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 accessAbstract
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
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Cites
Statistics
Verification
Claims the paper makes
36 Not checked yet · 23 Own interpretation · 5 No basis given
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Flow is needed and warranted in different kinds of work processes, however, it can actually be ‘fatal’ in the case of applications on the smartphone or other ‘ubiquitous’ devices, when attention should be focused somewhere else”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.1. Endless Scrolling/Streaming and the Concept of Flow
plaindirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
In the paper
“Users on WhatsApp are nudged (to encourage someone to do something in a way that is gentle rather than forceful or direct [59]) to communicate fast and often on WhatsApp due to the ‘double tick function’.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.3. Social Pressure
What the sources say
- Not checked yetcites [59] Thaler, R., and Sunstein, C. (2008). Improving Decisions about Health, Wealth and Happiness, Yale University Press. Penguin Books.
plaindirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
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- Based: passes — The paper gives a reason why it holds.
None of the sources cited for this claim have been checked yet.
In the paper
“Also, of importance is the mere exposure effect [56]. The mere exposure effect describes that the more often you are exposed to a certain (neutral) thing or application (here a game), the more you like it. This has even been shown for the initials of your name (for an introduction in the initial preference task, e.g., see Sariyska et al. [57]) and seems to be applicable also for many of the gaming”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.2. Endowment Effect/Mere Exposure Effect
What the sources say
hedgeddirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“many design elements can be found in social media apps and Freemium games prolonging app usage”
- Also stated in: § 4. Discussion · boosted
“The depicted elements/features embedded in psychological and economic theory underline the notion that these elements indeed have been designed to prolong app usage.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > Abstract
boosteddirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
- Rests on an assumption: The prevailing business model of many app developers exchanges personal data for allowance to use an app.
- Also stated in: § 4. Discussion · boosted
In the paper
“Moreover, a recent work by Sha et al. [28] showed that the concepts of SUD and WhatsApp Use Disorder overlap in large parts (correlation of rho = 0.68).”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 1. Introduction > 1.1. Perils of Smartphone Use
What the sources say
- Not checked yetcites Sha et al. [28] Sha, 2019, Linking Internet Communication and Smartphone Use Disorder by Taking a Closer Look at the Facebook and WhatsApp Applications, Addict. Behav. Rep.
plaincorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
In the paper
“In a work by Montag et al. [35] it has been demonstrated that about 30% of daily smartphone use is accounted for by WhatsApp and Facebook usage in a German sample mainly ranging between ca. 15 and 35 years.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 1. Introduction > 1.1. Perils of Smartphone Use
What the sources say
- Not checked yetcites Montag et al. [35] Montag, C., Błaszkiewicz, K., Sariyska, R., Lachmann, B., Andone, I., Trendafilov, B., Eibes, M., and Markowetz, A. (2015). Smartphone Usage in the 21st Century: Who Is Active on WhatsApp?. BMC Res. Notes, 8. source
boosted- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“With an increasing amount of data, revenues tend to rise, due to more effective microtargeting (i.e., sending a person customized ads).”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 2. Methods
plaindirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
None of the sources cited for this claim have been checked yet.
In the paper
“Although, the different strains of research presented so far in Section 1 led to valuable insights into the nature of IUDs, only few studies until now aim to understand why specific online applications and their in-built elements are potentially addictive [44,45].”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 1. Introduction > 1.2. Main Research Questions in the Available Literature Investigated so Far
What the sources say
- Not checked yetcites [44] King, 2011, The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study, Int. J. Ment. Health Addict. source
- Not checked yetcites [45] Alutaybi, 2018, Designing Social Networks to Combat Fear of Missing Out, Proc. Br. HCI
plain- Asserted: passes — The authors put it forward as true.
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None of the sources cited for this claim have been checked yet.
In the paper
“Correctly, it has been pointed out, that the smartphone does not represent the culprit to understand excessive use of this device [28,29]. Instead one must focus on the manifold installed applications on the smartphones to understand why people are getting ‘hooked’ to their devices [30].”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 1. Introduction > 1.1. Perils of Smartphone Use
What the sources say
- Not checked yetcites [28] Sha, 2019, Linking Internet Communication and Smartphone Use Disorder by Taking a Closer Look at the Facebook and WhatsApp Applications, Addict. Behav. Rep.
- Not checked yetcites [29] Leung, H., Pakpour, A.H., Strong, C., Lin, Y.C., Tsai, M.C., Griffiths, M.D., Lin, C.-Y., and Chen, I.H. (2019). Measurement invariance across young adults from Hong Kong and Taiwan among three internet-related addiction scales: Bergen Social Media Addiction Scale (BSMAS), Smartphone Application-Based Addiction Scale (SABAS), and Internet Gaming Disorder Scale-Short Form (IGDS-SF9) (Study Part A). Addict. Behav. source
- Not checked yetcites [30] Alter, A. (2017). Irresistible: The Rise of Addictive Technology and the Business of Keeping Us Hooked, Penguin Press.
plaindirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“One technique used to prolong usage time in this context is the endless scrolling/streaming feature.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.1. Endless Scrolling/Streaming and the Concept of Flow
plaindirect- Asserted: passes — The authors put it forward as true.
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- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
- It may state two separate claims as one. 22
- Probably not a substantial claim. 15
None of the sources cited for this claim have been checked yet.
