TK
T. Kermavnar
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4 records found
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Background: Because the fulfillment of basic/fundamental psychological needs affects people’s motivation and well-being, measuring the degree to which these needs are met is of interest to researchers across various domains. Although numerous self-assessment tools have been developed, no recent comprehensive reviews exist, hindering cumulative scientific progress. The present systematic review aimed to identify and analyze the main approaches to developing self-report scales for assessing basic/fundamental psychological need fulfillment. The objective is to inform readers interested in selecting instruments for their studies and those intending to develop new scales.
Methods: Following PRISMA, we conducted a search of Scopus, Web of Science, PubMed, and ProQuest in August 2023. The following information was extracted from eligible studies: Scale name, abbreviation, theoretical basis, application domain, final scale construction, scale development and validation methodology, and citation count.
Results: Our search identified 32 primary studies, in which 31 original scales were developed and validated, and 89 secondary studies that aimed to modify these original scales. The predominant theoretical basis was Self-Determination Theory, although eight scales were based on alternative need typologies. The scales were either domain-general or specific to contexts such as work, education, or exercise/sports contexts. While most were designed to measure need satisfaction, some also addressed need support, frustration, and thwarting.
Conclusion: Despite significant efforts in developing, adapting, and applying scales to measure need fulfillment, we found several issues resulting from diverse perspectives on conceptualizing psychological needs and need typologies, discordant approaches in developing and validating measures, and other inconsistencies that should be acknowledged and addressed in future research. ...
Methods: Following PRISMA, we conducted a search of Scopus, Web of Science, PubMed, and ProQuest in August 2023. The following information was extracted from eligible studies: Scale name, abbreviation, theoretical basis, application domain, final scale construction, scale development and validation methodology, and citation count.
Results: Our search identified 32 primary studies, in which 31 original scales were developed and validated, and 89 secondary studies that aimed to modify these original scales. The predominant theoretical basis was Self-Determination Theory, although eight scales were based on alternative need typologies. The scales were either domain-general or specific to contexts such as work, education, or exercise/sports contexts. While most were designed to measure need satisfaction, some also addressed need support, frustration, and thwarting.
Conclusion: Despite significant efforts in developing, adapting, and applying scales to measure need fulfillment, we found several issues resulting from diverse perspectives on conceptualizing psychological needs and need typologies, discordant approaches in developing and validating measures, and other inconsistencies that should be acknowledged and addressed in future research. ...
Background: Because the fulfillment of basic/fundamental psychological needs affects people’s motivation and well-being, measuring the degree to which these needs are met is of interest to researchers across various domains. Although numerous self-assessment tools have been developed, no recent comprehensive reviews exist, hindering cumulative scientific progress. The present systematic review aimed to identify and analyze the main approaches to developing self-report scales for assessing basic/fundamental psychological need fulfillment. The objective is to inform readers interested in selecting instruments for their studies and those intending to develop new scales.
Methods: Following PRISMA, we conducted a search of Scopus, Web of Science, PubMed, and ProQuest in August 2023. The following information was extracted from eligible studies: Scale name, abbreviation, theoretical basis, application domain, final scale construction, scale development and validation methodology, and citation count.
Results: Our search identified 32 primary studies, in which 31 original scales were developed and validated, and 89 secondary studies that aimed to modify these original scales. The predominant theoretical basis was Self-Determination Theory, although eight scales were based on alternative need typologies. The scales were either domain-general or specific to contexts such as work, education, or exercise/sports contexts. While most were designed to measure need satisfaction, some also addressed need support, frustration, and thwarting.
Conclusion: Despite significant efforts in developing, adapting, and applying scales to measure need fulfillment, we found several issues resulting from diverse perspectives on conceptualizing psychological needs and need typologies, discordant approaches in developing and validating measures, and other inconsistencies that should be acknowledged and addressed in future research.
Methods: Following PRISMA, we conducted a search of Scopus, Web of Science, PubMed, and ProQuest in August 2023. The following information was extracted from eligible studies: Scale name, abbreviation, theoretical basis, application domain, final scale construction, scale development and validation methodology, and citation count.
Results: Our search identified 32 primary studies, in which 31 original scales were developed and validated, and 89 secondary studies that aimed to modify these original scales. The predominant theoretical basis was Self-Determination Theory, although eight scales were based on alternative need typologies. The scales were either domain-general or specific to contexts such as work, education, or exercise/sports contexts. While most were designed to measure need satisfaction, some also addressed need support, frustration, and thwarting.
