5 research outputs found

    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

    Conceptualising Gamification Risks to Teamwork within Enterprise

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    Gamification in businesses refers to the use of technology-assisted solutions to boost or change staff attitude, perception and behaviour, in relation to certain business goals and tasks, individually or collectively. Previous research indicated that gamification techniques can introduce risks to the business environment, and not only fail to make a positive change, but also raise concerns in relation to ethics, quality of work, and well-being at a workplace. Although the problem is already recognised in principle, there is still a need to clarify and concretise those risks, their factors and their relation to the gamification dynamics and mechanics. To address this, we conducted multi-staged empirical research, including two months’ observation and interview study, in two large-scale businesses using gamification in their workplace. In this paper, we focus on gamification risks related to teamwork within the enterprise. We outline various risk mitigation strategies and map them to primary types of gamification risks. By accomplishing such conceptualisation, we pave the way towards methods to model, detect and predict gamification risks on teamwork and recommend and design practices and strategies to tackle them
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