首页> 美国卫生研究院文献>International Journal of Environmental Research and Public Health >Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories
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Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories

机译:心理和经济理论背景下社交媒体/信使平台和免费游戏的令人上瘾的特征

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摘要

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.
机译:目前,全球约有27.1亿人使用智能手机。尽管智能手机技术已经取得了许多进步,但是越来越多的科学家讨论了由于过度使用智能手机而可能产生的有害影响。重要的是,了解过度使用的罪魁祸首不是智能手机本身,而是过度使用智能手机上安装的应用程序。由于许多应用程序开发人员的当前商业模型预见到将交换个人数据以允许使用某个应用程序,因此在社交媒体应用程序和Freemium游戏中可以发现许多设计元素,从而延长了应用程序使用时间,这不足为奇。当前工作的目的是分析几个杰出的智能手机应用程序,以挖掘出这些元素。分析的结果是,总共强调了六种不同的机制,以说明智能手机应用程序开发中的主要业务模型。首先,对这些应用程序要素进行描述,然后将其与经典的心理/经济理论(如单纯的暴露效应,end赋效应和Zeigarnik效应)相关联,还与触发社会比较的心理机制相关联。结论是,此处介绍的许多智能手机上的应用程序元素都可以延长使用时间,但是很难理解这种对单个元素级别的影响。系统分析需要深入了解应用程序数据,通常仅对应用程序设计者可用,而对独立科学家不可用。尽管如此,目前的工作支持这样一种观念,即是时候该批判性地反思现行的“用用户数据换取应用使用许可”的业务模型了。与其使用服务来交换数据,不如最终禁止或规范应用程序中的某些设计元素以提供令人上瘾的产品,这可能更好。相反,用户可以为应用程序服务支付合理的费用。

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