Several blogs and websites focused on social media marketing suggest that, for brands with an Instagram account, it may be beneficial to cultivate followers’ fear of missing out (FoMO) by posting ephemeral content. Drawing on an online survey conducted with 550 followers of various brands’ Instagram accounts and on a scenario-based experiment involving 535 participants, this article shows that the ephemeral nature of content triggers FoMO among followers, which in turn positively influences engagement and fatigue toward the brand’s account. Engagement (resp. fatigue) with the brand’s account is, in turn, positively (resp. negatively) related to brand attitude and brand attachment. Further analyses reveal that the total effect of followers’ FoMO on brand attachment is positive and significant, whereas the total effect of FoMO on brand attitude is not significant. Moreover, the ephemeral nature of content has a negative and significant total effect on brand attitude. These findings indicate, among other things, that it is not advantageous for brands to encourage FoMO among their Instagram followers by posting ephemeral content.

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Video games are a global digital infrastructure with real economic and social impact. They raise ethical challenges - from harassment to manipulative gamification - often overlooked by traditional frameworks. Normative, utilitarian, and virtue ethics approaches guide design, but often miss the designers’ own experiences and dilemmas. A case study of Eldermove shows ethical design emerges when developers avoid infantilizing users and step back from assumptions about them, respecting dignity and autonomy. Creating responsible games requires attending to the ethics of design itself. As gaming increasingly shapes culture, business, and healthcare, understanding designers’ fantasies and choices is key to technologies that truly support users.
PIGNOT Edouard - EMLV |
- Trends
- Digital Transformation, Health Sector Management, Information Systems, Innovation Management, Organizational Theory
