When it comes to motivating teenagers towards energy awareness, new approaches need to be considered. One such is the use of pervasive games connected to the players own energy consumption. Earlier work has confirmed this to be a highly effective approach. The question however remains if post game effects on behavior can be achieved. In this paper we try to answer this by trying out a slightly different design compared to previous work. The hypothesis is that a more casual game play and a richer learning interaction enabled by building the game on a real time sensor system could stimulate more lasting effects. Electric consumption data after the 7 days evaluation on a test group of 15 players shows tentative indications for a persistent post game effect compared to the control group of 20 households. Findings also show a statistically significant positive change in the players' attitude towards saving energy compared to the same group. Findings, at the same time, also indicate a negative effect on the player's attitude toward environmental questions in general.
Misinformation in social media is an actual and contested policy problem given its outreach and the variety of stakeholders involved. In particular, increased social media use makes the spread of misinformation almost universal. Here we demonstrate a framework for evaluating tools for detecting misinformation using a preference elicitation approach, as well as an integrated decision analytic process for evaluating desirable features of systems for combatting misinformation. The framework was tested in three countries (Austria, Greece, and Sweden) with three groups of stakeholders (policymakers, journalists, and citizens). Multi-criteria decision analysis was the methodological basis for the research. The results showed that participants prioritised information regarding the actors behind the distribution of misinformation and tracing the life cycle of misinformative posts. Another important criterion was whether someone intended to delude others, which shows a preference for trust, accountability, and quality in, for instance, journalism. Also, how misinformation travels is important. However, all criteria that involved active contributions to dealing with misinformation were ranked low in importance, which shows that participants may not have felt personally involved enough in the subject or situation. The results also show differences in preferences for tools that are influenced by cultural background and that might be considered in the further development of tools.
Social media have become online spaces where misinformation abounds and spreads virally in the absence of professional gatekeeping. This information landscape requires everyday citizens, who rely on these technologies to access information, to cede control of information. This work sought to examine whether the control of information can be regained by humans with the support of a co-created browser plugin, which integrated credibility labels and nudges, and was informed by artificial intelligence models and rule engines. Given the literature on the complexity of information evaluation on social media, we investigated the role of technological, situational and individual characteristics in “liking” or “sharing” misinformation. We adopted a mixed-methods research design with 80 participants from four European sites, who viewed a curated timeline of credible and non-credible posts on Twitter, with (n=40) or without (n=40) the presence of the plugin. The role of the technological intervention was important: the absence of the plugin strongly correlated with misinformation endorsement (via “liking”). Trust in the technology and technology acceptance were correlated and emerged as important situational characteristics, with participants with higher trust profiles being less likely to share misinformation. Findings on individual characteristics indicated that only social media use was a significant predictor for trusting the plugin. This work extends ongoing research on deterring the spread of misinformation by situating the findings in an authentic social media environment using a co-created technological intervention. It holds implications for how to support a misinformation-resilient citizenry with the use of artificial intelligence-driven tools.
This chapter describes the game design and study of Agents Against Power Waste (AAPW), a large-scale field experiment where a persuasive pervasive game was put to use to influence households' attitudes towards electricity consumption. This game is particularly interesting as, although it was only the children of the family who were playing, the whole family was affected and to some extent forced to take part in the play activity. The style of game design has been called “social expansion” (Montola, Stenros, & Waern, 2009; Montola, 2011).The chapter focuses on how this impacted the psychological process of persuasion in responding families and individuals.
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