TikTok (in Chinese: DouYin; formerly known as musical.ly) currently represents one of the most successful Chinese social media applications in the world. Since its founding in September 2016, TikTok has seen widespread distribution, in particular, attracting young users to engage in viewing, creating, and commenting on “LipSync-Videos” on the app. Despite its success in terms of user numbers, psychological studies aiming at an understanding of TikTok use are scarce. This narrative review provides a comprehensive overview on the small empirical literature available thus far. In particular, insights from uses and gratification theory in the realm of TikTok are highlighted, and we also discuss aspects of the TikTok platform design. Given the many unexplored research questions related to TikTok use, it is high time to strengthen research efforts to better understand TikTok use and whether certain aspects of its use result in detrimental behavioral effects. In light of user characteristics of the TikTok platform, this research is highly relevant because TikTok users are often adolescents and therefore from a group of potentially vulnerable individuals.
As a new type of addictive behaviors and distinct from traditional internet game addiction on desktop computers, mobile game addiction has attracted researchers' attention due to its possible negative effects on mental health issues. However, very few studies have particularly examined the relationship between mobile game addiction and mental health outcomes, due to a lack of specified instrument for measuring this new type of behavioral addiction. In this study, we examined the relationship between mobile game addition and social anxiety, depression, and loneliness among adolescents. We found that mobile game addiction was positively associated with social anxiety, depression, and loneliness. A further analysis on gender difference in the paths from mobile game addiction to these mental health outcomes was examined, and results revealed that male adolescents tend to report more social anxiety when they use mobile game addictively. We also discussed limitations and implications for mental health practice.
Frontiers in Public Health
Reviews in Serious Games and Mobile Health Interventions: Form Design, Implementation, User Engagement, and Behavior Change