SlideShare a Scribd company logo
The Design of Software-based Peer Groups
to Combat Digital Addiction
Amen Alrobai, John McAlaney, Keith Phalp, Raian Ali
5-7, 2016, Salzburg, Austria
Faculty of Science and Technology
Bournemouth University, UK
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
Background
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
3
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
• Digital Addiction, has become a serious issue that has a diversity of
socio-economic side effects. In spite of its high importance, DA got
little recognition or guidance as to how software development should
take it into account
• This is in stark contrast to other domains known for traditional
addiction (e.g., drugs, gambling, and alcohol) in which there are clear
rules and policies on how to manufacture, market and sell the
products
• We advocate the need to consider DA as a first class professional,
social and ethical requirement in developing software systems
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
.:: Definition ::.
A motivational peer group:
“is where people voluntarily come together to help each other address common problems
or shared concerns” (Davidson et al. 2006)
• Peer support is a form of social support (peer is
the source of support)
• Online Peer Groups: Interaction mediated by
software means
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
Problem
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
FamiLync:
Participatory learning, in
which children engage with
parents in activities that
encourage both parent and
child to participate in co-
learning of digital media use.
(Ko et al. 2015)
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
NUGU:
Group-based Intervention.
But the intervention comes
from the observation and
learning. (Ko et al. 2015)
 No systematic approaches to configure peer groups
• Smoking cessation groups, (Stead & Lancaster 2005)
• Weight management in adult obesity (Ebhohimhen & Avenell 2009)
 Lack of supporting long-term change (sustainable change)
 Lack of understanding the dual use/effect of online peer groups interactions
 To understand what constitutes the personalisation for online peer groups
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
So we can say:
Currant solutions create opportunities for regulated
interactions, but facilitate them poorly
Methodology
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
 Diary studies followed by Semi-structured interviews
GOAL: Investigating how users would perceive self-monitoring and peer
monitoring to combat DA
• 14 participants (5 males, 9 females), aged 18-50
• Convenience sampling technique
• A pre-selection test based on CAGE questionnaire
• TASK: Use a digital diet app for 14 days and record diaries
• Semi-structured interviews
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
Digital Diet Technology
14
 Two sessions focus group study
GOAL: Understanding different perspectives on online peer groups and their
interactive design
• 6 participants with pre-existing social relationships (3 males, 3 females),
aged 20-26, undergraduate students from Bournemouth University
• Convenience sampling technique
• A pre-selection test based on CAGE questionnaire
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
Session II TASK: Engaging task to review the design created based on
session I
Discussions: was guided by 8 provided questions, on the motivation,
perception towards provided messages, interactive features, personalisation
aspects, role of moderators, ex-addicts etc.
Session I TASK: Engaging task to design software-based peer group,
including gamification techniques
Discussions: was guided by 10 provided questions on how to create effective
and motivating design and how to implement messages, rewards, penalties
and roles etc.
Results
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
 Perceived usefulness 71%
 Technology-limiting technology was perceived as interesting but a paradox.
 The reciprocity norm is the most essential ingredients to build effective groups.
 The “helper therapy” principle, participants find it more motivating to be also useful for
others.
 Other popular persuasive techniques may not be seen efficient and need to be revisited.
 E.g. Cialdini’s Liking principle
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
“inviting alcoholics down the pub to chat about their alcoholism”
 Why it is important?
• Users emphasised the importance of human element to create sense of authority, trust and
commitment.
• E.g. parental involvement for young age groups.
