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社交媒体/通讯平台和免费增值游戏的成瘾特征,基于心理和经济理论。

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

机构信息

Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, 89081 Ulm, Germany.

Serious Games Engineering, TU Kaiserslautern, 67663 Kaiserslautern, Germany.

出版信息

Int J Environ Res Public Health. 2019 Jul 23;16(14):2612. doi: 10.3390/ijerph16142612.

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.

摘要

目前全球约有 27.1 亿人在使用智能手机。尽管智能手机技术带来了许多进步,但越来越多的科学家开始讨论过度使用智能手机可能带来的潜在负面影响。重要的是,理解过度使用的罪魁祸首不是智能手机本身,而是智能手机上安装的应用程序的过度使用。由于许多应用程序开发者的现行商业模式是将个人数据作为使用应用程序的交换条件,因此在社交媒体应用程序和免费增值游戏中可以找到许多设计元素来延长应用程序的使用时间,这并不奇怪。本研究旨在分析几款知名的智能手机应用程序,以找出这些设计元素。通过分析,总共突出了六种不同的机制来阐明智能手机应用程序开发中的现行商业模式。首先,描述了这些应用程序元素,其次将其与经典的心理/经济理论联系起来,如纯粹接触效应、禀赋效应和蔡格尼克效应,同时也与引发社会比较的心理机制联系起来。结论是,智能手机上的许多此类应用程序元素能够延长使用时间,但很难理解单个元素的影响。系统的分析需要深入了解应用程序数据,而这些数据通常只有应用程序设计者才能获得,而独立的科学家则无法获得。然而,本研究支持这样一种观点,即现在是时候对“用户数据换取应用程序使用许可”的现行商业模式进行批判性反思了。与其为了使用服务而交换数据,最终可能最好是禁止或规范应用程序中的某些设计元素,以开发出更少成瘾性的产品。相反,用户可以为应用程序服务支付合理的费用。

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