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True colors: Grayscale setting reduces screen time in college students

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Abstract

Excessive smartphone use has been related to numerous negative outcomes including anxiety, depression, sleep deficits, and lower life satisfaction. Though empirical works have made these associations, prior works have not addressed how to make phones less appealing and reduce screen time. One hundred sixty-one undergraduate students participated in a longitudinal study of smartphone use. Seventy-three had their phones changed to grayscale for eight to 10 days to evaluate if the absence of bright and saturated colors reduces screen time and negative affectivity. Participants who had their phones in grayscale spent significantly less time on social media and internet browsing compared to Time 1, though it appears grayscale did not influence video screen time. In addition, total screen time was significantly less for these individuals by an average of 37.90 min each day. The influence of grayscale did not account for improvement in anxiety or depression symptomology as both control and experimental groups improved compared to Time 1. It appears changing to grayscale makes smartphones less gratifying and can assist individuals in controlling their smartphone use. Suggestions and implications for future research are outlined.

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... A total of 19 studies in the literature have evaluated the effectiveness of 13 apps in reducing mobile phone use and MMPU (See Multimedia Appendix 4 for more details). These studies used various types of research designs, including randomized controlled trials (5/19, 26%) [32][33][34][35][36], experimental designs (6/19, 32%) [37][38][39][40][41][42], interviews (4/19, 21%) [37,40,43,44], cross-sectional designs (8/19, 34%) [11,38,39,[44][45][46][47][48], longitudinal studies (3/19, 16%) [34,38,42], and observational research-secondary data [49]. Some of the studies (5/19, 26%) used a combination of different designs [11,37,39,40,44]. ...
... The EPHPP guideline consists of 8 criteria: study design, selection bias, dropouts, blinding, intervention integrity (if applicable), data collection, analysis, and confounding. The findings revealed that, of the 19 studies, 1 (5%) was of methodologically strong quality [34], 6 (32%) were of moderate quality [32,33,35,36,39,40], and the remaining 11 (58%) were of weak quality [11,37,38,41,42,[44][45][46][47][48][49]. Meta-analyses of the quantitative data could not be conducted owing to the heterogeneity of the data and the quality of the included studies. ...
... The study findings revealed that 4 (31%) of the 13 apps can effectively reduce mobile phone use. Specifically, Screen Time (iOS) [11,[32][33][34]39,40], Forest and Screen Time [43], and AntiSocial [36] were found to be effective in reducing mobile phone use. Various intervention strategies were also found to be effective in reducing mobile phone use, including the use of grayscale mode [11,32,33,39,40], app limit feature [34]; and mixed interventions [11,36]. ...
Article
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Background: Mobile apps are a popular strategy for reducing mobile phone use and preventing maladaptive mobile phone use (MMPU). Previous research efforts have been made to understand the features of apps that have the potential to reduce mobile phone use and MMPU. However, there has been a lack of a comprehensive examination of the effectiveness of such apps and their features. Objective: This paper investigated existing apps designed to reduce mobile phone use and prevent MMPU and examined the evidence of their effectiveness. The research aimed to provide a comprehensive analysis of app features that can reduce mobile phone use and MMPU, while also assessing their effectiveness. In addition, we explored users' perceptions of these apps and the various features the apps offer to understand potential adoption issues and identify opportunities. Methods: This study used 3 methods: a review of scientific evidence, content analysis, and sentiment analysis. Results: Our study comprehensively examine the common features of 13 apps designed to reduce mobile phone use. We extracted and classified the features into 7 types: self-tracking, social tracking, goal setting, blocking, gamification, simplification, and assessment. The effectiveness of these apps in reducing mobile phone use and MMPU varied from weak to strong. On the basis of content analysis, self-tracking and goal setting were the most frequently used features, whereas gamification and assessment were used the least frequently. The intervention strategies that effectively reduce mobile phone use and MMPU included using grayscale mode, app limit features, and mixed interventions. Overall, users tended to accept these apps, as indicated by sentiment scores ranging from 61 to 86 out of 100. Conclusions: This study demonstrates that app-based management has the potential to reduce mobile phone use and MMPU. However, further research is required to evaluate the effectiveness of app-based interventions. Collaborations among researchers, app developers, mobile phone manufacturers, and policy makers could enhance the process of delivering, evaluating, and optimizing apps aimed at reducing mobile phone use and MMPU.
... The devices are designed to capture and hold the person's attention. It is accomplished through the utilization of appealing luminous saturated colors that stimulate the visual attention system (Holte & Ferraro, 2020). In a replication of this study, Holte et al. (2021) found that with greyscale settings, the daily screentime decreased by 21.76 min. ...
... Therefore, there is the assumption, that the smartphone use is less pleasurable, what is minimizing the urge to engage with the device. Previous research has demonstrated that shifting one's smartphone screens to grayscale is an effective way to decrease smartphone use (Holte et al., 2021;Holte & Ferraro, 2020). ...
... It is assumed, that a grayscale setting is less attractive, and therefore the smartphone is less frequently used. This would replicate the results of Holte and Ferraro (2020) and Holte et al. (2021), who discovered that individuals who changed their smartphone to grayscale setting decreased the time on their smartphones. ...
Article
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Increasingly, problematic smartphone use behavior (PSU) and excessive consumption are reported. In this study, an experiment was developed to investigate the influence of screen coloration using the grayscale setting on smartphone usage time in repeated measurements. We also investigated how individuals perceived suffering correlates with smartphone usage time and PSU, and whether differences exist by smartphone usage type (social, process, habitual). 240 subjects completed a questionnaire about smartphone usage time, PSU, perceived suffering, and smartphone usage types. Afterward, their smartphones were switched to grayscale setting for at least 24h, and thereafter 92 of these participants completed the second questionnaire. Analyses showed that grayscale setting decreases usage time and that there is a positive correlation between PSU, smartphone usage duration, and perceived suffering. The types of use (process and habitual) influence one's perceived suffering. Thus, it shows that individuals are aware of their PSU and suffer from it. Using grayscale setting is effective in reducing smartphone use time.
