Jonathan van ‘t Riet
Radboud University Nijmegen
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Publication
Featured researches published by Jonathan van ‘t Riet.
Cancer Epidemiology, Biomarkers & Prevention | 2006
Hein de Vries; Ilse Mesters; Jonathan van ‘t Riet; Karen Willems; Astrid Reubsaet
The first objective of this study was to analyze the differences between adolescents who use sunscreen frequently and those who do not. The second objective was to explore the importance of specific action plans when planning sunscreen use. Data was gathered among 602 Belgian secondary school students. Frequent and infrequent users of sunscreen were compared on several determinants related with sunscreen use, and a regression analysis on sunscreen use was done. Frequent users of sunscreen measures had significantly higher scores on attitudes, social influence, self-efficacy, some awareness factors, intention, and action plans. The integrated model for exploring motivational and behavioral change (I-Change model) explained 57% of the total variance of using sunscreen every 2 hours. Frequent sunscreen use was most strongly predicted by action plans, followed by positive intentions to use sunscreen, wearing protective clothing, seeking shade, attitude toward sunscreen use, education, social influence, and exposure to the sun. Our results suggest that skin cancer prevention programs aimed at promoting sunscreen use need to emphasize the advantages of sunscreen to infrequent users and to increase feelings of self-efficacy. Moreover, support by friends and parents should be stimulated. Finally, developing specific action plans for the use of sunscreen should be promoted to more effectively translate general intentions into actual sunscreen use. (Cancer Epidemiol Biomarkers Prev 2006;15(7):1360–6)
Health Psychology Review | 2016
Jonathan van ‘t Riet; Anthony D. Cox; Dena Cox; Gregory D. Zimet; Gert-Jan de Bruijn; Bas van den Putte; Hein de Vries; M.Q. Werrij; Robert A. C. Ruiter
ABSTRACT Health-promoting messages can be framed in terms of the beneficial consequences of healthy behaviour (gain-framed messages) or the detrimental consequences of unhealthy behaviour (loss-framed messages). An influential notion holds that the perceived risk associated with the recommended behaviour determines the relative persuasiveness of gain- and loss-framed messages. This ‘risk-framing hypothesis’, which was derived from prospect theory, has been central to health message-framing research for the better part of two decades and has enduring appeal to researchers and practitioners. It has found its way into several health communication handbooks and is communicated to the general public. The present article examines the validity of the risk-framing hypothesis anew by providing a review of the health message-framing literature. In spite of its ongoing appeal, we conclude that the hypothesis has severe theoretical flaws. In addition, we find that the empirical evidence in favour of the hypothesis is weak and inconsistent. It seems that, in applying prospect theory’s tenets to a health-promotion context, some of the theory’s key aspects have been lost in translation. At the close of the article, we offer a research agenda for the future, arguing that, above all, new methodology is needed to bring the message-framing literature further.
Computers in Human Behavior | 2017
Arief Ernst Hhn; Vassilis-Javed Khan; P.E. Ketelaar; Jonathan van ‘t Riet; Ruben Konig; Esther Rozendaal; Nikolaos Batalas; Panos Markopoulos
We investigate the effect of location-congruent mobile messages on perceived intrusiveness, value, and relevance through a field experiment using the Experience Sampling Method (ESM). We developed a mobile application for undergraduate students, featuring campus news and information concerning class schedules. This application also included daily ads for the University restaurant, which were either location-(semi)congruent or location-incongruent. Immediately after viewing the ads the app presented a short questionnaire to the participants for a period of four weeks, thereby measuring their perceived intrusiveness, relevance and value of these ads. During these four weeks daily ads were sent to 40 students, resulting in 107 responses from 23 participants. The results show that our participants perceived location-(semi)congruent ads as significantly more valuable and relevant, whereas no significant results were found for perceived intrusiveness. By investigating LBA in a field-study based on ESM utilizing participants own smartphone devices this study corroborates the presumed effects of location-(semi)congruency on marketing relevant ad perceptions. Field experiment examines how individuals react to Location-Based Ads (LBAs).In situ data collection via ESM using a context-triggered sampling design.Location (semi)congruency has a positive influence on perceived relevance and value.LBA has no significant influence on perceived ad intrusiveness.Intra-individual variations are significant with all three dependent variables.
