مقاله انگلیسی رایگان در مورد بازی های ساعت هوشمند – الزویر ۲۰۱۹

elsevier

 

مشخصات مقاله
ترجمه عنوان مقاله بازی های ساعت هوشمند: تشویق رفتارهای محافظت از حریم خصوصی در یک مطالعه طولی
عنوان انگلیسی مقاله Smartwatch games: Encouraging privacy-protective behaviour in a longitudinal study
انتشار مقاله سال ۲۰۱۹
تعداد صفحات مقاله انگلیسی ۱۷ صفحه
هزینه دانلود مقاله انگلیسی رایگان میباشد.
پایگاه داده نشریه الزویر
نوع نگارش مقاله
مقاله پژوهشی (Research Article)
مقاله بیس این مقاله بیس میباشد
نمایه (index) Scopus – Master Journals List – JCR
نوع مقاله ISI
فرمت مقاله انگلیسی  PDF
ایمپکت فاکتور(IF)
۵٫۸۷۶ در سال ۲۰۱۸
شاخص H_index ۱۳۷ در سال ۲۰۱۹
شاخص SJR ۱٫۷۱۱ در سال ۲۰۱۸
شناسه ISSN ۰۷۴۷-۵۶۳۲
شاخص Quartile (چارک) Q1 در سال ۲۰۱۸
مدل مفهومی ندارد
پرسشنامه دارد
متغیر ندارد
رفرنس دارد
رشته های مرتبط مهندسی کامپیوتر
گرایش های مرتبط معماری سیستم های کامپیوتری
نوع ارائه مقاله
ژورنال
مجله / کنفرانس نقش کامپیوتر در رفتار انسان – Computers in Human Behavior
دانشگاه  Department of Computer Science, University of Oxford, Wolfson Building, Oxford, UK
کلمات کلیدی حریم خصوصی، بازی، ساعت هوشمند، رفتار، پوشیدنی، آموزش
کلمات کلیدی انگلیسی Privacy، Game، Smartwatch، Behaviour، Wearable، Education
شناسه دیجیتال – doi
https://doi.org/10.1016/j.chb.2019.04.026
کد محصول  E13634
وضعیت ترجمه مقاله  ترجمه آماده این مقاله موجود نمیباشد. میتوانید از طریق دکمه پایین سفارش دهید.
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فهرست مطالب مقاله:
Abstract
۱٫ Introduction
۲٫ Method
۳٫ Game design and rationale
۴٫ Findings and discussion
۵٫ Conclusions and further work
Appendix.
References

 

بخشی از متن مقاله:
Abstract

While the public claim concern for their privacy, they frequently appear to overlook it. This disparity between concern and behaviour is known as the Privacy Paradox. Such issues are particularly prevalent on wearable devices. These products can store personal data, such as text messages and contact details. However, owners rarely use protective features. Educational games can be effective in encouraging changes in behaviour. Therefore, we developed the first privacy game for (Android) Wear OS watches. 10 participants used smartwatches for two months, allowing their high-level settings to be monitored. Five individuals were randomly assigned to our treatment group, and they played a dynamically-customised privacy-themed game. To minimise confounding variables, the other five received the same app but lacking the privacy topic. The treatment group improved their protection, with their usage of screen locks significantly increasing (p = 0.043). In contrast, 80% of the control group continued to never restrict their settings. After the posttest phase, we evaluated behavioural rationale through semi-structured interviews. Privacy concerns became more nuanced in the treatment group, with opinions aligning with behaviour. Actions appeared influenced primarily by three factors: convenience, privacy salience and data sensitivity. This is the first smartwatch game to encourage privacy-protective behaviour.

Introduction

The public claim to be concerned about privacy, as suggested by a range of polls and surveys (Morar Consulting, 2016; Pike, Kelledy, & Gelnaw, 2017). However, we frequently exhibit behaviour which places our data at risk (Beresford,Kübler, & Preibusch, 2012; Felt et al., 2012). This disparity between claimed concern and empirical action is known as the Privacy Paradox (Norberg, Horne, & Horne, 2007). The situation often arises through a lack of awareness (Deuker, 2009). This poses a particular risk to wearables, which are both novel and unfamiliar (Williams, Nurse, & Creese, 2017). Smartwatches offer exciting functionality, providing interactive apps and online connectivity. They can also store a variety of personal data, from text messages to contact details (Do, Martini, & Choo, 2017). Despite this, users rarely use available settings to protect their privacy (Udoh & Alkharashi, 2016). This has led to the Privacy Paradox being prevalent in this environment (Williams et al., 2017). Previous work has suggested that this issue can be mitigated by increasing awareness (Deuker, 2009). Therefore, many studies have sought to educate users on privacy matters (Kelley, Bresee, Cranor, & Reeder, 2009; Hélou, Guandouz,& Aïmeur, 2012). Unfortunately, highlighting a problem is often not sufficient to change behaviour (Bada, Sasse, & Nurse, 2015). Since privacy is rarely a primary goal (Hughes-Roberts & Furnell, 2015), individuals might lack the motivation to protect their data. If we hope to incentivise protection, privacy should be aligned with user wants (Dolan, Hallsworth, Halpern, King, & Vlaev, 2010). Rather than mandating compliance, we can then highlight the empowering aspects of protection. Serious games embed incentives within interactivity, using positive reinforcement to instil knowledge (Kumar, 2013).

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