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Research Article

Towards sustainable short-form video: Modelling solutions for social and environmental challenges

[version 1; peer review: awaiting peer review]
PUBLISHED 05 Mar 2025
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Abstract

Abstract*

Background

The rapid adoption of short-form video content has significantly transformed online content consumption patterns. This study investigates measures to mitigate the dual social and environmental impacts of short-form video platforms, addressing a critical gap in current literature where these dimensions have typically been studied in isolation.

Methods

Utilizing a dynamic data-driven simulation model, which is openly available for further research, and taking TikTok™ as a representative case study, we evaluate mitigation strategies across financial, content-based, and design interventions.

Results

Results indicate that while financial measures effectively reduce impacts, they could significantly affect platform revenue. Content-focused strategies and non-punitive design modifications show promise in promoting behavioural change and reducing addictive behaviours. A balanced combination of these approaches yields optimal outcomes, highlighting the necessity of a realistic and multi-pronged strategy for sustainable short-form video platforms.

Conclusions

This research provides valuable insights and tools for policymakers, platform designers, and companies, focused on creating a more sustainable short-form video industry. This work serves as a call to action, emphasizing the need for further sustainable advances in regulation and business models in the short-form video industry.

Keywords

Short-form video, TikTok, Dynamic simulation model, Sustainable technologies, Environmental sustainability, Social sustainability

I - Introduction

The widespread adoption of short-form video content1 has fundamentally transformed online content consumption patterns over the past decade. This format has demonstrated unprecedented potential for user engagement, as evidenced by the significant market success of platforms specifically designed for short-form video delivery, particularly TikTok™.2 The implications extend beyond mere entertainment value for billions of users [1], as the platform has evolved to become a primary information discovery tool for younger demographics [2]. Given the widespread adoption of this format across established social media platforms,3,4 there is a pressing need to examine both the opportunities and challenges presented by the proliferation of short-form video content. This study focuses specifically on identifying and analyzing potential challenges associated with this technological shift, while exploring viable mitigation strategies.

The significant attention devoted to the social challenges of short-form video platforms in both media coverage and scientific literature reflects the demonstrable scale of these impacts. Research has documented significant correlations between platform usage and deteriorating mental health outcomes.59 Studies specifically highlight the role of content delivery mechanisms and platform design features in fostering potentially addictive behaviour patterns.1013 These concerns are supported by user-reported experiences, with a significant proportion of users acknowledging symptoms of problematic usage patterns [3]. The widespread recognition of these issues is further evidenced by the Oxford Dictionary’s selection of “brain rot”—defined as mental deterioration attributed to excessive online content consumption—as the word of the year 2024.

Beyond addiction-related concerns, research has identified additional risks associated with exposure to potentially harmful content on these platforms.6,1417 These documented impacts have prompted regulatory responses at the national level. Notable examples include the Australian government’s proposed restrictions on social media access for users under 16 years of age [4], and Spain’s regulatory framework aimed at protecting underage users in digital environments [5]. While these social impacts are examined in greater detail in Section II-A, they represent only one dimension of the broader implications associated with short-form video platforms.

The environmental impacts of short-form video consumption remain understudied despite their growing significance. Research indicates that individual TikTok users generate approximately 57 kg of CO2 emissions annually, a figure comparable to driving 200 km in a gasoline-powered vehicle.18 Short-form video constitutes a significant proportion of total internet traffic19 and exhibits higher carbon intensity compared to traditional video streaming formats.18,20 As detailed in Section II-B, the environmental implications extend beyond direct energy consumption at both user device and data centre levels to include potential effects on device lifespans. Given the limited focus on these environmental dimensions in current scientific literature, this research aims to address this gap by providing a comprehensive analysis of these impacts and exploring strategies for their mitigation. The critical importance of these strategies is further underscored by the recent pushback against environmental policies.21,22

This study investigates potential actionable strategies for mitigating both the social and environmental impacts of short-form video platforms, addressing a significant gap in the current literature where these dimensions have typically been studied in isolation. The research employs a dynamic data-driven simulation model to evaluate various mitigation strategies, using TikTok as a representative case study. The findings and methodological framework presented are, however, applicable to other short-form video platforms and digital services. This methodology design choice is an especially relevant consideration due to the possibility of a TikTok ban in the US.23

The proposed mitigation strategies are evaluated across four scenarios incorporating financial measures, content-based interventions, and design modifications derived from existing research and expert recommendations. Results indicate that while financial measures effectively reduce both environmental and social impacts, they may significantly affect platform revenue. Content-focused strategies leveraging network effects, which are a key factor in the growth of platforms like TikTok, show promise in promoting behavioural change. Non-punitive design modifications demonstrate potential for reducing addictive behaviour patterns. Analysis suggests that a balanced combination of these approaches leads to optimal outcomes, as individual measures prove insufficient in isolation. These findings demonstrate that progress toward a sustainable short-form video platform model is both necessary and achievable.

The model developed for this study represents a novel approach to understanding and mitigating the impacts of short-form video platforms. It integrates a conceptual framework that captures the dynamic evolution of a company like TikTok, identifying feedback loops, influential factors, representative parameters, and strategic interventions, with a mathematical simulation model. The simulation model is grounded in established scientific principles, building upon prior dynamic models for digital services and frameworks addressing problematic usage. Utilizing real-world TikTok data, the model provides nuanced insights into various user types and their interactions with the platform.

Both the model and the associated data are openly accessible, promoting transparency and collaboration. Detailed explanations of the model are provided in Section IV, enabling researchers to extend its applicability to other datasets, scenarios, and digital services. We strongly encourage researchers to refine and expand upon this model, particularly given the urgent need for further investigation into the environmental impacts of short-form video platforms.

The findings of this research are particularly valuable for policymakers, as the proposed solutions demonstrate significant potential for improving both the environmental and social outcomes associated with short-form video consumption. A key insight is the effectiveness of combining diverse measures: when implemented collectively and to a moderate extent, these measures lead to superior results compared to isolated interventions. This highlights the flexibility of regulatory approaches, showing that impactful outcomes can be achieved even in contexts where certain measures, such as a carbon tax on digital companies, may be politically unfeasible. Our open model allows experts to fine-tune its parameters and adapt it to specific national contexts, thereby facilitating tailored policy development.

This research also provides actionable insights for companies and platform designers. The findings emphasize the role of responsible interface and algorithm design in mitigating social and environmental harms. By understanding how modifications to features such as recommendation algorithms and habit-forming mechanisms influence user behaviour, stakeholders can foster a more sustainable short-form video industry. However, our analysis indicates that the current business models of platforms like TikTok may not be fully compatible with certain potential regulatory measures. Consequently, we urge platforms to proactively explore alternative monetization strategies that incentivize sustainable and responsible usage patterns. Such proactive measures could not only preempt the need for stringent regulation but also offer a competitive advantage. Potential strategies for alternative business models are discussed in Section VI-C. Our model’s flexibility makes it well-suited for evaluating these strategies, providing a foundation for future research and innovation in this area.

Our study aligns with ongoing efforts to advance the United Nations’ Sustainable Development Goals (SDGs) [6]. Specifically, it contributes to Climate Action (SDG 13) by proposing and analysing effective strategies to reduce climate impacts, including CO2 emissions. It also addresses Good Health and Wellbeing (SDG 3) by exploring measures aimed at mitigating negative mental health outcomes, demonstrating the potential for short-form video platforms to support societal well-being rather than undermine it. Furthermore, Responsible Consumption and Production (SDG 12) is targeted through the promotion of less resource-intensive user behaviours and more sustainable short-form video consumption patterns, supported by various measures and alternative business models.

Immediate action is imperative. As demonstrated in this study, the challenges posed by short-form video platforms are significant, growing, and unlikely to resolve without intervention. With the rapid expansion of these platforms and their increasing user base, the urgency to address their environmental and social impacts cannot be overstated. This research underscores the importance of fostering collaboration to create more responsible and sustainable digital ecosystems, enabling a departure from the present situation where platforms such as TikTok are “commercial environments serving the marketplace of ideas rather than the common good”.24

The main contributions of this research are: (i) An open-access simulation model for studying the effects of mitigation strategies aimed at reducing the negative social and environmental impacts of short-form video applications; (ii) Demonstrating that these two types of impacts can be addressed simultaneously; (iii) Providing guidance on how to address them by constructing and analysing different comprehensive policy scenarios; (iv) Identifying that the most effective and realistic solutions should be multi-pronged, combining financial, content, and design measures; (v) Evidencing that efforts to reduce mental health impacts also benefit the environment; (vi) Obtaining a forecast for the evolution of TikTok until 2030; (vii) Suggesting more sustainable alternatives to the current short-form video business model; (viii) Highlighting the need for further research into sustainable short-form video and offering concrete directions, open research lines, and openly available tools.

II - Background

This section provides an overview of the potential social and environmental impacts of short-form video applications, along with a review of prior research on modelling the evolution of digital applications using the methodologies selected for this study.

Short-form video consumption is becoming increasingly prevalent,1 with major providers (e.g., TikTok) serving billions of active users worldwide.15 This rapid expansion has led to substantial impacts that are likely to intensify over time, given that the growth of these platforms is forecasted to continue in the near future, as indicated by this study (see Section V) and other forecasts [7].

The success of short-form video is not an isolated phenomenon affecting only one application. Many media platforms are adopting the short-form video format, including social media sites such as Instagram3 and YouTube,4 as well as major music streaming applications like Spotify [8] and retail giants such as AliExpress [9]. The ubiquity of this shift has led to the coining of a new term to describe it: TikTokification [10]. The fact that this term has taken on other meanings in the literature (e.g., shifts in marketing trends,25 broader societal influences and transitions26) underscores the popularity and influence of this major short-form video provider.

The popularity of this format is likely driven by multiple factors.2 Researchers studying this topic have highlighted various key reasons, ranging from design characteristics2—which some describe as potentially addictive13—to faster societal lifestyle patterns,1,27 decreasing attention spans,28 and personal motivations of users.29 Regardless of the primary drivers, the central focus of this research is the impact of the pervasive spread of short-form video content.

A. Social impacts of short-form video

From a social perspective, short-form video applications can have both positive and negative impacts. One major argument in favour of short-form video is its use as a learning tool, involving a range of education-oriented stakeholders, such as charities, universities, and professionals.2,30 Educational initiatives on short-form video platforms have been applied to a variety of topics, including science,30 physical health,31 mental health,32 and climate change,33,34 achieving moderate success. However, these initiatives often face the issue that most shared information does not originate from reputable sources.31,3335 Even in the case of mental health professionals, condensed social media posts on mental health topics may include inaccurate information.36

Early research suggests certain mental health benefits of these applications, such as an increased sense of community, validation of experiences, and facilitation of dialogue. Nevertheless, there are significant limitations and drawbacks in this regard.35 Other studies indicate that positive mental health outcomes are achievable if users actively seek out appropriate content types.37,38 The extent of these benefits, however, remains uncertain.32

While there is insufficient evidence to fully assess the overall effect of short-form video on social aspects like mental health, a growing body of literature highlights the risks associated with its use.

