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This Is Your Brain on Junk Food: In 'Hooked,' Michael Moss Explores Addiction - The New... - 0 views

  • This Is Your Brain on Junk Food
  • Yet after writing the book, Mr. Moss was not convinced that processed foods could be addictive.
  • In a legal proceeding two decades ago, Michael Szymanczyk, the chief executive of the tobacco giant Philip Morris, was asked to define addiction.
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  • “My definition of addiction is a repetitive behavior that some people find difficult to quit,”
  • Mr. Szymanczyk was speaking in the context of smoking. But a fascinating new book by Michael Moss, an investigative journalist and best-selling author, argues that the tobacco executive’s definition of addiction could apply to our relationship with another group of products that Philip Morris sold and manufactured for decades: highly processed foods.
  • In his new book, “Hooked,” Mr. Moss explores the science behind addiction and builds a case that food companies have painstakingly engineered processed foods to hijack the reward circuitry in our brains, causing us to overeat and helping to fuel a global epidemic of obesity and chronic disease.
  • Mr. Moss suggests that processed foods like cheeseburgers, potato chips and ice cream are not only addictive, but that they can be even more addictive than alcohol, tobacco and drugs.
  • In another cynical move, Mr. Moss writes, food companies beginning in the late 1970s started buying a slew of popular diet companies, allowing them to profit off our attempts to lose the weight we gained from eating their products.
  • Heinz, the processed food giant, bought Weight Watchers in 1978 for $72 million. Unilever, which sells Klondike bars and Ben & Jerry’s ice cream, paid $2.3 billion for SlimFast in 2000. Nestle, which makes chocolate bars and Hot Pockets, purchased Jenny Craig in 2006 for $600 million. And in 2010 the private equity firm that owns Cinnabon and Carvel ice cream purchased Atkins Nutritionals, the company that sells low-carb bars, shakes and snacks. Most of these diet brands were later sold to other parent companies.
  • “The food industry blocked us in the courts from filing lawsuits claiming addiction; they started controlling the science in problematic ways, and they took control of the diet industry,”
  • “I’ve been crawling through the underbelly of the processed food industry for 10 years and I continue to be stunned by the depths of the deviousness of their strategy to not just tap into our basic instincts, but to exploit our attempts to gain control of our habits.”
  • The book explained how companies formulate junk foods to achieve a “bliss point” that makes them irresistible and market those products using tactics borrowed from the tobacco industry.
  • In the 1980s, Philip Morris acquired Kraft and General Foods, making it the largest manufacturer of processed foods in the country, with products like Kool-Aid, Cocoa Pebbles, Capri Sun and Oreo cookies.
  • “I had tried to avoid the word addiction when I was writing ‘Salt Sugar Fat,’” he said. “I thought it was totally ludicrous. How anyone could compare Twinkies to crack cocaine was beyond me.”
  • Witness
  • But as he dug into the science that shows how processed foods affect the brain, he was swayed
  • One crucial element that influences the addictive nature of a substance and whether or not we consume it compulsively is how quickly it excites the brain.
  • The faster it hits our reward circuitry, the stronger its impact.
  • That is why smoking crack cocaine is more powerful than ingesting cocaine through the nose, and smoking cigarettes produces greater feelings of reward than wearing a nicotine patch
  • : Smoking reduces the time it takes for drugs to hit the brain.
  • But no addictive drug can fire up the reward circuitry in our brains as rapidly as our favorite foods, Mr. Moss writes. “The smoke from cigarettes takes 10 seconds to stir the brain, but a touch of sugar on the tongue will do so in a little more than a half second, or six hundred milliseconds, to be precise,
  • This puts the term “fast food” in a new light. “Measured in milliseconds, and the power to addict, nothing is faster than processed food in rousing the brain,” he added.
  • Mr. Moss explains that even people in the tobacco industry took note of the powerful lure of processed foods.
  • In “Hooked,” Michael Moss explores how no addictive drug can fire up the reward circuitry in our brains as rapidly as our favorite foods.
  • As litigation against tobacco companies gained ground in the 1990s, one of the industry’s defenses was that cigarettes were no more addictive than Twinkies.
  • It may have been on to something.
  • “Smoking was given an 8.5, nearly on par with heroin,” Mr. Moss writes. “But overeating, at 7.3, was not far behind, scoring higher than beer, tranquilizers and sleeping pills.
  • But processed foods are not tobacco, and many people, including some experts, dismiss the notion that they are addictive. Mr. Moss suggests that this reluctance is in part a result of misconceptions about what addiction entails.
  • For one, a substance does not have to hook everyone for it to be addictive.
  • Studies show that most people who drink or use cocaine do not become dependent
  • Nor does everyone who smokes or uses painkillers become addicted.
  • Mr. Moss said that people who struggle with processed food can try simple strategies to conquer routine cravings, like going for a walk, calling a friend or snacking on healthy alternatives like a handful of nuts. But for some people, more extreme measures may be necessary.
  • “It depends where you are on the spectrum,” he said. “I know people who can’t touch a grain of sugar without losing control. They would drive to the supermarket and by the time they got home their car would be littered with empty wrappers. For them, complete abstention is the solution.”
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    Really interesting!! How food affects your brain:
Javier E

Video Games Aren't Addictive - The New York Times - 0 views

  • the neuroscientific analogy: that the areas in the brain associated with the pleasures of drug use are the same as those associated with the pleasures of playing video games. This is true but not illuminating. These areas of the brain — those that produce and respond to the neurotransmitter dopamine — are involved in just about any pleasurable activity: having sex, enjoying a nice conversation, eating good food, reading a book, using methamphetamines.
  • A large-scale study of internet-based games recently published in the American Journal of Psychiatry bears out our skepticism about this “addiction.” Using the American Psychiatric Association’s own metrics for ascertaining psychiatric disorder, the study’s researchers found that at most 1 percent of video game players might exhibit characteristics of an addiction and that the games were significantly less addictive than, say, gambling.
  • More damning, the study found that almost none of those classified as being possibly addicted to video games experienced negative outcomes from this addiction. That is, the mental, physical and social health of these potential “addicts” was not different from that of individuals who were not addicted to video games. This suggests that the diagnosis of addiction doesn’t make much sense to begin with
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  • Consider a common diagnostic question used to help identify addiction, such as “I always use X to relax after a bad day.” Well, if X is methamphetamine, that’s a worrisome choice, one that presumably indicates addiction. But if X is playing video games, how is that different from unwinding after work by knitting, watching sports or playing bridge?
Javier E

