8 research outputs found
Empowering Responsible Online Gambling by Real-time Persuasive Information Systems
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 userâs 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 userâs gambling experience. In this industrial practice and experience paper, we advocate that such APIâs can also be used to retrieve gamblersâ 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
Problematic Attachment to Social Media: the Psychological States vs Usage Styles
âMany people worldwide rely on social media to satisfy
their social needs for relatedness, learning and enhancing selfesteem. However, over-reliance on social media often results in
problematic attachment, which risks personal, social and
financial wellbeing. From a design perspective, we argue that
social media can be improved with tools to manage such
problematic attachment and help users reform their interaction
style, social expectations and online identity to restore a healthy
reliance. Designing such behaviour change tools can be
challenging due to the characteristics of people with problematic
behaviours, e.g. denial, relapse and cognitive dissonance. This
paper explores the role of social media in such attachment and
reveals associated psychological states. Our method provides an
ecologically valid exploration through employing diary studies as
a data collection method, aiming to introduce countermeasures
for problematic attachment in future social media desig
When People are Problematically Attached to Social Media: How Would the Design Matter?
Social technology, in particular, social media has
increasingly become part of individualâs life. People rely on
social media interaction to relate with other people and satisfy
their leisure or behavioural support purposes. Features such as
those presented in the Honeycomb ecology, e.g. sharing,
profiling and reputation, are used as means to that end. Recent
designs of technology embed social features in them, enabling
people to talk to the machine and interact with it as a sentient
being, e.g. chatbot and robots, or use it as a mediator for social
interaction, e.g. Social Internet of Things (SIoT). However, we
argue that over-reliance on social media may result in a
problematic attachment to it leading to a negative impact on
usersâ wellbeing. We conduct a multi-stages study to explore
the negative psychological states that social media features can
trigger. We mainly employ diary studies trying to increase the
ecological validity of our data. We also discuss the enrichment
of social media with tools to aid people in staying in control of
their attachment and the risks such tools can introduce to user
experience as well as their behaviour change process
Procrastination on Social Networking Sites: Combating by Design
Procrastination refers to a voluntary postponement
that prevents people from performing their tasks and can hurt
productivity and wellbeing. Procrastination might occur due to a
lack of motivation to perform tasks or due to the low self-control
that people might have over their time and task management.
Social Networking Sites (hereafter SNS) are designed to enable
their users to engage in online interaction for different purposes
such as increasing popularity or exploring information. SNS
embed influence and persuasion techniques to attract users
which can make them a medium for procrastination where some
users fail to maintain a desirable level of self-control over their
usage. However, we argue that advances in persuasive technology
and gamification techniques can be utilised to augment SMS and
help users to regain self-control over their procrastination.
Implementing these techniques correctly means that users can
still enjoy accessing SNS while maintaining a desirable level of
control over their procrastination. Building these antiprocrastination tools, however, is a challenging design activity
due to their potential of triggering negative side-effects such as
reactance and workarounds, and affecting the overall user
experience. In this paper, we conduct user studies, consisting of
an exploratory stage using focus groups, diary study and
interviews and followed by a design stage based mainly on codesign sessions. Our studiesâ participants self-declared having a
problematic degree of procrastination on SNS, to explore
procrastination countermeasure techniques that can augment the
future designs of SNS and how best to apply them
Mind the Gap: Interrupting Dissociation of Players Through Real-Time Digital Tasks During Online Gambling.
Background: When people engage in online gambling, they often lose track of time and money spent which is called a âdissociation stateâ. Literature suggests that intermittent and dynamic messages that interrupt a task can capture the attentional focus. As interactions increase awareness of the here and now, they may be effective in breaking the playersâ dissociation state during online gambling and consequently minimise the potential of gambling related harm. To this respect, in this study we investigated the effectiveness of four types of digital tasks (cognitive, dialogue, informative, and standard tasks) in interrupting the dissociation of players during online gambling.
