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In recent years, overall consumption of meat products has been decreasing, and at the same time vegetarianism is on the rise. A variety of factors are likely driving changes in consumers' attitudes towards, and consumption of, meat products. Although concern regarding animal welfare may contribute to these trends, growing consumer

In recent years, overall consumption of meat products has been decreasing, and at the same time vegetarianism is on the rise. A variety of factors are likely driving changes in consumers' attitudes towards, and consumption of, meat products. Although concern regarding animal welfare may contribute to these trends, growing consumer interest in the roles that production and processing of meat play in terms of environmental degradation could also impact individuals' decisions about the inclusion of meat in their diets. Because these factors could be related to moral attitudes as well, the purpose of this study was to explore the relations among meat consumption, general environmental attitudes, and moral `foundations' of decision-making, including concern about minimizing `harm' and maximizing `care,' as well as issues of `purity' and `sanctity.' A survey was conducted among current college students using the New Ecological Paradigm scale and the Moral Foundations Questionnaire to assess environmental and moral attitudes. A food frequency questionnaire was used to assess meat consumption. Multiple linear regression analyses explored the relations of environmental and moral attitudes with meat consumption, controlling for potential confounding variables. The results showed no significant correlations among meat consumption, environmental attitudes or moral foundations of harm/care and purity/sanctity.
ContributorsSpringer, LeeAnn (Author) / Wharton, Christopher (Christopher Mack), 1977- (Thesis advisor) / Hekler, Eric (Thesis advisor) / Ohri-Vachaspati, Punam (Committee member) / Hall, Rick (Committee member) / Arizona State University (Publisher)
Created2013
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Description
This study was designed to influence consumer habits, specifically those relating to purchases of fruits, vegetables, and junk food. Previous studies have clearly shown the ineffectiveness of simply describing the health benefits of eating more fruits and vegetables (F/V). In contrast, this study aimed to change the result by changing

This study was designed to influence consumer habits, specifically those relating to purchases of fruits, vegetables, and junk food. Previous studies have clearly shown the ineffectiveness of simply describing the health benefits of eating more fruits and vegetables (F/V). In contrast, this study aimed to change the result by changing the message: providing participants with insight into the hidden agendas of food companies and grocery stores, provide useful tips on how to include children when selecting F/V, and emphasizing the importance of parental modeling in regard to food purchases. Participants of this study were separated into two groups, the tour group and the education group. The tour group was guided through a grocery store where they learned about sales tactics and manipulations used by grocery stores and food companies to influence purchases. Education group participants were provided with an education session focusing on USDA and FDA handouts displaying current educational suggestions for increasing F/V consumption. Grocery store receipts were collected and analyzed to track the progress of both groups. The goal of the study was to identify a method of informing consumers that will produce a significant change in behavior. Increasing F/V consumption, even in relatively small amounts, would be an important step forward in improving the diet and overall health of Americans. This study was the first of its kind to measure purchasing patterns objectively (through analysis of purchase receipts, rather than personal opinion/evaluation surveys) and in a wide-scope retail environment that includes all grocery store purchases by participants. Significant increases or decreases in the amount of money spent on F/V, or the amount (pounds) of F/V purchased were not seen, however a small correlation (r = 0.133) exists when comparing the weight of F/V purchased pre/post intervention. Data from Food Frequency Questionnaires shows participants consuming significantly higher amounts of F/V post intervention (p=0.043). The tour group and education group experienced an average increase of 0.7 servings per day. Future interventions might benefit by extending their scope to include cooking demonstrations, in-home interventions, and education on healthy eating outside of the home.
ContributorsKinsfather, Diana (Author) / Johnston, Carol (Thesis advisor) / Hekler, Eric (Committee member) / Tetreault, Colin (Committee member) / Arizona State University (Publisher)
Created2013
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Description
There are multivariate factors that not only play a role in an individual's ability to lose weight, but may create barriers to his or her success. One such factor is internalized weight bias (IWB), which is inversely associated with weight loss outcomes and body satisfaction, and directly associated with psychosocial

There are multivariate factors that not only play a role in an individual's ability to lose weight, but may create barriers to his or her success. One such factor is internalized weight bias (IWB), which is inversely associated with weight loss outcomes and body satisfaction, and directly associated with psychosocial maladjustments such as depression and binge eating. This study examined the relationship between internalized weight bias and weight loss outcomes using a coding scheme developed for an online weight loss forum to see whether results would be consistent with self-administered surveys that measure IWB. The coding scheme was developed using an exploratory factor analysis of a survey composed of existing measures of IWB. Participants' posts within an online weight loss forum were coded and participants given a weekly IWB score that was compared to weekly weight loss using mixed model analysis. No significance was found between IWB and weight loss outcomes in this study, however, the coding scheme developed is a novel approach to measuring IWB, and the categories identified from latent constructs of IWB may be used in the future to determine the dimensions that exist within it. Ultimately, a better understanding of IWB could lead to the development of targeted weight loss interventions that address the beliefs and attitudes held by individuals who experience it.
ContributorsEscajeda, Janessa (Author) / Hekler, Eric (Thesis advisor) / Barroso, Cristina (Thesis advisor) / Dixon, Kathleen (Committee member) / Arizona State University (Publisher)
Created2015
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Description
The Game As Life - Life As Game (GALLAG) project investigates how people might change their lives if they think of and/or experience their life as a game. The GALLAG system aims to help people reach their personal goals through the use of context-aware computing, and tailored games and applications.

