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Digital Motivation, Digital Addiction and Responsibility Requirements - Keynote.

Ali, R., 2018. Digital Motivation, Digital Addiction and Responsibility Requirements - Keynote. In: First International Workshop on Affective Computing for Requirements Engineering ( AffectRE 2018 ) Co-located with the 26th IEEE International Requirements Engineering Conference., 20--21 August 2018, Banff, Canada.

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Raian_ALI_AffectRE18_Digital_Motivation_Digital_Addiction_Responsibility_Requirements.pdf - Accepted Version
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Digital media can utilise game and behaviour change mechanisms to enrich engagement and user experience and increase their retention. Such mechanisms can also be used within the business software so that performance and quality of work are enhanced, e.g. gamification. While the positive side of these advances is recognised, there is little acknowledgement about their potential adverse effects on well-being. With recent research showing evidence of some digital media usage patterns being problematic and meeting the criteria of behavioural addiction, questions on the ethics, practices and responsibility of software companies are on the rise. Unlike alcohol, digital media can be designed to sense and react to problematic usage styles. This invited talk discusses why and how the software engineering community would need to take part in designing for conscious and informed technology usage

Item Type:Conference or Workshop Item (Paper)
Uncontrolled Keywords:Digital Motivation; Digital Addiction; Responsibility Requirements; Responsibility by Design
Group:Faculty of Science & Technology
ID Code:31140
Deposited By: Symplectic RT2
Deposited On:22 Aug 2018 13:42
Last Modified:14 Mar 2022 14:12


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