Several researchers argue that the design of short-form video applications incorporates notably addictive features,12,13,39 leading to measurable addiction rates, particularly among younger populations,1012 and significantly impacting mental health outcomes.12,40 Social media addiction is estimated to affect over 17% of the global population,12 with different estimates provided for problematic use on platforms like TikTok. Depending on the user group and dataset, estimates range from 36% of parents reporting that their children are addicted to TikTok, to 70% of young users who consider themselves addicted to TikTok [11]. Other sources report different, yet equally concerning statistics [12]. Due to the severity of this issue, the TikTok Addiction Scale12 was developed to study addiction to TikTok specifically.

Use of short-form video platforms, especially when excessive, has been directly linked to higher rates of depression, anxiety, loneliness, and other mental health problems across various populations, with findings consistent across age groups, genders, and geographic regions.59 Some suggest that these effects are intensifying over time.9 These effects are especially pronounced among younger users, who tend to consume this type of media the most.7,35 A contributing factor is the prevalence of self-harm and suicide-related content on platforms like TikTok, as well as the spread of misinformation on mental health topics.6 Despite the real mental health challenges many short-form video users experience, finding a solution may be hindered by self-diagnosis behaviours, leading to inaccurate self-assessments based on unreliable information from non-reputable sources.41 This increases the risk of misdiagnosis and avoidance of professional help.6

Body image issues are a significant consequence of the current usage patterns of social media.42 Since major social media providers use short-form video as a primary content format, this problem has been directly linked to applications such as TikTok and associated with mental health issues such as eating disorders.6 Studies indicate body image impacts on both male43 and female38 users.

Another risk factor is the endorsement of potentially life-threatening ‘challenges’ through viral trends on these platforms. A notable example is the death of an adolescent girl who participated in the “Benadryl Challenge”, ingesting a fatal dose of the allergy medication Benadryl.16 Another life-threatening trend was the “Labello Challenge”, where users would remove pieces of a lip balm stick when feeling sad and engage in self-harm when the stick was empty.44 These trends are rising in popularity and represent a serious public health concern.6

The spread of misinformation and harmful content through short-form video applications is also on the rise, posing further societal risks.14,15 As the use of these applications increases, so does the likelihood of vulnerable individuals encountering misleading or dangerous content. Addressing misinformation on short-form video platforms is critical to societal well-being; however, this is a challenging task, and debunking campaigns have been effective only to a “modest” degree, often resulting in the opposite effect.14 The risk of spreading dangerous information cannot be ignored either. As described in,15 “TikTok users are sharing calls for violence against people of color and Jews, as well as creating and sharing neo-Nazi propaganda.” The situation is especially serious as their analysis reveals that TikTok’s efforts to eliminate content containing threats, violence, discrimination, and even terrorism promotion, are largely ineffective. Given the high number of vulnerable underage users on these platforms,6 failing to address the presence of “paedophiles, terrorists and extremists” could have devastating social consequences.15

Despite uncertainties about the overall impact of short-form video applications on their users, the substantial evidence of the risks associated with short-form video consumption highlights the need to develop and implement solutions to mitigate these risks. In line with calls from the literature for regulation and interventions,6,10,13,37 one of the objectives of this research is to provide and analyse viable solutions to reduce the negative social impacts of short-form video.

B. Environmental impacts of short-form video

In the discussion about the impacts of short-form video, the environmental aspect is often overlooked. This is evidenced by the scarcity of studies identified during the literature search conducted for this research. Addressing this gap is vital for three reasons.

First, there is a general lack of awareness about the environmental impacts of video streaming.18 Second, due to its high popularity, short-form video is a major contributor to internet traffic, with estimates suggesting it drives the total share of IP traffic attributable to video content to over 90%.19 Finally, the environmental impacts of this rapid growth are further exacerbated by the unique characteristics of its format, such as the fact that not all downloaded and cached content is consumed,45 leading to considerably higher emissions than regular streaming.18 For example, behaviours like fast video switching in short-form video consumption result in approximately 45% of mobile data losses.20

Researchers typically approach short-form video as part of broader streaming or social media studies. According to a report by Cisco [13], video streaming is a major contributor to overall internet emissions. Several studies corroborate this claim, emphasizing the substantial environmental impact of video streaming and the critical importance of mitigating it.18,19,46,47 However, these analyses often fail to address the specific impacts of short-form video streaming from a systemic perspective, potentially resulting in an incomplete understanding of its environmental effects.48

While streaming can be a more sustainable alternative in certain contexts, it poses several potential challenges.19 To address these challenges and mitigate streaming’s environmental consequences, some authors adopt behavioural approaches. For instance,49 examines the willingness of users to compromise video quality to conserve energy and reduce costs. The authors of18 investigate the effects of raising awareness about streaming’s environmental impacts to promote more sustainable user practices. In,50 the authors analyse the effects of modifying luminance and resolution on both user experience and sustainability outcomes.

A study specifically applied to short-form video is presented in,51 which evaluates user responses to various streaming experiences and proposes adapting transmission based on metrics of acceptability and annoyance. Another relevant example is,52 where the author introduces design features aimed at reducing the environmental impact of the Instagram app. While the study does not focus exclusively on video streaming, a significant portion of Instagram content comprises short-form videos, and the proposed measures directly affect the environmental performance of video streaming.

On the other hand, some authors adopt a more technical approach, focusing on optimizing the technology used for streaming video content. The authors of45 propose an alternative content transfer model designed to adapt to the bursty nature of short-form video while meeting its low-latency and high-bandwidth requirements. In,53 significant energy improvements are achieved by optimizing short-form video compression, minimizing video quality loss in the process. The authors of20 introduce a system that leverages previous network data to develop intelligent adaptation models, achieving savings of over 80% in mobile data usage. While these technical solutions are crucial in addressing the environmental impacts of video streaming, the present study takes a different focus and does not delve into the intricacies of implementing such approaches.

Studies exploring the connection between environmental sustainability and social media often emphasize the use of social media as a tool for promoting sustainability. Some authors report promising results, showing that short-form video content creators achieve greater communication efficacy compared to other media, highlighting potential for more impactful climate campaigns.5456 In a related study,33 the authors review 100 popular TikTok videos on the topic of climate change, collectively amassing over 205 million views. Their findings suggest that, while platforms like TikTok can reach vast audiences, the absence of reputable sources undermines the accuracy of the information shared in these videos. Despite being a relatively recent study, the analysis conducted in33 is among the first of its kind, underscoring the need for more research on the interplay between social media and environmental sustainability. Addressing the lack of reputable sources is particularly challenging, as public opinions on topics like climate change are often more influenced by social media influencers than by scientists or institutions.34 This is not unexpected, given the demonstrated effectiveness of influencer marketing strategies in driving consumer behaviour.1,57

To deepen our understanding of the environmental consequences associated with the rise of short-form video applications, it is essential to extend beyond the research mentioned above.

In a series of studies conducted by France’s National Agency for the Ecological Transition and Arcep,58,59 the current sources of the environmental footprint of digital technologies and their future consequences are analysed. Their findings indicate that user devices are the primary contributors to the environmental impacts of technology, accounting for between 65% and 90% of these impacts. This footprint primarily arises from energy consumption during both production and utilization, as well as the depletion of natural resources. More specifically, their results identify screen use as the largest single source of impact. The studies also emphasize the significant role of video streaming in exacerbating the environmental footprint of digital technologies. Based on their analysis, they advocate for prioritizing measures aimed at reducing screen time and extending device lifespans as central to discussions on sustainable technology.

Device use and screen time, however, are not static measures; current trends indicate that people are spending an increasing amount of time on their devices, particularly smartphones. Device usage time has risen steadily [14], especially among younger generations, who are the heaviest users of devices, primarily for accessing social media. Social media applications, particularly short-form video platforms such as TikTok, are at least partially responsible for this increase in device usage [15]. This trend is logical, given the rapid growth of short-form video content and its engaging, often addictive nature.10,12,13 Data shows that the average daily time users spend on TikTok has doubled between 2019 and 2023.16 Since the growth in short-form video consumption contributes to an increased device use, also increasing screen time, it directly results in an increase in the primary source of impact of digital technologies.

The forecasts from the ADEME–Arcep study59 emphasize that extending device lifespans is crucial for achieving sustainable information and communication technologies [16]. Interestingly, none of the study’s scenarios predict a decrease in device lifespan; their baseline scenario assumes it will remain constant in the future. However, it is possible that device lifespans may shorten, in part due to increased short-form video consumption.

The rise in short-form video usage not only increases energy consumption—especially in comparison to other streaming activities—but also results in more frequent charging of devices. Frequent charging accelerates battery degradation, reducing their useful life.61 Since battery performance is a key factor influencing customers’ decisions to replace their smartphones,62 this dynamic could lead to more frequent smartphone purchases. Additionally, the shift from consumers to prosumers63—where users actively create as well as consume content—could reshape the features that individuals prioritize in smartphones. For example, over 50% of TikTok users actively engage in content creation,64 potentially driving demand for devices with high-quality cameras, a feature already highly valued in smartphone purchases.65 Another factor influencing smartphone demand is platform-induced ecosystem switching. Some users may opt to switch from one smartphone ecosystem to another to optimize their experience with specific social media applications like TikTok [17], even if their current device is still functional. Furthermore, platforms such as TikTok promote consumerist behaviours, further amplifying these trends.66

To fully assess the environmental impacts of short-form video, it is also essential to consider data centre usage. According to the ADEME–Arcep study,58 data centre usage constitutes the second-largest source of digital technologies’ environmental footprint, following user devices, with network usage ranking third. The rapid growth of short-form video increases these impacts due to its high bandwidth requirements,45 direct data losses and inefficiencies,20 and reliance on processing personal data and algorithmic recommendations.67 These factors collectively intensify the environmental impact of shortform video, particularly when compared to other content forms, including long-form streaming.18

Some of the mechanisms outlined in this section to highlight the environmental consequences of short-form video consumption remain theoretical, as no direct evidence currently establishes causality. This is particularly true for the links between increased short-form video consumption, increased device usage, and reduced device lifespans. However, the mechanisms described represent plausible connections and offer a foundation for future research. This is especially important given that no prior studies have analysed the environmental impacts of short-form video from a perspective similar to the one presented here. Coupled with the scarcity of systematically collected data on these links, this highlights a significant research gap that requires urgent attention.

It is also important to note that even if future research fails to establish direct causal relationships, the core environmental impacts discussed in this research would remain largely unaffected. For instance, while short-form video may not directly increase device usage, existing data confirm that average device usage time is rising. Concurrently, the time people spend consuming short-form video content is growing rapidly, particularly among younger generations. Given that short-form video has a disproportionately large environmental impact compared to other forms of content consumption, it is still a significant contributor to the environmental impact associated with personal device use and data centre operations. This remains true even if future studies reveal that short-form video is not the primary driver of increased device usage.

