781-797 of 797 Results

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Verbal Communication Styles and Culture  

Meina Liu

A communication style is the way people communicate with others, verbally and nonverbally. It combines both language and nonverbal cues and is the meta-message that dictates how listeners receive and interpret verbal messages. Of the theoretical perspectives proposed to understand cultural variations in communication styles, the most widely cited one is the differentiation between high-context and low-context communication by Edward Hall, in 1976. Low-context communication is used predominantly in individualistic cultures and reflects an analytical thinking style, where most of the attention is given to specific, focal objects independent of the surrounding environment; high-context communication is used predominantly in collectivistic cultures and reflects a holistic thinking style, where the larger context is taken into consideration when evaluating an action or event. In low-context communication, most of the meaning is conveyed in the explicit verbal code, whereas in high-context communication, most of the information is either in the physical context or internalized in the person, with very little information given in the coded, explicit, transmitted part of the message. The difference can be further explicated through differences between communication styles that are direct and indirect (whether messages reveal or camouflage the speaker’s true intentions), self-enhancing and self-effacing (whether messages promote or deemphasize positive aspects of the self), and elaborate and understated (whether rich expressions or extensive use of silence, pauses, and understatements characterize the communication). These stylistic differences can be attributed to the different language structures and compositional styles in different cultures, as many studies supporting the Sapir-Whorf hypothesis have shown. These stylistic differences can become, in turn, a major source of misunderstanding, distrust, and conflict in intercultural communication. A case in point is how the interethnic clash between Israeli Jews and Palestinian Arabs can be exacerbated by the two diametrically opposite communication patterns they each have, dugri (straight talk) and musayra (to accommodate or “to go along with”). Understanding differences in communication styles and where these differences come from allows us to revise the interpretive frameworks we tend to use to evaluate culturally different others and is a crucial step toward gaining a greater understanding of ourselves and others.

Article

Video Games and Gaming: Reaching Audiences With Health and Risk Messages  

Anthony M. Limperos

Video games are a very popular form of entertainment media and have been the subject of much debate since their meteoric rise to popularity in the 1980s. Similar to the criticisms leveraged against other forms of media, video games have often been scrutinized for their potential to negatively influence those who play them. However, since the beginning of the 21st century, many new genres of video games have emerged and as a result, both public dialogue and research attention have shifted more toward understanding how certain games can be used for prosocial purposes. Exercise-based and active video games (AVGs) are a type of game which requires players to get up and move instead of simply sitting in front of the TV and pushing buttons. These types of games have received a lot of popular press and scholarly attention due to the fact that they encourage movement and may be used as a health intervention tool, especially to combat problems like obesity and overweight. Even though there has been significant research attention focused on the potential health benefits of playing these types of games, there is still much work to be done. While researchers have advanced a general understanding of why certain AVGs are effective or ineffective, there needs to be a greater emphasis on understanding the process by which these games can be motivating and influential. Shedding light on what makes AVGs potentially effective health management and intervention tools will not only be important for motivating people to become more active, but may also help inform research which focuses on how video games may be used in the health domain more generally.

Article

Video Games as Meaningful or Eudaimonic Experiences  

Daniel Possler

Research on meaningful or eudaimonic gaming experiences explores players’ profound responses to video games. It rests on the observation that video games have ‘grown up’ in the 2000s and 2010s. While the medium traditionally aimed at providing fun, modern games increasingly afford meaningful experiences, for example by addressing serious topics (e.g., loss). Drawing on philosophical and psychological well-being research, these meaningful experiences are often termed “eudaimonic.” Beyond this shared categorization, however, no consensual definition of eudaimonic/meaningful gaming experiences has yet been developed. Instead, various competing and partially overlapping conceptualizations exist in the literature, including (a) appreciation, (b) the covariation of meaningfulness, being emotionally moved or challenged, and self-reflection, (c) deep social connectedness, and (d) specific emotional responses (e.g., nostalgia, awe). The formation of eudaimonic/meaningful gaming experiences has mostly been attributed to game characteristics, including (1) game mechanics that allow rare performances or promote reflection by disrupting players’ gameplay expectations; (2) narratives that address emotionally challenging topics, feature moral dilemmas, or facilitate deep social bonds with game characters; (3) multiplayer features that enable cooperative interactions with close co-players; and (4) game aesthetics that facilitate awe or aesthetic contemplation. In contrast, little is known about how player characteristics affect the formation of eudaimonic/meaningful gaming experiences. Similarly, research on the effects of these experiences is sparse. However, initial studies suggest that eudaimonic/meaningful experiences may benefit players beyond gaming by increasing their well-being or promoting pro-social behavior. Additionally, eudaimonic/meaningful gaming experiences appear to have a motivational appeal, as preliminary studies suggest that seeking such experiences can motivate playing games in general and specific titles in particular. Overall, this burgeoning line of research is still in its infancy but has already provided valuable insights into the quality and formation of eudaimonic/meaningful experiences in interactive media and the attraction and positive effects of video games.

