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[https://behavioralscientist.org/vaccinating-in-taliban-country/] - - public:weinreich
behavior_change, ethics, international, partnerships, sample_campaigns, social_marketing, strategy, target_audience - 8 | id:1512558 -

n this essay, Sherine Guirguis and Michael Coleman tell the story of the lesson that shaped their careers. It was a lesson that occurred while navigating a particularly challenging set of circumstances—how to deliver polio vaccines to children in remote areas of Pakistan under Taliban control.

[https://katymilkman.substack.com/p/how-does-informations-repetition?utm_campaign=post&utm_medium=web&triedRedirect=true] - - public:weinreich
behavior_change, health_communication - 2 | id:1510480 -

Q&A: What Happens When We Encounter the Same Information Repeatedly? In this Q&A from Choiceology, UCL and MIT neuroscience professor Tali Sharot discusses her research exploring a mistake we can make when we’re exposed to the same information repeatedly.

[https://psycnet.apa.org/fulltext/2025-46029-001.html] - - public:weinreich
campaign_effects, mental_health, social_marketing - 3 | id:1510467 -

Beyond its physical health impact, the COVID-19 pandemic also resulted in grief from loss of loved ones, isolation due to social distancing, stress, fear, and economic distress—all of which impacted mental health. How Right Now/Qué Hacer Ahora (HRN) is an award-winning, national campaign that provides emotional support to people disproportionately affected by COVID-19. We conducted a theory-based, culturally responsive evaluation to assess the campaign’s effect on coping behaviors and resiliency between summer 2020 and spring 2021. We surveyed HRN’s priority audiences (older adults/caregivers and those with preexisting health conditions, experiencing violence, or economic distress) in English and Spanish using NORC’s national probability panel, AmeriSpeak, over three waves. We also analyzed social media data and monitored HRN website traffic and triangulated these data to understand the campaign’s full impact. Campaign exposure was associated with people who were experiencing higher levels of stress and were more likely to seek information to support their emotional well-being. Campaign exposure was also positively associated with increased feelings of resilience and confidence in using coping strategies, especially for people experiencing violence or economic distress and people from racial and ethnic groups. Findings demonstrate the campaign’s success in reaching its intended audiences with the mental health support they needed.

[https://www.audiopedia.foundation/introducing_audiopedia_academy_gpt_empowering_local_organizations_with_expert_audio_outreach_guidance] - - public:weinreich
health_communication, media, target_audience, technology - 4 | id:1510466 -

Audiopedia Academy GPT is an advanced AI-powered assistant built using OpenAI's GPT technology. Designed specifically to help Community-Based Organizations (CBOs), NGOs, government organizations, and individual stakeholders, this tool guides users through the EDUC method for creating meaningful and effective audio-based outreach campaigns. This interactive, empathetic, and resource-aware tool is now available at adp.ax/gpt.

[https://behavioralscientist.org/goop-happens/?mc_cid=3e1bbfa948&mc_eid=38b8c8f538] - - public:weinreich
ethics, health_communication, humor - 3 | id:1510465 -

I used three words that I routinely used in talks, and that I had thought about for a long time before selecting for frequent repetition in my book on dieting. I thought they helped simplify a complex idea. I was horrified that morning to realize that my three carefully chosen words could be mistaken for terrible diet advice if you plucked them out of the sentences they were in. I urged people to strive for their “leanest livable weight.” It looked like I was recommending that people diet until their weight was so low they could just barely cling to life. Did I mean that? Absolutely not. If anything, I meant close to the opposite.

[https://psycnet.apa.org/fulltext/2023-75617-001.pdf] - - public:weinreich
behavior_change, mobile, qualitative, research, technology - 5 | id:1510408 -

The development of effective interventions for COVID-19 vaccination has proven challenging given the unique and evolving determinants of that behavior. A tailored intervention to drive vaccination uptake through machine learning-enabled personalization of behavior change messages unexpectedly yielded a high volume of real-time short message service (SMS) feedback from recipients. A qualitative analysis of those replies contributes to a better understanding of the barriers to COVID-19 vaccination and demographic variations in determinants, supporting design improvements for vaccination interventions. Objective: The purpose of this study was to examine unsolicited replies to a text message intervention for COVID-19 vaccination to understand the types of barriers experienced and any relationships between recipient demographics, intervention content, and reply type. Method: We categorized SMS replies into 22 overall themes. Interrater agreement was very good (all κpooled . 0.62). Chi-square analyses were used to understand demographic variations in reply types and which messaging types were most related to reply types. Results: In total, 10,948 people receiving intervention text messages sent 17,090 replies. Most frequent reply types were “already vaccinated” (31.1%), attempts to unsubscribe (25.4%), and “will not get vaccinated” (12.7%). Within “already vaccinated” and “will not get vaccinated” replies, significant differences were observed in the demographics of those replying against expected base rates, all p . .001. Of those stating they would not vaccinate, 34% of the replies involved mis-/disinformation, suggesting that a determinant of vaccination involves nonvalidated COVID-19 beliefs. Conclusions: Insights from unsolicited replies can enhance our ability to identify appropriate intervention techniques to influence COVID-19 vaccination behaviors.

