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Irresistible

Page 31

by Adam Alter


  arecoline, 30

  Ariely, Dan, 173

  Association for Research in Nervous and Mental Disease, 1968 meeting, 19–20

  Aston-Jones, Gary, 53, 54–55

  attention span, 28–29, 39–40

  aversion therapy, 279–81

  Avery, Steven, 199, 200

  Back, Kurt, 275–76

  badges, 298, 299

  bad is stronger than good principle, 219

  Bailenson, Jeremy, 142

  bait-and-switch campaigns, 152

  Balcetis, Emily, 144–45

  Barrus, Michael, 138

  Beamon, Robert, 98–100, 106

  Beezid.com, 152–54

  beginner’s luck, 159–62

  behavioral addiction, 1–10

  attention span and, 28–29, 39–40

  behavioral architecture and, 273–92

  biology of, 68–89

  Bradford Regional Medical Center treatment program, 255–56

  children’s introduction to digital world and, 39–44

  in China, 251–54

  cliffhangers and, 191–213

  compulsion, relationship to, 20–21

  cost-benefit calculations and, 5

  defined, 20

  disruptive and distracting nature of, 13–19, 39–40

  DSM recognition of, 254–55

  elements of, 9

  environment and circumstance, role of, 4, 46–67

  escalation and, 167–90

  exercise and, 18–19

  feedback and, 121–46

  future of, 317–20

  gamification and, 293–316

  goal-setting and, 5–6, 93–120

  habits and, 268–73

  infants, visual attention in, 19–20

  magnitude of problem of, 6–7

  motivational interviewing and, 258–62

  in 1960s versus 2010s, 4

  nipping addictions at birth, 237–63

  obsession, relationship to, 20–21

  obsessive passion, relationship to, 21–22

  overcoming, 263–92

  progress and, 147–66

  reSTART program for, 248–50, 255

  rise of, 13–45

  scope of problem, 24–29

  smartphones and, 13–16

  social interaction and, 214–33

  solutions for, 9–10

  substance versus, 8–9

  symptoms of, understanding, 22–24, 25–26

  tech experts recognition of addictive nature of their products, 1–5

  treatment approaches, 248–62

  behavioral architecture, 273–92

  disarming technique for cliffhangers and, 287–89, 291

  finding ways around addictive experiences, 287–92

  planning fallacy and, 289–90

  proximity of temptation and, 273–77

  punishments versus rewards and, 278–81

  reinforcing good behaviors and, 282–84

  relational spending and, 284

  tools for blunting immediacy of addictive experiences and, 284–87

  “Behavioral (Non-Chemical) Addictions” (Marks), 76–77

  Bernays, Martha, 33

  Berns, Greg, 204, 207

  Berri, Dave, 161

  Berridge, Kent, 85–89, 152, 187

  betel nuts, 30–31

  Bilton, Nick, 2, 4

  binge-watching, 208–12, 287–89, 290–91

  biology of behavioral addiction, 68–89

  APA inclusion of behavioral addiction in DSM, 80

  blurring of line between substance and behavioral addiction, 81, 82–85

  brain patterns and, 70–71

  destructiveness and, 76–78

  dopamine production and, 71–72

  early adulthood as highest risk period for addiction, 74–75

  instinctive survival behaviors and, 73–74

  liking versus wanting and, 86–88

  Parkinson’s disease patients, behavioral addictions resulting from treatments for, 82–85

