3 ways app developers keep kids glued to the screen: What to do about it

3 ways app developers keep kids glued to the screen: What to do about it


From learning numbers to learning how to brush your teeth, it seems there’s a kids’ app for everything.

Recent US statistics indicate more than half of toddlers and three-quarters of preschoolers regularly access mobile . So it’s no surprise there has been an explosion of options within the app market to keep kids engaged.

These certainly offer some fun interactive experiences, not to mention good educational content in many cases. They’re also very good at keeping young minds engaged. So what’s the catch?

You just read it: they are very good at keeping young minds engaged – so much that kids can struggle to put their devices down. If you’ve ever wondered why it’s so hard to tear your child from their device, read on.

What is persuasive design?

Although there are national recommendations to help guide parents through the minefield of kids’ screen time, there is a hugely under-acknowledged piece of this puzzle – and that’s the way the itself is designed.

Persuasive design refers to strategies that grab and hold our attention. It’s something both kids and adults experience (usually unknowingly) while scrolling through social media or fighting the urge to play another round of Candy Crush.

If persuasive design can influence the screen-use behaviours of adults – who have supposedly developed regulatory skills and self-control – then toddlers and kids don’t stand a chance. This aspect of the screen-time debate is rarely scrutinised with the seriousness it deserves.

To find out just how persuasive kids’ can be, we applied a well-established model of persuasive design to 132 of the most popular early childhood apps downloaded by Australian families via the Android and iOS app stores. We found three main ways persuasive design features keep kids coming back.

1. Motivation

A key concept in persuasive design is to tap into kids’ emotions to ensure they stay motivated to engage with the app. This is done by:

  • offering pleasure through rewards. Kids are still developing their ability to delay gratification. They’re more likely to seek an immediate reward of lower value than wait for a reward of higher value. In the context of apps, they’re likely to be motivated by instant rewards that bring happiness or excitement. The apps we tested offered many more instant rewards (such as sparkles, cheers, fireworks, virtual toys and stickers) than delayed rewards.

  • provoking empathy. Just as adults seek positive feedback through “likes” on social media, kids love receiving social feedback from characters they admire (think Hello Kitty, or Bluey). Kids often attribute human feelings and intentions to fictional characters and can form emotional ties with them. While this can help foster a positive learning experience, it can also be exploited for commercial purposes. For instance, character empathy is at play when Hello Kitty looks sadly at a shiny locked box of food that can only be opened in the paid version of the app.

YouTube/Budge Studios.

2. Ability

No one wants to play a game that’s too difficult to win.

Ability features provide kids with continuous instructions to reduce the likelihood of disengagement.

One way to increase a child’s sense of mastery is repetition. Many early childhood apps include rote learning, such as making the same cookie over and over with the Cookie Monster. By including tasks that are quick to learn and repeating them, app designers are likely trying to tap into childrens’ growing sense of autonomy by helping them “win” on their own.

So what’s the problem with that? While repetition is great for learning (especially for developing minds), the removal of any requirement for help from a parent can encourage more solitary use of apps. It can also make it harder for parents to engage in social play with their child.

We have a responsibility to ensure kids’ apps are genuinely educational and aren’t exploiting their developmental vulnerabilities. Google Play/Sesame Street Alphabet Kitchen

3. Prompts

Commercial prompts were the most common trigger we found in early childhood apps, especially free apps. They have one main purpose: to bring in revenue.

Prompts include pop-up advertisements, offers to double or triple rewards in exchange for watching an ad, or prompting the user to make in-app purchases. While adults might be able to see prompts for what they are, kids are much less likely to understand the underlying commercial intent.

So what can be done?

There’s no doubt some of these features in moderation help maintain a basic level of app engagement. But our research makes it clear a lot of persuasive design features simply exist to serve business models.

We need to have more conversations about ethical design that doesn’t capitalise on children’s developmental vulnerabilities. This includes holding app developers accountable.