Conclusion: Despite significant efforts in developing, adapting, and applying scales to measure need fulfillment, we found several issues resulting from diverse perspectives on conceptualizing psychological needs and need typologies, discordant approaches in developing and validating measures, and other inconsistencies that should be acknowledged and addressed in future research.
Technology and Meditation:
Exploring the Challenges and Benefits of a Physical Device to Support Meditation Routine
Existing studies of technology supporting meditation habit formation mainly focus on mobile applications which support users via reminders. A potentially more effective source of motivation could be contextual cues provided by meaningful objects in meaningful locations. This longitudinal mixed-methods 8-week study explored the effectiveness of such an object, Prana, in supporting forming meditation habits among seven novice meditators. First, the Meditation Intentions
Questionnaire-24 and the Determinants of Meditation Practice Inventory-Revised were administered. The self-report habit index (SrHI) was administered before and after the study. Prana recorded meditation session times, while daily diaries captured subjective experiences. At the end of the study, the system usability scale, the ten-item personality inventory, and the brief self-control scale were completed, followed by individual semi-structured interviews. We expected to find an increase in meditation frequency and temporal consistency, but the results failed to confirm this. Participants meditated for between 16% and 84% of the study. The frequency decreased with time for four, decreased with subsequent increase for two, and remained stable for one of them. Daily meditation experiences were positive, and the perceived difficulty to start meditating was low. No relevant correlation was found between the perceived difficulty in starting to meditate and meditation experience overall; the latter was only weakly associated with the likelihood of meditating the next day. While meditation became more habitual for six participants, positive scores on SrHI were rare. Despite the inconclusive results, this study provides valuable insights into challenges and benefits of using a meditation device, as well as potential methodological difficulties in studying habit formation with physical devices. ...
Questionnaire-24 and the Determinants of Meditation Practice Inventory-Revised were administered. The self-report habit index (SrHI) was administered before and after the study. Prana recorded meditation session times, while daily diaries captured subjective experiences. At the end of the study, the system usability scale, the ten-item personality inventory, and the brief self-control scale were completed, followed by individual semi-structured interviews. We expected to find an increase in meditation frequency and temporal consistency, but the results failed to confirm this. Participants meditated for between 16% and 84% of the study. The frequency decreased with time for four, decreased with subsequent increase for two, and remained stable for one of them. Daily meditation experiences were positive, and the perceived difficulty to start meditating was low. No relevant correlation was found between the perceived difficulty in starting to meditate and meditation experience overall; the latter was only weakly associated with the likelihood of meditating the next day. While meditation became more habitual for six participants, positive scores on SrHI were rare. Despite the inconclusive results, this study provides valuable insights into challenges and benefits of using a meditation device, as well as potential methodological difficulties in studying habit formation with physical devices. ...
Existing studies of technology supporting meditation habit formation mainly focus on mobile applications which support users via reminders. A potentially more effective source of motivation could be contextual cues provided by meaningful objects in meaningful locations. This longitudinal mixed-methods 8-week study explored the effectiveness of such an object, Prana, in supporting forming meditation habits among seven novice meditators. First, the Meditation Intentions
Questionnaire-24 and the Determinants of Meditation Practice Inventory-Revised were administered. The self-report habit index (SrHI) was administered before and after the study. Prana recorded meditation session times, while daily diaries captured subjective experiences. At the end of the study, the system usability scale, the ten-item personality inventory, and the brief self-control scale were completed, followed by individual semi-structured interviews. We expected to find an increase in meditation frequency and temporal consistency, but the results failed to confirm this. Participants meditated for between 16% and 84% of the study. The frequency decreased with time for four, decreased with subsequent increase for two, and remained stable for one of them. Daily meditation experiences were positive, and the perceived difficulty to start meditating was low. No relevant correlation was found between the perceived difficulty in starting to meditate and meditation experience overall; the latter was only weakly associated with the likelihood of meditating the next day. While meditation became more habitual for six participants, positive scores on SrHI were rare. Despite the inconclusive results, this study provides valuable insights into challenges and benefits of using a meditation device, as well as potential methodological difficulties in studying habit formation with physical devices.
Questionnaire-24 and the Determinants of Meditation Practice Inventory-Revised were administered. The self-report habit index (SrHI) was administered before and after the study. Prana recorded meditation session times, while daily diaries captured subjective experiences. At the end of the study, the system usability scale, the ten-item personality inventory, and the brief self-control scale were completed, followed by individual semi-structured interviews. We expected to find an increase in meditation frequency and temporal consistency, but the results failed to confirm this. Participants meditated for between 16% and 84% of the study. The frequency decreased with time for four, decreased with subsequent increase for two, and remained stable for one of them. Daily meditation experiences were positive, and the perceived difficulty to start meditating was low. No relevant correlation was found between the perceived difficulty in starting to meditate and meditation experience overall; the latter was only weakly associated with the likelihood of meditating the next day. While meditation became more habitual for six participants, positive scores on SrHI were rare. Despite the inconclusive results, this study provides valuable insights into challenges and benefits of using a meditation device, as well as potential methodological difficulties in studying habit formation with physical devices.
