Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/81438
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dc.contributorSchool of Designen_US
dc.creatorLeong, DBen_US
dc.creatorLee, BYHen_US
dc.creatorChow, KKNen_US
dc.date.accessioned2019-10-11T07:45:21Z-
dc.date.available2019-10-11T07:45:21Z-
dc.identifier.urihttp://hdl.handle.net/10397/81438-
dc.language.isoenen_US
dc.rights© 2017 The Design Society, unless otherwise stated.en_US
dc.rightsPosted with permission.en_US
dc.subjectMultidisciplinary approachen_US
dc.subjectDesign interventionen_US
dc.subjectMobile addictionen_US
dc.subjectFamily functioningen_US
dc.subjectGamificationen_US
dc.subjectLifestyle researchen_US
dc.titleA multidisciplinary initiative of intervening mobile addiction via family-focused and gamification-enhanced designen_US
dc.typeConference Paperen_US
dc.identifier.spage4en_US
dc.identifier.epage16en_US
dcterms.abstractExcessive use of mobile and other electronic screen-based products among adolescents in Hong Kong and China is becoming much more notable these days. Overuse of mobile or Internet devices causes not only physical health problems but also behavioral additive symptoms like craving and withdrawal. Whereas family, as a potential psychosocial element for reducing the likelihood of addiction development among adolescents is substantially weakened owing to the deteriorating parent-adolescent relationships associated with growing excessive mobile use at home. Situations of potential over-dependence on this highly engaging medium have sparked great concerns of addictions services in Hong Kong. Based on the ‘family functioning’ concept and the ‘gamification’ theory, this paper reports on an ongoing collaboration between a Hong Kong-based social service center and a design institute, which explores an alternative ‘family-focused’ intervention strategy to enhance parentadolescent interactivities whilst addressing excessive mobile use of adolescents through specifically designed games. In order to reveal both the ‘usual’ mode of mobile usage patterns and the ‘occasional’ mode of parentadolescent interactivity of the targeted families, an interactive play-platform, and a specific lifestyle research method have been deployed. Initial results support the belief of integrating clinical and design practices for addiction assessment or even treatment. Moreover, feedback from project participants apparently reinforced the potential of “gamification-enhanced” design intervention for excessive mobile use in a family context. Through game and play, not only are parents-adolescent emotional connectivity stimulated, delightful memories of family activities before excessive mobile use are also relived and revealed. In return, further development of multidisciplinary approach of research and design interventions corresponding to addiction issues has been greatly encouraged.en_US
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationIn Y. S. Hong (Ed.), Asia Design Engineering Workshop Proceedings (A-DEWS 2017), Business Innovation Design, December 11-12, 2017, Seoul National University, Seoul, Korea, p. 4-16. 2017en_US
dcterms.issued2017-
dc.relation.ispartofbookAsia Design Engineering Workshop Proceedings (A-DEWS 2017), Business Innovation Design, December 11-12, 2017, Seoul National University, Seoul, Koreaen_US
dc.relation.conferenceAsia Design Engineering Workshop [A-DEWS 2017]en_US
dc.description.validate201910 bcrcen_US
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumbera0367-n05-
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryPublisher permissionen_US
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