Christopher John Etheridge and Emma Derbyshire
Increasingly, interest in and the uptake of herbal infusions has advanced, namely, owing to their bioactive properties and potential links to health. Given this, the purpose of…
Abstract
Purpose
Increasingly, interest in and the uptake of herbal infusions has advanced, namely, owing to their bioactive properties and potential links to health. Given this, the purpose of the present review was to collate evidence from human trials for five popular herbal infusions.
Design/methodology/approach
The systematic review comprised ten human trials (560 participants), investigating inter-relationships between herbal infusions consumption and health. Only human studies involving German chamomile (Matricaria chamomilla L. Asteraceae), ginger (Zingiber officinale Roscoe Zingiberaceae), lemon balm (Melissa officinalis L. Lamiaceae), peppermint (Mentha x spicata L. Lamiaceae)/spearmint (Mentha spicata L. Lamiaceae) and rosehip (Rosa canina L. Rosaceae) teas were included in the present paper.
Findings
Most herbal infusions serve as a good source of flavonoids and other polyphenols in the human diet. Studies included in this paper indicate that herbal infusions (1-3 cups tended to be drank daily; infusion rates up to 15 min) could benefit certain aspects of health. In particular, this includes aspects of sleep quality and glycaemic control (German chamomile), osteoarthritic stiffness and hormone control (spearmint), oxidative stress (lemon balm) and primary dysmenorrhea (rosehip).
Research limitations/implications
Ongoing research is needed using homogenous herbal infusion forms, brewing rates and volumes of water to further reinforce these findings. In the meantime, herbal infusions could provide a useful supplementary approach to improving certain aspects of well-being.
Originality/value
The present paper collates evidence from human trials for five popular herbal infusions.
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Tyler Prochnow and Megan S. Patterson
This study aims to examine how mental health symptoms and social support predict changes in online and in-person social networks among gamers over time. Although research has…
Abstract
Purpose
This study aims to examine how mental health symptoms and social support predict changes in online and in-person social networks among gamers over time. Although research has explored how social networks influence mental health, less is known about how mental health shapes the evolution of social connections in gaming contexts where relationships can form and dissolve fluidly.
Design/methodology/approach
Adult gamers (n = 236) completed surveys at two time points approximately six months apart measuring mental health symptoms (depressive symptoms, anxiety), perceived social support and characteristics of both their in-person and gaming-based social networks. Partial least squares regression models examined how Time 1 mental health and support measures predicted changes in network characteristics while controlling for baseline network measures.
Findings
Results revealed distinct patterns of network evolution across contexts. Higher initial depressive symptoms predicted strengthening of in-person relationships but decreases in online relationship quality over time. Anxiety emerged as a particularly influential predictor of online network development, with higher baseline anxiety associated with decreased closeness, confiding behavior and positive interactions in gaming relationships. Strong initial gaming community integration predicted decreased quality of in-person relationships, suggesting potential competition between virtual and physical social spheres.
Originality/value
This study provides longitudinal examination of how mental health symptoms distinctly influence the evolution of social networks across online and offline contexts among gamers. The findings demonstrate that different symptoms show unique patterns of association with network development over time, challenging assumptions about gaming spaces serving as universally accessible social environments.
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Alshaimaa Bahgat Alanadoly and Suha Fouad Salem
The aim of this study was to investigate the role of immersive gaming on brand coolness and brand equity, with particular emphasis on fashion gaming collaborations. We used game…
Abstract
Purpose
The aim of this study was to investigate the role of immersive gaming on brand coolness and brand equity, with particular emphasis on fashion gaming collaborations. We used game theory as a theoretical framework to analyse immersive branding strategies and gain a deeper understanding of fashion consumers’ decision-making process in gaming environments. Gender, as a significant factor affecting gamers, has been studied as a moderator that impacts the overall proposed framework.
Design/methodology/approach
A quantitative method was used to assess the significance of relationships within the proposed model empirically. The partial least squares structural equation modelling technique was implemented to assess the relationships of the framework with a sample size of 160 active Malaysian gamers.
Findings
The findings indicate that brand equity is positively associated with perceived brand coolness. Furthermore, of the three core values of online games, perceived enjoyment is most strongly associated with perceived brand coolness, ahead of the values of self-expression and perceived emotional challenge. The results of the multigroup analysis further suggest that in the fashion industry, building brand equity through online games is strongly related to perceived brand coolness among female respondents, the role of perceived brand coolness being weaker among male respondents.
Originality/value
The study contributes to the existing literature by providing a deeper understanding of the impact of immersive gaming branding practices on the overall equity of the fashion brand. The results provide insight for fashion brand managers into the significant effect on consumer behaviour outcomes of fashion-gaming collaborations.
