title: Occupational stress: A study of the New Zealand Reserve Bank

authors: Kelley, Karen

subjects: New Zealand

abstract: Employees in many countries increasingly complain about high and rising levels of stress at work. As stress levels have increased, employers have faced rising medical bills, more accident insurance claims, increased absenteeism, and declining morale. Most corporate efforts to handle the problem have focused on the symptoms of stress, with, for example, therapy, counselling, gym memberships, and in-house exercise facilities. Professor Robert Karasecc recommends a different approach based on work re-design for greater job enrichment. He argues that stress is caused by heavy work demands in the job itself, which the unskilled employees with little control over how the work is done cannot adapt to or modify. Our study tests Karaseck’s theory using a sample of employees from the Reserve Bank of New Zealand. In general, we find that some stress symptoms decline as skill discretion and decision authority increase, even if work demands are light. We also find that some stress symptoms decline as work demands decrease, even if authority and skill levels are high. As a result, we argue that managers could reduce stress in the workplace by enriching jobs, as Karasek advises, but also by reducing work demands.

text: Occupational stress: A study of the New Zealand Reserve Bank Employees in many countries increasingly complain about high and rising levels of stress at work. As stress levels have increased, employers have faced rising medical bills, more accident insurance claims, increased absenteeism, and declining morale. Most corporate efforts to handle the problem have focused on the symptoms of stress, with, for example, therapy, counselling, gym memberships, and in-house exercise facilities. Professor Robert Karasecc recommends a different approach based on work re-design for greater job enrichment. He argues that stress is caused by heavy work demands in the job itself, which the unskilled employees with little control over how the work is done cannot adapt to or modify. Our study tests Karaseck’s theory using a sample of employees from the Reserve Bank of New Zealand. In general, we find that some stress symptoms decline as skill discretion and decision authority increase, even if work demands are light. We also find that some stress symptoms decline as work demands decrease, even if authority and skill levels are high. As a result, we argue that managers could reduce stress in the workplace by enriching jobs, as Karasek advises, but also by reducing work demands.

year: 2001

title: Exploring medications amongst Tongan households in New Zealand

authors: Tongi, Lolohea

subjects: medications

abstract: The current thesis explores: how four related Tongan households understand, treat and use medications; and the ‘flow’ of medications into, around and out of these households. The participants for this research come from four Tongan families living in the Auckland area. A broad ethnographic approach which is multilayered, multi-method and multi-centred was to capture such data. This included individual interviews, household discussions, diaries and photo elicitation methods. Key themes reported on are Western and Traditional Medication Use; Faito’o fakatonga; Use of Western Medication; Prayer, Faith and Medications; and Flow. Tongan cultural values and practices shape how these four households treat, use and understand medications. Participants in this study structured their lives around Tongan customary relationships, obligations to respect and care, and to have faith that resolutions would be found to any ailments or illnesses suffered by household members. Household members clearly had a respect and regard for Western medications and trust in Western practitioners but were sometimes frustrated by the dominance of this model. The same was mostly true of Tongan medicine and associated healers. Some household members went as far as using both in conjunction with each other. However, across most households, there was the presence of a firm belief that a resolution of health issues required more than medication. Good health was a product of rightful relationships and faith and trust, in medications, health practitioners and God. This study adds to research on medication use by highlighting the importance of culture to extending existing understandings of the everyday practices through which people use and share medications.

text: Exploring medications amongst Tongan households in New Zealand The current thesis explores: how four related Tongan households understand, treat and use medications; and the ‘flow’ of medications into, around and out of these households. The participants for this research come from four Tongan families living in the Auckland area. A broad ethnographic approach which is multilayered, multi-method and multi-centred was to capture such data. This included individual interviews, household discussions, diaries and photo elicitation methods. Key themes reported on are Western and Traditional Medication Use; Faito’o fakatonga; Use of Western Medication; Prayer, Faith and Medications; and Flow. Tongan cultural values and practices shape how these four households treat, use and understand medications. Participants in this study structured their lives around Tongan customary relationships, obligations to respect and care, and to have faith that resolutions would be found to any ailments or illnesses suffered by household members. Household members clearly had a respect and regard for Western medications and trust in Western practitioners but were sometimes frustrated by the dominance of this model. The same was mostly true of Tongan medicine and associated healers. Some household members went as far as using both in conjunction with each other. However, across most households, there was the presence of a firm belief that a resolution of health issues required more than medication. Good health was a product of rightful relationships and faith and trust, in medications, health practitioners and God. This study adds to research on medication use by highlighting the importance of culture to extending existing understandings of the everyday practices through which people use and share medications.

