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用于数字身份教育的在线注意力游戏:一项探索性研究。

The Online Attention Game for Digital Identity Education: An Exploratory Study.

作者信息

Obana Tadao, Takubo Miha, Orito Yohko, Murata Kiyoshi, Sai Hidenobu, Okamoto Tadayuki

机构信息

Graduate School of Management and Information Science, Osaka International University, 6-21-57 Tohda-cho, Moriguchi, Osaka 570-8555 Japan.

Faculty of Business Administration and Economics, Osaka International University, 6-21-57 Tohda-cho, Moriguchi, Osaka 570-8555 Japan.

出版信息

Rev Socionetwork Strateg. 2021;15(1):251-276. doi: 10.1007/s12626-021-00077-6. Epub 2021 Mar 19.

DOI:10.1007/s12626-021-00077-6
PMID:35505974
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7978171/
Abstract

Ill-considered postings by young social media users hungry for attention have recently garnered headlines. Imprudent online posts distort the posters' digital identity, which refers to one's online image as perceived by others. Online attention-seeking behaviour may result in digital identities that are separate from a person's true nature, which can lead to social and mental harm. To mitigate these impacts, effective educational material is needed to help non-technical users understand the risks and consequences of thoughtless, attention-seeking online behaviour. This study takes the first step towards fulfilling this educational need by developing the Online Attention Game (OAG), which is played in a laboratory or classroom setting (OAG-CS) or remotely (OAG-R). It replicates the online competition involved in seeking other social media users' attention. Through five OAG games (two OAG-CS games with students, two OAG-CS games with researchers, and one OAG-R game with researchers), we confirmed the tendencies and characteristics of young university students' and adult researchers' online posting behaviour. Through carrying out the OAG-R successfully, we ensured the OAG was useful for digital identity education even at the difficult time of the COVID-19 pandemic.

摘要

渴望关注的年轻社交媒体用户考虑不周的帖子最近成为了头条新闻。轻率的网络帖子会扭曲发帖者的数字身份,数字身份指的是他人所感知到的一个人的网络形象。在线寻求关注的行为可能会导致数字身份与一个人的真实本性相分离,这可能会造成社会和心理伤害。为了减轻这些影响,需要有效的教育材料来帮助非技术用户了解轻率的、寻求关注的在线行为的风险和后果。本研究通过开发在线关注游戏(OAG)朝着满足这一教育需求迈出了第一步,该游戏可在实验室或教室环境(OAG-CS)中进行,也可远程(OAG-R)进行。它再现了寻求其他社交媒体用户关注时涉及的在线竞争。通过五场OAG游戏(两场与学生的OAG-CS游戏、两场与研究人员的OAG-CS游戏以及一场与研究人员的OAG-R游戏),我们确认了年轻大学生和成年研究人员在线发帖行为的倾向和特征。通过成功开展OAG-R,我们确保了即使在新冠疫情的艰难时期,OAG对于数字身份教育也是有用的。

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