屏幕时间:跨国公司的社会成本与收入

R. Skokov, T. Dugina
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引用次数: 0

摘要

文章介绍了行为设计理论和时间理论的周期化。行为设计的现代发展阶段的方向是说服的数字技术,其工具被用来影响社交网络,视频托管和其他数字产品的用户的行为。社交媒体占据了屏幕时间的一半。跨国科技公司在使用屏幕时间上的商业模式是广告、收集和销售用户数据,这也可能伴随着影子市场的形成。数字说服技术会让人上瘾,并增加用户在社交网络上花费的时间。在评估非生产性屏幕时间的使用情况时,必须考虑到时间价值的损失。非生产性使用数字产品造成的社会损失是巨大的,而且在大流行期间往往会增加,从而转化为公司的收入。在缺乏公共和国家监管的情况下,在数字产品中使用劝导数字技术及其不受控制的使用,儿童和青少年是最脆弱的群体。在以时间的不平衡、不稳定性、不可逆性和非线性为根源的协同演化发展框架内,有必要关注用户的自组织机制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Screen Time: Society Costs vs Revenues of Transnational Corporations
The article presents the periodization of the theory of behavioral design and the theory of time. The direction of the modern stage of development of behavioral design is digital technologies of persuasion, the tools of which are used to influence the behavior of users of social networks, video hosting and other digital goods. Social media accounts for half of the screen time. The business model of multinational technology corporations in the use of screen time is to advertise, collect and sell user data, which can also be accompanied by the formation of a shadow market. Digital persuasion technologies are addictive and provide an increase in the time users spend on social networks. When assessing the use of unproductive screen time, the lost value of time must be taken into account. Social losses of unproductive use of digital goods are significant and tend to grow in a pandemic, turning into revenue for companies. In the absence of public and state regulation of the use of digital technologies of persuasion in digital goods and their uncontrolled use, children and youth are the most vulnerable category. Within the framework of the evolutionary development of synergetics, the source of which is disequilibrium, instability, irreversibility and nonlinearity of time, it is necessary to pay attention to the mechanism of self-organization of users.
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