[https://journals.plos.org/digitalhealth/article?id=10.1371/journal.pdig.0000591] - - public:weinreich
design, ethics, mobile, technology - 4 | id:1510407 -

This narrative review summarizes several health equity frameworks to help digital health practitioners conceptualize the equity dimensions of importance for their work, and then provides design approaches that accommodate an equity focus. Specifically, the Double Diamond Model, the IDEAS framework and toolkit, and community collaboration techniques such as participatory design are explored as mechanisms for practitioners to solicit input from members of underserved groups and better design digital health tools that serve their needs.

[https://www.thehuntingdynasty.com/2024/09/regulatory-focus-playing-to-win-or-to-not-lose/] - - public:weinreich
behavior_change, health_communication, theory - 3 | id:1497759 -

Our approach to goals and challenges can be categorized into two main motivational mindsets: prevention focus and promotion focus. These concepts, developed by social psychologist Tory Higgins, describe how we frame our desires and how that shapes our behaviour.

[https://royalsocietypublishing.org/doi/full/10.1098/rsos.230053] - - public:weinreich
behavior_change, design, price, strategy - 4 | id:1497737 -

Here, we develop a novel cognitive framework by organizing these interventions along six cognitive processes: attention, perception, memory, effort, intrinsic motivation and extrinsic motivation. In addition, we conduct a meta-analysis of field experiments (i.e. randomized controlled trials) that contained real behavioural measures (n = 184 papers, k = 184 observations, N = 2 245 373 participants) from 2008 to 2021 to examine the effect size of these interventions targeting each cognitive process. Our findings demonstrate that interventions changing effort are more effective than interventions changing intrinsic motivation, and nudge and sludge interventions had similar effect sizes.

[https://www.pewresearch.org/race-and-ethnicity/2024/09/12/latinx-awareness-has-doubled-among-u-s-hispanics-since-2019-but-only-4-percent-use-it/] - - public:weinreich
ethics, health_communication, target_audience - 3 | id:1492994 -

Latinx is broadly unpopular among Latino adults who have heard of it, according to the survey. 75% of Latinos who have heard of the term Latinx say it should not be used to describe the Hispanic or Latino population, up from 65% saying the same in 2019.

[https://www.jmir.org/2021/1/e18462] - - public:weinreich
behavior_change, design, how_to, management, research, sample_campaigns - 6 | id:1492773 -

The first objective was to provide an overview of all activities that were employed during the course of a research project to develop a relapse prevention intervention for interdisciplinary pain treatment programs. The second objective was to examine how co-design may contribute to stakeholder involvement, generation of relevant insights and ideas, and incorporation of stakeholder input into the intervention design.

[https://www.tandfonline.com/doi/full/10.1080/0144929X.2023.2241560#abstract] - - public:weinreich
behavior_change, design, gaming, theory - 4 | id:1492753 -

Gamification services are hailed as effective tools for influencing users’ behaviours, increasing engagement, motivation, and enhancing learning. In the field of behaviour change, transformative outcomes have been reported for gamification services; with some conceptualisation undertaken regarding transformative gamification services. However, there is a lack of research on practical implementation of transformative gamification services. Also, previous studies have often isolated a single component of gamification and not discussed the synergistic effects and behavioural outcomes of the experiences that the combination of gamification elements can create. To bridge this gap, we provide an implementation framework for transformative gamification services. This is achieved by identifying different components of transformative gamification from a social marketing and transformative service research (TSR) lens and their behavioural outcomes. To do this, we delve into game design, gamification and behaviour change literature and suggest a practical implementation framework which incorporates users' perspectives in the form of transformative values, user engagement types (play typologies), and consumption/service encounter experiences. This research contributes to gamification theory and practice by furthering the understanding of transformative gamification services in social marketing and TSR. It also provides behaviour change practitioners with detailed steps for implementation of such services aiming to create positive behavioural changes.

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