Technology and Health: Promoting Attitude and Behavior Change examines how technology can be used to promote healthier attitudes and behavior. The book discusses technology as a tool to deliver media content. This book synthesizes theory-driven research with implications for research and practice. It covers a range of theories and technology in diverse health contexts. The book covers why and how specific technologies, such as virtual reality, augmented reality, mobile games, and social media, are effective in promoting good health. The book additionally suggests how technology should be designed, utilized, and evaluated for health interventions.
1. Cover image - p. i 2. Title page - p. ii 3. Table of Contents - p. iii 4. Copyright - p. iv 5. List of Contributors - p. ix 6. Biographies - p. xi 7. Foreword - p. xix 8. Preface - p. xxiii 9. Part I. Theory and its application for health promotion - p. xxiv 10. Chapter 1. The use of interactive technologies in health promotion and education: Theorizing potential interaction between health message content and message modality - p. 3 11. Chapter 2. Digital embodiment and improving health outcomes: Healthy avatars make for healthy people - p. 27 12. Chapter 3. Avatar embodiment experiences to enhance mental health - p. 49 13. Chapter 4. Age-sensitive well-being support: Design of interactive technologies that modulate internal–external attentional focus for improved cognitive balance and behavioral effectiveness - p. 67 14. Part II. VR + AR: Technology for health in virtual world - p. 88 15. Chapter 5. Virtual reality as a promising tool to promote climate change awareness - p. 91 16. Chapter 6. Augmented reality in health and medicine: A review of augmented reality application for health professionals, procedures, and behavioral interventions - p. 109 17. Chapter 7. Clinical applications of virtual reality in patient-centered care - p. 129 18. Part III. MHealth: Mobile technology for health - p. 148 19. Chapter 8. Theoretical advances in mobile health communication research: An empowerment approach to self-management - p. 151 20. Chapter 9. Health goes mobile: State-of-the art and future research agenda - p. 179 21. Chapter 10. At the nexus of participatory design and action research: Use of a public online forum in designing text messages for dads - p. 205 22. Chapter 11. The effectiveness and moderators of mobile applications for health behavior change - p. 243 23. Chapter 12. The impact of mHealth interventions: Improving health outcomes through narratives, mixed methods, and data mining strategies - p. 271 24. Part IV. Social media: Networked technology for health - p. 288 25. Chapter 13. Beyond liking: Inspiring user-generated content for health promotion - p. 291 26. Chapter 14. Revisiting the social enhancement and social compensation hypotheses in the social media era: Evidence from a two-wave panel study - p. 313 27. Part V. How technology changes our mind and behavior - p. 330 28. Chapter 15. Innovative health interventions at the intersection of neuroimaging and multimedia design - p. 333 29. Chapter 16. Using persuasive messages to increase engagement with mental health video game apps - p. 353 30. Chapter 17. The role of interactivity in new media-based health communication: Testing the interaction among interactivity, threat, and efficacy - p. 377 31. Index - p. 399
Technology and Health: Promoting Attitude and Behavior Change examines how technology can be used to promote healthier attitudes and behavior. The book discusses technology as a tool to deliver media content. This book synthesizes theory-driven research with implications for research and practice. It covers a range of theories and technology in diverse health contexts. The book covers why and how specific technologies, such as virtual reality, augmented reality, mobile games, and social media, are effective in promoting good health. The book additionally suggests how technology should be designed, utilized, and evaluated for health interventions.
1. Cover image - p. i 2. Title page - p. ii 3. Table of Contents - p. iii 4. Copyright - p. iv 5. List of Contributors - p. ix 6. Biographies - p. xi 7. Foreword - p. xix 8. Preface - p. xxiii 9. Part I. Theory and its application for health promotion - p. xxiv 10. Chapter 1. The use of interactive technologies in health promotion and education: Theorizing potential interaction between health message content and message modality - p. 3 11. Chapter 2. Digital embodiment and improving health outcomes: Healthy avatars make for healthy people - p. 27 12. Chapter 3. Avatar embodiment experiences to enhance mental health - p. 49 13. Chapter 4. Age-sensitive well-being support: Design of interactive technologies that modulate internal–external attentional focus for improved cognitive balance and behavioral effectiveness - p. 67 14. Part II. VR + AR: Technology for health in virtual world - p. 88 15. Chapter 5. Virtual reality as a promising tool to promote climate change awareness - p. 91 16. Chapter 6. Augmented reality in health and medicine: A review of augmented reality application for health professionals, procedures, and behavioral interventions - p. 109 17. Chapter 7. Clinical applications of virtual reality in patient-centered care - p. 129 18. Part III. MHealth: Mobile technology for health - p. 148 19. Chapter 8. Theoretical advances in mobile health communication research: An empowerment approach to self-management - p. 151 20. Chapter 9. Health goes mobile: State-of-the art and future research agenda - p. 179 21. Chapter 10. At the nexus of participatory design and action research: Use of a public online forum in designing text messages for dads - p. 205 22. Chapter 11. The effectiveness and moderators of mobile applications for health behavior change - p. 243 23. Chapter 12. The impact of mHealth interventions: Improving health outcomes through narratives, mixed methods, and data mining strategies - p. 271 24. Part IV. Social media: Networked technology for health - p. 288 25. Chapter 13. Beyond liking: Inspiring user-generated content for health promotion - p. 291 26. Chapter 14. Revisiting the social enhancement and social compensation hypotheses in the social media era: Evidence from a two-wave panel study - p. 313 27. Part V. How technology changes our mind and behavior - p. 330 28. Chapter 15. Innovative health interventions at the intersection of neuroimaging and multimedia design - p. 333 29. Chapter 16. Using persuasive messages to increase engagement with mental health video game apps - p. 353 30. Chapter 17. The role of interactivity in new media-based health communication: Testing the interaction among interactivity, threat, and efficacy - p. 377 31. Index - p. 399