Computers in Human Behavior Reports
Computers in Human Behavior Reports
A R T I C L E I N F O A B S T R A C T
Keywords: Persuasive designs have become prevalent for smartphones, and an increasing number of users report prob
Persuasive designs lematic smartphone use behaviours. Persuasive designs in smartphones might be accountable for the develop
Persuasive technology ment and reinforcement of such problematic use. This paper uses a mixed-methods approach to study the
Problematic smartphone use
relationship between persuasive designs and problematic smartphone use: (1) questionnaires (N=183) to
Smartphone addiction
HCI ethics
investigate the proportion of participants with multiple problematic smartphone use behaviours and smartphone
designs and applications (apps) that they perceived affecting their attitudes and behaviours, and (2) interviews
(N=10) to deepen our understanding of users’ observations and evaluations of persuasive designs. 25% of the
participants self-reported having multiple problematic smartphone use behaviours, with short video, social
networking, game and learning apps perceived as the most attitude- and behaviour-affecting. Interviewees
identified multiple persuasive designs in most of these apps and stated that persuasive designs prolonged their
screen time, reinforced phone-checking habits, and caused distractions. Overall, this study provides evidence to
argue that persuasive designs contribute to problematic smartphone use, potentially making smartphones more
addictive. We end our study by discussing the ethical implications of persuasive designs that became salient in
our study.
1. Introduction (eCorner, 2013). However, studies have shown that the “like” button
negatively affects users’ mental health, resulting in social comparisons
Fogg was one of the first scholars to research computers as persuasive and increased envy and depression (Blease, 2015). On the other hand, in
technologies (Fogg, 1998). In the early days of persuasive technology, the context of the attention economy, persuasive designs (for example,
designers focused on promoting positive attitudes and behaviour recommendation algorithms on video and e-commerce platforms)
changes in the health, economics and education fields (Hamari et al., insatiably seek users’ attention and consume their leisure time (Wil
2014). Later, persuasive designs became ubiquitous online, with attitude liams, 2018). Companies adopt persuasive designs to prolong users’ time
and behaviour change design methods being increasingly integrated on their digital services and seek to make their products more engaging
into social networking, retail, news and entertainment sites. Billions of and habit-forming than those of their competitors (Eyal, 2014). Experts
users are exposed to such persuasive designs each day by internet giants fear that the precipitous rise in smartphone and social media usage
such as Facebook, TikTok, Amazon, Netflix, Alibaba, YouTube and (Rosenquist et al., 2021) is leading to mental (Lei et al., 2020) and
others. physical harm (Kim et al., 2015), especially among children and ado
Persuasive designs might negatively affect users’ attitudes and be lescents (Lewis, 2017).
haviours (Borgefalk & Leon, 2019). On the one hand, for products Screen time and mental/physical problems associated with smart
designed to serve their customers better, it is possible that unintended phone use are increasing worldwide (Busch & McCarthy, 2021; Olson,
impacts on users might arise despite firms’ good intentions. One Sandra, Colucci, et al., 2022; Rozgonjuk et al., 2018). Studies have found
prominent case is the introduction of the Facebook “like” button, which that some mobile applications (apps) predominantly occupy users’
was intended to enable users to share affirmation and positivity easily screen time, i.e., lifestyle, social networking (Noë et al., 2019) and
* Corresponding author. Human-Computer Interaction Research Group, University of Luxembourg, 11 Porte de Sciences, L-4366, Esch-sur-Alzette, Luxembourg.
E-mail addresses: xiaowei.chen@uni.lu (X. Chen), ahedman@kth.se (A. Hedman), verena.distler@uni.lu (V. Distler), vincent.koenig@uni.lu (V. Koenig).
https://doi.org/10.1016/j.chbr.2023.100299
Received 13 September 2022; Received in revised form 7 May 2023; Accepted 20 May 2023
Available online 22 May 2023
2451-9588/© 2023 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-
nc-nd/4.0/).
X. Chen et al. Computers in Human Behavior Reports 10 (2023) 100299
instant messaging apps (Ding et al., 2016). Furthermore, Noë et al. found
some features of Snapchat that make users prolong their usage, for
example, making friends compete against each other for the top position
(competition) and incentivising users not to break their “Snapstreaks”
with close friends (reward) (Noë et al., 2019). It seems legitimate to
consider Snapchat’s success in light of its integration of these persuasion
strategies.
The majority of studies on applications of persuasive technology are
in the health, wellness, and education domains(Devincenzi et al., 2017;
Orji & Moffatt, 2018); recently, scholars have paid growing attention to
its adverse effects on volunteerism, privacy, transparency, and users’
awareness (Nyström & Stibe, 2020). However, the relationship between
persuasive designs and problematic smartphone use (PSU) is less stud
ied. This study makes two main contributions.
2
X. Chen et al. Computers in Human Behavior Reports 10 (2023) 100299
term PSU to study the “craving to use a smartphone in a way that is difficult that 89% of smartphone interactions are initiated by users, not by no
to control and leads to impaired daily functioning” (Busch & McCarthy, tifications. Importantly, they suggested investigating the routines and
2021). Lanette et al. (2018) noted that the expression “smartphone habitualised behaviours users develop over time in interacting with
addiction” was overused in academia and the media. They questioned smartphones. One possible explanation is that persuasive designs in
the objectiveness of self-reported scales and stressed the situated and smartphone operating systems and apps cultivate and reinforce users’
complex nature of phone use. They suggested looking deep into smart habitual behaviours. Studies have identified persuasive designs in pop
phone functionalities and users’ self-reflective behaviour. Likewise, ular apps such as YouTube, Facebook, Snapchat, Flipkart and AliExpress
Billieux, Schimmenti, et al. (2015) advised caution in overpathologizing (Adib & Orji, 2021; Kampik et al., 2018; Noë et al., 2019), while
everyday behaviour as behavioural addictions. They highlighted the persuasive technology is effective in motivating users to change be
multi-faceted nature and heterogeneity of daily life disorders. Therefore, haviours (empirical studies) (Cellina et al., 2021; Khalil & Abdallah,
this study does not aim to examine which terms describe current 2013) and in sustaining behaviours (theoretical framework) (Kaptein
smartphone use problems most precisely; it instead seeks to study factors et al., 2010).
