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PurposeThis study uncovers interdependent mechanisms triggered by excessive use of mobile phones which lower the performance of individuals in business organizations. The quantum of cognitive and attentional fluctuations caused by Nomophobia-induced impulsive use of mobile phone that degrades job performance is the focus of this study for suggesting realistic regulatory measures. Similarly, the threshold of allowable smartphone use was determined as a foundation to strike balance between adverse psycho-behavioral implications of blanket ban policy and the cognitive overload of unregulated mobile phone usage.Design/methodology/approachAdopting the quasi-experimental design, a sample of 159 individuals working in six different organizations was tested under dissimilar conditions using a variety of experimental interventions. Participants were subjected to different intensity of planned interruptions inciting responses through sets of short message services (SMS), messages on Whatsapp, X (formerly twitter), Instagram and emails. The main data obtained from the experiment comprised 636 test performances and 5,724 reactive responses on smartphones along with 642 video recordings as supplementary evidence.FindingsThe analysis of data revealed five underlying inter-related mechanisms impacting performance of individuals, i.e. slow-down of cognitive processing, increased temptation for peripheral activities/side scrolling, widened lag between focus and refocus, depletion of short-term working memory and reduced attention span. The strength of relationships between the mechanisms and intensity of Nomophobia significantly varied with the experimental interventions. Based on the identified mechanisms, organizations were suggested certain regulatory measures to minimize negative effects of Nomophobia-induced impulsive mobile phone usage.Research limitations/implicationsThe study is based on a comparatively smaller sample size (total 159, 27 from each of the six organizations). Though sufficient, yet, the sample size could have been a little larger.Practical implicationsThe blanket ban policy adopted by organizations for regulating use of mobile phone has been found to adversely affect performance more than the excessive use of mobile phone. Using mobile phone thrice an hour (1–2 min each) was found to have negligible effects on job performance. Allowing use of mobile phones at workplace (except in highly hazardous areas) can reduce stress, anxiety and depression caused by Nomophobia.Social implicationsTo meeting social need, workers may not be denied the facility of mobile phone at workplace, except highly hazardous areas to allow them to remain connected and accessible. This study suggests viable measures to regulate use of mobile phones without depriving them of this vital facility.Originality/valueThe study is unique as it is based on experimental data, contrary to most of the studies relying on self-report methods of data collection. The mechanisms which degrade performance of workers due to excessive use of mobile phones (induced by Nomophobia) have not been explored and how the impact is propagated to the performance of workers is not known. This study has identified the five mechanisms and based on the mechanisms has suggested measures for the organizations to regulate the use of mobile phones in the organizations. This study has found that use of mobile phone thrice in an hour (1–2 min each) affects performance of individuals negligibly. Organizations adopting a blanket ban policy on use of mobile phone increase stress of workers (Nomophobia) that is more harmful for job performance.
