addiction   9097

« earlier    

The Tech Industry’s Psychological War on Kids – Richard Freed – Medium
The tech industry’s powerful psychological mind manipulation tools are hijacking kids’ minds and hooking them to social media, video games, and phones.
children  psychology  technology  addiction  parenting  Unread  2018  advertising  kids  tech  screentime  limits  iphone  ux  uxd  bux 
12 hours ago by xer0x
Heroin Addiction Among Middle-Class Women - The Unique Ways the Opioid Epidemic Affects Females
But Donna hates Camden. Camden scares her. It’s filled with people with addictions, she says. Plus, the methadone regiment is restrictive. If she misses a dose, she gets reprimanded. If she misses a dose, she gets sick. She calls it “Methadone Prison.”

The first time she did heroin, “Oh, my God.” Katherine’s voice escalates when she talks about it, when she she remembers that feeling, like she’s having an orgasm over a decadent chocolate cake. It was heaven on earth. It was stronger than anything—way stronger than the pills—and Katherine loved it. It took everything away. All of her worries about her daughter’s recovery, her stress about work, her marriage, her mortgage. It was all gone.
addiction  drugs  class 
12 hours ago by craniac
US multinational buys into UK rehab centres as demand grows | Society | The Guardian
The UK private rehab market is set to grow exponentially, one of the largest addiction firms in the country has said after receiving US investment.

Addiction treatment centres have reported increases in the number of people seeking help, and concerns have been raised that cuts to drug and alcohol services mean some addicts are being cut adrift.
NHS  Privatisation  addiction  Austerity  self-medication  UK 
4 days ago by asterisk2a
Inside David Foster Wallace's Private Self-Help Library - The Awl
Description of David Foster Wallace's self-help library and the themes of addiction and mental health through his work.
self-improvement  writing  addiction  depression 
5 days ago by dehowell
The Candy Crush Sweet Tooth: How ‘Near-misses’ in Candy Crush Increase Frustration, and the Urge to Continue Gameplay | SpringerLink
"Because near-misses in gambling games have consistently been shown to invigorate play despite being frustrating outcomes, the goal of the present study was to examine whether such near-misses trigger increases in player arousal, frustration and urge to continue play in Candy Crush. ... Near-misses were more arousing than losses as indexed by increased heart rate and greater subjective arousal. Near-misses were also subjectively rated as the most frustrating of all outcomes. Most importantly, of any type of outcome, near-misses triggered the most substantial urge to continue play. These findings suggest that near-misses in Candy Crush play a role in player commitment to the game, and may contribute to players playing longer than intended."
addiction  games 
7 days ago by katherinestevens
How gambling distorts reality and hooks your brain
"Studies have shown that the release of dopamine during gambling occurs in brain areas similar to those activated by taking drugs of abuse. In fact, similar to drugs, repeated exposure to gambling and uncertainty produces lasting changes in the human brain. These reward pathways, similar to those seen in individuals suffering from drug addiction, become hypersensitive. Animal studies suggest that these brain changes due to uncertainty can even enhance gamblers’ cravings and desire for addictive drugs.

"Repeated exposure to gambling and uncertainty can even change how you respond to losing. Counterintuitively, in individuals with a gambling problem, losing money comes to trigger the rewarding release of dopamine almost to the same degree that winning does. As a result, in problem gamblers, losing sets off the urge to keep playing, rather than the disappointment that might prompt you to walk away, a phenomenon known as chasing losses. ...

"But gambling is more than just winning and losing. It can be a whole immersive environment with an array of flashing lights and sounds. This is particularly true in a busy casino, but even a game or gambling app on a smartphone includes plenty of audio and visual frills to capture your attention.

"But are they just frills? Studies suggest that these lights and sounds become more attractive and capable of triggering urges to play when they are paired with reward uncertainty. In particular, win-associated cues–such as jingles that vary in length and size as a function of jackpot size–both increase excitement and lead gamblers to overestimate how often they are winning. Crucially, they can also keep you gambling longer and encourage you to play faster. ...

"Having multiple lines enables players to place a bunch of bets per spin, often up to 20 or more. Although each individual bet can be small, many players place the maximum number of bets on each spin. This strategy means a player can win on some lines while losing on others, netting less than the original wager. ...

"The result is that these multi-line slot machines produce more enjoyment and are highly preferred by players. Crucially, they tend to make gamblers overestimate how often they’re truly winning. The dramatic increase in the frequency of wins, whether real or fabricated, produces more arousal and activation of reward pathways in the brain, possibly accelerating the rate at which brain changes occur. Multi-line slots also seem to promote the development of 'dark flow,' a trance-like state in which players get wholly absorbed in the game, sometimes for hours on end. ...

