An internet-based intervention program for distress associated with tinnitus in an industrial setting. This project involves a randomised controlled trial of an internet-based intervention for distress associated with tinnitus in an industrial setting. This study is significant because it is the first to investigate the effectiveness of an internet-based program for workers with tinnitus living in metropolitan, regional and rural areas of Australia and New Zealand. Changes will be assessed on wo ....An internet-based intervention program for distress associated with tinnitus in an industrial setting. This project involves a randomised controlled trial of an internet-based intervention for distress associated with tinnitus in an industrial setting. This study is significant because it is the first to investigate the effectiveness of an internet-based program for workers with tinnitus living in metropolitan, regional and rural areas of Australia and New Zealand. Changes will be assessed on work performance (e.g. job satisfaction), tinnitus-related distress, negative affect, and quality of life. It is expected that workers accessing the internet-based intervention will show significant improvements on all measures at post-intervention with improvements maintained at six-month follow up.Read moreRead less
Discovery Early Career Researcher Award - Grant ID: DE210101107
Funder
Australian Research Council
Funding Amount
$412,744.00
Summary
Ahead of the Game: Balancing the Gaming Industry and Public Interest. This project battles the risks and embraces the benefits of digital gaming. There is a risk that one loses control of their gaming and prioritises it over other duties. This is offset by the benefits of using digital games for health. It is the first to decode and use the health data embedded in the connection between the gamer and their game persona (avatar). It does this by concurrently assessing important gamer, family, cul ....Ahead of the Game: Balancing the Gaming Industry and Public Interest. This project battles the risks and embraces the benefits of digital gaming. There is a risk that one loses control of their gaming and prioritises it over other duties. This is offset by the benefits of using digital games for health. It is the first to decode and use the health data embedded in the connection between the gamer and their game persona (avatar). It does this by concurrently assessing important gamer, family, cultural and game structure features. Findings will prompt the ethical growth of the Australian Health games industry and inform strategies to combat gaming disorder by tailoring games to users' needs. This will uniquely benefit Australians by re-directing this growing industry to better serve the public interest.Read moreRead less