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www.bournemouth.ac.uk Digital Addiction: a Requirements Engineering Perspective Amen Alrobai - Keith Phalp - Raian Ali Faculty of Science and Technology Bournemouth University - UK REFSQ14, Essen, Germany, 7th April 2014
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Digital addiction REFSQ 14

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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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Page 1: Digital addiction REFSQ 14

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

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Introduction

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What is Digital Addiction?

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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?

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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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Amen Alrobai
The motivation behaind thid could be Raising the reputation (Peer-esteem) in the virtual community
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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

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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