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1.
I Com (Berl) ; 23(2): 189-203, 2024 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-39099628

RESUMO

Location-based games are a highly technology-dependent game genre that has witnessed an exponential increase in popularity with the democratisation of smartphones as well as ubiquitous mobile data and access to satellite navigation. Moving forward into the future, location-based games can be expected to evolve as the technologies underlying the genre improve. In this conceptual work, we review the current state of the art in location-based games, and identify key trajectories and trends. We discovered 12 trends, based on which we jump ten years into the future and evaluate how current technology trends may end up influencing location-based gaming. For example, we propose that in the year 2035 through improvements in map data services and sensor data coverage, we will see locative games that are increasingly connected to elements in the physical world. We also expect to see gameplay that moves away from solely taking place on a smartphone screen to the adoption of multiple forms of interactions with location-based game worlds, especially as head-mounted displays and other wearables become more commonplace.

2.
Front Psychol ; 14: 1193172, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37397342

RESUMO

Introduction: Toxic behavior (i.e., toxicity) is a pervasive problem in online gaming communities such as League of Legends. This issue arises from factors such as frustrating and stressful in-game experiences and online disinhibition. Prior research on addressing toxicity has focused primarily on the perpetrators and how to mitigate their negative behavior and the consequences. The aim of this study was to approach toxicity from the perspective of the victims instead, and consequently, to investigate the factors that contribute to the experience of victimhood in multiplayer online battle arena games. Methods: A global sample of League of Legends and Defense of the Ancients 2 players (n=313) was collected to test hypotheses based on three theoretical approaches drawn from previous work, namely, the online disinhibition effect, social cognitive theory and theory of planned behavior. Participants were asked to complete a survey that included variables related to the three theoretical approaches. Results: The results of the study indicated that self-efficacy, and benign and toxic disinhibition, were the most relevant antecedents for the experience of being a victim of toxicity. Accordingly, the findings thus suggest that players with low self-efficacy and high online disinhibition may be more likely to experience victimhood in multiplayer online battle arena games. In general, insights based on our study demonstrate that individual characteristics partially explain why some players are more susceptible to toxic behavior than others. Discussion: The study's results have practical implications for game developers and policymakers, particularly in the areas of community management and player education. For example, game developers may consider incorporating self-efficacy training and disinhibition reduction programs into their games. Overall, this study contributes to the growing body of literature on toxicity in online gaming communities and invites further research into toxicity from the perspective of the victims.

3.
Int J Inf Manage ; 62: 102431, 2022 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-34642531

RESUMO

This study explores how using social networking sites (SNSs) to cope with stressors induced by a global pandemic (in this case, COVID-19) can have negative consequences. The pandemic has imposed particular stressors on individuals, such as the threats of contracting the virus and of unemployment. Owing to the lockdowns and confinements implemented to limit the spread of the pandemic, SNS use has surged worldwide. Drawing on Lazarus and Folkman's theory of stress and coping, we consider COVID-19 obsession to be an adverse emotional response to the stressors brought about by the pandemic and emotional support seeking through SNS as a coping strategy. Furthermore, we identify SNS exhaustion as an adverse outcome of this form of coping. Finally, we analyze the intention to reduce SNS use as a corrective behavioral outcome to mitigate the negative effect of SNS-mediated coping. The findings indicate that: 1) the threat of the COVID-19 disease and the threat of unemployment drive COVID-19 obsession; 2) COVID-19 obsession contributes to emotional support seeking through SNS; 3) emotional support seeking through SNS exerts a positive effect on SNS exhaustion; 4) SNS exhaustion contributes to the intention to reduce SNS use. Our results advance Information Systems (IS) research by focusing on the use of Information Technology (IT) to cope with stressors that are essentially not IT-related; such research is largely absent from previous literature. Furthermore, our paper contributes to the increasing amount of literature on IT-mediated coping with stressors and reduced social media use.

