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Antecedent Intervention to Increase Breaks during Live Game Streaming
Başlık:
Antecedent Intervention to Increase Breaks during Live Game Streaming
Yazar:
Stevenson, Christina-Marie, author.
ISBN:
9780438095618
Yazar Ek Girişi:
Fiziksel Tanımlama:
1 electronic resource (36 pages)
Genel Not:
Source: Dissertation Abstracts International, Volume: 79-11(E), Section: B.
Advisors: Edward Cumella; David Nevel Committee members: Rachel Yosick.
Özet:
Sedentary working conditions have major impacts on health within the professional gamer community (Hollist, 2016), including type 2 diabetes, obesity, cardiovascular disease, heart attacks, and early death. Yet no behavior modification studies exist to intervene during live game streams to increase break-taking frequency and duration. Since game streaming occurs before an audience, the present research worked with a streamer to create antecedent stimuli and recording systems that would not alert the audience. The present study aimed determine whether antecedent stimuli customized to match a streamer's individual aesthetic paired with reinforcement would demonstrate stimulus control and increase rate and duration of break-taking behavior during live streams. Mean break duration and frequency both increased during the intervention phases relative to immediately preceding baseline. Specifically, break frequencies increased, evidenced by decreases in time between breaks of 34% during intervention 1 and 42% during intervention 2. Break durations increased, evidenced by increases in break minutes of 25% during intervention 1 and 66% during intervention 2. Thus, the intervention was effective. Greater break frequency and duration indicate less extended sedentary time and more gamer movement. Given the health concerns that live streamers face from extended sedentary times, the present research, if replicated, has positive implications for streamers' long-term health outcomes. For example, it may be possible to customize break-taking prompts similar to those used in the present study, including this option within standard streaming platforms. Additional research is needed to confirm the present findings and determine their generalizability across settings, game types, and streamers.
Notlar:
School code: 2003
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Yer Numarası | Demirbaş Numarası | Shelf Location | Lokasyon / Statüsü / İade Tarihi |
---|---|---|---|
XX(695402.1) | 695402-1001 | Proquest E-Tez Koleksiyonu | Arıyor... |
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