In the paper
“This process is also known to undermine well-being [60] and might in parts be responsible for rising social concerns when people start to use smartphones [61].”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.3. Social Pressure
What the sources say
- Not checked yetcites [60] Blabst, N., and Diefenbach, S. (2017, January 3–6). WhatsApp and Wellbeing: A Study on WhatsApp Usage, Communication Quality and Stress. Proceedings of the 31st British Computer Society Human Computer Interaction Conference, Sunderland, UK. source
- Not checked yetcites [61] Hadar, A., Hadas, I., Lazarovits, A., Alyagon, U., Eliraz, D., and Zangen, A. (2017). Answering the Missed Call: Initial Exploration of Cognitive and Electrophysiological Changes Associated with Smartphone Use and Abuse. PLoS ONE, 12. source
hedgedconditional- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
In the paper
“According to statista.com, “In early 2016 … U.S. gamers played an average of 3.6 mobile games per month, and 1.3 games on a daily basis” [36].”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 1. Introduction > 1.1. Perils of Smartphone Use
What the sources say
- Not checked yetcites [36] Statista (2019, April 03). Available online: https://www.statista.com/topics/1906/mobile-gaming/.
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“The endowment and the mere exposure effect play important roles in the areas of social media and games.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.2. Endowment Effect/Mere Exposure Effect
plaincorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: fails — The paper may give no reason why it holds.
Probably not a substantial claim. The paper may give no reason why it holds. It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“By endlessly scrolling down, the user is getting more and more immersed (perhaps also on a motor level as perceiving the scrolling as a playful activity) while not coming to a natural stop, where he/she might easily reconsider to quit or change the platform.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.1. Endless Scrolling/Streaming and the Concept of Flow
hedgeddirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.3. Social Pressure
hedgeddirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“As with other games, progress without investing money is very slow, which means that after some fast progress at the beginning of the game (to attract people to the game), rewards in terms of the urgently needed relevant game currency are scarce.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.2. Endowment Effect/Mere Exposure Effect
plaindirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
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It may state two separate claims as one.
None of the sources cited for this claim have been checked yet.
In the paper
“In general, the ‘power of defaults’ is a well-known principle applicable to decision making in many different areas and especially in software applications [63,64].”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.3. Social Pressure
What the sources say
- Not checked yetcites [63] Dinner, 2011, Partitioning Default Effects: Why People Choose Not to Choose, J. Exp. Psychol. Appl. source
- Not checked yetcites [64] Kesan, 2006, Setting Software Defaults: Perspectives from Law, Computer Science and Behavioral Economics, Notre Dame Law Rev.
boosted- Asserted: passes — The authors put it forward as true.
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- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“In the context of smartphone games, this plays out as follows: 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. This is in particular the case, if the progress has been slow and it took the users a very long time to construct the online world.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.2. Endowment Effect/Mere Exposure Effect
plaindirect- Asserted: passes — The authors put it forward as true.
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- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“App and platform technologies are designed to be immersive, hence producing flow while using a certain app.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.1. Endless Scrolling/Streaming and the Concept of Flow
plaindirect- Asserted: passes — The authors put it forward as true.
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- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: unclear — It is unclear why the paper says it holds.
It may state two separate claims as one.
In the paper
“A new work underlines the overlap between SUD and excessive social media use, but also links between SUD and (Internet) Gaming Disorder [29].”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 1. Introduction > 1.1. Perils of Smartphone Use
What the sources say
- Not checked yetcites [29] Leung, H., Pakpour, A.H., Strong, C., Lin, Y.C., Tsai, M.C., Griffiths, M.D., Lin, C.-Y., and Chen, I.H. (2019). Measurement invariance across young adults from Hong Kong and Taiwan among three internet-related addiction scales: Bergen Social Media Addiction Scale (BSMAS), Smartphone Application-Based Addiction Scale (SABAS), and Internet Gaming Disorder Scale-Short Form (IGDS-SF9) (Study Part A). Addict. Behav. source
plaincorrelational- Asserted: passes — The authors put it forward as true.
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- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“Freemium games are very relevant for the present work investigating elements of apps built to prolong usage time, because such games most often run with the business model of ‘gaming service in exchange for your data’.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 1. Introduction > 1.1. Perils of Smartphone Use
plaincorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: fails — The paper may give no reason why it holds.
Probably not a substantial claim. The paper may give no reason why it holds.
- Rests on an assumption: The prevailing business model of many app developers exchanges personal data for allowance to use an app.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“A systematic analysis would require insights into app data usually only being available for the app-designers, but not for independent scientists.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > Abstract
hedged- Asserted: passes — The authors put it forward as true.
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- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: fails — The paper may give no reason why it holds.
Probably not a substantial claim. The paper may give no reason why it holds.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“The default mode of WhatsApp comes with the ‘double tick function’ being activated. Most users do not know that they are able to deactivate this app-feature.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.3. Social Pressure
plain- Asserted: passes — The authors put it forward as true.
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- Load-bearing: passes — The paper’s conclusions depend on it.
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It may state two separate claims as one.
None of the sources cited for this claim have been checked yet.
In the paper
“The latter effect is likely driven by social comparison processes, in particular when a person is confronted with thin models or other (thin) attractive persons [90]. These effects might be in particular strong on platforms such as Instagram and for those users with low self-esteem [91] and being female [92,93].”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 4. Discussion
What the sources say
- Not checked yetcites [90] Brown, 2016, Attractive celebrity and peer images on Instagram: Effect on women’s mood and body image, Body Image source
- Not checked yetcites [91] Ahadzadeh, 2017, Self-schema and self-discrepancy mediate the influence of Instagram usage on body image satisfaction among youth, Comput. Hum. Behav. source
- Not checked yetcites [92] Cohen, 2017, The relationship between Facebook and Instagram appearance-focused activities and body image concerns in young women, Body Image source
- Not checked yetcites [93] Meier, 2014, Facebook photo activity associated with body image disturbance in adolescent girls, Cyberpsychol. Behav. Soc. Netw. source
hedgedconditional- Asserted: passes — The authors put it forward as true.