Article

Video-Mediated Communication  

Sean Rintel

This is an advance summary of a forthcoming article in the Oxford Research Encyclopedia of Communication. Please check back later for the full article. Video-mediated communication (VMC) has a long history. Fictional depictions of variously named VMC systems began appearing in late 19th century illustrations and novels as plausible extensions of telegraphy, telephony, and filmic and televisual moving pictures. AT&T demonstrated experimental one-way combined telephone and television streams in 1927, and the German Post Office had a fully operative public videophone system as early as 1936. However, despite the apparent early progress, VMC has had a surprisingly rocky path to mainstream use—indeed, it might even be argued that VMC is still not the ubiquitous medium one would assume of “the next best thing to being there” (as Julius Molnar said of the AT&T Mod I in the 1960s). Commercial VMC and research have intertwined themes. Changing technologies and difficulties in institutional and domestic commercialization are set against research into the value, form-factors, and member methods for conveying social presence over distance. These issues are as relevant to current VMC as they have ever been, and augmented reality technologies will introduce yet more new opportunities and challenges.

Article

Violent Media Content and Effects  

Robert Busching, Johnie J. Allen, and Craig A. Anderson

In our modern age, electronic media usage is prevalent in almost every part of the world. People are more connected than ever before with easy access to highly portable devices (e.g., laptops, smartphones, and tablets) that allow for media consumption at any time of day. Unfortunately, the presence of violence in electronic media content is almost as prevalent as the media itself. Violence can be found in music, television shows, video games, and even YouTube videos. Content analyses have shown that nearly all media contain violence, irrespective of age rating (Linder & Gentile, 2009; Thompson & Haninger, 2001; Thompson, Tepichin, & Haninger, 2006; Yokota & Thompson, 2000). It is therefore important to ask: What are the consequences of pervasive exposure to screen violence? One consequence of media violence exposure, hotly debated by some in the general public, is increased aggressive behavior. This relationship was investigated in many studies using experimental, longitudinal, or cross-sectional design. These studies are summarized in meta-analyses, which support the notion that media violence increase the likelihood of acting aggressively. This link can be explained by an increase in aggressive thoughts, a more hostile perception of the environment, and less empathic reaction to victims of aggressive behavior. However, the often debated notion that media violence allows one to vent off steam, leading to a reduced likelihood of aggressive behavior, has failed to receive empirical support. The effect of media violence is not limited to aggressive behavior; as a consequence of violent media usage attentional problems arise and prosocial behavior decreases.

Article

Viral Marketing and Exposure to Health and Risk Messages  

Helena Sofia Rodrigues and Manuel José Fonseca

In the context of epidemiology, an epidemic is defined as the spread of an infectious disease to a large number of people, in a given population, within a short period of time. When we refer to the marketing field, a message is viral when it is broadly sent and received by the target market through person-to-person transmission. This marketing communication strategy is currently assumed to be an evolution by word of mouth, with the influence of information technologies, and called Viral Marketing. This stated similarity between an epidemic and the viral marketing process is notable yet the critical factors to this communication strategy’s effectiveness remain largely unknown. A literature review specifying some techniques and examples to optimize the use of viral marketing is therefore useful. Advantages and disadvantages exist to using social networks for the reproduction of viral information. It is very hard to predict whether a campaign becomes viral. However, there are some techniques to improve advertising/marketing communication, which viral campaigns have in common and can be used for producing a better communication campaign overall. It is believed that the mathematical models used in epidemiology could be a good way to model a marketing communication in a specific field. Indeed, an epidemiological model SIR (Susceptible-Infected-Recovered) helps to reveal the effects of a viral marketing strategy. A comparison between the disease parameters and the marketing application, as well as simulations using Matlab software explores the parallelism between a virus and the viral marketing approach.