... 17,18 We chose grayscale mode as a widely accessible design friction tool. 19 Color perception literature indicates that an absence of bright, saturated colors reduces gratification and salience of eye-catching stimuli. [20][21][22][23][24] We argue that grayscale mode steers individuals toward reducing usage by making the experience less rewarding without active goalsetting, thus it can be considered effortless self-control. ...
... [20][21][22][23][24] We argue that grayscale mode steers individuals toward reducing usage by making the experience less rewarding without active goalsetting, thus it can be considered effortless self-control. 19,25 We argue that both strategies should lead to a usage reduction when compared with self-tracking. a We expected an immediate reduction for the design friction strategy since it makes the mobile experience less gratifying from the beginning. ...
... a We expected an immediate reduction for the design friction strategy since it makes the mobile experience less gratifying from the beginning. [17][18][19] The goal-setting strategy should lead to a gradual reduction, as consumers may find it difficult to reduce usage initially when relying on self-control. Due to habit formation, successful goal achievement on day 1 should facilitate achievement thereafter. ...
Article
Many consumers nowadays wish to reduce their smartphone usage in the hope of improving productivity and well-being. We conducted a pre-registered field experiment (N = 112) over a period of several weeks to test the effectiveness of two widely available digital strategies for screen time reduction. The effectiveness of a design friction intervention (i.e., activating grayscale mode) was compared with a goal-setting intervention (i.e., self-commitment to time limits) and a control condition (i.e., self-monitoring). The design friction intervention led to an immediate, significant reduction of objectively measured screen time compared with the control condition. Conversely, the goal-setting intervention led to a smaller and more gradual screen time reduction. In contrast to the popular belief that reducing screen time has broad benefits, we found no immediate causal effect of reducing usage on subjective well-being and academic performance.
... Evidence is also mixed regarding the effectiveness of behavioural interventions that target phone use to reduce depression. One study found that limiting social networking site use to 10 min per platform per day reduced depression (Hunt et al., 2018); another intervention also reduced screen time but found no such effect (Holte & Ferraro, 2020). Researchers continue to debate the nature and magnitude of the link between smartphone use and specific aspects of well-being (Twenge et al., 2020). ...
... Our intervention focuses on nudges (Thaler & Sunstein, 2021): here, small changes to phone settings or the environment intended to reduce phone use. Changing the smartphone display to greyscale, for example, can reduce screen time, problematic smartphone use, and anxiety (Holte et al., 2021;Holte & Ferraro, 2020). The effectiveness of such nudges can be explained by the Fogg Behaviour Model, which posits that habitual behaviours result from the combination of motivation, ability, and prompts (Fogg, 2019). ...
... Such an intervention could be useful to reach a larger population than those who would be willing to apply any specific strategy. For example, switching the screen to greyscale has several benefits (Holte et al., 2021;Holte & Ferraro, 2020), but this strategy had some of the lowest compliance rates (e.g., 38% in Study 1; Table A1). Further, combining intervention strategies in a more flexible approach could allow for easier recruiting of larger samples and may improve long-term compliance. ...
Article
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Problematic smartphone use is rising across the world. We tested an intervention with ten strategies that nudge users to reduce their smartphone use, for example by disabling non-essential notifications and changing their display to greyscale. Participants first completed baseline measures of smartphone use, well-being, and cognition before choosing which intervention strategies to follow for two to six weeks. Study 1 (N = 51) used a pre-post design while Study 2 (N = 70) compared the intervention to a control group who monitored their screen time. Study 1 found reductions in problematic smartphone use, screen time, and depressive symptoms after two weeks. Study 2 found that the intervention reduced problematic smartphone use, lowered screen time, and improved sleep quality compared to the control group. Our brief intervention returned problematic smartphone use scores to normal levels for at least six weeks. These results demonstrate that various strategies can be combined while maintaining feasibility and efficacy.
... Given the multi-dimensional nature of smartphones, it is easy to understand why society as adopted it in great numbers. In particular, 81% of American's owned a smartphone in 2019 (Pew Research Center, 2019) and young adults average over four hours of use each day (Holte & Ferraro, 2020). In other words, it is typical for young adults to spend roughly 25% of their waking hours on their phone. ...
... Thus, after providing a review of existing PSU interventions, the current study will propose and evaluate the efficacy of the grayscale phone display in reducing PSU. Research by Holte and Ferraro (2020) found switching one's phone to grayscale reduced objectively measured screentime. However, since they did not measure PSU, it remains to be seen if this method reduces PSU. ...
... Lastly, given the replicability crisis in psychology (see Pashler & Wagenmakers, 2012), efforts to replicate and extend findings are vital to further understand of how useful the grayscale screen display is at influencing smartphone use and psychopathology. Thus, it is beneficial to assess if the findings of Holte and Ferraro (2020) are replicated in this work and to further extend the findings by including PSU. ...
Article
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Problematic smartphone use (PSU) is a topic that is routinely examined in the empirical literature. Given an individual’s inability to control their phone use, PSU is commonly related to a host of negative outcomes including declines in academic and work productivity, sleep difficulties, risky driving and psychopathological concerns. Though PSU may be related to issues in individuals lives, there is currently a paucity of empirical works that evaluate methods to reduce PSU. Prior work has shown switching one’s phone display to grayscale is an efficacious method in reducing phone use. Though, it has not been previously studied if this reduces PSU. This study consisted of 133 college students who came to the lab on two separate visits. After receiving baseline data, 63 participants had their phone’s screen display changed to grayscale and told to not switch it back until after their second visit. Participants who had their phones in grayscale exhibited a significant decrease in PSU, anxiety, and screen time during their second visit. Though it should be noted, no significant changes to depression were found and the decrease in anxiety experienced by grayscale condition participants may not be clinically significant. Aside from these considerations, it appears smartphone use in grayscale is less gratifying, which makes it easier for individuals to regulate their smartphone use. A discussion of study limitations and implications for future research is outlined.