Methods: 50 participants were recruited from the general population who were 18 years old and over, fluent in English and scored no more than 8 (which is the cut-off for high-risk gambling) on the Problem Gambling Severity Index (PGSI). Participants responded to an online survey with demographic questions and PGSI. Eligible participants were invited to the computer based online experiment at the lab where they were randomised to five different digital task groups (experimental groups: cognitive, dialogue, informative, standard; and control group: no task) and they received the digital tasks as an interruption while they were playing online slot gambling on a dummy account on the computer. Participantsâ response times to the interruptions were recorded during online gambling. After the gambling session their level of dissociation and their acceptance of the digital tasks were measured by using Jacobâs Dissociation Questionnaire (JDQ) and the Acceptability Questionnaire (both Likert scale and open-ended questions) respectively.
Results: The analysis revealed that there was a significant main effect of interruptions in terms of response times F (1, 36) = 6.52, p = .015, and a significant interaction between the two interruptions and the digital tasks F (3, 36) = 4.54, p = .008. However, there was no statistically significant difference between the digital tasks in terms of total response times to two interruptions F (3, 36) = 1.81, p = .16. On the other hand, there was a significant effect of the digital tasks on the dissociation level of participants for the five groups F (4, 45) = 15, p <.001. Cognitive tasks (M = 1.30, SD = 0.82) interrupted the dissociation of players more compared to the other digital tasks. Additionally, there was a significant effect of digital tasks on acceptability for the four groups F (3, 36) = 27.1, p < .001. According to the results of acceptability questionnaires, while players accepted the cognitive tasks the most (M = 25.1, SD = 2.73), standard tasks were accepted the least by the participants (M = 38, SD = 3.86). The qualitative data from the open-ended questions in the Acceptability Questionnaire was analysed using Thematic Analysis. Five main themes were generated: 1. distraction, 2. awareness, 3. user experience, 4. considerations for design and 5. considerations for technology.
Implications: Cognitive and dialogue digital tasks could be potentially useful digital tools to interrupt playersâ dissociation during online gambling and to minimise gambling related harm. These novel digital tasks might be used in online gambling related prevention and intervention strategies in the field
Estratégias de persuasão em apps de apostas desportivas: estudo de caso Placard
Dissertação de mestrado apresentada Ă Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e MultimĂ©dia.Atualmente, qualquer indivĂduo estĂĄ exposto a uma panĂłplia de agentes persuasores que
podem assumir as mais variadas formas, entre as quais, sob a forma de aplicação móvel. O
conceito de tecnologia persuasiva continua a gerar discórdias e diversas opiniÔes, tanto do
lado do emissor, ao configurar um sistema persuasivo, como do lado do recetor, responsĂĄvel
por aceitar e incutir as iniciativas persuasivas. Tendo como estudo de caso a aplicação de
apostas desportivas Placard, a presente dissertação recorre a um método misto através de
recolha de dados com entrevistas semiestruturadas a responsĂĄveis pela gestĂŁo da app e
inquérito por questionårio aos utilizadores da app Placard, compondo uma amostra de 70
inquiridos.
Os principais resultados permitiram concluir que, por mais que uma tecnologia persuasiva
seja idealizada, programada e desenhada para alterar um determinado comportamento,
atitude ou crença, esta estarå sempre dependente do recetor da mesma, bem como dos
diferentes fatores que influenciam a sua decisão em aceitar, ou não, as intençÔes persuasivas.
A própria plataforma persuasiva também necessita de proporcionar uma boa user
experience, de forma a nĂŁo ser resistida e, por sua vez, refutada.ABSTRACT:
Nowadays, every individual is exposed to a multitude of persuasive agents, which can take
many different forms, including that of a mobile app. The concept of persuasive technology
still generates disagreements and different opinions, both on the senderâs side, by setting up
a persuasive system, and on the receiverâs side, who is responsible for accepting and
instilling the persuasive initiatives. Having as a case study the sports betting app Placard,
this investigation uses mixed methods through data collection using semi-structured
interviews with those responsible for the appâs management and a survey to Placardâs app
users, composing a sample of 70 respondents.
The main results allowed us to conclude that, no matter how much persuasive technology is
idealized, programmed, and designed to change a certain behaviour, attitude or belief, it will
always depend on the receiver, as well as on the different factors that influence their decision
on whether or not to accept the persuasive intentions. The persuasive platform itself also
needs to provide a good user experience in order to not be resisted and, consequently, refuted.N/
Big data in the production of âSafe Gamblersâ and a sustainable gambling industry: a genealogy of gambling regulation in Great Britain
For hundreds of years in Great Britain, the state has been concerned with the regulation of commercial gambling. The methods of regulation, however, have varied significantly from prohibition under the criminal law to a free market approach allowing the natural laws of competition to operate. In recent years, advances in technology and big data analytics, originally developed by the industry for the maximisation of profits, have been welcomed as a novel approach to protecting gamblers from harm.