Similarly, if further research finds no substantial link between short-form video consumption and reduced device lifespans or increased smartphone purchases, the data presented still suggest that current consumption trends hinder the necessary improvements in device lifespans. Extending device lifespans is essential to achieving sustainability goals in the information and communication technologies sector.59 Addressing the challenges posed by short-form video consumption is crucial, as these could slow progress toward this goal. This conclusion would remain valid even if further research indicates that short-form video does not significantly contribute to device lifespan reduction or encourage increased smartphone purchases.

C. Compartmental Models for Short-form Video

The population dynamics simulations used in this research are performed using a compartmental model. Compartmental models, first introduced in epidemiological research in 1916,68,69 are a powerful tool for analysing the dynamics of evolving populations. These models divide a population into distinct groups, or compartments, and represent the movement of individuals between these compartments through differential equations. Over time, this modelling approach has been successfully adapted and expanded to diverse fields, including market dynamics in the digital economy.63,70

There are several reasons for choosing this modelling strategy in this study. First, as stated in Section II-B, research on shortform video lies at the intersection of video streaming and social media research. Recent studies suggest that compartmental models are effective in both contexts. These models have been employed to simulate the effects of environmental policy implementation and competition on video streaming platforms,47,71,72 as well as in the context of music streaming.73 They have also been applied to studying the evolution of social media applications,7476 offering an effective framework for simulating phenomena such as network effects while providing a more streamlined implementation compared to alternative techniques.75 These applications suggest that compartmental models are well-suited for the study of short-form video applications.

Network effects, defined as the increase in the perceived value of a product or service due to the growing number of its users,77 are a critical factor in understanding the growth of social media platforms.78 An early example of network effects modelling is the Bass model,79 which describes how the purchase of durable goods is influenced by the number of prior sales, making customers more likely to buy a product as more units are sold. Several models have since been developed based on the Bass diffusion equation, describing the evolution of complex economic systems, such as the adoption of online video games or forecasting social media usage. Notable examples include the Buyer-Player-Quitter model74 and the PHLoQui model.75

All models directly based on the Bass model operate under the implicit assumption that Metcalfe’s law accurately describes the evolution of a network’s value.80 However, this assumption has been contested, with researchers suggesting that social media networks are better characterized by Odlyzko-Tilly’s law.63,81 Subsequent studies have revisited this debate, reaffirming the applicability of Metcalfe’s law in various contexts,82 including social media platforms.83 Some researchers have argued that Metcalfe’s law performs better than alternative models for social media adoption,84 while later investigations have presented contradictory findings.76 Given the absence of prior research examining the impacts and evolution of shortform video through the methodology applied in this study, the simulations presented in Section VI incorporate both Metcalfe’s and Odlyzko-Tilly’s laws.

To mitigate the negative consequences of short-form video consumption, as discussed in sections II-A and II-B, it is essential to address problematic patterns of use. For this purpose, in addition to the digital economics literature, it is valuable to explore the application of compartmental models within the addiction literature. A systematic review of addiction models85 concluded that “the spread of social contagious issues can be modeled accurately with epidemiological methods.” The authors argue that, despite certain limitations, compartmental models provide an effective framework for modelling population dynamics. They further note that alternative approaches, such as agent-based models, are “not yet mature regarding addiction”.85

The population model employed in this study was developed through a careful review of existing compartmental models in the contexts of both social media usage and addiction. The adapted model incorporates the categories of early adopters, moderate and heavy users, and quitters, drawing on insights from addiction models.86 Simultaneously, it integrates elements from customer dynamics models, such as the Buyer-Player-Quitter model74 and the PHLoQui model.75 This hybrid approach offers a more nuanced understanding of the dynamics at play compared to relying solely on aggregate values or total user numbers, as done in other studies.63,73

III - Policy scenarios

This study examines the evolution of social and environmental impacts of short-form video in four distinct scenarios, each defined by a specific set of conditions. All our developments throughout this study, and the model that we build later, are anchored in these conditions. This section describes the various measures and policies that define each scenario. The impacts of the scenarios presented here are derived from applying these measures to a baseline scenario. The development of the baseline scenario, based on data-driven forecasts, is detailed in Section IV-E. As argued in Section IV-A, TikTok is used as a representative company for analysing the short-form video industry.

The practicalities of implementing these measures in specific contexts are beyond the scope of this work.

A. Money: Financial restrictions

This scenario primarily comprises various types of taxes and restrictions based on different metrics, used as tools to moderate the impacts of short-form video. These types of restrictions require intervention from authorities and governing bodies and may encounter pushback in contexts where policymakers tend to oppose increased taxation.

This scenario includes:

  • (i) An environmental tax based on environmental impact. One option could be a carbon tax informed by a systemic analysis of companies’ emissions or carbon pricing strategies. This approach has demonstrated positive results in reducing emissions.8789

  • (ii) Advertisement Costs. Increasing the costs of advertising through taxes or other mechanisms can help reduce overconsumption and decrease emissions,90 particularly in the context of online advertising.91

  • (iii) Content creation restrictions aimed at reducing the incentives to share highly engaging content. These include a content creator tax that affects the revenue of prominent influencers, as well as limits on the payments platforms provide to influencers as they achieve higher view counts. This approach disincentivises the creation of short-form content to some extent, potentially fostering a shift toward alternative content formats.

  • (iv) Data collection and processing pricing. Data collection and processing play a central role in the business models of short-form video platforms and, consequently, in their environmental impacts. Reducing data collection, transmission, and processing is a necessary sustainability measure that can be implemented through pricing strategies and taxes.90 For instance, a data tax charging a premium based on the amount of data collected by a company would incentivise reduced data collection or increase operational costs, thereby limiting impacts in both cases.

  • (v) Societal impact taxes, based on negative social outcomes, could also be considered. However, this would be exceptionally challenging to measure due to the complexity of these impacts and the scarcity of established measurement systems.92

B. Content: Information campaigns and content creation

A less invasive strategy for reducing the impacts of short-form video applications involves content creation and campaigning. These strategies have shown moderate success in influencing user behaviour,18,5456 promoting healthier and more sustainable consumption patterns, and increasing the availability of high-quality educational content.10 However, these methods face the challenge of balancing outreach with information accuracy. Social media influencers can reach wider audiences and have a greater capacity to motivate behavioural change compared to institutions and scientists.34 This raises numerous challenges in addressing the lack of reputable sources on social media.24,33,36

Effective campaigns require the collaboration between institutions, scientists, and social media personalities.34 If proper precautions (see analysis in24) are implemented, these content campaigns offer a significant advantage, namely, network effects. Network effects are a powerful driver in spreading information on social media and increasing platform usage.78

This scenario includes:

  • (i) Mental health awareness content by institutions and professionals. The current state of mental health information on platforms such as TikTok is suboptimal. At present, it is particularly challenging for mental health professionals to have a meaningful positive impact on short-form video consumers.35,36 To address this issue, governments and institutions could allocate funding to the creation of official social media accounts and provide support for reputable and professional creators. Such efforts could significantly increase their outreach and impact, compared to the current situation.

  • (ii) Environmental awareness content by institutions and scientists. Raising environmental awareness has the potential to influence video consumption patterns meaningfully.18 While institutional accounts may have certain limitations compared to influencer accounts, they remain an effective method for communicating important scientific information if executed appropriately,24,34,56 particularly due to the public’s trust in institutions.

  • (iii) Enhanced awareness through external campaigns targeting schools and parents, focusing on mental health and environmental issues. These initiatives could effectively reduce excessive consumption among vulnerable individuals10,37,39 while increasing public awareness of health- and environment-related topics.34

  • (iv) Influencer campaigns focused on sustainable use. Influencers have the capacity to shape public discourse on specific issues, such as climate change,54 and wield significant influence over their audiences.34 For these reasons, researchers advocate for institutional collaborations involving social media influencers.34

C. Design: User Experience and Service Design Guidelines

This group of measures focuses on user experience and user interface design, addressing topics such as algorithmic recommendations and behavioural nudges. These approaches represent an effective strategy for encouraging both socially and environmentally sustainable consumption patterns.13,49,52

The proposed measures can be implemented through regulations or mandatory guidelines for short-form video applications. However, one notable advantage of these measures is the possibility of establishing voluntary agreements between businesses and authorities beforehand. For example, adopting voluntary guidelines could mitigate the need for stricter future regulations, enabling platforms like TikTok to adjust their business models without additional policy intervention.

This scenario includes:

  • (i) Adaptable customization measures to address excessive use. For example, monitoring and limiting users’ interactions with certain features, such as reducing the customization of suggestions for problematic users.13 Another approach could involve restricting exposure to content types associated with negative mental health outcomes and reduced life satisfaction,37 while promoting content that fosters improved social outcomes.10 Exposure to certain types of content, such as culture-related videos, has been linked to better emotional management and reduced problematic use of short-form video applications.42

  • (ii) Time cues. These reminders appear during prolonged use sessions, interrupting the user experience. Session time limits, time cues, and usage notifications have been proposed by several authors as solutions addressing both mental health13,37,39 and the environmental impacts of short-form video consumption.18,52

  • (iii) Limitations on algorithm customization capabilities. These measures restrict the extent to which content suggestions are tailored to individual users, thereby reducing the addictive potential of short-form video platforms.39 This could be achieved by imposing limits on data collection and usage. As discussed in Section III-A, data collection and usage play a critical role in the impact of short-form video applications. Reducing the amount of personal data and consumption metrics used to enhance video recommendations would make these applications less engaging, mitigating negative health13 and environmental90 impacts.

  • (iv) Restrictions on features designed to prolong time-on-app. Such features include infinite feed scrolling, auto-playback, looped videos, push notifications, and intentionally cumbersome exit mechanisms. Limiting the use of these features could significantly reduce short-form video application usage.39,52,90 A softer alternative would be making these features opt-in rather than default.90

  • (v) Reducing the quality of the user experience to an acceptable degree, such as by lowering video resolution or increasing loading times. These limitations would not necessarily decrease engagement; depending on the context and the level of interference, users might accept such changes.51 This is particularly true if they perceive these adjustments as measures to “consume less energy and save money”.49

D. Combined Approach: All Measures, to a Moderate Degree

This scenario involves implementing a combination of measures from the previous scenarios. For this study, all measures outlined in sections III-A to III-C were applied simultaneously. This combined approach offers the advantage of flexibility, as measures do not need to be implemented to the same extent, enabling lighter regulations and greater feasibility while maintaining effectiveness. Although regulators may adopt a different combination of measures in practice, the purpose of analysing the set defined here is to demonstrate the benefits of a multi-pronged approach. This is particularly relevant in contexts where stringent financial restrictions are challenging to implement.

IV - Methods

This section is an overview of the methodology followed to create and implement the simulation model used in this study.

A. Conceptual model of a short-form video application

As a basis for the mathematical simulation model that we developed for this work is a conceptual model of short-form video applications that we present in this section. Arguably, the most prominent example of a short-form video application is TikTok. It is one of the largest social media platforms in existence and is entirely based on short-form video. For these reasons, data availability on short-form video activity and its effects is greater for TikTok than for other platforms. Thus, we chose TikTok as a representative case and developed our model based on its operations and business model (see Ref. 93 for a detailed description of TikTok’s business model). Nevertheless, neither the model used here nor the conclusions of this research are limited to TikTok.

