Abstract Objective Illness intrusiveness is a common, underlying determinant of quality of life in people affected by chronic disease. Illness intrusiveness results from disease- and ...treatment-induced disruptions to lifestyles, activities, and interests (i.e., interference with psychologically meaningful activity). This paper introduces the Illness Intrusiveness Ratings Scale (IIRS), a 13-item, self-report instrument. The IIRS can be scored to generate a total score or three subscale scores: relationships and personal development, intimacy, and instrumental. In addition to describing the IIRS, the paper presents the theoretical framework in which it is anchored, reviews the evidence, and reports psychometric properties. Methods Qualitative literature review. Results Findings support the IIRS's reliability (internal consistency and test–retest), validity (construct, criterion-related, and discriminant), sensitivity to change, and factorial invariance across numerous chronic-disease groups. The paper reports IIRS reliability coefficients and normative statistics for 36 chronic, medical and psychiatric patient populations. Conclusion The IIRS taps the extent to which disease- and treatment-related factors interfere with psychologically meaningful activity among people affected by chronic disease. It provides a valid, reliable measure that is easy to administer and unequivocally interpretable rendering it suitable for research designed to estimate the psychosocial impact of chronic disease and to document (and compare) the effectiveness of therapeutic interventions.
Youth use a variety of digital tools to initiate, develop, and maintain a dating relationship. By doing so, youth become more accessible and vulnerable to interpersonal intrusiveness, which can ...promote certain forms of victimization, such as Cyber Dating Abuse (CDA). The present study provides a systematic review aimed to identify the studies that have been developed on youth CDA, describing their methodology, main objectives and findings, as well the constructs used. We identified 44 studies that met our inclusion criteria. Research on CDA has less than a decade and has mainly been developed in North America. Studies focused on the prevalence rates, the relation between CDA and other variables, and on developing and validating measures. Prevalence rates were variable, which was mainly due to the different methodological characteristics of the studies, such as the measure, participants' demographics, and the time lag of assessment. Nine tools were validated with, in general, diverse factor solutions. CDA was related to a wide range of individual variables and others types of interpersonal violence (e.g., offline dating violence, cyberbullying), but it is unknown if these variables are risk factors or consequences of CDA, since the majority of the studies used cross-sectional designs.
•With this systematic review, we were able to identified 44 studies of youth CDA.•Studies analyzed prevalence, related factors, and validated assessment tools of CDA.•Prevalence rates of youth CDA varied greatly, as well as the constructs and methods.•Youth CDA was related to a wide range of individual variables.•Youth CDA was related to others types of interpersonal violence.
Designing technologies that users will be interested in, start using, and keep using has long been a challenge. In the health domain, the question of technology acceptance is even more important, as ...the possible intrusiveness of technologies could lead to patients refusing to even try them. Developers and researchers must address this question not only in the design and evaluation of new health care technologies but also across the different stages of the user's journey. Although a range of definitions for these stages exists, many researchers conflate related terms, and the field would benefit from a coherent set of definitions and associated measurement approaches.
This review aims to explore how technology acceptance is interpreted and measured in mobile health (mHealth) literature. We seek to compare the treatment of acceptance in mHealth research with existing definitions and models, identify potential gaps, and contribute to the clarification of the process of technology acceptance.
We searched the PubMed database for publications indexed under the Medical Subject Headings terms "Patient Acceptance of Health Care" and "Mobile Applications." We included publications that (1) contained at least one of the terms "acceptability," "acceptance," "adoption," "accept," or "adopt"; and (2) defined the term. The final corpus included 68 relevant studies.
Several interpretations are associated with technology acceptance, few consistent with existing definitions. Although the literature has influenced the interpretation of the concept, usage is not homogeneous, and models are not adapted to populations with particular needs. The prevalence of measurement by custom surveys suggests a lack of standardized measurement tools.
Definitions from the literature were published separately, which may contribute to inconsistent usage. A definition framework would bring coherence to the reporting of results, facilitating the replication and comparison of studies. We propose the Technology Acceptance Lifecycle, consolidating existing definitions, articulating the different stages of technology acceptance, and providing an explicit terminology. Our findings illustrate the need for a common definition and measurement framework and the importance of viewing technology acceptance as a staged process, with adapted measurement methods for each stage.
•Examines how individuals perceive mobile location-based advertising (LBA).•Locational congruence positively predicts intention to use advertised product.•Relevant LBAs have positive effects because ...they are seen as less intrusive.•Customization better than personalization for promoting user attitudes toward LBA.•Customization effects are contingent upon high product involvement.
This study explores the psychological effects of information tailoring, locational congruity, and product involvement on user attitudes toward location-based advertising (LBA) on mobile devices. Results from a 2 (type of information tailoring: personalization vs. customization)×2 (level of locational congruity: high vs. low)×2 (level of product involvement: high vs. low involvement) between-subjects experiment (N=115) showed that customization and locational congruity were effective strategies for inducing positive attitudes about LBA and its service quality. In addition, the ad’s perceived intrusiveness was found to mediate the effects of product involvement on participants’ attitudes toward LBA. Implications of the findings are discussed.
The aim of the study was to examine the proximate mental health consequences of stressful and emotionally charged interactions with police officers among a national sample of at-risk youth who have ...been stopped by the police.
A sample of 918 youth (average age 15 years) in the U.S. who reported being stopped by police in the most recent wave (2014–2017) of the Fragile Families & Child Wellbeing Study was used in the present study.
