WeChat has increasingly become an important platform for users to acquire and share health information in China. However, little is known about elderly adults’ sharing behavior. This study aims to explore the characteristics and influencing factors of health information sharing behavior among Chinese older adults on WeChat, with the method both of questionnaire survey (N = 336) and in-depth interviews (N = 40). The study finds that sharing health information, mainly represented by four specific methods of forwarding, consulting, replying, and posting, has become an important part of the daily life of elderly adults on WeChat. Social media provide a good opportunity for the flow of health information. However, the purpose to share health information of Chinese older adults is mainly based on relationship maintenance more than real information support; they share health information to friends and relatives first, then to spouses and children, which does not follow the trust model as usual. Experience in online health information, authority orientation, and relationship orientation is positively associated with health information sharing behavior, however, there is no significant correlation between perceived health information credibility and health information sharing behavior. Moreover, social and cultural factors are the important explanation mechanism.
The purposes is to investigate how digital games affect teenagers’ physical and mental sustainable development and analyze the interactions and communications between teenagers and digital games using the domestication theory. (1) Background. A healthy mutual-domestication relationship is needed between teenagers and digital games. Digital games are expected to play a positive and decisive role, while parents and teachers should master the correct game literacy. (2) Methods. This study described the mutual domestication between them using interviews and questionnaires. (3) Results. Results demonstrate that digital games entering teenagers’ lives are domesticated and marked with unique attributes caused by teenagers’ different habits, during which parents and teachers are critical. In turn, digital games tame teenagers lifestyles and habits, becoming a popular social media among them. Spending excessive time and energy, teenagers will be addicted to digital games. (4) Conclusions. It can provide a reference for investigating the connection between teenagers and digital games.
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