Aktiv design av internetbaserade självhjälpstjänster - gentemot spelberoende. Att påverka en individs förhållningssätt mot sitt spelande

Detta är en Kandidat-uppsats från IT-universitetet i Göteborg/Tillämpad informationsteknologi

Sammanfattning: Technological developments have affected many different areas. Something that has undergone major changes in this respect is gambling. Because of technology, the accessibility to games has never been greater. Using smartphones, tablets and online casinos makes it possible to play virtually any time of day no matter where you are. This development has caused that more people, got stuck in a gambling addiction which have become an increasing problem in the last decade. It’s possible to use something that’s called internet-based self-help services to help people with a gambling addiction. How to design them to optimally support the user is therefore something that is very important. We used general design principles as a tool to determine where you should put the greatest focus when designing an Internet-based self-help service. A qualitative study was conducted with the help of a company that develops a type of Internet-based self-help service. We also collected empirical data from an organization that works against gambling addiction. We concluded that it is important to enable the user to make an active choice of how much information they choose take part of. Creating choices for users through constraints is therefore something you should do when developing future Internet-based self-help services. Keywords: #gambling addiction #internet-based self-help services #design principles #active choice #gambling history #constraints

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