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Featured researches published by Jesse Fagan.


American Journal of Evaluation | 2009

Using Mixed-Method Design and Network Analysis to Measure Development of Interagency Collaboration

Jennifer E. Cross; Ellyn Dickmann; Rebecca Newman-Gonchar; Jesse Fagan

In recent years, there has been increasing attention to the importance of interagency collaboration for improving community well-being, environmental and public health, and educational outcomes. This article uses a mixed-methods approach including network analysis to examine the changes in interagency collaboration in one site funded by the Safe Schools/Healthy Students Initiative (SS/HS). Results of the evaluation demonstrated that although intraproject collaboration peaked in the middle of the grant and began to decline during the last year, interagency collaborations continued to grow during the last year of the grant. These results illustrate how network data can easily be collected and used to assess the development of interagency relationships.


Culture, Medicine and Psychiatry | 2011

Magical Flight and Monstrous Stress: Technologies of Absorption and Mental Wellness in Azeroth

Jeffrey G. Snodgrass; Michael G. Lacy; H. J. François Dengah; Jesse Fagan; David E. Most

Videogame players commonly report reaching deeply “immersive” states of consciousness, in some cases growing to feel like they actually are their characters and really in the game, with such fantastic characters and places potentially only loosely connected to offline selves and realities. In the current investigation, we use interview and survey data to examine the effects of such “dissociative” experiences on players of the popular online videogame, World of Warcraft (WoW). Of particular interest are ways in which WoW players’ emotional identification with in-game second selves can lead either to better mental well-being, through relaxation and satisfying positive stress, or, alternatively, to risky addiction-like experiences. Combining universalizing and context-dependent perspectives, we suggest that WoW and similar games can be thought of as new “technologies of absorption”—contemporary practices that can induce dissociative states in which players attribute dimensions of self and experience to in-game characters, with potential psychological benefit or harm. We present our research as an empirically grounded exploration of the mental health benefits and risks associated with dissociation in common everyday contexts. We believe that studies such as ours may enrich existing theories of the health dynamics of dissociation, relying, as they often do, on data drawn either from Western clinical contexts involving pathological disintegrated personality disorders or from non-Western ethnographic contexts involving spiritual trance.


Games and Culture | 2012

Restorative Magical Adventure or Warcrack?: Motivated MMO Play and the Pleasures and Perils of Online Experience

Jeffrey G. Snodgrass; H. J. François Dengah; Michael G. Lacy; Jesse Fagan; David E. Most; Michael Blank; Lahoma Howard; Chad R. Kershner; Gregory Krambeer; Alissa Leavitt-Reynolds; Adam Reynolds; Jessica Vyvial-Larson; Josh Whaley; Benjamin Wintersteen

Combining perspectives from the new science of happiness with discussions regarding “problematic” and “addictive” play in multiplayer online games, the authors examine how player motivations pattern both positive and negative gaming experiences. Specifically, using ethnographic interviews and a survey, the authors explore the utility of Yee’s three-factor motivational framework for explaining the positive or negative quality of experiences in the popular online game World of Warcraft (2004-2012). The authors find that playing to Achieve is strongly associated with distressful play, results that support findings from other studies. By contrast, Social and Immersion play lead more typically to positive gaming experiences, conclusions diverging from those frequently reported in the literature. Overall, the authors suggest that paying attention to the positive as well as negative dimensions of inhabiting these online worlds will provide both for more balanced portraits of gamers’ experiences and also potentially clarify pathways toward problematic and addictive play.


Transcultural Psychiatry | 2013

A formal anthropological view of motivation models of problematic MMO play: Achievement, social, and immersion factors in the context of culture

Jeffrey G. Snodgrass; H. J. François Dengah; Michael G. Lacy; Jesse Fagan

Yee (2006) found three motivational factors—achievement, social, and immersion—underlying play in massively multiplayer online role-playing games (“MMORPGs” or “MMOs” for short). Subsequent work has suggested that these factors foster problematic or addictive forms of play in online worlds. In the current study, we used an online survey of respondents (N = 252), constructed and also interpreted in reference to ethnography and interviews, to examine problematic play in the World of Warcraft (WoW; Blizzard Entertainment, 2004–2013). We relied on tools from psychological anthropology to reconceptualize each of Yee’s three motivational factors in order to test for the possible role of culture in problematic MMO play: (a) For achievement, we examined how “cultural consonance” with normative understandings of success might structure problematic forms of play; (b) for social, we analyzed the possibility that developing overvalued virtual relationships that are cutoff from offline social interactions might further exacerbate problematic play; and (c) in relation to immersion, we examined how “dissociative” blurring of actual- and virtual-world identities and experiences might contribute to problematic patterns. Our results confirmed that compared to Yee’s original motivational factors, these culturally sensitive measures better predict problematic forms of play, pointing to the important role of sociocultural factors in structuring online play.


Journal of Applied Psychology | 2017

Employees’ responses to an organizational merger: Intraindividual change in organizational identification, attachment, and turnover.

