The House I Live In Discussion

Compare and contrast the effects that each painting exemplifies
July 7, 2020
What are the effects of government-sponsored health care programs for special populations—children, older adults, patients with specific diseas
July 7, 2020

The House I Live In Discussion

The House I Live In Discussion                                                    

Healthcare problems


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Medical error: 3rd leading cause of death


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Costs are skyrocketing: changes needed to avoid bankruptcy


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Quality of care needs improvement


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Lack of patient/care-giver communication


           

Indicators of Problems


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Variation in treatment


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C-section rates: 45% vs. 20%


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End of life stays: 29 days vs. 16 days, 92 visits vs. 48 visits


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Evidence disconnect: At patient and physician level


           

Communication solutions


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Patient-doctor communication: reduce overtreatment for cancer procedures, end of life care


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Interpersonal communication: discussing tough issues (social support, open communication


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Public education: science communication, strategic communication


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Group communication: team based care, social network analysis

 
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Avatars                                                                                           


           

Avatars


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Avatars: Digital representation of person controlled by a user


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Agent: Digital representation of a person controlled by a computer


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In health settings, avatars are more persuasive

Advantages


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Nonverbal cues can be communicated


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Projection of ailments: showing how people change over time (what happens when you smoke cigarettes, if you get treatment for cancer then this could happen, etc.); showing physical changes, inclusion of past diagnoses


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Users embody avatars: creates realistic environment


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Users’ actual behavior


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Customization: Avatars mirror actual self


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Typical physical appearance (including health ailments)


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Doctors could monitor avatars to demonstrate future health outcomes


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Active creation: more invested when able to shape avatar, become more receptive to health messages

Transformed Facial Similarity as a Political Cue: A Preliminary Investigation


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When the candidate looked similar to the participant, the participant was more likely to agree with their platform

Avatars cont’d                                                                               

Social Cognitive Theory


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Vicarious reinforcement


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Learn from social observation (witnessing positive and negative outcomes)


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Expectations are created


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Environmental similarity can be maximized (physical, personality, attitudes/beliefs)


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If identification is achieved, self-efficacy is likely to be affected

Health Research on Avatars

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Exercise


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Phase 1 exercise: Watching avatars (who are not mirrored after participant) exercise


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Phase 2: remain inactive


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Phase 3: Make decision about continuing to exercise


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Participants randomly assigned to a changing avatar (lose weight, physical appearance changes, etc.) or a stable avatar


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Having a changing avatar increased voluntary exercising in the study


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Virtual representations of self (VRS)


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Constant technological advances: digital photographs and head modeling software


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Results in increase in similarity and identification


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Compare the effects of a traditional public service announcement to the effects of seeing and avatar in virtual environment


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Constant incremental changes through interactive decision making by the user


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Another study


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Participants observed an avatar for 5 minutes


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Avatar of self running on treadmill


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Avatar of other running on a treadmill


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Avatar doing nothing


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Next day they contacted participants about exercising activity


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Virtual self participants exercised more than an hour longer than those in other conditions

Potential Limitations


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Costly to build virtual environments: the more advanced and immersed, the more it costs


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Possible inaccurate self-reporting


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Privacy of online information

Gaming                                                                                           

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