Consider another platform, such as Instagram. Instagram features Reels, which function in a manner similar to TikTok. While the evolution and impacts of user interactions with Reels may not fully represent Instagram as a whole, they do reflect a significant part of its platform. Reels constitute a crucial component of Instagram’s business model, and this specific segment operates in a way that is comparable to TikTok. Therefore, although Instagram’s overall structure differs from that of TikTok, a substantial portion of its functionality can still be effectively modelled using the framework developed for TikTok.

TikTok is an example of multisided platform, defined as a digital platform offering distinct value propositions to different customer segments.70 For TikTok, the two main customer segments are users and advertisers. TikTok provides its users with free access to personalized short-form video content and opportunities for community interaction, including both video creation and non-video interactions such as likes, comments, and direct messages. Since TikTok users often act as both consumers and producers of content, they are sometimes referred to as prosumers.94,95 Within this user segment, a subset comprises content creators or influencers [18], who produce content professionally with the goal of earning a profit. These creators generate revenue through content monetization based on the number of views their videos receive, as well as through paid partnerships with brands.

The majority of TikTok’s revenue comes from advertisers—individuals or companies purchasing exposure through in-app advertising. These ads are seamlessly integrated into the viewing experience, often resembling regular content videos. Although the proportion of advertising within a typical TikTok session varies, some estimates suggest that between one-fourth and one-third of the content consumed is advertising [19]. Consequently, strategies designed to prolong user time on the app benefit both TikTok and its advertisers. However, the prioritization of time on app and maximum user engagement can contribute to negative social and environmental outcomes, as outlined in Sections II-A and II-B.

The focus of this study is on minimizing the negative externalities associated with short-form video consumption, particularly when usage becomes excessive. For this reason, our conceptual model centres on the evolution of user numbers and time spent on the app. The conceptual diagram illustrating this model and its feedback relationships, developed for this research, is presented in Figure 1. However, this diagram does not fully capture the complexity of the factors influencing user base evolution and time spent on the app. A more detailed analysis of these is provided in Section IV-C.

e3172c0b-3d35-4e4f-98aa-ae321f3dc89f_figure1.gif

Figure 1. Conceptual dynamic model of TikTok as a case of a short-form video application.

The model shows the main actors (drawn as squares) and other main concepts (drawn as circles), along with the influences/feedbacks exercised on one another (drawn as arrows).

In the model, users can join or leave the platform at any time. Joining is influenced by TikTok’s promotional efforts, the quantity and variety of available content, and the potential for interaction with other users. User-generated data enhance personalization by improving the recommendation algorithm. The longer a user spends on the app, the more data they generate, which leads to more precise personalization. A significant portion of users also create content, further increasing the platform’s appeal. In addition to user-generated content, influencers contribute to the variety and attractiveness of TikTok’s offerings. Both content and personalization enhance engagement, driving increased time on the app.

TikTok’s business model relies on user numbers and time on app to generate revenue. A portion of this revenue is distributed to content creators (influencers), while the remainder is allocated to cover TikTok’s operating costs and investments aimed at attracting more users and improving the platform, further enhancing personalization.

B. Population dynamics model

The simulation model used in this research has been developed by adapting existing models from scientific studies on the evolution of digital platforms, social media, and addiction (as detailed in Section II-C). The model is designed to capture the key dynamics of a short-form video platform such as TikTok, and incorporates the elements and feedback loops described in Section IV-A. This user dynamics model (also referred to as the ‘users’ model), illustrated in Figure 2, consists of five compartments:

  • (i) Not Tried. Individuals who have never used the platform but are open to trying it. These are potential users or customers. However, assuming that everyone is a potential customer is unrealistic. Therefore, a data-driven estimation of this group is essential for building a realistic model. The strategy for obtaining this estimate is described in Section IV-E.

  • (ii) Explorers (E). Users in the initial exploratory stage of the platform’s use. For modelling purposes, during this brief phase, explorers’ usage is approximately one-third of a regular user’s. Explorers either transition to regular (light) use or quit the platform. Their early-stage experience excludes them from the Not Tried compartment.

  • (iii) Light Users (U). Regular users who engage with the platform habitually, also referred to as habitual users. Light users may either stop using the platform or increase their usage, transitioning to the Heavy Users compartment.

  • (iv) Heavy users (A). Users who spend extended periods on the platform daily. They are characterized as problematic or, in some cases, addicted users. In this model, heavy users engage with the platform for twice the duration of light users. This assumption is based on research describing problematic social media use (including TikTok) as exceeding two hours per day,39,96,97 compared to the average TikTok usage of approximately one hour [20]. Problematic users may struggle to progressively reduce usage by themselves. However, based on the role of abstinence in addressing problematic and addictive behaviors,98 both as a long-term measure and as a short-term intervention for achieving moderate use, heavy users in this model may temporarily quit the platform (even for a short period) and later return as light users. These light users can subsequently develop problematic consumption patterns, leading to relapse.

  • (v) Quitters (Q). Individuals who have stopped using the platform, either temporarily or permanently. Users from all other compartments may quit the platform for different reasons. Quitters can re-engage as light users, even if this moderate usage does not persist for long periods.

e3172c0b-3d35-4e4f-98aa-ae321f3dc89f_figure2.gif

Figure 2. Diagram of the compartmental model for simulating the evolution of TikTok’s user base.

The arrows represent transitions between compartments. The parameters that affect each of the transitions are detailed in table I.

The usage time proportions defined for the three user compartments (Explorers, Light Users, and Heavy Users) represent qualitative differences and are a necessary definition from a mathematical standpoint. Alternative models might adopt different definitions using other proportions based on the qualities distinguishing the user compartments. However, this does not significantly impact the conclusions of this research, as their validity remains largely unchanged as long as the chosen model adheres to the premises defined here. In other words, the exact numerical values of the proportional usage time differences between user segments are of little importance, as long as the key quality they reflect remains consistent: habitual (light) users spend, on average, more time on the app than new, inexperienced users, and heavy users spend more time than light users.

C. Parameters of the model

To model the different factors influencing the transitions in the population dynamics model described in Section IV-B, a set of parameters is defined. Some parameters can be influenced by measures and policies, while others describe average intrinsic characteristics of users that cannot be influenced. Parameters that promote joining TikTok and/or increasing usage include:

  • (i) Advertising (ads). Level of advertising efforts, media presence, public sponsorships, etc., undertaken by TikTok to promote their platform.

  • (ii) Personal Preferences for Joining (ppj). Aggregate parameter that encompasses personal preferences of the target population that cannot be directly influenced in any meaningful way through measure implementation. This parameter accounts for preferences such as the tendency to seek instant gratification through easy-access entertainment, the desire to publicly share on social media, or individual interests and curiosity.

  • (iii) New Features (nf). Implementation of novel and attractive features (e.g., new content creation tools, AI filters), and user interface improvements that lead to a better overall user experience.

  • (iv) Habit Formation (hf). Parameter accounting for habit-forming characteristics of the platform, including those described in Section II-A.

  • (v) Novel Content (contd). Parameter describing the amount of novel content uploaded to the platform on average. In this model, it is assumed that content diversity increases with content quantity, as the likelihood of a user uploading a video on a niche topic increases with the number of users. This parameter is directly influenced by network effects (the same as the remaining parameters).

  • (vi) Customization of Experience (cox). Level of content-delivery personalization achieved by the algorithm, which increases with the amount of data generated by users. Company investments can also improve this value.

  • (vii) Community Interactions (comi). Parameter accounting for the possibility of interacting with a wide community, giving and receiving likes, posting comments, chatting, sharing, and receiving information with friends. The number and channels of interactions are controlled by the app’s design. There is also an element of fear of missing out, as people have the desire to stay updated with the rest of the community.

  • (viii) Trends (tr). Prevalence of viral trends in the content of the platform, as well as the level of participation in trends. Trends are a way of receiving the latest information about what is popular and building a sense of community, playing into the desire to be updated and to share. The amount of trend-related content can be controlled by the company.

  • (ix) External Cues (ec). Parameter describing the influence of external environmental cues on the behaviour of users and their decision to interact with the platform. This includes word of mouth, seeing other people using the platform, presence in popular culture, etc.

Parameters that incentivize leaving TikTok and/or decreasing usage include:

  • (i) Bad User Experience (bux). Design and functionality elements that interfere with usability, increasing “annoyance”.51 Examples include longer loading times, lower video quality, excessive purposeful repetitiveness of content, or a poor user interface.

  • (ii) Personal Preferences for Leaving (ppl). Aggregate parameter that encompasses personal preferences of the target population, leading to aversion in some users. These cannot be directly influenced in any meaningful way through measure implementation. This parameter accounts for factors such as some users disliking the format or the service, or shifts in interests and preferences.

  • (iii) Interference (irf). Interference that using the platform causes in other areas of life. This includes poor school or work performance, loss of interest in other activities, or time management issues. It is assumed that the longer a user spends on the platform, the higher the degree of interference. Thus, this parameter mainly affects heavy users.

  • (iv) Mental Health Concerns (mh). Individual perceived mental health impact of the platform. Some users, especially heavy users, may feel that their usage leads to negative mental health outcomes. These concerns affect the value of this parameter.

  • (v) External Critique (exc). Critical comments and warnings from close circles, such as family members or friends, and from other sources, such as public campaigns, institutions, or media.

  • (vi) Content Fatigue (contf). Parameter describing the sense of getting bored or tired of the content on the platform, leading to a desire to stop using it. This could be due to the repetitiveness of the content, controlled by the algorithm and influenced by trends. The pressure to keep up with rapidly changing trends and fashions, as well as with the lifestyle of other users on the platform, can lead to fatigue and burnout.99 This parameter is influenced by network effects (the same as the remaining ones).

  • (vii) Influencer Campaigns (influc). Parameter measuring the efforts invested in influencer campaigns advocating for more moderate and/or sustainable use of TikTok. This parameter modifies the rate at which moderate users become heavy users, also impacting heavy usage patterns.

  • (viii) Toxic Community Interactions (tox). Parameter accounting for the presence of negative community interactions, including cyberbullying, offensive comments, harmful content, misinformation, interactions with dangerous individuals, etc. The platform can implement measures to address these issues, such as disclaimers, content filters, or effective detection of harmful comments or content.

These parameters are dynamic, as their values may change based on the evolution of the user base. They also influence transitions between compartments in different manners, as users’ behaviour and motivations are not uniform across segments. For instance, mental health concerns (mh) may play a more significant role for heavy users leaving the platform than for explorers, who have just started interacting with it. A complete list of the parameters and the flows they affect is presented in Table 1.

Table 1. User dynamics parameters of the population model.

Summary of the user dynamics parameters of the population model introduced in Section IV-B, alongside the corresponding variable name used in eqs. (3) to (6), whether they promote more usage (Join) or less usage (Leave), whether they are directly influenced by network effects, and the compartment transitions they modify. The labels of the transitions relate to Figure. 2.