The Game As Life - Life As Game (GALLAG) project investigates how people might change their lives if they think of and/or experience their life as a game. The GALLAG system aims to help people reach their personal goals through the use of context-aware computing, and tailored games and applications. To accomplish this, the GALLAG system uses a combination of sensing technologies, remote audio/video feedback, mobile devices and an application programming interface (API) to empower users to create their own context-aware applications. However, the API requires programming through source code, a task that is too complicated and abstract for many users. This thesis presents GALLAG Strip, a novel approach to programming sensor-based context-aware applications that combines the Programming With Demonstration technique and a mobile device to enable users to experience their applications as they program them. GALLAG Strip lets users create sensor-based context-aware applications in an intuitive and appealing way without the need of computer programming skills; instead, they program their applications by physically demonstrating their envisioned interactions within a space using the same interface that they will later use to interact with the system, that is, using GALLAG-compatible sensors and mobile devices. GALLAG Strip was evaluated through a study with end users in a real world setting, measuring their ability to program simple and complex applications accurately and in a timely manner. The evaluation also comprises a benchmark with expert GALLAG system programmers in creating the same applications. Data and feedback collected from the study show that GALLAG Strip successfully allows users to create sensor-based context-aware applications easily and accurately without the need of prior programming skills currently required by the GALLAG system and enables them to create almost all of their envisioned applications.
ContributorsGarduno Massieu, Luis (Author) / Burleson, Winslow (Thesis advisor) / Hekler, Eric (Committee member) / Gupta, Sandeep (Committee member) / Arizona State University (Publisher)
Created2012
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Description
This study aimed to identify the emotional/affective sources of discrepancies between physical activity behavior and a widely used self-perception measure of physical activity motivation. Overweight women (body mass index [BMI] ≥ 25 kg/m2, 18-64 years of age; N=37) were recruited from Arizona State University community through flyers and online newsletters.

This study aimed to identify the emotional/affective sources of discrepancies between physical activity behavior and a widely used self-perception measure of physical activity motivation. Overweight women (body mass index [BMI] ≥ 25 kg/m2, 18-64 years of age; N=37) were recruited from Arizona State University community through flyers and online newsletters. Participants wore a SenseWear accelerometer for 6 nights and 7 days and followed their normal patterns of daily living. Participants then completed a single lab visit and verbally responded to questions from the Behavorial Regulation Exercise Questionnaire (BREQ-2) while being video and audio recorded. Captured emotional responses were evaluated with facial recognition software (Noldus FaceReader). Discrepancies between BREQ-2 responses and physical activity behavior were associated with happiness and sadness emotional responses extracted from the facial recognition software using regression-based analyses. Results indicated an association between monitored physical activities and captured emotional response - specifically sadness - and that as intensity in physical activity increases, motivation increases. Associations between happiness/sadness and physical activity were not observed for all intensities of physical activity. A marginally significant association was observed for amotivation and sedentary, light-intensity physical activity, and moderate-vigorous physical activity in the sample. This study demonstrates a proof-of-concept for the integration of an empirical evaluation of happiness and sadness emotional states into the relationship between physical activity motivation and behavior.
ContributorsBryant, Sarah (Author) / Buman, Matthew P (Thesis advisor) / Chisum, Jack W (Committee member) / Hekler, Eric (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Background: Smartphone diet tracking applications (apps) are increasing in popularity but may not adequately address the important concerns of proper intake and of diet quality. Two novel weight loss apps were designed based on the popular dietary frameworks: MyPlate and FoodLists. MyPlate, the dietary guidelines put forth by

Background: Smartphone diet tracking applications (apps) are increasing in popularity but may not adequately address the important concerns of proper intake and of diet quality. Two novel weight loss apps were designed based on the popular dietary frameworks: MyPlate and FoodLists. MyPlate, the dietary guidelines put forth by the U.S. government, encourages a balanced diet from five primary food groups, but does not specify intake limits. The Food Lists set upper intake limits on all food groups except vegetables, and these guidelines extend to include fats, sweets, and alcohol.

Objective: The purpose of this randomized controlled trial was to determine whether adherence to a weight loss app providing intake limits and more food group detail (the Food Lists app) facilitated more weight loss and better diet quality than adherence to a weight loss app based on the MyPlate platform. An additional objective was to examine whether higher app adherence would lead to greater weight loss.

Design: Thirty seven adults from a campus population were recruited, randomized, and instructed to follow either the Food Lists app (N=20) or the MyPlate app (N=17) for eight weeks. Subjects received one 15 minute session of diet and app training at baseline, and their use of the app was tracked daily. Body mass was measured at baseline and post-test.

Participants/setting: Healthy adults from a university campus population in downtown Phoenix, Arizona with BMI 24 to 40, medically stable, and who owned a smartphone.

