Immersive and Addictive Technologies: A Report of the House of Commons Digital, Culture, Media and Sport Committee Audiobook (Free)
Summary:
The Digital, Lifestyle, Press and Sport Committee is appointed by the home of Commons to examine the expenditure, administration and policy of the Section for Digital, Culture, Press and Sport and its own associated public bodies.
In this survey the Committee develops on the newly established rule of ‘online harms’ by considering potential psychosocial and monetary harms associated with the usage of immersive technologies. Following World Wellness Organisation’s formal designation of ‘video gaming about Immersive and Addictive Technologies: A Report of the House of Commons Digital, Lifestyle, Mass media and Sport Committee disorder’, the Committee heard calls from gamers, academics, and clinicians for urgent action to raised understand and address the problem. While gaming disorder is a relatively new section of understanding, immersive technology suppliers also have clear responsibilities to safeguard users from well-established online harms including bullying and dangerous articles. The Committee also regarded as the effects of disordered spending within games, and consider the links between game design mechanics such as for example loot containers and gambling. The potential harms outlined within this report can be considered the direct result of the way in which the ‘attention economy’ is driven by the aim of maximising consumer engagement. This statement explores how data-rich immersive systems are powered by business versions that combine people’s data with style practices to possess powerful psychological results.
Cover Photo by Marcin Nowak
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