Article

Virtual Reality Horror Games and Fear in Gaming  

Tammy Jin-Hsuan Lin

Fear is a basic human emotion important for survival and for staying alert to potential danger. In psychology, fear is defined as a discrete emotion to help humans adapt to the environment and serves as a signal for potential danger to help humans avoid or prepare for such threats. While fear is typically experienced through real-world threats as a natural response for survival, modern society also exposes us to fear through mediated content like movies and news. Interactive media, such as video games and virtual reality (VR), have emerged as new ways to experience fear because of their immersive environments. Researchers have discovered that people have similar reactions to both real-life and mediated threats. Previous studies have explored the reasons and methods behind how people experience fear through media. With advancements in technology, researchers have also examined the emotional impact of interactive media, such as video games and VR. This article examines fear elements, fear reactions, and coping reactions in video games and VR. Results indicate that horror games are the most likely to elicit fear responses in video games, and participants often experience greater cognitive than physical reactions. In VR, research has shown that elements that make players feel realistic inside the games, termed plausibility illusion elements, are most effective in eliciting fear. Players’ reactions toward the VR horror games include active approach strategies, or a constant reminder that the VR events are not real; directly disengaging physically and mentally; and other self-help coping strategies. In addition to immediate fear during VR-horror gameplay, some players showed residual fear on the day after they finished playing the game, indicating that the Tetris effect is strong in VR-horror games. Overall, the empirical evidence in existing gaming literature show that emotional responses are greater in VR than in non-VR video games. The literature also explores the appeal of horror games, and their mechanisms are reviewed. By understanding the fear responses of audiences in video games and VR, researchers and the industry can design effective intervention and training materials. Media-elicited fear, mediated fright, is reviewed, followed by the appeal of horror games. Game elements from the design perspective to discuss various elements in horror games that may elicit fear are also reviewed. Fear reactions, negative emotions experienced in horror games and other game-related elements such as music and soundtrack, virtual environment, game characters’ appearance, and their facial expressions, all contributed to the fear emotion among players. The discussion of unique affordances and traits of VR and its implications conclude the article.

Article

Vision and Promoting Health  

Marla L. Moon

A visual impairment can affect cognitive, emotional, neurological, and physical development. Visual impairment impairs reading speed and comprehension, and is often mistaken for a learning disability. Learning is accomplished through complex and interrelated processes, one of which is vision. As a result, visual impairments limit the range of experiences and kinds of information to which one is exposed. A reliance on visual cues in health and risk messages intensifies these effects with regard to health information. The millions of children and adults who are affected by visual impairments worldwide thus require specific consideration regarding how best to make health information accessible for them. The reliance on caretakers to address the health information needs of those living with visual impairments violates their privacy and threatens their emotional well-being. Technological and modality advances that rely on touchscreens that lack tactile or auditory cues marginalize a broad segment of society that is in need of gateways to overcome barriers to accommodating visual impairment. In designing strategic health and risk messages, consideration should be given to this scope of possible limitation and its implications for access to and processing of health and risk information. Health and risk message designers should understand both the realities of challenges to accessing information for the visually impaired and strategies for addressing these realities and the scope of the issue worldwide and across the lifespan.

Article

Visuality and Security  

Axel Heck

The term security has its origins in the Latin word securitas, which could be translated as “without care” or “without worries.” Security as a concept used in social sciences indicates a specific political condition or social constellation under which an individual, larger group, or state routinely exists without the worry of being physically harmed, attacked, or otherwise injured. In times of crisis, where civil wars threaten the stability and the security of whole regions, where terrorists aim to kill civilians and millions of refugees leave their homes searching for more secure places, it is no wonder that the concept of security has gained much attention and is debated in political and academic circles. Taking a closer look at the academic debates in political science and communication studies reveals different ontological understandings about what “security” is and a variety of epistemological approaches how to study it. While positivists take security as a fact and an objective condition that can be measured and clearly defined, critical approaches question that security is an objective or given fact. In critical security studies, security and especially insecurity are understood as social and discursive practices. If security and insecurity are not taken as objective facts, but as the result of social constructions, the question arises of how, and under which conditions, security and insecurity are socially constructed and who or what contributes to these discourses in a meaningful way. While the significance of language for the discursive construction of security is well researched in social sciences, the visual dimension of security discourses has caught particular attention in the last decade in political and communication studies. This has occurred because where, what, and how we see (media reports, pictures of catastrophes and war, street crime, violence, suspects, terrorists etc.) significantly shape our understanding of security and insecurity. Alternatively, or more precisely, security discourse is hard to imagine without reference to some sort of visual communication. Communication studies and political science (especially the subdiscipline critical security studies, or CSS) have focused on the nexus between visuality and security for many years now—but in interdisciplinary coexistence rather than in exchange. This article intends to bridge this gap between the disciplines by introducing theoretical concepts and paths in literature of both research traditions. In particular, the concept of visual securitization might be an interesting toehold, as it sheds light on the question of how visual communication (media images, television, films, and other media) contribute to the discursive construction of threats, dangers, and insecurities, thereby enabling extraordinary political measures (from public surveillance to so-called enhanced interrogation techniques and military interventions) to secure the endangered referent object.