... Other aspects that link the use of new technologies to intrinsic motivation derive precisely from their technological characteristics for example smartphones are engineered to elicit intrinsic motivation among users through hedonic attributes, such as vivid and saturated color schemes [75][76][77], while also engaging the user's attentional system [78,79]. Recent scholarly investigations involving the removal of color displays from smartphones have indicated that such alterations lead to reduced user satisfaction and subsequently result in diminished smartphone utilization [80,81]. Given that the satisfaction users derive from their device is intertwined with its usage, we anticipate this to be a catalyst for phubbing behavior, which is a particular case of use. ...
... This could mean that people who are more motivated by internal factors may have more phubbing behaviors. This finding is consistent with recent scientific evidence showing that a decrease in intrinsic motivation-based features is associated with lower smartphone use [80,81]. The second hypothesis, H2, argues that there is a positive correlation between phubbing and online vigilance, i.e., the tendency to constantly monitor other people's online activity. ...
Article
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Phubbing affects an individual’s social life and well-being. It has been found to affect romantic relationships, communication and social skills, and emotional and behavioral problems. Some relationships that phubbing has with, for example, smartphone addiction, Internet addiction, social media addiction, FoMO, and neuroticism are well known and established in the literature. However, phubbing is not exclusively reducible to addiction or personality-driven dynamics. For this reason, this study is aimed at exploring the motivations behind phubbing behavior. Firstly, the research is aimed at confirming the relationships between phubbing and technology-related addictions (e.g., social media addiction and mobile phone addiction) and personality traits (e.g., neuroticism and conscientiousness). In addition, the study is aimed at examining the relationship between phubbing and three potential individual-level factors for possible phubbing modeling: intrinsic motivation, boredom state, and online vigilance. A total of 551 participants took part in the study (mean age = 32 years; SD = 14.15 ). After confirming the relationships that phubbing has with the abovementioned variables, a hierarchical regression model was produced in order to model the phubbing phenomenon as comprehensively as possible. The final model explained approximately 72% of the variance in phubbing. The primary contributors to the explained variance were variables related to the dependent use of new technologies, dimensions of online vigilance, boredom, and intrinsic motivation for using new technologies. Sociodemographic factors and personality traits accounted for a smaller portion of the variance (3.4% and 9.1%, respectively). These findings suggest that the individual-level factors driving phubbing behavior are related to intrinsic motivation, online vigilance, and boredom, rather than sociodemographic factors or personality traits. The study encourages further research to explore and expand upon the range of motivations underlying phubbing behavior, while considering factors related to dysfunctional or addictive technology use.
... While our study was still ongoing, two studies with similar research questions were published (Holte & Ferraro, 2020;Olson et al., 2021). Some of the results of these studies are consistent with the results of our study while others are not. ...
... Some of the results of these studies are consistent with the results of our study while others are not. In the study by Holte and Ferraro (2020), greyscale had a significant effect on usage time, but not on mental health (other variables such as PSU and subjective usage behaviour were not measured). The results of both this previous study and our qualitative analysis showed that participants believed greyscale was effective, suggesting this intervention to be promising. ...
Article
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This field experiment aimed to address the issue of problematic smartphone usage (PSU) by examining the effectiveness of two frequently advised techniques to deal with PSU: moving problematic applications to a different page of the phone and changing the phone into greyscale. For one week, 97 student participants used their smartphone under one of the following three conditions: move app, greyscale, or control condition. Compared to the week before the intervention, participants significantly reduced their objective smartphone usage, but their self-reported PSU increased. These effects also emerged in the control group, which might have been due to heightened awareness of the participants of their smartphone usage. A major implication of the study is the need of using multiple outcome measures to understand the complex relationship between perceptions and behaviour. This study could be used as a blueprint for future research examining the effectiveness of interventions in the field of PSU.
... In recent years, the topic of smartphone addiction and its consequences has gained increasing attention. Hence, researchers have been interested in investigating various methods to reduce smartphone screen time, such as using different apps that provide notifications about screen usage (Loid, Täht & Rozgonjuk, 2020) or adjusting the grayscale settings (Holte & Ferraro, 2020;Holte, Giesen & Ferraro, 2023;Wickord & Quaiser-Pohl, 2023). To contribute to this emerging field of study, we investigated the Bonanza Box as a new method to reduce screen time. ...
... While some studies report positive effects of digital detox, others find no or even negative effects (Radtke et al., 2022;Schmuck, 2020). Further approaches focus on, for instance, manipulating the display in grayscale (Holte & Ferraro, 2020), leaving the smartphone out of reach (Ward et al., 2017), or providing a psychological training program (Keller et al., 2021;Kent et al., 2021). ...
Article
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Background: Overuse of smartphones can have harmful health effects. Patricularly, overuse of social media apps are related to problematic forms of smartphone use because individuals find it difficult to finish their smartphone session (e.g., on Instagram). Aims: This randomized controlled pilot study aims at examining effects and intervention characteristics of a digital nudge-based intervention aiming to interrupt Instagram usage. Method: A total of 70 Instagram users (47% female; Mage: 31 years) were enrolled and randomly assigned to the intervention (n = 33) or control group (n = 37). Across 14 days, the intervention group received notifications from a pool of 80 messages (e.g., stimulating reflection on smartphone use), whenever Instagram was used for 3 minutes. Self-reported problematic smartphone use as well as time of overall smartphone use and Instagram use were assessed via five weekly online questionnaires. Results: The longitudinal sample comprised 40 participants. Significant reductions in self-reported problematic smartphone use were observed in both groups, but no significant changes were found for the time of smartphone and Instagram use. The intervention had a minor relevance for six participants who received less than 7 notifications across 14 days. For 17 participants, the number of notifications ranged between 12 and 139, with a median duration of closing Instagram after 6:44 minutes (range: 1:06 to 23:47 minutes). Limitations: A small convenience sample was investigated and findings do not generalize to the general population. Conclusion: High interindividual differences were found in how the intervention worked providing insights for future nudge-based interventions.