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- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
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It may state two separate claims as one.
None of the sources cited for this claim have been checked yet.
In the paper
“Without doubt, the social comparison process is not unproblematic, because it might lead to lower self-esteem [79] and the size of one’s own real social network to be successfully handled seems to be limited by the so called Dunbar’s number (a theoretical limit to the number of people with whom any individual is able to sustain a stable or meaningful social relationship, usually considered to be”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.5. Social Comparison and Social Reward
What the sources say
- Not checked yetcites [79] Vogel, 2014, Social Comparison, Social Media, and Self-Esteem, Psychol. Pop. Media Cult. source
- Not checked yetcites [80] Dunbar, R. (2010). How Many Friends Does One Person Need? Dunbar’s Number and Other, Faber & Faber. source
- Not checked yetcites [81] Gonçalves, B., Perra, N., and Vespignani, A. (2011). Modeling Users’ Activity on Twitter Networks: Validation of Dunbar’s Number. PLoS ONE, 6. source
hedgedconditional- Asserted: passes — The authors put it forward as true.
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- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
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It may state two separate claims as one.
None of the sources cited for this claim have been checked yet.
In the paper
“Over the years, Facebook developed machine learning algorithms studying the behavior of their users in detail on the platform. In order to get to know their users better, they do not only record what people ‘like’ (i.e., give a ‘thumbs up’) but also how long they hover over a certain post. This could be interpreted as showing a special interest in a certain area. ‘Textmining’ enables Facebook & Co”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.4. Show Users of an App What They Like
What the sources say
- Not checked yetcites [67] Eichstaedt, 2018, Facebook Language Predicts Depression in Medical Records, Proc. Natl. Acad. Sci. USA source
- Not checked yetcites [68] Kramer, 2014, Experimental Evidence of Massive-Scale Emotional Contagion through Social Networks, Proc. Natl. Acad. Sci. USA source
- Not checked yetcites [69] Schwartz, H.A., Eichstaedt, J., Kern, M.L., Park, G., Sap, M., Stillwell, D., Kosinski, M., and Ungar, L. (, January June). Towards Assessing Changes in Degree of Depression through Facebook. Proceedings of the Workshop on Computational Linguistics and Clinical Psychology: From Linguistic Signal to Clinical Reality, Baltimore, MD, USA.
plain- Asserted: passes — The authors put it forward as true.
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- Load-bearing: unclear — It is unclear whether the paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.4. Show Users of an App What They Like
plaindirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. It may state two separate claims as one.
None of the sources cited for this claim have been checked yet.
In the paper
“In sum, these classic works from the field of psychology suggest that individuals involved in the execution of high investment tasks, react with (emotional) strain if interrupted. The final completion of the task will remove this strain.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.6. Zeĭgarnik/Ovsiankina Effect
What the sources say
- Not checked yetcites [82] Zeĭgarnik, B.V. (1927). Über das Behalten von Erledigten und Unerledigten Handlungen, J. Springer.
- Not checked yetcites [83] Rickers-Ovsiankina, M.A. (1928). Die Wiederaufnahme Unterbrochener Handlungen, Springer.
hedgeddirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“The analysis of the different elements presented in this paragraph technically can all be used to plant the most interesting news in one’s own personalized ‘Newsfeed’.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.4. Show Users of an App What They Like
plaindirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Social pressure plays not only a role on social media platforms to enhance user engagement, but also in computer games.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.3. Social Pressure
plaindirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
None of the sources cited for this claim have been checked yet.
In the paper
“According to the I-PACE model [26] (and its recent update [86]), a history of psychopathology might indeed be a vulnerability factor to develop IUD (and its mobile form of SUD).”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 4. Discussion
What the sources say
- Not checked yetcites [26] Brand, 2016, Integrating Psychological and Neurobiological Considerations Regarding the Development and Maintenance of Specific Internet-Use Disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) Model, Neurosci. Biobehav. Rev. source
- Not checked yetcites [86] Brand, 2019, The Interaction of Person-Affect-Cognition-Execution (I-PACE) model for addictive behaviors: Update, generalization to addictive behaviors beyond Internet-use disorders, and specification of the process character of addictive behaviors, Neurosci. Biobehav. Rev. source
hedgedconditional- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
In the paper
“Of importance, apps on smartphones are not in general bad and not always cause negative emotionality or dissatisfaction with one’s own body image. In contrast, some applications might even foster physical activity and help persons to improve their diet [96].”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 4. Discussion
What the sources say
- Not checked yetcites [96] Schoeppe, 2017, Apps to improve diet, physical activity and sedentary behaviour in children and adolescents: A review of quality, features and behaviour change techniques, Int. J. Behav. Nutr. Phys. Act. source
hedgedconditional- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
None of the sources cited for this claim have been checked yet.
In the paper
“In the classic work by Zeĭgarnik, participants of her study got interrupted while solving a puzzle and, in the aftermath, best remembered those tasks where they were interrupted compared to those tasks which they successfully could end. From the same work group, Rickers-Ovsiankina [83] then observed that persons not only seem to be better at remembering the tasks where they got interrupted, but”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.6. Zeĭgarnik/Ovsiankina Effect
What the sources say
- Not checked yetcites [82] Zeĭgarnik, B.V. (1927). Über das Behalten von Erledigten und Unerledigten Handlungen, J. Springer.