Article

Visual Rhetoric  

Zazil Reyes García

The growing field of visual rhetoric explores the communicative and persuasive power of the visual artifacts that surround us. This relatively new branch of rhetoric emerged in the late 20th century, disrupting a discipline that was traditionally concerned with the spoken and written word. The artifacts studied through the lens of visual rhetoric comprise visual images and objects that are human created and culturally meaningful. They include two-dimensional images, such as political cartoons and video advertising, and three-dimensional objects such as museums and murals. Visual rhetoric can also include the analysis of embodied performance and thus examine the body as argument. Although much of the scholarship focuses on the power of images in shaping people’s understanding of the world, there is also a recognition of the power of looking. Meaning does not reside in the images around us; we participate in its construction. To better understand visual rhetoric, it is important to review its emergence as an area of study, its definitions, and some of the recurring themes in the scholarship.

Article

Visual Rhetoric and Semiotic  

Marcel Danesi

Visual Rhetoric (VR) is a field of inquiry aiming to analyze all kinds of visual images and texts as rhetorical structures. VR is an offshoot of both visual semiotics, or the study of the meanings of visual signs in cultural contexts; and of the psychology of visual thinking, as opposed to verbal thinking—defined as the capacity to extract meaning from visual images. The basic method of VR, which can be traced back to Roland Barthes’s pivotal 1964 article “The Rhetoric of the Image,” is to unravel to connotative meanings of visual images. The picture of a lion, for instance, can be read at two levels. Denotatively (or literally) it is interpreted as “a large, carnivorous, feline mammal of Africa.” This level conveys informational or referential meaning. But the image of lion in, say, an advertisement or music video invariably triggers a connotative sense—namely, “fierceness, ferociousness, bravery, courage, virility.” The key insight of VR is that connotation is anchored in rhetorical structure, that is, in cognitive-associative processes such as metaphor and allusion, which are imprinted not only in verbal expressions, but also in visual images. So, the image of a lion in, say, a logo design for men’s clothing would bear rhetorical-connotative meaning and affect the way in which the clothing brand is perceived. This same basic approach is applied to all visual expressive artifacts, from traditional visual art works to the design of web pages and comic books. VR is showing that visual objects are rhetorical objects and that, therefore, they can be used to influence and persuade people as effectively as rhetorical oratory, if not more so. Given its simple, yet effective method of analysis, VR is spreading to various disciplines as a technique, including psychology, anthropology, marketing, and graphic design, among many others, affirming how visual images tap into a system of symbolism that is interconnected with other forms of symbolism and representation.

