Adrienne Holz Ivory
Virginia Tech
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Adrienne Holz Ivory.
Journal of Bisexuality | 2012
Christine E. Kaestle; Adrienne Holz Ivory
The authors conducted a content analysis of articles listed in PubMed on bisexual health (N = 348). Methodological approaches favored cross-sectional surveys. Fewer than 20% of the articles analyzed data for bisexuals separately; most combined their data with homosexual participants. Most articles used convenience samples with poor representation of women, socioeconomic status and minorities. One fifth of the articles framed bisexuals as an infection bridge, whereas about one sixth framed bisexuality as a legitimate identity. More than 90% of the bisexuality medical research was atheoretical. To address health inequities, further study is required on the needs of this forgotten minority group.
Presence: Teleoperators & Virtual Environments | 2014
Anthony M. Limperos; T. Franklin Waddell; Adrienne Holz Ivory; James D. Ivory
Recent advances in commercial gaming technology include stereoscopic 3D presentation. This experiment employed a mixed factorial design to explore the effects of game display format (2D; 3D), frequency of game play (weekly; non-weekly), and participant gender (male; female) on feelings of presence and arousal among participants playing a handheld racing video game. Responses to display format were moderated by frequency of game play, with stereoscopic 3D presentation eliciting reduced presence and increased arousal among weekly game players, but the reverse pattern among non-weekly game players. Theoretical and practical implications of the moderating role of game play frequency in effects of 3D presentation are discussed.
Journal of Media Psychology | 2017
Adrienne Holz Ivory; James D. Ivory; Madison Lanier
While there is extensive literature exploring the possible negative effects of video games, and many such studies using college student samples, there is little research on how video game use impacts the unique risk environment of college students. This study focuses on the unique risk aspects of the college and university environment with a preregistered survey comparing three competing models of video games’ possible role (games as risk, incapacitation, or inconsequential) in predicting alcohol and substance use, sexual risk, interpersonal violence, bullying victimization, suicide, disordered eating, and exercise to provide a baseline measure of what role, if any, video games play in the college and university risk environment. Video game play was most consistently associated with outcomes related to suicide and interpersonal violence, and more sporadically associated with some other outcomes.
Archive | 2017
Adrienne Holz Ivory; James D. Ivory
As digital games become increasingly ubiquitous via mobile applications and other widely-used media platforms, game-based health applications and mobile health monitoring technologies are promising tools for eHealth and mHealth. Given the importance of older people as an audience for eHealth and mHealth applications, it is problematic that much research on users and effects of digital games largely neglects developmental approaches and variables. This chapter reviews research on effects of digital games, particularly the health effects of digital games on older people, and suggests how more focus on developmental approaches could guide research on health applications of digital games and game-based eHealth and mHealth tools for older populations.
Journal of Homosexuality | 2017
Adrienne Holz Ivory
ABSTRACT This study examines how sexual orientation of couples featured in magazine advertisements affects heterosexual viewers’ responses using the elaboration likelihood model as a framework. A 3 × 2 × 2 × 3 experiment tested effects of sexual orientation, argument strength, involvement, and attitudes toward homosexuality on heterosexuals’ attitudes toward the couple, advertisement, brand, and product, purchase intentions, and recall. Results indicate that consumers were accepting of ads with lesbian portrayals. Participants showed more negative attitudes toward gay male portrayals, but attitudes toward heterosexual and lesbian ads were similar. This effect was moderated by participants’ attitudes toward homosexuals. Low-involvement consumers showed more negative attitudes toward homosexual portrayals than toward heterosexual portrayals, indicating that sexual orientation may have served as a peripheral cue negatively impacting attitudes toward the couple and ad under low elaboration. These effects were not observed for attitudes toward the brand and product, purchase intentions, or recall.
Mass Communication and Society | 2009
Adrienne Holz Ivory; Rhonda Gibson; James D. Ivory
Journal of Broadcasting & Electronic Media | 2013
Adrienne Holz Ivory; Christine E. Kaestle
Computers in Human Behavior | 2014
Adrienne Holz Ivory; Jesse Fox; T. Franklin Waddell; James D. Ivory
ieee virtual reality conference | 2016
Kelly A. McEvoy; Oyewole Oyekoya; Adrienne Holz Ivory; James D. Ivory
The Journal of Virtual Worlds Research | 2016
Adrienne Holz Ivory; James D. Ivory; Winston Wu; Anthony M. Limperos; Nathaniel Andrew; Brandon S. Sesler