- Not checked yetcites [83] Rickers-Ovsiankina, M.A. (1928). Die Wiederaufnahme Unterbrochener Handlungen, Springer.
plaindirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Of note, when the game has not been played for a while, the gamer is endowed with five lives. Some levels are very hard to solve and in case of Candy Crush Saga it is even mentioned that a “super hard level” is coming up. As some of these levels are “super hard” to solve (rumor has it that it is even impossible at first try), players easily loose several of those free lives ending up with no”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.6. Zeĭgarnik/Ovsiankina Effect
hedgeddirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Social comparison also plays a role in Freemium games, when one thinks of the highscore-boards where you can compare your scores in a game with those from others.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.5. Social Comparison and Social Reward
plaincorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: fails — The paper may give no reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it. The paper may give no reason why it holds.
In the paper
“For instance, there is an anecdotal report by Microsoft that only 5% of Word users change the defaults settings [65].”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.3. Social Pressure
What the sources say
- Not checked yetcites [65] (2019, April 17). Available online: https://archive.uie.com/brainsparks/2011/09/14/do-users-change-their-settings/.
hedged- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“As such a guild in particular performs well when being complete, the pressure on the individual of such an online group rises to be at a certain time in the online world to support one’s own guild. This goes along with a stronger focus in life on online activities instead on perhaps more pressing issues in the offline world.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 3. Results > 3.3. Social Pressure
plaindirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
It may state two separate claims as one.
None of the sources cited for this claim have been checked yet.
In the paper
“Additional relevant areas discussed in the literature—probably being a result of too much online consumption—are links between IUD and BMI [88] and between IUD and body image avoidance [89].”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 4. Discussion
What the sources say
- Not checked yetcites [88] Canan, 2014, The relationship between internet addiction and body mass index in Turkish adolescents, Cyberpsychol. Behav. Soc. Netw. source
- Not checked yetcites [89] Rodgers, 2013, Internet addiction symptoms, disordered eating, and body image avoidance, Cyberpsychol. Behav. Soc. Netw. source
hedgedcorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
In the paper
““consumers become instantaneously attached to and are reluctant to give up digital services once they have obtained them” ([102], p. 311).”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 4. Discussion
What the sources say
- Not checked yetcites [102] Fritze, 2019, Digital transformation and possession attachment: Examining the endowment effect for consumers’ relationships with hedonic and utilitarian digital service technologies, Electron. Commer. Res. source
plaindirect- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: passes — The paper’s conclusions depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. It may state two separate claims as one.
In the paper
“some developers, such as Justin Rosenstein, confess about the addictive nature of some of the presented elements [73].”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 5. Limitations and Changes of the Current Business Model in Apps?
What the sources say
- Not checked yetcites [73] (2019, April 03). Man Who Invented ‘Like’ Button Deletes Facebook App over Addiction Fears. Available online: https://www.independent.co.uk/life-style/gadgets-and-tech/facebook-like-inventor-deletes-app-iphone-justin-rosenstein-addiction-fears-a7986566.html.
plain- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“Such time distortions are a well-known companion of flow processes as described in 3.1.”
§ Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories > 4. Discussion
boostedcorrelational- Asserted: passes — The authors put it forward as true.
- Checkable: passes — It can be checked against evidence.
- Load-bearing: fails — The paper’s conclusions may not depend on it.
- Based: passes — The paper gives a reason why it holds.
Probably not a substantial claim. The paper’s conclusions may not depend on it.
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.”
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?
In the citing paper
“Relatedly, social media has been described as difficult to disengage from, reflecting the potency of the algorithms and the functionalities that engage users [74].”
Citations
Cites
Toward a positive theory of consumer choice
Thaler, R. H. (1980) · Journal of Economic Behavior & Organization · doi:10.1016/0167-2681(80)90051-7 · Cited by 5,796 · cited 1×
“Where do the endowment effect and the mere exposure effect come in? The endowment effect describes that buying or owning a product leads to a higher (emotionally felt) value of the product, often way beyond its actual value [54,55].”
BackgroundAnomalies: The Endowment Effect, Loss Aversion, and Status Quo Bias
Kahneman, D., Knetsch, J. L., & Thaler, R. H. (1991) · Journal of Economic Perspectives · doi:10.1257/jep.5.1.193 · Cited by 5,019 · cited 1×
“Where do the endowment effect and the mere exposure effect come in? The endowment effect describes that buying or owning a product leads to a higher (emotionally felt) value of the product, often way beyond its actual value [54,55].”
BackgroundSocial media? Get serious! Understanding the functional building blocks of social media
Kietzmann, J. H., Hermkens, K., McCarthy, I. P., & Silvestre, B. S. (2011) · Business Horizons · doi:10.1016/j.bushor.2011.01.005 · Cited by 4,970 · cited 1×
“[111] is mentioned, because it represents one of the first models to systematically analyze the diverse building blocks of social media.”
BackgroundMotivational, emotional, and behavioral correlates of fear of missing out
Przybylski, A. K., Murayama, K., DeHaan, C. R., & Gladwell, V. (2013) · Computers in Human Behavior · doi:10.1016/j.chb.2013.02.014 · Cited by 3,932
Experimental evidence of massive-scale emotional contagion through social networks
Kramer, A. D. I., Guillory, J. E., & Hancock, J. T. (2014) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.1320040111 · Cited by 3,687
Brand, M., Young, K. S., Laier, C., Wölfling, K., & Potenza, M. N. (2016) · Neuroscience & Biobehavioral Reviews · doi:10.1016/j.neubiorev.2016.08.033 · Cited by 2,416 · cited 2×
“[26], the term IUD is also used in the following.”
MethodBrand, M., Wegmann, E., Stark, R., Müller, A., Wölfling, K., Robbins, T. W., & Potenza, M. N. (2019) · Neuroscience & Biobehavioral Reviews · doi:10.1016/j.neubiorev.2019.06.032 · Cited by 2,126 · cited 1×
“According to the I-PACE model [26] (and its recent update [86]), a history of psychopathology might indeed be a vulnerability factor to develop IUD (and its mobile form of SUD).”