... These widely used datasets have inspired the development of emotional computing, which is Machine Learning (ML). Study [17] reports that in everyday human interaction, human emotions are primarily expressed through facial expressions (55%) voice (38%) and words (7%) Textual, auditory, and visual signals are generally referred to as physical data. ...
Article
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Affective computing, as its name implies, focuses on the recognition of human emotions, sentiments, and feelings. This interdisciplinary field encompasses diverse areas such as languages, sociology, psychology, computer science, and physiology. However, there is a notable absence of research exploring the interaction between machine learning (ML) and mixed reality (XR) for affective computing. This paper aims to address this gap by discussing the importance of affective computing and delving into its concepts, methods, and outcomes. Drawing upon ML and XR approaches, we conduct a comprehensive survey of recent methodologies employed in affective computing. Additionally, we examine state-of-the-art approaches and available affective data resources. Furthermore, we explore various applications where affective computing has a significant impact, providing valuable insights for future scholars seeking to deepen their understanding of its relevance and practical implications.
... One method to reduce usage is to set the smartphone to vibrate when the time limit for using the app is exceeded [49]. Furthermore, the grayscale display settings of smartphones reduce usage time by an average of 39.70 min per day [50]. In addition, a previous study concluded that selfcontrol is an effective intervention to prevent smartphone addiction [51]. ...
Preprint
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Previous studies have reported that increased smartphone use is associated with cognitive function decline. To date, the hemodynamics in the prefrontal cortex (PFC) due to smartphone addiction have not been elucidated. This study aimed to examine the relationship between smartphone addiction and PFC activity. After measuring the smartphone usage time using an application, we evaluated smartphone addiction, depression, and sleep quality using questionnaires. In addition, to assess PFC activity, which is responsible for working memory, we measured cerebral blood flow in the PFC during verbal and spatial working memory tasks (VWM and SWM, respectively). Cerebral blood flow was measured in terms of the oxygenated hemoglobin levels using a 16-channel (Ch) near-infrared spectrometer. Data from 79 participants were analyzed. First, we found that smartphone addiction was positively correlated with depression, but not with the smartphone usage time and sleep quality. Second, after excluding the influence of depression, we found that smartphone addiction was negatively correlated with cerebral blood flow in Ch10 during VWM and in Ch6, 7, and 10 during SWM. These Chs correspond to the frontopolar cortex (FPC), which is part of the PFC, suggesting that smartphone addiction may reduce FPC activity.
... In the previous sections, we have sketched out a scenario that is as follows: On the one hand, there are multiple interventions, some of which have also been shown to be effective in a number of studies (Holte & Ferraro, 2020;Kim et al., 2019b;Ko et al., 2015;Lyngs et al., 2020;Tseng et al., 2019). On the other hand, we see that digital distractions continue to be a problem that DSCTs seem to not fully address. ...
Article
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Distractions are ubiquitous in today’s technology-saturated environments, an issue that significantly impacts learning contexts employing digital technologies and yields detrimental effects on learning. Digital self-control tools, which aim to assist users in their efforts to reduce digital distractions, are numerous and readily available. Despite several dedicated empirical studies focusing on specific tools, there remains a notable lack of information regarding their daily use and helpfulness. Furthermore, the sheer variety of these tools prompts questions about their universal helpfulness and the potential influence of individual differences. To address these issues, we surveyed a sample of higher-education students, totaling 273 individuals. These students reported on their media use, satisfaction with learning, and experiences with features of digital self-control tools. Our study’s findings indicate a discrepancy in the perception and awareness of these features; those deemed most helpful are among the least known, and conversely, common features are often perceived as unhelpful. Our research also uncovered a negative correlation between habitual media use and the use of less restrictive features. Another identified issue was constraints on the use of these tools for learning, as platforms often serve dual purposes for both education and entertainment. We delve into these practical problems and propose future research directions to further advance the understanding of digital self-control tools.
... Recently, many researchers have attended to this matter by dedicating their studies to uncovering antecedents and consequences of excessive smartphone use. As a result, many different constructs, such as problematic use (Cheng and Meng, 2021;Elhai et al., 2018;Regan et al., 2020;Zerach, 2020), excessive use (Aranda and Baig, 2018;Holte and Ferraro, 2020;Loid et al., 2020), compulsive smartphone use (Chen et al., 2017;Wang et al., 2014;Wang and Lee, 2020;Zhang et al., 2014), and habitual smartphone use (Van Deursen et al., 2015;Roffarello and De Russis, 2021) have emerged. The predominant label to describe excessive use of IT however, has been that of IT addiction, or, specific to the context of smartphone use, smartphone addiction (Van Deursen et al., 2015;Lan et al., 2018;Lin et al., 2017). ...
Conference Paper
According to the theory of IT-mediated state-tracking, the intended and unintended consequences of constantly checking digital devices can be judged by the resulting problem of attention and by whether the checking led to information that served the individual’s enduring goal. While this perspective offers numerous benefits over the common practice of labeling excessive information technology use as addiction, as of yet, the constructs of problem of attention (PoA) and service to enduring goal (SEG) lack empirical measures. Thus, this paper develops measurement scales for the constructs PoA and SEG following an established construct development methodology. We evaluate the measures’ validity and reliability and demonstrate that PoA and SEG differ from existing similar concepts. With the help of our newly developed constructs the quality of constant checking habits can be assessed which enables future studies to scrutinize the theorized preventive role of self-control in the context of smartphone habits.
