In order to find out whether victims adequately recover from cybercrime incidents, it is important to gain insight into its effects and impact on users. However, as it stands now, there is not much literature on the impact of cybercrime. We address this gap by qualitatively examining the impact of two types of cybercrime, namely phishing and malware attacks targeting online banking customers. We used the coping approach as a framework to study how victims deal with the negative events they have experienced. In order to study the impact of cybercrime and how victims cope with it, 30 cybercrime victims were interviewed. We observed that, next to financial damage, victims described different forms of psychological and emotional effects. Victims also reported various kinds of secondary impacts, such as time loss and not being treated properly when handling the incident. In addition, the interview data provided insight into cognitive and behavioral change, which potentially offers opportunities for cybercrime prevention. Our study demonstrates that the level of impact varies among cybercrime victims, ranging from little or no impact to severe impact. In addition, while some victims were only affected for a few days, some were still feeling the effects. The effects and impact of these fraudulent schemes on victims should therefore not be underestimated. We conclude that the coping approach provides a useful framework to study the effects and impact of cybercrime victimization and how victims recover from it. The results of our study provide a steppingstone for future studies on this topic. https://www.linkedin.com/in/rutgerleukfeldt/
Online reputation systems (ORS) are platforms that collect and share feedback about products, services, or companies, primarily focusing on consumer reviews. However, employee rating platforms, a subset of ORS, allow workers to review their employers, providing valuable insights for job seekers and current employees. These reviews, often neglected in research, can significantly impact employees' perceptions and workplace dynamics by revealing hidden opinions and experiences. This study explores how employees manage the fear of interpersonal conflict arising from negative reviews and its effects on turnover intentions and recovery. Theoretical analysis utilizes the transactional model of stress and coping to understand these dynamics.
Integrated urban megaprojects that attempt to (re-)develop parts of cities are complex affairs. The planners employed in them decide on large real estate, infrastructure and public space investments. The lengthy delivery trajectories of these projects undoubtedly result in emerging properties and changes in the social, political and spatial settings in which they are implemented. This ethnographic study focuses on the question how planners cope with this ambiguity in such non canonical practices. By immersion in the Amsterdam Zuidas urban megaproject for half a year, planners were observed in action. The ethnography reconstructs three episodes that represent typical interaction activities that they undertook to discuss progress of the project. The study shows how planners handle diverse types of ambiguity via different coping mechanism and reflects on the implications of these tactics for the project. It also discusses methods, potentials and pitfalls of ethnographic research in urban megaproject scholarship.
De aanvraag betreft het ontwikkelen en verkennen van de marktmogelijkheden van een IT-tool dat de slaagkans van bedrijfsoverdrachten verbetert. De (emotionele) barrières die ondernemers bij de verkoop hun bedrijf tegenko-men worden inzichtelijk gemaakt. Tevens wordt getoetst of de manier waarop ondernemers nu omgaan met die barrières (coping) effectief is. De doelgroep voor het onderzoek zijn overname-adviseurs, kopende en verkopende ondernemers alsmede investeerders.
Alcoholgebruiksstoornis (AUD) is een groot probleem. Alleen al in de USA zijn er 15 miljoen mensen met een AUD en meer dan 950.000 Nederlanders drinkt overmatig. Wereldwijd is 3-8% van het aantal sterfgevallen en 5% van alle ziektes en letsels toe te schrijven aan AUD. Zorg staat voor uitdagingen. Zo krijgt meer dan de helft van de AUD-patiënten binnen een jaar na behandeling een terugval. Een oplossing hiervoor is de inzet van Cue-Exposure-Therapy (CET). Daarbij worden cliënten blootgesteld aan triggers d.m.v. objecten, mensen en omgevingen die zucht opwekken. Om op een realistische, veilige en gepersonaliseerde manier deze triggers te ervaren, wordt Virtual Reality ingezet (VRET). Op die manier worden coping-vaardigheden getraind om verlangen naar alcohol tegen te gaan. De effectiviteit van VRET is (klinisch) bewezen. De komst van AR-technologieën roept echter de vraag op om mogelijkheden van Augmented-Reality-Exposure-Therapy (ARET) te onderzoeken. ARET geniet dezelfde voordelen als VRET (zoals een realistische veilige ervaring). Maar omdat AR virtuele-componenten in de echte omgeving integreert, waarbij het lichaam zichtbaar is, roept het vermoedelijk een ander type ervaring op. Dit kan de ecologische validiteit van CET in de behandeling vergroten. Daarnaast is ARET goedkoper te ontwikkelen (minder virtuele elementen) en hebben cliënten/klinieken gemakkelijker toegang tot AR (via smartphone/tablet). Bovendien worden nieuwe AR-brillen ontwikkeld, die nadelen zoals een te klein smartphone-scherm oplossen. Ondanks de vraag vanuit behandelaars, is ARET nog nooit ontwikkeld en onderzocht rondom verslaving. In dit project wordt het eerste ARET-prototype ontwikkeld rondom AUD in de behandeling van alcoholverslaving. Het prototype wordt ontwikkeld op basis van Volumetric-Captured-Digital-Humans en toegankelijk gemaakt voor AR-brillen, tablets en smartphones. Het prototype wordt gebaseerd op RECOVRY, een door het consortium ontwikkelde VRET rondom AUD. Een prototype-test onder (ex)AUD-cliënten zal inzicht geven in behoeften en verbeterpunten vanuit patiënt en zorgverlener en in het effect van ARET in vergelijk met VRET.
Alcohol use disorder (AUD) is a major problem. In the USA alone there are 15 million people with an AUD and more than 950,000 Dutch people drink excessively. Worldwide, 3-8% of all deaths and 5% of all illnesses and injuries are attributable to AUD. Care faces challenges. For example, more than half of AUD patients relapse within a year of treatment. A solution for this is the use of Cue-Exposure-Therapy (CET). Clients are exposed to triggers through objects, people and environments that arouse craving. Virtual Reality (VRET) is used to experience these triggers in a realistic, safe, and personalized way. In this way, coping skills are trained to counteract alcohol cravings. The effectiveness of VRET has been (clinically) proven. However, the advent of AR technologies raises the question of exploring possibilities of Augmented-Reality-Exposure-Therapy (ARET). ARET enjoys the same benefits as VRET (such as a realistic safe experience). But because AR integrates virtual components into the real environment, with the body visible, it presumably evokes a different type of experience. This may increase the ecological validity of CET in treatment. In addition, ARET is cheaper to develop (fewer virtual elements) and clients/clinics have easier access to AR (via smartphone/tablet). In addition, new AR glasses are being developed, which solve disadvantages such as a smartphone screen that is too small. Despite the demand from practitioners, ARET has never been developed and researched around addiction. In this project, the first ARET prototype is developed around AUD in the treatment of alcohol addiction. The prototype is being developed based on Volumetric-Captured-Digital-Humans and made accessible for AR glasses, tablets and smartphones. The prototype will be based on RECOVRY, a VRET around AUD developed by the consortium. A prototype test among (ex)AUD clients will provide insight into needs and points for improvement from patient and care provider and into the effect of ARET compared to VRET.