4.
PLoS One ; 16(2): e0246432, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33626100

RESUMO

Mobile gambling differs from land-based and traditional forms of gambling in that the opportunity to place bets and engage with casinos is constantly present and easily accessible. Instead of going to a physical bookmaker or casino, mobile gambling is done quickly and swiftly, anytime, anywhere, with a few taps on a mobile device. Previous studies reveal mobile gambling has managed to reach new audiences especially amongst younger people. Gambling harms can have severe adverse effects on individuals, families and society. However, for a subgroup of highly involved individuals, gambling can be considered a harmonious passion that permits frequent gambling without elevating individual's risks of experience problem gambling manifestations. Combining the Uses and Gratifications (U&G) and Dualistic Model of Passion (DMP) frameworks, the present study aims to determine if and how the different gratifications sought from mobile gambling are susceptible to explaining non-problematic versus problematic patterns in highly involved gamblers. Data were collected over two waves from a global sample of mobile gamblers (N = 327). Results emphasize that the motivational underpinnings of mobile gambling (as measured by the U&G) differ in obsessive versus harmonious passion. Obsessive passion is associated with poor mood and problematic gambling. In contrast, harmonious passion for mobile gambling is associated with positive mood but is unrelated to problematic gambling. Based on these findings, and given that problematic gambling is an internationally relevant public health issue (the prevalence of problem gambling is estimated to range from 0.1% to 5.8% in different countries), we suggest interventions focusing on specific uses and gratifications associated with an obsessive passion for mobile gambling may be effective in reducing problematic usage patterns.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Transtorno de Adição à Internet/psicologia , Adolescente , Adulto , Emoções , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Motivação , Inquéritos e Questionários , Adulto Jovem
5.
Technol Soc ; 65: 101573, 2021 May.
Artigo em Inglês | MEDLINE | ID: mdl-36540654

RESUMO

The COVID-19 pandemic amplified the influence of information reporting on human behavior, as people were forced to quickly adapt to a new health threatening situation by relying on new information. Drawing from protection-motivation and cognitive load theories, we formulated a structural model eliciting the impact of the three online information sources: (1) social media, (2) official websites, and (3) other online news sources; on motivation to adopt recommended COVID-19 preventive measures. The model was tested with the data collected from university employees and students (n = 225) in March 2020 through an online survey and analyzed using partial least square structural equation modeling (PLS-SEM). We observed that social media and other online news sources increased information overload amongst the online information sources. This, in turn, negatively affected individuals' self-isolation intention by increasing perceived response costs and decreasing response efficacy. The study highlights the role of online information sources on preventive behaviors during pandemics.

6.
Sensors (Basel) ; 21(1)2020 Dec 28.
Artigo em Inglês | MEDLINE | ID: mdl-33379185

RESUMO

Location-based applications (LBAs) capture the user's physical location via satellite navigation sensors and integrate it as part of the digital application. Because of this connection, the real-world environment needs to be accounted for in LBA design. In this work, we focused on creating a database of geographically distributed points of interest (PoIs) that is optimal for learning local history. First, we conducted a requirements elicitation study at three outdoor archaeological sites and identified issues in existing solutions. Second, we designed a multi-layered prototype solution. Third, we evaluated the solution with nine experts who had prior experience with LBAs or similar systems. We incorporated their feedback to our design to iteratively improve it. As a whole, our work contributes to the LBA design literature by proposing a solution that is optimized for the learning of local history.

7.
Technol Forecast Soc Change ; 159: 120201, 2020 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-32834137

RESUMO

Social media plays a significant role during pandemics such as COVID-19, as it enables people to share news as well as personal experiences and viewpoints with one another in real-time, globally. Building off the affordance lens and cognitive load theory, we investigate how motivational factors and personal attributes influence social media fatigue and the sharing of unverified information during the COVID-19 pandemic. Accordingly, we develop a model which we analyse using the structural equation modelling and neural network techniques with data collected from young adults in Bangladesh (N = 433). The results show that people, who are driven by self-promotion and entertainment, and those suffering from deficient self-regulation, are more likely to share unverified information. Exploration and religiosity correlated negatively with the sharing of unverified information. However, exploration also increased social media fatigue. Our findings indicate that the different use purposes of social media introduce problematic consequences, in particular, increased misinformation sharing.