What Cookies and Meth Have in Common - The New York Times - 0 views

  • Why would anyone continue to use recreational drugs despite the medical consequences and social condemnation? What makes someone eat more and more in the face of poor health?
  • modern humans have designed the perfect environment to create both of these addictions.
  • Drug exposure also contributes to a loss of self-control. Dr. Volkow found that low D2 was linked with lower activity in the prefrontal cortex, which would impair one’s ability to think critically and exercise restraint
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  • Now we have a body of research that makes the connection between stress and addiction definitive. More surprising, it shows that we can change the path to addiction by changing our environment.
  • Neuroscientists have found that food and recreational drugs have a common target in the “reward circuit” of the brain, and that the brains of humans and other animals who are stressed undergo biological changes that can make them more susceptible to addiction.
  • In a 2010 study, Diana Martinez and colleagues at Columbia scanned the brains of a group of healthy controls and found that lower social status and a lower degree of perceived social support — both presumed to be proxies for stress — were correlated with fewer dopamine receptors, called D2s, in the brain’s reward circuit
  • The reward circuit evolved to help us survive by driving us to locate food or sex in our environment
  • Today, the more D2 receptors you have, the higher your natural level of stimulation and pleasure — and the less likely you are to seek out recreational drugs or comfort food to compensate
  • people addicted to cocaine, heroin, alcohol and methamphetamines experience a significant reduction in their D2 receptor levels that persists long after drug use has stopped. These people are far less sensitive to rewards, are less motivated and may find the world dull, once again making them prone to seek a chemical means to enhance their everyday life.
  • the myth has persisted that addiction is either a moral failure or a hard-wired behavior — that addicts are either completely in command or literally out of their minds
  • The processed food industry has transformed our food into a quasi-drug, while the drug industry has synthesized ever more powerful drugs that have been diverted for recreational use.
  • At this point you may be wondering: What controls the reward circuit in the first place? Some of it is genetic. We know that certain gene variations elevate the risk of addiction to various drugs. But studies of monkeys suggest that our environment can trump genetics and rewire the brain.
  • simply by changing the environment, you can increase or decrease the likelihood of an animal becoming a drug addict.
  • The same appears true for humans. Even people who are not hard-wired for addiction can be made dependent on drugs if they are stressed
  • Is it any wonder, then, that the economically frightening situation that so many Americans experience could make them into addicts? You will literally have a different brain depending on your ZIP code, social circumstances and stress level.
  • In 1990, no state in our country had an adult obesity rate above 15 percent; by 2015, 44 states had obesity rates of 25 percent or higher. What changed?
  • What happened is that cheap, calorie-dense foods that are highly rewarding to your brain are now ubiquitous.
  • Nothing in our evolution has prepared us for the double whammy of caloric modern food and potent recreational drugs. Their power to activate our reward circuit, rewire our brain and nudge us in the direction of compulsive consumption is unprecedented.
  • Food, like drugs, stimulates the brain’s reward circuit. Chronic exposure to high-fat and sugary foods is similarly linked with lower D2 levels, and people with lower D2 levels are also more likely to crave such foods. It’s a vicious cycle in which more exposure begets more craving.
  • Fortunately, our brains are remarkably plastic and sensitive to experience. Although it’s far easier said than done, just limiting exposure to high-calorie foods and recreational drugs would naturally reset our brains to find pleasure in healthier foods and life without drugs.
Javier E

'Our minds can be hijacked': the tech insiders who fear a smartphone dystopia | Technol... - 0 views

  • Rosenstein belongs to a small but growing band of Silicon Valley heretics who complain about the rise of the so-called “attention economy”: an internet shaped around the demands of an advertising economy.
  • “It is very common,” Rosenstein says, “for humans to develop things with the best of intentions and for them to have unintended, negative consequences.”
  • most concerned about the psychological effects on people who, research shows, touch, swipe or tap their phone 2,617 times a day.
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  • There is growing concern that as well as addicting users, technology is contributing toward so-called “continuous partial attention”, severely limiting people’s ability to focus, and possibly lowering IQ. One recent study showed that the mere presence of smartphones damages cognitive capacity – even when the device is turned off. “Everyone is distracted,” Rosenstein says. “All of the time.”
  • Drawing a straight line between addiction to social media and political earthquakes like Brexit and the rise of Donald Trump, they contend that digital forces have completely upended the political system and, left unchecked, could even render democracy as we know it obsolete.
  • Without irony, Eyal finished his talk with some personal tips for resisting the lure of technology. He told his audience he uses a Chrome extension, called DF YouTube, “which scrubs out a lot of those external triggers” he writes about in his book, and recommended an app called Pocket Points that “rewards you for staying off your phone when you need to focus”.
  • “One reason I think it is particularly important for us to talk about this now is that we may be the last generation that can remember life before,” Rosenstein says. It may or may not be relevant that Rosenstein, Pearlman and most of the tech insiders questioning today’s attention economy are in their 30s, members of the last generation that can remember a world in which telephones were plugged into walls.
  • One morning in April this year, designers, programmers and tech entrepreneurs from across the world gathered at a conference centre on the shore of the San Francisco Bay. They had each paid up to $1,700 to learn how to manipulate people into habitual use of their products, on a course curated by conference organiser Nir Eyal.
  • Eyal, 39, the author of Hooked: How to Build Habit-Forming Products, has spent several years consulting for the tech industry, teaching techniques he developed by closely studying how the Silicon Valley giants operate.
  • “The technologies we use have turned into compulsions, if not full-fledged addictions,” Eyal writes. “It’s the impulse to check a message notification. It’s the pull to visit YouTube, Facebook, or Twitter for just a few minutes, only to find yourself still tapping and scrolling an hour later.” None of this is an accident, he writes. It is all “just as their designers intended”
  • He explains the subtle psychological tricks that can be used to make people develop habits, such as varying the rewards people receive to create “a craving”, or exploiting negative emotions that can act as “triggers”. “Feelings of boredom, loneliness, frustration, confusion and indecisiveness often instigate a slight pain or irritation and prompt an almost instantaneous and often mindless action to quell the negative sensation,” Eyal writes.
  • The most seductive design, Harris explains, exploits the same psychological susceptibility that makes gambling so compulsive: variable rewards. When we tap those apps with red icons, we don’t know whether we’ll discover an interesting email, an avalanche of “likes”, or nothing at all. It is the possibility of disappointment that makes it so compulsive.
  • Finally, Eyal confided the lengths he goes to protect his own family. He has installed in his house an outlet timer connected to a router that cuts off access to the internet at a set time every day. “The idea is to remember that we are not powerless,” he said. “We are in control.
  • But are we? If the people who built these technologies are taking such radical steps to wean themselves free, can the rest of us reasonably be expected to exercise our free will?
  • Not according to Tristan Harris, a 33-year-old former Google employee turned vocal critic of the tech industry. “All of us are jacked into this system,” he says. “All of our minds can be hijacked. Our choices are not as free as we think they are.”
  • Harris, who has been branded “the closest thing Silicon Valley has to a conscience”, insists that billions of people have little choice over whether they use these now ubiquitous technologies, and are largely unaware of the invisible ways in which a small number of people in Silicon Valley are shaping their lives.
  • “I don’t know a more urgent problem than this,” Harris says. “It’s changing our democracy, and it’s changing our ability to have the conversations and relationships that we want with each other.” Harris went public – giving talks, writing papers, meeting lawmakers and campaigning for reform after three years struggling to effect change inside Google’s Mountain View headquarters.
