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Reimagize – a digital card-based roleplaying game to improve adolescent girls’ body image

Kumar et al. | Oct 04, 2021

Reimagize – a digital card-based roleplaying game to improve adolescent girls’ body image

Reimagize, a role-playing with decision-making, was conjured, implementing social psychological concepts like counter-stereotyping and perspective-taking. As the game works implicitly to influence body image, it even counters image issues beyond personal body dissatisfaction. This study explored whether a digital role-playing card game, incorporating some of the most common prejudices of body image (like size prejudice, prejudices from the media, etc.) as identified by a digital survey/questionnaire completed by Indian girls aged 11-21, could counter these issues and reduce personal body dissatisfaction.

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The effect of adverse childhood experiences on e-cigarette usage in people aged 18–30 in the US

Bloomer et al. | Oct 06, 2022

The effect of adverse childhood experiences on e-cigarette usage in people aged 18–30 in the US

Recently, e-cigarette usage has been increasing rapidly. Previous research has found that adverse
childhood experiences (ACEs) are correlated to cigarette usage. However, there is limited data exploring if ACEs affect vaping. Therefore, in this work, we investigated the effects of ACEs on e-cigarette usage and hypothesize that witnessing vaping in the house and facing ACEs would increase e-cigarette usage while education on the dangers of vaping would decrease e-cigarette usage. We found that different types of ACEs had different correlations with e-cigarette usage and that education on the dangers of vaping had no effect on e-cigarette usage.

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