Parameter (var. name)Brief descriptionJoin or LeaveNetwork effectsTransitions influenced
Advertising (ads)Level of advertising efforts to promote TikTok.JoinNoN → E, Q → U
Personal Preferences for Joining (ppj)Target population’s innate preferences, cannot be influenced.JoinNoN → E, E → U, U → A, Q → U
New Features (nf)Introduction of novel tools and improved user interface.JoinNoE → U, E → Q, U → Q, A → Q, Q → U
Habit Formation (hf)Platform’s habit-forming characteristics.JoinNoU → A, Q → U
Novel Content (contd)Amount of novel content uploaded; diversity increases with users.JoinYesN → E, E → U, U → A, Q → U
Customization of Experience (cox)Personalization of content delivery; increases with data.JoinYesN → E, U → A
Community Interactions (comi)Interaction possibilities and fear of missing out.JoinYesE → U, U → A, Q → U
Trends (tr)Prevalence of viral trends and participation.JoinYesN → E, E → U, U → A, Q → U
External Cues (ec)Environmental cues, word of mouth, and culture.JoinYesE → U, U → A, Q → U
Bad User Experience (bux)Usability issues and poor functionality.LeaveNoE → Q
Personal Preferences for Leaving (ppl)Target population’s innate preferences, cannot be influenced.LeaveNoE → Q, U → Q, A → Q
Interference (irf)Interference with other activities.LeaveNoA → Q
Personal Preferences for Leaving (ppl)Target population’s innate preferences, cannot be influenced.LeaveNoE → Q, U → Q, A → Q
Mental Health Concerns (mh)Perceived mental health impacts of usage.LeaveNoU → Q, A → Q
External Critique (exc)Negative comments from close circles or public campaigns.LeaveNoU → Q, A → Q
Content Fatigue (contf)Boredom or exhaustion from repetitiveness and trends.LeaveYesU → Q, A → Q
Influencer Campaigns (influc)Influencers advocating for usage moderation.LeaveYesU → A, A → Q
Toxic Community Interactions (tox)Negative interactions, such as cyberbullying or misinformation.LeaveYesE → Q, U → Q, A → Q

Across the different scenarios from Section III, the parameters of the model reflect the influence that various measures and business decisions can have on the decisions of current and potential TikTok users, ultimately determining the number of users and their usage patterns. However, parameters such as personal reasons for joining or leaving are inherently unknown and cannot be directly modified by implementing any of the proposed measures. Moreover, as remarked in Section IV-B, the number of potential customers is also unknown, as it is not reasonable to assume that it is equivalent to the entire global population. For these reasons, a data-driven estimation is performed to assign values to these parameters, following the approach described in Section IV-E. The initial values of the remaining parameters were obtained using a sensitivity analysis based on an OAT (One-at-a-time) approach. This enabled us to determine a suitable range of values for each parameter, identifying higher and lower parameter value limits and an order of magnitude compatible with the timescale of this study.

Financial restrictions, referred to as Money measures and described in Section III-A, constitute the first scenario. These measures directly influence the amount paid in taxes and the cost of advertising. Additionally, the proposed data tax in the Money scenario affects the rate of improvement of the recommendation algorithm, thereby slowing down the development of the customization of experience parameter. Furthermore, the content-creation financial restrictions detailed in Section III-A may reduce content creation activities by prominent influencers, as measured by the novel content parameter. These seemingly minor changes significantly impact the model’s dynamics, as they affect several key elements driving TikTok’s growth within its current business model.

Information campaigns and content creation initiatives, labelled as Content measures and detailed in Section III-B, form the second scenario. Institutional and professional mental health awareness campaigns influence both the mental health concerns and external critique parameters. Environmentally-focused campaigns primarily increase the external critique parameter. While the impact of environmental campaigns may vary based on individual environmental concerns, this model assumes that the average level of’eco-consciousness’ within the population remains constant across scenarios. Incorporating the influence of a population’s environmental concerns on policy implementation, as explored in,100 falls outside the scope of this study. Lastly, partnering with influencers to promote moderate consumption and leveraging network effects modifies the influencer campaigns parameter.

User experience and service design guidelines, categorized as Design measures and described in Section III-C, define the third scenario. Measures aimed at’breaking the addictive design’ of the platform directly reduce the habit-formation parameter. The customization of experience parameter is also impacted, primarily through measures targeting algorithmic recommendations. Time cues, reminders, and time limits influence the level of interference, particularly when moderate use risks escalating to heavy use. Restrictions on certain features and guidelines that may lower the quality of experience affect parameters related to new features and overall user experience.

The combined approach, corresponding to the fourth scenario, affects all parameters modified in the previous scenarios. However, these impacts are less pronounced for each individual parameter, as the measures are implemented to a more moderate extent compared to the individual scenarios. The initial values of all parameters for each scenario are detailed in Table 2. However, a full interpretation of these values requires the definitions provided in Section IV-D.

Table 2. Values of the controllable parameters of the simulation model across the different scenarios.

With the exception of taxes, these parameters represent the initial values of the parameters, as used in eqs. (3) to (6). Taxes represent the total fraction of the revenue paid in taxes. Personal preference parameters are presented and discussed in Section V.

ParameterBaselineMoneyContentDesign All
ads010.75110.75
nf 00.50.50.50.3750.45
hf 22211.5
cont d021.5221.5
cox010.7510.50.7
com i011111
tr022222
ec 22222
bux 0.50.50.50.50.5
irf 1111.51.25
mh 0.50.50.750.50.625
exc 0.50.50.750.50.625
cont f00.10.10.10.10.1
influc 00554
tox 11111
Taxes0.250.350.250.250.35

D. Mathematical implementation of the model

This section details the mathematical definitions and implementation leading to the set of equations that form the core of the simulation model. This includes all the definitions of dynamic parameters and other derived variables, as well as the representations of the impacts of short-form video consumption in the model.

Dynamic parameters respond to specific modelling needs. To describe the complex dynamics of TikTok’s evolution and impacts, static parameters are not sufficient. As presented in Section IV-A, magnitudes such as the time spent using the platform or the level of personalization of suggestions have multiple dependencies and can be influenced in different ways.

Moreover, the presence of network effects and feedback loops in the model makes this situation even clearer.

In this model, if a parameter depends on network effects, it can be defined as a constant multiplied by a network effects function FNE. For instance, the community interactions parameter comi can be defined as comi = com i0FNE, where com i0 is a constant that determines the relative impact of community interactions for a certain user base size. As the user base increases, the network effects function makes this impact larger. The same principle applies, in general, to all parameters affected by network effects, as presented in Table 1, with the exception of the customization of experience parameter. To model customization of experience, it is necessary to factor in the influence of revenue in addition to network effects, resulting in the definition cox = cox0(FNE + R), where R is the revenue at a given time (see eq. (1)). As the number of new implemented features (nf) and advertising investment (ads) by TikTok is dependent on revenue, the value of these parameters in the model is also proportional to the revenue, while not being directly affected by network effects.

The modelling strategy for the network effects function will depend on the choice of assumptions about their nature, as described in Section II-C. Using Metcalfe’s law, FNE should be proportional to the total number of users, while Odlyzko-Tilly’s law proposes a logarithmic relation. Moreover, the contribution of the different user groups defined in Section IV-B should not be the same, as the level of interaction, data generation, and content production varies depending on usage. Based on the rationale from Section IV-B, the ratio of contribution for the defined user segments is set to E: U = 1 : 3 and U: A = 1: 2, where E refers to Explorers, U to Light Users, and A to Heavy Users. Based on these principles, the network effects function using Metcalfe’s law is of the form

FNEE+3U+6A,
and, using Odlyzko-Tilly’s law, it takes the form
FNElog(E+3U+6A).

Following a similar logic, since heavier usage generates more revenue in TikTok’s current business model, Heavy Users have a larger contribution to the company’s revenue. However, a comprehensive metric of the revenue requires considering the average time a user spends on the app, and not only how much time a user spends relative to other users. For this reason, the Time on app parameter (toa), i.e., the average time a user spends on the platform on a daily basis, is defined. Since this model includes different user groups, the actual average time on app is the weighted average of the time spent by the different user types, using the proportions established in Section IV-B.

These principles allow us to define the total gross revenue as RT ∝ (E + 3U + 6A) toa, and the net revenue as

(1)
R=R0(E+3U+6A)toaCostsTaxes,
where R0 is a constant. Costs are assumed to increase with the number of users, being more influenced by heavier usage. For simplicity, a baseline income tax of 25% is implemented for all scenarios, although this value is of little relevance to this study, since we are interested in the relative comparisons between scenarios. The environmental tax, as proposed in Section III-A, is of more relevance to the study, being defined as proportional to the environmental impact of TikTok at a given time.

Maximizing revenue in this model can be achieved by increasing the number of users and the average time a user spends on the platform, aiming for a larger proportion of heavy users. Analysing other sources of revenue, such as from external investors, falls outside the scope of this study.

The time on app parameter (toa) is a central element of the model. It is influenced by content novelty and diversity, as these increase the likelihood that any given user will be able to consume content that they find interesting, entertaining, or engaging in general. It is also influenced by the level of customization of experience, as an effective recommendation algorithm is key to delivering the most engaging content to each specific user depending on their personal preferences. The time a user spends on the application is also influenced by the habit-forming features of the platform and the algorithm. To account for the fact that there is a limit on the value of this variable, as well as possible diminishing returns due to increased personalization,101 we define the time on app parameter as

(2)
toa=toa0hfcontdlog(cox)
where toa0 is a constant whose value is obtained from real usage data.

To complete the simulation model, the values of unknown parameters that cannot be modified are estimated from data. To make the model representative of the real evolution of TikTok, constants such as toa0, the personal preferences parameters ppj and ppl, and the potential size of the market are obtained as described in Section IV-E.

