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Amen Alrobai, Keith Phalp, Raian Ali. Digital Addiction: a Requirements Engineering Perspective. The 20th International Working Conference on Requirements Engineering: Foundation for Software Quality (REFSQ 2014). Essen, Germany. April 2014.
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www.bournemouth.ac.uk
Digital Addiction: a RequirementsEngineering Perspective
Amen Alrobai - Keith Phalp - Raian Ali
Faculty of Science and TechnologyBournemouth University - UK
REFSQ14, Essen, Germany, 7th April 2014
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Outline
Introduction
Motivations
Initial results
Challenges
Conclusions
REFSQ14, Essen, Germany, 7th April 2014
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Introduction
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What is Digital Addiction?
REFSQ14, Essen, Germany, 7th April 2014
Mood modification
Relapse
Salience Withdrawal symptoms
Tolerance
Conflict
Compulsive
Impulsive
Behaviours
SymptomsGeneralised Pathological Internet Use
SpecificPathological Internet Use
Interaction Themes
“ .. the inability of individuals to control their Internet use, resulting in marked distress and/or functional impairment in daily life” (Ha, J.H. et al., 2006)
Context-ordinated
Content-ordinated
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What is the problem?
Chinese teenage addicts to the Internet applications increased from 13.2% in 2005 to 14.1% in 2009
(China Youth Association for Network Development, 2010)
In 2013, 3.7% of British students were considered to be addicted to gaming and social applications
(Kuss et al., 2013)
About 140 Internet addiction treatment recovery centers in South Korea
(Younget al., 2011)
DA is still not seen as a problem of the software (e.g., game fatigue system)
Who to blame?
REFSQ14, Essen, Germany, 7th April 2014
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Motivations
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Motivations
Users requirements and software features almost
ignored.
Current solutions:• Education• Restriction• Cognitive behavioral therapy (CBT)
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Initial results
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(1) Problem Exploration
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(2) DA definition for RE
Compulsive/impulsive use of software-mediated
operations to reach certain requirements. This includes
inability to switch to other available alternatives to
reach the same requirements without a good reason.DA
symptomssoftware-mediated
operations
of
is
realised through
certain requirements
to reachCompulsive/impulsive use
Fig. RE logical modelREFSQ14, Essen, Germany, 7th April 2014
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Terminologies Analysis
• Addiction (used by Influential communities)• Dependence (physical dependence Vs. mental disorders)• Compulsive (completely unable!!) • Pathological (adopted from pathological gambling)• Impulsive (failure to resist)• Problematic (consequences)• Excessive (intensity & frequency)
Be
hav
iou
r O
bje
ct
Analysing terminologies
through LR
Developing logical models
of the definitions
Generating a relationship
table
Triangulation
• Internet (generic and includes all internet-enabled activities)• Technological (Internet is subclass)• Online (performed over the Internet)• Digital media (digital devices)
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Logical Models
Problematic Internet Use
managing one’s offline life
multidimensional syndrome
symptoms
consist of
is
with
difficultiesresult in
Internet addiction
daily life
inability
individual
of
is marked distress and/or functional impairment
resulting in
Technological Addiction
Human-machine
interaction
[involves]
is Non-chemical (behavioral) addictions
cognitive
emotional
behavioral
includes
to control
internet use
in
(Generalized) Pathological Internet Use
multidimensional overuse
The Internet
of
is negative personal & professional consequences
results in
Problematic Internet Use: a multidimensional syndrome that consists of cognitive, emotional, and behavioural symptoms that result in difficulties with managing one’s offline life. (Caplan, 2005)
Technological Addiction: operationally defined as non-chemical (behavioral) addictions that involve human–machine interaction.
(Griffiths, 1996a)
Internet Addiction: the inability of individuals to control their Internet use, resulting in marked distress and/or functional impairment in daily life. (Ha, J.H. et al., 2006)
(Generalized) Pathological Internet Use: conceptualized as a multidimensional overuse of the Internet itself that results in negative personal and professional consequences. (Davis, 2001)
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Logical Models
Summary of the logical model of definitions
symptomsinternet use
involves
realised through
certain requirements
leads tobehaviour
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(3) Initial Ontology
Purpose: Facilitating subject-matter discussions and initiating
Ontology development
Method: Conventional & directed content analysis approach
Questions: What are the factors, SW features, dynamics and users
characteristics?