... In sum, as long as APIs are closed, scientists will further study social media effects by asking participants about their online use and perhaps by imitating platforms using experimental setups. This way, we know for instance that the endowment effect might be a good explanation for why people have problems in quitting social media [52,53], and that nudging mechanisms are a likely explanation for the power of read-receipt functions (working for some via social pressure; [54]) or that colors are of relevance to hold a grip on user attention [55]. Compared to the many questionnaire studies being conducted on addiction symptoms in the field of social media and wellbeing, the power of design elements driving social media use is still understudied. ...
Article
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Purpose of the Review Social media attracts billions of users worldwide, and research has investigated how screen time or time spent online is linked to well-being. Additionally, addictive-like behaviors towards the social media platforms are a focus of many studies. However, related research often neglects the simple fact that social media companies have willingly created immersive online environments with the aim to “persuade” users to spend as much time possible on their social media apps to watch ads and enlarge their digital footprints. Recent Findings We think that it is of utmost importance to better understand how the many design elements on social media platforms—ranging from the like-button to endless scrolling—impact the psyche and behavior of users. Such knowledge will not only help to better understand how problematic social media use evolves but will also provide important knowledge on how more healthy social media platforms could look like in the future. In this context, the present article also critically reflects the time well-spent initiative by the industry. Summary From our view, the many problems around social media will only be solved if the data business model is abandoned. As long as companies base their business model on the digital surveillance of people’s lives, no changes towards healthier social media platforms can be expected.
... These widely used datasets have inspired the development of emotional computing, which is Machine Learning (ML). Study [17] reports that in everyday human interaction, human emotions are primarily expressed through facial expressions (55%) voice (38%) and words (7%) Textual, auditory, and visual signals are generally referred to as physical data. ...
Preprint
Full-text available
As the name suggests, affective computing aims to recognize human emotions, sentiments, and feelings. There is a wide range of fields that study affective computing, including languages, sociology, psychology, computer science, and physiology. However, no research has ever been done to determine how machine learning (ML) and mixed reality (XR) interact together. This paper discusses the significance of affective computing, as well as its ideas, conceptions, methods, and outcomes. By using approaches of ML and XR, we survey and discuss recent methodologies in affective computing. We survey the state-of-the-art approaches along with current affective data resources. Further, we discuss various applications where affective computing has a significant impact, which will aid future scholars in gaining a better understanding of its significance and practical relevance.
... The results of this study showed that these notifications do not really reduce smartphone use nor self-reported PSU. Holte and Ferraro (2020) conducted an experiment that entailed making smartphones less appealing by changing the phones to grayscale for 8-10 days. They found that total screen time was reduced by an average of almost 40 min per day, suggesting that by targeting the appearance (or, essentially, the functionality) of smartphones may reduce the usage of these devices. ...
Chapter
Since the proliferation of smartphones, the general public as well as researchers have shown a growing interest in their potentially addictive effects. Over the past years, smartphone use research has grown exponentially. While scholars have moved away from “smartphone addiction” terminology in contemporary research and opted for alternative terminology (e.g., “problematic smartphone use” and “smartphone use disorder”) and frameworks, excessive smartphone use has been found to be correlated with depression and anxiety, as well as loss of productivity at work and school. This chapter provides a broader view of this research domain by exploring the following issues: is “smartphone addiction” a real phenomenon? How does it develop? Are some people more prone to experiencing it than others? How can it be assessed, and if one experiences this issue, how could it be treated? We aim to answer these questions in the current work. In addition, we outline some concerns with the construct of “smartphone addiction” while also providing insights into the latest research on this topic.KeywordsSmartphone addictionProblematic smartphone useSmartphone use disorderInternet addictionInternet use disorderSocial media addiction
... Another major limitation is the nature of OMSU data: the data do not include a more fine-grained view on what exactly people were doing on their smartphones. Recent work has shown that communication, social media, and instant messaging-based applications may primarily drive engagement in smartphone use (Lowe-Calverley & Pontes, 2020;Rozgonjuk, Sindermann, Elhai, Christensen, et al., 2020), and altering the settings of one's smartphone (e.g., grayscaling the screen, hiding notifications, etc) may reduce one's smartphone usage (Holte & Ferraro, 2020;Olson et al., 2021). Based on these results, one may hypothesize that FoMO, too, may be associated with specific applications use -for instance, reducing the functionality of image and video content-based applications (e.g., Instagram, YouTube, etc) may lead to decreases in the use of those applications, and perhaps also in the long run in FoMO. ...
Article
Fear of Missing Out (FoMO) is associated with self-reported problematic smartphone use (PSU) severity, but there is little investigation that includes objectively measured smartphone use. The aim of the current study was to provide insights into this domain. We combined the partially published data from two previous U.S.-based studies with college student samples that tracked smartphone use data with a different focus from the current study. Both data sets included socio-demographic measures, FoMO and PSU scale scores, and data for objectively measured screentime and frequency of screen unlocks over a week, amounting up to more than a thousand observations. FoMO had a strong correlation with self-reported PSU severity; however, FoMO was not associated with objectively measured smartphone use variables. FoMO did not predict behavioral smarthpone use over a week in multilevel modeling for repeated measures. Even though FoMO is a strong predictor of self-reported PSU severity, it does not predict objectively measured smartphone use.
... Despite this lack of data, we are optimistic that users can be nudged towards a healthier use of online content by clever system design [36]. For instance, a recent experimental work demonstrated that smartphone and social media use can be significantly reduced by an easy intervention, namely switching from a color mode on the smartphone to a gray scale color mode [54]. Moreover, we are convinced that an improvement of problem behavior with respect to smartphones in general, and social media/gaming more specifically, can be achieved if platforms are designed in a less "persuasive way." ...