The early-childhood app market is vast. Parents often won’t have enough information on how to navigate it, nor enough time to assess each app before downloading it for their child. However, there are a few ways parents can get an upper hand:

  • talk to your child after they’ve played with an app. Ask questions like “what did you learn?”, or “what did you enjoy the most?”.

  • play the app with your child and decide if it’s worth keeping. Are they getting smothered by rewards? Are there many distracting prompts? Is it too repetitive to be genuinely educational?

  • look for the “teacher-approved” indicator (on Play Store) when considering an app, or check reviews from trusted sources such as Children and Media Australia and Common Sense Media before downloading.

Ideally your child should be leading the play, actively problem-solving, and should be able to end their time on an app relatively easily.The Conversation

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Sumudu Mallawaarachchi, PhD Candidate, School of Psychology, Deakin University and Sharon Horwood, Senior Lecturer in Psychology, Deakin University

This article is republished from The Conversation under a Creative Commons license. Read the original article.

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WhatsApp tests edit message feature ahead of final release: Details here

WhatsApp tests edit message feature ahead of final release: Details here



Meta-owned instant messaging platform, is working on a new update that would allow users to edit sent messages. The said feature is under development and currently being tested. Though there is no confirmation about the release, the edit message feature is expected to be available soon with the new update.


According to news reports, would add an ‘edited’ tag to the messages to alert the receiver about the message being edited. However, if the receiver does not check the message within a certain time, the message may not appear with the edited label. This feature is expected to be time-restricted; users can edit a message within 15 minutes once it is sent, similar to the ‘Delete for All’ feature.


Amid the growing competition, WhatsApp has been constantly working on developing new features and updates to make the platform user friendly. Recently, WhatsApp rolled out an update with features that allowed users to hide their last seen status from selected contacts, Unread filter to check unopened messages, and more. With the new updated version 2.22.16.6, it also introduced a minor change that lets group members view up to four reactions within a chat bubble, instead of three.


WhatsApp has also launched a subscription plan for businesses, which allows them to use some advanced features such as a better way to be reached by customers and some improvements when linking new devices. Also, now users can react to status updates too.


WhatsApp is also working on a feature to block users from taking screenshots of messages that were sent as ‘View Once’ on the platform. It is also trying to increase the number of participants in a group from 512 to 1024. WhatsApp is also planning to add a new feature, which will allow the user to open a link within the caption of the status. Earlier, it did not support links in the caption of the status, links needed to be added separately as a status.



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Netflix rolls out ‘profile transfer’ feature to prevent password-sharing

Netflix rolls out ‘profile transfer’ feature to prevent password-sharing



Popular streaming platform has announced ‘Profile Transfer’ feature to prevent password sharing that has been rolled out to all members globally.


The “much requested” feature allow users to transfer their personalised recommendations, viewing history, My List, saved games, and other preferences to a new account when they start their own membership, said the company.


The users will receive a notification through email, as soon as the ‘Profile Transfer’ becomes accessible on their account.


Meanwhile, in a bid to introduce an ad-supported tier for its users, the company had announced that it will roll out the ‘Basic With Ads’ streaming plan on November 3 in several countries.


“The plan represents an exciting opportunity for advertisers — the chance to reach a diverse audience, including younger viewers who increasingly don’t watch linear TV, in a premium environment with a seamless, high-resolution ads experience,” Greg Peters, Chief Operating Officer and Chief Product Officer, said in a statement.


At launch, ads will be 15 or 30 seconds in length, which will play before and during shows and films.


“Advertisers will also be able to prevent their ads from appearing on content that might be inconsistent with their brand,” the company said.


–IANS


aj/shb/

(Only the headline and picture of this report may have been reworked by the Business Standard staff; the rest of the content is auto-generated from a syndicated feed.)



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Apple expected to soon announce its M2 chip-powered iPad Pro tablet

Apple expected to soon announce its M2 chip-powered iPad Pro tablet



American tech giant Apple is expected to announce two new iPad Pro powered by their latest M2 chip under the hood “in a matter of days,” reported GSM Arena.


