Playing videogames or using social media applications on smartphones causes mental fatigue and impairs decision-making performance in amateur boxers

Author(s):  
Leonardo Sousa Fortes ◽  
Petrus Gantois ◽  
Dalton de Lima-Júnior ◽  
Bruno Teixeira Barbosa ◽  
Maria Elisa Caputo Ferreira ◽  
...  
2021 ◽  
pp. 003151252110405
Author(s):  
Leonardo S. Fortes ◽  
Fabiano S. Fonseca ◽  
Fabio Y. Nakamura ◽  
Bruno Teixeira Barbosa ◽  
Petrus Gantois ◽  
...  

We studied the effects of repeated inducements of mental fatigue (MF) from using social media on smartphones immediately before training sessions by young male volleyball athletes, focusing specifically on their decision-making, endurance, and countermovement jump performance (CMJ). We pair-matched 24 participants according to their decision-making abilities and then, randomly assigned them to one of two 4-week block training groups: control (CON) and smartphone use (SMA). For a 30-minute period before each training session, the CON group watched TV and the SMA group used social media apps on smartphones. We found a significant group x time interaction effect for decision making (attack, p = 0.03; passing, p = 0.02) during training blocks. More specifically, only the CON group improved their decision making (attack, p = 0.03; passing, p = 0.02). Both groups significantly improved their CMJ performance ( p = .01), with no significant group x time interaction effect for CMJ ( p = 0.91). Neither group significantly improved their endurance ( p = 0.56). We concluded that 30-minutes of repetitive social media app use on a smartphone immediately before 4-weeks of volleyball training sessions negatively affected decision-making in young male volleyball athletes.


Author(s):  
Mahoor Khan

Abstract: Consumer-created reviews of services are a critical driver of everyday decision-making. A service that has a higher average review or rating usually gets picked against a similar service with less favourable reviews. Customer feedbacks are useful for restaurants in order for them to recognize their strengths and weaknesses, and therefore generate ideas to enhance their services. Social media applications already provide us with an option of sharing our reviews which helps a new visitor to know the place in advance, but it is really hard to get a holistic view of the restaurant mainly due to the fact that almost anyone can submit a review regardless of whether they have actually visited the restaurant or not. Some mischievous people deliberately put-up misleading reviews about a particular restaurant due to which other people get a bad image of that restaurant, thus bringing down the business. This paper aims to address all these concerns specifically. The objective was to build an interface that would prevent malicious users uploading deceptive reviews about a restaurant. Two techniques namely Bill Number Concept and QR Code Concept were proposed to build the required interface. Sentiment Analysis was then used to convert these reviews into ratings. The interface created using the mentioned techniques enabled only verified users to submit their reviews thereby successfully preventing malicious users from submitting a review. Keywords: feedback, reviews, bill number, QR code, sentiment analysis


2022 ◽  
Vol 14 (1) ◽  
pp. 0-0

Social media has progressively grown in the last century and is now seen as a potential opportunity for various purposes, including the decision-making. Present work explores how social media platforms such as Facebook, Twitter, and Instagram etc. can be used to support the decision making process of MSMEs. The work is exploratory in nature and relevant literature has been reviewed to identify the decision making approaches at different managerial levels and how they have been integrated with the social media applications. Specific examples of Social media platforms have been discussed, considering the MSMEs’ business environment. Along with the practices, most important challenges to social media integration have also been presented.


2012 ◽  
Vol 3 (5) ◽  
pp. 379-381
Author(s):  
Dr. Aruna Kumar Mishra ◽  
◽  
Narendra Kumar Narendra Kumar ◽  
Abhishek Sharma

2020 ◽  
Author(s):  
Lili Zhang ◽  
Himanshu Vashisht ◽  
Alekhya Nethra ◽  
Brian Slattery ◽  
Tomas Ward