Article
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Purpose of Review The present paper provides an accessible overview on the potential of digital phenotyping and mobile sensing not only shedding light on the nature of Internet Use Disorders (IUD), but also to provide new ideas on how to improve psycho-diagnostics of mental processes linked to IUD. Recent Findings In detail, the psycho-diagnostic areas of prevention, treatment, and aftercare in the realm of IUDs are focused upon in this work. Before each of these areas is presented in more specificity, the terms digital phenotyping and mobile sensing are introduced against the background of an interdisciplinary research endeavor called Psychoinformatics. Obstacles to overcome problems in this emerging research endeavor—sensing psychological traits/states from digital footprints—are discussed together with risks and chances, which arise from the administration of online-tracking technologies in the field of IUDs. Summary Given the limited validity and reliability of traditional assessment via questionnaires or diagnostic interviews with respect to recall bias and tendencies to answer towards social desirability, digital phenotyping and mobile sensing offer a novel approach overcoming recall bias and other limitations of usual assessment approaches. This will not only set new standards in precisely mapping behavior, but it will also offer scientists and practitioners opportunities to detect risky Internet use patterns in a timely manner and to establish tailored feedback as a means of intervention.
... Our data further indicate that reducing the problematic use of social media and messaging apps (particularly image-based SN app use) might help to reduce the overall SmUD tendencies of a person. Of interest is a recent study [36] that suggests that switching the smartphone mode from color mode to gray mode helps to reduce the time spent on smartphones and social media apps. Image-based SN apps might be particularly less interesting when images are only presented in gray mode. ...
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Background Social communication via instant messaging (IM) and social networking (SN) apps makes up a large part of the time that smartphone users spend on their devices. Previous research has indicated that the excessive use of these apps is positively associated with problematic smartphone use behaviors. In particular, image-based SN apps, such as Instagram (Facebook Inc) and Snapchat (Snap Inc), have been shown to exert stronger detrimental effects than those exerted by traditional apps, such as Facebook (Facebook Inc) and Twitter (Twitter Inc). Objective In this study, we investigated the correlation between individuals’ tendencies toward smartphone use disorder (SmUD) and objective measures of the frequency of smartphone usage. Additionally, we put to test the hypothesis that the pathway linking the frequency of actual smartphone usage to self-reported tendencies toward SmUD was mediated by the increased frequency of IM and SN app usage. Methods We recruited a sample of 124 adult smartphone users (females: 78/124, 62.9%; age: mean 23.84 years, SD 8.29 years) and collected objective information about the frequency of smartphone and SN app usage over 1 week. Participants also filled in a self-report measure for assessing the multiple components of tendencies toward SmUD. Bivariate associations were investigated by using Spearman correlation analyses. A parallel mediation analysis was conducted via multiple regression analysis. Results The frequency of smartphone usage, as well as the use of IM apps (Messenger, Telegram, and WhatsApp [Facebook Inc]), Facebook, and image-based apps (Instagram and Snapchat), had significant positive associations with at least 1 component of SmUD, and the cyberspace-oriented relationships factor exhibited the strongest associations overall. We found support for an indirect effect that linked actual smartphone usage to SmUD tendencies via the frequency of the use of image-based SN apps. Conclusions Our novel results shed light on the factors that promote SmUD tendencies and essentially indicate that image-based SN apps seem to be more strongly associated with problematic smartphone behaviors compared to IM apps and traditional SN apps, such as Facebook.
... Smartphone usage is most commonly discouraged by issuing warnings or prohibiting usage beyond a specified amount of time on the phone, such as Screen Time feature on an iPhone. Other methods include changing the screen to grayscale, which reduces users' satisfaction [9], or increasing the usage cost by enforcing additional tasks on users [11]. However, although these methods discourage smartphone use at the time of issue, simple warnings are ineffective and excessively severe restrictions tend to frustrate users [10]. ...
Chapter
Smartphones have become a central part of information processing devices. Smartphones are used for information searching, taking photographs, listening to music, and socializing. However, as the number of smartphone users continues to expand, a number of problems related to smartphone overuse have emerged. Smartphone overuse is most commonly discouraged by issuing warnings to users or imposing a time limit on usage. However, although these methods discourage smartphone use at the time of issue, simple warnings are ineffective and excessively severe restrictions can frustrate users. This paper proposes a system that messages users through an anthropomorphic character when their smartphone has been overused. The system, called “CHIAPON”, was experimentally evaluated on 25 college students. The results showed that message notification by an anthropomorphic character can improve users’ motivation to reduce their smartphone use, but the extent of this reduction was not clarified. However, the participants using CHIAPON perceived the system positively, suggesting that the effect of the system can increase with long-term use.
... Our data further indicate that reducing the problematic use of social media and messaging apps (particularly image-based SN app use) might help to reduce the overall SmUD tendencies of a person. Of interest is a recent study [36] that suggests that switching the smartphone mode from color mode to gray mode helps to reduce the time spent on smartphones and social media apps. Image-based SN apps might be particularly less interesting when images are only presented in gray mode. ...