• Addressing deviant behaviours
• Playing governance roles such as rewards allocation
 What characteristics?
 Transformational moderation
• Create and suggest rules (of engagement), support motivation, provide advice to members
and create real life events.
• rewarding 50% Vs. penalties 30%
 Transactional moderation
• Active : monitoring interaction and applying corrective actions
• Passive : intervenes when group’s goals are violated
• Counselling: no monitoring and direct intervening are required but only when needed
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
 Experiential knowledge
 Moderators as ex-addicts (empathy 20% vs. discouragement 80%)
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
Early
stage
addiction
Advanced
stage
addiction
Professional Involvement
Professional
OR
Experiential
Friendliness
AND
liberal style
“moderators must have successful support history regardless of their
professional knowledge”
“addicts might dictate their opinion and be biased to their own experience”
 Fogg’s model for persuasive
• The ability of reducing usage is very low in severe DA (FACT)
• The design should: 1) increase the motivational influence, 2) apply the right
triggers
• Providing means to express the confidence in member’s ability to change or
applying the right social norm would increase the perceived self-efficiency which
will act as a powerful motivational tool
 Penalties as persuasive techniques
• Penalties should take more influential approach such as:
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
“people may leave a peer group if too much penalty is enforced”
“Confrontation members with their status”
Most digital diet apps fail here.
E.g. Reminders
Most digital diet apps fail here e.g.
Scores, feedback
“…focus on the motivation
not the ability”
The GAP. E.g. Manage digital
self, monitor, setting goals
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
 Stage-matched groups
• Different levels of addiction represents different level of self-control and distinct attitudes
and behaviours
• Individuals with less severe addiction maybe easer to be guided.
• Sever addicts needs comprehensive treatment regardless of the stage of change they are at.
 Theme of addiction
• Addiction to online pornography would require certain degree of anonymity
 Social dimension
• Only, 9% of the responses were in favour of having family members
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
“friends are not always the good thing”
“unknown people with no direct contact is better and more relaxed”
“family members would be distracting as I may need to behave differently”.
“non-addicts may give a perspective and learn how it feels”
• Level of anonymity as key motivation
• Ex.1: Identifiable by the system only, by the moderator or by peers
• Ex.2: Identifiable through real identity or pseudonym
• Addiction theme as an important aspect in deciding the suitable levels of privacy
• Anonymity vs. visibility.
• Visibility as a persuasive feature to inspire trust
• Lack of having a particular trend in electing moderators
• Element of FUN by Gamification was paradox.
• Collective competitions instead of individual competition
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
Conclusions and
future work
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
 We explored different aspects of online peer groups and demonstrated its
prominent persuasive considerations
 Adaptation for heavy addicts would be a very challenging
 Challenges for requirements engineering practices
 How social norms operate in these systems is still unknown
 Using simple metrics would provide misleading assertions
 So, measurement models should consider the psychological research on the
addiction severity based on clinical criteria, such as salience, conflict and
relapse
 Biased decisions in the process of online peer groups configuration
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
“If I knew that this
game could have
become so addictive, I
would have become a
lot more wary of it. I
would not have bought
it, or I would have left
it until I was on
holiday or until the
New Year holidays,” a
statement from the
man read.
• We would like to thank:
• Asad Khan and Yasmeen Abdalla for their valuable
contributions in conducting the focus group and diary studies
in the early stages of this research.
• The research is supported by:
aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
The design of software based peer groups to combat digital addiction
Thank you
malmaliki@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016