  • He explored how LinkedIn exploits a need for social reciprocity to widen its network; how YouTube and Netflix autoplay videos and next episodes, depriving users of a choice about whether or not they want to keep watching; how Snapchat created its addictive Snapstreaks feature, encouraging near-constant communication between its mostly teenage users.
  • The techniques these companies use are not always generic: they can be algorithmically tailored to each person. An internal Facebook report leaked this year, for example, revealed that the company can identify when teens feel “insecure”, “worthless” and “need a confidence boost”. Such granular information, Harris adds, is “a perfect model of what buttons you can push in a particular person”.
  • Tech companies can exploit such vulnerabilities to keep people hooked; manipulating, for example, when people receive “likes” for their posts, ensuring they arrive when an individual is likely to feel vulnerable, or in need of approval, or maybe just bored. And the very same techniques can be sold to the highest bidder. “There’s no ethics,” he says. A company paying Facebook to use its levers of persuasion could be a car business targeting tailored advertisements to different types of users who want a new vehicle. Or it could be a Moscow-based troll farm seeking to turn voters in a swing county in Wisconsin.
  • It was Rosenstein’s colleague, Leah Pearlman, then a product manager at Facebook and on the team that created the Facebook “like”, who announced the feature in a 2009 blogpost. Now 35 and an illustrator, Pearlman confirmed via email that she, too, has grown disaffected with Facebook “likes” and other addictive feedback loops. She has installed a web browser plug-in to eradicate her Facebook news feed, and hired a social media manager to monitor her Facebook page so that she doesn’t have to.
  • Harris believes that tech companies never deliberately set out to make their products addictive. They were responding to the incentives of an advertising economy, experimenting with techniques that might capture people’s attention, even stumbling across highly effective design by accident.
  • It’s this that explains how the pull-to-refresh mechanism, whereby users swipe down, pause and wait to see what content appears, rapidly became one of the most addictive and ubiquitous design features in modern technology. “Each time you’re swiping down, it’s like a slot machine,” Harris says. “You don’t know what’s coming next. Sometimes it’s a beautiful photo. Sometimes it’s just an ad.”
  • The reality TV star’s campaign, he said, had heralded a watershed in which “the new, digitally supercharged dynamics of the attention economy have finally crossed a threshold and become manifest in the political realm”.
  • “Smartphones are useful tools,” he says. “But they’re addictive. Pull-to-refresh is addictive. Twitter is addictive. These are not good things. When I was working on them, it was not something I was mature enough to think about. I’m not saying I’m mature now, but I’m a little bit more mature, and I regret the downsides.”
  • All of it, he says, is reward-based behaviour that activates the brain’s dopamine pathways. He sometimes finds himself clicking on the red icons beside his apps “to make them go away”, but is conflicted about the ethics of exploiting people’s psychological vulnerabilities. “It is not inherently evil to bring people back to your product,” he says. “It’s capitalism.”
  • He identifies the advent of the smartphone as a turning point, raising the stakes in an arms race for people’s attention. “Facebook and Google assert with merit that they are giving users what they want,” McNamee says. “The same can be said about tobacco companies and drug dealers.”
  • McNamee chooses his words carefully. “The people who run Facebook and Google are good people, whose well-intentioned strategies have led to horrific unintended consequences,” he says. “The problem is that there is nothing the companies can do to address the harm unless they abandon their current advertising models.”
  • But how can Google and Facebook be forced to abandon the business models that have transformed them into two of the most profitable companies on the planet?
  • McNamee believes the companies he invested in should be subjected to greater regulation, including new anti-monopoly rules. In Washington, there is growing appetite, on both sides of the political divide, to rein in Silicon Valley. But McNamee worries the behemoths he helped build may already be too big to curtail.
  • Rosenstein, the Facebook “like” co-creator, believes there may be a case for state regulation of “psychologically manipulative advertising”, saying the moral impetus is comparable to taking action against fossil fuel or tobacco companies. “If we only care about profit maximisation,” he says, “we will go rapidly into dystopia.”
  • James Williams does not believe talk of dystopia is far-fetched. The ex-Google strategist who built the metrics system for the company’s global search advertising business, he has had a front-row view of an industry he describes as the “largest, most standardised and most centralised form of attentional control in human history”.
  • It is a journey that has led him to question whether democracy can survive the new technological age.
  • He says his epiphany came a few years ago, when he noticed he was surrounded by technology that was inhibiting him from concentrating on the things he wanted to focus on. “It was that kind of individual, existential realisation: what’s going on?” he says. “Isn’t technology supposed to be doing the complete opposite of this?
  • That discomfort was compounded during a moment at work, when he glanced at one of Google’s dashboards, a multicoloured display showing how much of people’s attention the company had commandeered for advertisers. “I realised: this is literally a million people that we’ve sort of nudged or persuaded to do this thing that they weren’t going to otherwise do,” he recalls.
  • Williams and Harris left Google around the same time, and co-founded an advocacy group, Time Well Spent, that seeks to build public momentum for a change in the way big tech companies think about design. Williams finds it hard to comprehend why this issue is not “on the front page of every newspaper every day.
  • “Eighty-seven percent of people wake up and go to sleep with their smartphones,” he says. The entire world now has a new prism through which to understand politics, and Williams worries the consequences are profound.
  • g. “The attention economy incentivises the design of technologies that grab our attention,” he says. “In so doing, it privileges our impulses over our intentions.”
  • That means privileging what is sensational over what is nuanced, appealing to emotion, anger and outrage. The news media is increasingly working in service to tech companies, Williams adds, and must play by the rules of the attention economy to “sensationalise, bait and entertain in order to survive”.
  • It is not just shady or bad actors who were exploiting the internet to change public opinion. The attention economy itself is set up to promote a phenomenon like Trump, who is masterly at grabbing and retaining the attention of supporters and critics alike, often by exploiting or creating outrage.
  • All of which has left Brichter, who has put his design work on the backburner while he focuses on building a house in New Jersey, questioning his legacy. “I’ve spent many hours and weeks and months and years thinking about whether anything I’ve done has made a net positive impact on society or humanity at all,” he says. He has blocked certain websites, turned off push notifications, restricted his use of the Telegram app to message only with his wife and two close friends, and tried to wean himself off Twitter. “I still waste time on it,” he confesses, “just reading stupid news I already know about.” He charges his phone in the kitchen, plugging it in at 7pm and not touching it until the next morning.
  • He stresses these dynamics are by no means isolated to the political right: they also play a role, he believes, in the unexpected popularity of leftwing politicians such as Bernie Sanders and Jeremy Corbyn, and the frequent outbreaks of internet outrage over issues that ignite fury among progressives.
  • All of which, Williams says, is not only distorting the way we view politics but, over time, may be changing the way we think, making us less rational and more impulsive. “We’ve habituated ourselves into a perpetual cognitive style of outrage, by internalising the dynamics of the medium,” he says.
  • It was another English science fiction writer, Aldous Huxley, who provided the more prescient observation when he warned that Orwellian-style coercion was less of a threat to democracy than the more subtle power of psychological manipulation, and “man’s almost infinite appetite for distractions”.
  • If the attention economy erodes our ability to remember, to reason, to make decisions for ourselves – faculties that are essential to self-governance – what hope is there for democracy itself?
  • “The dynamics of the attention economy are structurally set up to undermine the human will,” he says. “If politics is an expression of our human will, on individual and collective levels, then the attention economy is directly undermining the assumptions that democracy rests on.”
Javier E