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BACKGROUND Online social communication via instant messaging (IM) and social networking (SN) applications make up for a large part of the time smartphone users spend on their devices. Previous research indicates that the excessive use of these applications positively associates with smartphone-related addictive behaviors. In particular, image-based SN apps, such as Instagram and Snapchat, have been shown to exert stronger detrimental effects than traditional apps, such as Facebook and Twitter. OBJECTIVE We investigate the correlation between individual tendency towards smartphone use disorder (SmUD) and objective measures of frequency of smartphone usage. Additionally, we explore a mediation pathway linking frequency of actual smartphone usage and self-reported tendencies towards SmUD by route of increased frequency of usage of IM and SN apps. METHODS We recruited a sample of N = 124 adult smartphone users (62.9% females; mean age of M=23.84 (SD = 8.29) years) and collected objective information about the frequency of smartphone and SN app usage over one week. Participants also filled in a self-report measure assessing multiple components of tendencies toward smartphone use disorder. Bivariate associations were investigated using Spearman correlations. A parallel mediation analysis was implemented via multiple regression analysis. RESULTS The frequency of smartphone usage, as well as the use of IM apps (Messenger, Telegram, WhatsApp), Facebook, and image-based apps (Instagram, Snapchat), had significant positive associations with at least one component of a smartphone use disorder, with the facet cyberspace-oriented relationships exhibiting the strongest associations. We find support for an indirect effect linking actual smartphone usage and smartphone use disorder tendencies via frequency of use of image-based SN apps. CONCLUSIONS This novel result sheds light on the factors promoting smartphone use disorder and essentially indicates the features implemented in the considered image-based SN apps as being potentially more “addictive” than those available in IM apps and traditional SN apps, such as Facebook.
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Wenn es also in diesem kurzen Text darum geht, die Frage zu stellen, was Schulische Digitalisierung ist, geht es um vieles. Es geht darum auszuloten, wo Digitalisierung hinschreitet und zu überlegen, wo man mit ihr hinwill, während es natürlich auch darauf ,ankömmt die Welt zu verändern‘. Dass es beim durch Digitalisierung angestoßenen Veränderungsprozess im Kern um Technik geht, ist eines der sprichwörtlichen Kernmissverständnisse (Abschnitt 2). Es gilt daher den Fokus zu verschieben: von der Frage der Technisierung hin zu zwei anderen Fragen. Es geht um die Fragen, was Digitalisierung mit unserem räumlichen, zeitli- chen, sozialen und psychischen Weltverhältnis anstellt (Abschnitt 3), und wie sich dadurch soziale Praktiken verändern; Veränderungen, die sich noch in unsere so- ziale (Rollen), psychologische (Selbst- und Fremdverhältnisse) und sogar physi- sche (Körper) Grundkonstitution einschreiben. Die Tragweite von Digitalisierung zu begreifen heißt, die Möglichkeiten zu erfassen, was diese Digitalisierung alles kann (Leistungsspektrum) und vielleicht auch zu bedenken, was sie so alles anstellt (Wirkungsspektrum). Begreift man Schulische Digitalisierung schließlich als gesellschaftspolitisches Projekt, ist ein gesunderes Maß an Realismus hilfreich. Wir leben nicht in der besten aller tech- nischen Welten. Die Grenzen der profanen Wirklichkeit sind entsprechend Ge- genstand des vierten und letzten Abschnitts dieses Kapitels. Ganz am Ende dieses Buchs kommen wir auf diese Punkte zurück und formulieren ein Plädoyer für eine ambitionierte, aber bodenständige ,Revolution‘ in Sachen Schulischer Digitalisierung und lassen damit unserem Optimismus freien Lauf.
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In recent years, researchers have been showing an increasing interest in the conceptualization of problematic Facebook use, and its associations with individual characteristics. The present meta-analysis aimed to summarize the findings of the recent literature on this topic with the aim of understanding the specific features of this phenomenon (that is, its associations with the time spent online and the broader concept of Internet addiction), and the individual characteristics of Facebook users (including gender differences, personality traits, self-esteem levels, and motivations for using Facebook). The sample included 56 independent samples with a total of 27,867 participants (59.22% females; mean age = 23.94 years (SD=4.75). Briefly, results showed a small gender effect favoring females and a positive association between problematic Facebook use, time spent online and Internet addiction, whereas a negative association was found with self-esteem. Neuroticism and conscientiousness were the most clearly personality traits associated with problematic Facebook use, and the strongest associations observed between problematic Facebook use and motives with internal source and motives with negative valence. This comprehensive meta-analysis makes contributions to understanding the phenomenon of problematic Facebook use and its relation with individual characteristics.
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Little is known about how people use their smartphones, and whether usage patterns are related to psychopathology and problematic smartphone use. We sampled 296 college students, and administered self-report scales to assess frequency of using various smartphone features, and problematic smartphone use. We also assessed psychopathology constructs (ruminative thinking and emotion regulation deficits), and demographics (age and gender) as potential covariates of smartphone use patterns. Using latent class analysis, we identified two distinct classes of smartphone feature use, with one class representing especially heavy use (particularly that of social networking, audio and visual entertainment, and image- and video-taking), and the other class involving light use (particularly that of social networking, audio entertainment and image- and video-taking). Higher levels of rumination, and higher levels of cognitive reappraisal as an emotion regulation strategy, were related to the heavy use class. The heavy use class scored higher on all problematic smartphone use outcome variables. Results aid in understanding the nature and relation of smartphone usage patterns to psychopathology and problematic smartphone usage.
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Research demonstrates that depression and anxiety symptom severity are related to problematic smartphone use (PSU). However, less is known about variables mediating these relationships. This study aimed to test whether proneness to boredom increased PSU. We also tested whether boredom proneness mediates relations between both depression and anxiety symptom severity with PSU. Using a cross-sectional design, we surveyed 298 American college students about their frequency of smartphone use, levels of PSU, depression, anxiety, and boredom proneness. Using structural equation modeling, we modeled depression and anxiety symptom severity predicting boredom proneness, in turn predicting levels of PSU and smartphone use frequency (SUF). Results demonstrate that boredom proneness predicted PSU, but not SUF. Boredom proneness mediated relations between both depression and anxiety symptom severity with PSU levels (but not usage frequency). We discuss the phenomenon in terms of depressed or anxious college students having difficulty attending to their schoolwork, subsequently experiencing boredom, and engaging in PSU to relieve their boredom.
