Tagged / digital media

Academic Targeted Research Scheme (Health & Science Communication): Interactive Digital Narratives for Health and Science Education

Portrait - Lyle SkainsI’m the last of the Academic Targeted Research Scheme appointments; I took up my post last month (September) in Health & Science Communication. My home base is in the Faculty of Media & Communication, though my project will span numerous departments across arts and science disciplines.

My research is centred in an interdisciplinary and ubiquitous communication method that can be employed for multiple UN 2030 Sustainable Development Goals: interactive digital narrative (IDN). IDNs can be used in schools, GP waiting rooms, on tablets and smartphones; interactivity significantly increases retention, particularly when incorporated into media that audiences voluntarily and eagerly devote attention to. As a practice-based practitioner/researcher composing IDNs and evaluating their efficacy on multiple projects, I aim to develop a model for health and science communication through reading and writing IDNs that can be implemented in a wide array of scenarios and topic areas.

I came to this work through a serendipitous process, as I earned an undergraduate degree in science and did some postgrad study in evolutionary biology. I quickly discovered, however, that I’m more interested in reading and writing about science than I am in doing it (it was a lot of pipetting DNA!), so I changed tack. Amongst various professional endeavours, I started over, culminating in a PhD in Creative Writing and Digital Media.

You and CO2

My research is largely practice-based, as I compose various creative writing experiments in order to explore how new technologies such as hypertext, scripting, and multimodality affect the creative act and artefact. More recently, I have engaged in two Welsh Crucible-supported projects that brought me back to my science roots, combining interactive storytelling and science communication. You and CO2 examines using interactive digital narratives as bibliotherapy and expressive writing to effect positive attitude and behaviour change regarding the current climate crisis.

Likewise, the Infectious Storytelling project explores the efficacy of interactive digital narratives as persuasive media for educating the public about behaviours that lead to antibiotic microbial resistance. This project incorporates practice-based research, medical humanities, archive research, media analysis, ethnographic research in focus groups, and literary and art criticism, and is based on the historical treatment of tuberculosis in art, media, and literature, using insights Cover image from IDN "Only Always Never"gained from archival research and textual analysis to inform approaches to communicating the importance of proper antibiotic use to patients, farmers, and the general public.

Here at Bournemouth, I’m excited to expand these experiences into a wider “IDNs for SciComm” project. I’m going to be reaching out to colleagues across arts and sciences disciplines at BU, fostering collaborations and new avenues to explore the use of interactive narratives for health and science communication. The aim of this research is to identify and address a number of science and health communication needs through the increasingly ubiquitous digital technology in our lives, including the possibility of ongoing communication about the current COVID-19 pandemic.

If you’re interested in collaborating with me or with others on interdisciplinary arts-science health and science communication, please get in touch!

Digital addiction: how technology keeps us hooked

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There are a number of reasons why you can’t get away from your screen. shutterstock

By Dr Raian Ali, Bournemouth University; Dr Emily Arden-Close, Bournemouth University, and Dr John McAlaney, Bournemouth University

The World Health Organisation is to include “gaming disorder”, the inability to stop gaming, into the International Classification of Diseases. By doing so, the WHO is recognising the serious and growing problem of digital addiction. The problem has also been acknowledged by Google, which recently announced that it will begin focusing on “Digital Well-being”.

Although there is a growing recognition of the problem, users are still not aware of exactly how digital technology is designed to facilitate addiction. We’re part of a research team that focuses on digital addiction and here are some of the techniques and mechanisms that digital media use to keep you hooked.

Compulsive checking

Digital technologies, such as social networks, online shopping, and games, use a set of persuasive and motivational techniques to keep users returning. These include “scarcity” (a snap or status is only temporarily available, encouraging you to get online quickly); “social proof” (20,000 users retweeted an article so you should go online and read it); “personalisation” (your news feed is designed to filter and display news based on your interest); and “reciprocity” (invite more friends to get extra points, and once your friends are part of the network it becomes much more difficult for you or them to leave).

Some digital platforms use features normally associated with slot machines. Antoine Taveneaux/Wikimedia, CC BY

Technology is designed to utilise the basic human need to feel a sense of belonging and connection with others. So, a fear of missing out, commonly known as FoMO, is at the heart of many features of social media design.

Groups and forums in social media promote active participation. Notifications and “presence features” keep people notified of each others’ availability and activities in real-time so that some start to become compulsive checkers. This includes “two ticks” on instant messaging tools, such as Whatsapp. Users can see whether their message has been delivered and read. This creates pressure on each person to respond quickly to the other.