8.
J Med Internet Res ; 22(5): e19128, 2020 05 06.
Artigo em Inglês | MEDLINE | ID: mdl-32330115

RESUMO

BACKGROUND: During the coronavirus disease (COVID-19) pandemic, governments issued movement restrictions and placed areas into quarantine to combat the spread of the disease. In addition, individuals were encouraged to adopt personal health measures such as social isolation. Information regarding the disease and recommended avoidance measures were distributed through a variety of channels including social media, news websites, and emails. Previous research suggests that the vast amount of available information can be confusing, potentially resulting in overconcern and information overload. OBJECTIVE: This study investigates the impact of online information on the individual-level intention to voluntarily self-isolate during the pandemic. Using the protection-motivation theory as a framework, we propose a model outlining the effects of cyberchondria and information overload on individuals' perceptions and motivations. METHODS: To test the proposed model, we collected data with an online survey (N=225) and analyzed it using partial least square-structural equation modeling. The effects of social media and living situation were tested through multigroup analysis. RESULTS: Cyberchondria and information overload had a significant impact on individuals' threat and coping perceptions, and through them on self-isolation intention. Among the appraisal constructs, perceived severity (P=.002) and self-efficacy (P=.003) positively impacted self-isolation intention, while response cost (P<.001) affected the intention negatively. Cyberchondria (P=.003) and information overload (P=.003) indirectly affected self-isolation intention through the aforementioned perceptions. Using social media as an information source increased both cyberchondria and information overload. No differences in perceptions were found between people living alone and those living with their families. CONCLUSIONS: During COVID-19, frequent use of social media contributed to information overload and overconcern among individuals. To boost individuals' motivation to adopt preventive measures such as self-isolation, actions should focus on lowering individuals' perceived response costs in addition to informing them about the severity of the situation.


Assuntos
Controle de Doenças Transmissíveis , Infecções por Coronavirus/epidemiologia , Infecções por Coronavirus/prevenção & controle , Educação em Saúde , Internet , Pandemias/prevenção & controle , Pneumonia Viral/epidemiologia , Pneumonia Viral/prevenção & controle , Autoeficácia , Mídias Sociais , Adaptação Psicológica , Betacoronavirus , COVID-19 , Infecções por Coronavirus/psicologia , Infecções por Coronavirus/transmissão , Estudos Transversais , Correio Eletrônico/provisão & distribuição , Humanos , Intenção , Motivação , Pneumonia Viral/psicologia , Pneumonia Viral/transmissão , Quarentena/psicologia , SARS-CoV-2 , Autocuidado/psicologia , Mídias Sociais/provisão & distribuição , Inquéritos e Questionários
9.
Telemat Inform ; 54: 101458, 2020 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-34887611

RESUMO

Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow down the spreading of the virus. The major LBG developers reacted by making in-game adjustments that allow playing from home, while still maintaining some incentives for players to go outdoors and socialise. For investigating factors influencing intention to play LBGs socially during the on-going pandemic, we collected cross-sectional survey data (N = 855) from Finnish players of the most popular LBG, Pokémon GO. The results showed that perceived severity of the pandemic and a positive attitude towards both governmental measures and in-game changes for combatting COVID-19 predicted intention to reduce social playing. Fear of missing out and deficient self-regulation increased playing intensity, which in turn negatively correlated with the intention to reduce social playing. Our findings demonstrate the influence that LBGs can have on human behaviour even during global crises such as COVID-19. As such, LBGs can be considered a resource in designing interventions for influencing movement at a population level.

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