講演・口頭発表等

国際会議
2020年11月1日

How Do Students and Researchers Behave and Feel While Playing the "Online Attention Game"?

Proceedings of the 7th Multidisciplinary in International Social Networks Conference and The 3rd International Conference on Economics, Management and Technology
  • Tadao Obana
  • ,
  • Miha Takubo
  • ,
  • Yohko Orito
  • ,
  • Kiyoshi Murata
  • ,
  • Hidenobu Sai
  • ,
  • Tadayuki Okamoto

開催年月日
2020年10月31日 - 2020年11月2日
記述言語
英語
会議種別
口頭発表(一般)
主催者
ACM
開催地
Kaohsiung Taiwan
国・地域
台湾

Ill-considered postings by young social media users hungry for attention have recently garnered headlines. Imprudent online postings may distort posters' digital identity, which is someone's online image as perceived by others. Online attention-seeking behaviour may result in digital identities that are divorced from a person's true nature, which can lead to social and mental harm. To mitigate these harms, effective educational material is needed to help non-technical young users understand the risks and consequences of thoughtless, attention-seeking online behaviour. Because such materials do not exist, we took the first step towards fulfilling this educational need by developing the Online Attention Game (OAG). The OAG is an online game played in a laboratory or classroom setting that replicates the online competition involved in seeking other social media users' attention. Through four OAG games (two with students and two with researchers), we confirmed the differences in posting and evaluation behaviour between young university students and adult researchers.

リンク情報
共同研究・競争的資金等の研究課題
ネットワークを応用したアテンションゲームの制作
URL
https://dl.acm.org/doi/pdf/10.1145/3429395.3429399