that contribute to the problematic situation, and studies using both Teenagers spend prolonged time online with social media and games,
terms (“smartphone addiction” and “PSU”) will be referred to. which might be linked to persuasive designs (Daniel, 2018). Cemiloglu
Almourad et al. (2020) reviewed different definitions of digital et al. (2021) compared theories explaining digital addiction behaviours
addiction in 47 studies, including internet, gaming and smartphone with the PSD model, suggesting that certain PSD strategies, such as
addiction. Several features were identified and classified into categories reduction (simplifying tasks), rewards (rewarding target behaviours),
that provide an image of digital addiction with respect to four aspects, i. social comparison (comparing oneself with others), liking (being visu
e., device usage, social interaction, psychological states, and clinical ally attractive to users) and personalisation (offering personalised con
symptoms (see Fig. 2). In addition to providing a holistic view of the tent or services), may trigger and expedite digital addiction in specific
digital addiction research field, they observed a set of shared features contexts. To the best of our knowledge, there is no empirical study on the
across terms, including impulsivity, compulsion, lack of control, nega relationship between persuasive technology and PSU; as a result, we
tive emotional outcomes, and impairment in work and study (Almourad formulate the following research questions (RQs) to fill this research
et al., 2020). This integrated approach considers the diversity of gap:
smartphone functionalities, given that smartphones have become syn
thetic devices for communication, connectivity, and gaming. RQ1. What proportion of study participants self-report having mul
For the purposes of this article, we will use the term Problematic tiple problematic smartphone use behaviours?
Smartphone Use (PSU) to refer to users overusing smartphones to a RQ2. Which smartphone designs and apps do participants report
degree that causes a perceived negative impact on their productivity, influence their attitude or behaviour?
mental/physical health, and other aspects of life. RQ3. How do participants perceive persuasive designs and their
Scholars have striven to identify the factors that contribute to PSU. influences on smartphone use?
Some researchers investigated users’ susceptibility to PSU. They found
that user characteristics, such as antagonism and negative affect, serve 3. Research methods
as positive predictors for latent PSU behaviours (Marciano et al., 2021).
Further, researchers found that fear of missing out (FOMO)/lower 3.1. Overview
well-being/distress were correlated with PSU (Della Vedova et al., 2022;
Elhai et al., 2016; Horwood & Anglim, 2019). Higher levels of FOMO We used a mixed-methods approach to answer our research ques
were found to be associated with greater impact of social media on one’s tions. We administered a questionnaire to answer RQ1 and RQ2 (section
daily activities and productivity (Rozgonjuk, Sindermann, Elhai, & 3.2) and interviewed ten study participants to provide additional an
Montag, 2020). Meanwhile, scholars studied users’ interactions with swers to RQ1 and answer RQ3 (section 3.3).
smartphones to explore why smartphones are disruptive. Frequent
phone-checking habits make up a substantial amount of users’ smart
3.2. Questionnaire
phone use (Oulasvirta et al., 2012). Heitmayer and Lahlou (2021) found
3.2.1. Participants
Participants were recruited through multiple channels. We published
the link to the questionnaire on the university intranet forum (Beijing
Institute of Graphic Communication), student group chats (Energy and
Sustainability program at Zhejiang University), and Tencent question
naire service1 (Survey distribution set to college students aged 18 to 26).
248 users completed the survey. With Tencent’s automatic spam screen2
and manual age-grade consistency check (i.e., Chinese students, in
general, start their freshman year between age 17-19 years old; This age-
grade consistency check filtered out participants who deviated more
than two years from the average number), 183 questionnaires were
verified as valid.
The participants of our study are Chinese university students. There
were 90 male and 93 female participants, ranging from 18 to 26 years
old (mean=21.7, SD=1.8). 83% (n=152) of the participants use Android
1
Tencent questionnaire service: a free and professional questionnaire
design and distribution platform operated by Tencent company, the largest
social networking company in China.
2
Tencent automatic spam screen: the Tencent machine learning algorithm
studied respondents’ answering behaviour, number of answers, question types,
Fig. 2. Digital Addiction features (Almourad et al., 2020). and other factors to filter spams.
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X. Chen et al. Computers in Human Behavior Reports 10 (2023) 100299
smartphones, while 17% (n=31) use iPhones (see Fig. 3 for the histo a) No. b) Very rarely. c) Rarely. d) Occasionally. e) Frequently.
grams by age, gender, and operating system). The most common study Q11. Does the smartphone negatively affect your studies or profes
programs in the survey sample were engineering (n=27%), economics & sional life?
management (n=25%), computer science (n=23%), and e-commerce & a) No. b) Very rarely. c) Rarely. d) Occasionally. e) Frequently.
marketing (n=14%).
Perception of persuasive applications Q12-Q13 investigate par
3.2.2. Procedure ticipants’ perceptions of persuasive applications on their smartphones.
We pre-tested the questionnaire with four university students. The Specifically, the participants contribute to identifying intentionally
first two students were from a Swedish university and complete the pilot persuasive and behaviour-affecting features, and we examine whether
questionnaire in English. They provided valuable feedback for con the mentioned apps/OS features are technology-enabled and proactive.
structing the smartphone usage and open-ended questions. Then, the The questionnaire ends with Q14, about whether the participants would
pretests were held with two Chinese university students using a Chinese be willing to participate in an interview:
translation of the questionnaire. All pretest sessions were conducted via
Zoom. We collected the data using the Chinese version of the Q12. Are there any apps that have changed your attitude or behav
questionnaire. iour? (If yes, please elaborate briefly.)
The questionnaire was published on April 3, 2021, and data collec Q13. Are there any functions, apps, or designs of your smartphone
tion remained open until April 25, 2021. During this period, no lock that led you to develop new habits? (If yes, please elaborate briefly.)
down measures were implemented in the cities in which our participants Q14. Would you like to participate in a 30-minute interview about
resided. However participants needed to use smartphones to track their your smartphone usage habits? (If yes, please leave your contact
contacts and install e-learning apps. Questionnaires could be answered details.)
through web pages, QQ, and WeChat. On average, users took 3 minutes
to complete the survey. Each valid survey participant received ¥3 (US 3.3. Interview
$0.5) as compensation.
