28,617 research outputs found

    Digital Motivation, Digital Addiction and Responsibility Requirements - Keynote

    Get PDF
    Digital media can utilise game and behaviour change mechanisms to enrich engagement and user experience and increase their retention. Such mechanisms can also be used within the business software so that performance and quality of work are enhanced, e.g. gamification. While the positive side of these advances is recognised, there is little acknowledgement about their potential adverse effects on well-being. With recent research showing evidence of some digital media usage patterns being problematic and meeting the criteria of behavioural addiction, questions on the ethics, practices and responsibility of software companies are on the rise. Unlike alcohol, digital media can be designed to sense and react to problematic usage styles. This invited talk discusses why and how the software engineering community would need to take part in designing for conscious and informed technology usag

    Exploring The Risk Factors of Interactive E-health Interventions for Digital Addiction

    Get PDF
    Digital Addiction refers to a problematic usage of digital devices characterised by being excessive, compulsive, impulsive and hasty. It is often associated with negative life experience such as anxiety and depression. To combat Digital Addiction, interactive e-health intervention applications started to appear to aid users adjust their usage style. The present study aims to understand the risks related to such e-health interventions. The authors conducted an empirical research to investigate such risks from users’ perspectives through a diary study. Fourteen participants were recruited and asked to install popular “digital diet” applications and use them for two weeks and record their significant moments. The authors then interviewed the participants to discuss their experience. Self-governed interactive e-health intervention for digital addiction could lead to adverse side effects such as lower self-esteem, misconception of the healthy usage and creating an alternative addictive experience. Thus, there is a need for theory-based development and rigorous testing for such e-health solution

    Examining the Phenomenon of Juveniles Digital Addiction in Rural China

    Get PDF
    Digital addiction among China's rural juveniles escalates and hampers the harmony and stability of families and society. This paper investigates digital addiction among rural juveniles in China. Semi-structured interviews selected six relevant respondents in rural Shaanxi Province as samples. The study explores the degree, characteristics, causes, effects, and prevention and control of rural juveniles' digital addiction. The findings reveal the importance of digital literacy education, parent-child cognitive dislocation, and the complexity of rural juveniles' digital addiction. The study has limitations, including its limited research perspective and the need for more typical cases for analysis and discussion. Keywords: Digital addiction; Rural juveniles; Social work; Digital literacy eISSN: 2398-4287 © 2023. The Authors. Published for AMER & cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), and cE-Bs (Centre for Environment-Behaviour Studies), College of Built Environment, Universiti Teknologi MARA, Malaysia DOI

    GameSense Interactions: Improving Guest Experience with Responsible Gaming

    Full text link
    How do conversations about responsible gambling impact the employee and guest experience? With the implementation of GameSense and its strong ties to our loyalty marketing program, M life Rewards, MGM Resorts endeavors to answer that very question. Through focus groups research, interaction surveys, and on the ground conversations with casino employees, we are learning a lot about our innovative approach to responsible gambling. During this lightning talk, Director of Responsible Gaming, Richard Taylor, will provide a typical GameSense interaction, and a very brief summary about GameSense and why it\u27s critically important to make RG a focal point of guest experience

    Practice-based conundrums and existentialist quandaries of a professional code of ethics

    Get PDF
    Ethical codes have long been considered indispensable tools in defining the proper conduct of counseling professionals. Revisions reflect the ideals of the industry to accommodate the evolving needs of clients and trends in treatment models, but the essence of the code is to convert principles befitting of the profession into concrete actions or considerations that abet professional decision-making. Acculturation into the profession involves ethics training intended to improve professionals’ ability to apply the code to situations that might arise in their practices, resulting in the most ethically appropriate action. However, such assumptions may be problematic. The idea of ethical competency and improvement in the code itself should be qualified to reflect the uncertainty of moral truths, including counselor training tailored to test competency, both before and during professional practice. In this article, the consideration that morals and ethics are distinct is spelled out and then challenged by drawing on Jean Paul Sartre’s existentialist critique of moral decision-making reality. In light of this critique and John Stuart Mill’s argument regarding the value of vigorous debate over philosophical ideas, suggestions are made regarding a potential approach to ethics competency education

    Empowering Responsible Online Gambling by Real-time Persuasive Information Systems

    Get PDF
    Online gambling, unlike other mediums of problem- atic and addictive behaviours, such as tobacco and alcohol, offers unprecedented opportunities for building information systems that are able to monitor and understand a user’s behaviour in real-time and adapt persuasive messages and interactions that would fit their personal profile and usage context. Online gambling industry usually provides Application Programming Interfaces (APIs) meant mainly to enable third-party applications to network with their gambling services and enhance a user’s gambling experience. In this industrial practice and experience paper, we advocate that such API’s can also be used to retrieve gamblers’ online data, such as browsing and betting history, promotions and available offers and use it to build more intel- ligent and proactive responsible gambling information systems. We report on our industrial experience in this field and make the argument that data available for persuasive marketing and usability should, under specific usage conditions, also be made available for responsible gambling information systems. This principle would provide equal opportunities for both directions. We discuss the psychological foundations of our proposed solution and the risks and challenges typically found when building such a software-assisted intervention, persuasion and emotion regulation technology. We also shed light on its potential implications from the perspectives of social corporate responsibility and data protection. We finally propose a conceptual architecture to demonstrate our vision and explain how it can be implemented. In the wider context, the paper is meant to provide insights on building behavioural awareness and regulation information systems in relation to problematic digital media usage

    Mitigating Circumstances in Cybercrime: a Position Paper

    Get PDF
    This paper argues the need for considering mitigating circumstances in cybercrime. Mitigating circumstances are conditions which moderate the culpability of an offender of a committed offence. Our argument is based on several observations. The cyberspace introduces a new family of communication and interaction styles and designs which could facilitate, make available, deceive, and in some cases persuade, a user to commit an offence. User’s lack of awareness could be a valid mitigation when using software features introduced without a proper management of change and enough precautionary mechanisms, e.g. warning messages. The cyber behaviour of users may not be necessarily a reflection of their real character and intention. Their irrational and unconscious actions may result from their immersed and prolonged presence in a particular cyber context. Hence, the consideration of the cyberspace design, the “cyber psychological” status of an offender and their inter-relation could form a new family of mitigating circumstances inherent and unique to cybercrime. This paper elaborates on this initial argument from different perspectives including software engineering, cyber psychology, digital forensics, social responsibility and law

    Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features

    Get PDF
    The most important stream of game developers' revenue is arguably via gamer's in-game purchases. Previous literature has identified a number of strong determinants of online purchase intention including values, consumer experience, lifestyle, security, perceived risk, information, and subjective norms and behavioural control. The present study examined the relationship between online mobile gaming addiction and loyalty towards purchase intention of online mobile game in-game apps. The present study comprised 430 students from two major Indian universities who completed a short 28-item survey focusing on three variables (i.e., addiction, loyalty towards online games, and purchase intention towards online mobile in-game features). The results demonstrated that (i) online mobile game addiction shared a significant positive relationship with online mobile game loyalty; (ii) online mobile game addiction had a positive relationship with the purchase of online mobile in-game apps, and (iii) online mobile game loyalty increased game users' intention to purchase online mobile in-game apps. The present study is the first to investigate loyalty and gaming addiction in relation to the purchase of in-game apps. Game developers will always want to facilitate loyalty among its clientele. However, if the engagement strategies used by gaming operators facilitate addiction as a way of increasing purchase intention of online mobile game in-game apps, this raises serious ethical questions which the gaming industry need to address as part of its corporate social responsibility strategy
    • …
    corecore