







The human being is an enjoyment-seeking creature. There’s a reason people are always trying to restrain themselves from excessive eating, drinking, scrolling, and shoppin...
Too amused to stop? Self-control and the disengagement process on Netflix
Abstract. Consuming media entertainment often challenges recipients’ self-control. While past research related self-control almost exclusively to whether i

Are We Having Too Much Fun?
In 1985, Neil Postman observed an America imprisoned by its own need for amusement. He was, it turns out, extremely prescient.
Do you believe that everybody should have fun or that only a few people should have fun?
Which side are you on?

Erlend Sogge Heggen (@erlend.sh)
1. solitude: single-player game loop 2. bottomlessness: infinite scroll 3. speed: instant delivery/gratification 4. teasing: generally satisfactory, never perfect; “maybe the next one is exactly what I want” ↘️ quoting NPR (@npr.org): Taken together, these four features can create a trancelike state that can keep us stuck on social media apps or video games for hours. Children are particularly vulnerable. n.pr/4mH6i6s
Human–Animal Interaction and Human Prosociality: A Meta-Analytic Review of Experimental and Correlational Studies
Pet ownership and interactions with animals confer various physiological and psychological benefits to humans. Although interactions with animals are commonplace, there is no consensus in the liter...

Three ways boredom can actually be a benefit
A little boredom can be good for you.

Almost anything you give sustained attention to will begin to loop on itself and bloom
When people talk about the value of paying attention and slowing down, they often make it sound prudish and monk-like. But we shouldn’t forget how interesting and overpoweringly pleasurable sustained attention can be.

Self-Control and the Theory of Consumption
To study the behavior of agents who are susceptible to temptation in infinite horizon consumption problems under uncertainty, we define and characterize dynamic self-control (DSC) preferences. DSC pr...

LIMINAL SPACES
Liminal spaces have become an internet aesthetic whereby photographs of places which are meant to be traversed (implying a temporary stay) are framed and presented as a final image. These spaces imply where people should be, but are not. The aesthetic also spreads to depictions of empty nostalgic spaces and the internet has branched into themed subgenres of liminal space (such as the backrooms, the poolrooms, the sublevels etc).

Task-Dependent Algorithm Aversion
Research suggests that consumers are averse to relying on algorithms to perform tasks that are typically done by humans, despite the fact that algorithms often perform better. The authors explore when and why this is true in a wide variety of domains. They find that algorithms are trusted and relied on less for tasks that seem subjective (vs. objective) in nature. However, they show that perceived task objectivity is malleable and that increasing a task’s perceived objectivity increases trust in and use of algorithms for that task. Consumers mistakenly believe that algorithms lack the abilities required to perform subjective tasks. Increasing algorithms’ perceived affective human-likeness is therefore effective at increasing the use of algorithms for subjective tasks. These findings are supported by the results of four online lab studies with over 1,400 participants and two online field studies with over 56,000 participants. The results provide insights into when and why consumers are likely to use algorithms and how marketers can increase their use when they outperform humans.

Task-Dependent Algorithm Aversion
Research suggests that consumers are averse to relying on algorithms to perform tasks that are typically done by humans, despite the fact that algorithms often perform better. The authors explore when and why this is true in a wide variety of domains. They find that algorithms are trusted and relied on less for tasks that seem subjective (vs. objective) in nature. However, they show that perceived task objectivity is malleable and that increasing a task’s perceived objectivity increases trust in and use of algorithms for that task. Consumers mistakenly believe that algorithms lack the abilities required to perform subjective tasks. Increasing algorithms’ perceived affective human-likeness is therefore effective at increasing the use of algorithms for subjective tasks. These findings are supported by the results of four online lab studies with over 1,400 participants and two online field studies with over 56,000 participants. The results provide insights into when and why consumers are likely to use algorithms and how marketers can increase their use when they outperform humans.

Design Frictions for Mindful Interactions: The Case for Microboundaries
Design frictions, a term found in popular media articles about user experience design, refer to points of difficulty occurring during interaction with technology. Such articles often argue that these frictions should be removed from interaction flows in order to reduce the risk of user frustration and disengagement. In this paper we argue that, in many scenarios, designing friction into interactions through the introduction of microboundaries, can, in fact, have positive effects. Design frictions can disrupt "mindless" automatic interactions, prompting moments of reflection and more "mindful" interaction. The potential advantages of intentionally introduced frictions are numerous: from reducing the likelihood of errors in data-entry tasks, to supporting health-behaviour change.

Yielding to Temptation: Self‐Control Failure, Impulsive Purchasing, and Consumer Behavior
Abstract. Self-control is a promising concept for consumer research, and self-control failure may be an important cause of impulsive purchasing. Three caus

I do think this is a kind of novel problem with our current media environment - Serious people aren't good at making content, they have other things to do, but content is what drives attention. Tastemakers used to highlight the serious people but they're gone, replaced by content creators.