BACKGROUND Chronic pain is a significant world-wide health problem. It has been reported that people with chronic pain experience decision-making impairments, but these findings have been based on conventional lab experiments to date. In such experiments researchers have extensive control of conditions and can more precisely eliminate potential confounds. In contrast, there is much less known regarding how chronic pain impacts decision-making captured via lab-in-the-field experiments. Although such settings can introduce more experimental uncertainty, it is believed that collecting data in more ecologically valid contexts can better characterize the real-world impact of chronic pain. OBJECTIVE We aim to quantify decision-making differences between chronic pain individuals and healthy controls in a lab-in-the-field environment through taking advantage of internet technologies and social media. METHODS A cross-sectional design with independent groups was employed. A convenience sample of 45 participants were recruited through social media - 20 participants who self-reported living with chronic pain, and 25 people with no pain or who were living with pain for less than 6 months acting as controls. All participants completed a self-report questionnaire assessing their pain experiences and a neuropsychological task measuring their decision-making, i.e. the Iowa Gambling Task (IGT) in their web browser at a time and location of their choice without supervision. RESULTS Standard behavioral analysis revealed no differences in learning strategies between the two groups although qualitative differences could be observed in learning curves. However, computational modelling revealed that individuals with chronic pain were quicker to update their behavior relative to healthy controls, which reflected their increased learning rate (95% HDI from 0.66 to 0.99) when fitted with the VPP model. This result was further validated and extended on the ORL model because higher differences (95% HDI from 0.16 to 0.47) between the reward and punishment learning rates were observed when fitted on this model, indicating that chronic pain individuals were more sensitive to rewards. It was also found that they were less persistent in their choices during the IGT compared to controls, a fact reflected by their decreased outcome perseverance (95% HDI from -4.38 to -0.21) when fitted using the ORL model. Moreover, correlation analysis revealed that the estimated parameters had predictive value for the self-reported pain experiences, suggesting that the altered cognitive parameters could be potential candidates for inclusion in chronic pain assessments. CONCLUSIONS We found that individuals with chronic pain were more driven by rewards and less consistent when making decisions in our lab-in-the-field experiment. In this case study, it was demonstrated that compared to standard statistical summaries of behavioral performance, computational approaches offered superior ability to resolve, understand and explain the differences in decision- making behavior in the context of chronic pain outside the lab.


2021 ◽  
Vol 13 (12) ◽  
pp. 6581
Author(s):  
Jooyoung Hwang ◽  
Anita Eves ◽  
Jason L. Stienmetz

Travellers have high standards and regard restaurants as important travel attributes. In the tourism and hospitality industry, the use of developed tools (e.g., smartphones and location-based tablets) has been popularised as a way for travellers to easily search for information and to book venues. Qualitative research using semi-structured interviews based on the face-to-face approach was adopted for this study to examine how consumers’ restaurant selection processes are performed with the utilisation of social media on smartphones. Then, thematic analysis was adopted. The findings of this research show that the adoption of social media on smartphones is positively related with consumers’ gratification. More specifically, when consumers regard that process, content and social gratification are satisfied, their intention to adopt social media is fulfilled. It is suggested by this study that consumers’ restaurant decision-making process needs to be understood, as each stage of the decision-making process is not independent; all the stages of the restaurant selection process are organically connected and influence one another.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Eric Bogert ◽  
Aaron Schecter ◽  
Richard T. Watson

AbstractAlgorithms have begun to encroach on tasks traditionally reserved for human judgment and are increasingly capable of performing well in novel, difficult tasks. At the same time, social influence, through social media, online reviews, or personal networks, is one of the most potent forces affecting individual decision-making. In three preregistered online experiments, we found that people rely more on algorithmic advice relative to social influence as tasks become more difficult. All three experiments focused on an intellective task with a correct answer and found that subjects relied more on algorithmic advice as difficulty increased. This effect persisted even after controlling for the quality of the advice, the numeracy and accuracy of the subjects, and whether subjects were exposed to only one source of advice, or both sources. Subjects also tended to more strongly disregard inaccurate advice labeled as algorithmic compared to equally inaccurate advice labeled as coming from a crowd of peers.


Sign in / Sign up

Export Citation Format

Share Document