6 research outputs found

    Does Smartphone Use Drive our Emotions or vice versa? A Causal Analysis

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    In this paper, we demonstrate the existence of a bidirectional causal relationship between smartphone application use and user emotions. In a two-week long in-the-wild study with 30 participants we captured 502,851 instances of smartphone application use in tandem with corresponding emotional data from facial expressions. Our analysis shows that while in most cases application use drives user emotions, multiple application categories exist for which the causal effect is in the opposite direction. Our findings shed light on the relationship between smartphone use and emotional states. We furthermore discuss the opportunities for research and practice that arise from our findings and their potential to support emotional well-being

    Recovery from work by playing video games

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    Integrating the dualistic model of passion in the recovery literature, the present study investigates how playing video games after work hours can facilitate recovery from work stress. We predicted that passion for gaming would relate to gaming more hours in the evening. Next, we hypothesized that playing video games in the evening would relate to (a) feeling recovered the next morning through psychological detachment and (b) feeling vigorous the next morning through mastery experiences while gaming. We further hypothesized that harmonious passion would strengthen, and obsessive passion would weaken the links between gaming hours and (a) psychological detachment and (b) mastery. In total, 65 employees filled in short questionnaires in the mornings and evenings of at least five workdays (total n = 502). Results of multilevel hierarchical regression analyses supported the proposed mediation model, indicating that playing video games indeed helps replenish energy resources during leisure time. Findings additionally showed that gaming also predicted feeling recovered in the morning through mastery experiences. Players with a harmonious passion may benefit more from playing video games; harmonious (but not obsessive) passion strengthened the relationship between gaming and mastery experiences.</p

    Mechanisms of moral responsibilities: Designing and deploying digital technologies for perpetrators of domestic violence

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    PhD ThesisWhere prevention and intervention resources should be focused to mitigate domestic violence is an important topic within academic policy and practice. While there are a range of digital tools available to support victim-survivors subject to domestic violence, no tools have been designed to challenge the abusive and harmful behaviours of perpetrators. In this thesis, I explore the experience of how existing and novel technologies used in the context of perpetrator interventions in the third sector within the United Kingdom are being leveraged to rebalance the over-responsibility society bestows on victim-survivors, along with the under-responsibility we ascribe to perpetrators. I accomplish this through developing a conceptual framework that seeks to promote spaces for design and further intervention capable of assisting such organisations in holding perpetrators responsible for their abusive behaviours and facilitating their journey of behaviour and attitude change towards non-violence. Through this work, I conceptualise the compelling moral responsibilities intrinsic to interactions with technological systems between perpetrators and support workers, which I elicit through a focused ethnography. I highlight four spaces of negotiation concerning a person’s responsibility for changing their abusive behaviour, which I refer to as ‘mechanisms’ to convey their fundamental and interconnected nature: self-awareness, acknowledging the extent of harms, providing peer support, and being accountable to demonstrate change. To further investigate these spaces for negotiation, I conducted three studies to understand the contextual dependencies of design that focuses on the responsibility of domestic violence perpetrators through: (1) the development of an interactive storytelling system to promote learning about agency and perspective-taking, (2) the design of a smartphone application to support crisis management and the prevention of physical violence, and (3) the design, deployment and evaluation of an asynchronous peer support process between two groups of perpetrators. The outcomes of this conceptual and empirical inquiry are manifold. First, I provide a detailed account of how responsibility is explored in practice between support workers and perpetrators to suggest design considerations for future systems in this context. Secondly, I provide a conceptual framework to aid researchers and designers in better navigating designing for responsibilities for violent behaviours, and outline implications for how this might be achieved. Finally, I offer a methodological and ethical ii considerations which outlines ways in which support workers and perpetrators can be actively included within the co-design of digital tools while mitigating the elevation of risk. These contributions aim to fundamentally reimagine the roles and possibilities for digital tools within domestic violence, looking beyond today’s victim-focused and security-oriented paradigms to propose a more transformative orientation focused on preventing the harm done by perpetrators
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