The Tech Industry's Psychological War on Kids - Member Feature Stories - Medium - 0 views

  • she cried, “They took my f***ing phone!” Attempting to engage Kelly in conversation, I asked her what she liked about her phone and social media. “They make me happy,” she replied.
  • Even though they were loving and involved parents, Kelly’s mom couldn’t help feeling that they’d failed their daughter and must have done something terribly wrong that led to her problems.
  • My practice as a child and adolescent psychologist is filled with families like Kelly’s. These parents say their kids’ extreme overuse of phones, video games, and social media is the most difficult parenting issue they face — and, in many cases, is tearing the family apart.
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  • What none of these parents understand is that their children’s and teens’ destructive obsession with technology is the predictable consequence of a virtually unrecognized merger between the tech industry and psychology.
  • Dr. B.J. Fogg, is a psychologist and the father of persuasive technology, a discipline in which digital machines and apps — including smartphones, social media, and video games — are configured to alter human thoughts and behaviors. As the lab’s website boldly proclaims: “Machines designed to change humans.”
  • These parents have no idea that lurking behind their kids’ screens and phones are a multitude of psychologists, neuroscientists, and social science experts who use their knowledge of psychological vulnerabilities to devise products that capture kids’ attention for the sake of industry profit.
  • psychology — a discipline that we associate with healing — is now being used as a weapon against children.
  • This alliance pairs the consumer tech industry’s immense wealth with the most sophisticated psychological research, making it possible to develop social media, video games, and phones with drug-like power to seduce young users.
  • Likewise, social media companies use persuasive design to prey on the age-appropriate desire for preteen and teen kids, especially girls, to be socially successful. This drive is built into our DNA, since real-world relational skills have fostered human evolution.
  • Called “the millionaire maker,” Fogg has groomed former students who have used his methods to develop technologies that now consume kids’ lives. As he recently touted on his personal website, “My students often do groundbreaking projects, and they continue having impact in the real world after they leave Stanford… For example, Instagram has influenced the behavior of over 800 million people. The co-founder was a student of mine.”
  • Persuasive technology (also called persuasive design) works by deliberately creating digital environments that users feel fulfill their basic human drives — to be social or obtain goals — better than real-world alternatives.
  • Kids spend countless hours in social media and video game environments in pursuit of likes, “friends,” game points, and levels — because it’s stimulating, they believe that this makes them happy and successful, and they find it easier than doing the difficult but developmentally important activities of childhood.
  • While persuasion techniques work well on adults, they are particularly effective at influencing the still-maturing child and teen brain.
  • “Video games, better than anything else in our culture, deliver rewards to people, especially teenage boys,” says Fogg. “Teenage boys are wired to seek competency. To master our world and get better at stuff. Video games, in dishing out rewards, can convey to people that their competency is growing, you can get better at something second by second.”
  • it’s persuasive design that’s helped convince this generation of boys they are gaining “competency” by spending countless hours on game sites, when the sad reality is they are locked away in their rooms gaming, ignoring school, and not developing the real-world competencies that colleges and employers demand.
  • Persuasive technologies work because of their apparent triggering of the release of dopamine, a powerful neurotransmitter involved in reward, attention, and addiction.
  • As she says, “If you don’t get 100 ‘likes,’ you make other people share it so you get 100…. Or else you just get upset. Everyone wants to get the most ‘likes.’ It’s like a popularity contest.”
  • there are costs to Casey’s phone obsession, noting that the “girl’s phone, be it Facebook, Instagram or iMessage, is constantly pulling her away from her homework, sleep, or conversations with her family.
  • Casey says she wishes she could put her phone down. But she can’t. “I’ll wake up in the morning and go on Facebook just… because,” she says. “It’s not like I want to or I don’t. I just go on it. I’m, like, forced to. I don’t know why. I need to. Facebook takes up my whole life.”
  • B.J. Fogg may not be a household name, but Fortune Magazine calls him a “New Guru You Should Know,” and his research is driving a worldwide legion of user experience (UX) designers who utilize and expand upon his models of persuasive design.
  • “No one has perhaps been as influential on the current generation of user experience (UX) designers as Stanford researcher B.J. Fogg.”
  • the core of UX research is about using psychology to take advantage of our human vulnerabilities.
  • As Fogg is quoted in Kosner’s Forbes article, “Facebook, Twitter, Google, you name it, these companies have been using computers to influence our behavior.” However, the driving force behind behavior change isn’t computers. “The missing link isn’t the technology, it’s psychology,” says Fogg.
  • UX researchers not only follow Fogg’s design model, but also his apparent tendency to overlook the broader implications of persuasive design. They focus on the task at hand, building digital machines and apps that better demand users’ attention, compel users to return again and again, and grow businesses’ bottom line.
  • the “Fogg Behavior Model” is a well-tested method to change behavior and, in its simplified form, involves three primary factors: motivation, ability, and triggers.
  • “We can now create machines that can change what people think and what people do, and the machines can do that autonomously.”
  • Regarding ability, Fogg suggests that digital products should be made so that users don’t have to “think hard.” Hence, social networks are designed for ease of use
  • Finally, Fogg says that potential users need to be triggered to use a site. This is accomplished by a myriad of digital tricks, including the sending of incessant notifications
  • moral questions about the impact of turning persuasive techniques on children and teens are not being asked. For example, should the fear of social rejection be used to compel kids to compulsively use social media? Is it okay to lure kids away from school tasks that demand a strong mental effort so they can spend their lives on social networks or playing video games that don’t make them think much at all?
  • Describing how his formula is effective at getting people to use a social network, the psychologist says in an academic paper that a key motivator is users’ desire for “social acceptance,” although he says an even more powerful motivator is the desire “to avoid being socially rejected.”
  • the startup Dopamine Labs boasts about its use of persuasive techniques to increase profits: “Connect your app to our Persuasive AI [Artificial Intelligence] and lift your engagement and revenue up to 30% by giving your users our perfect bursts of dopamine,” and “A burst of Dopamine doesn’t just feel good: it’s proven to re-wire user behavior and habits.”
  • Ramsay Brown, the founder of Dopamine Labs, says in a KQED Science article, “We have now developed a rigorous technology of the human mind, and that is both exciting and terrifying. We have the ability to twiddle some knobs in a machine learning dashboard we build, and around the world hundreds of thousands of people are going to quietly change their behavior in ways that, unbeknownst to them, feel second-nature but are really by design.”
  • Programmers call this “brain hacking,” as it compels users to spend more time on sites even though they mistakenly believe it’s strictly due to their own conscious choices.
  • Banks of computers employ AI to “learn” which of a countless number of persuasive design elements will keep users hooked
  • A persuasion profile of a particular user’s unique vulnerabilities is developed in real time and exploited to keep users on the site and make them return again and again for longer periods of time. This drives up profits for consumer internet companies whose revenue is based on how much their products are used.
  • “The leaders of Internet companies face an interesting, if also morally questionable, imperative: either they hijack neuroscience to gain market share and make large profits, or they let competitors do that and run away with the market.”
  • Social media and video game companies believe they are compelled to use persuasive technology in the arms race for attention, profits, and survival.
  • Children’s well-being is not part of the decision calculus.
  • one breakthrough occurred in 2017 when Facebook documents were leaked to The Australian. The internal report crafted by Facebook executives showed the social network boasting to advertisers that by monitoring posts, interactions, and photos in real time, the network is able to track when teens feel “insecure,” “worthless,” “stressed,” “useless” and a “failure.”
  • The report also bragged about Facebook’s ability to micro-target ads down to “moments when young people need a confidence boost.”
  • These design techniques provide tech corporations a window into kids’ hearts and minds to measure their particular vulnerabilities, which can then be used to control their behavior as consumers. This isn’t some strange future… this is now.
  • The official tech industry line is that persuasive technologies are used to make products more engaging and enjoyable. But the revelations of industry insiders can reveal darker motives.
  • Revealing the hard science behind persuasive technology, Hopson says, “This is not to say that players are the same as rats, but that there are general rules of learning which apply equally to both.”
  • After penning the paper, Hopson was hired by Microsoft, where he helped lead the development of the Xbox Live, Microsoft’s online gaming system
  • “If game designers are going to pull a person away from every other voluntary social activity or hobby or pastime, they’re going to have to engage that person at a very deep level in every possible way they can.”
  • This is the dominant effect of persuasive design today: building video games and social media products so compelling that they pull users away from the real world to spend their lives in for-profit domains.
  • Persuasive technologies are reshaping childhood, luring kids away from family and schoolwork to spend more and more of their lives sitting before screens and phones.
  • “Since we’ve figured to some extent how these pieces of the brain that handle addiction are working, people have figured out how to juice them further and how to bake that information into apps.”
  • Today, persuasive design is likely distracting adults from driving safely, productive work, and engaging with their own children — all matters which need urgent attention
  • Still, because the child and adolescent brain is more easily controlled than the adult mind, the use of persuasive design is having a much more hurtful impact on kids.
  • But to engage in a pursuit at the expense of important real-world activities is a core element of addiction.
  • younger U.S. children now spend 5 ½ hours each day with entertainment technologies, including video games, social media, and online videos.
  • Even more, the average teen now spends an incredible 8 hours each day playing with screens and phones
  • U.S. kids only spend 16 minutes each day using the computer at home for school.
  • Quietly, using screens and phones for entertainment has become the dominant activity of childhood.
  • Younger kids spend more time engaging with entertainment screens than they do in school
  • teens spend even more time playing with screens and phones than they do sleeping
  • kids are so taken with their phones and other devices that they have turned their backs to the world around them.
  • many children are missing out on real-life engagement with family and school — the two cornerstones of childhood that lead them to grow up happy and successful
  • persuasive technologies are pulling kids into often toxic digital environments
  • A too frequent experience for many is being cyberbullied, which increases their risk of skipping school and considering suicide.
  • And there is growing recognition of the negative impact of FOMO, or the fear of missing out, as kids spend their social media lives watching a parade of peers who look to be having a great time without them, feeding their feelings of loneliness and being less than.
  • The combined effects of the displacement of vital childhood activities and exposure to unhealthy online environments is wrecking a generation.
  • as the typical age when kids get their first smartphone has fallen to 10, it’s no surprise to see serious psychiatric problems — once the domain of teens — now enveloping young kids
  • Self-inflicted injuries, such as cutting, that are serious enough to require treatment in an emergency room, have increased dramatically in 10- to 14-year-old girls, up 19% per year since 2009.
  • While girls are pulled onto smartphones and social media, boys are more likely to be seduced into the world of video gaming, often at the expense of a focus on school
  • it’s no surprise to see this generation of boys struggling to make it to college: a full 57% of college admissions are granted to young women compared with only 43% to young men.
  • Economists working with the National Bureau of Economic Research recently demonstrated how many young U.S. men are choosing to play video games rather than join the workforce.
  • The destructive forces of psychology deployed by the tech industry are making a greater impact on kids than the positive uses of psychology by mental health providers and child advocates. Put plainly, the science of psychology is hurting kids more than helping them.
  • Hope for this wired generation has seemed dim until recently, when a surprising group has come forward to criticize the tech industry’s use of psychological manipulation: tech executives
  • Tristan Harris, formerly a design ethicist at Google, has led the way by unmasking the industry’s use of persuasive design. Interviewed in The Economist’s 1843 magazine, he says, “The job of these companies is to hook people, and they do that by hijacking our psychological vulnerabilities.”
  • Marc Benioff, CEO of the cloud computing company Salesforce, is one of the voices calling for the regulation of social media companies because of their potential to addict children. He says that just as the cigarette industry has been regulated, so too should social media companies. “I think that, for sure, technology has addictive qualities that we have to address, and that product designers are working to make those products more addictive, and we need to rein that back as much as possible,”
  • “If there’s an unfair advantage or things that are out there that are not understood by parents, then the government’s got to come forward and illuminate that.”
  • Since millions of parents, for example the parents of my patient Kelly, have absolutely no idea that devices are used to hijack their children’s minds and lives, regulation of such practices is the right thing to do.
  • Another improbable group to speak out on behalf of children is tech investors.
  • How has the consumer tech industry responded to these calls for change? By going even lower.
  • Facebook recently launched Messenger Kids, a social media app that will reach kids as young as five years old. Suggestive that harmful persuasive design is now honing in on very young children is the declaration of Messenger Kids Art Director, Shiu Pei Luu, “We want to help foster communication [on Facebook] and make that the most exciting thing you want to be doing.”
  • the American Psychological Association (APA) — which is tasked with protecting children and families from harmful psychological practices — has been essentially silent on the matter
  • APA Ethical Standards require the profession to make efforts to correct the “misuse” of the work of psychologists, which would include the application of B.J. Fogg’s persuasive technologies to influence children against their best interests
  • Manipulating children for profit without their own or parents’ consent, and driving kids to spend more time on devices that contribute to emotional and academic problems is the embodiment of unethical psychological practice.
  • “Never before in history have basically 50 mostly men, mostly 20–35, mostly white engineer designer types within 50 miles of where we are right now [Silicon Valley], had control of what a billion people think and do.”
  • Some may argue that it’s the parents’ responsibility to protect their children from tech industry deception. However, parents have no idea of the powerful forces aligned against them, nor do they know how technologies are developed with drug-like effects to capture kids’ minds
  • Others will claim that nothing should be done because the intention behind persuasive design is to build better products, not manipulate kids
  • similar circumstances exist in the cigarette industry, as tobacco companies have as their intention profiting from the sale of their product, not hurting children. Nonetheless, because cigarettes and persuasive design predictably harm children, actions should be taken to protect kids from their effects.
  • in a 1998 academic paper, Fogg describes what should happen if things go wrong, saying, if persuasive technologies are “deemed harmful or questionable in some regard, a researcher should then either take social action or advocate that others do so.”
  • I suggest turning to President John F. Kennedy’s prescient guidance: He said that technology “has no conscience of its own. Whether it will become a force for good or ill depends on man.”
  • The APA should begin by demanding that the tech industry’s behavioral manipulation techniques be brought out of the shadows and exposed to the light of public awareness
  • Changes should be made in the APA’s Ethics Code to specifically prevent psychologists from manipulating children using digital machines, especially if such influence is known to pose risks to their well-being.
  • Moreover, the APA should follow its Ethical Standards by making strong efforts to correct the misuse of psychological persuasion by the tech industry and by user experience designers outside the field of psychology.
  • It should join with tech executives who are demanding that persuasive design in kids’ tech products be regulated
  • The APA also should make its powerful voice heard amongst the growing chorus calling out tech companies that intentionally exploit children’s vulnerabilities.
ilanaprincilus06

