Documents found
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581.More information
Il est consensuel d’affirmer que les patients devraient recevoir des informations équilibrées et crédibles leur permettant de prendre des décisions éclairées sur la meilleure façon de gérer leur santé. Les sources ne sont cependant pas toujours fiables et la recherche d’informations équilibrées, impartiales et compréhensibles peut être particulièrement difficile. Grâce à la richesse de son expérience en matière de marketing et ses ressources financières importantes (qui dépassent de loin celles des régulateurs nationaux), l’industrie pharmaceutique est l’un des acteurs majeurs en ce qui a trait aux communications directes aux consommateurs des médicaments (CDCM). Cependant, le marketing pharmaceutique est souvent considéré comme un vecteur transmettant des informations biaisées destinées à accroître la consommation de médicaments, au point où dans les dernières années, nombreux sont les appels …
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582.More information
One advantage of online learning settings relative to conventional classrooms is their anytime, anywhere accessibility. While online education programs provide students with flexible learning opportunities free from the restrictions of geographic location, a consistently growing number of students who prefer to learn exclusively online still choose nearby colleges. The choice to attend a local college by exclusively online learners is an interesting phenomenon, because most of these students rarely visit campus at any point in the process of obtaining their degrees. This study aims to explain this localized distance student enrollment pattern using Integrated Postsecondary Education Data System data and Homeland Infrastructure Foundation-Level Data from the fall of 2016. This research uses a multiple regression technique to explain the relationship between institutional factors and localized distance student enrollment patterns in the US. This study utilizes the C2Q (cost, convenience, and quality) model to explain the local orientation of e-learners. The findings show that convenience and quality of education are significantly associated with each local institution’s share of exclusively online learners in the same state.
Keywords: online education, college choice, human capital theory, proximity
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583.More information
Traditionally, reflections on phenomena of dependency mainly gravitate around individual approaches. It is clearly the individual, objectively suffering (toxicity) body which induces the psychological states which, in turn, produce the individual behaviours which repeat these same states of suffering. Even with the appearance of “social” problems, such as gambling, it is tempting to return the analysis again to the question of the individual: there is a “good” form of gambling (reasonable) and a “bad” form of gambling (compulsive gambling), with the difference based on a principle of individual or “local” responsibility (family, living environment, life history, etc.). But, what occurs when instinctual behaviours are generalized (hyper-consumption, hyper-sexuality, dependency on video games and socio-numeric media, etc.), and an entire society is filled with the logic of enjoyment? And what happens if this logic is closely integrated in the economic, ideological and political strata of social life? We believe that this problem reiterates the pertinence of a psycho-sociological approach–if not socio-psychological–in order to initiate the following reflection: is it possible that certain behaviours and certain social logics have, in addition to the individual harmful effects, negative effects for society itself? To this end, it is necessary to establish the relations and limits of the filiation between psychology and sociology, raise the complex issue of social normativity and to try to identify an objectifying position from which conclusions could be identified.
Keywords: Dépendance psychosociale, toxicomanie, société, reproduction sociale, « gamification », jeux vidéo, technologies numériques, Psychosocial dependency, drug addiction, society, social reproduction, «gamification», video games, digital technologies, Dependencia psicosocial, toxicomanía, sociedad, reproducción social, “gamificación”, juego video, tecnologías digitales
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