MethodDevelopment and Validation of a Smartphone Addiction Scale (SAS)
Kwon, M., Lee, J.-Y., Won, W.-Y., Park, J.-W., Min, J.-A., Hahn, C., Gu, X., Choi, J.-H., & Kim, D.-J. (2013) · PLoS ONE · doi:10.1371/journal.pone.0056936 · Cited by 1,670
Social comparison, social media, and self-esteem.
Vogel, E. A., Rose, J. P., Roberts, L. R., & Eckles, K. (2014) · Psychology of Popular Media Culture · doi:10.1037/ppm0000047 · Cited by 1,418 · cited 1×
“Without doubt, the social comparison process is not unproblematic, because it might lead to lower self-esteem [79] and the size of one’s own real social network to be successfully handled seems to be limited by the so called Dunbar’s number (a theoretical limit to the number of people with whom any individual is able…”
BackgroundMere Exposure: A Gateway to the Subliminal
Zajonc, R. B. (2001) · Current Directions in Psychological Science · doi:10.1111/1467-8721.00154 · Cited by 1,299 · cited 1×
“Also, of importance is the mere exposure effect [56].”
Background
Research works printed but not linked: 4
- Thaler, R., and Sunstein, C. (2008). Improving Decisions about Health, Wealth and Happiness, Yale University Press. Penguin Books.
- Zeĭgarnik, B.V. (1927). Über das Behalten von Erledigten und Unerledigten Handlungen, J. Springer.
- Rickers-Ovsiankina, M.A. (1928). Die Wiederaufnahme Unterbrochener Handlungen, Springer.
- 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
Cited by
Sorted by citations
Items 201–300 of 385
Conducting B2B SaaS Business with a Freemium Model: A Case Study
Nieminen, T., Mohanani, R., & Abrahamsson, P. (2022) · Lecture notes in business information processing · doi:10.1007/978-3-031-20706-8_9 · Cited by 3
Dijital Medya Bağımlılığının Getirdiği Sorunlar ve Çözüm Önerileri
AKARCAN, M. (2023) · Black Sea Journal of Public and Social Science · doi:10.52704/bssocialscience.1383503 · Cited by 3
Scrolling Mindlessly: Emerging Mental Health Implications of Social Networking Sites
Sinha, S., Sharma, M. K., Tadpatrikar, A., Anand, N., & Kumar, R. (2023) · Journal of Public Health and Primary Care · doi:10.4103/jphpc.jphpc_41_22 · Cited by 3
Scheid, A. F. (2024) · Political Theology · doi:10.1080/1462317x.2024.2366579 · Cited by 3
Z Kuşağının Sosyal Medya Bağımlılığı ve Sosyotelist Davranış İlişkisi: Konya Örneği
BAYRAK, A., Koçyiğit, M., Hasan Suat, A. K. S. U., & Koçyiğit, A. (2024) · Akdeniz Üniversitesi İletişim Fakültesi Dergisi · doi:10.31123/akil.1538072 · Cited by 4
Schmidt, L. D., Wegmann, E., Bischof, A., Klein, L., Zhou, C., Rozgonjuk, D., Kannen, C., Borgwardt, S., Brand, M., Montag, C., et al. (2022) · SUCHT - Zeitschrift für Wissenschaft und Praxis / Journal of Addiction Research and Practice · doi:10.1024/0939-5911/a000782 · Cited by 3
Self-citationKIRIK, A. M., Çetinkaya, A., & Gündüz, U. (2021) · Preprints.org · doi:10.20944/preprints202107.0173.v1 · Cited by 3
“negative effects of social media overuse have nonetheless received substantial attention over the past years” [20].”
BackgroundA systematic review of problematic social media use and occupational functioning
Kelber, M. S., Shank, L. M., Boyd, C. C., Bellanti, D. M., Morgan, M. A., Libretto, S., Edwards‐Stewart, A., Parisi, K., & Evatt, D. P. (2024) · Current Psychology · doi:10.1007/s12144-024-06826-4 · Cited by 2
“They offer an immer - sive experience in which users are presented with customized content that can be scrolled through endlessly without a natural stopping point (Montag et al., 2019).”
Problematische Mediennutzung in der Adoleszenz – Dark Patterns und mediale Bindungsfaktoren
Wiedemann, H., Büsch, K., Thomasius, R., & Paschke, K. (2025) · Kinder- und Jugendmedizin · doi:10.1055/a-2471-2043 · Cited by 2
Bank, D. (2025) · Information Communication & Society · doi:10.1080/1369118x.2025.2497943 · Cited by 3
“Endless scrolling features that all major social media platforms and digital services offer drawback on validation and habit-building mechanisms (Montag et al., 2019).”
Psychological education in higher education: Opportunities and challenges in the Internet+ era
Zhang, H., & Yu, Y. (2025) · World Journal of Psychiatry · doi:10.5498/wjp.v15.i5.103274 · Cited by 2
“Higher levels of television or digital media exposure are associated with increased levels of depression, anxiety, and inattention, and excessive video game usage is linked to higher rates of depression, irritability, inattention, and hyperactivity[35].”
Digital Addiction, Depression, and Suicide
Baptista, M. N., Franco, V. R., Araujo, B. B., Romão, M. E., Belli, G., Visoná, S. D., Setti, I., & Barello, S. (2025) · Springer eBooks · doi:10.1007/978-3-031-87986-9_10 · Cited by 2
Riding the short video wave: Sense of agency in motion among young users on Douyin
Xu, Y., Wang, J., & Chen, Z. (2025) · New Media & Society · doi:10.1177/14614448251338515 · Cited by 3
“While this approach has successfully captured and retained user attention, it also raises concerns about diso-rientation, overuse, and addiction, particularly among younger users (Helm and Matzner, 2024; Montag et al., 2019; Schellewald, 2022).”
