Cited by 387Impact of Technology on AdolescentsDigital Media and PhilosophyInnovative Human-Technology Interaction

The DOI matches its Crossref record; 103 of the 104 references it cites were found in a registry or an index; none of the 65 sources its claims cite is checked for support yet.

Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories

Open access
Montag, Christian, Lachmann, Bernd, Herrlich, Marc, Zweig, Katharina·2019·International Journal of Environmental Research and Public Health

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.

Overview

AI snapshot

Written from the paper’s full text.

TL;DR

This theoretical paper analyzes prominent social media/messenger apps and Freemium games to identify six design mechanisms likely intended to prolong usage, linking them to psychological and economic theories. It argues that these elements may contribute to addictive app use, but independent scientists lack the platform data needed to quantify their individual or interactive effects.

Key findings

  • The paper highlights six mechanisms: endless scrolling/streaming and flow; endowment/mere exposure effects; social pressure; showing users what they like; social comparison and social reward; and the Zeigarnik/Ovsiankina effect.
  • It cites about 2.71 billion smartphone users worldwide, WhatsApp at about 1.5 billion users, and a German sample in which about 30% of daily smartphone use was accounted for by WhatsApp and Facebook.
  • Candy Crush Saga is reported as downloaded 2.7 billion times in five years, and U.S. gamers in early 2016 played an average of 3.6 mobile games per month and 1.3 daily.
  • The paper notes overlap between Smartphone Use Disorder and WhatsApp Use Disorder (rho = 0.68) and discusses neural reward findings, including stronger ventral striatum activity for Instagram pictures with many “Likes.”

Methods

  • This is not a systematic review; it is a theoretical/conceptual analysis of prominent apps such as Facebook, WhatsApp, and Candy Crush.
  • The authors present six app features in alphabetic order and link them to classic psychological/economic theories, including flow, endowment effect, mere exposure effect, nudging, social comparison, and Zeigarnik/Ovsiankina effects.
  • No primary empirical data collection or statistical modeling is reported; the work synthesizes prior literature and examples.

Limitations

  • The paper states it is theoretical and that its assumption that mechanisms were purely designed to prolong usage is speculative; it also notes that developers’ intentions cannot be known for sure.
  • It states that independent scientists usually lack access to platform data from Facebook or Candy Crush Saga, making it hard to study how strongly each feature affects usage time or how features interact.
  • Evident from the text: the analysis is not systematic, does not empirically test the proposed mechanisms, and relies on selected examples and prior literature rather than controlled app-level data.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.3390/ijerph16142612

Cites

103 of 103 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Verification

Claims the paper makes

36 Not checked yet · 23 Own interpretation · 5 No basis given

Verify all 65 references — free account

Show all 33 claims

  • It may state two separate claims as one. 22
  • Probably not a substantial claim. 15
31 of 31
  • The paper relies on this without support.

    The prevailing business model of many app developers exchanges personal data for allowance to use an app.

    “As the current business model of many app-developers foresees an exchange of personal data for allowance to use an app”
    “The ‘classic’ app-business model of Silicon Valley asks the user not to pay with money to be able to use a certain application but with his/her personal data.”
  • The paper relies on this without support.

    The apps analyzed, such as Facebook, WhatsApp, and Candy Crush, are representative of social media/messenger platforms and Freemium games.

    “These insights have been derived by analysis of prominent and often used apps such as Facebook, WhatsApp, or Candy Crush.”
    “What follows is an overview of features built into social media/messenger and Freemium game applications likely prolonging app usage.”
  • The authors state this as an assumption.

    The mechanisms have been purely designed to prolong usage time of an app.

    “Clearly, our assumption that these mechanisms have been purely designed to prolong usage time of an app is speculative”
  • The paper relies on this without support.

    Studies are largely lacking that aim at understanding how strongly each of the aforementioned features of the platforms/games impacts upon usage time.

    “To our knowledge, studies are largely lacking aiming at an understanding of how strong each of the aforementioned features of the platforms/games impact upon usage time.”
  • The paper relies on this without support.

    Companies such as Facebook and Google earn their money with data.

    “because companies such as Facebook and Google earn their money with data.”
5 of 5

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

Citations

Cites

Show all 104 references

Research works printed but not linked: 4

  1. Thaler, R., and Sunstein, C. (2008). Improving Decisions about Health, Wealth and Happiness, Yale University Press. Penguin Books.
  2. Zeĭgarnik, B.V. (1927). Über das Behalten von Erledigten und Unerledigten Handlungen, J. Springer.
  3. Rickers-Ovsiankina, M.A. (1928). Die Wiederaufnahme Unterbrochener Handlungen, Springer.
  4. Andone, I., Błaszkiewicz, K., Trendafilov, B., Eibes, M., Montag, C., and Markowetz, A. (2016, January 7–12). Menthal—Running a Science Project as a Start-Up. Proceedings of the Computing in Mental Health, Workshop at CHI 2016, San Jose, CA, USA. · DOI

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Metadata

Authors
Montag, C., Lachmann, B., Herrlich, M., & Zweig, K.
Affiliations
  • Universität Ulm (DE)
  • University of Kaiserslautern (DE)
Corresponding author
Montag, Christian
Venue
International Journal of Environmental Research and Public Health
Publisher
MDPI AG
Published
2019-07-23
Volume
16
Issue
14
Pages
2612
ISSN
1660-4601 (ISSN-L)
OpenAlex
W2964135621
Cited by
387
References
104
Citations by year
2026: 89 · 2025: 86 · 2024: 38 · 2023: 63 · 2022: 45 · 2021: 39 · 2020: 26 · 2019: 1
FWCI
7.25
Type
journal article
Language
en
Open access
Locations
  • International Journal of Environmental Research and Public Health (publishedVersion, cc-by)
  • Europe PMC (PubMed Central) (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • RePEc: Research Papers in Economics (submittedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
Funders
Deutsche Forschungsgemeinschaft (MO2363/3-2)
Topics
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Communication › Digital Media and Philosophy
  • Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
Keywords
smartphone addiction, social media applications, mere exposure effect, endowment effect, Zeigarnik effect, social comparison, psychological mechanisms, economic theory
MeSH terms
Games, Recreational, Smartphone, Humans, Behavior, Addictive, Social Media, Mobile Applications

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