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“你看得到我,现在又看不到了”:数字消费者如何在类似游戏的情境中管理自己的网络可见性。

"Now You See Me, Now You Don't": How Digital Consumers Manage Their Online Visibility in Game-Like Conditions.

作者信息

Duus Rikke, Cooray Mike, Lilley Simon

机构信息

School of Management, University College London, London, United Kingdom.

Hult International Business School, Ashridge, United Kingdom.

出版信息

Front Psychol. 2022 May 13;13:795264. doi: 10.3389/fpsyg.2022.795264. eCollection 2022.

Abstract

Organizations continue to create digital interfaces and infrastructure that are designed to heighten consumers' online visibility and encourage them to part with their data. The way these digital systems operate and the rules they are governed by are often opaque, leaving consumers to deploy their own strategies for managing their online information sharing with organizations. In this study, we draw upon Erving Goffman's metaphor of expression games and three forms of concealment or cover moves to explore how consumers, who have been well socialized as digital natives, engage in dynamic and game-like interactions with organizations in an attempt to manage their level of online visibility and information sharing in relation, , to the 'convenience' and 'benefits' that are afforded to them. Our research is based on in-depth interviews in combination with photo-elicitation with 20 participants. Based on the insight generated, we offer a new framework, 'Propensity to Game' (P2G), which present the processual dynamics that characterize these consumers' evolving and game-like engagements with organizations. These are , , and Our work contributes with new insight into how these consumers actively engage in the orchestration of their online visibility by surfacing the nuanced and multifaceted decision-making and thought processes that they engage in when they, situation-by-situation, decide on the tactics and methods to use in their efforts to manage the data and information they share with organizations.

摘要

各组织不断创建数字界面和基础设施,旨在提高消费者在网络上的可见度,并鼓励他们提供自己的数据。这些数字系统的运作方式及其遵循的规则往往不透明,这使得消费者只能自行制定策略,来管理他们与各组织之间的在线信息共享。在本研究中,我们借鉴欧文·戈夫曼的表达游戏隐喻以及三种形式的隐瞒或掩护策略,来探讨那些已充分适应数字时代的消费者,如何与各组织进行动态且类似游戏的互动,以管理自身的网络可见度水平以及与“便利”和“益处”相关的信息共享情况。我们的研究基于对20名参与者进行的深度访谈,并结合照片诱导法。基于所产生的见解,我们提出了一个新的框架——“游戏倾向”(P2G),它呈现了这些消费者与各组织不断演变的、类似游戏的互动过程中的动态变化。这些动态变化包括……我们的研究为这些消费者如何积极管理自身网络可见度提供了新的见解,揭示了他们在逐案决定管理与各组织共享的数据和信息所采用的策略和方法时,所涉及的细致入微且多方面的决策和思维过程。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/04ff/9142564/73d14203807d/fpsyg-13-795264-g001.jpg

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Cognitive biases, dark patterns, and the 'privacy paradox'.认知偏差、黑暗模式和“隐私悖论”。
Curr Opin Psychol. 2020 Feb;31:105-109. doi: 10.1016/j.copsyc.2019.08.025. Epub 2019 Aug 30.
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Privacy and human behavior in the age of information.信息时代的隐私与人类行为
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