Evan R Polzer
Datos Biográficos
| ID | 391802 |
|---|---|
| NOMBRE | Evan R Polzer |
| NOMBRES | Evan R |
| APELLIDO | Polzer |
| FIRMA | POLZER E R |
| AFILIACIONES | Mental Illness Research, Education and Clinical Centers |
| ORCID | 0000-0002-6161-2903 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 7 |
| TOTAL DE CITAS | 15 |
| TOTAL COMO AUTOR | 7 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2018 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2025 |
| ÍNDICE H | 2 |
A thematic analysis of perceptions of VHA emergency care and suicide risk assessment among Veterans experiencing homelessness
Introduction: Veterans who are homeless are at elevated risk for suicide, and often access Veterans Health Administration (VHA) emergency services to address their health needs. We sought to explore experiences of homeless Veterans utilizing these services, and barriers and facilitators to suicide prevention engagement. Methods: Semi-structured interviews with 25 Veterans who self-reported past 12-month history of homelessness and accessed VHA em…
We don’t talk about these things”
Considerations for preventing suicide among Asian American Veterans include addressing the sociocultural factors that shape mental health, suicide risk, and healthcare use. In particular, findings suggest the importance of addressing stereotypes about Asian Americans (e.g., model minority myth), preventing behaviors that contribute to a sense of "otherness," and increasing the visibility of Asian American Veterans in outreach and messaging to pro…
Spouses have a huge role” in preventing firearm suicide among women veterans
Gaming lounges in India afford socially productive gambling
We use ethnographic observations, interviews, and surveys to illuminate video game-related gambling in India, where players use as currency decorative in-game weapon covers referred to as skins. We focus on gaming and gambling related to virtual items acquired in the popular shooter game Counter-Strike: Global Offensive, and our study unfolds among young adults who play in face-to-face centers called gaming lounges or zones. We consider how netwo…
Indian Gaming Zones as Oppositional Subculture
On the basis of participant observation and questionnaire data, we consider the cultural shaping of video gaming pleasure and distress in face-to-face gaming centers in Udaipur, Rajasthan, India. We analyze how and why young adult Indian gamers experience their play as both deeply satisfying and dangerously addictive. To explain this dual consciousness, we join the concept of cultural consonance (individuals' relative consistency with their cultu…
Intensive online videogame involvement
Extending classic anthropological "idioms of distress" research, we argue that intensive online videogame involvement is better conceptualized as a new global idiom, not only of distress but also of wellness, especially for emerging adults (late teens through the 20s). Drawing on cognitive anthropological cultural domain interviews conducted with a small sample of U.S. gamers ( N = 26 free-list and 34 pile-sort respondents) (Study 1) and a large …
Social genomics of healthy and disordered internet gaming
OBJECTIVES: To combine social genomics with cultural approaches to expand understandings of the somatic health dynamics of online gaming, including in the controversial nosological construct of internet gaming disorder (IGD). METHODS: In blood samples from 56 U.S. gamers, we examined expression of the conserved transcriptional response to adversity (CTRA), a leukocyte gene expression profile activated by chronic stress. We compared positively eng…
Intensive online videogame involvement
Extending classic anthropological "idioms of distress" research, we argue that intensive online videogame involvement is better conceptualized as a new global idiom, not only of distress but also of wellness, especially for emerging adults (late teens through the 20s). Drawing on cognitive anthropological cultural domain interviews conducted with a small sample of U.S. gamers ( N = 26 free-list and 34 pile-sort respondents) (Study 1) and a large …
Indian Gaming Zones as Oppositional Subculture
On the basis of participant observation and questionnaire data, we consider the cultural shaping of video gaming pleasure and distress in face-to-face gaming centers in Udaipur, Rajasthan, India. We analyze how and why young adult Indian gamers experience their play as both deeply satisfying and dangerously addictive. To explain this dual consciousness, we join the concept of cultural consonance (individuals' relative consistency with their cultu…
Social genomics of healthy and disordered internet gaming
OBJECTIVES: To combine social genomics with cultural approaches to expand understandings of the somatic health dynamics of online gaming, including in the controversial nosological construct of internet gaming disorder (IGD). METHODS: In blood samples from 56 U.S. gamers, we examined expression of the conserved transcriptional response to adversity (CTRA), a leukocyte gene expression profile activated by chronic stress. We compared positively eng…
Intensive online videogame involvement
Extending classic anthropological "idioms of distress" research, we argue that intensive online videogame involvement is better conceptualized as a new global idiom, not only of distress but also of wellness, especially for emerging adults (late teens through the 20s). Drawing on cognitive anthropological cultural domain interviews conducted with a small sample of U.S. gamers ( N = 26 free-list and 34 pile-sort respondents) (Study 1) and a large …
Indian Gaming Zones as Oppositional Subculture
On the basis of participant observation and questionnaire data, we consider the cultural shaping of video gaming pleasure and distress in face-to-face gaming centers in Udaipur, Rajasthan, India. We analyze how and why young adult Indian gamers experience their play as both deeply satisfying and dangerously addictive. To explain this dual consciousness, we join the concept of cultural consonance (individuals' relative consistency with their cultu…
Spouses have a huge role” in preventing firearm suicide among women veterans
Gaming lounges in India afford socially productive gambling
We use ethnographic observations, interviews, and surveys to illuminate video game-related gambling in India, where players use as currency decorative in-game weapon covers referred to as skins. We focus on gaming and gambling related to virtual items acquired in the popular shooter game Counter-Strike: Global Offensive, and our study unfolds among young adults who play in face-to-face centers called gaming lounges or zones. We consider how netwo…
A thematic analysis of perceptions of VHA emergency care and suicide risk assessment among Veterans experiencing homelessness
Introduction: Veterans who are homeless are at elevated risk for suicide, and often access Veterans Health Administration (VHA) emergency services to address their health needs. We sought to explore experiences of homeless Veterans utilizing these services, and barriers and facilitators to suicide prevention engagement. Methods: Semi-structured interviews with 25 Veterans who self-reported past 12-month history of homelessness and accessed VHA em…
We don’t talk about these things”
Considerations for preventing suicide among Asian American Veterans include addressing the sociocultural factors that shape mental health, suicide risk, and healthcare use. In particular, findings suggest the importance of addressing stereotypes about Asian Americans (e.g., model minority myth), preventing behaviors that contribute to a sense of "otherness," and increasing the visibility of Asian American Veterans in outreach and messaging to pro…
Psychology (5 obras) · Gambling Behavior and Treatments (3 obras) · Medical emergency (3 obras) · Medicine (3 obras) · Sociology (3 obras) · Suicide and Self-Harm Studies (3 obras) · Digital Games and Media (2 obras) · Impact of Technology on Adolescents (2 obras) · Poison control (2 obras) · Political science (2 obras)