Background: The COVID-19 pandemic introduced an urgent need for effective strategies to disseminate crucial knowledge and improve people’s subjective well-being. Complementing more conventional approaches to knowledge dissemination, game-based interventions were developed to create awareness and educate people about the pandemic, hoping to change their
attitudes and behavior.
Objective: This study provided an overview and analysis of digital and analog game-based interventions in the context of the COVID-19 pandemic. As major pandemics and other large-scale disruptive events are expected to increase in frequency in the coming decades, this analysis aimed to inform the design, uptake, and effects of similar future interventions.
Methods: From November 2021 to April 2022, Scopus, Google, and YouTube were searched for articles and videos describing COVID-19–themed game-based interventions. Information regarding authorship, year of development or launch, country of origin, license, deployment, genre or type, target audience, player interaction, in-game goal, and intended transfer effects was extracted. Information regarding intervention effectiveness was retrieved where possible.
Results: A diverse assortment of 23 analog and 43 digital serious games was identified, approximately one-third of them (25/66, 38%) through scientific articles. Most of these games were developed by research institutions in 2020 (13/66, 20%) and originated in Europe and North America (38/66, 58%). A limited number (20/66, 30%) were tested on relatively small samples, using a
diversity of research methods to assess the potential changes in participants’ knowledge, attitudes, and behaviors as well as their
gameplay experience. Although most of the evaluated games (11/20, 55%) effectively engaged and motivated the players, increased awareness, and improved their understanding of COVID-19–related issues, the games’ success in influencing people’s behavior was often unclear or limited.
Conclusions: To increase the impact of similar future interventions aimed at disseminating knowledge and influencing people’s attitudes and behaviors during a large-scale crisis, some considerations are suggested. On the basis of the study results and informed by existing game theories, recommendations are made in relation to game development, deployment, and distribution;
game users, design, and use; game design terminology; and effectiveness testing for serious games. ...
attitudes and behavior.
Objective: This study provided an overview and analysis of digital and analog game-based interventions in the context of the COVID-19 pandemic. As major pandemics and other large-scale disruptive events are expected to increase in frequency in the coming decades, this analysis aimed to inform the design, uptake, and effects of similar future interventions.
Methods: From November 2021 to April 2022, Scopus, Google, and YouTube were searched for articles and videos describing COVID-19–themed game-based interventions. Information regarding authorship, year of development or launch, country of origin, license, deployment, genre or type, target audience, player interaction, in-game goal, and intended transfer effects was extracted. Information regarding intervention effectiveness was retrieved where possible.
Results: A diverse assortment of 23 analog and 43 digital serious games was identified, approximately one-third of them (25/66, 38%) through scientific articles. Most of these games were developed by research institutions in 2020 (13/66, 20%) and originated in Europe and North America (38/66, 58%). A limited number (20/66, 30%) were tested on relatively small samples, using a
diversity of research methods to assess the potential changes in participants’ knowledge, attitudes, and behaviors as well as their
gameplay experience. Although most of the evaluated games (11/20, 55%) effectively engaged and motivated the players, increased awareness, and improved their understanding of COVID-19–related issues, the games’ success in influencing people’s behavior was often unclear or limited.
Conclusions: To increase the impact of similar future interventions aimed at disseminating knowledge and influencing people’s attitudes and behaviors during a large-scale crisis, some considerations are suggested. On the basis of the study results and informed by existing game theories, recommendations are made in relation to game development, deployment, and distribution;
game users, design, and use; game design terminology; and effectiveness testing for serious games. ...
Background: The COVID-19 pandemic introduced an urgent need for effective strategies to disseminate crucial knowledge and improve people’s subjective well-being. Complementing more conventional approaches to knowledge dissemination, game-based interventions were developed to create awareness and educate people about the pandemic, hoping to change their
attitudes and behavior.
Objective: This study provided an overview and analysis of digital and analog game-based interventions in the context of the COVID-19 pandemic. As major pandemics and other large-scale disruptive events are expected to increase in frequency in the coming decades, this analysis aimed to inform the design, uptake, and effects of similar future interventions.
