2019
DOI: 10.1108/jices-11-2018-0090
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“… They don’t really listen to people”

Abstract: Purpose The voices of children and young people have been largely neglected in discussions of the extent to which the internet takes into account their needs and concerns. This paper aims to highlight young people’s lived experiences of being online. Design/methodology/approach Results are drawn from the UnBias project’s youth led discussions, “Youth Juries” with young people predominantly aged between 13 and 17 years. Findings Whilst the young people are able to use their agency online in some circumstanc… Show more

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Cited by 15 publications
(9 citation statements)
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“…More research should be encouraged to understand how persuasive design elements capture young peoples’ attention and reinforce both active and passive social media use. Critical to this endeavor is the engagement of young people in the research process and in providing them with a voice that raises their concerns and promotes their recommendations for improving their online experiences [5,93]. This could in turn be translated into effective policy making and intervention by social media operators.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…More research should be encouraged to understand how persuasive design elements capture young peoples’ attention and reinforce both active and passive social media use. Critical to this endeavor is the engagement of young people in the research process and in providing them with a voice that raises their concerns and promotes their recommendations for improving their online experiences [5,93]. This could in turn be translated into effective policy making and intervention by social media operators.…”
Section: Discussionmentioning
confidence: 99%
“…Balanced use is inherently difficult to sustain due to individual, social (peer), and environmental factors (i.e., design characteristics), which determine the frequency and severity of the interaction [4]. Growing evidence has acknowledged the impact of persuasive design in initiating and prolonging user engagement [5], similar to the way structural characteristics in games have been associated with a longer duration of play and immersion experience in gamers [6]. In the UK, academic and charity initiatives advocate the development of regulations and a framework to shield young people against the impact of persuasive design strategies (i.e., auto-play, likes, re-tweets), such as the ‘Age appropriate design code’ framework by the 5Rights Foundation [7] and research-driven advocacy projects aiming to promote policies and practices that maximize online benefits while minimizing the harms to children’s wellbeing [8].…”
Section: Introductionmentioning
confidence: 99%
“….normalises the act of surveillance'. 8 This has led to concerns that children will not realise the sensitivity around some of their data, potentially becoming unaware about what personal data they give away 17 which may lead to problems later in life that affect their well-being, if they do not realise the importance of guarding their personal data. 8 Moreover, the very structure of the Internet has not been conducive in providing transparency to any of its users.…”
Section: The Impact Of Algorithms On Well-beingmentioning
confidence: 99%
“…Facebook itself, with its deep knowledge of user behaviour, might be in the best position to explore this approach, but we note that participants in our study were deeply sceptical about Facebook's motivations and did not expect design solutions coming from Facebook to be 'on their side' (cf. [20,67]).…”
Section: Designing Future Interventionsmentioning
confidence: 99%