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1.
Front Psychol ; 13: 795264, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35637790

RESUMO

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, inter alia, 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 Game Awareness, Rule Familiarization, Player Commitment and Game Play. 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.

2.
Front Psychol ; 9: 1432, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-30150957

RESUMO

In an increasingly technology-textured environment, smart, intelligent and responsive technology has moved onto the body of many individuals. Mobile phones, smart watches, and wearable activity trackers (WATs) are just some of the technologies that are guiding, nudging, monitoring, and reminding individuals in their day-to-day lives. These devices are designed to enhance and support their human users, however, there is a lack of attention to the unintended consequences, the technology non-neutrality and the darker sides of becoming human-tech hybrids. Using the extended mind theory (EMT) and agential intra-action, we aimed at exploring how human-tech hybrids gain collective skills and how these are put to use; how agency is expressed and how this affects the interactions; and what the darker sides are of being a human-tech hybrid. Using a qualitative method, we analyzed the experiences of using a WAT, with a specific focus on how the tracker and the individual solve tasks, share competences, develop new skills, and negotiate for agency and autonomy. We contributed with new insight on human-tech hybridity and presented a concept referred to as the agency pendulum, reflecting the dynamism of agency. Finally, we demonstrated how the EMT and agential intra-action as a combined theoretical lens can be used to explore human-tech hybridity.

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