3,300 research outputs found

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

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    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

    Online Peer Groups as a Persuasive Tool to Combat Digital Addiction

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    Digital Addiction (DA) denotes a problematic usage of digital devices characterised by properties such as being compulsive, impulsive, excessive and hasty. DA is associated with negative behaviours such as anxiety and depression. “Digital Detox” programs have started to appear and are mainly based on a relatively expensive and heavyweight in-patient care utilising traditional solutions such as motivational interviews and cognitive behavioural therapies. For moderate addiction, persuasive technology could have potential, as a brief intervention, to assist users to regulate their usage. This paper explores the design of online peer groups as a persuasive technique that puts together people who share a common interest in combating their DA or in helping others to do so. We conducted empirical research to explore design aspects of this mechanism. The results raise a range of questions and challenges to address when developing such a technique for the behaviour change needed against DA

    Predictors of Acceptance and Rejection of Online Peer Support Groups as a Digital Wellbeing Tool

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    © 2020, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG. Digital media usage can be problematic; exhibiting symptoms of behavioural addiction such as mood modification, tolerance, conflict, salience, withdrawal symptoms and relapse. Google Digital Wellbeing and Apple Screen Time are examples of an emerging family of tools to help people have a healthier and more conscious relationship with technology. Peer support groups is a known technique for behaviour change and relapse prevention. It can be facilitated online, especially with advanced social networking techniques. Elements of peer support groups are being already embedded in digital wellbeing tools, e.g. peer comparisons, peer commitments, collective usage limit-setting and family time. However, there is a lack of research about the factors influencing people acceptance and rejection of online peer support groups to enhance digital wellbeing. Previous work has qualitatively explored the acceptance and rejection factors to join and participate in such groups. In this paper, we quantitatively study the relationship between culture, personality, self-control, gender, willingness to join the groups and perception of their usefulness, on such acceptance and rejection factors. The qualitative phase included two focus groups and 16 interviews while the quantitative phase consisted of a survey (215 participants). We found a greater number of significant models to predict rejection factors than acceptance factors, although in all cases the amount of variance explained by the models was relatively small. This demonstrates the need to design and, also, introduce such technique in a contextualised and personalised style to avoid rejection and reactance

    Combatting digital addiction: Current approaches and future directions

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    In recent years, the notion of digital addiction has become popular. Calls for solutions to combat it, especially in adolescents, are on the rise. Whilst there remains debate on the status of this phenomenon as a diagnosable mental health condition; there is a need for prevention and intervention approaches that encourage individuals to have more control over their digital usage. This narrative review examines digital addiction countermeasures proposed in the last ten years. By countermeasures, we mean strategies and techniques for prevention, harm reduction, and intervention towards addictive digital behaviours. We include studies published in peer-reviewed journals between 2010 and 2021 and based on empirical evidence. In total, 87 studies were included in the review. The findings show that the main countermeasures could be grouped under four categories: psycho-social, software mediated, pharmacological, and combined. Overall, it has been shown that the proposed countermeasures were effective in reducing addictive digital use. However, a general statement on the efficacy of proposed countermeasures cannot be made due to inconsistent conceptualisation of digital addiction and methodological weaknesses. Accordingly, this review highlights issues that need to be addressed in future studies

    Empowering Responsible Online Gambling by Real-time Persuasive Information Systems

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    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

    COPE.er Method: Combating Digital Addiction via Online Peer Support Groups

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    Digital addiction (hereafter DA) denotes a problematic relationship with technology described by being compulsive, obsessive, impulsive and hasty. New research has identified cases where users’ digital behaviour shows symptoms meeting the clinical criteria of behavioural addiction. The online peer groups approach is one of the strategies to combat addictive behaviours. Unlike other behaviours, intervention and addictive usage can be on the same medium; the online space. This shared medium empowers influence techniques found in peer groups, such as selfmonitoring, social surveillance, and personalised feedback, with a higher degree of interactivity, continuity and real-time communication. Social media platforms in general and online peer groups, in particular, have received little guidance as to how software design should take it into account. Careful theoretical understanding of the unique attributes and dynamics of such platforms and their intersection with gamification and persuasive techniques is needed as the ad-hoc design may cause unexpected harm. In this paper, we investigate how to facilitate the design process to ensure a systematic development of this technology. We conducted several qualitative studies including user studies and observational investigations. The primary contribution of this research is twofold: (i) a reference model for designing interactive online platforms to host peer groups and combat DA, (ii) a process model, COPE.er, inspired by the participatory design approach to building Customisable Online Persuasive Ecology by Engineering Rehabilitation strategies for different groups

    Monitoring and Controlling Phone Usage to Raise Awareness and Combat Digital Addiction.

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    One of the defining factors in human progress is the fact how humans have adopted technology into their everyday lives. One of these technologies that has seen a tremendous increase in usage is the mobile phone. The potential overuse of a smartphone device is very easily done, with many possible bad psychological side effects. Digital addiction is a form of addiction that has become more prevalent with people due to the ever-growing technological advances that our devices have achieved. This work focuses on what could be done to assist people via a software application who either have the addiction or help prevent people from becoming addicted. This paper presents design and implementation of a mobile application to monitor and control the phone usage so that it can help combat digital addiction. The prototype implementation lets user see how much time they use on their phone as well as set some preferences. The study has been evaluated by user testing and having user feedback

    Engineering social networking to combat digital addiction: the case of online peer groups.