year: 2010

title: Using gamification to support positive health behaviour change: A kaupapa Māori approach

authors: Jefferies, Dannette (Dannie) Louise

subjects: Gamification

abstract: As our lives become increasingly technology-dependent, healthcare practitioners and researchers recognise the opportunities to deliver effective digital healthcare initiatives to improve patient outcomes. Gamification is one such technological approach to consider. While some important work has been done in gamification, to date, there have been few gamified healthy lifestyle intervention studies undertaken within an Indigenous or minority population. Therefore, this research extends the current knowledge of gamification with a focus on an Indigenous population.
Māori are the Indigenous People of New Zealand, and as in many other colonised countries, Māori are over-represented in obesity statistics; a factor which contributes to significant health inequities, such as a higher incidence of chronic illness among Māori people. Gamification may be an effective means of supporting positive lifestyle choices (e.g., increased physical activity) to reduce the prevalence of chronic illness. This research takes a Kaupapa Māori approach to address the research question: How can gamification support positive health behaviour change? Kaupapa Māori is a philosophical Māori-centric approach that ensures tino rangatiratanga (the right to self-determination). The research approach follows Māori tikanga (customary practices) and recognises the importance of Te Reo Māori (Māori language) and Te Ao Māori (a Māori worldview).
This research followed a design science research (DSR) process and consisted of two phases: Phase One was a prototype design phase, and Phase Two evaluated the prototype. Phase One involved a series of co-design hui (focus groups) to explore the social context and health aspirations of Māori and to ideate potential solutions. Phase One found that normative beliefs strongly influence effective gamification design preference for Māori and that culturally-tailored design is effective for Māori; a notion that contradicts previous Western-oriented gamification implementations. Phase Two consisted of a cross-sectional survey and regression analysis to evaluate the prototype designed during Phase One. Major findings from Phase Two show that three critical factors predict whether Māori users would use the gamified intervention: Perceived Ease-of-Use; Māori-Centric Design; and the use of Whakataetae (competitive) persuasive design strategies.  
This research contributes to gamification literature by identifying the gamification elements that most significantly impact behavioural intention toward gamified health applications for Māori; knowledge that may be transferable to other Indigenous populations. The importance of implementing a competitive strategy contradicts previous literature on collectivist cultures and guides the development of future gamified interventions. This research also contributes to theoretical and practical knowledge by demonstrating that effective persuasive strategies are not universal; Māori-centric design is a self-determined approach that keeps the needs of the target audience central to the design of a solution. This research provides theory-driven practical guidelines for design processes and design decisions that are driven by the needs and aspirations of Māori.

text: Using gamification to support positive health behaviour change: A kaupapa Māori approach As our lives become increasingly technology-dependent, healthcare practitioners and researchers recognise the opportunities to deliver effective digital healthcare initiatives to improve patient outcomes. Gamification is one such technological approach to consider. While some important work has been done in gamification, to date, there have been few gamified healthy lifestyle intervention studies undertaken within an Indigenous or minority population. Therefore, this research extends the current knowledge of gamification with a focus on an Indigenous population.
Māori are the Indigenous People of New Zealand, and as in many other colonised countries, Māori are over-represented in obesity statistics; a factor which contributes to significant health inequities, such as a higher incidence of chronic illness among Māori people. Gamification may be an effective means of supporting positive lifestyle choices (e.g., increased physical activity) to reduce the prevalence of chronic illness. This research takes a Kaupapa Māori approach to address the research question: How can gamification support positive health behaviour change? Kaupapa Māori is a philosophical Māori-centric approach that ensures tino rangatiratanga (the right to self-determination). The research approach follows Māori tikanga (customary practices) and recognises the importance of Te Reo Māori (Māori language) and Te Ao Māori (a Māori worldview).
This research followed a design science research (DSR) process and consisted of two phases: Phase One was a prototype design phase, and Phase Two evaluated the prototype. Phase One involved a series of co-design hui (focus groups) to explore the social context and health aspirations of Māori and to ideate potential solutions. Phase One found that normative beliefs strongly influence effective gamification design preference for Māori and that culturally-tailored design is effective for Māori; a notion that contradicts previous Western-oriented gamification implementations. Phase Two consisted of a cross-sectional survey and regression analysis to evaluate the prototype designed during Phase One. Major findings from Phase Two show that three critical factors predict whether Māori users would use the gamified intervention: Perceived Ease-of-Use; Māori-Centric Design; and the use of Whakataetae (competitive) persuasive design strategies.  
This research contributes to gamification literature by identifying the gamification elements that most significantly impact behavioural intention toward gamified health applications for Māori; knowledge that may be transferable to other Indigenous populations. The importance of implementing a competitive strategy contradicts previous literature on collectivist cultures and guides the development of future gamified interventions. This research also contributes to theoretical and practical knowledge by demonstrating that effective persuasive strategies are not universal; Māori-centric design is a self-determined approach that keeps the needs of the target audience central to the design of a solution. This research provides theory-driven practical guidelines for design processes and design decisions that are driven by the needs and aspirations of Māori.

year: 2023