Interrupting Dissociation of Players through Real-Time Digital Tasks during Online Gambling

<p dir="ltr">Online gambling is relatively easier to access compared to traditional one, so it can pose specific risks to individuals such as causing isolation, lack of interruption and dissociation. Intermittent interactions that require cognitive process can interrupt a task and ca...

وصف كامل

محفوظ في:
التفاصيل البيبلوغرافية
المؤلف الرئيسي: Ceyda Kiyak (16810665) (author)
مؤلفون آخرون: Deniz Cetinkaya (16752672) (author), John McAlaney (230606) (author), Sarah Hodge (202723) (author), Raian Ali (12066006) (author)
منشور في: 2023
الموضوعات:
الوسوم: إضافة وسم
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author Ceyda Kiyak (16810665)
author2 Deniz Cetinkaya (16752672)
John McAlaney (230606)
Sarah Hodge (202723)
Raian Ali (12066006)
author2_role author
author
author
author
author_facet Ceyda Kiyak (16810665)
Deniz Cetinkaya (16752672)
John McAlaney (230606)
Sarah Hodge (202723)
Raian Ali (12066006)
author_role author
dc.creator.none.fl_str_mv Ceyda Kiyak (16810665)
Deniz Cetinkaya (16752672)
John McAlaney (230606)
Sarah Hodge (202723)
Raian Ali (12066006)
dc.date.none.fl_str_mv 2023-07-18T00:00:00Z
dc.identifier.none.fl_str_mv 10.1080/10447318.2023.2233127
dc.relation.none.fl_str_mv https://figshare.com/articles/journal_contribution/Interrupting_Dissociation_of_Players_through_Real-Time_Digital_Tasks_during_Online_Gambling/23918412
dc.rights.none.fl_str_mv CC BY 4.0
info:eu-repo/semantics/openAccess
dc.subject.none.fl_str_mv Information and computing sciences
Graphics, augmented reality and games
Human-centred computing
Psychology
Cognitive and computational psychology
Responsible gambling
Human-computer interaction
Persuasive technology
Digital nudge
Behaviour change
dc.title.none.fl_str_mv Interrupting Dissociation of Players through Real-Time Digital Tasks during Online Gambling
dc.type.none.fl_str_mv Text
Journal contribution
info:eu-repo/semantics/publishedVersion
text
contribution to journal
description <p dir="ltr">Online gambling is relatively easier to access compared to traditional one, so it can pose specific risks to individuals such as causing isolation, lack of interruption and dissociation. Intermittent interactions that require cognitive process can interrupt a task and capture the attentional focus which can help to break the dissociative state of players while playing. This study proposes an approach of using digital tasks to interrupt the dissociation of players during online gambling. We investigated the effectiveness of the approach through mixed methods where participants (<i>N</i> = 50) were invited to the computerised lab experiment and randomised to five conditions. Participants received digital tasks as an interruption while playing online slot gambling and their response time to the interruptions was measured. After the play, participants completed the Jacob’s Dissociation Questionnaire, and the Acceptability Questionnaire (both Likert scale and open-ended questions). The analysis revealed that there was a significant main effect of the interruptions in terms of response times, and a significant interaction between the interruptions and the digital tasks. Five main themes were generated after Thematic Analysis of the qualitative data: (1) Distraction, (2) Awareness, (3) User experience, (4) Considerations for design and (5) Considerations for technology. Digital tasks could be potentially useful tools to interrupt players’ dissociation during online gambling and support behavioural awareness and change towards more conscious and responsible gambling.</p><h2>Other Information</h2><p dir="ltr">Published in: International Journal of Human–Computer Interaction<br>License: <a href="http://creativecommons.org/licenses/by/4.0/" target="_blank">http://creativecommons.org/licenses/by/4.0/</a><br>See article on publisher's website: <a href="https://dx.doi.org/10.1080/10447318.2023.2233127" target="_blank">https://dx.doi.org/10.1080/10447318.2023.2233127</a></p>
eu_rights_str_mv openAccess
id Manara2_a705fc06ebe6df4d1e1bd2a98b7185dd
identifier_str_mv 10.1080/10447318.2023.2233127
network_acronym_str Manara2
network_name_str Manara2
oai_identifier_str oai:figshare.com:article/23918412