Is addiction really a disease? | Life and style | The Guardian - 0 views

  • Treating addiction as if it is a learned pattern of thinking gives addicts the chance to stay clean
  • Many are coming to see addiction as a learned pattern of thinking and acting – a pattern that can be unlearned.
    • ilanaprincilus06
       
      Since it can be unlearned, are there some people just not willing to either help a person with addiction because of the societal norm that it is not always "completely unlearned"?
  • I recognise that the brain changes with addiction, but I see those changes as an expression of ongoing plasticity in an organ designed to change with strong emotions and repeated experiences.
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  • I see addiction as an attitude or self-concept that grows and crystallises with experience, often initiated by difficulties in childhood or adolescence. Indeed, addiction is in some ways like a disease, but that’s only half the story.
  • Many take comfort in the disease label, because it helps them make sense of how difficult it is to quit. But for others, the disease label isn’t just wrong, it’s repugnant – it’s a rationale for helplessness and an obstacle to healing.
  • “I am not diseased… I don’t have a disease. I had past traumas, environmental factors and learned behaviours… I feel I have learned new things… new skills opened up… new pathways that were underdeveloped.”
  • Several studies have shown that a belief in the disease concept of addiction increases the probability of relapse.
  • If we can acknowledge that addiction is like a disease in some ways and very much unlike a disease in other ways, maybe we can stop trying to label it and pay more attention to the best means for overcoming it.
clairemann

Why the Atlanta Shooter May Have Called Himself a Sex Addict | Time - 0 views

  • The Atlanta Police Department said the shooter told them that he was a sex addict and was seeking to eliminate the temptation that he perceived these outlets represented.
  • According to the shooter’s roommate, the shooter had sought treatment for his sex addiction at HopeQuest, a facility operated by an evangelical group and located just down the road from the first spa that he attacked in Acworth, Ga. The gunman was also a member of the evangelical Crabapple First Baptist church, in Milton, Ga., which has begun the process to expel him and called the shootings “the result of a sinful heart and depraved mind.”
  • the confusing rhetoric of the evangelical church about sex can lead to despair over a perceived sex addiction and a feeling that one must go to extremes to avoid it. He spoke to TIME about his research.
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  • That usually is not going on when Christian men like [the shooter] describe their behavior as an addiction. Oftentimes what they really mean is “I’m regularly engaging in this thing that I’d rather not, but I’m doing it consistently, so I feel like I’m out of control.”
  • That suggests that evangelicals are working with a very expansive definition of addiction that is basically shaped by this idea that if I’m doing something regularly that I’d rather not do, I can call myself an addict. And that’s a core aspect of their identity: I’m a porn addict or I’m a sex addict.
  • One of these interesting paradoxes among conservative Christian men is that sexual sin is a really bad sin and that you can reduce your entire spiritual life to how you’re doing sexually. It’s something I call sexual exceptionalism
ilanaprincilus06

Manipulating memory to treat addiction | Mo Costandi | Neurophilosophy blog | Science |... - 0 views

  • the procedure involves manipulating addicts' memories of past drug use, and could lead to non-pharmacological therapy for addiction, as well as psychiatric conditions such as post-traumatic stress disorder and phobia.
  • the procedure involves manipulating addicts' memories of past drug use, and could lead to non-pharmacological therapy for addiction, as well as psychiatric conditions such as post-traumatic stress disorder and phobia.
    • ilanaprincilus06
       
      Could this manipulation affect other parts of the brain?
  • addicts quickly associate paraphernalia and other drug-associated cues with the pleasurable effects of the drug, so that seeing these cues triggers cravings and drug-seeking behaviour.
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  • Current treatments effectively relieve cravings in the clinic, but not when addicts return to their usual environment
  • This process – called 'extinction' – forms the basis of cue exposure therapy, in which addicts are repeatedly exposed to drug-associated cues and prevented from responding to them in the usual way of using the drug.
  • It combines cue exposure with manipulation of a process called memory reconsolidation, in which information is retrieved from long-term storage and then reactivated so that it can be strengthened.
  • "We did the extinction training during reconsolidation, and what seems to have happened is that we somehow updated the old fear memory,"
  • also manipulates reconsolidation of addicts' memories of past drug use to weaken their habitual responses to paraphernalia and other drug-related stimuli.
  • so it remains to be seem whether the procedure will be effective in preventing cravings outside of the clinical setting.
ilanaprincilus06