研究目的
本研究擬探討身歷其境的遊戲體驗在品牌酷感和品牌資產上所扮演的角色; 研究特別強調裝扮遊戲的合作。研究人員以博弈論作為研究的理論框架,來分析沉浸品牌策略、和對時裝消費者在遊戲的環境中如何作出決策取得更深入的瞭解。研究人員探討了性別作為影響遊戲參與者的重要因素,這因素被視為為整個被提出的框架帶來調節的影響和作用。
研究設計/方法/理念
研究人員採用定量方法進行研究,目的為於被提出的模型內之各種關聯的意義進行以經驗為依據的評估。研究人員採用了基於偏最小平方法的結構方程模型研究法,來對一個包含160名活躍的馬來西亞遊戲參與者的樣本進行框架的各個聯繫的評估研究。
研究結果
研究結果顯示,品牌資產與品牌酷感成正相關; 而且,在網絡遊戲的三個核心價值中,感知享受與品牌酷感之間的聯繫最為強烈和密切,超過自我表現和感知情感挑戰兩者的價值; 多群組的分析結果更暗示了在時裝產業裡,透過網絡遊戲去建立品牌資產在女性回應者中是與品牌酷感有強烈密切的關係; 而在男性回應者中,品牌酷感所扮演的角色則較弱。
研究的原創性/價值
本研究使我們能更深入認識沉浸遊戲品牌的慣常做法如何影響時裝品牌的整體資產。研究結果為時裝品牌經理提供了啟示,使他們明瞭時裝遊戲的合作會給消費者行為產生重要的影響。
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Steffen Moritz, Cicek Hocaoglu, Anne Karow, Azra Deljkovic, Peter Tonn and Dieter Naber
Neuroleptic non-compliance remains a serious challenge for the treatment of psychosis. Non-compliance is predominantly attributed to side effects, lack of illness insight, reduced…
Abstract
Neuroleptic non-compliance remains a serious challenge for the treatment of psychosis. Non-compliance is predominantly attributed to side effects, lack of illness insight, reduced well-being or poor therapeutic alliance. However, other still neglected factors may also play a role. Further, little is known about whether psychiatric patients without psychosis who are increasingly prescribed neuroleptics differ in terms of medication compliance or about reasons for non-compliance by psychosis patients. As direct questioning is notoriously prone to social desirability biases, we conducted an anonymous survey. After a strict selection process blind to results, 95 psychiatric patients were retained for the final analyses (69 participants with a presumed diagnosis of schizophrenia psychosis, 26 without psychosis). Self-reported neuroleptic non-compliance was more prevalent in psychosis patients than non-psychosis patients. Apart from side effects and illness insight, main reasons for non-compliance in both groups were forgetfulness, distrust in therapist, and no subjective need for treatment. Other notable reasons were stigma and advice of relatives/acquaintances against neuroleptic medication. Gain from illness was a reason for non-compliance in 11-18% of the psychosis patients. Only 9% of all patients reported no side effects and full compliance and at the same time acknowledged that neuroleptics worked well for them. While pills were preferred over depot injections by the majority of patients, depot was judged as an alternative by a substantial subgroup. Although many patients acknowledge the need and benefits of neuroleptic medication, non-compliance was the norm rather than the exception in our samples.
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Marilena Maglia, Roberta Auditore, Stefano Pipitone, Rachele DiPasqua, Lucio Inguscio and Pasquale Caponnetto
This study aims to investigate the effects of combining 12-week group psychotherapy with yoga exercises on stress perception and quality of life in mental health professionals.
Abstract
Purpose
This study aims to investigate the effects of combining 12-week group psychotherapy with yoga exercises on stress perception and quality of life in mental health professionals.
Design/methodology/approach
This study was a parallel-arm randomized controlled trial, in which the participants was unaware of which group was the experimental one. Participants involved in our research were assigned to two groups of separate treatment that followed for three months group psychotherapy combined with yoga program for stress management or usual stress coping strategies.
Findings
The findings did not reveal a significant difference in stress perception assessed in the two groups either before or after intervention but reveal a significant difference in the quality of life in the two groups before and after the psycho behavioral interventions.
Originality/value
The findings did not reveal a significant difference in stress perception assessed in the two groups either before or after intervention but reveal a significant difference in the quality of life in the two groups before and after the psycho behavioral interventions.