Carrasco, J. P., Estrella-Porter, P., & Cerame, Á. (2025) · International Journal of Social Psychiatry · doi:10.1177/00207640251341078 · Cited by 3
“…appearing on web-sites and social media (Molenaar et al., 2021); the use of addictive algorithms to maintain disproportionate attention time (Montag et al., 2019); the use of opinion leaders and content creators in advertising (W. J. Brown et al., 2003); the fraudulent use of users’ private…”
The Algorithm Effect: How Social Media Shapes Your Thinking
Singh, R. (2025) · International Journal of Advanced Research in Science Communication and Technology · doi:10.48175/ijarsct-28066 · Cited by 7
Muris, P., Otgaar, H., Donkers, F. C. L., Ollendick, T. H., & Deckers, A. (2025) · Clinical Child and Family Psychology Review · doi:10.1007/s10567-025-00539-1 · Cited by 3
“Many internet-mediated digital media are built in such a way that they incorporate addictive features that aim to pro-long the time spent on these services (Montag et al., 2019).”
Understanding problematic TikTok use: Cognitive absorption, nomophobia, and life stress
Hou, A. C. Y., Thi, T. D. P., & Hou, X. (2025) · Acta Psychologica · doi:10.1016/j.actpsy.2025.105536 · Cited by 2
Personal-professional efficiency of employees in the mature digital organization
Vasilenko, L. A., Stepnova, L., & Литаш-Сорокина, Е. А. (2025) · Вестник Российского университета дружбы народов. Серия: Социология · doi:10.22363/2313-2272-2025-25-3-681-700 · Cited by 2
The effects of screen time and selective attention on individuals: A systematic review
Dewi, R. S., Iswinarti, & Ni’matuzahroh, N. (2025) · SHS Web of Conferences · doi:10.1051/shsconf/202522408009 · Cited by 2
Hutcheson, E. F., Montag, C., & Elhai, J. D. (2025) · Cyberpsychology Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2025-5-7 · Cited by 4
“After all, social media sites are designed to prolong time spent engaging with them (Montag et al., 2019; Schou Andreassen & Pallesen, 2014), particularly social media smartphone applications (Montag & Elhai, 2023).”
Self-citationAlaya, W. B., Dhahbi, W., Souissi, M. A., Jebabli, N., Ceylan, H. İ., Ceylan, N. B., Muntean, R. I., & Souissi, N. (2026) · Life · doi:10.3390/life16020212 · Cited by 2
Feng, J., Ni, H., Hou, Z., Zhao, L. X., & Lei, X. (2026) · Frontiers in Behavioral Neuroscience · doi:10.3389/fnbeh.2026.1714774 · Cited by 3
Miezah, D., Brew, T., Graham, M. A., & Obeng, P. (2026) · Human Behavior and Emerging Technologies · doi:10.1155/hbe2/5511423 · Cited by 3
Deric, S., Kaewpradup, T., Adisakwattana, S., Stirling, E., Stephan, B. C. M., Nguyen, V. H., Pereira, L. R., Uren, H. V., & Siervo, M. (2026) · Nutrients · doi:10.3390/nu18060967 · Cited by 2
“Older adults and female gamers are disproportionately likely to engage via mobile devices, whereas young adult males predominantly use consoles and PCs [5,21].”
Toward a cognitive neuroscience of technology
Federico, G., Ilardi, C. R., Brandimonte, M. A., Marangolo, P., & Osiurak, F. (2026) · Cognitive Neuroscience · doi:10.1080/17588928.2026.2647745 · Cited by 2
“Indeed, recent literature already documents alterations in striatal and prefrontal reward circuitry associated with excessive digital engagement (Montag et al., 2019), offering a natural empirical bridge between the motivational dimension Federici et al. (this issue) highlight and the cortical…”
The Cognitive Cost of Brain Rot: Indirect Effects on Depression via Burnout, Stress, and Anxiety
Batmaz, H., Özsağır, C. B., & Şekkeli, H. A. (2026) · Psychological Reports · doi:10.1177/00332941261450856 · Cited by 2
Galanis, P., Katsiroumpa, A., & Moisoglou, I. (2026) · Social Sciences · doi:10.3390/socsci15060404 · Cited by 2
“Frequent users often demonstrate heightened recognition of addictive design features, such as infinite scrolling, algorithmic personalization, and constant notifications, which are specifically engineered to maximize engagement (Montag et al. 2019).”
The Not So Innocent Nudge: Why the Hooked Nudges for Smartphone Apps Undermine Autonomy
Zeilstra, R. (2026) · Philosophy & Technology · doi:10.1007/s13347-026-01121-5 · Cited by 2
“Users do not have to click on a button to start a new video or to access a new webpage to keep watching online content (Montag et al., 2019).”
InfluentialCloes, J.-O., Klamert, L., & Paschke, K. (2026) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2026.101247 · Cited by 2
Associations between smoking status and social networks use disorder tendencies
Montag, C., Wegmann, E., Schmidt, L. D., Klein, L., Rozgonjuk, D., & Rumpf, H. (2023) · Emerging Trends in Drugs Addictions and Health · doi:10.1016/j.etdah.2023.100054 · Cited by 2
Self-citationDissent Art in the Digital Age: Insights into the Culture of Artivism on Instagram in India
Parmar, B. (2023) · South Asia Multidisciplinary Academic Journal · doi:10.4000/11vwy · Cited by 3
Problematic Social Media Use or Social Media Addiction in Pediatric Populations
Vidal, C., & Sussman, C. (2024) · Pediatric Clinics of North America · doi:10.1016/j.pcl.2024.08.005 · Cited by 2
Rolling in Fun, Paying the Price: A Thematic Analysis on Purchase and Play in Tabletop Games
Tu, J., Wang, D., Choong, L., Abistado, A. D. J., Suarez, A., Hallifax, S., Rogers, K., & Nacke, L. E. (2024) · Games Research and Practice · doi:10.1145/3700628 · Cited by 2
Internet Addiction and Its Impact on Student Mental Health
Khadka, C. (2025) · Dristikon A Multidisciplinary Journal · doi:10.3126/dristikon.v15i1.77120 · Cited by 5
“A significant factor contributing to internet addiction is the design of digital platforms, which use algorithms to maximize user engagement through addictive features like infinite scrolling, notifications, and reward systems (Montag et al., 2021).”