  psychological response to experience of addiction and, 73–75, 77–79

  punding behaviors and, 81–82

  sleep deprivation and, 68–70

  Blakemore, Colin, 230–32

  blue light, 69–70

  Bogost, Ian, 313–14, 316

  boredom, 46

  Boston, Ralph, 98

  Bosworth, Adam, 300–301

  bowling, 159–60

  Bradford Regional Medical Center treatment program, 255–56

  Bradley, W. C., 38

  brain patterns, 70–71

  Branson, Richard, 279

  Breaking Bad (TV show), 31–32, 208, 210

  Breen, John, 296–97

  British Journal of Medicine, 76

  Brodsky, Archie, 78–79

  Buick, Lucas, 214, 216

  Burkeman, Oliver, 117

  Business Insider, 159

  butt-brush effect, 184

  Butterworth, Adrian, 112

  buttons, 121–25

  calorie counting, 185, 186

  Canabalt (game), 155, 163–64

  Candler, Asa, 38

  Candy Crush Saga (game), 137–38, 165

  Cash, Hilarie, 228–30, 232–33, 245, 248–49

  Cavanagh, Terry, 179–81

  cell phones. See smartphones

  Center for Internet Addiction, 165

  Center for Motivation and Change, 258–59

  Chalke, Steve, 112

  Champ, The (movie), 168

  Chase, David, 201, 202–3

  Chawla, Rameet, 128–29

  check boxes, 209–10

  children, 39–44. See also infants

  attention spans of, 39–40

  boys, and time spent gaming, 42–43

  communication skills, effect of online/cell phone interactions in development of, 40–41, 242–43