3.3.1. Participants
3.2.3. Materials Ten interviewees were sampled on April 6, 2021, from the survey
The questionnaire included multiple-choice questions and open- participants who had submitted contact information; 172 valid answers
ended questions in three sections: had been collected by then. Participant gender and screen time were
Demographics Q1-Q5: Participants’ age, gender, smartphone taken into account to match the survey sample distribution. We sampled
operating system (OS), study program, and year in university (i.e., five females and five males. The sampled interviewees reported
Bachelor [freshman, sophomore, junior, senior] or graduate program spending on average 6.0 h/d on their smartphones, while the survey
[master’s student, PhD student]). participants reported 5.6 h/d. Interviewees came from various study
Smartphone usage Q6-Q7: We asked the participants to report their programs, including energy and sustainability, computer science, media
average daily screen time and gaming time. Q8-Q11: We adapted and civil engineering (see Table 1).
questions from published studies and chose loss of control, perceived
negativeness and overuse as key PSU indicators (Huang et al., 2021), 3.3.2. Procedure
including: We designed and pre-tested interview questions using the same
procedure as described above for the questionnaire. The in-depth in
Q8. Do you feel that the use of smartphones takes up too much time? terviews started with a self-evaluation of their problematic smartphone
a) Yes. b) No. c) Hard to tell. d) Occasionally. use. Then, we asked interviewees questions related to smartphone usage
Q9. Have you tried to control your smartphone usage time? and screen time. Next, the interviewees were asked to identify persua
a) Yes, I reduced my usage time. sive designs that they could observe in their smartphone usage; if the
b) Yes, but I failed to reduce my usage time. interviewees weren’t familiar with the concept of persuasive technology
c) No, I do not intend to reduce my usage time. before the interview, the definitions, applications and examples of
d) No, but I plan to reduce my usage time in the future. persuasive technology were explained to them. The interviews ended
Q10. Do you inadvertently use your smartphone for longer times with a self-evaluation of how the persuasive designs observed by in
than you planned? terviewees affect their screen time and smartphone usage habits.
The interviews lasted between 18 and 45 minutes and were con
ducted remotely via WeChat voice call. The interviews were recorded
with permission. Each interviewee was compensated ¥50 (US$7.3) for
participation.
3.3.3. Materials
A Chinese translation of Fig. 2 was presented to the interviewees, and
we provided the definitions of the DSM- 5 Factors and ADHD as foot
notes to the interviewees. We referred to the recommendation and red
dots notification designs of WeChat as examples of persuasive technol
ogy in question 5, because all participants used WeChat and were
familiar with these features. We prepared the following seven questions
for the interviews:
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X. Chen et al. Computers in Human Behavior Reports 10 (2023) 100299
Table 1
Summary of interviewee information.
Participants Ages Gender OS Study Program Grade Screen Time (h/d)
3. Please evaluate the hours needed for these essential occasions. What 4. Results
are the factors that caused you to spend more time on your
smartphone? 4.1. Questionnaire
4. Have you heard about Persuasive Technology before? (If yes, can you
elaborate a bit.) 4.1.1. Problematic smartphone usage (RQ1)
5. Discuss Persuasive Technology definitions by Fogg (2002) and In this section, we describe what proportion of users self-reported
Kampik et al. (2018) and applications. having multiple PSU behaviours.
6. Can you recognise some persuasive applications/features/designs on The participants reported spending on average 5.6 h/d using their
your smartphone? smartphones. 15% (n=28) of them spent less than 4 h/d using their
7. Would you mind evaluating the impact of the above-mentioned smartphone, while 85% (n=155) spent 4 h or more. On average, female
persuasive applications on your smartphone use? participants used their phones 5.9 h/d, while male participants used
theirs for 5.4 h. We would like to point out that the screen times in this
3.4. Data analysis study are self-reported, with the exception of Table 3 and interviewees’
transcripts, which were documented based on screenshots. We will
The questionnaires were collected in Chinese, and then the raw data discuss this further in the study limitations.
were translated from Chinese to English. For screen time and gaming 67% (n=122) of participants indicated that they spent too much time
time, means were computed by gender and operating system. Quanti on their smartphones. 83% (n=152) of participants had tried to control
tative analyses were performed using Microsoft Excel and SPSS. For their smartphone usage time; among them, 58 (mean=5.3 h) partici
open-ended questions, sentiment analysis was performed using Excel pants were able to reduce their screen time, while 94 (mean=5.8 h)
Azure Machine Learning. The results were also manually checked for participants failed to do so. 122 (67%) participants (frequently and
errors. Data were visualised using Python Seaborn Library (Waskom, occasionally) used their smartphones for longer times than planned,
2021). while 81 (44%) participants (frequently and occasionally) thought
We used thematic analysis (Clarke et al., 2015) to analyse the smartphones negatively affected their studies or professional life.
qualitative data collected from the interviews. The audio recordings To sum up, 25% (n=46) of participants reported multiple PSU be
were transcribed to text via the iFlytek3 automatic transcription service, haviours at the same time, including smartphone overuse (Q8: a or d and
then manually checked and extracted by author 1. The interviewee Q10: d or e), had failed to control or planned to control their phone use
transcripts were translated into English by author 1. Authors 1 and 2 in future(Q9: b or d), and felt that they had been negatively affected by
discussed together how to choose matched codes in the coding process phones (Q11: d or e). They reported spending 6.3 h daily on their
and search for the relevant themes. The themes were reviewed and phones.
discussed between the authors in the process of structuring and
composing the results section. 4.1.2. Reported persuasive features (RQ2)
In this section, we describe the perceived persuasive applications
3.5. Privacy and ethical considerations reported by survey participants.
145 (79%) participants answered the open-ended question: Are there
The study was conducted at a Swedish University which does not, any apps that have changed your attitude or behaviour? Among participants
under normal circumstances, require ethical review board approval for who filled in answers, 38 participants only mentioned app names, with
HCI studies. Participants who were younger than 18 years old were no specification of how these apps influenced them. Consequently, 107
automatically deleted from the survey results to protect the privacy of valid answers were analysed by Azure to identify sentiments. The most
minors. The quantitative and qualitative data collected in the study were mentioned apps were TikTok4, WeChat (social networking), Honor of
analysed anonymously, and participants’ identity was protected. The Kings (a popular game), Kuaishou (short video platform), Little Red
collected data were stored in an encrypted hard drive. We informed all Book (social networking), Weibo (Chinese Twitter) and Taobao (e-
study participants of the purpose of the study and their right to with commerce) (see Table 2, the most mentioned apps that changed users’
draw at any time. We obtained verbal consent from all interviewees attitude or behaviour with sentiment analysis, count, and coded com
prior to the interviews. ments). These are all popular apps among young Chinese. Surprisingly,
TikTok, WeChat, Honor of Kings, and Taobao were also the most
frequently mentioned as having negative influences on participants.
