Social networking on smartphones: When mobile phones become addictive
By Mohammad Salehan, Arash Negahban. Computers in Human Behavior, 2013
723 citations recorded by the source corpus.
Subfields: Information Systems and Management, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/a4c36e73235861e022b4576b980e3dab2868020f
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Information Systems and Management
- Mark D. Griffiths
- Zsolt Demetrovics
- E. Lee
- Daria J. Kuss
- Cecilie Schou Andreassen
- Ståle Pallesen
- Puneet Kaur
- Amandeep Dhir
In Sociology and Political Science
- Mark D. Griffiths
- Daria J. Kuss
- Zsolt Demetrovics
- Joël Billieux
- Cecilie Schou Andreassen
- Ståle Pallesen
- E. Lee
- Amandeep Dhir
Citations in the corpus
- Too Much Information (2015, positive): “Other researchers found similar activities among college students (Calderwood, Ackerman, & Conklin, 2014; David, Kim, Brickman, Ran, & Curtis, 2014; Grinols & Rajesh, 2014; Mihailidis, 2014; Salehan & Negahban, 2013).”
- What type of content are smartphone users addicted to?: SNS vs. games (2016, background): “These results are consistent with past research that showed that SNS use was a positive predictor of mobile phone addiction (Salehan & Negahban, 2013) and that online game attraction was a positive predictor of Internet addiction (Tone et al., 2014).”
- Uses and gratifications of social networking sites for bridging and bonding social capital: A comparison of Facebook, Twitter, Instagram, and Snapchat (2017, background): “Additionally, SNS users, particularly teenagers and young adults (collectively known as “millennials”), are accessing multiple SNSs through their smartphones and mobile devices (Cho, 2015; Salehan and Negahban, 2013), connecting to multiple networks, and tapping into multiple social resources at any”
- The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study. (2016, background): “…interrelationships between different addictive technological behaviors (Andreassen et al., 2013; Chiu, Hong, & Chiu, 2013; Király et al., 2014; Salehan & Negahban, 2013; Sussman et al., 2014), suggesting some underlying common risk factors (Grant, Potenza, Weinstein, & Gorelick, 2010; Robbins…”
- How "phubbing" becomes the norm: The antecedents and consequences of snubbing via smartphone (2016, background): “…the information circuit also plays a crucial role in seeking out social networking services, need satisfaction, life satisfaction, and mood (Przybylski et al., 2013), which have all been connected to levels of smartphone addiction (Davey & Davey, 2014; Kwon et al., 2013; Salehan & Negahban, 2013).”
- Smartphone addiction and its relationship with social anxiety and loneliness (2016, background): “According to Salehan and Negahban (2013), the use of mobile social networking applications is a significant predictor of mobile phone addiction.”
- Online social media fatigue and psychological wellbeing - A study of compulsive use, fear of missing out, fatigue, anxiety and depression (2018, background): “Prior literature suggests that prolonging confrontation of stress degenerates psychiatric and physiological strengths (Charles, Piazza, Mogle, Sliwinski, & Almeida, 2013; Lazaratou, Konsta, Magklara, & Dikeos, 2017; Salehan & Negahban, 2013).”
- Fear of Missing Out, online social networking and mobile phone addiction: A latent profile approach (2017, methodology): “Comparison of the four latent classes: testing mean equality for latent class predictors Low use (N = 1661) High use (N = 1734) Low risk (N = 1497) High risk (N = 388) FOMO 18.66 a 20.16 a 25.36 b 37.21 c SME 12.96 a 15.91 b 24.06 c 30.79 d CERM 15.76 a 18.34 a 24.08 b 33.81 c SNI 18.18 a 22.55 b 28”
- Modelling smartphone addiction: The role of smartphone usage, self-regulation, general self-efficacy and cyberloafing in university students (2016, background): “Smartphone applications lead people to check their phones more frequently (Salehan & Negahban, 2013; van Deursen, Bolle, Hegner, &Kommers (2015).”
- An adoption framework for mobile augmented reality games: The case of Pokémon Go (2017, background): “During the past few years, mobile technologies have diffused into all consumer segments (Salehan & Negahban, 2013).”