Despite the disparate nature of the various approaches to the regulation of gambling during the course of history, this thesis aims to show that there is a common thread which runs throughout. Applying a Foucauldian lens, in particular using Michel Foucaultâs later work on governmentality, this study argues that gambling regulation in Great Britain has, since the earliest official attempts to legislate on the activity, been concerned with the formation of a particular type of subject, who âknowsâ certain âtruthsâ about gambling and behaves in accordance with those âtruthsâ. Whilst this subject naturally varies in form across different periods in time, it is well-illustrated by Sir Frederick Flood during a House of Commons debate in 1818, when gambling was regarded as a vice to be suppressed:
[âŠ] nothing could be more injurious to property, reputation, and life than the vice of gaming. It had brought many individuals to ruin, had produced great private misery, and had deprived the country of many persons who might otherwise have been useful and valuable members of society.1
Applying a genealogical approach, this research illuminates the ways in which gambling regulation has operated to create subjects who hold particular views about gambling and conduct their own behaviour in accordance with those views, so that they become âuseful and valuable members of societyâ. Each chapter examines one of the discrete approaches to gambling regulation since 1541, defined in this thesis as a âregimeâ of government. Over time, the techniques used in this process of subjection have evolved into a complex framework of mechanisms, which uses gamblersâ âfreedomâ as a resource in the production of useful and valuable subjects. In this way, it is argued that notwithstanding the underlying âliberalâ ethos of the present statutory framework under the Gambling Act 2005, examined in Part II, gamblers today are subject to greater levels of regulation than when commercial gambling was unlawful. This is particularly true for online gamblers, whose conduct is regulated in increasingly intimate and pervasive ways through the application of continuous surveillance and big data analytics to facilitate a âsaferâ form of gambling and protect âat riskâ gamblers from harm. The present regime, as examined in Chapter Four, thus operates to produce gambling subjects who autonomously gamble in a way which is considered âsafeâ. It also produces responsible operators who employ their data-driven technological capabilities to protect those gamblers who may be âat riskâ, for example of spending more than they can afford. Though on the face of it, this appears to be a particularly caring, benevolent approach to regulation, this thesis seeks to problematise the apparently taken-for-granted assumption that the data-driven technologies, originally developed for commercial purposes, should be repurposed in this way. Instead, it is argued that in âprotectingâ gamblers, these technologies also play a central role in their subjection. Thus, on closer examination of the present regime, this thesis identifies an inherent perversity whereby gamblers have effectively become a resource to be utilised in a safe, sustainable way in order to secure a sustainable gambling economy
Problematic attachment to social media: lived experience and behavioural archetypes.
Social media are widely used by people to help satisfying personal and social needs. Examples include the enhancement of self-image, self-esteem, complementarity, relatedness and popularity. However, the relationship with social media can become problematic and lead to hurt various aspects of life, including wellbeing, psychological and emotional state and sociability. Existing literature provided evidence that obsessive and excessive use of social media can be associated with behavioural addiction symptoms such as conflict, mood modification, salience, tolerance, withdrawal and relapse. Research has also shown that social media can be equipped or augmented with tools to help users who are willing to change their problematic attachment behaviour. Designing such behaviour change tools can be challenging because people differ in their problematic attachment to social media. Unlike existing literature, which focuses on understanding the psychological correlates of social media activity and reasons that facilitate attachment. This thesis aims to explore the real-world experience of people who have a problematic attachment to social media and the role of social media design in such attachment. In order to achieve the goal of the thesis, multi-phase qualitative studies with people who experienced problematic attachment have been conducted. This helped to achieve a deep understanding of the role of social media in facilitating problematic attachment and reveal emotions and psychological states associated with it as well as the social media design features which contribute to triggering such states. The findings emerged through multi-phase qualitative studies helped developing user archetypes characterising how people differ in their problematic attachments to social media. These behavioural archetypes are intended to help the design process of software-assisted solutions to keep a healthy relationship with social media. The thesis evaluates how the archetypes can help a design team communication and engagement and aid a more creative and efficient design process