Purpose Drawing upon the social cognitive and customer engagement theories, the purpose of this paper is to investigate how individuals’ simple follow, purely aiming for information but with little contribution, could affect fans behavior and make them engage in company social network (CSN). The study identifies the impact of personal motivators (follower participation motivation), environmental antecedents (perception of information quality) and individual behavior (fan engagement behavior and stickiness) on CSNs and examines the interaction relationship between the follower participation motivation and perception of information quality. Design/methodology/approach Data collected from 392 valid questionnaires from WeChat Official Account users were analyzed by structural equation modeling. Findings Personal factor such as follower participation motivation (intrinsic and extrinsic motivator) was found to be significant predictor of fan engagement behavior. Environmental factor (perception of information quality: perceived usefulness as well as perceived entertainment) was a significant factor in determining followers’ proclivity to engage in CNSs. One significant interaction effect was found: the effect of perceived entertainment on fan engagement behavior was manifested to a greater extent when followers’ participation aimed for intrinsic motivator. The second interaction effect, between the extrinsic motivator and perceived usefulness, was also found to be statistically significant. Originality/value This study enriches and extends the studies on the theories of customer engagement and social cognitive theory. It applies the above theories to CSNs and advances CSNs research by taking into consideration both personal and environmental factors (follower participation motivation and perception of information quality), and the interaction effects of the two on individual behavior.
Terahertz radiation generation from liquid water has long been considered to be impossible due to strong absorption. A few very recent works reported terahertz generation from water, but the mechanism is not clear and the efficiency demands to be enhanced. We show experimentally that strong single-cycle terahertz radiation with field strength of 0.2 MVcm −1 is generated from a water line/column of ∼ 200µm in diameter irradiated by a mJ femtosecond laser beam. This strength is 100-fold higher than that produced from air. We attribute the mechanism to the laser-ponderomotive-force-induced current with the symmetry broken around the water-column interface. This mechanism can explain our following observations: the radiation can be generated only when the laser propagation axis deviates from the column center; the deviation determines its field strength and polarity; it is always p-polarized no matter whether the laser is p-or s-polarized.This study provides a simple and efficient scheme of table-top terahertz sources based on liquid water.
Purpose To assess the current state of burnout among pharmacists who work in hospital and health-system settings in North Carolina. Methods The Maslach Burnout Inventory-Human Services Survey for Medical Professionals was used to assess burnout in this study. This survey measures 3 subscales of burnout: emotional exhaustion, depersonalization, and personal accomplishment. In addition to the Maslach Burnout Inventory, the survey asked questions addressing various modifiable and nonmodifiable demographic factors. To distribute the survey, an email listserv of all pharmacists licensed in the state was obtained from the North Carolina Board of Pharmacy. The survey was distributed through email in June 2018. A follow-up email encouraging participation in the survey was sent 2 weeks later. The survey was open for a total of 4 weeks. Results The survey was delivered to 2,524 pharmacists; 380 responses were received (15.1% response rate). Of the 380 individuals who responded, 357 completed the entire survey (93.9% completion rate), and 198 pharmacists (55.5%) were at risk for burnout. Following multivariate logistic regression, 3 factors were significantly associated with increased risk of burnout: female gender, working in a primarily distribution role, and longer hours worked per week. Two factors were significantly associated with decreased risk of burnout: being aware of burnout resources and working 4 to 6 months with learners. Conclusion The results of this statewide survey revealed that more than half of hospital and health system–based pharmacists are at risk for burnout.
The aging society has arrived, and more and more older adults are living in a nursing home. However, institutional care settings are often described as places where residents suffer from social isolation. Under this context, we describe the process of translating into fieldwork into interactive systems facilitating elderly residents’ social interaction and wellbeing. Comprehensive semi-structured interviews with older residents and caregivers were first conducted in a Dutch nursing home, aiming at understanding the status of their social interaction. The context of a typical elderly resident’s social interaction was then generated, and based on which three interactive systems focusing on different aspects of their social interaction were designed and deployed. The paper finally concludes with design considerations for promoting social interaction and wellbeing of older adults living in the nursing home.