publishDate 2023
repository.mail.fl_str_mv
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rights_invalid_str_mv CC BY 4.0
spelling Interrupting Dissociation of Players through Real-Time Digital Tasks during Online GamblingCeyda Kiyak (16810665)Deniz Cetinkaya (16752672)John McAlaney (230606)Sarah Hodge (202723)Raian Ali (12066006)Information and computing sciencesGraphics, augmented reality and gamesHuman-centred computingPsychologyCognitive and computational psychologyResponsible gamblingHuman-computer interactionPersuasive technologyDigital nudgeBehaviour change<p dir="ltr">Online gambling is relatively easier to access compared to traditional one, so it can pose specific risks to individuals such as causing isolation, lack of interruption and dissociation. Intermittent interactions that require cognitive process can interrupt a task and capture the attentional focus which can help to break the dissociative state of players while playing. This study proposes an approach of using digital tasks to interrupt the dissociation of players during online gambling. We investigated the effectiveness of the approach through mixed methods where participants (<i>N</i> = 50) were invited to the computerised lab experiment and randomised to five conditions. Participants received digital tasks as an interruption while playing online slot gambling and their response time to the interruptions was measured. After the play, participants completed the Jacob’s Dissociation Questionnaire, and the Acceptability Questionnaire (both Likert scale and open-ended questions). The analysis revealed that there was a significant main effect of the interruptions in terms of response times, and a significant interaction between the interruptions and the digital tasks. Five main themes were generated after Thematic Analysis of the qualitative data: (1) Distraction, (2) Awareness, (3) User experience, (4) Considerations for design and (5) Considerations for technology. Digital tasks could be potentially useful tools to interrupt players’ dissociation during online gambling and support behavioural awareness and change towards more conscious and responsible gambling.</p><h2>Other Information</h2><p dir="ltr">Published in: International Journal of Human–Computer Interaction<br>License: <a href="http://creativecommons.org/licenses/by/4.0/" target="_blank">http://creativecommons.org/licenses/by/4.0/</a><br>See article on publisher's website: <a href="https://dx.doi.org/10.1080/10447318.2023.2233127" target="_blank">https://dx.doi.org/10.1080/10447318.2023.2233127</a></p>2023-07-18T00:00:00ZTextJournal contributioninfo:eu-repo/semantics/publishedVersiontextcontribution to journal10.1080/10447318.2023.2233127https://figshare.com/articles/journal_contribution/Interrupting_Dissociation_of_Players_through_Real-Time_Digital_Tasks_during_Online_Gambling/23918412CC BY 4.0info:eu-repo/semantics/openAccessoai:figshare.com:article/239184122023-07-18T00:00:00Z
spellingShingle Interrupting Dissociation of Players through Real-Time Digital Tasks during Online Gambling
Ceyda Kiyak (16810665)
Information and computing sciences
Graphics, augmented reality and games
Human-centred computing
Psychology
Cognitive and computational psychology
Responsible gambling
Human-computer interaction
Persuasive technology
Digital nudge
Behaviour change
status_str publishedVersion
title Interrupting Dissociation of Players through Real-Time Digital Tasks during Online Gambling
title_full Interrupting Dissociation of Players through Real-Time Digital Tasks during Online Gambling
title_fullStr Interrupting Dissociation of Players through Real-Time Digital Tasks during Online Gambling
title_full_unstemmed Interrupting Dissociation of Players through Real-Time Digital Tasks during Online Gambling
title_short Interrupting Dissociation of Players through Real-Time Digital Tasks during Online Gambling
title_sort Interrupting Dissociation of Players through Real-Time Digital Tasks during Online Gambling
topic Information and computing sciences
Graphics, augmented reality and games
Human-centred computing
Psychology
Cognitive and computational psychology
Responsible gambling
Human-computer interaction
Persuasive technology
Digital nudge
Behaviour change