This arts-based research explores the role and impact of digital storytelling in supporting young adults with diabetes in China to face diabetes-related stigma and promote resilience and well-being. Twenty participants with diabetes recounted their experiences across three workshops and shared their perspectives on digital storytelling through semi-structured interviews. The results indicate that digital storytelling, as a health intervention, facilitates a comfortable environment for participants to articulate the traumatic impact of diabetes stigma. It encourages collective support and fosters a reinterpretation of the diabetes experience, enhancing participants' capacity for future health management. The results also highlight the limitations of digital storytelling, particularly concerning its accessibility and transparency. Participants' experiences underscore the need for careful consideration of these challenges to maximize the therapeutic potential of digital storytelling in the context of chronic illness management.

Download full-text PDF

Source
http://dx.doi.org/10.1080/10410236.2024.2424408DOI Listing

Publication Analysis

Top Keywords

digital storytelling
24
resilience well-being
8
young adults
8
adults diabetes
8
digital
6
storytelling
6
diabetes
5
promoting resilience
4
well-being young
4
diabetes digital
4

Similar Publications

Indigenous Australians are disproportionately affected by diabetes, with a diagnosis rate nearly four times higher than people from a non-Indigenous background. This health disparity highlights the urgent need for healthcare providers to develop cultural empathy - a critical competency for delivering culturally safe and person-centered care. Cultural empathy is essential for building trust and effective communication in diabetes education and management within Indigenous people.

View Article and Find Full Text PDF

College men are among those least likely to be vaccinated against the human papillomavirus (HPV). Viewing digital stories from other college men who were vaccinated against HPV as young adults may help influence them to seek the vaccine. Guided by the Theory of Planned Behavior, this research reports on the creation and pilot testing of digital stories to increase college men's intentions to vaccinate against HPV.

View Article and Find Full Text PDF

Co-design of "Baatcheet," a peer-supported, web-based storytelling intervention for young people with common mental health problems in India.

Glob Ment Health (Camb)

December 2024

Department of Child and Adolescent Psychiatry, Institute of Psychiatry, Psychology and Neuroscience, King's College London, London, UK.

Background: Engaging with personal mental health stories has the potential to help people with mental health difficulties by normalizing distressing experiences, imparting coping strategies and building hope. However, evidence-based mental health storytelling platforms are scarce, especially for young people in low-resource settings.

Objective: This paper presents an account of the co-design of 'Baatcheet' ('conversation' in Hindi), a peer-supported, web-based storytelling intervention aimed at 16-24-year-olds with depression and anxiety in New Delhi, India.

View Article and Find Full Text PDF

RETRAGAM: Resistance training based on gamification during physical education. Rationale and study protocol.

Contemp Clin Trials

January 2025

Department of Physical Education and Sports, Faculty of Sport Sciences, Sport and Health University Research Institute (iMUDS), University of Granada, 18071 Granada, Spain.

Children's physical inactivity and increasing sedentary behaviour have become major public health concerns, with a concurrent decline in muscular fitness (MF) contributing to poor physical outcomes during childhood and adolescence, highlighting the importance of developing resistance training (RT) programs. Furthermore, several educational strategies such as gamification seem to increase students' motivation which can produce an increase in performance outcomes. This study describes the rationale and protocol of a school-based randomized controlled trial called "RETRAGAM" (REsistance TRAining based on GAMification).

View Article and Find Full Text PDF

Background: Adolescent mental health is vital for public health, yet many interventions fail to recognise adolescents as proactive community contributors. This paper discusses the co-design and acceptability testing of a chat-story intervention to enhance Brazilian adolescents' participation in the promotion of mental health in their peer communities. We specifically highlight the iterative process of co-creating this intervention with community stakeholders.

View Article and Find Full Text PDF

Want AI Summaries of new PubMed Abstracts delivered to your In-box?

Enter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!