“Time” was the most frequently mentioned keyword, which was
recorded in 23 answers. Positive sentiments were associated with
3
iFlytek: a Chinese information technology company specialising in voice
recognition and communication technology. We employed automatic tran
4
scription, and the audio and transcripts were deleted from the researchers’ TikTok: TikTok in this study refers to Douyin which is the Chinese version
iFlytek account after downloading them. of TikTok international version.
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X. Chen et al. Computers in Human Behavior Reports 10 (2023) 100299
Table 2
The most mentioned apps that have changed participants’ attitudes or behaviours.
Apps Sentiment Analysis Count Comment
Notes: Pos. for Positive; Neu. for Neutral; Neg. for Negative; N.D. for No Detail.
‘(n)’ in Apps means count of the specific app.
Countdown (a timer app with schedule features), Forest (time man users was both positive and negative; social networking, time manage
agement), Douban (an online community of book, music and movie ment, and digital payment apps were the most mentioned apps leading
lovers), e-learning, Screen Time (iOS and Android digital health func to new habits; additionally, some of these apps lead users to adopt daily
tions), and Toma Todo (a timer app with screen locker function). In check-in habits.
contrast, negative sentiments were linked to Honor of Kings (decreased
self-control), TikTok (spent too much time on TikTok, “cannot stop”),
WeChat (half of the screen time goes by without noticing it). 4.2. Interviews
More than ten users positively commented on a set of lifestyle, hobby
and learning apps: Keep (fitness), Mint (healthy diet), National Karaoke 4.2.1. Self-evaluation of smartphone use (RQ1)
(hobby), Kuwo Music, Duolingo (language learning), and Fluently In this section, we document interviewees’ self-evaluations of
Speaking (English learning). Words such as “fun”, “inspiring”, “helpful”, smartphone use and their reflections.
“time well-spent”, and “productive” were found in these positive After going through the features of digital addiction (Fig. 2), in
comments. terviewees indicated which experiences matched their own. The most
125 (68%) participants answered the question: Are there any func frequently mentioned were using smartphones “over 4 h per day”,
tions, apps, or designs on your smartphone that led you to develop new “habitual checking/unconsciously unlocking phone”, “checking specific
habits? Among participants with filled-in answers, 26 participants did content on smartphones”, “time distortion/forget about time”, and
not elaborate on their answers. Azure marked 4 of the answers as “prolonged usage”.
negative, 25 as neutral, and 70 as positive. 31 (17%) participants P2, P8 and P9 self-reported that they felt addicted to their phones.
mentioned the functions of their smartphone operating system with They reported spending 5.7 h/d on average on their phones. They
positive sentiments, such as: “AI assistant is so smart, I get used to operating mentioned the following symptoms: Time distortion (P2, P8), mild
my phone using voice”, “the Digital Health function gives me a clear idea depression (P9), low productivity in studies (P8, P9), blurring eyesight
about how much time I spend on my phone”, “I use phone memos to write lab and sore fingers (P2), and habits that could cause physical harm (P8 and
notes, it is so convenient”, and “Turning on NFC by double-clicking makes the P9 share a common habit of scrolling through their phones while
payment process easier, saving commute time”. It was observed that these walking). For participants who did not consider themselves addicted,
participants were satisfied with the utilisation and application of fore some symptoms were nevertheless reported: bad sleep quality associated
front technologies, and they accepted and appreciated the convenience with phone usage (P10), sometimes feeling anxious when scrolling
brought by smartphones. Many identified useful operating system through one’s phone (P1), cannot stop scrolling (P4, P6) and habitually
functions that had nothing to do with persuasive technology. unlocking one’s phone (all participants except P7).
The apps most mentioned as leading to new habits were WeChat (11 P8 and P10 expressed being worried about spending over 2 h daily on
times, about changing ways of socialising and making payments, WeChat to socialise with peers because of FOMO. P2, P3 and P5
refreshing the app to check updates, walking 10000 steps daily, etc.); expressed that their performance in their studies/internship had been
Toma Todo (6 times, about concentrating on learning); Alipay (4 times, less productive recently due to excessive use of smartphones:
about digital payment and feeding pets on virtual farms); Baidu (3 times, “I know that I spend too much time on my smartphone, it negatively af
about the benefits of maps and search engine). All these comments were fects me. I cannot focus on studying and often drift away. Tried a few
either positive or neutral, except one participant mentioned that times to reduce screen time; however, I never succeeded.” (P2)
“WeChat has negative influences on my sleep time”. Survey participants
mentioned a set of apps that led them to adopt daily check-in habits: QQ “Playing with my smartphone causes me to delay the hand-in of assign
(instant messaging), Taobao (e-commerce), Banking (finance), Alipay ments. When stress is high, it is more difficult to put aside my phone. This
(finance), Forest (time management), vocabulary apps and Xuexi Tong leads to a cycle of inefficiency and self-indulgence.” (P3)
(e-learning). “I was troubled by the notifications. I fear that I will miss something
Overall, short video, social networking, gaming, e-learning and time important if I do not read them. Some make me emotionally disturbed,
management apps were the most persuasive apps reported by partici which affect my study and productivity.” (P5)
pants. Habit changes brought about by built-in features of smartphones
were almost entirely described as positive, while the impact of apps on In order to gain a deeper understanding of the roles of smartphones
in interviewees’ daily lives, the interviewer asked in which situations
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X. Chen et al. Computers in Human Behavior Reports 10 (2023) 100299
Table 3
Screen time and App usage of interviewees.