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Jeanine Kirchner-Krath, Samanthi Dijkstra-Silva, Benedikt Morschheuser and Harald F.O. von Korflesch
Given the urgency of corporate engagement in sustainable development, companies seek ways to involve their employees in sustainability efforts. In this regard, gamified systems…
Abstract
Purpose
Given the urgency of corporate engagement in sustainable development, companies seek ways to involve their employees in sustainability efforts. In this regard, gamified systems have gained attention as a novel tool to promote sustainable employee behavior. However, as the research field matures, researchers and practitioners are confronted with a scattered academic landscape that makes it difficult to grasp how gamification can be designed to engage employees in sustainable behavior and to understand how gamification effects unfold at psychological, behavioral and corporate levels of sustainability.
Design/methodology/approach
This paper uses a systematic literature review to consolidate the existing knowledge on gamification designs and their effects on sustainable employee behavior.
Findings
Studies have explored a variety of utilitarian and achievement-, immersion- and social-related gameful affordances to promote positive behavior- and system-related psychological effects as a basis for employee engagement in sustainable behavior. However, the evidence regarding their impact on rational decision-making processes and overcoming the intention-action gap inherent in sustainability is still limited. Nevertheless, several studies in focused areas indicate the potential to elicit behavioral changes that drive sustainability outcomes at the corporate level as well.
Originality/value
Our study provides three main contributions. First, we develop a conceptual framework that illustrates how gamification can drive sustainable behavior in the workplace. Second, we derive seven agenda points to guide future research on gamification for corporate sustainability. Third, we deduce three practical approaches to use gamification as a strategic intervention to promote sustainable behavior in organizations.
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Yuri Cantrell and Xiaohua Awa Zhu
Narrative-driven, choice-based games, games that allow gamers to make decisions regarding the game characters and storylines, can bring forth emotional changes in their players…
Abstract
Purpose
Narrative-driven, choice-based games, games that allow gamers to make decisions regarding the game characters and storylines, can bring forth emotional changes in their players and offer empathy during scenarios that a player may not experience in real-world situations. Therefore, they can be used as tools to help with gender nonconforming (GNC) individuals’ resilience regarding their gender identities. This study explores GNC peoples’ game-playing experiences with choice-based games, especially how such experiences help them gain resilience and shape their gender identities.
Design/methodology/approach
This study follows the classic phenomenological approach to understanding the experience of GNC gamers’ resilience experience from their own perspectives. In-depth interviews were conducted with 12 GNC participants, aged between 18 and 34. Each interview lasted 45–90 minutes. Interviews were transcribed and coded using NVivo R1. The essence of meanings was identified using themes and interpreted through qualitative analysis.
Findings
This paper identified six gender- and resilience-related common themes within GNC people’s gaming experiences, including 1) character creation: exploring gender identity through an avatar; 2) self-exploration and experimentation in games; 3) resonating experiences; 4) positive inclusive features in games; 5) storytelling and involving the player and 6) your actions have meaning.
Practical implications
The themes, patterns and game features identified in this study may provide insight into potential resilience-building activities for GNC people. They may inform digital mental health interventions, information services and game design practices.
Social implications
Equity, inclusion and social justice have become a significant theme in today’s society. This study focuses on a marginalized community, GNC people and their mental health and resilience building. Results of the study will contribute to the understanding of this community and may inspire more intervention methods to help them cope with stress and difficult situations.
Originality/value
Research on gaming’s health benefits for the general population has been abundant, but studies about using games to help the LGBTQ+ community have been largely overlooked until recent years. Research on casual games’ mental benefits for LGBTQ+ people is particularly lacking. This research is one of the first in-depth, comprehensive investigations of GNC individuals’ resilience experiences with a particular type of casual video games, choice-based games. The phenomenological study offers rich description of gaming and gender identity exploration from gamers’ viewpoints.
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Juhani Ukko, Minna Saunila, Mina Nasiri, Tero Rantala and Mira Holopainen
This study examines the connection between different digital-twin characteristics and organizational control. Specifically, the study aims to examine whether the digital-twin…
Abstract
Purpose
This study examines the connection between different digital-twin characteristics and organizational control. Specifically, the study aims to examine whether the digital-twin characteristics exploration, guidance and gamification will affect formal and social control.
Design/methodology/approach
The study is based on an analysis of survey results from 139 respondents comprising applied university students who use digital twins.
Findings
The results offer an interesting contribution to the literature. The authors consider the digital-twin characteristics exploration, guidance and gamification and investigate their contribution to two types of organizational controls: formal and social. The results show that two characteristics, exploration and gamification, affect the extent to which digital twins can be utilized for social control. Exploration and guidance’s role is significant concerning the extent to which digital twins can be utilized for formal control.
Originality/value
This study contributes to literature by considering multiple digital-twin characteristics and their contribution to two different control outcomes. First, it diverges from previous technical-oriented research by investigating digital twins in a human context. Second, the study is the first to examine digital twins’ effects from an organizational control perspective systematically.