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"Phalp, Keith"
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Feasibility and acceptability of safer gambling interventions (social norms and goal setting) delivered via text message for those at low-to-moderate risk of gambling harm: a four-arm randomised controlled feasibility study
2025
ObjectivesTo assess the feasibility and acceptability of three SMS-delivered safer gambling interventions (goal setting (GS), descriptive norms (DN), injunctive norms (IN)) aimed at reducing the transition from low or moderate risk of gambling harm to problematic gambling, and the feasibility of a full-scale randomised controlled trial evaluating their effectiveness and cost-effectiveness.DesignFour-arm, parallel-group, pragmatic, randomised controlled feasibility study with a nested qualitative study.SettingThe study was conducted in the UK. Participants were recruited online via UK-licensed gambling operators’ websites.ParticipantsAdults aged ≥18 years, gambling online at least weekly, with low-to-moderate gambling risk levels.InterventionsParticipants were block randomised in equal proportions to a delayed intervention control group or one of three 6-week text message interventions delivered via the secure messaging app WIRE: (1) GS: weekly prompts to set gambling-related goals with personalised feedback; (2) DN: weekly messages challenging misperceptions about peer gambling behaviours and (3) IN: weekly messages addressing misperceptions about peer attitudes towards gambling.Outcome measuresFeasibility was assessed through recruitment and retention rates, intervention adherence, data completeness and feasibility and acceptability of the interventions and study procedures. Secondary outcomes included gambling risk behaviours and cognitions, anxiety, depression, quality of life, healthcare use and productivity, measured at baseline, 7-weeks, and 3- and 6-months post-randomisation.ResultsRecruitment took place between April 2021 and August 2022 with final follow-up in February 2023. 167 participants (mean age 51.5; 36% male) were randomised (GS=43; DN=41; IN=42; Control=41). Retention at 6-months was 95.2%, with >95% completion for all outcome measures. Intervention adherence was high, with >95% of DN and IN participants responding to ≥4 messages and 93% of GS participants setting ≥4 goals. Qualitative findings indicated broad acceptability of the interventions and study procedures.ConclusionsThe study was feasible to conduct, interventions and study procedures acceptable to participants, and predefined progression criteria met. Findings support proceeding to a full-scale randomised controlled trial of effectiveness and cost-effectiveness, focusing on the social norms interventions.Trial registration numberISRCTN37874344.
Journal Article
Designing social media to foster user engagement in challenging misinformation: a cross-cultural comparison between the UK and Arab countries
2024
Challenging others who post misinformation is a type of social correction that complements algorithm-based approaches. However, participation rates in such social acts remain limited. In this paper, we study design techniques that leverage principles of persuasive system design and communication theories to foster such prosocial behaviour across two distinct cultural contexts: the British and the Arab. A total of 462 participants completed an online survey (250 UK, 212 Arabs). The study compared the two cultural contexts regarding willingness to challenge misinformation and the persuasiveness of seven design techniques to increase that willingness, namely predefined question stickers, thinking face reaction, sentence openers, fact checker badge, social norm messages, tone detector, and private commenting. Moreover, it explores the impact of individuals’ characteristics on their perception of the techniques as being more or less persuasive than a standard comment box. The study found that the willingness to challenge misinformation was significantly higher in the Arab context than in the UK context. Moreover, except for the private commenting, all techniques were more impactful in the Arab context than in the UK context. Some techniques, such as predefined question stickers, were more effective in both cultures compared to the standard comment box, while others, like the fact checker badge, were more effective only in the Arab context. However, in the UK, sentence openers had a lower impact. Furthermore, personality traits, age, and perspective-taking showed the potential but also the varying impacts on the persuasiveness of the techniques on users’ correction of misinformation across both cultural contexts while pointing to the need for considering both personal and cultural factors in designing social-correction-based solutions.
Journal Article
Online social transparency in enterprise information systems: a risk assessment method
by
Phalp Keith
,
Alsaedi Tahani
,
Nada, Sherief
in
Collaboration
,
Computer supported cooperative work
,
Context
2022
Teleworking refers to the utilization of information and communication technologies for work done outside the workplace. The Covid-19 crisis led to increased utilisation of social networking tools within enterprises, especially when working remotely. The aim of their use is often to improve situational awareness, coordination, and collaboration amongst employees. Online social transparency, typically done through social networks or enterprise social software, refers to the voluntary sharing of personal and contextual information such as those relating to their own and team status, intentions, motivation, capabilities, goal priorities besides updates on the physical and social context, with other colleagues. An ad-hoc practice of social transparency can introduce risks such as information overload, social loafing and peer pressure. Despite recognising its adverse effects, there is a lack of systematic methods that identify and assess the risks of online social transparency. In this paper, we present a method to identify and evaluate these within enterprises. We present the method’s workflow, stakeholders, the novel artefacts and techniques devised to use and the outcomes to produce. We evaluate our proposed method by applying it in a real organisational context and assess applicability, efficiency, and effectiveness in identifying risks and supporting managers in risk assessment. The results showed that the method gives a framework of thinking and analysis and helps recognize and identify risks in a specialized manner.