More Related Content

DOC
Online surveys
PPTX
HCIC General Session - Turning the Ship: How to Move Your Brand Forward in th...
PPTX
Online Physician Reputation Management: Navigating and Succeeding in the New...
PPTX
Measure Your Success on the Web
PPTX
PPTX
Career in the Digital Age: Bachelor Level
PPT
Economic, Social & Political Impact of Web 2.0
PPTX
Self introduction and peer group
 
Online surveys
HCIC General Session - Turning the Ship: How to Move Your Brand Forward in th...
Online Physician Reputation Management: Navigating and Succeeding in the New...
Measure Your Success on the Web
Career in the Digital Age: Bachelor Level
Economic, Social & Political Impact of Web 2.0
Self introduction and peer group
 

Similar to The design of software based peer groups to combat digital addiction (20)

PPTX
The Emerging Requirement for Digital Addiction Labels
PPTX
HEA gamification an overview
PDF
Gamifiying information systems: How to motivate users with game elements
PPTX
Human-Centered Design Framework for Gamification in UX
PPT
Aste v2 3
PPTX
Deskan institute & training inc
PDF
A Framework for Analysing, Designing and Evaluating Persuasive Technologies.pdf
PDF
Vasiliki esr 6 CHESS Orientation poster
PDF
Portfolio Lindsey van der Lans
PDF
V2 product gamification
PDF
Psychology of Design (UX Intensive for MySkills4Afrika)
PPTX
#Gamification through the Application of Motivational Affordances for Physica...
PDF
Social Usability Workshop at Frontiers of Interaction 2010
PDF
Good bad-ugly tech how to survive
PPTX
SocInfo2011 - Designing For Motivation
PPTX
EE gamification JTV1a
PPTX
Gamification of User Engagement Process
PPT
Aste v2 3
PDF
A literature review of gamification design frameworks
PDF
Gamify Your Team Design Thinking : Experimental Study on a Co-Evolution Theor...
The Emerging Requirement for Digital Addiction Labels
HEA gamification an overview
Gamifiying information systems: How to motivate users with game elements
Human-Centered Design Framework for Gamification in UX
Aste v2 3
Deskan institute & training inc
A Framework for Analysing, Designing and Evaluating Persuasive Technologies.pdf
Vasiliki esr 6 CHESS Orientation poster
Portfolio Lindsey van der Lans
V2 product gamification
Psychology of Design (UX Intensive for MySkills4Afrika)
#Gamification through the Application of Motivational Affordances for Physica...
Social Usability Workshop at Frontiers of Interaction 2010
Good bad-ugly tech how to survive
SocInfo2011 - Designing For Motivation
EE gamification JTV1a
Gamification of User Engagement Process
Aste v2 3
A literature review of gamification design frameworks
Gamify Your Team Design Thinking : Experimental Study on a Co-Evolution Theor...
Ad

More from Engineering and Social Informatics (ESOTICS) (20)

PPTX
Digital addiction and what you need to know
PDF
Pragmatic requirements for adaptive systems a goal driven modeling and analys...
PDF
Socially augmented software empowering software operation through social cont...
PDF
Mitigating circumstances in cyber crime
PPTX
Crowdsourcing transparency requirements through structured feedback and social
PDF
Persuasive and culture aware feedback acquisition
PDF
Adaptive software based feedback acquisition a personas-based design
PDF
A modelling language for transparency requirements in business information sy...
PDF
Modelling and analysing contextual failures for dependability requirements
PDF
Engineering software based motivation a persona-based approach
PDF
REfine a gamifiedplatform for participatory requirements engineering
PPTX
Gamification for volunteer cloud computing
PPTX
Crowd centric requirements engineering - ra
PPTX
Towards a code of ethics for gamification at enterprise po em
PPTX
Consideration in software mediated social interaction
PPTX
Software evaluation via users’ feedback at runtime
PPTX
Crowdsourcing Software Evaluation
PPTX
The design of adaptive acquisition of users feedback an empirical study (rcis...
PPT
Socially-Driven Software Adaptation
PPTX
The Four Pillars of Crowdsourcing
Digital addiction and what you need to know
Pragmatic requirements for adaptive systems a goal driven modeling and analys...
Socially augmented software empowering software operation through social cont...
Mitigating circumstances in cyber crime
Crowdsourcing transparency requirements through structured feedback and social
Persuasive and culture aware feedback acquisition
Adaptive software based feedback acquisition a personas-based design
A modelling language for transparency requirements in business information sy...
Modelling and analysing contextual failures for dependability requirements
Engineering software based motivation a persona-based approach
REfine a gamifiedplatform for participatory requirements engineering
Gamification for volunteer cloud computing
Crowd centric requirements engineering - ra
Towards a code of ethics for gamification at enterprise po em
Consideration in software mediated social interaction
Software evaluation via users’ feedback at runtime
Crowdsourcing Software Evaluation
The design of adaptive acquisition of users feedback an empirical study (rcis...
Socially-Driven Software Adaptation
The Four Pillars of Crowdsourcing
Ad

Recently uploaded (20)