The popularity of multiplayer online battle arena games is closely linked to customer engagement. The purpose is to investigate the influences that individual motivators and environmental antecedents have upon customer engagement and continuous playing games intention, and compare the impacts between playing Multiplayer online battle arena games on personal computers and on mobile phones. A Triadic reciprocal determinism framework was developed to explain the relationship among individual motivator (flow experience), environmental antecedents (technical features and social interaction), individual behavior (continuous playing games intention), and customer engagement within multiplayer online battle arena gaming settings. Altogether 531 questionnaires from multiplayer online battle arena players were collected. Structural equation modeling with Smart-partial least squares was used to evaluate the research model. The findings suggest that the influence of flow experience on customer engagement in personal computers gaming is more significant than that in mobile gaming, while the effects of perceived ease of use and offline social interaction on customer engagement in mobile gaming are comparatively higher. This study indicates the importance of flow experience, perceived control, perceived ease of use, and social interaction in the Multiplayer online battle arena gaming development and the prosperity for better customers engaged, and to enhance customer experience.
OBJECTIVES Accurate determination of ideal body weight (IBW) in pediatric patients is important for the proper dosing of many medications and the classification of nutritional status. There is no consensus on the best method to calculate IBW. The purpose of this study is to evaluate and compare 7 different methods used to calculate IBW in the pediatric population. METHODS This was a retrospective observational study. All subjects were pediatric inpatients at a 536-bed community teaching hospital between January 1, 2016, and June 30, 2017. Subjects were divided into 2 cohorts: cohort 1 was aged 12 months and 0 day to 35 months and 30 days, and cohort 2 was aged 36 months and 0 day to 17 years and 364 days. The McLaren method was used as the reference to compare with 6 other methods: Moore method, Devine method, American Dietetic Association (ADA) method, body mass index (BMI) method, Traub equation, and simplified Traub equation. RESULTS For cohort 1 (n = 347), the Moore method was not statistically different from the McLaren method with a mean difference of −0.07 kg (95% CI: −0.14 to 0.01, p = 0.07). For cohort 2 (n = 1095), the BMI method was not statistically different from the McLaren method with a mean difference of 0.17 kg (95% CI: −0.07 to 0.40, p = 0.17). CONCLUSIONS In both cohorts, the majority of methods used to calculate IBW in pediatric patients leads to statistically different results when compared with the McLaren method. For certain methods, these differences become pronounced at high and low height percentiles and in older age groups.
Aims To determine (1) the prevalence of SubD states among adults with diabetes, and (2) whether evidence exists of an independent association between diabetes status and SubD, controlling for selected confounders. Methods Data from the 2007–2012 National Health and Nutrition Examination Surveys were combined to estimates of depressive states by diabetes status among the noninstitutionalized U.S. adult population, and to assess the association of diabetes status and depressive states using a polytomous logistic regression model. Results An estimated 17%, or 3.7 million, of U.S. adults with diabetes (diagnosed and undiagnosed) met criteria for either mD or ssD. The majority of SubD cases with diabetes were found to be ssD (10.1%) compared with mD (6.9%). After controlling for the effects of age, sex, race and ethnicity, education, body mass index, and poverty as covariates, an independent association persists between diagnosed diabetes and each SubD grouping (ssD: OR = 1.82, CIs 1.33, 2.47; mD: OR = 1.95, CIs 1.39, 2.74) compared with respondents having no diabetes. No association was found between depression and undiagnosed diabetes or prediabetes compared with those having no diabetes. Conclusion Milder forms of depression such as ssD and mD are more extant than major depressive episodes among adults with diabetes. The odds that an adult with diagnosed diabetes meets the criteria for ssD or mD are higher by 80% and 95%, respectively, after controlling for age, sex, race and ethnicity, education, body mass index, and poverty factors when compared against adults with no diabetes.
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