Ethics is a human construction, therefore historical, social and cultural. It is impossible to conceive Collaborative Systems without thinking about ethics, because this is manifested in the practices between us. The largest academic-scientific event dedicated to the field of CS in Brazil is the Brazilian Symposium on Collaborative Systems. Through a Systematic Literature Review, we aim to answer the question: what is the panorama of the explicit occurrence of ethical aspects in the publications of the main track of the SBSC? Considering the importance of ethics associated with free, conscious and intentional human practice in a collective and collaborative scope, how are ethical aspects considered, if any, in the communications of these researches? In this sense, what was initially proposed as an Systematic Literature Review became a stimulus to reflection, why are ethical aspects neglected? More than that, is there any way to improve ethical deliberation or is this neglect a symptom of the current political-scientific state of the event?
Ethics is a field of study that analyses practices, their principles, customs, and habits. The Grand Research Challenges in Human-Computer Interaction in Brazil (GranDIHC-BR) between 2012 and 2022 highlighted the relevance of the topic Ethics in the context of Human Values. Aligned with that, we claim that computational techniques are not neutral and, therefore, ethical analysis is essential to the design of applications as well as theoretical or conceptual research. The goal of this work is to provide an understanding on how researchers have addressed the ethical aspects by analyzing the publications of the IHC-BR: the Brazilian Symposium on Human Factors in Computing Systems, the leading conference dedicated to HCI in Brazil. Thus, we conducted a Systematic Literature Review guided by the main research question: how does ethics permeate research published between 2006 and 2021? As a result, although less than 5% of the papers discussed ethical content, we observed a significant growth in ethical aspects over the years, both associated with the meta-research and its application.
Every month, millions of users worldwide play the online digital game League of Legends, which also contains a server dedicated to the Brazilian region. Social oppression by race, skin color, sexual orientation, among others, occurs within the game and is reported constantly. In this paper, we analyzed possible indications of depressive disorder by using an online questionnaire as a basis. We used quantitative and qualitative methods, analyzing the relationship between the interactions and the social identities of the players. We define quantitative hypotheses and qualitative syntheses related to different social factors of the game through the analysis of 604 responses. League of Legends has a negative influence on the mental health of socially peripheral players, and the qualitative analysis exposes specific and widespread cases of oppression and discrimination. We present a discussion on ethics, possible collusion with oppression, and proposals for mitigation or solution.
There is no doubt about the relevance of Computing in Education (CE), especially after the COVID-19 pandemic. However, the more we deal with computational artifacts in Education, the more we will have to face ethical dilemmas and concerns behind the engineering of the educational artifact and its values and qualities. In the context of the Brazilian Symposium on Computers in Education (SBIE), this paper aims to answer the question: what is the panorama of the occurrence of ethical aspects in SBIE publications between 2011-2020? To answer this question, we followed the methodology of Systematic Literature Review. We analyze topics such as Informed Consent, Ethics Committee, technological domains, ethical principles, and research contexts.
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