A Medication-Assisted Treatment For Meth Addiction Shows Promise : Shots - Health News ... - 0 views

  • For the first time, a medication regime has been found effective for some patients with meth addiction in a large, placebo-controlled trial.
  • Unlike opioid addiction, for which medication-assisted treatment is the standard of care, no medication has been approved by the Food and Drug Administration for use with meth.
  • patients in clinics around the U.S. suffering from methamphetamine use disorder were treated for 12 weeks with a combination of medications — naltrexone and bupropion — or placebo.
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  • The treatment helped 13.4% of patients with their addiction, compared with 2.5% of the placebo group.
  • This medication therapy provides another tool for doctors to try with patients.
  • "As we understand the complexity of the human brain, it becomes very much of a magical thinking that one pill will solve the problem of addiction,"
  • The treatment regimen in the trial combined two medications that have been studied separately for treating methamphetamine addiction with limited success.
  • This clinical trial was successful enough that the National Institute on Drug Addiction's Volkow says she expects to move forward toward securing FDA approval.
  • lack of medical treatments for those addicted to meth has complicated efforts to curb demand for the drug.
  • The human cost has been catastrophic. Researchers say overdose deaths linked to meth increased fourfold over the last decade.
  • Even users who don't overdose often experience damage to the heart and other tissues, and can see their lives spiral out of control.
  • "For heroin users, there's methadone, there's suboxone. I just wonder why we haven't researched [treatments for] this drug yet,"
  • "It's about evidence-based care, it's about empathy and it's about survivability,"
Javier E

This dark side of the Internet is costing young people their jobs and social lives - Th... - 1 views

  • A recent study by Common Sense Media, a parent advocacy group, found that 59 percent of parents think their teens are addicted to mobile devices. Meanwhile, 50 percent of teenagers feel the same way. The study surveyed nearly 1,300 parents and children this year.
  • “It’s not as obvious as substance addiction, but it’s very, very real,” said Alex, a 22-year-old who had been at reSTART for five days with a familiar story: He withdrew from college because he put playing games or using the Internet ahead of going to class or work.
  • His parents, he said, had always encouraged him to use technology, without realizing the harm it could do. They were just trying to raise their son in a world soaked in technology that didn’t exist when they were his age.
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  • Those who say they suffer from Internet addiction share many symptoms with other types of addicts, in terms of which chemicals are released into the brain, experts say. The pleasure centers of the brain light up when introduced to the stimulus. Addicts lose interest in other hobbies or, sometimes, never develop any. When not allowed to go online, they experience withdrawal symptoms such as irritability, depression or even physical shaking. They retreat into corners of the Internet where they can find quick success — a dominant ranking in a game or a well-liked Facebook post — that they don’t have in the real world
  • Peter’s tech dependence started when he was 13, after his father died. He retreated into gaming to cope, playing from sunup until sundown, sometimes without taking breaks to eat or even to use the bathroom.
  • Gaming offered him a euphoric escape from reality. He spent more and more time playing games, watching online videos, and getting into arguments on social media and forums. He withdrew from the rest of the world, avoiding the pain and feelings of total worthlessness that hit him when he tried to address his problems. His schoolwork suffered. His physical health declined because he never learned to cook, to clean, to exercise — or, as he put it, “to live in an adult way.” That helped push his relationship with his mother to its breaking point, he said.
  • Many of her young clients have poor impulse control and an inability to plan for the future. Even the thought of having to plan a meal, Cash said, can lock some of her patients up with fear.
Javier E

Silicon Valley Worries About Addiction to Devices - NYTimes.com - 0 views

  • founders from Facebook, Twitter, eBay, Zynga and PayPal, and executives and managers from companies like Google, Microsoft, Cisco and others listened to or participated
  • they debated whether technology firms had a responsibility to consider their collective power to lure consumers to games or activities that waste time or distract them.
  • Eric Schiermeyer, a co-founder of Zynga, an online game company and maker of huge hits like FarmVille, has said he has helped addict millions of people to dopamine, a neurochemical that has been shown to be released by pleasurable activities, including video game playing, but also is understood to play a major role in the cycle of addiction. But what he said he believed was that people already craved dopamine and that Silicon Valley was no more responsible for creating irresistible technologies than, say, fast-food restaurants were responsible for making food with such wide appeal. “They’d say: ‘Do we have any responsibility for the fact people are getting fat?’ Most people would say ‘no,’ ” said Mr. Schiermeyer. He added: “Given that we’re human, we already want dopamine.”
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  • “The responsibility we have is to put the most powerful capability into the world,” he said. “We do it with eyes wide open that some harm will be done. Someone might say, ‘Why not do so in a way that causes no harm?’ That’s naïve.” “The alternative is to put less powerful capability in people’s hands and that’s a bad trade-off,” he added.
  • the Facebook executive, said his primary concern was that people live balanced lives. At the same time, he acknowledges that the message can run counter to Facebook’s business model, which encourages people to spend more time online. “I see the paradox,” he said.
  • she believed that interactive gadgets could create a persistent sense of emergency by setting off stress systems in the brain — a view that she said was becoming more widely accepted. “It’s this basic cultural recognition that people have a pathological relationship with their devices,” she said. “People feel not just addicted, but trapped.”
  • Richard Fernandez, an executive coach at Google and one of the leaders of the mindfulness movement, said the risks of being overly engaged with devices were immense.
Javier E

Addicted to Distraction - The New York Times - 0 views

  • ONE evening early this summer, I opened a book and found myself reading the same paragraph over and over, a half dozen times before concluding that it was hopeless to continue. I simply couldn’t marshal the necessary focus.
  • All my life, reading books has been a deep and consistent source of pleasure, learning and solace. Now the books I regularly purchased were piling up ever higher on my bedside table, staring at me in silent rebuke.
  • Instead of reading them, I was spending too many hours online,
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  • “The net is designed to be an interruption system, a machine geared to dividing attention,” Nicholas Carr explains in his book “The Shallows: What the Internet Is Doing to Our Brains.” “We willingly accept the loss of concentration and focus, the division of our attention and the fragmentation of our thoughts, in return for the wealth of compelling or at least diverting information we receive.”
  • Addiction is the relentless pull to a substance or an activity that becomes so compulsive it ultimately interferes with everyday life
  • Denial is any addict’s first defense. No obstacle to recovery is greater than the infinite capacity to rationalize our compulsive behaviors
  • According to one recent survey, the average white-collar worker spends about six hours a day on email.
  • The brain’s craving for novelty, constant stimulation and immediate gratification creates something called a “compulsion loop.” Like lab rats and drug addicts, we need more and more to get the same effect.
  • Endless access to new information also easily overloads our working memory. When we reach cognitive overload, our ability to transfer learning to long-term memory significantly deteriorates.
  • By that definition, nearly everyone I know is addicted in some measure to the Internet. It has arguably replaced work itself as our most socially sanctioned addictio
  • t we humans have a very limited reservoir of will and discipline. We’re far more likely to succeed by trying to change one behavior at a time, ideally at the same time each day, so that it becomes a habit, requiring less and less energy to sustain.
  • Now it was time to detox. I interpreted the traditional second step — belief that a higher power could help restore my sanity — in a more secular way. The higher power became my 30-year-old daughter, who disconnected my phone and laptop from both my email and the Web.
  • During those first few days, I did suffer withdrawal pangs, most of all the hunger to call up Google and search for an answer to some question that arose. But with each passing day offline, I felt more relaxed, less anxious, more able to focus and less hungry for the next shot of instant but short-lived stimulation. What happened to my brain is exactly what I hoped would happen: It began to quiet down.
  • I had brought more than a dozen books of varying difficulty and length on my vacation. I started with short nonfiction, and then moved to longer nonfiction as I began to feel calmer and my focus got stronger. I eventually worked my way up to “The Emperor of All Maladies
  • I am back at work now, and of course I am back online. The Internet isn’t going away, and it will continue to consume a lot of my attention. My aim now is to find the best possible balance between time online and time off
  • I also make it my business now to take on more fully absorbing activities as part of my days. Above all, I’ve kept up reading books, not just because I love them, but also as a continuing attention-building practice.
  • I’ve retained my longtime ritual of deciding the night before on the most important thing I can accomplish the next morning. That’s my first work activity most days, for 60 to 90 minutes without interruption. Afterward, I take a 10- to 15-minute break to quiet my mind and renew my energy.
  • If I have other work during the day that requires sustained focus, I go completely offline for designated periods, repeating my morning ritual. In the evening, when I go up to my bedroom, I nearly always leave my digital devices downstairs.
ilanaprincilus06

