses to the games. Participants (n=75) filled out a moral foundations questionnaire (MFQ) and then played through the first full act of the video game Fallout 3. Game play was recorded and content analyzed for the moral decisions made. Players also reported their enjoyment of and emotional reactions to the game and reflected on the decisions they made. The majority of players made moral decisions and behaved toward the nonplayer game characters they encountered as if these were actual interpersonal interactions. Individual differences in decision making were predicted by the MFQ. Behaving in antisocial ways did increase guilt, but had no impact on enjoyment.
Highlights
HEALing Communities Study is a parallel-group cluster randomized controlled trial.
Communities That HEAL intervention’s goal is to reduce opioid overdose deaths.
Structured consensus decision-making strategy guided study measure development.
More than 80 study measure specifications and a common data model were developed.
The study will provide methodology and longitudinal community data for research.
Highlights
We describe communication campaigns in an intervention to reduce opioid deaths.
The community-engaged model includes three phases.
Five campaigns will focus on naloxone, MOUD, and stigma reduction.
Community surveys and fidelity measures gauge process and impact.
Our model could help communities address other public health issues.
IntroductionGovernments in different countries have committed to better use of evidence from research in policy. Although many programmes are directed at assisting agencies to better use research, there have been few tests of the effectiveness of such programmes. This paper describes the protocol for SPIRIT (Supporting Policy In health with Research: an Intervention Trial), a trial designed to test the effectiveness of a multifaceted programme to build organisational capacity for the use of research evidence in policy and programme development. The primary aim is to determine whether SPIRIT results in an increase in the extent to which research and research expertise is sought, appraised, generated and used in the development of specific policy products produced by health policy agencies.Methods and analysisA stepped wedge cluster randomised trial involving six health policy agencies located in Sydney, Australia. Policy agencies are the unit of randomisation and intervention. Agencies were randomly allocated to one of three start dates (steps) to receive the 1-year intervention programme, underpinned by an action framework. The SPIRIT intervention is tailored to suit the interests and needs of each agency and includes audit, feedback and goal setting; a leadership programme; staff training; the opportunity to test systems to assist in the use of research in policies; and exchange with researchers. Outcome measures will be collected at each agency every 6 months for 30 months (starting at the beginning of step 1).Ethics and disseminationEthics approval was granted by the University of Western Sydney Human Research and Ethics Committee HREC Approval H8855. The findings of this study will be disseminated broadly through peer-reviewed publications and presentations at conferences and used to inform future strategies.
In this essay, we examine a series of platform, content, reception, and lifestyle factors likely to shape sports fans' use of traditional and newer digital media. Because of signal fidelity, screen size, presence, and the rights to air top-tier sports events, television is likely to remain the medium of choice for fans ready to watch live sports. Fans will use newer media, with their interactive options and affordance of agency to supplement and enhance their viewing experience. Although traditional and newer media are competing for fan attention and advertising dollars, use of these media for live sports is not a zero-sum game. This may not be the case for sports journalism and related programming about sports where, over time, fans may turn to newer media at the expense of the old.
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