Journal Article
Smartphone Usage before and during COVID-19: A Comparative Study Based on Objective Recording of Usage Data
2022
Most studies that claimed changes in smartphone usage during COVID-19 were based on self-reported usage data, e.g., that collected through a questionnaire. These studies were also limited to reporting the overall smartphone usage, with no detailed investigation of distinct types of apps. The current study investigated smartphone usage before and during COVID-19. Our study used a dataset from a smartphone app that objectively logged users’ activities, including apps accessed and each app session start and end time. These were collected during two periods: pre-COVID-19 (161 individuals with 77 females) and during COVID-19 (251 individuals with 159 females). We report on the top 15 apps used in both periods. The Mann–Whitney U test was used for the inferential analysis. The results revealed that the time spent on smartphones has increased since COVID-19. During both periods, emerging adults were found to spend more time on smartphones compared to adults. The time spent on social media apps has also increased since COVID-19. Females were found to spend more time on social media than males. Females were also found to be more likely to launch social media apps than males. There has also been an increase in the number of people who use gaming apps since the pandemic. The use of objectively collected data is a methodological strength of our study. Additionally, we draw parallels with the usage of smartphones in contexts similar to the COVID-19 period, especially concerning the limitations on social gatherings, including working from home for extended periods. Our dataset is made available to other researchers for benchmarking and future comparisons.
Journal Article
Social norms and goal-setting interventions to promote responsible gambling in low-to-moderate online gamblers: protocol for a four-arm randomised controlled feasibility study
2023
IntroductionGambling is increasingly recognised as an important public health issue. Problem gambling is associated with highly negative impacts on physical, psychological and social well-being, not only for those who gamble but also for those around them. There has been a rapid expansion of internet gambling and attributes such as continuous play and instant rewards, and enhanced privacy may lead to a greater likelihood of gambling-related harms. In this randomised controlled feasibility study, we are testing (1) the acceptability and feasibility of three online responsible gambling interventions targeting people with low-to-moderate risk of online problem gambling and (2) the feasibility of a future full-scale randomised controlled trial (RCT) to test their effectiveness and cost-effectiveness.Methods and analysisFour-arm randomised controlled feasibility study with qualitative substudy. One-hundred and forty UK residents with low-to-moderate risk of online gambling recruited via gambling operators and social media will be randomised (1:1:1:1) to either (1) goal setting, (2) descriptive norms messages (challenge perceptions of peer behaviours), (3) injunctive norms messages (challenge perceptions of peer attitudes) and (4) control (delayed intervention). Interventions will be delivered over 6 weeks and individually tailored. Outcomes, administered online, will be measured at baseline, 7 weeks, and 3 and 6 months post randomisation (including gambling risk behaviours and cognitions, anxiety and depression, quality of life, health use and productivity). Analyses will be descriptive, focusing on feasibility and acceptability of the interventions and study procedures. Telephone/online interviews, with a subsample of approximately 30 participants, will elicit experiences of participating in the study. Prespecified progression criteria will guide decisions around whether to progress to a definitive RCT.Ethics and disseminationEthical approval obtained from Bournemouth University Research Ethics Committee (reference number 33247). Participants will be given a participant information sheet plus a ‘Key Facts’ summary and will provide informed online consent. Findings will be published in peer-reviewed journals and presented at conferences and public engagement events.Trial registration numberISRCTN37874344.
Journal Article
Engineering digital motivation in businesses: a modelling and analysis framework
by
Phalp Keith
,
Hosseini Mahmood
,
Shahri Alimohammad
in
Design analysis
,
Human behavior
,
Level (quantity)
2020
Digital motivation refers to the use of software-based solutions to change, enhance, or maintain people’s attitude and behaviour towards specific tasks, policies, and regulations. Gamification, persuasive technology, and entertainment computing are example strands of such a paradigm. Digital motivation has unique properties which necessitate careful consideration of its analysis design methods. This stems from the strong human factor involvement, and if it is not implemented effectively, it can result in digital motivation being perceived negatively or leading to reduced motivation. The emerging literature on the topic includes approaches for creating digital motivation solutions. However, their primary focus is on specifying its operation, for example, the design of feedback, rewards and levels. In this paper, we propose a novel modelling language which enables capturing digital motivation as an integral part of the organisational and social structure of a business, captured via goal models. We also demonstrate how modelling of motivational techniques at this level, the goal level, enables a more powerful analysis that informs the introduction, design and management of digital motivation. Finally, we evaluate the language and its analysis using different perspectives and quality measures and report the results.
