Oral health gap research receives funding boost

Newcastle University Business School is leading research into the long-term imbalance in the UK’s oral health after being awarded an ESRC (Economic and Social Research Centre) grant.

Newcastle University experts are to help tackle oral health inequalities in Britain.

The team will be investigating inequalities in dental care and dental provision in a bid to help narrow health gaps among social groups.

With £200,000 of funding from the ESRC a team of academics from Newcastle University, in collaboration with University College London (UCL), and the National Centre for Social Research (NCSR) hope their findings will influence national and international health policy.

Using the Adult Dental Health Survey (ADHS) from 1988, 1998 and 2009, this 18-month study will inform academics and policy makers on how inequalities change over time, while also providing a vital benchmark to monitor inequalities in the future.

The scope of the research will fall into four main areas: to measure the level of socioeconomic inequalities and to decide what aspects of oral health to measure; to investigate health behaviours, dental service provisions and the interaction between oral health behaviours and the care provided; how these social and economic influences can lead to inequalities; and finally, to investigate the trends in oral health inequality over a 21 year period. 

Newcastle University Business School’s Professor of Health Economics, John Wildman, said: “We are aware of the lack of detailed research in this area of health, and aim for this research to lead and provide a template for future investigations into oral health inequality.

“It is hoped that this research will highlight where policy makers and practitioners can combat health inequalities specifically related to wealth, education or social position. Making the UK society fairer and healthier.”

Co-investigator Jimmy Steele CBE, clinical professor from the School of Dental Sciences and the person behind the Independent review of NHS dentistry in England in 2009, said:  “This collaboration will examine one of the crucial areas as we go forward. Dental health and access to dental health care has improved hugely in the last decade but not for everyone, everywhere.

“We will be seeking to determine why there are big differences, where best practice is and how that can be implemented across the country.”
Research team:

The team of researchers come from a range of backgrounds including: economics, public health and clinical dentistry. 
Principle investigator:
Professor of Health Economics, John Wildman, Newcastle University Business School
Co investigators:
Professor Jimmy Steele, from Newcastle University’s School of Dental Sciences, and Dr Jing Shen from Newcastle University’s Institute of Health and Society.
Three academics from University College London are also on the team: Professor Stephen Morris, Dr Richard Watt, and Dr Georgios Tsakos.
Finally, Elizabeth Ann Fuller will work on the project, and she is from the National Centre for Social Research. 

About the ESRC

The Economic and Social Research Council (ESRC) is the UK’s largest organisation for funding research on economic and social issues. It supports independent high quality research which has an impact on business, the public sector and the third sector. The ESRC’s total budget for 2012/13 is £205 million. At any one time the ESRC supports over 4,000 researchers and postgraduate students in academic institutions and independent research institutes.

 

Ideas matter, by Dr Tyrone Pitsis

Impact?  Increasingly, there is an expectation that academic research makes an impact; but what does this actually mean?

Even at a superficial level it is not easy to define because impact can refer to one object hitting another with force, and it can also refer to the effect that force has on the object.

As such, it denotes a violent action of immediate cause and effect.  So when scholarly research is said to make an impact it means that as researchers and teachers our work has made a strong effect on something or someone. 

Such beliefs about impact have traditionally been dominated by the idea of scientific impact, such as the impact a new drug has on illness, or material sciences having an impact on the design of civil, commercial and military aircraft and so on.

In my area, organization and management theory, impact is rarely that straight forward, and seldom is it immediate: in fact it can take decades to evolve. My colleague, Professor Chris Carter has a favourite quote from the British economist J.M.Keynes, which fits well here:

“The ideas of economists and political philosophers, both when they are right and when they are wrong, are more powerful than is commonly understood. Indeed the world is ruled by little else. Practical men, who believe themselves to be quite exempt from any intellectual influence, are usually the slaves of some defunct economist.”

In other words, ideas matter. Social science research is about knowledge, or what I prefer to call the materialization and seeding of ideas.  Lots of ideas flourish, both good ideas and bad ideas, and in social science we have plenty of good and bad ideas which are sustained. 

Fortunately, one thing I have learned is that good ideas generally outlive bad ones.  There are several articles by esteemed academics publishing in journals such as Academy of Management Review, Academy of Management Learning and Education, about the proliferation of bad ideas, and about management fads and the negative implications of bad ideas. 

An issue for researchers, particularly in business schools, is that the impact we make is rarely quick, and because what we deal with is knowledge, it often is difficult to demonstrate in practice.

 As governments move increasingly more towards ‘impact’ as a measure of quality, business schools will face increasing pressure to demonstrate that their research matters.

