2023
DOI: 10.1037/ppm0000508
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Perceptions of health changes and support for self-limiting social media use among young adults in Finland—A qualitative study.

Johanna Vainio,
Krista Hylkilä,
Niko Männikkö
et al.

Abstract: Despite increasing research attention given to problematic technology use, the perceptions of individuals who experience related issues remain largely unknown. In particular, qualitative insight into actual help-seekers’ experiences of problematic social media use, which currently holds a subdiagnostic status, is lacking. The present study responds to this research gap with an inductive content analysis of 11 semistructured interviews with young people in Finland—the most active local age group in social media… Show more

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Cited by 1 publication
(2 citation statements)
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References 47 publications
(68 reference statements)
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“…To what degree this corresponds to ALERT, as I have described it, remains to be explored but the link between ALERT and some of the negative social media experiences seems to be clear. In the study by Vainio et al (2023) , people reported various self-limiting strategies for social media use, and these often focused on reducing the effects of features that incite ALERT, such as blinking and bright signal colours that ‘jump’ from the screen when looking at it:…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…To what degree this corresponds to ALERT, as I have described it, remains to be explored but the link between ALERT and some of the negative social media experiences seems to be clear. In the study by Vainio et al (2023) , people reported various self-limiting strategies for social media use, and these often focused on reducing the effects of features that incite ALERT, such as blinking and bright signal colours that ‘jump’ from the screen when looking at it:…”
Section: Discussionmentioning
confidence: 99%
“…Being able to say “ that gaming is/isn’t addicted” is a premise for outlining any (non) ‘addictive’ design, and we need to agree upon what ‘addictive’ is to identify relevant designs. For example, it is unclear whether ‘addictive behaviour’ should equally apply to someone being distracted by checking their smartphone regularly (e.g., Conroy et al , 2023 ; Vainio et al , 2023 ), and another person playing a massive multiplayer online game for decades (e.g., Bleckmann & Jukschat, 2015 ; Domahidi & Quandt, 2015 ). Should ‘distractive design’ be separated from ‘addictive design’?…”
Section: Introductionmentioning
confidence: 99%