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Social impact of online dating platforms. A case study on tinder

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Abstract

Dating apps are increasingly used by a global population. Platforms' design supports diverse motivations of use, but specific options incentivize some behaviors more than others. Also, users' expectations of intimacy are driven by a commercial technological product primarily designed for profit. The emotional investment of users is considerable if we are to ponder the vast and complicated realm of love and dating. This paper discusses the social impact of digital dating platforms with a case study of Tinder app, through an analysis of its business model and designed user incentives. Using the frictionless design of digital apps, dating apps and especially Tinder contribute to the standardization and even McDonaldization of romance, in which fast love and intimacy are pursued and consumed in an accelerated fashion, redefining socially expected scenarios for relationships.

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... Furthermore, according to Stoicescu (2020), online dating apps feature the ability to find a partner and broaden the horizons of intimacy, leading to new motivational and coordinated actions with repercussions on a social and psychological level. Albury et al. (2019) reported that user experiences discrimination and harassment when using online dating apps. ...
... Moreover, young adults appear to spend more time on social media and online dating apps. Their interaction is shallow and controlled by their unwillingness to be alone as a result of their high level of reliance on technology (Stoicescu, 2020). Pesce (2019) mentioned that when loneliness is combined with social anxiety, it will result in the overuse of dating apps and life consequences for an individual, leading to addiction to online dating apps. ...
... The physical restriction imposed by the regulations meant that alternative approaches toward engagement with others were utilized. Some app users accessed sex tech [74] in order to conduct alternative ways of engagement-'I would facetime people-sometimes they just wanted to engage in some sort of sexual activities on camera though' [P6]. While some virtual engagements were not positive, other respondents had a different outcome. ...
... There is an increasingly strong scholarly interest in dating apps and their usage. However, it is mainly focused on the changes made within apps at the start of the pandemic [72] or taking an exploration through a student lens [73] or the incentives and business model of Tinder [74]. Although the American Association of Retired Persons (AARP) has provided information for older users interested in using dating apps or dating websites [75], there still remains a gap in the literature and in the field of gerontology surrounding dating apps, and sex tech use by adults in mid-and later life. ...
Article
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Existing research surrounding dating apps has primarily focused on younger people with few studies exploring usage of such apps by middle aged and older adults. The worldwide COVID-19 pandemic challenged social behaviours and forced people to adapt intimacy and wider relationship conduct. The objective of this study was to examine how older adults utilized dating apps during the lockdowns of the UK pandemic (December 2020-May 2021). Findings presented here focus on qualitative data collected from an online survey and eight online, one-to-one interviews with adults aged 40-54 years. The online survey targeted adults across the UK while interviewees were located across England. Employing interpretative phenomenological analysis, findings identified three key themes: 1. Morality, health, and law breaking and COVID-19; 2. Self-surveillance and moral signalling; 3. Loneliness and social isolation. Qualitative findings show engaging with apps was a proxy which alleviated feelings of loneliness and social isolation. Some users used the premise of their social bubble as a way of meeting other people. Using the same premise, others justified breaking the law to engage in physical and sexual intimacy to mitigate their loneliness. The work presented here contributes to the fields of social sciences, gerontology, and human computer interaction. The inter-and multidisciplinary impact of this study intersects across those fields and offers a cross-sectional insight into behaviours and engagement with technology during one of the most extraordinary global events.
... He argues that the algorithms employed by dating apps cultivate particular feelings and moods (such as anxiety) and links this with the platform's business model where "social relations are as likely to be sold as things, especially when they vanish as quickly as they appear -like ghosts" (Narr, 2021). This point is supported by Stoicescu (2020), who argues that users' expectations of intimacy "are driven by a commercial technological product primarily designed for profit," which redefines the expected scenarios for forming new relationships. It is argued that it is the socio-structures developed by designers that have brought with them changes in dating practices (such as fast, but uncommitted interactions). ...
... It is argued that it is the socio-structures developed by designers that have brought with them changes in dating practices (such as fast, but uncommitted interactions). Thereby apps such as Tinder affect the emotional wellbeing of especially young adults, who are prone to using digital tools for communication and social interaction (Stoicescu, 2020). ...
... Tinder app was launched in 2012 and its popularity has increased ever since. Its simple design has attracted many users and delivered the ground for new practices that have resulted in a significant social impact [37]. In addition, privacy, cybersecurity, and safety risks have grown considerably due to tensions fueled by high levels of popularity, usability, and profitability. ...
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Dating apps have become increasingly popular, even more so in the period of the COVID-19 pandemic. Users rely on the anticipated results and perceived usefulness of dating apps, sometimes for extended periods of time. To create successful products, designers of dating apps aim to create socio-technical structures that are attractive, easily usable, and profitable, thus raising challenges for security and privacy. The design of an app shapes users' experience and cultivates the ground for new practices. Tinder is one of the dating apps that has stirred controversy around its gamified design, and around the technical flaws that impact privacy and security. In this case study, we rely on participative observation and secondary analysis of scientific and journalistic investigations to systematize the implications brought by Tinder's design, to highlight and to classify the types of documented privacy, security, and personal safety risks for dating app users.
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Conference Paper
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Online dating is often lauded for improving the dating experience by giving singles large pools of potential partners from whom to choose. This experiment investigates how the number of choices online daters are given, and whether these choices are reversible, affects romantic outcomes. Drawing on the choice overload and decision reversibility theoretical frameworks, we show that, a week after making their selection, online daters who chose from a large set of potential partners (i.e., 24) were less satisfied with their choice than those who selected from a small set (i.e., 6), and were more likely to change their selection. While choice reversibility did not affect daters’ satisfaction, those who selected from a large pool and had the ability to reverse their choice were the least satisfied with their selected partner after one week. The results advance understanding of how media features related to choice affect interpersonal evaluations.
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Choice is what enables each person to pursue precisely those objects and activities that best satisfy his or her own preferences within the limits of his or her resources. This chapter argues that choice, and with it freedom, autonomy, and self-determination, can become excessive, and that when that happens, freedom can be experienced as a kind of misery-inducing tyranny. Though one cannot be free without choice, it is arguable that choice-induced paralysis is a sign of diminished rather than enhanced freedom. Though policy initiatives can operate to minimize the negative effects of choice overload, they contain the danger that they will simultaneously undermine the positive effects of freedom of choice. The reason people can say anything and be understood is that they cannot say anything in any way they want. It is linguistic constraint, in the form of these rules, that makes linguistic freedom possible.
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We discuss the challenges of applying a game design frame on a learning activity, through a case study of a gamified collaborative review exercise. We distinguish problems of gameplay from problems of divergence between game and non-game logics. Using Béguin & Rabardel's theory of instrumental genesis we observe how the gamification instrument shapes the review activity, in the process of continuously adapting artifacts and users' activity schemes. We identify locally emergent solutions to the divergence issue: players resort to half-engagement with the game and tailor gameplay strategies, selectively ignoring, observing or bending rules such as to manage the relative priorities of game and non-game objectives. In our case study gamification is more than an engine for fun: it facilitates learning by structuring the collaborative activity in memorable events with specific tempo, attention focus, and communication style. Constant adjustment enriches learning and becomes part of the game.
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