  DANVA2 test scores before and after week of social interaction, 238–40

  digital amnesia and, 242

  first experiences of digital world, 39–40

  hardship inoculation and, 241–42

  learning by, 174–75

  parenting principles, Steiner-Adair’s formulation of, 250–51

  recommendations for media consumption by young, 245–47

  reSTART program for, 248–50

  screen versus face-to-face playtime, 237

  teenage girls’ interaction with social media, 41–42

  China, 251–54

  Christison, Robert, 32, 35

  chronic sleep deprivation, 68–70

  circumstance, and addiction, 4

  C.K., Louis, 243

  cliffhangers, 191–213

  binge-watching and, 208–12, 287–89, 290–91

  disarming technique for, 287–89, 291

  micro-, 205–8

  in songs, 194–96

  in The Sopranos, 201–3

  unresolved real-life crime documentaries and, 196–201

  Zeigarnik Effect and, 193–94

  Coca-Cola, 38

  cocaine, 29, 32–39, 71

  Christison’s discovery of effects of, 32

  Freud’s research on and addiction to, 33–36

  Pemberton’s French Wine Coca (Coca-Cola) and, 37–38

  coca plant, 31, 32

  Cognitive Behavioral Therapy for Internet Addiction (CBT-IA), 256–57

  cognitive decline, effect of multitasking games on, 312–13

  Cohen, Gaby, 115–16

  color coding, 157–58

  comments, 217

  communication ski
lls, 40–41, 242–43

  The Company of Others, 269

  compulsion, 20–21

  compulsive shopping, 205–8

  Connolly, Billy, 83–84

  Contrera, Jessica, 41–42

  Cooper, Grahame, 230–32

  cost-benefit calculations, 5

  Cow Clicker, 313–14

  creation requiring labor and effort, and addictive acts, 173–74

  credit cards, 188

  Crossy Road (game), 162–63

  Csikszentmihalyi, Mihaly, 176

  cue, of habits, 268

  Cushman, John, 49–50

  Dai, Xianchi, 266

  Daimler, 277

  DANVA2 (Diagnostic Analysis of Nonverbal Behavior), 238–40

  Darling Darleen (blog), 206

  Davies, Lynn, 99–100

  DDB Stockholm, 293–95

  Dement, William, 19

  Demetricator, 285–86

  Demos, Moira, 199

  Denby, David, 241

  dental hygiene for children, gamification of, 300

  destructiveness, and addiction, 76–78

  Diagnostic Analysis of Nonverbal Behavior (DANVA2), 238–40

  Diagnostic and Statistical Manual of Mental Disorders (DSM), 80, 254–55

  digital amnesia, 242

  disarming technique, for cliffhangers, 287–89, 291

  disguised losses, 133–34

  distraction, 267–73

  Dixon, Mike, 133–34

  Doan, Andy, 230–31, 232, 244

  Dollar Auction Game, 149–52

  Donkey Kong (game), 148

  “Don’t Stop Believin” (Journey), 202

  dopamine, 71–72

  Berridge’s rat experiments blocking production of, 85–88

  Parkinson’s disease treatments, side effects of, 82–85

  Dorbowski, Richard, 215

  Dorshorst, Ryan, 214, 216

  Dredge, Stuart, 142

  Duhigg, Charles, 268

  Dunning, Dave, 144–45

  Durst, Robert, 199

  Duval Guillaume Modem, 121–22

  early adulthood, as highest risk period for addiction, 74–75

  Earth, Wind & Fire, 194

  ease, effect of replacing challenges with, 167–69

  education, gamification of, 302–5

  Edwards, Griffin, 161

  email, 4, 23, 109–11

  frequency of checking office, and disruptive effect of, 109–10

  study preventing workers from accessing, findings of, 110–11

  emotional amblyopia, 232

  emotions, reading, 238–40

  empathy, 40–41

  empowering language, and habit formation, 272–73

  endless loop, in songs, 194–95

  endless runner games, 164

  end of history illusion, 318

  energy systems, 155–57

  Entertainment Tonight, 196

  Entertainment Weekly, 197

  environment and circumstance, role in addiction of, 4, 46–67

  memory and, 57–60

  rat experiments, of Olds and Milner and, 52–57

  Routtenberg’s monkey experiments and, 57–60

  Vaisberg’s World of Warcraft addiction and, 60–66

  Vietnam War veterans’ heroin addiction and, 46–52, 59–60

  escalation, 167–90

  creating something, sense of, 173–74

  ease, effect of replacing challenges with, 167–69

  flow and, 176–79

  hardship and, 168–69

  ludic loops and, 177–79

  near wins and, 181–83

  stopping rules, disruption of, 184–90

  in Super Hexagon, 179–81

  in Tetris, 170–73, 175–76

  zone of proximal development and, 174–76

  ether precipitation, 46–47

  euphoria, 55

  “Evil” (Wonder), 195

  exercise addiction, 18–19, 112–16, 185–86, 306

  extrinsic rewards, 261

  Facebook, 3, 4, 5, 127–28, 216, 217, 318, 319

  FaceMash, 224

  Facetune, 220

  FarmVille (game), 157–58, 164–65, 316

  Federal Trade Commission (FTC), 313

  feedback, 121–46

  button pushing and, 121–25

  juice and, 137–39

