<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Elizabeth Kaziunas</style></author><author><style face="normal" font="default" size="100%">Ayse G Büyüktür</style></author><author><style face="normal" font="default" size="100%">Jones, Jasmine</style></author><author><style face="normal" font="default" size="100%">Choi, Sung W</style></author><author><style face="normal" font="default" size="100%">David A Hanauer</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Transition and Reflection in the Use of Health Information: The Case of Pediatric Bone Marrow Transplant Caregivers</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work &amp; Social Computing (CSCW&#039;15)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">caregiver</style></keyword><keyword><style  face="normal" font="default" size="100%">caregiving</style></keyword><keyword><style  face="normal" font="default" size="100%">emotional work</style></keyword><keyword><style  face="normal" font="default" size="100%">health and wellness</style></keyword><keyword><style  face="normal" font="default" size="100%">health informatics</style></keyword><keyword><style  face="normal" font="default" size="100%">health information</style></keyword><keyword><style  face="normal" font="default" size="100%">healthcare technology</style></keyword><keyword><style  face="normal" font="default" size="100%">interactional work</style></keyword><keyword><style  face="normal" font="default" size="100%">medication informatics</style></keyword><keyword><style  face="normal" font="default" size="100%">patient information</style></keyword><keyword><style  face="normal" font="default" size="100%">patients</style></keyword><keyword><style  face="normal" font="default" size="100%">pediatric</style></keyword><keyword><style  face="normal" font="default" size="100%">reflection</style></keyword><keyword><style  face="normal" font="default" size="100%">reflecton work</style></keyword><keyword><style  face="normal" font="default" size="100%">social worlds</style></keyword><keyword><style  face="normal" font="default" size="100%">work</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2015</style></year><pub-dates><date><style  face="normal" font="default" size="100%">02/2015</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pages><style face="normal" font="default" size="100%">1763-1774</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;The impact of health information on caregivers is of increasing interest to HCI/CSCW in designing systems to support the social and emotional dimensions of managing health. Drawing on an interview study, as well as corroborating data including a multi-year ethnography, we detail the practices of caregivers (particularly parents) in a bone marrow transplant (BMT) center. We examine the interconnections between information and emotion work performed by caregivers through a liminal lens, highlighting the BMT experience as a time of transition and reflection in which caregivers must quickly adapt to the new social world of the hospital and learn to manage a wide range of patient needs. The transition from parent to &#039;caregiver&#039; is challenging, placing additional emotional burdens on the intensive information work for managing BMT. As a time of reflection, the BMT experience also provides an occasion for generative thinking and alternative approaches to health management. Our study findings call for health systems that reflect a design paradigm focused on &#039;transforming lives&#039; rather than &#039;transferring information.&#039;&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Muramatsu, Jack</style></author><author><style face="normal" font="default" size="100%">Ackerman, Mark S</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Computing, social activity, and entertainment: A field study of a game MUD</style></title><secondary-title><style face="normal" font="default" size="100%">Computer Supported Cooperative Work (CSCW)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">combat MUDs</style></keyword><keyword><style  face="normal" font="default" size="100%">entertainment</style></keyword><keyword><style  face="normal" font="default" size="100%">games</style></keyword><keyword><style  face="normal" font="default" size="100%">MUDs</style></keyword><keyword><style  face="normal" font="default" size="100%">online communities</style></keyword><keyword><style  face="normal" font="default" size="100%">participant-observation</style></keyword><keyword><style  face="normal" font="default" size="100%">play</style></keyword><keyword><style  face="normal" font="default" size="100%">social worlds</style></keyword><keyword><style  face="normal" font="default" size="100%">system design</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">1998</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">7</style></volume><pages><style face="normal" font="default" size="100%">87–122</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Are game and entertainment systems different than work-oriented systems? What drives the user&#039;s experience in a collaborative game? To answer these questions, we performed a participant-observation study of a combat MUD, a game similar to Dungeons and Dragons. Our interest is in how this social world is arranged and managed (rather than, for example, in how participants form or display individual identities). The study explores the social arrangements and activities that give meaning and structure to the participants. We found that conflict and cooperation were the dominant social activities on this MUD, much more so than sociability. The game&#039;s management played a critical function in maintaining and promoting these activities. Moreover, novelty and entertainment were important for the design of both the system features and the sociality itself.&lt;/p&gt;</style></abstract></record></records></xml>