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For many individuals, excessive smartphone use interferes with everyday life. In the present study, we recruited a non-clinical sample of 296 participants for a cross-sectional survey of problematic smartphone use, social and non-social smartphone use, and psychopathology-related constructs including negative affect, fear of negative and positive evaluation, and fear of missing out (FoMO). Results demonstrated that FoMO was most strongly related to both problematic smartphone use and social smartphone use relative to negative affect and fears of negative and positive evaluation, and these relations held when controlling for age and gender. Furthermore, FoMO (cross-sectionally) mediated relations between both fear of negative and positive evaluation with both problematic and social smartphone use. Theoretical implications are considered with regard to developing problematic smartphone use.
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Little is known about the mechanisms of smartphone features that are used in sealing relationships between psychopathology and problematic smartphone use. Our purpose was to investigate two specific smartphone usage types – process use and social use – for associations with depression and anxiety; and in accounting for relationships between anxiety/depression and problematic smartphone use. Social smartphone usage involves social feature engagement (e.g., social networking, messaging), while process usage involves non-social feature engagement (e.g., news consumption, entertainment, relaxation). 308 participants from Amazon’s Mechanical Turk internet labor market answered questionnaires about their depression and anxiety symptoms, and problematic smartphone use along with process and social smartphone use dimensions. Statistically adjusting for age and sex, we discovered the association between anxiety symptoms was stronger with process versus social smartphone use. Depression symptom severity was negatively associated with greater social smartphone use. Process smartphone was more strongly associated with problematic smartphone use. Finally, process smartphone use accounted for relationships between anxiety severity and problematic smartphone use.
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Unlabelled: This study aimed to examine differences in muscle activity between young people with and without neck-shoulder pain (n = 20 in each group), when they performed texting on a smartphone. Texting was compared between using both hands ('bilateral texting') and with only one hand ('unilateral texting'). Texting tasks were also compared with computer typing. Surface electromyography from three proximal postural muscles and four distal hand/thumb muscles on the right side was recorded. Compared with healthy controls, young people with neck-shoulder pain showed altered motor control consisting of higher muscle activity in the cervical erector spinae and upper trapezius when performing texting and typing tasks. Generally, unilateral texting was associated with higher muscle loading compared with bilateral texting especially in the forearm muscles. Compared with computer typing, smartphone texting was associated with higher activity in neck extensor and thumb muscles but lower activity in upper and lower trapezius as well as wrist extensors. Practitioner summary: This study demonstrated that symptomatic individuals had increased muscle activity in the neck–shoulder region when texting on a smartphone. Contemporary ergonomic guidelines should include advice on how to interact with handheld electronic devices to achieve a relaxed posture and reduced muscle load in order to reduce the risk of musculoskeletal disorders.
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Approximately 40% of mobile phone use studies published in scholarly communication journals base their findings on self-report data about how frequently respondents use their mobile phones. Using a subset of a larger representative sample we examine the validity of this type of self-report data by comparing it to server log data. The self-report data correlate only moderately with the server log data, indicating low criterion validity. The categorical self-report measure asking respondents to estimate “how often” they use their mobile phones fared better than the continuous self-report measure asking them to estimate their mobile phone activity “yesterday.” A multivariate exploratory analysis further suggests that it may be difficult to identify under- and overreporting using demographic variables alone.
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The majority of research on cell phone use has focused on adolescent and young adult users with less attention on cell phone use by those older than 25 years of age. In this study, adult participants from 18-68 years completed a survey about their own use of cell phones and the contexts in which they considered cell phone use appropriate. There were age and gender differences in beliefs about the etiquette as to when cell phone use was appropriate. Older participants and women advocated for more restricted cell phone use in most social situations. Men differed from women in that they viewed cell phone calls as more appropriate in virtually all environments including intimate settings. Across all age groups in all communication settings, cell phones were used to text. The only exception was that romantic partners were more likely to receive a call than a text. In the younger age groups, texting communication is so normative that over 25% had dumped or were dumped by a romantic partner The preponderance of gender similarities point to cell phone usage as a stable communication vehicle for maintaining social contact.
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Although the uses and gratifications approach lacks a single general theory, it is not inherently atheoretical, and the author suggests how progress can be made in dealing with four conceptual issues facing this tradition: the nature of the "active" audience; the role of gratification orientations in mediating effects; the social origins of media needs and uses; and the interest shared with students of popular culture in perceptions of and cognitions about mass media content formed by audience members.
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The impact of different types of coping styles on adolescents' depressive symptoms was investigated in a prospective study. One hundred and ninety-four adolescents participated in 4 annual assessments of coping styles and depressive symptoms. Longitudinal analyses revealed long-term differences in depressive symptoms, depending on coping style. Adolescents with an approach-oriented coping style reported the fewest depressive symptoms at Time 3 and Time 4, whereas avoidant copers reported the most at both times. Higher levels of depressive symptoms 2 years later were found in all adolescents who used avoidant coping, irrespective of whether they used avoidant coping consistently at Time 1 and Time 2 or changed from approach-oriented coping to avoidant coping at Time 2. This effect was independent of gender and time. The results suggest that most adolescents show an overall adaptive way of coping, but a small subgroup shows a fairly rigid use of avoidant coping. They further suggest that all forms of avoidant coping, whether stable or not, were linked with high levels of depressive symptoms even 2 years later.
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Results from a random sample of 532 college students show that students who made the heaviest use of SMS (Short Message Service) were motivated by its convenience, its low cost, and its utility for coordinating events. People who were socially anxious and were unwilling-to-communicate face-to-face and were put off by the confusing acronyms used in mobile messaging appeared to be those who spent less time, and not more, using SMS despite the fact that SMS could help overcome student’s shyness about bringing up difficult topics with friends. In broad terms, SMS is a social technology and has become a popular communication utility for college students.