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    Digital Addiction (DA) denotes a problematic relation with the technology described by being compulsive, obsessive, impulsive and hasty. Recent research identified cases where digital usage shows symptoms of the clinical criteria of behavioural addiction. Peer groups approach is one of the strategies to combat addictive behaviours. It can provide a motivational and learning environment, and ambivalence reduction through sharing, counselling and mutual helping. Hosting peer groups online as a domain-specific social networking service can empower behaviour awareness and change communication including the case of combatting DA. Unlike other behaviours and their change mechanisms, DA as a problematic behaviour, and online peer group share the same space and operational modality. This can empower the online behaviour monitoring and the interaction towards combatting DA in a real-time and transparent style. However, building online peer groups platforms and customizing their functional and interactive features to fit the needs and characteristics of a specific group is a complex process. Also, this requires a careful theoretical understanding of these systems unique variables and attributes which include interactivity, anonymity, equity, profiling, presence and transparency. An ad-hoc design of such persuasive information systems may not only fail to achieve the desired outcomes but may cause significant harm, e.g. lowering self-esteem and counterproductive upward and downward comparisons, etc. As such, the goal of this thesis is to devise a method towards a better-managed design of this technology so that we increase its chance to combat DA. To achieve this goal, the thesis first takes an exploratory approach through several empirical studies including qualitative meta-analysis, qualitative user studies and observational investigations. The findings indicate that the design process of such systems should actively involve end-users to accommodate their needs and expectations and that the design shall have a customizable ecology. The findings were used to propose a method that supports the ability to adapt the scope and functionalities of an online peer group platform to fit various peer groups styles and dynamics with the aim of maintaining the validity and quality over the behaviour awareness and change programme. The method proposed in this thesis involves different roles (people with DA, counsellors, software designers), and has a participatory nature which is a natural fit to the spirit and remit of peer groups. The primary contribution of this thesis is twofold: i) a reference model for designing interactive online peer groups platforms to combat DA, ii) a method inspired by participatory design paradigm to customise the interaction environment for different groups. The method is evaluated in terms of its ease of use, comprehensiveness, appropriateness, and usefulness through a design case study. The results show the potential and applicability of the method in providing an enhanced design process for online peer group platforms to regulate DA in comparison to general purposes development methods which do not cater for the nuances and peculiarities of this particular user group, i.e. people with DA, and the peer group environment. A set of heuristics and guidelines are also derived. One notable recommendation is the recommendation to use the approach when dealing with moderate DA cases in ways that do not interfere with the decision- making about DA, but rather provide tools and platforms to facilitate taking those decisions effectively and in an informed style

    Regulating Habit-Forming Technology

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    Tech developers, like slot machine designers, strive to maximize the user’s “time on device.” They do so by designing habit-forming products— products that draw consciously on the same behavioral design strategies that the casino industry pioneered. The predictable result is that most tech users spend more time on device than they would like, about five hours of phone time a day, while a substantial minority develop life-changing behavioral problems similar to problem gambling. Other countries have begun to regulate habit-forming tech, and American jurisdictions may soon follow suit. Several state legislatures today are considering bills to regulate “loot boxes,” a highly addictive slot-machine- like mechanic that is common in online video games. The Federal Trade Commission has also announced an investigation into the practice. As public concern mounts, it is surprisingly easy to envision consumer regulation extending beyond video games to other types of apps. Just as tobacco regulations might prohibit brightly colored packaging and fruity flavors, a social media regulation might limit the use of red notification badges or “streaks” that reward users for daily use. It is unclear how much of this regulation could survive First Amendment scrutiny; software, unlike other consumer products, is widely understood as a form of protected “expression.” But it is also unclear whether well-drawn laws to combat compulsive technology use would seriously threaten First Amendment values. At a very low cost to the expressive interests of tech companies, these laws may well enhance the quality and efficacy of online speech by mitigating distraction and promoting deliberation

    Digital Addiction: Negative Life Experiences and Potential for Technology-Assisted Solutions

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    There is a growing acceptance of the association between obsessive, compulsive and excessive usage of digital media, e.g., games and social networks, and users’ wellbeing, whether personal, economic or social. While specific causal relations between such Digital Addiction (DA) and the negative life experience can be debated, we argue in this paper that, nevertheless, technology can play a role in preventing or raising awareness of its pathological or problematic usage styles, e.g. through monitoring usage and enabling interactive awareness messages. We perform a literature review, with the primary aim of gathering the range negative life experiences associated with DA. We then conduct two focus groups to help gather users’ perception of the key findings from the literature. Finally, we perform a qualitative analysis of experts and practitioners’ interviews and comments from a user survey on DA warning labels. As a result, we develop eight families of the negative life experiences associated with DA, examine the role of software in facilitating the reduction of such negative experiences, and consider the challenges that may be encountered in the process
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