Participants Screen Time Necessary PD Comments Most used apps (h/d)
(h/d) (h/d)
P1 7.8 3.0 − 30% No intention to reduce smartphone usage. Smartphone is a useful tool. Weibo (2.0); WeChat (1.2);
TikTok (1.1); QQ (0.7)
P2 10.0 2.5 − 50% I blocked all notifications and try to reduce the frequency of checking my phone. WeChat (2.4); Videos (1.4);
TikTok (1.4); Gaming (1.1)
P3 4.0 2.0 − 50% I blocked notifications, recommendations, and deleted video apps to reduce my WeChat (1.6); Browser (0.7);
screen time. Music (0.5); Stock app (0.3)
P4 5.7 1.0 − 50% \ Douban (1.6); WeChat (1.2);
YouTube (0.8); TikTok (0.6)
P5 7.0 3.0 − 20% I traveled to another city with friends and do not have much time to play with Gaming (1.7); WeChat (1.5);
smartphone. Meituan (1.4); Weibo (0.4)
P6 9.1 6.0 − 25% Smartphone is my only digital device for assignments, lectures and entertainment. Videos (1.2); Pinduoduo (1.1);
Kuaishou (1.0); WeChat (0.8)
P7 6.1 5.0 − 25% I used iOS Screen Time to control the usage of certain apps. WeChat (2.4); Bilibili (1.5);
QQ Music (0.3); Taobao (0.3)
P8 8.0 5.0 − 65% I used multiple devices to reduce my frequency of checking my phone. All work- WeChat (2.8); Bilibili (1.1);
related tasks have been moved to laptop and iPad. Ciwei reading (0.5)
Xianyu (0.4)
P9 7.0 2.5 − 10% I deleted TikTok. Reading (2.6); WeChat (2.5);
Bilibili (0.8); QQ (0.7)
P10 6.0 5.0 − 40% Smartphone has been integrated into my daily life, makes tasks easier. WeChat (1.4);
Smartphone reduced my time using laptops. Gaming (1.2); TikTok (1.0);
Weibo (0.7)
Mean 7.1 3.5 − 37% – –
Notes: screen times and most used apps in this table were logged from screenshots provided by the interviewees.
PD: Persuasive Designs. This column is the user’s self-evaluation; if they could turn off all persuasive features, their screen time might change n%. ‘\‘: No record. ‘-‘: not
applicable.
interviewees must use their smartphones and with what functions. Ac Participants used phrases associated with emotions in their own re
cording to these functionalities, a list of apps could then be identified flections on overusing smartphones: “bored”, “stress”, “relax”, “fun”,
and divided into six categories: “happy”, “isolated”.
Social networking QQ, WeChat, Weibo, Douban, Little Red Book; In summary, three out of ten interviewees self-reported that they
Shopping Taobao, Pinduoduo, JD, Alipay, Xianyu, Meituan were addicted to their smartphones. Physical harm, depression, FOMO
takeaway; and low productivity were reported to be associated with smartphone
Study/work DingTalk, university apps, Email, NFC commuting overuse. Interviewees reported apps that were essential to them,
card; covering many aspects of their life. Interviewees used emotion-related
Tools Vocabulary apps, maps, Forest, stocks and funds, banks, Toma expressions to reflect on their smartphone overuse.
Todo, Calendar;
Reading Zhihu, WeChat news subscription, Qidian online; 4.2.2. Perception of persuasive designs (RQ3)
Leisure Music apps, games, short video apps, streaming services. In this section, we describe how interviewees perceived persuasive
When the interviewees were asked to evaluate the time needed for designs and which persuasive designs interviewees identified on their
these essential use, this ranged from 1 h to 5 h. The mean time was 3.5 h, smartphones.
which is 58% of their self-reported total screen time (mean=6 h). The Interviewees were divided in terms of knowledge of persuasive
interviewees mentioned some of the factors that caused them to spend technology. On the one hand, two interviewees who were studying
prolonged hours on their smartphones: computer science (P3 and P7) and one interviewee with a media major
(P10) had learnt about persuasive technology in their previous studies.
“I feel bored when commuting, so I play with my smartphone like others;
They defined persuasive technology as “using automatic algorithms and
When I encounter difficulty in writing my bachelor’s thesis and my
notifications to persuade users” (P3), “applying psychological methods in ICT
internship tasks, I check social media and escape from all the stress during
products design” (P7), and “studying users’ preference to cultivate and
the break to relax.” (P5)
reinforce habits” (P10). On the other hand, the other seven interviewees
“My roommate and I compete on the Alipay virtual farm. It is a silly game; had no prior knowledge of persuasive technology before the interviews.
however, it is fun to have a routine game with a friend. Additionally, I To investigate their perceptions of persuasive technology, definitions,
play TikTok videos when I have meals; then, time flies without noticing it.” applications and examples of persuasive technology were discussed with
(P6) the interviewees to ensure that the interviewees understood what
persuasive technologies were and how they worked. After the discus
“I know that using a smartphone for 6 hours daily is a bit too much. The
sion, the interviewer invited the interviewees to identify persuasive
entertainment provided by the smartphone is very convenient. Since I am
applications and features in the apps they use daily. The persuasive apps,
so happy when playing on the device, and making changes will be painful,
designs and features that the interviewees identified can be classified
why do I need to control my usage? If the purpose of life is to pursue
into the following categories:
happiness, smartphones can indeed fulfil my needs.” (P7)
Social networking Little Red Book integrates purchase links into its
“When I hang out with my friends during the weekends, I have less screen online community, making it easier to place orders from influencers’
time. However, when I spend weekends by myself, I feel isolated if I don’t posts. WeChat has subscriptions; QQ pushes notifications; while Weibo
refresh my social media feeds. Also, commuting between two campuses of and Douban recommend articles and ads based on the users’ viewing
the university takes 3 to 4 hours each week. I play with my phone on history and profiles. WeChat uses tags, such as “N friend(s) favourited”
public transportation.” (P9) and “N friend(s) read this article” to persuade users to click on the
recommended articles (see Appendix Fig. 4). All these social networking
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X. Chen et al. Computers in Human Behavior Reports 10 (2023) 100299
companies incorporated “like” buttons in their apps. commerce apps recommend too many products to users based on their
Shopping Taobao, Pinduoduo, Xianyu, and JD recommend new purchase history and browser history. P3, P7, and P10 identified more
purchases based on users’ searching, browsing and typing history. persuasive designs than other interviewees. Concerns about user privacy
Meituan takeaway suggests menus to users based on their location, and data ownership were also raised by P7 and P10.
profile, and local weather forecast. Pinduoduo uses gambling-like de In summary, interviewees identified multiple persuasive designs in
signs5 to deceive users and gamification to attract users to spend more most of their essential daily apps, and they expressed quite positive
time on it (see Appendix Fig. 4). Alipay’s virtual farm uses incentives sentiments towards the functionalities of these apps; however, they
(virtual coins) and competition (rankings) to foster users’ daily check-in complained about the distraction, lack of consent, user privacy and
habits. Additionally, all these apps send coupons to stimulate new blurring data ownership related to persuasive designs. Besides the
purchases. common persuasion strategies, some ethically controversial ones were
Tools Time management apps such as Toma Todo and Forest have also reported by interviewees, that is, using emotional triggers and
persuasive reminders to help users manage their schedules. Keep and gambling-like designs to persuade users.