Main outcome measures: Outcome measures included weight change, days of adherence, and diet quality change. Secondary measures included BMI, fat %, and waist circumference.

Statistical analysis: Descriptive statistics (means and standard errors); Repeated measures ANOVAs analyzing weight, diet quality, and BMI; Pearson and Spearman correlations analyzing adherence and weight loss.

Results: Repeated measures ANOVAs and correlations revealed no significant mean differences in primary outcome variables of weight loss, adherence, or diet quality (P=0.140; P=0.790; P=0.278). However, there was a significant mean reduction of BMI favoring the group using the Food Lists app (P=0.041).

Conclusion: The findings strengthen the idea that intake limits and food group detail may be associated with weight loss. Further investigation is warranted to determine whether longer use of the Food Lists app can produce more significant dieting successes and encourage healthier behavioral outcomes.
ContributorsScholtz, Cameron (Author) / Johnston, Carol (Thesis advisor) / Mayol-Kreiser, Sandra (Committee member) / Hekler, Eric (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Although many studies have looked into the relationship between depression and eating behaviors, most have not looked into the interaction between depressive mood, weight status, and eating behaviors; specifically the consumption of added sugars. This longitudinal study examined the relationship between depressive mood and added sugar consumption among college freshmen,

Although many studies have looked into the relationship between depression and eating behaviors, most have not looked into the interaction between depressive mood, weight status, and eating behaviors; specifically the consumption of added sugars. This longitudinal study examined the relationship between depressive mood and added sugar consumption among college freshmen, and how weight status play a role in this relationship. A web-based survey assessing depressive mood score and added-sugar foods consumption, and height and weight measurements were obtained. A total of 511 participants (aged 18.5±0.4 years; 70.5% females) were recruited at Arizona State University from August 2015 through January 2016. The main outcomes measured were the relationship between depressive mood score and added sugar consumption (tsp/d) within each participants and between mean weight status groups (underweight & “healthy” weight, overweight, and obese). In the study, the mean added sugar consumption was 19.1±11.87 tsp/d. There were no significant association between depressive mood and added sugar consumption within or between freshman students over time. But overall, there was a slightly positive relationship between depressive mood and added sugar consumption across four time points. No significant interaction was found between BMI, depressive mood, and added sugar consumption within each student, but significant differences in the relationship of depressive mood and added sugar between mean weight status groups (p=0.025). Each individual’s BMI in the previous time points was significantly negatively associated with added sugar consumption in the current time points (beta = -0.70; p=0.010). The results from this study indicates that depressive mood may not affect added sugar intake in this sample. BMI did not have an impact on the relationship within each student, but have an impact between mean weight status groups, so further studies are needed to continue look at how BMI influences the relationship between depressive mood and added sugar consumption.
ContributorsChen, Yufei (Author) / Bruening, Meredith (Thesis advisor) / Hekler, Eric (Committee member) / Whisner, Corrie (Committee member) / Todd, Michael (Committee member) / Arizona State University (Publisher)
Created2017
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Description
PURPOSE: This study aimed to identify whether increased Pokémon GO use resulted in increased daily steps, compared to days when an individual did not play. In addition, this study examined Pokémon GO as a use case for for the study of gamification, particularly whether traditionally identified game mechanics in gamification

PURPOSE: This study aimed to identify whether increased Pokémon GO use resulted in increased daily steps, compared to days when an individual did not play. In addition, this study examined Pokémon GO as a use case for for the study of gamification, particularly whether traditionally identified game mechanics in gamification literature were successfully identified as elements players enjoy when playing Pokémon GO. METHODS: A mixed methods approach, with 17 participants taking part in a daily physical activity tracking study and 14 participants participating in semi-structured interviews. In the use study, participant steps were tracked for one week using the Apple Health Kit application, and participants were also asked to provide daily answers to a variety of questions assessing game preferences and daily use of Pokémon GO - using the application called PACO. The semi-structured interviews examined self-reported physical activity, and asked questions pertaining to use of Pokémon GO, such as motivation to play. RESULTS: Results assessed by t-test indicate a small but non-significant trend towards increased steps taken on days when a participant played vs. did not play (t(72)=- .56, p=.57, mplay=5,0153220, mnonplay=4,5152,959). This was confirmed with a mixed model test showing that when controlling for time and participant’s baseline level of steps, there was no significant effect on steps/day. Results from the daily surveys and also the semi-structured interviews, indicated that nostalgia (i.e., catching ones’ favorite childhood Pokémon), was a strong motivator for many to play the game, which was counter to theoretical expectations. In line with previous theory, results suggested that operant conditioning principles appeared to be at work in terms of fostering game play use. DISCUSSION: Results of this study, which was a primarily hypothesis generating endeavor, indicated possible trends toward increased steps on days when a person plays Pokémon G), but - with such a small sample, and short-term length of study - no firm conclusions can be drawn. Further, results indicate the particular value of nostalgia as a driver towards game play for Pokémon GO.
ContributorsBiel, Alexander M (Author) / Hekler, Eric (Thesis advisor) / Ainsworth, Barbara (Committee member) / Buman, Matthew (Committee member) / Arizona State University (Publisher)
Created2016