Based on the definitions in this section, the system of equations used for simulating the evolution of TikTok, eqs. (3) to (6), is defined:

(3)
dEdt=((ads0R+ppj+tr0FNE+contd0FNE+cox)(N0EUAQ)(nf0R+ppj+comi0FNE+contd0FNE+tr0FNE+ec0FNE)E(bux0nf0R+ppl+tox0FNE)E)
(4)
dUdt=((nf0R+ppj+comi0FNE+contd0FNE+tr0FNE+ec0FNE)E+(nf0R+ppj+ads0R+hf+contd0FNE+tr0FNE+comi0FNE+ec0FNE)Q(mhhf+ppl+exc+tox0FNE+contf0(tr0FNE+1)cox+1)U(hf+ppj+contd0FNE+cox+(comi0+tr0+ec0influc)FNE)U)
(5)
dAdt=((hf+ppj+contd0FNE+cox+(comi0+tr0+ec0influc)FNE)U(mhhf+ppl+exc+contf0(tr0FNE+1)cox+1+(tox0+influc2)FNE+irf·toa)A)
(6)
dQdt=((bux0nf0R+ppl+tox0FNE)E+(mhhf+ppl+exc+tox0FNE+contf0(tr0FNE+1)cox+1)U+(mhhf+ppl+exc+contf0(tr0FNE+1)cox+1+(tox0+influc2)FNE+irf·toa)A(nf0R+ppj+ads0R+hf+contd0FNE+tr0FNE+comi0FNE+ec0FNE)Q)

The system of equations was solved numerically in python using the explicit Runge-Kutta method of order 5(4), using the solver provided in the scipy library. The code for the simulation model is available in the online repository Zenodo [21].102

Based on the magnitudes resulting from the simulation, the evolution of the impacts of TikTok is calculated. The definition of the environmental impact is based on the assumption that it increases with the number of users, depending on the usage intensity. Therefore, to maintain consistency across definitions, the environmental impact is measured as Ei = E0(E + 3U + 6A) toa, where E0 is a constant. This definition is motivated by the reasons explored in Section II-B, as well as by the approaches utilized in previous studies.71,73,100 This assumption can also be justified in part as a consequence of the second law of thermodynamics, since data transfer always requires energy. Thus, increasing data transfer would increase energy consumption, and therefore increase environmental impact. Although the current state of global energy production is far from being 100% renewable-based,103 this reasoning would still hold true, as renewable energy sources also have negative environmental impacts, albeit much smaller than fossil fuels.103,104

Distinguishing between different types of environmental impact in this type of study may be useful in certain contexts.100 However, in this case, we opted for using an aggregate measure to allow for an interpretation independent of the metric utilized. In practice, the comprehensive metric used in this model can be interpreted individually, for instance, as CO2 emissions, energy use, or e-waste generated, and also as a measure of impact in general, aggregating multiple factors simultaneously. In this study, the validity of this metric is not compromised by this choice because its absolute value holds little relevance, as the results of this study stem from relative comparisons of changes across scenarios. Measuring magnitudes such as the exact amount of CO2 emissions due to TikTok usage, or evaluating the absolute global environmental impact of short-form video in general, falls outside the scope of this study.

Defining a metric for the negative social impacts of TikTok is a challenging task, given the data and quantitative research scarcity on the impacts of digital technologies on metrics such as safety and crime, working conditions, health benefits and risks, or inequality.92 As presented in Section II-A, mental health issues are often highlighted as the most prominent risks that short-form video consumers face. Due to the growing body of scientific literature and recent policy developments focusing on this aspect, this model implements an estimation of mental health impacts as one impact metric.

Mental health issues arise more often due to problematic use patterns. Thus, one way of estimating the general mental health impact of TikTok is defining a metric based on the number of heavy users and the average daily usage time. In this model, the metric for mental health impact is defined as Mi = M0 × A × toa, where M0 is a constant. Following the same logic as with the environmental impact metric, the absolute value of the mental health impact metric is not relevant, as the results are based on relative comparisons.

Different and more advanced metrics could be developed based on the current model’s outputs, as well as future extensions and adaptations. The open availability of our model is intended to facilitate this task.

E. Development of baseline forecasts

This section presents the methodology used to define a realistic baseline for modeling the evolution of TikTok and obtain the values of various unknown parameters. The strategy consists of two stages. The first stage involves obtaining a robust data-based forecast of the size of the user base of TikTok by employing and comparing existing models that have been used in research for similar purposes. The second stage uses user base size and average usage time data to obtain the unknown parameters in this novel model, defining the baseline. The forecasts produced by the new model are compared to those from the first stage to verify that the projected final size of TikTok’s user base in this new model is compatible with those more robust estimates. The results of this process are presented in Section V.

The data employed in both stages of this process [22] (quarterly total active users data from the year 2018 to the year 2024) was selected because it is openly available and offers higher granularity than other open datasets. While other sources [23] were considered too, they were not used because of access limitations and lower granularity. Even though different sources provide somewhat different estimates of the size of the user base at any given point in time, all of the sources considered portrayed a similar and consistent evolution trend, and the differences we encountered did not exceed 10% with respect to the data chosen for this study. Lastly, the data used in this study offered the most conservative estimate of the number of TikTok users, measuring only active users rather than registered accounts. Using these data contributes to reducing the risk of overestimating the potential size of the platform and the impacts of its evolution.

Given that all of the models used in this study are freely available, it is possible to directly apply them to obtain other forecasts based on different datasets. However, the conclusions of this study would not be altered in any significant way if a different dataset was chosen for the definition of the baseline. This is due to the fact that the general evolution trend remains consistent across datasets and the conclusions are mainly based on relative comparisons.

In the first stage, to obtain a set of robust forecasts of the evolution of TikTok, the following models were chosen:

  • (i) The Bass Model, 79 a simple benchmark model that has been applied to studying digital platforms’ evolution and served as the basis for the core dynamics of several more advanced evolution models.71,7375 The model distinguishes between innovators (people joining the service independently of the size of the user base) and imitators (customers who join influenced by network effects).

  • (ii) The Bass model with only network effects. Due to the relevance of network effects in TikTok’s business model, a simplified version of the Bass model with only imitators was tested too.

  • (iii) The Buyer-Player-Quitter (BPQ) model, 63,74 mainly developed for studying the evolution of massive multiplayer online games, but also applied successfully to social media.75 This model defines three user groups: Buyers (potential customers), Players (users), and Quitters (people who no longer use the service). The transitions between those groups are modeled using the Bass diffusion equation.

  • (iv) The PHLoQui model, first presented in,75 which can be viewed as an extension of the BPQ model. The model distinguishes between Hesitant and Loyal customers, in addition to Potential customers and Quitters. It allows for a more nuanced view of the user base of a service by acknowledging that some users may be more susceptible to quitting than others.

These models were used to fit TikTok’s user base evolution data using the tools provided by the scipy toolkit in python. However, comparing the results of this process requires a more nuanced approach than goodness of fit metrics based only on discrepancies between the data and the fitting curve (e.g., Root Mean Square Error105). As a model escalates in complexity, so does the risk of overfitting.106 For this reason, the performance of the different models is compared using different wellestablished metrics that account for the complexity, penalizing models with a larger number of parameters. The comparison methods of choice were the adjusted R2 coefficient107 and the Bayesian Information Criterion (BIC).108 The best model will have an adjusted R2 closest to 1, and the lowest BIC value.

Using the parameters obtained from fitting the user data, the models were extended to provide projections of the number of users that the platform will have in the year 2030, effectively producing an estimate of the total size of the market. These values are used as a safety check to ensure that the newly developed model introduced in this study conforms to real user base expectations. The comparison of the different models and their forecasts can be found in Section V.

The second stage of this process involves fitting the novel dynamic model for TikTok developed in this study to user base size and average daily usage time, using the mathematical implementation of Section IV-D. By doing this, the number of potential customers N0, the personal preferences parameters ppj and ppl, and the constant toa0 are obtained, thus defining a baseline that accurately represents TikTok’s size and usage evolution under the current conditions.

Once the initial values of the controllable parameters are fixed following the procedure described in Section IV-C, an optimization function is defined. This function simultaneously minimizes the difference between the total number of users in the model (E +U +A) and the real data on the number of users, and the difference between the evolution of the time-on-app parameter (toa) and the data for the average daily time spent on the platform. The unknown parameters are automatically adjusted so that both differences are minimized. To run the model for each set of parameters, the model employs a solver for the set of differential equations equivalent to the one described in Section IV-D. The minimization algorithm chosen was the L-BFGS-B algorithm, using the implementation from the scipy package in Python.

The optimization function is used to find the best set of parameters for both choices of network effects function, i.e., Metcalfe’s law and Odlyzko-Tilly’s law. Similarly to the first stage, the model is computed again with this set of parameters, extending it to produce a forecast for the number of TikTok users in 2030. The forecasts are contrasted with the ones produced in the first stage, to determine whether the new model produces results that are compatible with the expectations set by the reference models. If this condition is fulfilled, the complete set of parameters in the baseline case is successfully defined, and the model is capable of reproducing expected evolution trends.

V - Baseline definition and forecasts for Tiktok in 2030

Following the procedure detailed in Section IV-E for the first stage of the baseline definition, the results of Table 3 are obtained. These results compare the goodness of fit of the test models to TikTok’s user base evolution data, as well as the forecasts produced for the number of users on the platform by the year 2030 [24].

Table 3. Model performance and forecast for 2030 for stage 1 of the baseline definition.

“Only NE” refers to only network effects. Models and comparison methods explained in Section IV-E.

Model Users Forecast 2030 (billions) Number of Parameters RMSE Adjusted R2 BIC (Bayesian Information Criterion)
Bass2.05930.0440.992-146.3
Bass (only NE)1.7320.0700.980-126.3
BPQ2.06670.0440.990-133.6
PHLoQui2.024100.0370.991-133.1

Judging by the Root Mean Square Error, the best fit is provided by the PHLoQui model. This is understandable, as it is the most complex of the compared models. However, using the adjusted R2 (closer to 1 is better) and the Bayesian Information Criterion (BIC) (lower is better), the most reliable model is the Bass diffusion model. Nonetheless, with the exception of the Bass model with only network effects, all the tested models provide similar results. The reason for the Bass model with only network effects not working is that it is an oversimplification. It assumes that no users decide to join the service for reasons other than the existing number of users on the platform, ignoring crucial factors such as advertising efforts or personal motivations.

One consequence of finding similar results for different models is that the relatively simple Bass model can be used as a benchmark or to produce a rapid initial estimation of the growth potential of a digital platform, especially when more complex models are being implemented for the first time.

An estimate of the future user base size of TikTok was computed using a weighted average of the forecast results for all models, with the exception of the Bass model with only network effects, using both the adjusted R2 and the BIC as weights. According to these results, TikTok is projected to reach 2.05 billion active users in 2030.

The implementation of the second stage provided the definition of the baseline for the core model of this study. The values of the obtained parameters that provided the best fit for the model are presented in Table IV. The evolution curve resulting from the fit, together with the forecasts produced by the model for the years 2024 (third quarter) to 2030, is presented in Figure 3. The figure was obtained using the solutions for Metcalfe’s law of network effects. Due to the high degree of similarity between the plots for both network effects laws, the plot for Odlyzko-Tilly’s law was omitted, as it would not provide any additional insights.

Table 4. Fitted baseline parameters.

Values of the fitted parameters used for defining the baseline model for Metcaltfe’s and Odlyzko-Tilly’s network effects laws. Explanation of the parameters their obtention in Sections IV-C to IV-E.

Network effects law toa0 N0 ppj ppj
Metcalfe’s law0.04922.33611.00810.0011
Odlyzko-Tilly’s law0.04542.42560.74280.2835
e3172c0b-3d35-4e4f-98aa-ae321f3dc89f_figure3.gif

Figure 3. TikTok user base evolution (2018-2024Q2) and forecasts (2024Q3-2030).

Produced according to the population dynamics model developed in this study. This baseline plot was obtained using the parameters that provide the best fit for both total users and average daily usage.