Wookje Sung; Meredith L. Woehler; Jesse Fagan; Travis J. Grosser; Theresa M. Floyd; Giuseppe Labianca

The authors used pre-post merger data from 599 employees experiencing a major corporate merger to compare 3 conceptual models based on the logic of social identity theory (SIT) and exchange theory to explain employees’ merger responses. At issue is how perceived change in employees’ own jobs and roles (i.e., personal valence) and perceived change in their organization’s status and merger appropriateness (i.e., organizational valence) affect their changing organizational identification, attachment attitudes, and voluntary turnover. The first model suggests that organizational identification and organizational attachment develop independently and have distinct antecedents. The second model posits that organizational identification mediates the relationships between change in organizational and personal valence and change in attachment and turnover. The third model posits that change in personal valence moderates the relationship between changes in organizational valence and in organizational identification and attachment. Using latent difference score (LDS) modeling in an SEM framework and survival analysis, the results suggest an emergent fourth model that integrates the first and second models: Although change in organizational identification during the merger mediates the relationship between change in personal status and organizational valence and change in attachment, there is a direct and unmediated relationship between change in personal valence and attachment. This integrated model has implications for M&A theory and practice.


JMIR Research Protocols | 2017

An Interactive, Mobile-Based Tool for Personal Social Network Data Collection and Visualization Among a Geographically Isolated and Socioeconomically Disadvantaged Population: Early-Stage Feasibility Study With Qualitative User Feedback

Katherine S. Eddens; Jesse Fagan; Tom Collins

Background Personal social networks have a profound impact on our health, yet collecting personal network data for use in health communication, behavior change, or translation and dissemination interventions has proved challenging. Recent advances in social network data collection software have reduced the burden of network studies on researchers and respondents alike, yet little testing has occurred to discover whether these methods are: (1) acceptable to a variety of target populations, including those who may have limited experience with technology or limited literacy; and (2) practical in the field, specifically in areas that are geographically and technologically disconnected, such as rural Appalachian Kentucky. Objective We explored the early-stage feasibility (Acceptability, Demand, Implementation, and Practicality) of using innovative, interactive, tablet-based network data collection and visualization software (OpenEddi) in field collection of personal network data in Appalachian Kentucky. Methods A total of 168 rural Appalachian women who had previously participated in a study on the use of a self-collected vaginal swab (SCVS) for human papillomavirus testing were recruited by community-based nurse interviewers between September 2013 and August 2014. Participants completed egocentric network surveys via OpenEddi, which captured social and communication network influences on participation in, and recruitment to, the SCVS study. After study completion, we conducted a qualitative group interview with four nurse interviewers and two participants in the network study. Using this qualitative data, and quantitative data from the network study, we applied guidelines from Bowen et al to assess feasibility in four areas of early-stage development of OpenEddi: Acceptability, Demand, Implementation, and Practicality. Basic descriptive network statistics (size, edges, density) were analyzed using RStudio. Results OpenEddi was perceived as fun, novel, and superior to other data collection methods or tools. Respondents enjoyed the social network survey component, and visualizing social networks produced thoughtful responses from participants about leveraging or changing network content and structure for specific health-promoting purposes. Areas for improved literacy and functionality of the tool were identified. However, technical issues led to substantial (50%) data loss, limiting the success of its implementation from a researcher’s perspective, and hindering practicality in the field. Conclusions OpenEddi is a promising data collection tool for use in geographically isolated and socioeconomically disadvantaged populations. Future development will mitigate technical problems, improve usability and literacy, and test new methods of data collection. These changes will support goals for use of this tool in the delivery of network-based health communication and social support interventions to socioeconomically disadvantaged populations.


Social Networks | 2018

Comparing nascent approaches for gathering alter-tie data for egocentric studies

Kate Eddens; Jesse Fagan

Abstract Egocentric network researchers have recently developed interactive, force-directed, node-link tools to alleviate the burden of collecting information about ties between alters. In this study we use a randomized trial with a common stimulus to compare the effectiveness, efficiency, and satisfaction of new tools to established tools. We find interactive node-link tools are very satisfying to users and produce accurate data, however it underreported ties, and results differed considerably between users. The results have implications for any research using an interactive node-link diagram or any of the established methods for alter-tie data collection in egocentric network studies.


Computers in Human Behavior | 2011

Enhancing one life rather than living two: Playing MMOs with offline friends

Jeffrey G. Snodgrass; Michael G. Lacy; H. J. François Dengah; Jesse Fagan


Archive | 2011

Cultural Consonance and Mental Wellness in the World of Warcraft: Online Games as Cognitive Technologies of ‘Absorption-Immersion’

Jeffrey G. Snodgrass; Michael G. Lacy; H. J. François Dengah; Jesse Fagan


Academy of Management Proceedings | 2015

Individuals' Responses to Organizational Mergers

Wookje Sung; Meredith L. Woehler; Jesse Fagan; Giuseppe Labianca

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Michael G. Lacy

Colorado State University

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David E. Most

Colorado State University

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Wookje Sung

University of Kentucky

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Adam Reynolds

Colorado State University

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