Article

Vitality Theory  

Benjamin King Smith, Martin Ehala, and Howard Giles

Group vitality is a widely invoked construct in the study of minority language maintenance and interethnic relations. Per the original framework introduced 40 years ago, the more vitality an ethnolinguistic group perceives itself to have, the more likely that it will thrive as a collective entity in an intergroup context. Consequently, research adopting this paradigm—herein termed vitality theory—has studied ways in which objective and subjective group vitality has manifested itself in the endurance of ethnolinguistic groups. The notion of objective vitality includes the factors of demographics, institutional support, and status that characterize the strength of a group in comparison to others present in an intergroup setting. Contrastively, subjective vitality was introduced to highlight how groups may cognitively and affectively perceive these same factors. A large body of empirical research has been conducted within the vitality theory framework that has resulted in several stages of development. Evidence has shown that while the components of objective vitality (demographics, institutional support, status) do not typically manifest themselves as distinct components in the structure of subjective vitality, they do form a single component reflecting the perceived strength of the group. In addition, several other social psychological factors, such as perception of the legitimacy of intergroup relations, the level of ethnocentrism, and perception of intergroup distance, were incorporated into models of subjective vitality. Relatedly, these factors are shaped into group members’ discourse of vitality, which is a highly dialogical process of negotiation of subjective vitality of the groups engaged in intergroup contact. The vitality framework has been usefully invoked beyond ethnolinguistic groups, embracing several intergroup settings including age, gender, and sexual orientation. Vitality, which has provoked some controversy in the literature, has also been widely adopted by very different approaches as an umbrella term to denote the long-term sustainability of a group. Scholars in linguistics, sociology, psychology, education, anthropology, and beyond have contributed much to the concept, helping to educate and raise awareness as to why languages die out and the effects of such languages dying out.

Article

Vividness  

Patrick J. Ewell and Rosanna E. Guadagno

According to Nisbett and Ross, “Information may be described as vivid, that is, as likely to attract and hold our attention and excite the imagination to the extent that it is (a) emotionally interesting, (b) concrete and imagery-provoking, and (c) proximate in a sensory, temporal, or spatial way.” Despite a widespread belief held by scholars and practitioners alike that vividness enhances persuasion, most early studies on this topic found weak or nonexistent vividness effects. To further understand this relationship, subsequent research focused on explaining these inconsistent findings. Taylor and Thompson explored the different ways that vividness has been operationalized across studies. Guadagno, Okdie, Sagarin, DeCoster, and Rhoads elucidated the conditions under which vividness enhances or detracts from persuasion. Generally, the extant literature suggests that vividness is an effective means of enhancing persuasion when the main point of a communication is the sole component made vivid. These findings caution against attempts to persuade by increasing overall message vividness, because off-thesis or incongruent vividness has the unintended and undercutting consequence of distracting influence targets from the point of the communication. This conclusion is based on the results of individual empirical studies as well as meta-analytic findings. Literature on shock advertising as a specialized case of vividness also exists. Future research on vividness might further delineate when, how, and why vividness sometimes enhances and sometimes detracts from persuasion.

Article

Weight and Weightism  

Analisa Arroyo and Kristin Andersen

Weight-based stigma is pervasive and is propagated via sociocultural and interpersonal messages that influence individuals’ identity. The ideals communicated in these messages place disproportionate value on appearance and have made weight an important component of attractiveness. Some cultures, particularly Western culture, hold a bias toward thin bodies and promote a bias against those who do not fit cultural ideals of slender or lean body shapes. This bias, judgment, stigma, prejudice, and discrimination toward individuals based on their size, shape, or weight is known as weightism. Most of the research regarding weightism has been conducted on obesity and overweight individuals because of the related public health concerns. However, because weight is a continuum on which individuals are frequently evaluated, stigmatization is experienced by individuals who are either over or under cultural norms for appropriate weight and toward those who engage in deviant weight-control behaviors (e.g., purging). Thus, because individuals with eating disorders are often underweight and have deviant eating behaviors, they also experience weight-based stigma and discrimination. There are a multitude of negative effects associated with being a part of these stigmatized weight groups, including lower self-esteem, less social confidence, greater body dissatisfaction, poorer mental health, and increased substance use and self-harm behaviors. These negative outcomes create a social divide between the stigmatized weight groups and others, wherein stigmatized individuals turn to negative health behaviors (e.g., bingeing and purging) in an effort to cope with their negative social experiences. Subsequently, they perpetuate their affiliation with their stigmatized weight group and the related health conditions.