Figure 3 shows a trend suggesting a potential deceleration of TikTok’s user base growth. Even though it is too early to draw a definitive conclusion from these results alone, a similar phenomenon has been observed for other, more mature social media, such as Facebook.75 The implications of the proportions of the different types of users are further discussed in Section VI.

A safety check of the validity of this baseline model is comparing its final projection of the number of users in 2030. The forecast produced by the model differs less than 1% from the value of 2.05 billion users. Therefore, this novel model produces results that are compatible with the more established ones, suggesting that it constitutes a reasonable baseline.

VI - Result and Discussion

This section presents an analysis of the results of simulating the evolution of TikTok in the scenarios descried in Section III. Results of users and revenue are depicted in Figure 4 (Metcalfe’s law) and Figure 5 (Odlyzko-Tilly’s law); results for economic, development, environmental and mental health impacts are shown in Figure 6 (Metcalfe’s law) and Figure 7 (Odlyzko-Tilly’s law).

e3172c0b-3d35-4e4f-98aa-ae321f3dc89f_figure4.gif

Figure 4. User Trends and Normalized Revenue results for TikTok in the year 2030 (Metcalfe’s Law).

Produced by applying the user evolution model described in Section IV-B to the policy scenarios presented in Section III. User values are given in billions and revenue is normalized to the case with the highest revenue. Network effects were modelled using Metcalfe’s law.

e3172c0b-3d35-4e4f-98aa-ae321f3dc89f_figure5.gif

Figure 5. User Trends and Normalized Revenue results for TikTok in the year 2030 (Odlyzko-Tilly’s law).

Produced by the user evolution model described in Section IV-B to the policy scenarios presented in Section III. User values are given in billions and revenue is normalized to the case with the highest revenue. Network effects were modelled using Odlyzko-Tilly’s law.

e3172c0b-3d35-4e4f-98aa-ae321f3dc89f_figure6.gif

Figure 6. Results for the impacts of the policy scenarios (Metcalfe’s Law).

Results for the impacts of the policy scenarios presented in Section III on TikTok in the year 2030 applying the user evolution model described in Section IV-B. “Time on app” values are given in hours. The rest of the indicators are normalized to the scenario with the highest value. Network effects were modelled using Metcalfe’s law.

e3172c0b-3d35-4e4f-98aa-ae321f3dc89f_figure7.gif

Figure 7. Results for the impacts of the policy scenarios (Odlyzko-Tilly’s law).

Results for the impacts of the policy scenarios presented in Section III on TikTok in the year 2030 applying the user evolution model described in Section IV-B. “Time on app” values are given in hours. The rest of the indicators are normalized to the scenario with the highest value. Network effects were modelled using Odlyzko-Tilly’s law.

An initial overview of the results shows that the proposed measures have the potential to reduce the negative impacts of short-form video applications both on the environment and the mental health of users, especially when several strategies are simultaneously applied. To further understand the mechanisms for these measures to work, as well as their respective benefits and trade-offs, this section offers an analysis of their most significant impacts on the different indicators showcased in Figures 4 to 7.

A. Analysis of individual indicators

First, the adoption of the service is delayed to different degrees due to the implementation of measures in different scenarios, as evidenced by the increase in users of the Explorers type. However, since the number of Explorers is still relatively small in comparison to the rest of the user groups, it is possible to argue that the delay is not very significant.

An increase in the number of Moderate Users suggests that the proposed measures are able to promote more balance and responsibility in the usage patterns of the consumers of short form video. This is especially true for Content measures, implying that Content measures may be a way of harnessing network effects for curbing excessive use and increasing wellbeing while maintaining engagement.

A significant share of the environmental and social benefits observed in the different scenarios are due to a steep decline in the proportion of Heavy Users when different measures are in place. Despite these benefits, since Heavy Users generate the most revenue, this reduction may be challenging for businesses. This may suggest the need for alternative revenue streams, and for opening the discussion on alternative business models that might eventually reward moderation (see discussion in Section VI-C).

An increment in the number of Quitters of the platform when the measures are implemented is a sign of the importance of maintaining the balance between stringent measures that deter excessive use and user retention. Some degree of churning is to be expected with any measure that may (negatively) impact user experience. The intensity of the churning, however, will depend on the strength of the measures and how the companies’ business models adapt in response.

Revenue is based on total usage of the platform, depending on the number of users and how active they are. Thus, measures that directly impact those metrics can be detrimental in terms of revenue. Content measures impact the company’s revenue the least, making them a less invasive alternative solution to the environmental and social challenges that arise from the excessive use of short-form video platforms. However, if measures from the Money or Design categories are implemented, companies may need to adapt and/or develop other monetization models.

Taxes are an effective strategy to reduce negative externalities of platforms such as TikTok, and governmental agencies should consider them as a tool in this context. Companies, on the other hand, need to plan for a future where environmental responsibilities are legal obligation.

A lower value of Experience Customization across different scenarios results from higher costs (such as data acquisition costs and taxes) and more moderate service usage. This leads to less data being collected for algorithm improvement and reduced revenue generation. Analysing the consequences of lower Experience Customization in isolation is challenging and not very productive due to its central role in the business model and the many interrelated factors. Moreover, feedback loops complicate the situation further. For instance, reduced Experience Customization can decrease usage, which in turn limits the data available for improvement, further impacting both Experience Customization and usage.

In general, the current business model of short-form video applications aims to maximize usage by enhancing the personalization of the user experience. Therefore, measures that reduce Experience Customization interfere with current practices, especially when Money and Design measures are implemented. Since content creation can increase engagement, even if it promotes moderation, Content measures are less effective in reducing Experience Customization.

Despite the challenges for businesses, the reduction in Experience Customization is particularly powerful due to decreased data usage, leading to positive environmental outcomes and potential privacy improvements. Consequently, if legislators implement measures that significantly affect this variable, short-form video businesses should adapt their business models or find alternative ways to offer a tailored experience without heavily relying on data.

The Time on App parameter faces a similar situation regarding its relationships, centrality, and potential feedback loops. Companies aim to maximize Time on App to increase revenue, while legislators may seek to minimize it to address potential environmental and mental health consequences. This highlights the importance of balancing profitability with restrictions and raises the question of whether this balance is achievable within the context of our current social and climate goals while also maintaining the existing short-form video business model. One insight for regulators is that it may be possible to reduce the negative externalities of excessive usage by implementing non-punitive design features, such as behavioural nudges.

All proposed measures result in a reduction in Environmental Impact. This is a positive message for regulators in environmental policy. Depending on the preferred approach to regulation, different effective choices can be made. However, these different choices may have varying degrees of impact. Financial restrictions (i.e., Money measures) have proven to be an effective solution, although Design measures are the most promising in this regard. This implies that regulatory efforts to address excessive screen time (e.g., ethical design, lower reliance on algorithmic recommendations) may have a ripple effect that reduces the ecological footprint of the app. Content measures, being likely more inexpensive and easier to implement, also show promising improvements, although to a lesser extent. These results also highlight the need for companies to adapt their models to prioritize sustainability in light of possible future regulations.

A similar situation is true for Mental Health Impact. In this case, however, the effect of Content measures is more pronounced, suggesting that they may be an effective approach if the objective is addressing overconsumption of short-form video. The fact that Design measures have an outstanding effect in this context highlights the importance of features such as time cues, breaking the addictive design, and changing the algorithm to reduce over-engagement. Companies should therefore prioritize user well-being to avoid the consequences of more stringent regulation, which could lead to a severe reduction in revenue.

B. Scenario impacts

A joint vision of the effects of Money measures shows that more traditional financial instruments such as increased taxes, environmental taxation or increased costs of data collection are effective in reducing environmental and mental health impacts of short-form video applications, promoting a more moderate consumption of these services. In the same way as the other measures, they come at the cost of reducing revenue for the business that offers those services. However, this type of regulation might not provide a definitive solution in some cases, and alternative types of measures should be considered.

One option are Content measures, which offer a less intrusive (although somewhat less effective) approach to addressing issues such as environmental and mental health impacts. These measures directly exploit the power of network effects, which on the one hand lead to the fast growth of social platforms, but on the other can be used to disseminate useful information. These results show that behaviour can be influenced from within the app, without drastic intervention, and still have an effect. Avoiding very stringent regulation may lead to reduced pushback from companies and lobbies, increasing the chances of a successful intervention. Another advantage of these measures is that they can be easily scaled across regions and platforms, while remaining relatively low-cost. For the reasons described, Content measures are a relatively common topic of research in the area of short-form video as a tool for sustainability, both on the social14,3032 and environmental33,34,5456 dimensions.

Design measures likely show the most promising results as a stand-alone set of measures. Not only do they significantly reduce mental health and environmental impacts, surpassing the results from Money measures, but they also manage to preserve similar or even higher revenue. This is because these measures specifically address the addictive features of these applications, aligning with research on the influence of digital interfaces on people’s behaviour.109 Being a non-punitive category of measures, these results reveal an alternative approach for mitigating the negative externalities of short-form video platforms.

A key takeaway from this scenario is that, although implementing Design measures could initially be done from a public health concern perspective, it would also create a ripple effect, leading to considerable reductions in the environmental impact of shortform video. Thus, these results provide evidence of an indirect link between UI/UX design and environmental sustainability, suggesting the need for collaboration between UI/UX experts and policymakers.

The last piece of the analysis is a combination of All scenarios, where the measures of each individual scenario are applied to a more moderate extent, directly focusing on the balance between effectiveness and feasibility. Since no individual measure is applied to an extreme degree, this scenario offers evidence of the benefits of a complex, balanced, multi-pronged approach. In this scenario, the strongest reductions in environmental and mental health impacts are observed, whilst still maintaining some level of engagement.

For policymakers, this signifies that there are clear advantages when financial, social, and design measures are jointly implemented, compared to any one of them in isolation. This is particularly useful in cases of scepticism about strong financial restrictions and taxes. Although these are effective methods for addressing the issues discussed in this research, they can be substantially relaxed if implemented in conjunction with Design reforms and Content tools.

This policy framework thus proposed should serve as a starting point for researchers to study the interactions between financial, social, and design measures, and their effect on user behaviour.

A key takeaway for companies is a call to action to explore new business models that better align with our sustainability goals, as future regulations and measures may result in significant financial impacts. Adapting to these changes could mean the difference between reaping the benefits of alternative, more sustainable, long-term oriented business practices, or eventually being unable to continue operations, losing the battle against more sustainable competitors.

C. Alternative business models

As a final note for the discussion, and as a starting point for further research, one can consider several alternative business models that could be studied for viability in the short-form video industry. These models are engineered to facilitate the adaptation of short-form video businesses to possible new sustainability regulations, and help them thrive in a more responsible way.

A Premium Subscription business model might be hard to conceive in the current state of the industry, since the main appeal of short-form video applications is the fact that they are free to use. However, this model is not only more profitable in certain conditions,73,110 but has also proven to be a more sustainable alternative due to the decrease in traffic and data processing required by advertising.91 A Premium model could have the additional benefit of increasing average content quality, as it would reduce the need for advertisements displayed in the form of content, while also increasing content creators’ revenues. This could potentially reduce their need for paid brand partnerships, giving them the opportunity to prioritize content creation over product promotion. Nonetheless, since an abrupt transition to a Premium model could be unreasonable for many companies in the short-form video industry, there is a need for exploration of other business models.