Methods: From November 2021 to April 2022, Scopus, Google, and YouTube were searched for articles and videos describing COVID-19–themed game-based interventions. Information regarding authorship, year of development or launch, country of origin, license, deployment, genre or type, target audience, player interaction, in-game goal, and intended transfer effects was extracted. Information regarding intervention effectiveness was retrieved where possible.
Results: A diverse assortment of 23 analog and 43 digital serious games was identified, approximately one-third of them (25/66, 38%) through scientific articles. Most of these games were developed by research institutions in 2020 (13/66, 20%) and originated in Europe and North America (38/66, 58%). A limited number (20/66, 30%) were tested on relatively small samples, using a
diversity of research methods to assess the potential changes in participants’ knowledge, attitudes, and behaviors as well as their
gameplay experience. Although most of the evaluated games (11/20, 55%) effectively engaged and motivated the players, increased awareness, and improved their understanding of COVID-19–related issues, the games’ success in influencing people’s behavior was often unclear or limited.
Conclusions: To increase the impact of similar future interventions aimed at disseminating knowledge and influencing people’s attitudes and behaviors during a large-scale crisis, some considerations are suggested. On the basis of the study results and informed by existing game theories, recommendations are made in relation to game development, deployment, and distribution;
game users, design, and use; game design terminology; and effectiveness testing for serious games.
attitudes and behavior.
Objective: This study provided an overview and analysis of digital and analog game-based interventions in the context of the COVID-19 pandemic. As major pandemics and other large-scale disruptive events are expected to increase in frequency in the coming decades, this analysis aimed to inform the design, uptake, and effects of similar future interventions.
Methods: From November 2021 to April 2022, Scopus, Google, and YouTube were searched for articles and videos describing COVID-19–themed game-based interventions. Information regarding authorship, year of development or launch, country of origin, license, deployment, genre or type, target audience, player interaction, in-game goal, and intended transfer effects was extracted. Information regarding intervention effectiveness was retrieved where possible.
Results: A diverse assortment of 23 analog and 43 digital serious games was identified, approximately one-third of them (25/66, 38%) through scientific articles. Most of these games were developed by research institutions in 2020 (13/66, 20%) and originated in Europe and North America (38/66, 58%). A limited number (20/66, 30%) were tested on relatively small samples, using a
diversity of research methods to assess the potential changes in participants’ knowledge, attitudes, and behaviors as well as their
gameplay experience. Although most of the evaluated games (11/20, 55%) effectively engaged and motivated the players, increased awareness, and improved their understanding of COVID-19–related issues, the games’ success in influencing people’s behavior was often unclear or limited.
Conclusions: To increase the impact of similar future interventions aimed at disseminating knowledge and influencing people’s attitudes and behaviors during a large-scale crisis, some considerations are suggested. On the basis of the study results and informed by existing game theories, recommendations are made in relation to game development, deployment, and distribution;
game users, design, and use; game design terminology; and effectiveness testing for serious games.
Juegos para covid-19:
Una exploración basada en la necesidad de intervenciones gamificadas
the covid-19 pandemic resulted in various unpleasant affective responses and dysfunctional behaviours, which created an urgent demand for effective interventions to support people’s coping and resilience. in addition to common forms of intervention, alternative approaches have also been explored, including the use of covid-19-themed games to educate people about the pandemic. the present article explores the diversity of games and gamified interventions developed for the
context of the covid-19 pandemic through the lens of fundamental human needs. by providing an example of how human needs can inform design decisions, the article aims to inform and inspire readers who are interested in developing new impactful game-based interventions for similar large-scale crises. ...
context of the covid-19 pandemic through the lens of fundamental human needs. by providing an example of how human needs can inform design decisions, the article aims to inform and inspire readers who are interested in developing new impactful game-based interventions for similar large-scale crises. ...
the covid-19 pandemic resulted in various unpleasant affective responses and dysfunctional behaviours, which created an urgent demand for effective interventions to support people’s coping and resilience. in addition to common forms of intervention, alternative approaches have also been explored, including the use of covid-19-themed games to educate people about the pandemic. the present article explores the diversity of games and gamified interventions developed for the
context of the covid-19 pandemic through the lens of fundamental human needs. by providing an example of how human needs can inform design decisions, the article aims to inform and inspire readers who are interested in developing new impactful game-based interventions for similar large-scale crises.
context of the covid-19 pandemic through the lens of fundamental human needs. by providing an example of how human needs can inform design decisions, the article aims to inform and inspire readers who are interested in developing new impactful game-based interventions for similar large-scale crises.