Article

Women Entrepreneurs, Global Microfinance, and Development 2.0  

Radhika Gajjala and Dinah Tetteh

The 1970s brought forth strong movements for the financial empowerment of women and women’s labor rights protections in rural, developing world regions such as India. For instance, 1972 is when the Self Employed Women’s Association (SEWA) was registered as a trade union in India. Its main goals were full employment and self-reliance for women from the unorganized sectors. In the 1970s, several developing world countries saw the rise of microfinance interventions. What started as a public policy strategy and intervention for rural finance in the newly independent India of the 1950s has shaped subsequent patterns for rural credit and microcredit in most of the developing world. For instance, the Bank Dagang Bali (BDB) was established in Bali, Indonesia, in September of 1970, and the Grameen Bank was established in Bangladesh in 1974. Around the same time, the U.S.-based NGO Accion began to give loans in Brazil. The founder of the Grameen Bank, Muhammad Yunus, became a legend and is well known for his belief that women make better borrowers than men because they find ways to repay the loans. As a result, a development model has emerged that focuses on women’s self-empowerment through micro-entrepreneurialism and the promise of microfinance. Simultaneously, in global settings, there emerged a model of “Development 2.0,” which uses Web 2.0 tools and practices to mobilize connectivity, action at a distance, and relational, interpersonal investments through digital and mobile tools. The resulting model of microfinance therefore occurs through Web 2.0 and mobile phone–based technologies and also works to connect women and girls from the Global North (including immigrants) and women and girls from the Global South through movements such as The Girl Effect. What we see here is a paradigm based in a neoliberal market economy framework that mobilizes women’s labor from the Global North and from the Global South in the service of a global digital financial capitalism. This article maps out a literature review that connects the idea of Development 2.0 with the economic and political visibility of the girl child and of the woman as the one who empowers while also still needing to be empowered.

Article

Work as Opportunity and Problem When Trying to Impact Health and Risk  

Keri K. Stephens and Millie A. Harrison

Attention to population health issues is growing, and considering that people spend more time at work than in any other organization outside their home, worksites may offer a solution. For more than 30 years, many worksites have included programs to address employee health, safety, and risk. While some of these initiatives are mandated through legislation, other programs (e.g., workplace health programs (WHPs) or wellness initiatives) are often voluntary in the United States. Programs vary around the globe because some countries merge health, risk, and safety into one overarching regulated category, and there is a growing trend toward expanding these focus areas to include mental health and workplace stress. These programs can be quite innovative. Some interventions use technologies as prompts, such as mobile apps reminding employees to take medication. Other programs incorporate concepts from behavioral psychology and economics such as providing sleep pods at work and pricing healthy food in the cafeteria lower than high fat foods. Governmental incentives are offered in some countries that encourage employers to have WHPs. Yet despite the surface-level advantages of using the reach and access found in employing organizations to impact health, employees do not necessarily participate, and these programs are rarely or poorly evaluated. Furthermore, it is difficult to know how to make WHPs inclusive and how to communicate the availability of these programs. With the dual goals of directly impacting workers’ health and saving employers money, understanding how work can be a site for intervention is a worthwhile challenge to explore. WHPs struggle to achieve documentable objectives for several reasons; theory-driven research is suggesting new ways to understand what might improve the outcomes of WHPs. Privacy and surveillance concerns have dominated the WHP conversation in countries like the United States due to fears that health data might be used to fire employees. Another concern is the need to tailor workplace health messages for diverse cultures, ethnicities, and gender identities. Two other concerns relate the power differentials inherent in workplace hierarchies to overt and covert pressure employees feel to participate and meet what is defined as an ideal level of health. While these major concerns could be difficult to overcome, several theories provide guidance for improving participation and producing positive behavioral outcomes. Employees who feel a part of their organization, or are identified with their group, are more likely to positively view health information originating from their organization. Growing evidence indicates that certain technologies might also tap into feelings of identification and help promote the uptake of workplace health information. In addition, workplaces recognized as having norms for safety and health cultures might be more influential in improving health, safety, and risk behaviors. Recognizing boundaries between employee and workplace can also be fruitful in elucidating the ethics and legality of WHPs. Finally, program evaluation must become an integrated part of these programs to effectively evaluate their impact.

Article

Worry and Rumination as a Consideration When Designing Health and Risk Messages  

Tamara D. Afifi, Ariana Shahnazi, and Kathryn Harrison

Rumination is typically thought of as pessimistic, repetitive thinking or mulling that is deleterious for one’s health. Rumination, however, can take several forms and is not always harmful. In fact, it could actually be helpful in certain circumstances. It is common and often helpful when something stressful happens, like a health scare or problematic health diagnosis, for people to ponder or reflect on why it happened and brainstorm potential solutions to it. This is referred to as reflective rumination. Rumination affects people’s risk perceptions related to their personal and relational health and decision-making about their health. Research on negative rumination and health and positive rumination and health focuses on the impact of these patterns of thinking on health outcomes such as mental health, physical health, and relational health and as perceptions of health messages and risk likelihood.