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The Ethics of Persuasive Design in Technology Used by Children and Adolescents

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Abstract

Persuasive design, the use of behavioral psychology in digital devices and applications to alter human behavior, is employed in entertainment and educational technologies that occupy a great proportion of the lives of children and adolescents. A primary purpose of persuasive design is to increase the time spent using social media, video game, and other entertainment technologies in order to increase business revenue. This adds to children's and adolescents' health risks, as excessive recreational screen time has been associated with both physical (sleep, weight) and mental health (depression, anxiety, compulsive use, and inattention) issues for children and adolescents. Given the potential for negative health outcomes, it is necessary for the field of psychology to acknowledge, educate, and take action against the use of persuasive design in platforms typically used by children and adolescents.

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