  likes and, 127–29

  losses disguised as wins and, 133–34

  mapping and, 139

  microfeedback, 136–37

  motivated perception and, 144–45

  near wins and, 145–46

  slot machine gambling and, 130–36

  unpredictability and, 126–27

  variable reinforcement and, 143

  video games and, 136–43, 158–59

  virtual reality and, 139–43

  Ferriss, Tim, 279–80

  Feshbach, Seymour, 264

  Festinger, Leon, 275–76

  Fishbach, Ayelet, 266

  Fisher, Helen, 75–76

  Fiske, Susan, 305–6

  Fitbit, 113–14, 185, 286, 295

  fitness trackers, 113–14

  fitness watches, 2–3

  Fitocracy, 299

  Flappy Bird, 42–43

  flash-sale websites, 205–7

  Fliess, Wilhelm, 34

  flow, 176–79

  Flow (Csikszentmihalyi), 176

  Foddy, Bennett, 16, 136–37, 138–39, 189, 289–90

  “For the Love of Money” (Polk), 118

  Frances, Allen, 23

  FreeRice.com, 296–97

  French Wine Coca, 37

  Freud, Sigmund, 33–36, 264, 265, 275

  friendship formation, 275–77

  Fritz, Michelle, 116

  The Fun Theory (ad campaign), 293–95

  gambling, 129–36, 144–46

  Game Boy, 171

  Game Show Network, 163

  game shows, TV

  barriers to entry, lack of, 163

  Larson’s game show success and addiction to goal-setting, 100–106

  gamification, 293–316

  cognitive decline, effect of multitasking games on, 312–13

  criticisms of, 312–15

  DDB Stockholm’s Fun Theory ad campaign and, 293–95

  of dental hygiene for children, 300

  of education, 302–5

  of fitness, 299

  health apps and, 300–302

  medical benefits of, 309–12

  points, badges and leaderboard elements of, 298, 299

  of SAT vocabulary learning, 296–97

  therapeutic properties of, 309–12

  variety and, 299

  of workplace, 305–9

  Garfors, Gunnar, 112

  Gillan, Claire, 71

  Gilt, 205–7

  Glu Games, 159

  Gneezy, Uri, 315

  goal-setting, 5–6, 93–120

  Beamon’s long-jump record and, 98–100

  as biological imperative, 107

  email and, 109–11

  exercise addiction and, 112–16

  Internet and, 111–12

  Larson’s game show success and addiction to, 100–106

  marathon runners and, 95–97

  Parkinson’s patients and, 93–95

  rise in, since 1950s, 107–9

  social comparison and, 118–19

  streaks and, 115–16, 117

  systems approach as alternative to, 117–18

  Godfather, The (movie), 202

  Gold
, Lesley, 2

  Golden Rule, 268, 269–70

  Goldhill, David, 131, 143, 145, 162–63, 169

  Goldstein, Dan, 209

  Google, 298

  Google+, 128

  Google Books, 167

  Google Cardboard, 141–42

  Google Glass addiction, 44–45

  Google Trends, 210–11, 212

  Graham, Ruth, 200

  Griffiths, Mark, 24–26

  Groceryships, 119

  Grosser, Benjamin, 285–86

  Guinness Book of World Records, 111, 171–72

  Guinness World Records, 112

  habits, 268–73

  elements of, 268–69

  empowering versus disempowering language and formation of, 272–73

  forming new, difficulty of, 271–72

  replacing bad routines with good, 268–71

  underlying motives, tailoring routine override to, 270–71

  HagTVedt, Henrik, 272

  Haier, Richard, 172

  HappyBidDay.com, 152

  hardship, 168–69

  hardship inoculation, 241–42

  harmonious passions, 21, 22

  Harris, Tristan, 3

  Harvest Moon (game), 164

  HBO, 199

  health apps, gamification of, 300–302

  Health Lab, 302

  Heath, Robert, 55

  Heldergroen, 277

  heroin

  brain patterns and, 71

  harm score for, 48–49

  military crackdown on use of, 49–50

  Robins’ study on relapse rates of returning vets, 51–52

  Vietnam War veterans and addiction to, 46–52, 59–60

  Hilton Garden Inn, 308

  Hipstamatic, 214–17

  Hochmuth, Greg, 3

  Hodson, Gordon, 265

  Holesh, Kevin, 13–15

  Hollywood (game), 158–59, 165, 316

  Holmes, Emily, 311

  Hong, James, 221–24, 226

  hooks

  Dollar Auction Game and, 149–52

  penny auction websites and, 152–55

  Hot or Not (website), 221–26

  How to Fail at Almost Everything and Still Win Big (Adams), 117

  Hsee, Chris, 186–87

  Huffington, Arianna, 68–69

  Hunter, Dan, 298

  incomplete tasks, tension arising from, 193–94

  infants

  active engagement versus passive viewing, 247

  attention spans of, 39–40

  qualities of healthy screen time for, 246–47

  recommendations for media consumption by, 245–47

  response to screen time of, 244–45

  transfer of learning and, 246–47

  visual response to contour and motion of, 19–20

  infants, visual attention in, 19–20

  Instagram, 3, 4, 5, 9, 122, 128, 129, 216–17, 218, 318, 319

  instinctive survival behaviors, 73–74

  Internet addiction

 

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