PurposeThis study uncovers interdependent mechanisms triggered by excessive use of mobile phones which lower the performance of individuals in business organizations. The quantum of cognitive and attentional fluctuations caused by Nomophobia-induced impulsive use of mobile phone that degrades job performance is the focus of this study for suggesting realistic regulatory measures. Similarly, the threshold of allowable smartphone use was determined as a foundation to strike balance between adverse psycho-behavioral implications of blanket ban policy and the cognitive overload of unregulated mobile phone usage.Design/methodology/approachAdopting the quasi-experimental design, a sample of 159 individuals working in six different organizations was tested under dissimilar conditions using a variety of experimental interventions. Participants were subjected to different intensity of planned interruptions inciting responses through sets of short message services (SMS), messages on Whatsapp, X (formerly twitter), Instagram and emails. The main data obtained from the experiment comprised 636 test performances and 5,724 reactive responses on smartphones along with 642 video recordings as supplementary evidence.FindingsThe analysis of data revealed five underlying inter-related mechanisms impacting performance of individuals, i.e. slow-down of cognitive processing, increased temptation for peripheral activities/side scrolling, widened lag between focus and refocus, depletion of short-term working memory and reduced attention span. The strength of relationships between the mechanisms and intensity of Nomophobia significantly varied with the experimental interventions. Based on the identified mechanisms, organizations were suggested certain regulatory measures to minimize negative effects of Nomophobia-induced impulsive mobile phone usage.Research limitations/implicationsThe study is based on a comparatively smaller sample size (total 159, 27 from each of the six organizations). Though sufficient, yet, the sample size could have been a little larger.Practical implicationsThe blanket ban policy adopted by organizations for regulating use of mobile phone has been found to adversely affect performance more than the excessive use of mobile phone. Using mobile phone thrice an hour (1–2 min each) was found to have negligible effects on job performance. Allowing use of mobile phones at workplace (except in highly hazardous areas) can reduce stress, anxiety and depression caused by Nomophobia.Social implicationsTo meeting social need, workers may not be denied the facility of mobile phone at workplace, except highly hazardous areas to allow them to remain connected and accessible. This study suggests viable measures to regulate use of mobile phones without depriving them of this vital facility.Originality/valueThe study is unique as it is based on experimental data, contrary to most of the studies relying on self-report methods of data collection. The mechanisms which degrade performance of workers due to excessive use of mobile phones (induced by Nomophobia) have not been explored and how the impact is propagated to the performance of workers is not known. This study has identified the five mechanisms and based on the mechanisms has suggested measures for the organizations to regulate the use of mobile phones in the organizations. This study has found that use of mobile phone thrice in an hour (1–2 min each) affects performance of individuals negligibly. Organizations adopting a blanket ban policy on use of mobile phone increase stress of workers (Nomophobia) that is more harmful for job performance.
This study examined the sequential dual mediating effects of negative parenting attitudes, smartphone dependence and aggression on depressive symptoms among adolescents. Data were obtained from the 2018 Korean Children and Youth Panel Survey (KCYPS) conducted by the National Youth Policy Institute. Using a multistage stratified cluster sampling method, the 2018 KCYPS comprehensively examined various aspects of the growth and development of children and adolescents. The study sample included a nationally representative sample of 2541 adolescents. PROCESS macro Model 6 was used to examine the sequential dual mediating model that not only examines the effects of negative parenting attitudes on smartphone dependence and aggression but also establishes the sequential causal relationship between smartphone dependence and aggression, ultimately confirming the direct and indirect effects on depressive symptoms of adolescents. The significance of the mediation effect was verified by applying the bootstrapping method. The findings demonstrated that negative parenting attitudes increased smartphone dependence, which, in turn, elevated depressive symptoms among adolescents. Furthermore, negative parenting attitudes increased smartphone dependence, which heightened aggression, ultimately contributing to depressive symptoms among adolescents. Based on these findings, this study has practical and policy implications for preventing depressive symptoms among adolescents. Prioritizing efforts to reduce smartphone dependence and aggression among adolescents while promoting positive parenting attitudes can play a crucial role in addressing this issue.
Increased aggression due to gaming addiction is a widespread and highly publicized problem. The underlying processes by which verbal aggression, a more harmful and persistent subcategory of aggression, is affected by gaming addiction may differ from other types of aggression. In this study, data came from 252 randomly recruited current university students (50.79% male, mean age 19.60 years, SD: 1.44 years, range 17 to 29 years). Participants reported gaming addiction and different types of aggression through questionnaires. In addition, two important explanatory processes, inhibitory control, and risk preference, were measured through behavioral experiments. A Bayesian hierarchical drift-diffusion model was employed to interpret the data from the risk preference task. In contrast to previous work, the study found that inhibitory control did not significantly correlate with either gaming addiction or any form of aggression However, the drift rate, a measure of decision-making inclination under risk, partially mediates the relationship between gaming addiction and verbal aggression (but not other forms of aggression). The findings illuminate risk preference under adverse conditions as a key predictor of verbal aggression, offering avenues for early intervention and suggesting game design modifications to mitigate verbal aggression by adjusting reward mechanisms.
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