Basic and Applied Social Psychology | 2018
Jonathan van ‘t Riet; Annika C. Meeuwes; Laura van der Voorden; Jeroen Jansz
Abstract Recent years have seen a tremendous rise in the development and distribution of persuasive games: digital games that are used to influence players’ attitudes and/or behavior. Three studies (NStudy 1 = 134; NStudy 2 = 94; NStudy 3 = 161) tested the effects of a persuasive game on immersion, identification, and willingness to help. The results showed that playing the persuasive game did not result in substantially stronger willingness to help, relative to the control conditions. Video and printed text resulted in more immersion than the digital game, but playing the game resulted in substantially higher perceptions of embodied presence.
Appetite | 2018
Frans Folkvord; Jonathan van ‘t Riet
Multiple studies have examined the effects of advergames promoting unhealthy foods on eating behavior among children. Although the individual results of the existing studies suggest that advergames have a significant influence on (predictors of) eating behavior, a lack of clarity concerning the size of the effect may impede policy actions. Therefore, a meta-analysis was conducted to examine the strength of the effect of playing advergames that promote unhealthy foods on (predictors of) eating behavior among children. Five electronic databases were searched for relevant publications (Web of Science, PsychInfo, Pubmed, JSTOR, and SCOPUS). Fifteen articles were considered eligible for inclusion and analyzed in the meta-analysis. Employing a random-effects model to estimate the composite effect of advergames yielded a small-to-moderate and significant effect of g = 0.30. Results showed that advergames promoting unhealthy foods induced unhealthy eating behavior among children. Although only a limited number of studies were included, this meta-analysis supports public health policy action that seeks to reduce childrens exposure to unhealthy digital food marketing. Stricter regulation to protect children against new forms of (online) marketing techniques that promote unhealthy foods should be developed and implemented.
Appetite | 2018
Eva Alblas; Frans Folkvord; Doeschka J. Anschutz; Jonathan van ‘t Riet; Isabela Granic; P.E. Ketelaar; Moniek Buijzen
Improving diets by stimulating fruit and vegetable consumption might be beneficial, in particular when they substitute energy-dense products. The aim of present study was to investigate whether a health game can be used to positively affect healthy implicit attitudes (IAs) towards food and subsequent food choice behaviour of young adults. A 2 (Time: baseline vs. post-test) x 2 (Condition: health game vs. control game) x 2 (Baseline IAs: healthy IAs vs. less healthy IAs) mixed-subjects design was used with 125 participants (age: M = 20.17, SD = 1.88). IAs towards food were assessed at baseline and post-test using an Implicit Association Test (IAT). Additionally, food choice behaviour was assessed after game play. At baseline, the majority of participants had healthy IAs (i.e., favouring fruit over chocolate snacks). At post-test, significantly less healthy IAs were observed in the control condition, while this reduction was not significant in the health game condition. Regarding food choice behaviour, participants with healthy baseline IAs were more likely to select fruit in the health game condition than participants with healthy baseline IAs in the control game condition. However, participants with less healthy baseline IAs were less likely to select fruit in the health game condition than in the control condition. We found tentative support that health games can be used to influence IAs towards food and positively affect food choice behaviour. However, this influence was only observed for those with healthy baseline IAs. The current version of the health game would primarily benefit those already healthy and could negatively affect those that need the intervention most, so modifications are recommendable.
European Journal of Social Psychology | 2010
Jonathan van ‘t Riet; Robert A. C. Ruiter; M.Q. Werrij; Math J. J. M. Candel; Hein de Vries
Food Quality and Preference | 2013
Jonathan van ‘t Riet; M.Q. Werrij; Ricardo Nieuwkamp; Hein de Vries; Robert A. C. Ruiter
Journal of Business Research | 2016
P.E. Ketelaar; Loes Janssen; Maurice Vergeer; Eva A. van Reijmersdal; Rik Crutzen; Jonathan van ‘t Riet
Health Education Research | 2016
Gert-Jan de Bruijn; Pieter Spaans; Bastiaan Jansen; Jonathan van ‘t Riet