196,534 research outputs found
The volume and source of cyberabuse influences victim blame and perceptions of attractiveness
Cyberabuse is an escalating problem in society, as opportunities for abuse to occur in online public domains increase. Such acts are often defined by the frequency of abuse, and in many cases multiple individuals play a part in the abuse. Although consequences of such acts are often severe, there is typically little public sympathy/support for victims. To better understand perceptions of victims of abusive online acts, we manipulated the Volume (low, high) and Source (same-source, multi-source) of abusive posts in artificially-manipulated Facebook timelines of four fictitious ‘victims’. One hundred and sixty-four participants [United Kingdom-based; aged 18–59] rated ‘victims’ on measures of direct victim blame (DVB) and perceived social-, physical- and task-attractiveness. Results revealed significant Volume × Source interactions on DVB and social-attractiveness ratings. Few abusive posts authored by a single source yielded higher DVB and lower social-attractiveness ratings. Strong correlations between attractiveness and DVB were observed. We propose that our results could be due to an observer desensitization effect, or that participants interpreted the posts as indicative of friendly ‘teasing’ or ‘banter’ within an established social relationship, helping to explain why victims of online abuse often receive little sympathy or support
“This is the way ‘I’ create my passwords ...":does the endowment effect deter people from changing the way they create their passwords?
The endowment effect is the term used to describe a phenomenon that manifests as a reluctance to relinquish owned artifacts, even when a viable or better substitute is offered. It has been confirmed by multiple studies when it comes to ownership of physical artifacts. If computer users also "own", and are attached to, their personal security routines, such feelings could conceivably activate the same endowment effect. This would, in turn, lead to their over-estimating the \value" of their existing routines, in terms of the protection they afford, and the risks they mitigate. They might well, as a consequence, not countenance any efforts to persuade them to adopt a more secure routine, because their comparison of pre-existing and proposed new routine is skewed by the activation of the endowment effect.In this paper, we report on an investigation into the possibility that the endowment effect activates when people adopt personal password creation routines. We did indeed find evidence that the endowment effect is likely to be triggered in this context. This constitutes one explanation for the failure of many security awareness drives to improve password strength. We conclude by suggesting directions for future research to confirm our findings, and to investigate the activation of the effect for other security routines
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On Birthing Dancing Stars: The Need for Bounded Chaos in Information Interaction
While computers causing chaos is acommon social trope, nearly the entirety of the history of computing is dedicated to generating order. Typical interactive information retrieval tasks ask computers to support the traversal and exploration of large, complex information spaces. The implicit assumption is that they are to support users in simplifying the complexity (i.e. in creating order from chaos). But for some types of task, particularly those that involve the creative application or synthesis of knowledge or the creation of new knowledge, this assumption may be incorrect. It is increasingly evident that perfect order—and the systems we create with it—support highly-structured information tasks well, but provide poor support for less-structured tasks.We need digital information environments that help create a little more chaos from order to spark creative thinking and knowledge creation. This paper argues for the need for information systems that offerwhat we term ‘bounded chaos’, and offers research directions that may support the creation of such interface
On The Foundations of Digital Games
Computers have lead to a revolution in the games we play, and, following this, an interest for computer-based games has been sparked in research communities. However, this easily leads to the perception of a one-way direction of influence between that the field of game research and computer science. This historical investigation points towards a deep and intertwined relationship between research on games and the development of computers, giving a richer picture of both fields. While doing so, an overview of early game research is presented and an argument made that the
distinction between digital games and non-digital games may be counter-productive to game research as a whole
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