Preventing users from going down rabbit holes of extreme video content: A study of the role played by different modes of autoplay

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Cheng Chen , Jingshi Kang , Pejman Sajjadi , S. Shyam Sundar
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Abstract

The autoplay feature of video platforms is often blamed for users going down rabbit holes of binge-watching extreme content. However, autoplay is not necessarily a passive experience, because users can toggle the feature off if they want. While the automation aspect is passive, the toggle option signals interactivity, making it “interpassive,” which lies between completely passive autoplay and manual initiation of each video. We empirically compare these three modes of video viewing in a user study (N = 394), which exposed participants to either extreme or non-extreme content under conditions of manual play, interpassive autoplay, or completely passive autoplay. Results show that interpassive autoplay is favored over the other two. It triggers the control heuristic compared to passive autoplay, but leads to higher inattentiveness compared to manual play. Both the invoked control heuristic and inattentiveness result in higher rabbit hole perception. These findings have implications for socially responsible design of the autoplay feature.

防止用户进入极端视频内容的兔子洞:不同自动播放模式的作用研究
视频平台的自动播放功能常常被指责为用户狂看极端内容的 "兔子洞"。然而,自动播放并不一定是一种被动体验,因为用户可以根据自己的需要关闭该功能。虽然自动播放是被动的,但切换选项则意味着互动性,使其成为介于完全被动的自动播放和手动启动每段视频之间的 "被动式"。我们在一项用户研究(N = 394)中对这三种视频观看模式进行了实证比较,让参与者在手动播放、被动式自动播放或完全被动式自动播放的条件下观看极端或非极端内容。结果显示,被动式自动播放比其他两种方式更受欢迎。与被动式自动播放相比,它能触发控制启发式,但与手动播放相比,会导致更高的注意力不集中。控制启发式和注意力不集中都会导致更高的兔子洞感知。这些发现对设计具有社会责任感的自动播放功能具有重要意义。
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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