Why it's too soon to classify gaming addiction as a mental disorder | Science | The Gua... - 0 views

  • In Europe, recent figures indicate that games are played by more than two thirds of children and adolescents, and a substantial number of adults now play games
  • 30 academics wrote a paper in which they opposed the gaming disorder classification, arguing there was a lack of consensus among researchers who study games and that the quality of the evidence base was low.
  • gaming disorder in the WHO draft are very similar to those used to define gambling disorder. It’s an interesting approach, but it risks pathologising behaviours that are normal for hundreds of millions of regular gamers.
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  • This could stigmatise many highly engaged people for whom gaming is one of their main hobbies.
  • concerns about gaming addiction might reflect a moral panic instead of solid science.
  • there is no consensus on the definition of video game addiction, the essential symptoms or indicators, or the core features of the mental health condition.
  • What is currently missing is a body of studies where scientists preregister their methods and hypotheses prior to collecting data samples online.
  • we believe rigorous scientific research into gaming addiction is essential.
Javier E

The Economic Case for Regulating Social Media - The New York Times - 0 views

  • Social media platforms like Facebook, YouTube and Twitter generate revenue by using detailed behavioral information to direct ads to individual users.
  • this bland description of their business model fails to convey even a hint of its profound threat to the nation’s political and social stability.
  • legislators in Congress to propose the breakup of some tech firms, along with other traditional antitrust measures. But the main hazard posed by these platforms is not aggressive pricing, abusive service or other ills often associated with monopoly.
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  • Instead, it is their contribution to the spread of misinformation, hate speech and conspiracy theories.
  • digital platforms, since the marginal cost of serving additional consumers is essentially zero. Because the initial costs of producing a platform’s content are substantial, and because any company’s first goal is to remain solvent, it cannot just give stuff away. Even so, when price exceeds marginal cost, competition relentlessly pressures rival publishers to cut prices — eventually all the way to zero. This, in a nutshell, is the publisher’s dilemma in the digital age.
  • These firms make money not by charging for access to content but by displaying it with finely targeted ads based on the specific types of things people have already chosen to view. If the conscious intent were to undermine social and political stability, this business model could hardly be a more effective weapon.
  • The algorithms that choose individual-specific content are crafted to maximize the time people spend on a platform
  • As the developers concede, Facebook’s algorithms are addictive by design and exploit negative emotional triggers. Platform addiction drives earnings, and hate speech, lies and conspiracy theories reliably boost addiction.
  • the subscription model isn’t fully efficient: Any positive fee would inevitably exclude at least some who would value access but not enough to pay the fee
  • a conservative think tank, says, for example, that government has no business second-guessing people’s judgments about what to post or read on social media.
  • That position would be easier to defend in a world where individual choices had no adverse impact on others. But negative spillover effects are in fact quite common
  • individual and collective incentives about what to post or read on social media often diverge sharply.
  • There is simply no presumption that what spreads on these platforms best serves even the individual’s own narrow interests, much less those of society as a whole.
  • a simpler step may hold greater promise: Platforms could be required to abandon that model in favor of one relying on subscriptions, whereby members gain access to content in return for a modest recurring fee.
  • Major newspapers have done well under this model, which is also making inroads in book publishing. The subscription model greatly weakens the incentive to offer algorithmically driven addictive content provided by individuals, editorial boards or other sources.
  • Careful studies have shown that Facebook’s algorithms have increased political polarization significantly
  • More worrisome, those excluded would come disproportionately from low-income groups. Such objections might be addressed specifically — perhaps with a modest tax credit to offset subscription fees — or in a more general way, by making the social safety net more generous.
  • Adam Smith, the 18th-century Scottish philosopher widely considered the father of economics, is celebrated for his “invisible hand” theory, which describes conditions under which market incentives promote socially benign outcomes. Many of his most ardent admirers may view steps to constrain the behavior of social media platforms as regulatory overreach.
  • But Smith’s remarkable insight was actually more nuanced: Market forces often promote society’s welfare, but not always. Indeed, as he saw clearly, individual interests are often squarely at odds with collective aspirations, and in many such instances it is in society’s interest to intervene. The current information crisis is a case in point.
Emilio Ergueta

Addicts, Mythmakers and Philosophers | Issue 90 | Philosophy Now - 0 views

  • Alan Brody explains Plato’s/Socrates’ understanding of habitually bad behavior.
  • the condition is capable of creating urges and motivations which bring about highly significant losses to a person’s well-being in spite of the person’s standing preference not to live like that.
  • It’s common to change one’s mind when faced with temptation. Sometimes the choice to go ahead with the temptation is the result of a cost-benefit evaluation – in other words, it seems worthwhile to do it. At other times a person might gratify their desire or urge without entertaining any qualms or even thoughts about it. So although an addict’s habitual behavior might be atypical, rather than seeing it as a result of a compulsion they’re not strong enough to fight against, why not see their addictive behavior as something done in a willing manner, because the person feels like doing it, and/or they regard it as worth doing?
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  • The experience of going along with temptation is not, Socrates argues, one in which the person protests or fights against its unreasonableness while being dragged along into gratifying it. For Socrates, ‘yielding to temptation’ is not being unwillingly overpowered, but is the experience of being a willing participant choosing what is at that moment wrongly thought to be best. This is also the essence of the willingness model of addictive behavior.
  • Aristotle thought that by asserting that when we gratify our desires for what tempts we are still doing what we think best, Socrates was denying the existence of akrasia – ‘weakness of will’, or a failure of self-restraint.
  • what the addict does can be explained in terms of Socrates’ willingness model and an addict’s immoral character: ie, they want to do it, and care more about satisfying their addiction than the consequences of doing so. The addict’s moral deficits reside in their motivations
Javier E

I Was Powerless Over Diet Coke - The New York Times - 0 views

  • What makes it so hard to quit?
  • two culprits: aspartame and caffeine. Or, to be more precise: addiction to sweetness and to caffeine. Individually, they’re bad; together, they’re an addict’s nightmare.
  • A 12-ounce can of regular Coke has 34 milligrams of caffeine, whereas Diet Coke has 11 milligrams more, according to Coca-Cola. (An 8-ounce cup of coffee has about 95 mg.) Artificial sweeteners activate the brain’s reward system, but only about half as much as regular sugar, said Dr. Peeke. Faux sugar doesn’t pack the same wallop as the real stuff, so it keeps you wanting more and more.
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  • Not only is this tied to weight gain, especially in the belly, but it also leaves you with cravings. Aspartame is 200 times sweeter than table sugar. Serious drinkers are so used to the super-sweet taste that everything else seems bland in comparison.
  • Coca-Cola has a different take on what people refer to as an addiction. “Food and beverages, like chocolate, for example, can trigger what scientists call ‘reward centers’ in the brain, but so can other things like music or laughter,” said Daphne Dickerson, a spokeswoman for Coca-Cola. “Regularly consuming food and beverages that taste good and that you enjoy is not the same as being addicted to them.”
  • In September 2020, Ms. Beller was diagnosed with breast cancer. She didn’t quit Diet Coke until after surgery, when doctors found more cancer and she realized she’d have to undergo chemotherapy.
  • She used the Quitzilla app, a habit breaker and sobriety counter, which tracked her progress. “Every time I had a craving, just looking at the app did something good in my brain,” she said. She didn’t have a lot of physical side effects, but she did long for the drink. She credits the app with helping her stay on track.
Javier E