Impact however does not necessarily mean the research was any good, or well designed, it just means it was ‘taken-up’. The danger is that this leads to a clamour for easily implementable ‘quick fixes’ that do little to help the deep seated problems of organizations, and societies, or to advance scholarly knowledge.Instead, it leads to the emergence of sharp suited, ‘fast intellectuals’, whose stock in trade is to retail solutions for virtually every conceivable problem.

So now, organizations expect ‘fast’ value rather than ‘real’ value:  normalising fast value as the expectation, and normalising poor research practice and dissemination.My argument is that impact is a social process that forms and transforms with time.  As such for research to have impact it requires uptake and so the research must make sense to the community (or stakeholders), within which the research matters.

In this sense research should make a difference, should matter, and should make sense in a way that it provides insights and knowledge that are usable or translatable into practice.  However, there should be just as much onus on business and organizations to be curious, inquisitive and committed to well designed and conducted research as there is on academics who are expected to be ‘engaged’ with business. 

In this way, there is a greater challenge to ensure integrity in the research – that the research is warts and all without fear or favour. Research that tells people what they want to hear is seldom well designed research, and more importantly it’s useless – even though it can make an impact: but impact is not necessarily a good thing.  We need to celebrate good collaborative research, learn from it, develop skills and capabilities in doing it, and most of all really make sense of the term impact that is user centred.

 Tyrone Pitsis is Reader in Strategic Design and Co-Director of Strategy, Organisation and Society Group at Newcastle University Business School, and is Chair of Practice Theme Committee of the Academy of Management.

 

Research reveals skill spillover between online gaming and real work life

Virtual worlds could be used to develop new staff training techniques, as a recent study revealed that skills used in role-playing games spill over to real-life employment

SPENDING your free-time playing online games can positively impact your leadership skills and learning behaviours at work, according to researchers at Newcastle University Business School and the University of Crete.

Massively multiplayer online role-playing games (MMORPGs) – like World of Warcraft, Lineage II, and The Lord of the Rings Online – involve thousands of players from all over the world, and have been the centre of a study looking at the impact these virtual spaces can have on an employee’s behaviour at work. 

The one month study – carried out by Dr Despoina Xanthopoulou, from the University of Crete and Dr Savvas Papagiannidis, from Newcastle University Business School, of a sample of employees who were also gamers, revealed that playing MMORPGs can have beneficial effects on real-life work through the transmission of virtually practiced leadership skills and active learning behaviours (learning by doing), according to the research published in the journal, Technological Forecasting and Social Change. 

In the achievement-orientated world of MMORPGs, many of the combat-related activities needed to gain points, solve quests or enhance the social capital of an avatar1, hold similarities to common work tasks. From collaboration to meeting targets, team work to resolve complex missions, strategic planning, allocating resources, to recruiting new players to form groups, there is a clear link between the skills needed to enjoy a good game performance, and the real corporate world.

For this reason, the players who have had to manifest good leadership skills and gaming behaviours to succeed in MMORPGs, were more likely to see these characteristics spill over from games to their real work-life. This spill over effect was particularly evident when combined with high performance standards in the game.

The researchers – using self-perception theory – argue that when players see their avatars acting in a certain way, it is highly probable that they will change their behaviour in the real world to be consistent with their online self.

The study revealed that it could be viable for organisations to develop staff training methods within specially designed metaverses2 to help employees harness leadership skills, active learning behaviours and professional development.

Dr Despoina Xanthopoulou stated: “Despite the fact that the literature on the negative (addictive) effects of games is quite rich, research on the potential positive effects of gaming is scarce.

“This is one of the first studies that investigates how online games can be beneficial for our real-life employment. One of the unique features of this study is in the finding that in-game leadership skills and learning behaviours spill over to work, particularly when combined with high performance in the game. When certain leadership skills and learning behaviours are combined with feelings of competence and success, these are highly valued, and that is when people tend to mimic them outside the game environment.” 

Newcastle University Business School’s head of innovation and enterprise and senior lecturer, Dr Savvas Papagiannidis, said: “As a ‘gamer’ myself, I have always had an interest in how gaming behaviour can transcend the borders of the gaming environment. The results from our research support the connection between in-game transformational leadership, and active learning, spilling over into work. 
 
“As the working world demands international collaboration across continents within online environments like emails, webinars and e-conferences, we are more virtual than ever before.   Through this increase in interactive business activity via the evolving information systems available, and our research findings, I believe that MMORPGs could be a viable training method used by corporations to aid staff development, and hone good leadership skills.”

 

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