PDF
7 ChatGPT Prompts to Help You Define Your Ideal Customer Profile.pdf
PDF
Unlocking AI with Model Context Protocol (MCP)
PPTX
Digital-Transformation-Roadmap-for-Companies.pptx
PDF
Univ-Connecticut-ChatGPT-Presentaion.pdf
PPTX
cloud_computing_Infrastucture_as_cloud_p
PDF
MIND Revenue Release Quarter 2 2025 Press Release
PDF
From MVP to Full-Scale Product A Startup’s Software Journey.pdf
PDF
DASA ADMISSION 2024_FirstRound_FirstRank_LastRank.pdf
PPTX
Programs and apps: productivity, graphics, security and other tools
PPTX
A Presentation on Touch Screen Technology
PPTX
Tartificialntelligence_presentation.pptx
PDF
ENT215_Completing-a-large-scale-migration-and-modernization-with-AWS.pdf
PDF
Building Integrated photovoltaic BIPV_UPV.pdf
PDF
project resource management chapter-09.pdf
PDF
Heart disease approach using modified random forest and particle swarm optimi...
PPTX
Chapter 5: Probability Theory and Statistics
PDF
1 - Historical Antecedents, Social Consideration.pdf
PDF
Accuracy of neural networks in brain wave diagnosis of schizophrenia
PDF
DP Operators-handbook-extract for the Mautical Institute
PPTX
OMC Textile Division Presentation 2021.pptx
7 ChatGPT Prompts to Help You Define Your Ideal Customer Profile.pdf
Unlocking AI with Model Context Protocol (MCP)
Digital-Transformation-Roadmap-for-Companies.pptx
Univ-Connecticut-ChatGPT-Presentaion.pdf
cloud_computing_Infrastucture_as_cloud_p
MIND Revenue Release Quarter 2 2025 Press Release
From MVP to Full-Scale Product A Startup’s Software Journey.pdf
DASA ADMISSION 2024_FirstRound_FirstRank_LastRank.pdf
Programs and apps: productivity, graphics, security and other tools
A Presentation on Touch Screen Technology
Tartificialntelligence_presentation.pptx
ENT215_Completing-a-large-scale-migration-and-modernization-with-AWS.pdf
Building Integrated photovoltaic BIPV_UPV.pdf
project resource management chapter-09.pdf
Heart disease approach using modified random forest and particle swarm optimi...
Chapter 5: Probability Theory and Statistics
1 - Historical Antecedents, Social Consideration.pdf
Accuracy of neural networks in brain wave diagnosis of schizophrenia
DP Operators-handbook-extract for the Mautical Institute
OMC Textile Division Presentation 2021.pptx