Vaghefi, I., Turel, O., & D’Arcy, J. (2025) · Information & Management · doi:10.1016/j.im.2025.104163 · Cited by 3
Radványi, I., Tibold, A., & Fehér, G. (2025) · Orvosi Hetilap · doi:10.1556/650.2025.33328 · Cited by 2
TikTok: Effects on Anxiety, Depression, and Physical Activity
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“Part of what is likely behind the rise in use of mobile devices by young children is the business model behind most of the apps, which involves providing a free app in exchange for personal information [32].”
BackgroundInfluentialSindermann, C., Löchner, N., Heinzelmann, R., Montag, C., & Scholz, R. W. (2024) · Technology in Society · doi:10.1016/j.techsoc.2024.102569 · Cited by 2
Self-citationElhai, J. D., Yang, H., & Montag, C. (2022) · Debates em Psiquiatria · doi:10.25118/2763-9037.2022.v12.457 · Cited by 2
Self-citationBecker, B., & Montag, C. (2022) · doi:10.31234/osf.io/gh37e · Cited by 2
Self-citationSocial Media Usage Affects Family Communication Among Chinese Adolescence
Ling, N. J., Subramaniam, T., & Nordin, N. E. (2023) · Innovation journal of social sciences and economic review. · doi:10.36923/ijsser.v5i3.213 · Cited by 4
Rodríguez, M. L. D. G., López-Agudo, L. A., & Gutiérrez, Ó. D. M. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-12354-8 · Cited by 4
A közösségi média a fogyasztó társadalom terméke. Lélektani okok és következmények
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Teachers’ Occupational Well-Being for Improving Quality of Instruction
Alawamreh, A. R., Musleh, S., Alalwan, B. A., Ramadnah, N. M., Obeidat, A. M., Mohadat, M., Kanan, M. A., & Al-Shaikh, M. S. (2025) · Emerald Group Publishing Limited eBooks · doi:10.1108/978-1-83662-796-820251018 · Cited by 1
Exploring Social Media Usage and Compulsive Scrolling Behaviour
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“…the variable-ratio reinforcement schedules embedded in algorithmic feeds resemble gambling mechanics, fostering addictive usage patterns that displace sleep, physical activity, and face-to-face social interaction—established protective factors for mental health (Alter, 2018 ; Montag et al., 2019 ).”
Owens, A. K., & Mascarenas, A. (2025) · The Family Journal · doi:10.1177/10664807251403538 · Cited by 3
“Ongoing scholarship around the psychological and neurobiological effects of SMU enables counselors to adapt interventions and ensure they remain grounded in evidence-based practices (Montag et al., 2019; Rosen et al., 2016) (Table 2).”
Imrani, S., Touri, B., Romo, L., & Zerhouni, O. (2026) · Addictive Behaviors Reports · doi:10.1016/j.abrep.2026.100667 · Cited by 3
Santos‐Corrada, M., Flecha-Ortiz, J. A., López, E., Dones, V., & Cortina-Mercado, M. (2026) · Spanish Journal of Marketing - ESIC · doi:10.1108/sjme-06-2024-0154 · Cited by 4
Batista‐Foguet, J. M., Arias, R. M., Carbonell, X., Fernández‐i‐Marín, X., Adán, A., Berjano, R. M., Moreno, C., Carmona, A., Ivern, J., Cortellazzo, L., et al. (2026) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2026.101028 · Cited by 2
Ten years of screen time among medical students in Dresden, Germany: unveiling the trends
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“A central feature of these platforms is the use of so-called engagement-optimized algorithms, which aim to keep users on the respective platforms for as long as possible [28, 50].”
Gan, X., Huang, Y. B., & Fan, H. (2026) · Mindfulness · doi:10.1007/s12671-026-02830-w · Cited by 1
“The immersive and repetitive design of short video platforms can undermine executive functions and attentional resources, thereby reinforcing negative processing tendencies (Montag et al., 2019; Sher-man et al., 2018).”
Malkin, A., Rzeszutek, M. J., Moscovitz, A. M., Axenova, K., Walker, E., Randhawa, A., & Gunnarsson, K. F. (2026) · Journal of Applied Behavior Analysis · doi:10.1002/jaba.70062 · Cited by 1
“Social media platform designs, including infinite scroll and push notifications, can create potent contin-gencies that maintain high rates of use (Flayelle et al., 2023; Montag et al., 2019).”
