Conceptualising and measuring digital emotion regulation
Project overview
This project aims to develop a theoretical framework and novel technologies to investigate how, where, when and why people engage in digital emotion regulation. Existing research shows that individuals often use digital technologies to shape their emotions in response to situations; yet social norms often cast such technology use as disrespectful or distracting. The discrepancy between the practice and perception of digital emotion regulation is due to the lack of a systematic understanding of these practices. This project aims to develop a novel framework for better understanding digital emotion regulation, ways to study it in everyday settings, and evidence-based recommendations for managing it in ways that benefit individuals and society. The evidence provided by this project will inform the societal debate about technology overuse and its impact on work, education and interpersonal relationships. The created knowledge will inform policy-makers, designers, and end-users about appropriate use of technology in everyday settings.
Funding source: ARC DP190102627. Project time frame: 2019–2022
Sarsenbayeva, Z., Tag, B., Yan, S., Kostakos, V., & Goncalves, J. (2020). Using Video Games to Regulate Emotions. In 32nd Australian Conference on Human-Computer Interaction (pp. 755–759).
Wadley, G., Smith, W., Koval, P., & Gross, J. (2020) Digital Emotion Regulation.Current Directions in Psychological Science