The design of software based peer groups to combat digital addiction

  • 1. The Design of Software-based Peer Groups to Combat Digital Addiction Amen Alrobai, John McAlaney, Keith Phalp, Raian Ali 5-7, 2016, Salzburg, Austria Faculty of Science and Technology Bournemouth University, UK aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
  • 3. 3
  • 4. aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
  • 5. aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
  • 6. • Digital Addiction, has become a serious issue that has a diversity of socio-economic side effects. In spite of its high importance, DA got little recognition or guidance as to how software development should take it into account • This is in stark contrast to other domains known for traditional addiction (e.g., drugs, gambling, and alcohol) in which there are clear rules and policies on how to manufacture, market and sell the products • We advocate the need to consider DA as a first class professional, social and ethical requirement in developing software systems aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
  • 7. .:: Definition ::. A motivational peer group: “is where people voluntarily come together to help each other address common problems or shared concerns” (Davidson et al. 2006) • Peer support is a form of social support (peer is the source of support) • Online Peer Groups: Interaction mediated by software means aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
  • 9. aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016 FamiLync: Participatory learning, in which children engage with parents in activities that encourage both parent and child to participate in co- learning of digital media use. (Ko et al. 2015)
  • 10. aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016 NUGU: Group-based Intervention. But the intervention comes from the observation and learning. (Ko et al. 2015)
  • 11.  No systematic approaches to configure peer groups • Smoking cessation groups, (Stead & Lancaster 2005) • Weight management in adult obesity (Ebhohimhen & Avenell 2009)  Lack of supporting long-term change (sustainable change)  Lack of understanding the dual use/effect of online peer groups interactions  To understand what constitutes the personalisation for online peer groups aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016 So we can say: Currant solutions create opportunities for regulated interactions, but facilitate them poorly
  • 13.  Diary studies followed by Semi-structured interviews GOAL: Investigating how users would perceive self-monitoring and peer monitoring to combat DA • 14 participants (5 males, 9 females), aged 18-50 • Convenience sampling technique • A pre-selection test based on CAGE questionnaire • TASK: Use a digital diet app for 14 days and record diaries • Semi-structured interviews aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
  • 15.  Two sessions focus group study GOAL: Understanding different perspectives on online peer groups and their interactive design • 6 participants with pre-existing social relationships (3 males, 3 females), aged 20-26, undergraduate students from Bournemouth University • Convenience sampling technique • A pre-selection test based on CAGE questionnaire aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
  • 16. aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016 Session II TASK: Engaging task to review the design created based on session I Discussions: was guided by 8 provided questions, on the motivation, perception towards provided messages, interactive features, personalisation aspects, role of moderators, ex-addicts etc. Session I TASK: Engaging task to design software-based peer group, including gamification techniques Discussions: was guided by 10 provided questions on how to create effective and motivating design and how to implement messages, rewards, penalties and roles etc.
  • 17. Results aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
  • 18.  Perceived usefulness 71%  Technology-limiting technology was perceived as interesting but a paradox.  The reciprocity norm is the most essential ingredients to build effective groups.  The “helper therapy” principle, participants find it more motivating to be also useful for others.  Other popular persuasive techniques may not be seen efficient and need to be revisited.  E.g. Cialdini’s Liking principle aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016 “inviting alcoholics down the pub to chat about their alcoholism”
  • 19.  Why it is important? • Users emphasised the importance of human element to create sense of authority, trust and commitment. • E.g. parental involvement for young age groups. • Addressing deviant behaviours • Playing governance roles such as rewards allocation  What characteristics?  Transformational moderation • Create and suggest rules (of engagement), support motivation, provide advice to members and create real life events. • rewarding 50% Vs. penalties 30%  Transactional moderation • Active : monitoring interaction and applying corrective actions • Passive : intervenes when group’s goals are violated • Counselling: no monitoring and direct intervening are required but only when needed aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
  • 20.  Experiential knowledge  Moderators as ex-addicts (empathy 20% vs. discouragement 80%) aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016 Early stage addiction Advanced stage addiction Professional Involvement Professional OR Experiential Friendliness AND liberal style “moderators must have successful support history regardless of their professional knowledge” “addicts might dictate their opinion and be biased to their own experience”
  • 21.  Fogg’s model for persuasive • The ability of reducing usage is very low in severe DA (FACT) • The design should: 1) increase the motivational influence, 2) apply the right triggers • Providing means to express the confidence in member’s ability to change or applying the right social norm would increase the perceived self-efficiency which will act as a powerful motivational tool  Penalties as persuasive techniques • Penalties should take more influential approach such as: aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016 “people may leave a peer group if too much penalty is enforced” “Confrontation members with their status”
  • 22. Most digital diet apps fail here. E.g. Reminders Most digital diet apps fail here e.g. Scores, feedback “…focus on the motivation not the ability” The GAP. E.g. Manage digital self, monitor, setting goals aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
  • 23.  Stage-matched groups • Different levels of addiction represents different level of self-control and distinct attitudes and behaviours • Individuals with less severe addiction maybe easer to be guided. • Sever addicts needs comprehensive treatment regardless of the stage of change they are at.  Theme of addiction • Addiction to online pornography would require certain degree of anonymity  Social dimension • Only, 9% of the responses were in favour of having family members aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016 “friends are not always the good thing” “unknown people with no direct contact is better and more relaxed” “family members would be distracting as I may need to behave differently”. “non-addicts may give a perspective and learn how it feels”
  • 24. • Level of anonymity as key motivation • Ex.1: Identifiable by the system only, by the moderator or by peers • Ex.2: Identifiable through real identity or pseudonym • Addiction theme as an important aspect in deciding the suitable levels of privacy • Anonymity vs. visibility. • Visibility as a persuasive feature to inspire trust • Lack of having a particular trend in electing moderators • Element of FUN by Gamification was paradox. • Collective competitions instead of individual competition aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
  • 25. Conclusions and future work aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
  • 26.  We explored different aspects of online peer groups and demonstrated its prominent persuasive considerations  Adaptation for heavy addicts would be a very challenging  Challenges for requirements engineering practices  How social norms operate in these systems is still unknown  Using simple metrics would provide misleading assertions  So, measurement models should consider the psychological research on the addiction severity based on clinical criteria, such as salience, conflict and relapse  Biased decisions in the process of online peer groups configuration aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
  • 27. aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016 “If I knew that this game could have become so addictive, I would have become a lot more wary of it. I would not have bought it, or I would have left it until I was on holiday or until the New Year holidays,” a statement from the man read.
  • 28. • We would like to thank: • Asad Khan and Yasmeen Abdalla for their valuable contributions in conducting the focus group and diary studies in the early stages of this research. • The research is supported by: aalrobai@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016
  • 30. Thank you malmaliki@bournemouth.ac.uk Persuasive Technology, Salzburg, Austria, 5-7 April, 2016