The concepts of reward and infotainment, material which is both entertaining and informative, are also crucial for “addictive” designs. In social networks, it is said that “no news is not good news”. So, their design strives always to provide content and prevent disappointment. The seconds of anticipation for the “pull to refresh” mechanism on smartphone apps, such as Twitter, is similar to pulling the lever of a slot machine and waiting for the win.

Most of the features mentioned above have roots in our non-tech world. Social networking sites have not created any new or fundamentally different styles of interaction between humans. Instead they have vastly amplified the speed and ease with which these interactions can occur, taking them to a higher speed, and scale.

Addiction and awareness

People using digital media do exhibit symptoms of behavioural addiction. These include salience, conflict, and mood modification when they check their online profiles regularly. Often people feel the need to engage with digital devices even if it is inappropriate or dangerous for them to do so. If disconnected or unable to interact as desired, they become preoccupied with missing opportunities to engage with their online social networks.

According to the UK’s communications regulator Ofcom, 15m UK internet users (around 34% of all internet users) have tried a “digital detox”. After being offline, 33% of participants reported feeling an increase in productivity, 27% felt a sense of liberation, and 25% enjoyed life more. But the report also highlighted that 16% of participants experienced the fear of missing out, 15% felt lost and 14% “cut-off”. These figures suggest that people want to spend less time online, but they may need help to do so.

Gaming disorder is to be recognised by the WHO.

At the moment, tools that enable people to be in control of their online experience, presence and online interaction remain very primitive. There seem to be unwritten expectations for users to adhere to social norms of cyberspace once they accept participation.

But unlike other mediums for addiction, such as alcohol, technology can play a role in making its usage more informed and conscious. It is possible to detect whether someone is using a phone or social network in an anxious, uncontrolled manner. Similar to online gambling, users should have available help if they wish. This could be a self-exclusion and lock-out scheme. Users can allow software to alert them when their usage pattern indicates risk.

The borderline between software which is legitimately immersive and software which can be seen as “exploitation-ware” remains an open question. Transparency of digital persuasion design and education about critical digital literacy could be potential solutions.


Raian Ali, Associate Professor in Computing and Informatics, Bournemouth University; Emily Arden-Close, Senior Lecturer in Psychology, Bournemouth University, and John McAlaney, Principal Academic in Psychology, Bournemouth University

This article was originally published on The Conversation. Read the original article.

Political News (w/e 4 May 2018)

 

Environment Minister  Thérèse Coffey made an announcement on funding for microplastics research

Digital media experts discuss internet regulation

The Commons Select Committee have opened an inquiry into the challenges and opportunities of the Fourth Industrial Revolution.  Contact the Policy Team if you’d like to contribute to BU’s response to this inquiry.

The Foreign Affairs Committee held an evidence session questioning academics on the responsibility to protect and humanitarian intervention.

 

Key personnel changes:

Which? – Peter Vicary-Smith to stand down as Chief Executive.

Cancer Research UK – Michelle Mitchell to replace Harpal Kumar as Chief Executive in the summer.

Advisory Committee on Clinical Excellence Awards – Stuart Dollow appointed as Chair from 1st June for three years.

Care Quality Commission – Ian Trenholm to replace David Behan as Chief Executive in July.

 

Have a lovely weekend!

Congratulations to Professor Julian McDougall whose book has been shortlisted for the UKLA Academic Book Award 2018.

The UK Literacy Association (UKLA) has selected four books to be shortlisted for the 2018 Academic Book Award, including Dr John Potter (University College London) and BU Professor Julian McDougall’s book Digital Media, Culture and Education, Theorising Third Space Literacies (Palgrave Macmillan).

“We were delighted to be shortlisted,” says Professor McDougall, “The UKLA is an organisation we have both engaged with for many years and value highly. The award is really prestigious so it’s exciting and great to find out that the field you are writing with and for has received the book so well. And we’re in really good company in the shortlist!”

This book provides a critical commentary on key issues around learning in the digital age in both formal and informal educational settings, addressing the concept of third space literacies. It speaks to a range of readers, extending their knowledge and understanding of media literay and how technology can enhance educational practice and learner development.

“We wrote the book to address the lack of a meeting point between these fields – literacies, media and education, as this comes up again and again, especially when we look at PhDs in particular,” says McDougall. “Examiners often ask researchers where exactly their project sits in and across these areas, so we wanted to have a go at joining them up but also clearly come at this from two very established approaches – literacies and cultural studies.”

The winner of this year’s Academic Book Award will be announced at the UKLA International Conference in Cardiff which takes place on 6 July – 8 July 2018. The shortlist was chosen by UKLA Membership and Awards committee, and the final panel will be chaired by Professor Morag Styles (Homerton College, University of Cambridge).