According to the outlet, this news was shared by Bloomberg’s Mark Gurman in his latest newsletter, as per which the 11″ and the 12.9″ models of the iPad Pro will be a mild upgrade and could have new charging capabilities.


Expectations are that the iPad Pro will arrive before October 27, which is the date for Apple to announce its quarterly and yearly earnings.


However, there is no event planned for the launch – the will be announced with a press release on the company’s website, as per GSM Arena.


The new iPad Pro could bring MagSafe charging capabilities and Gurman even suggested that there might be reverse wireless charging, allowing the tablet to share its battery with an iPhone or AirPods case.


There will also be the launch of iPadOS 16 – a software update usually released alongside iOS, but delayed this year.


According to Gurman, the stock shortages for the Apple Watch Ultra are caused by the band, not the device itself. A Trail loop in yellow or blue is extremely hard to find, as well as the orange Alpine loop.


This is currently pushing the Watch Ultra shipments to the first week of November, with some models arriving even later, reported GSM Arena.

(Only the headline and picture of this report may have been reworked by the Business Standard staff; the rest of the content is auto-generated from a syndicated feed.)



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Fossil to roll out Wear OS 3 update on Gen 6 Wellness Edition smartwatches

Fossil to roll out Wear OS 3 update on Gen 6 Wellness Edition smartwatches



Watchmaker brand announced on Monday that it will begin rolling out Wear OS 3 to its Gen 6 wellness edition smartwatches, which will offer improved wellness features and a streamlined design.


The latest version offers increased speed and performance with the Snapdragon Wear 4100+ platform, rapid charging, Bluetooth 5.0 LE connectivity and more.


“Our latest Gen 6 Wellness Edition Smartwatch is our most advanced smartwatch yet, that uses the Wear OS and our array of integrated health metrics to offer a transformative wellness experience to our fitness-first users,” Johnson Verghese, Managing Director, India, said in a statement.


The new version of the smartwatch brings an updated user interface, redesigned watch navigation, and an increase in performance and quality for wellness metrics.


Moreover, the smartwatch offers SpO2 measurement, estimated cardio fitness level, automatic workout detection, continuous heart rate tracking, sleep insights, and more, the company said.


The Wellness Edition launched in three styles with a newly-designed 44mm case, including black IP, silver-tone stainless steel and rose gold-tone stainless steel.


The smartwatch features a 1.28-inch touchscreen display, 8GB storage and 1GB RAM, and water resistance. It costs Rs 24,245 and comes with a variety of silicone straps for Rs 2,432 each.


–IANS


shs/vc/sha

(Only the headline and picture of this report may have been reworked by the Business Standard staff; the rest of the content is auto-generated from a syndicated feed.)



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Samsung develops ‘MicroLED on Silicon’ to replace glass for AR headset

Samsung develops ‘MicroLED on Silicon’ to replace glass for AR headset



is reportedly developing “MicroLED on Silicon” (LEDoS) for augmented reality (AR) headsets.


The OLED (organic light-emitting diode) displays have been used in VR headsets for years, but now the company is developing next generation for AR displays that will be based on MicroLED. Currently, glass is used as the base for displays rather than silicon, reports GSMArena.


The South Korean tech giant’s long-term objective is to create LEDoS screens with 6,600 pixel-per-inch (ppi) resolution, the report said.


According to Kim Min-woo, the leader of the Display group, 5,000 ppi is the minimum need for AR displays, and the space between pixels must be five micrometres or less. The subpixels for red, green, and blue should not be larger than three micrometres.


Display is creating OLED on Silicon (OLEDoS) panels in addition to LEDoS. However, MicroLED is brighter and hence more suited for AR applications, the report said


The difference between augmented reality (AR) and virtual reality (VR) is that AR integrates virtual items into the actual environment and needs to match the brightness of the light around the user.


On the other hand, VR only uses virtual reality because the VR screen isolates the user from the outside world, and lesser brightness can be effective.


–IANS


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(Only the headline and picture of this report may have been reworked by the Business Standard staff; the rest of the content is auto-generated from a syndicated feed.)



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