Mint have persuasive notifications to encourage users to exercise and eat
healthy diets. Vocabulary apps use personalised notifications and goals 4.2.3. Evaluation of persuasive designs (RQ3)
to remind users to check in daily. The Baidu map highlights restaurants In this section, we record how the interviewees evaluate the influ
and shops that have paid promotion fees to make their locations more ence of persuasive designs on them.
visible. Interviewees indicated that persuasive designs prolonged their
Reading Top Buzz news and Zhihu recommend articles based on screen time, caused distractions, and affected their behaviours; specif
users’ reading history. Ads are personalised according to users’ unique ically, P5, P7 and P10 mentioned disruptiveness, exploiting human
profiles, making the ads more attractive and relevant to users. Top Buzz, weakness and reinforcing habits:
WeChat subscription channel and Weibo trending news use emotionally
“Without these subtle persuasive designs, I would spend less time checking
triggering titles to lure users. "Smart" algorithms are applied to provide
my phone. When I was reading a paper or working on assignments, the
personalised suggestions.
reminders that a drama I followed had just updated would prompt me to
Leisure Short videos, user-generated content, and streaming plat
watch the drama first.” (P5)
forms recommend new videos/playlists based on users’ viewing history
(i.e., WeChat video, TikTok, Kuaishou, iQIYI, Youku, Bilibili, YouTube). “All popular apps have persuasive designs integrated. Interaction de
TikTok and Kuaishou integrate buying links with video content, signers took advantage of human weaknesses and created these apps. It
encouraging users to place orders with only one click. seems that only users are being blamed for their lack of self-control.” (P7)
OS The red dots on app and system icons draw users’ attention and
“Persuasive designs feed users according to their preferences, which could
keep persuading users to click on them (iOS and Android). Xiaomi and
make users stuck in their own habits knowing how it works does not make
Huawei phones show recommendations of readings and app promotions
me immune to the algorithms.” (P10).
after system updates. Participants were annoyed by those solicitations,
which were difficult/impossible to turn off. At the end of the interviews, interviewees were asked to spend 2
Proactive persuasive designs were identified in most essential apps minutes reflecting on their smartphone usage and evaluating the influ
by interviewees, with the exception of a few tools (stocks & investments, ence of persuasive apps on them. All interviewees indicated that
calendar) and study/work apps (DingTalk, university, email and NFC persuasive applications increased their smartphone usage time. The in
commute apps). Interviewees used negative expressions to describe their terviewees estimated that if they could turn off all persuasive features on
experience with intrusive persuasions that relied on personal informa their smartphones, they might reduce their screen time by 10%–65%,
tion and distracting notifications. On the other hand, interviewees used with a mean value of 37% (see Table 3).
positive expressions to discuss persuasive features of time management All interviewees shared their screen time screenshots with the
apps, Keep, Mint, and vocabulary apps. The interviewees used neutral interviewer during the interviews. The most frequently used apps by
expressions to describe their experience with persuasive designs, but interviewees were social networking apps (WeChat, Weibo, QQ), video
they were annoyed that they could not turn off some persuasive features platforms (Tencent, Youku, Bilibili), short video apps (TikTok,
that were imposed on them without their consent. Kuaishou), shopping apps (Taobao, Pinduoduo, Xianyu, Meituan),
All interviewees expressed positive sentiments towards their phones. reading apps (Ciwei, Qidian) and games. These apps accounted for more
This matches the analysis of the questionnaire’s open-ended answers. than half of the interviewees’ screen time. As we recorded in Section
However, users complained about the red dots on the operating system 4.2.2, nearly all these apps integrate multiple persuasive designs into
icons, which made users click reflexively, and intrusive AI recommen their services. We collected comments from the interviewees three
dations (for example, the AI assistant page of Harmony OS), which were weeks after the interviews regarding their participation in the study.
described as “harassing” and “manipulative” by participants. E- Five interviewees had reduced their screen time after the interviews, and
they mentioned blocking notifications, deleting addictive apps, travel
ling with friends, setting time limits on addictive apps, and using
5
Gambling-like designs: Pinduoduo persuades users to invite their friends alternative devices to reduce the frequency of unlocking their smart
to download or register with Pinduoduo to endorse them to get “free cash” or phones. For interviewees who did not seem to worry about their screen
“free products”. Pinduoduo’s algorithm calculates how much the invited friends time, their screen times remained nearly the same, and they mentioned
would endorse a user. In many cases, even if the user spends days inviting all his that their smartphone was “useful”, “integrated with everyday life” and
friends to sign up and log in to Pinduoduo, the promised money is never one participant’s “only digital device”.
transferred to the user. This persuasion strategy applies deception and matches Overall, the interviewees evaluated that persuasive designs pro
the definition of gambling, i.e., “the practice of risking money or other stakes in longed their screen time, reinforced habits and caused distractions. In
a game or bet” (merriam-webster.com). In these gambling-like designs, users terviewees had different evaluations of the impact of persuasive designs
lost their valuable time and their friends’ personal data; and most users gained
on their screen time, but all reported that persuasive designs increase
nothing at the end of the games. Lawyer Liu Yuhang sued Pinduoduo for
their screen times.
allegedly violating the principle of good faith, using false data, and concealing
rules, which constituted fraud, on March 31, 2021, in Shanghai, China. Even
though Pinduoduo is listed on Nasdaq, there is not much international coverage 5. Discussion
of this lawsuit, which was trending on Chinese social media sites for weeks in
April 2021. In this section, we reflect on the three research questions of this
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X. Chen et al. Computers in Human Behavior Reports 10 (2023) 100299
paper. First, we discuss our results regarding problematic smartphone 5.2. Persuasive designs are making smartphones more addictive
usage (RQ1). Second, we discuss the results concerning perceptions,
identification and evaluation of persuasive designs (RQ2 and RQ3). We found persuasive designs to be more prevalent than we had ex
Next, we discuss our findings regarding interaction design ethics. We pected. Persuasive designs were identified by interviewees in most daily
also discuss the limitations of the present work and suggest directions for apps, except for a few essential apps (see Section 4.2.2). Reviewing the
future research. apps that changed attitudes or behaviours from the questionnaire results
(Table 2), we found that all but a few learning apps integrated with
5.1. Problematic smartphone use: proportions, screen times and multiple persuasive designs. We can deduce from these findings that
reflections study participants live their everyday life with ambient persuasions.