Although age at first stop was not associated with mental health outcomes, youth stopped by police more frequently were more likely to report heightened emotional distress and posttraumatic stress symptoms. Findings also indicate that being stopped at school and officer intrusiveness were potent predictors of these adverse emotional and mental health responses to the stop.
Under certain circumstances, the police stop can result in feelings of stigma and trauma among at-risk youth. Youth may benefit when school counselors or social workers provide mental health screenings and offer counseling care after police encounters, particularly when such encounters are intrusive and/or occur at school.
Previous research indicates that child temperament and maternal behaviors are related to internalizing behaviors in children. We assessed whether maternal intrusiveness (MI) observed at 10-months ...would moderate the impact of temperamental fear and the impact of inhibitory control (IC) at 24 months on anxiety problems at 36 months. A mother-child interaction task was coded for MI. Behavioral tasks were given to assess children’s IC. Parents completed questionnaires about their children’s temperamental fear and anxiety problems. Results showed that greater temperamental fear reported at 24 months predicted greater anxiety problems reported at 36 months, regardless of MI levels. Lower levels of IC at 24 months predicted more anxiety problems reported at 36 months when children experienced greater MI. These findings illustrate the importance of examining both intrinsic and extrinsic factors, independently and interactively, that contribute to children’s anxiety problems in toddlerhood.
•Greater temperamental fear at 24 months was related to more anxiety problems at 36 months.•An interaction of greater inhibitory control at 24 months and high maternal intrusiveness at 10 months predicted lesser anxiety problems at 36 months.•Findings highlight the importance of assessing intrinsic and extrinsic factors of anxiety development during infancy and toddlerhood.
This paper examines the interrelated effects of respect, ad intrusiveness, and ad interactivity on attitudes toward brands and the publishers that serve online advertisements. Despite widespread use ...of the term, respect has received almost no attention in the advertising literature. A structural equations model indicates that ad formats that are perceived as respectful to viewers result in more favorable attitudes toward both the brand and publisher site. Ad intrusiveness negatively affects respect, while interactivity has a positive influence. Respect is demonstrated to exhibit a partial mediating role in the effect of these two variables on brand and site. Results also suggest that advertisers should strive for greater interactivity in ads if their objective is branding rather than direct response, as this can minimize the negative influence of intrusiveness. Publishers can also benefit from these kinds of ads.
Despite the increasing popularity of mobile applications in commerce, there exists an emerging trend where users are abandoning these applications due to the abuse of push notification. This study ...applies the stress-coping theory to investigate this phenomenon. A 2 × 2 × 2 factorial design experiment with manipulations on perceived information overload, perceived intrusiveness, and perceived reward is conducted in this study. The results show that users are affected by perceived information overload and perceived intrusiveness from push notifications in shopping applications and they deal with these stresses by using disturbance handling strategies and self-preservation strategies. The application varies with different reward systems. Specifically, high levels of reward can encourage disturbance handling strategies and decrease self-preservation strategies. In addition, with high perceived information control and self-efficacy in using mobile devices, users prefer to take actions to handle the disturbances. Finally, disturbance handling strategies prohibit discontinuance behavior, whereas self-preservation strategies encourage quitting behavior. The results of this study benefit both mobile shopping apps users who are in danger of stressors to develop proper strategies and actions to protect themselves and retailers who use applications on smartphones to provide products and services to obtain access to users more efficiently.
•Users are affected by information overload and intrusiveness from push notifications.•High levels of reward encourage disturbance handling and decrease self-preservation.•Users with high information control and self-efficacy prefer to handle disturbances.•Disturbance handling strategies prohibit discontinuance behavior.•Self-preservation strategies encourage quitting behavior.
Smartphone apps allow retailers to track the location of their customers and provide the opportunity to reach them with location-based mobile ads. However, the efficacy of these ads often suffers ...from consumers' feelings of intrusiveness. Little research has investigated how location-based mobile messages should be designed to maximize their effectiveness and avoid undesired outcomes such as feelings of intrusiveness. The present study tested the effect of openness in ad design, in interaction with location congruency of mobile advertising, using a virtual reality supermarket setting. A process of moderated serial mediation demonstrates indirect positive effects of ad openness on brand choice (via intrusiveness and Aad), moderated by location congruency. Specifically, openness in mobile ad design lowers perceived ad intrusiveness, which positively affects consumers' brand choice (via Aad). This effect is stronger for ads that are presented in a location-congruent situation than for location-incongruent ads.
•Psychological factors impact gameful experience and the attitudes of online gamers.•Gameful experience is positively linked with online gamers’ attitudes.•Psychological ownership (PO) and perceived ...in-game advertisement effectiveness (PAE) positively mediate this path.•Online gamers comprehend the effectiveness of in-game advertising.•The impact of advertisement intrusiveness can be countered with high PAE and PO.
Gamification on the mobile platform through the concept of online games has the potential to create unprecedented engagement with customers. With the growth in the gamification market due to the increase in internet penetration and the number of mobile devices, it has become one of the potential channels to reach and influence young consumers who spend more time on gaming. There is a shortage of empirical evidence on the impact of gamification on online consumer decisions. This study uses ‘psychological ownership theory’ and ‘schema theory’ to examine the effects of gameful experience (GFUL) on the attitudes of online gamers (N = 326). Data were analyzed using AMOS 25 and Process Macro for SPSS. The analytical results indicated that GFUL is mediated through both the intervening variables (perceived in-game advertisement effectiveness and psychological ownership), which positively influence gamers’ attitudes towards the game and in-game advertising. Further, the study investigated the impact of in-game advertisement intrusiveness. Based on the research findings, this study proposed the theoretical and managerial implications.