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Time Is Money: The Decision Making of Smartphone High Users in Gain and Loss Intertemporal Choice
Nowadays the smartphone plays an important role in our lives. While it brings us convenience and efficiency, its overuse can cause problems. Although a great number of studies have demonstrated that people affected by substance abuse, pathological gambling, and internet addiction disorder have lower...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2017
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5344929/ https://www.ncbi.nlm.nih.gov/pubmed/28344568 http://dx.doi.org/10.3389/fpsyg.2017.00363 |
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author | Tang, Zixuan Zhang, Huijun Yan, An Qu, Chen |
author_facet | Tang, Zixuan Zhang, Huijun Yan, An Qu, Chen |
author_sort | Tang, Zixuan |
collection | PubMed |
description | Nowadays the smartphone plays an important role in our lives. While it brings us convenience and efficiency, its overuse can cause problems. Although a great number of studies have demonstrated that people affected by substance abuse, pathological gambling, and internet addiction disorder have lower self-control than average, scarcely any study has investigated the decision making of smartphone high users by using a behavioral paradigm. The present study employed an intertemporal task, the Smartphone Addiction Inventory (SPAI) and the Barratt Impulsiveness Scale 11th version (BIS-11) to explore the decision control of smartphone high users in a sample of 125 college students. Participants were divided into three groups according to their SPAI scores. The upper third (69 or higher), middle third (from 61 to 68) and lower third (60 or lower) of scores were defined as high smartphone users, medium users and low users, respectively. We compared the percentage of small immediate reward/penalty choices in different conditions between the three groups. Relative to the low users group, high users and medium users were more inclined to request an immediate monetary reward. Moreover, for the two dimensions of time and money in intertemporal choice, high users and medium users showed a bias in intertemporal choice task among most of the time points and value magnitude compared to low users. These findings demonstrated that smartphone overuse was associated with problematic decision-making, a pattern similar to that seen in persons affected by a variety of addictions. |
format | Online Article Text |
id | pubmed-5344929 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2017 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-53449292017-03-24 Time Is Money: The Decision Making of Smartphone High Users in Gain and Loss Intertemporal Choice Tang, Zixuan Zhang, Huijun Yan, An Qu, Chen Front Psychol Psychology Nowadays the smartphone plays an important role in our lives. While it brings us convenience and efficiency, its overuse can cause problems. Although a great number of studies have demonstrated that people affected by substance abuse, pathological gambling, and internet addiction disorder have lower self-control than average, scarcely any study has investigated the decision making of smartphone high users by using a behavioral paradigm. The present study employed an intertemporal task, the Smartphone Addiction Inventory (SPAI) and the Barratt Impulsiveness Scale 11th version (BIS-11) to explore the decision control of smartphone high users in a sample of 125 college students. Participants were divided into three groups according to their SPAI scores. The upper third (69 or higher), middle third (from 61 to 68) and lower third (60 or lower) of scores were defined as high smartphone users, medium users and low users, respectively. We compared the percentage of small immediate reward/penalty choices in different conditions between the three groups. Relative to the low users group, high users and medium users were more inclined to request an immediate monetary reward. Moreover, for the two dimensions of time and money in intertemporal choice, high users and medium users showed a bias in intertemporal choice task among most of the time points and value magnitude compared to low users. These findings demonstrated that smartphone overuse was associated with problematic decision-making, a pattern similar to that seen in persons affected by a variety of addictions. Frontiers Media S.A. 2017-03-10 /pmc/articles/PMC5344929/ /pubmed/28344568 http://dx.doi.org/10.3389/fpsyg.2017.00363 Text en Copyright © 2017 Tang, Zhang, Yan and Qu. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Tang, Zixuan Zhang, Huijun Yan, An Qu, Chen Time Is Money: The Decision Making of Smartphone High Users in Gain and Loss Intertemporal Choice |
title | Time Is Money: The Decision Making of Smartphone High Users in Gain and Loss Intertemporal Choice |
title_full | Time Is Money: The Decision Making of Smartphone High Users in Gain and Loss Intertemporal Choice |
title_fullStr | Time Is Money: The Decision Making of Smartphone High Users in Gain and Loss Intertemporal Choice |
title_full_unstemmed | Time Is Money: The Decision Making of Smartphone High Users in Gain and Loss Intertemporal Choice |
title_short | Time Is Money: The Decision Making of Smartphone High Users in Gain and Loss Intertemporal Choice |
title_sort | time is money: the decision making of smartphone high users in gain and loss intertemporal choice |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5344929/ https://www.ncbi.nlm.nih.gov/pubmed/28344568 http://dx.doi.org/10.3389/fpsyg.2017.00363 |
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