Persuasive designs are often designed to exploit users for indirect
Throughout our study, similar proportions of participants reported monetisation by manipulating them to spend as much time as possible
multiple PSU behaviours (25% in the survey, 3 out of 10 in the in interacting with apps and services. For shopping apps, the most identi
terviews). Many previous studies have used SAS-SV to measure the PSU fied persuasive designs were personalisation, reduction, suggestion and
of Chinese students, with varying results, ranging from 30% (Chen et al., rewards; for social networking apps, they were recognition, person
2017) to 72% (Yang et al., 2019). Different sample methods and alisation, social comparison, and reminders; for leisure and reading, the
participant demographics might contribute to the differences in results. most identified were liking, suggestion, tracking, reduction, and moni
The interviewees’ reported symptoms, such as time distortion, mild toring. These most identified strategies overlapped with Orji and Mof
depression, low productivity, blurred eyesight, and wrist pains, were fatt’s analysis (Orji & Moffatt, 2018). However, they identified the most
also recorded by other PSU studies (Busch & McCarthy, 2021; Rozgon employed designs when analysing persuasive technologies for health
juk, Sindermann, Elhai, Christensen, & Montag, 2020). and wellness. In this study, these designs were found in social
There are multiple reasons why survey participants reported networking, shopping, leisure and reading apps, which seek more clicks
spending 5.6 h/d on average on their phones. Previous studies found and monetisation from users. The persuasive designs in these apps do
that correlation points between FOMO and PSU are much higher for not contribute to user well-being and are misaligned with user interests.
Chinese students compared to Western countries (Elhai, Yang, Fang, Persuasive triggers and reminders play crucial roles in cultivating
et al., 2020). The anxiety of the COVID-19 pandemic has been found to users’ habitual phone-checking behaviours. Both Fogg’s Persuasive
be associated with PSU severity (Elhai, Yang, McKay, & Asmundson, Design behaviour model (Fogg, 2009) and the PSD model emphasize the
2020). Besides these reasons reported in earlier work, we found that the role of triggers/reminders in increasing users’ performance of target
less developed IT infrastructure of Chinese universities (intranet and behaviours. In surveys and interviews, participants reported that a set of
emails), which resulted in the adoption of instant messaging apps (QQ apps fostered their daily check-in habits. This habitual behaviour was
and WeChat) as primary communication tools among students, admin triggered by phone vibrations, rings, reminders and flashing, which
istrators and educators, make students spend prolonged hours on their eventually led to users unlocking their phones unconsciously every
phones. 15–30 min, even without such triggers. Habitual checking is one of the
Social network and short video apps were the most mentioned apps symptoms of digital addiction and takes up a considerable amount of
in the questionnaire, occupying much of the interviewees’ screen time. users’ screen time daily (Almourad et al., 2020; Heitmayer & Lahlou,
Users tend to conflate smartphone usage and application usage when 2021).
self-reporting PSU (Rozgonjuk, Sindermann, Elhai, Christensen, & Some most frequently used PSD strategies, such as personalisation,
Montag, 2020). When investigating PSU, researchers should be aware of reduction and rewards, might deprive users of the opportunity to make
this problem and consider gathering information on both general independent decisions in long-term use. Before video platforms and
smartphone usage and application-specific usage to better understand shopping apps introduced algorithmic recommendations, users had
the relationship between the two. Additionally, different social network more time to autonomously explore different topics and products.
applications display varying degrees of addictive potential and impact Algorithmic recommendations have come to increasingly influence
on users (Rozgonjuk, Sindermann, Elhai, Christensen, & Montag, 2020), users’ decision-making, in many cases under the banner of convenience
underscoring the need to analyse the platforms users choose and their for users, but many interviewees in our study indicated that some
potential contribution to problematic behaviours (Rozgonjuk et al., smartphone apps powered by such algorithms “know” users to an un
2021). comfortable degree. Ten survey participants complained that the videos
Interviewees’ reflections on necessary usage and overuse revealed recommended by TikTok were so addictive that they wasted “too much
that smartphones have become indispensable for study/work, social, time” and “lost control” (see Table 2).
leisure and finance. Societies globally are undergoing large-scale digital Besides popular persuasive design strategies, we found that some
transformations, moving both public service and private business online. companies use manipulative and deceptive strategies to “persuade”
It is almost impossible to live everyday life without a smartphone. users. One example is the WeChat display of FOMO tags on top of rec
People would face social, study, mobility, and work difficulties without ommended articles to persuade users to spend more time on its services.
apps (see Section 4.2.1). The categories of necessary apps reported by On the one hand, Li et al. (2022) found that FOMO is positively asso
interviewees can explain why 85% of survey participants spent at least 4 ciated with smartphone addiction. This repeated occurrence of the
h daily on their smartphones. People often cannot refuse to use smart FOMO tag might increase users’ level of FOMO, while higher levels of
phones when living in digital societies. In addition, we found that par FOMO are associated with a greater impact of social media on one’s
ticipants regard their phones as interactive narrative relays between daily activities and productivity, and particularly messenger and social
them and others (online strangers/peers/friends/family members). network use disorders (Przybylski et al., 2013; Rozgonjuk, Sindermann,
Smartphone users project their mental life through smartphones and Elhai, & Montag, 2020). On the other hand, people who use their
receive the projections of others. These internal and external mental smartphones frequently for social purposes form smartphone habits
projections interact with each other and have impacts on the user’s daily more quickly, which might lead to PSU (Van Deursen et al., 2015).
life. A kind of companionship is formed between people and their Another example is Pinduoduo, which applies gambling-like designs to
phones, as evidenced by the fact that many users use emotional words to exploit users’ time and social contacts. Gambling disorder has been
describe their overuse of smartphones. recognised as a behavioural addiction in DSM-5 (Edition, 2013).
