Heidi Enwald

Dr. Heidi Enwald

orcid

Research Focus & Metrics

Academic Career Length

22Years (2005-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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15 September 2005 in The EMBO Journal
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Journal Article
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AKAnni Kleino
Anni Kleino
SVSusanna Valanne
Susanna Valanne
JUJohanna Ulvila
Johanna Ulvila
JKJenni Kallio
Jenni Kallio
HMHenna Myllymaki
Henna Myllymaki
MRMika Rämet
Mika Rämet
EMBO Press is an editorially independent publishing platform for the development of EMBO scientific publications.

14 February 2017 in Journal of Medical Internet Research
Verified
Journal Article
Open access
NKNiina Susanna Keränen
Niina Susanna Keränen
MKMaarit Kangas
Maarit Kangas
IMImmonen Milla
Immonen Milla
HSHeidi Similä
Heidi Similä
HEHeidi Enwald
Heidi Enwald
TJTimo Jämsä
Timo Jämsä
Journal of Medical Internet Research - International Scientific Journal for Medical Research, Information and Communication on the Internet

28 June 2010 in Journal of Medical Internet Research
Verified
Journal Article
Open access
HEHeidi Enwald
Heidi Enwald
MHMaija-Leena Huotari
Maija-Leena Huotari
Preventing the Obesity Epidemic by Second Generation Tailored Health Communication: An Interdisciplinary Review

10 October 2017 in JMIR mHealth and uHealth
Verified
Journal Article
Open access
ALAnna-Maiju Leinonen
Anna-Maiju Leinonen
RPRiitta Pyky
Riitta Pyky
RARiikka Ahola
Riikka Ahola
MKMaarit Kangas
Maarit Kangas
PSPekka Siirtola
Pekka Siirtola
TJTimo Jämsä
Timo Jämsä
Mobile and tablet apps, ubiquitous and pervasive computing, wearable computing and domotics for health.

30 March 2020 in BMC Public Health
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Journal Article
Open access
PDF file
TPTuulia Puolitaival
Tuulia Puolitaival
MSMirjam Sieppi
Mirjam Sieppi
RPRiitta Pyky
Riitta Pyky
HEHeidi Enwald
Heidi Enwald
RKRaija Korpelainen
Raija Korpelainen
MNMarjukka Nurkkala
Marjukka Nurkkala
Background: Playing video games, a form of sedentary behaviour, is associated with poor well-being and increased risk of morbidity due to chronic disease. However, the association between health behaviours and video gaming is poorly understood. The purpose of this population-based study was to reveal the differences in dietary habits and physical activity for adolescent men with high amount of video games on weekdays, as compared to their peers who play less often. Methods: Seven hundred ninety-six adolescent men (age: mean = 17.8, SD = 0.6) attended compulsory conscription for military service in 2013 and completed a questionnaire regarding the amount and frequency of their video gaming. They also participated in a medical examination and underwent physiological measurements. The participants who played video games more than 3 h/d on weekdays were compared with those who played 3h/d or less. The association between health behaviours and the amount of playing video gaming was analysed using multivariable logistic regression analysis. Results: 24.1% (n = 192) of the participants reported video gaming in excess of 3 h/d. This group had higher incidence of having low physical fitness, having poor eating habits, and being obese. No differences were found in smoking or alcohol drinking habits. Other factors, including low leisure-time physical activity (OR = 1.94; 95% CI, 1.29–2.91), low consumption of vegetables and fruits (OR = 0.83; 95% CI, 0.72–0.97), high consumption of sweetened soft drinks (OR = 1.28; 95% CI, 1.06–1.55) and high amount of sitting time (OR = 1.40; 95% CI, 1.28–1.52), explained one-fourth of the difference. Conclusion: In this population-based study, adolescent men who played video games a lot on weekdays had lower physical fitness, were more often obese, and had poorer dietary habits, as compared to their peers who played less often. Because playing video games typically adds to a person’s total sedentary time, this activity may be associated with adverse health outcomes at a very young age— especially in combination with poor health behaviours. The results of this study can be utilized to promote health interventions targeted at adolescent men so as to raise their awareness of the disadvantages of excessive video gaming.

3 April 2020 in Health Information and Libraries Journal
Verified
Journal Article
Open access
PDF file
NHNoora Hirvonen
Noora Hirvonen
HEHeidi Enwald
Heidi Enwald
AMAnne‐Kathrin Mayer
Anne‐Kathrin Mayer
RKRaija Korpelainen
Raija Korpelainen
RPRiitta Pyky
Riitta Pyky
MHMaija‐Leena Huotari
Maija‐Leena Huotari
Background: People face varying obstacles when interacting with health information in their everyday lives.Objectives: This study aims to examine the applicability of a multidimensional Everyday Health Information Literacy (EHIL) screening tool in detecting people with challenges in accessing, understanding, evaluating and using health information in everyday situations.Methods: Previously collected EHIL screening tool data from Finnish upper secondary school students (n = 217), Finnish young men (n = 1450), Finnish adults with an increased risk for metabolic syndrome (n = 559) and Namibian university students (n = 271) were reanalysed to examine the factorial structure of the tool and to compare the groups. Statistical analyses included exploratory factor analyses, calculation of mean factor scores and one‐way analysis of variance.Results: A three factor structure (‘awareness’, ‘access’, ‘assessment’) for the screening tool was supported based on the Finnish samples. However, the Namibian data did not follow a similar structure. Significant differences in groupwise factor scores were discovered.Discussion: The findings suggest that the multidimensional EHIL screening tool can be used in pointing out areas where individuals or groups may need support.Conclusion: The tool may be useful to health information and library services workers when counselling or educating the public.