Connected or chained by social media? Child and adolescent mental health in a digital era
Kosola, S. K. (2026) · PLoS Medicine · doi:10.1371/journal.pmed.1005099 · Cited by 1
de Gortari, A. B. O., Diseth, Å., Syvertsen, A., & Pallesen, S. (2026) · Behaviour and Information Technology · doi:10.1080/0144929x.2026.2672581 · Cited by 1
(14029), X. Z., Liu, D., Montag, C., Elhai, J. D., Guo, Y., & Yang, H. (2026) · Computers in Human Behavior · doi:10.1016/j.chb.2026.109066 · Cited by 1
Self-citationS., K., & Kumaran, J. (2026) · IIMT Journal of Management · doi:10.1108/iimtjm-12-2025-0104 · Cited by 1
Problematic Social Media Use and Attention-Deficit/Hyperactivity Disorder Symptoms in Adolescents
Nagata, J. M., Otmar, C. D., Nayak, S., Li, E. J., Ramappa, S., Ganson, K. T., Lavender, J. M., Testa, A. M., He, J. S., Christakis, D., et al. (2026) · JAMA Network Open · doi:10.1001/jamanetworkopen.2026.23748 · Cited by 1
Vicencio, B. P., Herrera-Urízar, G., & Pineda, R. G. (2026) · Youth · doi:10.3390/youth6030097 · Cited by 1
“The contemporary digital ecosystem is characterized by a strong centrality of social networks and the consumption of personalized content, particularly among young populations (Montag et al., 2019; Lipatova, 2024).”
Technological neuropsychology: Assessing cognition in a digital world
Federico, G. (2026) · Brain and Cognition · doi:10.1016/j.bandc.2026.106473 · Cited by 2
Internetbezogene Störungen bei Jugendlichen
Montag, C., & Wernicke, J. (2020) · Kinder- und Jugendmedizin · doi:10.1055/a-1198-9730 · Cited by 1
“Stattdessen richten Forscher ihren Blick vermehrt auf Smartphone-Applikationen von sozialen Medien und Freemium Games, die häufig so gestaltet sind, dass die Online-Zeiten der Nutzer verlängert werden [30].”
BackgroundSelf-citationMordeno, I. G., Navarro, R. A., & Generalao, J. G. (2022) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-022-00759-4 · Cited by 1
“, 2020), previous studies demonstrate that the ICD11 yields lower prevalence rates than the DSM-5 (Jo et al., 2019; Ko et al., 2020; Montag et al., 2019; Starcevic et al., 2020).”
ResultAssessing Data Science's Application to Economic Theory
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Wang, J., Grebennikova, V. M., Хазова, С. А., & Malkov, A. A. (2023) · Springer proceedings in business and economics · doi:10.1007/978-3-031-27785-6_15 · Cited by 1
The Potential and Limits of Digital Energy Advisors
Sommerfeldt, N., & Höjer, M. (2024) · International Conference on ICT for Sustainability (ICT4S) · doi:10.1109/ict4s64576.2024.00042 · Cited by 1
“A prominent parallel here are social media and internet gaming companies, which have been criticized in popular media for designing damaging features into their products [77], but are difficult to study by researchers outside the company [78].”
Unethical Design in TikTok and Its Connection to Surveillance Capitalism and Collective Intelligence
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Social network addictions and their impact on work productivity and academic performance
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“…addition, this growth in OSN was accompanied by a significant increase in the average time that people spend in these interaction spaces [5], opening new questions regarding user behavior and its consequences [6,7], due to the addictive behavior/problematic use that these networks encourage [8-10].”
The Effect of Smartphone Addiction and Phubbing on Relationship Quality and Mental Health
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“For example, a social media company may adopt a certain user interface, such as the “thumbs up” on Facebook or the double ticks notification on WhatsApp, to promote social pressure and comparison, which may prolong app usage (Montag et al., 2019).”
Bidopia, T., Engelhard, M., Kollins, S. H., & Lunsford‐Avery, J. R. (2022) · Elsevier eBooks · doi:10.1016/b978-0-12-818872-9.00126-6 · Cited by 2
Klapper, F. B. (2023) · SSRN Electronic Journal · doi:10.2139/ssrn.4585632 · Cited by 1
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Ali, A. A., Babiker, A., Erbad, A., & Ali, R. (2024) · SSRN Electronic Journal · doi:10.2139/ssrn.5056040 · Cited by 1
Taş, İ., Tekin, E. G., & Aşkın, A. (2026) · Research Square · doi:10.21203/rs.3.rs-8744245/v1 · Cited by 1
Ces six biais qui nous rendent accro
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Özsungur, F. (2022) · Elsevier eBooks · doi:10.1016/b978-0-323-91603-5.00017-8
Sindermann, C., Yang, H., Yang, S., Elhai, J. D., & Montag, C. (2021) · OSF Preprints (OSF Preprints) · doi:10.31219/osf.io/96s38
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Exploring problematic internet use and gaming in young adults with autism spectrum disorderPreprint
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Self-citationShannon, H. (2022) · Carleton University's Institutional Repository (MacOdrum Library, Carleton University) · doi:10.22215/etd/2022-15233 · Cited by 1
“Habitual repetitive behaviour of checking social media without a specific purpose encourages compulsive use, as many social media platforms are designed to show an endless supply of content, facilitating prolonged use (Montag et al., 2019; Noe et al., 2019).”
BackgroundA TikTok és YouTube Shorts hatása a tizenévesek figyelmére
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Timko, C. (2023) · Springer eBooks · doi:10.1007/978-3-658-41247-0_2
Zhao, Y., Luo, Y., Miao, Y., Hou, Q., Dallakoti, N., & Wu, Y. (2024) · doi:10.2196/preprints.63128
Bylicki, M., Zawojska, E., & Łukasik, K. (2024) · SSRN Electronic Journal · doi:10.2139/ssrn.4978752
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“SVAs aim to create highly immersive experiences to capture users' attention and keep them connected for as long as possible (Montag et al., 2019).”
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)
- PMC
- PMC6679162
- OpenAlex
- W2964135621
- Semantic Scholar
- 90a771a9e57999233e6bce76a39b3790d856b095
- 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
- gold
- dx.doi.org
- Licence
- 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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