3,155 research outputs found

    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

    Building Online Platforms for Peer Support Groups as a Persuasive Behavioural Change Technique

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    Online peer group approach is inherently a persuasive technique as it is centered on peer pressure and surveillance. They are persuasive social net- works equipped with tools and facilities that enable behaviour change. This paper presents the case for domain-specific persuasive social networks and provides insights on problematic and addictive behaviour change. A 4-month study was conducted in an addiction rehab centre in the UK, followed by 2-month study in an online peer group system. The study adopted qualitative methods to under- stand the broad parameters of peer groups including the sessions' environment, norms, interaction styles occurring between groups' members and how such in- teractions are governed. The qualitative techniques used were (1) observations, (2) form and document analysis, and (3) semi-structured interviews. The findings concern governing such groups in addition to the roles to be enabled and tasks to be performed. The Honeycomb framework was revisited to comment on its build- ing blocks with the purpose of highlighting points to consider when building do- main-specific social networks for such domain, i.e. online peer groups to combat addictive behaviour

    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

    A conceptual architecture for empowering responsible online gambling with predictive, real- time, persuasive and interactive intervention

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    Online gambling, unlike other mediums of addiction and problematic behaviour, such as tobacco and alcohol, offers unprecedented opportunities for monitoring and understanding an addict's behaviour in real-time and adapting persuasive messages and interactions that would fit their usage and personal context. Online gambling sites usually provide Application Programming Interfaces (APIs) mainly to enable third party applications to enhance the gambling experience. In this work, we propose that gamblers' online data, such as navigation path and available offers, can be used to enable a more intelligent and proactive responsible gambling care in a real-time persuasive style. To this end, we propose a conceptual architecture of persuasive responsible online gambling technology. The novelty in our approach is indeed reliant on the real time and interactivity aspects as the intervention and the persuasion can happen in the same time as the gamblers’ behaviour is taking place

    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

    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

    Online Peer Support Groups to Combat Digital Addiction: User Acceptance and Rejection Factors

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    The obsessive usage of digital media may exhibit symptoms traditionally associated with behavioural addictions such as mood modification, salience, tolerance and conflict. The educational methods, interventions, and treatments available to prevent or control such a digital addiction are, currently, very limited. Digital Addiction (DA) is yet not formally recognised as a mental disorder by the Diagnostic and Statistical Manual of Mental Disorders. Recently, in 2018, the World Health Organization recognised gaming disorder. Fortunately, the nature of digital media can also help the hosting of methods and mechanics to combat DA, e.g. in the monitoring of online usage and enabling individuals to stay in control of it. One of the techniques proposed in the literature is Online Peer Groups platforms, towards allowing people to form a group and provide peer support to control and regulate their usage, collectively. Online peer support groups are meant to provide peer support, counselling, motivational and learning environment, and ambivalence reduction through sharing and hope installation. However, there is a lack of research about the factors influencing people with DA to accept or reject online peer support groups. In this work, we conduct user studies and explore the acceptance and rejection factors to join and participate in such DA regulation and relapse prevention method. This will help to design and introduce the method and increase its adoption

    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

    Combating Fear of Missing Out (FoMO) on Social Media: The FoMO-R Method.

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    Background: The fear of missing out (FoMO) on social media refers to the apprehension that online content and interactions from others are unseen and reacted to in a timely fashion. FoMO can become problematic, leading to anxiety, interrupted sleep, lack of concentration and dependence on social media to generate gratification. The literature has mainly focused on understanding the FoMO experience, factors contributing to it and its consequences. Method: In this paper, we build on previous research and develop a FoMO Reduction (FoMO-R) approach that embraces technical elements such as autoreply, filtering, status, education on how FoMO occurs and skills on how to deal with it; e.g., self-talk and checklists. We evaluate the method through focus groups and a diary study involving 30 participants who self-declared to experience FoMO regularly. Results: The results show that the method was accepted by the participants and helped them to manage their FoMO. They also show that a set of extra functionalities in social media design is needed so that users can manage FoMO more effectively. Conclusion: FoMO can be reduced through socio-technical approaches, joining both social and technical skills, and literacy on how social media are designed and how social interactions should happen on them

    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
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