Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories
Abstract
:1. Introduction
1.1. Perils of Smartphone Use
1.2. Main Research Questions in the Available Literature Investigated so Far
2. Methods
3. Results
3.1. Endless Scrolling/Streaming and the Concept of Flow
3.2. Endowment Effect/Mere Exposure Effect
3.3. Social Pressure
3.4. Show Users of an App What They Like
3.5. Social Comparison and Social Reward
3.6. Zeĭgarnik/Ovsiankina Effect
4. Discussion
5. Limitations and Changes of the Current Business Model in Apps?
Author Contributions
Funding
Conflicts of Interest
References
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Psychological Mechanisms Built-in Social Media/Messenger Apps and/or Freemium Games | Example/Illustration |
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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/ mere-exposure 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/ Ovsiankina 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). Illustration: Some levels in Freemium games 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 energy to finish this “super hard level”. Being now really attracted by the game, this results in emotional strain which consequently provokes people to spend extra money to buy additional lives/gaming energy, because the next level is only a couple of minutes away. |
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Montag, C.; Lachmann, B.; Herrlich, M.; Zweig, K. Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories. Int. J. Environ. Res. Public Health 2019, 16, 2612. https://doi.org/10.3390/ijerph16142612
Montag C, Lachmann B, Herrlich M, Zweig K. Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories. International Journal of Environmental Research and Public Health. 2019; 16(14):2612. https://doi.org/10.3390/ijerph16142612
Chicago/Turabian StyleMontag, Christian, Bernd Lachmann, Marc Herrlich, and Katharina Zweig. 2019. "Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories" International Journal of Environmental Research and Public Health 16, no. 14: 2612. https://doi.org/10.3390/ijerph16142612
APA StyleMontag, C., Lachmann, B., Herrlich, M., & Zweig, K. (2019). Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories. International Journal of Environmental Research and Public Health, 16(14), 2612. https://doi.org/10.3390/ijerph16142612