Deceiving users with nontransparent rules, decoy rewards, and inter
active algorithms can lead to distress and self-blame among users,
accustom them to gambling-like behaviours, and possibly lead them to
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X. Chen et al. Computers in Human Behavior Reports 10 (2023) 100299
become addicted to Pinduoduo. participants we reached were relatively small in number. The survey
Based on the above empirical evidence, we believe that persuasive collected 183 valid results from Chinese university students; it is a small
designs influence the occurrence of PSU. When analysing PSU behav sample compared with the target group population size of 32.86 million
iours, it is crucial to consider persuasive designs. Interaction designers (Textor, 2022). More questionnaires with improved sampling methods
relying on such technologies need to consider the long-term impact of need to be distributed to study the group in more detail. Second, the
their products in terms of time spent, habit cultivation, over self-reported screen time of the participants in this study differed from
simplification of decision-making, behavioural addiction and human- their actual screen time, as evidenced by the actual screen times
computer relationships. (mean=7.1, source: screenshots of their phones) of ten interviewees,
which are longer than their self-reported screen times (mean=6.0,
5.3. Ethical implications for interaction designers source: questionnaires). Future studies need to examine the validity of
self-reported measures of smartphone use and develop improved tools
Persuasion in interactive computing systems is becoming increas for quantifying media use (Parry et al., 2021). Screen time tracking apps
ingly intelligent, subtle and influential. As Fogg pointed out, with could improve the accuracy of capturing usage, but would entail po
interactive technologies, users receive information and respond imme tential invasions of user privacy. We only used three indicators, i.e., loss
diately. Such interactive behaviour is different from traditional media of control, perceived negativeness and overuse, to identify potential
(for example, TV and newspapers), which do not sustain interactive PSU, Therefore, our study’s findings should be interpreted with caution
looping behaviours. Persuasive technology has amplified such interac and further research is needed to validate the items used in our ques
tive looping behaviours radically (Fogg, 2009). Persuasive technologies tionnaire. Third, our follow-up study to assess whether knowledge of
track and produce personalised reminders and suggestions on smart persuasive technologies would change users’ screen time is limited by
phones autonomously, instantly and persistently, and they are getting participants having varying levels of knowledge on how to manage their
better at it every day. screen time, since we did not standardise the information provided to
We put more emphasis on investigating the relationship between them if they asked questions at the end of the interviews. We are also
persuasive designs and PSU in our study; however, we documented that unable to make statements about the reasons why participants changed
nearly all participants also expressed positive sentiments towards the their screen time. Contextual factors might have played a role, for
built-in features of smartphones, learning, hobby and time management instance, sickness, family visits or holidays. Further research is needed
apps. Participants believed these apps improved their quality of life and to identify effective interventions for reducing PSU and improving dig
well-being, which were the initial goals of persuasive technology pio ital well-being (Loid et al., 2020; Olson, Sandra, Chmoulevitch, et al.,
neers. According to the user screen time data we collected, users spend 2022). Fourth, we observed that the interviewees who had heard about
far less time using these persuasive technologies designed for user well- persuasive technology before the interviews identified more persuasive
being, while most of their time is occupied by persuasive designs, such as designs than others. Even after the discussion of the definitions and
those for monetisation, that compromise their well-being. examples, interviewees might need more time to understand and
There are no governmental or industry regulations on persuasive observe persuasive designs on their smartphones.
technologies to block deception and manipulation. We have observed We recommend that future research investigate the impact of
some apps applying persuasive designs to exploit users: first, the abusive persuasive designs longitudinally. Currently, there is relatively little
applications of tailoring and suggestions; for example, some trending research on the abusive application of persuasive technology in
articles on Zhihu and Weibo were actually paid promotions targeting commonly used apps and operating systems that consume much of
specific groups of users. Second, the overuse of reminders to seek users’ young adults’ screen time; there might also be other negative effects
attention and exploit users’ time, for example, the broad adoption of red besides the ones we discussed.
dots and notifications on app icons. Third, some algorithms take
advantage of users’ weaknesses; for example, the addictive algorithm of 6. Conclusion
TikTok troubled many study participants. Despite being troubled by
these persuasive features, users cannot turn off these persuasive We found that persuasive designs were perceived to prolong the
functions. screen time of the participants in our study and contributed to PSU.
There are studies on how to design persuasive technologies ethically, Participants reported that short video, social networking, gaming and
and approaches such as stakeholder analysis (Fogg, 2002), moral prin learning apps most affected their attitude and behaviour, and these apps
ciples (Berdichevsky & Neuenschwander, 1999), voluntariness assess were found to employ multiple persuasive designs and occupy much of
ment (Smids, 2012) and interdisciplinary research methods (Borgefalk participants’ screen time. The most frequently identified persuasive
& Leon, 2019) have been proposed by academia. Seven out of ten in design strategies were reminders, personalisation, reduction, rewards,
terviewees in our study had not heard of persuasive technology before recommendations and emotional motivators. These could have negative
the interviews, which might point toward a general lack of awareness of long-term impacts on users by prolonging their screen time, reinforcing
persuasive technology. Persuasive designs are often the default setting in phone-checking habits and oversimplifying decision-making. Some
operating systems and app installations, as far as we could observed in ethically controversial strategies (persuasion without consent, abusively
this study. We argue that one urgent ethical challenge interaction de applying emotional triggers and using gambling-like designs) have also
signers face is that most users are persuaded without their consent. Our been documented in our study. To answer the question we set out to
users found themselves being persuaded not with explicit arguments or answer – do persuasive designs make smartphones more addictive – we
reasons, but through the constant harvesting of their private data and find indications that persuasive designs might contribute to problematic
exploitation of their emotions. We see no other way to describe such and addiction-related behaviours. We recommend HCI researchers and
means but manipulative - in other words, as the kind of means Fogg designers, as well as psychologists, examine the long-term impact of
warned against in his inceptional and seminal work on persuasive persuasive designs and other similar designs on their users.
technology. Constant exposure to persuasive designs might lead to an
exhaustion of self-control, which might be addressed in future work.
Declaration of competing interest
5.4. Limitations and future work
The authors declare that they have no known competing financial
Our study has some limitations, and open questions for future work interests or personal relationships that could have appeared to influence
remain. First, we used the convenience sampling method, and the the work reported in this paper.
10
X. Chen et al. Computers in Human Behavior Reports 10 (2023) 100299
Data will be made available on request. Author 1 acknowledges financial support of the Institute for
Advanced Studies of the University of Luxembourg through an Young
Academic Grant (2021).
A. Survey results
The survey results (English translation) can be downloaded at the following link: http://doi.org/10.5281/zenodo.4934731.
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