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

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...

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Detalles Bibliográficos
Autores principales: Obana, Tadao, Takubo, Miha, Orito, Yohko, Murata, Kiyoshi, Sai, Hidenobu, Okamoto, Tadayuki
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer Japan 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7978171/
https://www.ncbi.nlm.nih.gov/pubmed/35505974
http://dx.doi.org/10.1007/s12626-021-00077-6
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author Obana, Tadao
Takubo, Miha
Orito, Yohko
Murata, Kiyoshi
Sai, Hidenobu
Okamoto, Tadayuki
author_facet Obana, Tadao
Takubo, Miha
Orito, Yohko
Murata, Kiyoshi
Sai, Hidenobu
Okamoto, Tadayuki
author_sort Obana, Tadao
collection PubMed
description 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.
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spelling pubmed-79781712021-03-23 The Online Attention Game for Digital Identity Education: An Exploratory Study Obana, Tadao Takubo, Miha Orito, Yohko Murata, Kiyoshi Sai, Hidenobu Okamoto, Tadayuki Rev Socionetwork Strat Article 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. Springer Japan 2021-03-19 2021 /pmc/articles/PMC7978171/ /pubmed/35505974 http://dx.doi.org/10.1007/s12626-021-00077-6 Text en © Springer Japan KK, part of Springer Nature 2021 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Article
Obana, Tadao
Takubo, Miha
Orito, Yohko
Murata, Kiyoshi
Sai, Hidenobu
Okamoto, Tadayuki
The Online Attention Game for Digital Identity Education: An Exploratory Study
title The Online Attention Game for Digital Identity Education: An Exploratory Study
title_full The Online Attention Game for Digital Identity Education: An Exploratory Study
title_fullStr The Online Attention Game for Digital Identity Education: An Exploratory Study
title_full_unstemmed The Online Attention Game for Digital Identity Education: An Exploratory Study
title_short The Online Attention Game for Digital Identity Education: An Exploratory Study
title_sort online attention game for digital identity education: an exploratory study
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7978171/
https://www.ncbi.nlm.nih.gov/pubmed/35505974
http://dx.doi.org/10.1007/s12626-021-00077-6
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