A Freemium model111 is a compromise between the current free model with ads and a more sustainable Premium model. Although the environmental benefits may not be as large as with the Premium-only model, they could be significant compared to the status quo. This model implies a change of incentives. Rather than maximizing ad visualization, the company’s objective becomes to “funnel”111 as many users as possible to the premium category. This change in incentives would result in a degradation of the free-user experience, either by removing or limiting access to certain features, including premium-only features, or by modifying the advertisement strategy to incentivize users to purchase the premium option. Such degradation could reduce engagement measures for free users, such as time spent on the app, leading to some of the positive environmental and social impacts described in this research. Moreover, since the premium option would likely have lower impacts too,73,91 all user groups in this case would participate in these positive impacts.

A variation of the Freemium model is the Tiered Engagement model. This model sets a limit on how much content a free user is allowed to consume on the app, following recommendations on time-limits from research.13,39 The free version may include some ads, but since it does not rely exclusively on those, the ads-to-content ratio can be smaller than it currently is. In addition to the free version, there could be several premium tiers of consumption. For instance, one tier would allow a user to watch five times as many videos as a free user, and the next tier could be an unlimited ad-free service. The tier architecture can be adapted to different cases. Since the time spent on the app is limited by design for certain user groups, this model has a moderation-promoting feature integrated into its core. Moreover, the limited engagement time also reduces the data gathered by the business, affecting further engagement improvements. All of these factors contribute to lowering the impacts studied in this research. This model could be a viable monetization strategy, as it is very similar to the one currently used by the dating app Tinder.112

One alternative model that focuses on personal data use and ownership is what we call Data-Based Freemium. This model would be a response to measures such as data collection charges or a data tax. Here, users have the option to opt in to data sharing in exchange for a more premium-like service. User data is the primary source for improving both video recommendations and ad recommendations, being a crucial resource for companies that provide short-form video content. Any user may choose one of two options: 1) Not sharing their data and receiving less targeted content, both for ads and videos, or 2) Sharing their data and receiving fewer ads and/or gaining access to special features. Because non-sharing users receive a less personalized experience (lower value of Experience Customization variable), their engagement will be lower, improving environmental and mental health indicators. Moreover, because data availability would be lower than in the current business model, the level of personalization for sharing users would also be lower, affecting engagement. Users who do get a personalized experience by sharing their data are subject to some of the benefits described for the Premium Subscription model, further reducing environmental and mental health impacts.

Finally, all the previously described models could benefit from a conscious choice of partnerships. Since several of the suggested models still partially rely on advertising, choosing advertisers that align with our sustainability goals could add value to the efforts of the company for mitigating negative impacts. Some possibilities are 1) charging advertisers of sustainability-oriented projects smaller fees, 2) displaying sustainability-oriented ads with a higher relative frequency, 3) using corporate sponsorships to reduce overall advertising, or 4) using brand sponsorships to fund content-driven initiatives (Content Measures). These suggestions can have a positive contribution even with the current business model, although they may not be enough if future regulations incentivize a true change in the business model for short-form video companies. For this reason, we suggest they are explored as an addition to possible alternative approaches to monetization of short-form video content.

VII - Conclusion and future research

This work aims to address the current research gap in how to limit the negative environmental and social impacts of shortform video, by offering data-driven simulation evidence of the consequences of future development in four different policy scenarios.

The growing trend in short-form video adoption can lead to substantial negative environmental and social outcomes, as evidenced by the impact pathways described in sections II-A and II-B. At the time of this research, the link between shortform video and environmental sustainability has not been explored in sufficient detail in the scientific literature. The importance of investigating this link is evidenced by the findings of the literature search discussed in Section II-B. The insufficient attention from the scientific community to the negative externalities of short-form video, especially in the environmental context, is a primary motivation for this work, making it also a call to action for future researchers.

The modelling used for this research is one the primary contributions, as it is a novel methodology that has not been previously applied in the context of short-form video platforms and their impacts. The conceptual model presented in Section IV-A is motivated by the necessity of systemic approaches for addressing the complexity of modelling and decision-making in the context of the sustainability of digital technologies.48 The simulation model from sections IV-B and IV-C is an application of the conceptual model based on scientific principles. Despite being tuned with data from the short-form video platform TikTok, the simulation model is independent of the data used. For this reason, it can be applied to any other service with a similar business model, maintaining relevance even considering the uncertainty in the future of TikTok itself.23,113

The model can also be applied to exploring different measures and scenarios that could differ from the ones studied in this research. For these reasons, the model can be easily used for studying similar applications within different policy contexts, potentially making it a useful tool for future researchers in this field, as well as a decision aid for companies and regulators.

Compared to other models that have been developed for similar applications,47,73,75 our model offers the advantage of being more suitable to modelling the evolution of social media due to its approach to network effects. Instead of only relying on the Bass model,79 which implicitly incorporates Metcalfe’s law for network utility, our model also provides results for Odlyzko-Tilly’s network effects, which might be better suited for analysing social media according to some authors.63,81 The conclusions reached using both network effects theories are qualitatively equivalent, making them independent of the debate about the superiority of these two theories. The flexibility of producing results with both network effects theories also increases our model’s usefulness for applications outside the specific context studied in this work. The model is made available in an open access repository [25] with the aim of transparency and facilitating its implementation and development by future researchers.

To accurately reproduce the evolution of a real short-form video application and thus define a baseline scenario, the parameters of our model were calibrated using data about TikTok. The calibration required producing a forecast of the evolution of the size of this service’s user base. The forecast, produced with the aid of existing models for the evolution of digital platforms, revealed that by 2030 the number of users will exceed 2 billion, a result that is compatible with other independently produced models [26]. This is evidence of the fast trends in adoption of short-form video. Similar platforms may also experience this type of growth too.

Since the forecast produced in this work compared several models from the scientific literature, its contribution is twofold. First, it offers a more robust estimate than relying on a single model. Second, because the provided comparison accounts for both goodness of fit and the number of parameters of each model, these results reveal that the most suitable model in this case for forecasting final size is a simple three-parameter model with innovators and imitators. However, models of higher complexity produce compatible results. A conclusion for researchers and growth analysts is that a simple model of this type may be the preferable alternative when studying short-form video applications. It could also be useful as a robustness check, testing the compatibility of forecast results produced using more advanced methodologies.

According to our models, the number of Heavy Users on the platform TikTok can be expected to increase by over 200% before the end of the decade, underscoring importance of effective measures such as the ones explored in this research, backed by quantifiable evidence. This work offers a novel perspective on addressing the negative effects of problematic short-form video consumption, demonstrating that the implementation of measures aimed at reducing negative mental health impacts also reduces environmental impacts.

We have developed four policy scenarios presenting different approaches to reducing the negative impact of short-form video applications, using financial restrictions, content creation, and design guidelines, which could serve as an aid for policymakers working on this pressing social and environmental issue.

The simulations performed in this research demonstrate the viability of multiple policy avenues. Since policymaking is largely dependent on the local context, this research offers a nuanced view that could be applied in a diversity of scenarios. Financial restrictions, such as environmental and data-collection taxes, are an effective approach to regulating several areas of the digital economy47,73 from a sustainability perspective. As our results demonstrate, they are also effective for shortform video. However, when alternative approaches are preferred, design guidelines show great potential too, even surpassing financial regulations in certain aspects. This reveals the need to involve UI/UX design experts in policymaking. In cases where less stringent regulation is needed, content creation initiatives and content-focused partnerships have proven to be a viable solution, although less effective than the other two approaches.

A key result of this research is that the most effective strategy for mitigating the negative consequences of short-form video is a multi-pronged systemic approach, combining economic, social, and design measures. This type of approach not only offers the greatest benefits but also enables the implementation of more moderate individual measures in each of the fronts. For instance, if stringent financial restrictions and taxes cannot be implemented, they could be replaced with a more moderate taxation scheme alongside moderate content and design policies.

The results provided in this work suggest that short-form video companies may need to adapt or rethink their business model, finding alternative ways of monetization and rewarding responsible use. As suggested by our results, the heavy reliance on data of the current model of short-form video platforms is a decisive factor for both its rapid expansion and its negative impacts. Apart from being an effective mitigation strategy, reducing user data reliance could be crucial for international platforms like TikTok, as privacy concerns about user data could lead to a complete ban in markets such as the US.23,113 As a contribution of this research, we presented a set of alternative models in Section VI-C, whose implementation should be explored both by companies and researchers.

Companies need to seek a balance between profitability and social responsibility, adopting sustainable and ethical design practices. This may become a requirement if similar measures to the ones described in Section III were to be implemented. However, in light of these regulations, our results show that short-form video companies have the potential to become more responsible and sustainable players in the digital global market.

A. Limitations and future work

First, the evidence provided is based on simulation. Despite the model being carefully developed using scientific principles, real data, and well-known techniques for modelling digital applications, simulation evidence is always less reliable than direct evidence. Future research should explore how already existing measures have impacted short-form video and use those insights to fine-tune the models developed in this work.

To improve our approach to policy modelling, it is imperative to seek collaboration with experts and government officials, whose feedback will be extremely valuable for developing more complex and nuanced scenarios. This collaboration would result in important insights for future decision-making in sustainability and technological policy.

The models presented in this work can be extended to incorporate competition between several short-form video companies, which may have different business models. Some business models that could be explored and compared were presented in Section VI-C. Another open research line where these models could be useful would be the comparison of long versus short video formats and their sustainability impacts, alongside measures to promote the most sustainable business alternatives.

This research only used open access data, limiting the type of information that could be used for modelling a real service. More accurate but privately-held data from companies could be used to achieve higher precision in future studies, although this would certainly limit reproducibility. This study focuses specifically on data about the platform TikTok, whose operations could be severely compromised by its political situation in the US regarding privacy concerns.23 Although TikTok is still active at the time of the writing of this article, due to the uncertainty about its future, it is crucial to emphasize that our core findings can be extrapolated to other platforms with a similar business model, since the modelling strategy is data-independent. Applying it to a new service would require a new fit and normalization of some of the model’s parameters.

One potential future research line is developing models that incorporate different user segments, and analyse different impacts depending on the characteristics of individual user groups. This approach would allow to factor in nuanced differences such as gender-specific impacts, as the effects of excessive short-form video consumption have been shown to differ based on the user’s gender.39

Finally, this work favours incentivising future interdisciplinary research, with experts from behavioural science, environmental science, public health, and economics. An interdisciplinary perspective is vital for developing a nuanced and in-depth comprehension of the complex task of making digital services and ecosystems more sustainable.

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Ethical approval and consent were not required.

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Szalkowski GA, Windekilde IM and Johansen C. Towards sustainable short-form video: Modelling solutions for social and environmental challenges [version 1; peer review: awaiting peer review]. F1000Research 2025, 14:265 (https://doi.org/10.12688/f1000research.161812.1)
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