Parents' Dilemma: When to Give Children Smartphones - WSJ - 0 views

  • Experience has already shown parents that ceding control over the devices has reshaped their children’s lives, allowing an outside influence on school work, friendships, recreation, sleep, romance, sex and free time.
  • Nearly 75% of teenagers had access to smartphones, concluded a 2015 study by Pew Research Center—unlocking the devices about 95 times a day on average,
  • They spent, on average, close to nine hours a day tethered to screens large
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  • The more screen time, the more revenue.
  • The goal of Facebook Inc., Alphabet Inc.’s Google, Snap Inc. and their peers is to create or host captivating experiences that keep users glued to their screens, whether for Instagram, YouTube, Snapchat or Facebook
  • Snapchat users 25 and younger, for example, were spending 40 minutes a day on the app, Chief Executive Evan Spiegel said in August. Alphabet boasted to investors recently that YouTube’s 1.5 billion users were spending an average 60 minutes a day on mobile.
  • Facebook’s stock slid 4.5% to close at $179 Friday after CEO Mark Zuckerberg announced plans Thursday to overhaul the Facebook news feed in a way that could reduce the time users spend.
  • Tech companies are working to instill viewing habits earlier than ever. The number of users of YouTube Kids is soaring. Facebook recently launched Messenger Kids, a messaging app for children as young as 6.
  • Ms. Ho’s 16-year-old son, Brian is an Eagle Scout and chorister, who at times finds it hard to break away from online videogames, even at 3 a.m. The teen recently told his mother he thinks he is addicted. Ms. Ho’s daughter, Samantha, 14, also is glued to her device, in conversations with friends.
  • “You think you’re buying a piece of technology,” Ms. Shepardson said. “Now it’s like oxygen to her.”
  • Psychologists say social media creates anxiety among children when they are away from their phones—what they call “fear of missing out,” whether on social plans, conversations or damaging gossip teens worry could be about themselves.
  • About half the teens in a survey of 620 families in 2016 said they felt addicted to their smartphones. Nearly 80% said they checked the phones more than hourly and felt the need to respond instantly to messages
  • Children set up Instagram accounts under pseudonyms that friends but not parents recognize. Some teens keep several of these so-called Finsta accounts without their parents knowing.
  • An app called Secret Calculator looks and works like an iPhone calculator but doubles as a private vault to hide files, photos and videos.
  • Mr. Zuckerberg told investors late last year that Facebook planned to boost video offerings, noting that live video generates 10 times as many user interactions. Netflix Inc. chief executive Reed Hastings, said in April about the addictiveness of its shows that the company was “competing with sleep on the margins.”
  • Keeping children away from disturbing content, though, is easier than keeping them off their phones.
  • About 16% of the nation’s high-school students were bullied online in 2015, according to the U.S. Centers for Disease Control and Prevention. Children who are cyberbullied are three times more likely to contemplate suicide
  • Smartphones “bring the outside in,” said Ms. Ahn, whose husband works for a major tech company. “We want the family to be the center of gravity.”
Javier E

Resist the Internet - The New York Times - 0 views

  • Definitely if you’re young, increasingly if you’re old, your day-to-day, minute-to-minute existence is dominated by a compulsion to check email and Twitter and Facebook and Instagram with a frequency that bears no relationship to any communicative need.
  • it requires you to focus intensely, furiously, and constantly on the ephemera that fills a tiny little screen, and experience the traditional graces of existence — your spouse and friends and children, the natural world, good food and great art — in a state of perpetual distraction.
  • Used within reasonable limits, of course, these devices also offer us new graces. But we are not using them within reasonable limits.
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  • They are the masters; we are not. They are built to addict us, as the social psychologist Adam Alter’s new book “Irresistible” points out — and to madden us, distract us, arouse us and deceive us.
  • We primp and perform for them as for a lover; we surrender our privacy to their demands; we wait on tenterhooks for every “like.” The smartphone is in the saddle, and it rides mankind.
  • the internet, like alcohol, may be an example of a technology that should be sensibly restricted in custom and in law.
  • It certainly delivers some social benefits, some intellectual advantages, and contributes an important share to recent economic growth.
  • there are also excellent reasons to think that online life breeds narcissism, alienation and depression, that it’s an opiate for the lower classes and an insanity-inducing influence on the politically-engaged, and that it takes more than it gives from creativity and deep thought. Meanwhile the age of the internet has been, thus far, an era of bubbles, stagnation and democratic decay — hardly a golden age whose customs must be left inviolate.
  • So a digital temperance movement would start by resisting the wiring of everything, and seek to create more spaces in which internet use is illegal, discouraged or taboo. Toughen laws against cellphone use in cars, keep computers out of college lecture halls, put special “phone boxes” in restaurants where patrons would be expected to deposit their devices, confiscate smartphones being used in museums and libraries and cathedrals, create corporate norms that strongly discourage checking email in a meeting.
  • Then there are the starker steps. Get computers — all of them — out of elementary schools, where there is no good evidence that they improve learning. Let kids learn from books for years before they’re asked to go online for research; let them play in the real before they’re enveloped by the virtual
  • The age of consent should be 16, not 13, for Facebook accounts. Kids under 16 shouldn’t be allowed on gaming networks. High school students shouldn’t bring smartphones to school. Kids under 13 shouldn’t have them at all.
  • I suspect that versions of these ideas will be embraced within my lifetime by a segment of the upper class and a certain kind of religious family. But the masses will still be addicted, and the technology itself will have evolved to hook and immerse — and alienate and sedate — more completely and efficiently.
sissij

What does an LSD-style drug-induced 'higher state of consciousness' feel like? | Scienc... - 0 views

  • A study published this week that looked at brain scans of people on psychedelics suggested that one effect is “a mixing of the senses” – an accurate description.
  • “fountains of colour”
  • Can I see the colours begin to glow brighter, or are they humming loudly into new levels of vividness?
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  • synaesthesia
  • But tripping isn’t just about the drugs. As the shaman Julian Vayne explains in his manual for getting the best out of psychedelics, Getting Higher, all highs are products of their context.
  •  
    I found it very interesting that LSD light patterns can actually be a kind of drug. Drugs are not limited to the ones we eat. It includes the ones that we feel. As we know, there are all kinds of addictions. Some people are addicted to certain object or certain pattern. There are even music drugs. -- Sissi (4/21/2017)
ilanaprincilus06

'Drug Use For Grown-Ups' Serves As An Argument For Personal Choice : NPR - 0 views

  • In his new book Drug Use for Grown-Ups, the Columbia University professor of psychology and psychiatry zealously argues that drug use should be a matter of personal choice
  • personal choice can lead to positive outcomes.
  • "The practice spread widely...Many women and young girls, as also young men of respectable family, were being induced to visit the dens, where they were ruined morally and otherwise."
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  • Soon enough, however, articles appeared widely that tried to make a connection between African American cocaine use and criminality.
  • one of the book's most eye-opening aspects is its challenge of the long-running association between drugs and addiction.
  • It must also interfere with a person's job, parenting or personal relationships. Other indications of addiction may be high tolerance, withdrawal symptoms, or persistence in repeated failed efforts to quit.
  • "What about the notion that drugs led to poverty and crime in my neighborhood?" he asks. "Well, that is simply an ugly fantasy, an incredibly effective one to be sure.
  • that it's a pre-existing kind of personal vulnerability — psychological and/or circumstantial — that precedes the drugs themselves that can lead to addiction.
  • And when addiction does occur, there should be safe spaces for people to get help,
  • There are no cures in psychiatric medicine. We don't have a cure for depression, nor do we have a cure for schizophrenia or anxiety.
  • We merely have medications and therapies that treat symptoms, and this allows patients to function better, despite their illnesses."
  • "such issues affect only 10 percent to 30 percent of those who use even the most stigmatized drugs, such as heroin or methamphetamine."
  • but also because it seemingly provides a simple solution to complicated problems faced by poor and desperate people.
  • But he also so importantly emphasizes that anti-drug laws have disproportionately ruined the lives of people of color;
  • Drug Use for Grown-Ups makes the case for people having the right to use drugs if they want to.
  • What we have now, instead, is racist mass incarceration and social shame prevailing (and drugs hardly scarce anyway).
  • He persuasively argues for us, as Americans, to chart a more humane course for how we see drugs in our society — a course rooted in personal freedom without social stigma.
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