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Interactive Narrative–Based Digital Health Interventions for Vaccine Communication: Protocol for a Scoping Review

Interactive Narrative–Based Digital Health Interventions for Vaccine Communication: Protocol for a Scoping Review

While prior systematic and scoping reviews have examined narrative-based communication for health [11,12], or specifically vaccines [13], the interactivity of narrative-based digital health interventions was not the focus. A synthesis of ways in which interactive narrative–based digital health interventions have been used for vaccine communication can facilitate the development and adaptation of novel applications to support vaccination.

Ahmed Haji Said, Kate Winskell, Robert A Bednarczyk, Erin E Reardon, Lavanya Vasudevan

JMIR Res Protoc 2024;13:e51137

An Electronically Delivered Person-Centered Narrative Intervention for Persons Receiving Palliative Care: Protocol for a Mixed Methods Study

An Electronically Delivered Person-Centered Narrative Intervention for Persons Receiving Palliative Care: Protocol for a Mixed Methods Study

Person-centered narrative interventions (PCNIs) can fill these knowledge gaps [11-20], yielding an increased understanding of patients’ psychological, social, and spiritual needs, which will help clinicians develop tailored palliative care interventions. Storytelling (narrative) is an effective way for patients to communicate their cultural values and beliefs.

Heather Coats, Nadia Shive, Bonnie Adrian, Andrew D Boyd, Ardith Z Doorenbos, Sarah J Schmiege

JMIR Res Protoc 2023;12:e41787

The Use and Structure of Emergency Nurses’ Triage Narrative Data: Scoping Review

The Use and Structure of Emergency Nurses’ Triage Narrative Data: Scoping Review

Unstructured clinical data include free-text written notes or “narrative” [20]. Narratives generated at triage vary in length and structure depending on the electronic health record and triage system used. The narrative typically includes the triage nurse’s assessment and the patient’s reported reason for visiting the ED.

Christopher Picard, Manal Kleib, Colleen Norris, Hannah M O'Rourke, Carmel Montgomery, Matthew Douma

JMIR Nursing 2023;6:e41331

Investigating Viewership of Season 3 of “13 Reasons Why” and the Mental Wellness of Adolescents: Partially Randomized Preference Trial

Investigating Viewership of Season 3 of “13 Reasons Why” and the Mental Wellness of Adolescents: Partially Randomized Preference Trial

By supporting adolescents’ narrative-inspired conversations, parents, educators, and public health officials may reap these types of benefits. As expected, adolescents most often reported friends as their conversational partner (43/68, 63%); more surprisingly, parents did not trail far behind. Almost half of the sample participants (32/68, 47%) chose to discuss the show and issues related to the show with parents, with no differences based on gender or age.

Yalda T Uhls, Laurel Felt, Ellen Wartella, Andrew Sanders

JMIR Ment Health 2021;8(9):e25782

Intersection of the Web-Based Vaping Narrative With COVID-19: Topic Modeling Study

Intersection of the Web-Based Vaping Narrative With COVID-19: Topic Modeling Study

Detailing a large scope of sources is necessary to document the broad range of web-based vaping conversations, and collecting data from both before and during the COVID-19 pandemic is key to understanding the narrative prior to the emergence of COVID-19 and how it is changing as the pandemic progresses.

Kamila Janmohamed, Abdul-Nasah Soale, Laura Forastiere, Weiming Tang, Yongjie Sha, Jakob Demant, Edoardo Airoldi, Navin Kumar

J Med Internet Res 2020;22(10):e21743

Using Narrative Game Design to Increase Children’s Physical Activity: Exploratory Thematic Analysis

Using Narrative Game Design to Increase Children’s Physical Activity: Exploratory Thematic Analysis

An exploratory study that interspersed narrative cutscenes (ie, brief, animated narrative video clips) in an existing AVG without a narrative found that children aged 8 to 12 years in the narrative condition had 40% more objectively measured steps than their counterparts who played the nonnarrative version of the same game [23]. Similar results were found in another study involving college students; the narrative increased MVPA by 58% [24].

Amy Shirong Lu, Melanie C Green, Debbe Thompson

JMIR Serious Games 2019;7(4):e16031

A Smartphone Game to Prevent HIV Among Young Africans (Tumaini): Assessing Intervention and Study Acceptability Among Adolescents and Their Parents in a Randomized Controlled Trial

A Smartphone Game to Prevent HIV Among Young Africans (Tumaini): Assessing Intervention and Study Acceptability Among Adolescents and Their Parents in a Randomized Controlled Trial

Tumaini is a narrative-based smartphone game designed to help prevent HIV among young Africans. It was tested in a randomized controlled feasibility trial in Kisumu, western Kenya, in collaboration with the Kenya Medical Research Institute (KEMRI) in spring 2017. Pilot outcome data from this study were promising, showing significant effects on behavioral mediators of sexual debut and condom use [20].

Gaëlle Sabben, Victor Mudhune, Ken Ondeng'e, Isdorah Odero, Richard Ndivo, Victor Akelo, Kate Winskell

JMIR Mhealth Uhealth 2019;7(5):e13049