Journal Article
Gamification Risks to Enterprise Teamwork: Taxonomy, Management Strategies and Modalities of Application
by
Algashami, Abdullah
,
Phalp, Keith
,
Vuillier, Laura
in
Clustering
,
Compliance
,
enterprise teamwork
2019
Gamification corresponds to the use of game elements to encourage certain attitudes and behaviours in a serious context. When applied to enterprise teamwork, gamification can lead to negative side-effects which compromise its benefits. For example, applying competitive elements such as leaderboard may lead to clustering amongst team members and encourage adverse work ethics such as intimidation and pressure. Despite the recognition of the problem in the literature, the research on concretising such gamification risks is scarce. There is also a lack of methods to identify gamification risks and their management strategies. In this paper, we conduct a multi-stage qualitative research and develop taxonomy of risks, risk factors and risk management strategies. We also identify the modalities of application of these strategies, including who should be involved and how. Finally, we provide a checklist to help the risk identification process as a first step towards a comprehensive method for eliciting and managing gamification risks to teamwork within enterprises.
Journal Article
Conceptualising and Modelling E-Recruitment Process for Enterprises through a Problem Oriented Approach
2018
Internet-led labour market has become so competitive it is forcing many organisations from different sectors to embrace e-recruitment. However, realising the value of the e-recruitment from a Requirements Engineering (RE) analysis perspective is challenging. This research was motivated by the results of a failed e-recruitment project conducted in military domain which was used as a case study. After reviewing the various challenges faced in that project through a number of related research domains, this research focused on two major problems: (1) the difficulty of scoping, representing, and systematically transforming recruitment problem knowledge towards e-recruitment solution specification; and (2) the difficulty of documenting e-recruitment best practices for reuse purposes in an enterprise recruitment environment. In this paper, a Problem-Oriented Conceptual Model (POCM) with a complementary Ontology for Recruitment Problem Definition (Onto-RPD) is proposed to contextualise the various recruitment problem viewpoints from an enterprise perspective, and to elaborate those problem viewpoints towards a comprehensive recruitment problem definition. POCM and Onto-RPD are developed incrementally using action-research conducted on three real case studies: (1) Secureland Army Enlistment; (2) British Army Regular Enlistment; and (3) UK Undergraduate Universities and Colleges Admissions Service (UCAS). They are later evaluated in a focus group study against a set of criteria. The study shows that POCM and Onto-RPD provide a strong foundation for representing and understanding the e-recruitment problems from different perspectives.
Journal Article
SysML based Design for Variability enabling the Reusability of Legacy Systems towards the support of Diverse Standard Compliant Implementations or Standard Updates: The Case of IEEE-802.15.6 Standard for e-Health Applications
by
Gioulekas, Fotios
,
Phalp, Keith
,
Meacham, Sofia
in
Block diagrams
,
Body area networks
,
eclipse\papyrus
2016
The aim of this paper is to provide a consistent development path enabling the re-usability of in house legacy systems or architectures towards their re-design, in order to ensure compliance with evolving standards, by using the new features of SysML for modelling variants. Modern standards evolve quickly, include advanced functionalities and operations and support diverse implementations. System industries need to cope with such standards changes by modifying their current technologies. This paper shows how a novel engineering process (SysML modelling) could be employed to define consistently the specification and the migration procedure of legacy systems to their variants. Within this work SysML characteristics such as package and block diagrams, are employed, with an emphasis on variability modelling, as a basis for standard compliant architecture implementation, thus providing design flexibility and reusability at several abstraction levels. As an illustration of our proposed method we present models of two variant Physical Layer structures for IEEE-802.15.6 Standard for e-Health Applications. The advanced SysML features are used to target the re-usability of a legacy Narrow-Band (NB) physical layer subsystem for the Wireless Body Area Network standard and to implement the alternative Ultra-Wide Band (UWB). Therefore, we contend that such methods bring potential benefits to those needing to ensure compliance when producing product variants.
Journal Article
Online silence: why do people not challenge others when posting misinformation?
2023
PurposeThere is a scarcity of research studies on why people remain inactive when encountering and recognising misinformation online. The main aim of this paper is to provide a groundwork for future research into why users do not challenge misinformation on digital platforms by generating hypotheses through a synthesis of pertinent literature, including organisational behaviour, communication, human-computer interaction (HCI), psychology and education.Design/methodology/approachGiven the lack of directly related literature, this paper synthesised findings from relevant fields where the findings might be relevant, as the tendency to withhold opinions or feedback is a well-documented practice in offline interaction.FindingsFollowing the analysis of relevant literature, the potential reasons for online silence towards misinformation can be divided into six categories: self-oriented, relationship-oriented, others-oriented, content-oriented, individual characteristics and technical factors.Originality/valueAlthough corrections coming from peers can effectively combat misinformation, several studies showed that people in cyberspace do not take such action. To the best of the authors’ knowledge, there has been scarce and virtually non-existent research investigating why people refrain from challenging others who post misinformation online. Thus, this paper attempts to address this gap and identify reasons in adjacent domains. The reasons provide a starting point for researching interventions to reduce reluctance and abstinence regarding the challenge of misinformation. The findings can be beneficial beyond the area of challenging misinformation and are extensible to other types of content and communication that people are hesitant to discuss and challenge, such as online injustice, prejudice and hate speech.
Journal Article