| Literature DB >> 31340426 |
Christian Montag1, Bernd Lachmann2, Marc Herrlich3, Katharina Zweig4.
Abstract
Currently about 2.71 billion humans use a smartphone worldwide. Although smartphone technology has brought many advances, a growing number of scientists discuss potential detrimental effects due to excessive smartphone use. Of importance, the likely culprit to understand over-usage is not the smartphone itself, but the excessive use of applications installed on smartphones. As the current business model of many app-developers foresees an exchange of personal data for allowance to use an app, it is not surprising that many design elements can be found in social media apps and Freemium games prolonging app usage. It is the aim of the present work to analyze several prominent smartphone apps to carve out such elements. As a result of the analysis, a total of six different mechanisms are highlighted to illustrate the prevailing business model in smartphone app development. First, these app-elements are described and second linked to classic psychological/economic theories such as the mere-exposure effect, endowment effect, and Zeigarnik effect, but also to psychological mechanisms triggering social comparison. It is concluded that many of the here presented app-elements on smartphones are able to prolong usage time, but it is very hard to understand such an effect on the level of a single element. A systematic analysis would require insights into app data usually only being available for the app-designers, but not for independent scientists. Nevertheless, the present work supports the notion that it is time to critically reflect on the prevailing business model of 'user data in exchange for app-use allowance'. Instead of using a service in exchange for data, it ultimately might be better to ban or regulate certain design elements in apps to come up with less addictive products. Instead, users could pay a reasonable fee for an app service.Entities:
Keywords: Facebook; Internet addiction; Internet use disorder; WhatsApp; smartphone addiction; smartphone use disorder; social media/messenger apps
Mesh:
Year: 2019 PMID: 31340426 PMCID: PMC6679162 DOI: 10.3390/ijerph16142612
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Elements used to prolong usage time of social media apps and/or Freemium games.
| Psychological Mechanisms Built-in Social Media/Messenger Apps and/or Freemium Games | Example/Illustration |
|---|---|
| Endless scrolling/streaming | As soon as one video is at the end on a website such as YouTube, the next video begins with either a similar content or the second episode of a TV show and so forth. By this, viewers get more and more absorbed, which makes it hard to stop watching. |
| Endowment effect/ | Every time players visit the app platform and invest more time in the construction of the virtual world, it will get harder for them to detach from the game or even delete the app. The endowment effect might be both explained by ownership and loss aversion. Also, of importance is the mere exposure effect describing that the more often you are exposed to a certain (neutral) thing or application (here a game), the more you like it. |
| Social pressure | Illustration from a WhatsApp feature: If a user sends a message to a friend, the sender is presented with two gray ticks, which means that the message has successfully arrived at the recipient’s phone. If the recipient reads the message, the grey ticks turn blue. As both sides know about these rules, social pressure emerges. Both parties likely expect a fast answer, above all, if the message apparently has been read. |
| Show users of an app what they like | Facebook has a great interest in studying the behavior of each person at perfection and in much detail, so that at best only such information is presented in the ‘Newsfeed’ which is most interesting for the user. Otherwise, people could get bored and close the browser window. |
| Social comparison and social reward | Perhaps one of the most prominent features of social reward mechanisms in social media is the iconic ‘thumbs up’. A ‘thumbs up’ (‘Like’) demonstrates either positive social feedback on one’s own post or gives another person such a feedback. |
| Zeĭgarnik effect/ | The Zeigarnik effect refers to better remembering of tasks, where a person has been interrupted. Rickers-Ovsiankina then showed that such interrupted tasks are more likely to be finished later on (even if one is not forced to do this). |