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Enhance Ontology Development
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(4) DA Ontology V.1
Digital addiction
Cultural context User context
Habits
Checkinghabit
Mental
disorders
(ADHD)
Obsessive-compulsive
disorder
Depression
Social anxiety
Communication Addiction Disorder
Behaviours
Escapism
Disinhibition
Timelessness
Impersonation
Multitasking
Escalation of commitment
Hyperpersonal aspect
Solipsistic introjection
Dissociative imagination
Traits
Low
self-esteem
Narcissistic
Depressed
mood
Impulsivity
Reduced attentiveness
Shyness
Sensationseeking
Lack of willpower
Anhedonia
Emotions
Stress
Social solation
Social
alienation
Anxiety
Anticipation
Requirements
Goals
Increasing the number of followers
Seeking companionship
Raising reputation
Values
Self-Actualization
Respect
Acceptance
Motivations
Attention-seeking
Sociability
Peer-esteem
Software context
comprise comprise comprise
comprise comprise comprise
comprise comprise
includes
influncedBy
includes
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DA Ontology V.1
Digital addiction
Cultural context User context Software context
Interaction medium
Properties
Invisibility
Minimisation of authority
Timelessness
Affordability
More manageable environment
Power of crowd
Loss of boundaries
Sense of freedom
Interactivity
Affordability
Availability of variety
Habit-forming
Availability
Out of control
Social software
Content
Real time
Less informative
Features
Personalisation
Customisation
Rewarding mechanisms
Social plugins
Excessive notifications
Privacy
Anonymity
Usability
attributes
Learnability
Efficiency
Effectiveness
Memorability
Security
Satisfaction
Types of communication
Asynchronicity
Synchronicity
comprise comprise comprise comprise
comprise
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Ontology Development Protégé
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(5) Requirements-centered Addiction Factors (Meta-
model)
VALUESADDICTIVE
ASPECTS
May
hav
e
Translated torequests
Has
Has “Private” Affect
Satisfy
Dri
ven
by
Rep
rese
nt
USER
- Like- Retweet- Follow- Subscribe- Profile completeness- Visibility status
I would need virtual space to connect with specific sets of people to build social relations, share updates, photos or documents and message other group members
Raising social reputation
GOALS
- Respect- Acceptance- Conformity
REQUIREMENTS FEATURES
- Rewarding mechanisms- Excessive notifications
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Challenges
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Challenges
Is DA symptom or an issue?
DA measurement
Diversity of both Software and Users
Developing the social platform
Tacit and fuzzy nature of DA concepts
User’s satisfaction should not be
compromised REFSQ14, Essen, Germany, 7th April 2014
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Conclusions
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Conclusions
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Can DA treated as a business goal (Resist Vs.
Inability)?
Is it HCI issue, RE or both?
Is it NFR?
If software adaptively would be one part of the solution, more questions still need to be answered, e.g.:
What to monitor in terms of users interactions, internal or external triggers?
How, or even whether, users would like to be aware of DA when they have it?
What decisions would be taken by software and what other decisions are to be taken by users when the software is running?
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References
1. Ha, J.H. et al., 2006. Psychiatric comorbidity assessed in Korean children and adolescents who screen positive for Internet addiction. Journal of Clinical Psychiatry.
2. China Youth Association for Network Development. (2010). The National Report on Internet Addiction of Chinese Youths (2009). Beijing
3. Kuss, D. J., Griffiths, M. D., & Binder, J. F. (2013). Internet addiction in students: Prevalence and risk factors. Computers in Human Behavior, 29(3), 959-966.
4. Young, K.S. & de Abreu, C.N., 2011. Internet addiction: A handbook and guide to evaluation and treatment.
5. Kietzmann, J.H. et al., 2011. Social media? Get serious! Understanding the functional building blocks of social media. Business Horizons, 54(3), pp.241–251.
6. Caplan, Scott E. "A social skill account of problematic Internet use." Journal of communication 55.4 (2005): 721-736.
7. Davis, R.A., 2001. A cognitive-behavioral model of pathological Internet use. Computers in Human Behavior, 17(2), pp.187–195.
8. Griffiths, M., 1996. Gambling on the internet: A brief note. Journal of Gambling Studies, 12(4), pp.471–473.
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Thank you!
Q.AAcknowledgements:• Dr. Huseyin Dogan - Bournemouth University – UK• Assoc. Prof. Jacqui Taylor - Bournemouth University – UK• Bournemouth Uni Graduate School for their PGR Development Grant• FP7 Marie Curie Programme (the SOCIAD project)
REFSQ14, Essen, Germany, 7th April 2014