"Near-misses are more arousing than losses–despite being more frustrating and significantly less pleasant than missing by a longshot. But crucially, almost winning triggers a more substantial urge to play than even winning itself. Near-misses seem to be highly motivating and increase player commitment to a game, resulting in individuals playing longer than they intended. The size of the dopamine response to a near-miss in fact correlates with the severity of an individual’s gambling addiction. ...

"When you engage in recreational gambling, you are not simply playing against the odds, but also battling an enemy trained in the art of deceit and subterfuge. Games of chance have a vested interest in hooking players for longer and letting them eventually walk away with the impression they did better than chance, fostering a false impression of skill. ...

"Up to 2% of the U.S. population are problem gamblers, suffering from what’s recently been reclassified as gambling disorder.

"It stands out as one of the few addictions that doesn’t involve consumption of a substance, such as a drug. Like other forms of addiction, gambling disorder is a solitary and isolating experience. It’s tied to growing anxiety, and problem gamblers are at greater risk of suicide."
Author: Mark Robinson, Fast Company, August 14, 2018
addiction 
7 days ago by katherinestevens
Popping the Bubble: Brian Solis enters his Madonna Like a Virgin phase - Brian Solis
Sandra Ponce de Leon of the Popping The Bubble blog recently interviewed Brian Solis for their podcast, where they talked at length about digital disruption, digital addiction, and the steps you can take in your life to combat it.
actions  addiction  advice  digital  disruption  interview  podcast  press  publicity  brian  solis 
7 days ago by briansolis
The tech industry’s psychological war on kids • Medium
Richard Freed is a psychologist treating children and adolescents:
<p>Nestled in an unremarkable building on the Stanford University campus in Palo Alto, California, is the Stanford Persuasive Technology Lab, founded in 1998. The lab’s creator, 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.”

Fogg speaks openly of the ability to use smartphones and other digital devices to change our ideas and actions: “We can now create machines that can change what people think and what people do, and the machines can do that autonomously.” 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.”

Intriguingly, there are signs that Fogg is feeling the heat from recent scrutiny of the use of digital devices to alter behavior. His boast about Instagram, which was present on his website as late as January of 2018, has been removed. Fogg’s website also has lately undergone a substantial makeover, as he now seems to go out of his way to suggest his work has benevolent aims…</p>


This is a long piece, but full of remarkable insights into what's happening with children.
technology  addiction  psychology  children 
8 days ago by charlesarthur
these things take time
He’s always wary of making assumptions; even more so when Grantaire is concerned. He knows he’s not the easiest person to deal with. People either like him or can’t stand him, and it’s easy to respond to those reactions, but Grantaire—Grantaire is hostile and mocking, Grantaire scorns his beliefs, and Grantaire stays.
exr  modernau  au  chaptered  slowburn  addiction  mentalhealth 
8 days ago by misandrywitch
How Fortnite Captured Teens’ Hearts and Minds
"In terms of fervor, compulsive behavior, and parental noncomprehension, the Fortnite craze has elements of Beatlemania, the opioid crisis, and the ingestion of Tide Pods. Parents speak of it as an addiction and swap tales of plunging grades and brazen screen-time abuse: under the desk at school, at a memorial service, in the bathroom at 4 a.m. They beg one another for solutions. A friend sent me a video he’d taken one afternoon while trying to stop his son from playing; there was a time when repeatedly calling one’s father a fucking asshole would have led to big trouble in Tomato Town."
a:Nick-Paumgarten  p:The-New-Yorker★★  d:2018.05.21  w:3500  games  teens  addiction  from twitter
8 days ago by bankbryan

« earlier    

related tags

"lean  (diazepam)  (lorazepam)  2018-08-18  2018  5  a  a:nick-paumgarten  abuse:child(past)  abused!adam  actions  adam/ronan  adam_parrish  addict!ronan  adhd  advertising  advice  agencies  alcohol  alcoholic!ronan  angst  app  apps  are  article  ativan  attention  au  austerity  author:lydiastjames  behaviour  benzo  blue_sargent  break  brian  bullshit  buprenorphine  business  but  bux  cal  care  celebrity  cessation  chaptered  checkplease  children  cigarettes  cirrhosis  class  computer-game-addiction  computer-games  cool  cough-syrup  crisis  culture  cure  cures  d:2018.05.21  depressed!adam  depression  design  digihealth  digital  disruption  donald_trump  dosage  drama  drug  drugs  education  esteem  exr  facebook  fandom:ravencycle  first_time  for  friendship  gambling  games  gaming  halt  happiness  have:pdf  healing  health  heartsandscience  henry_cheng  heroin  hijacking  homophobia  how  human  humanity  hurt!adam  hurt!ronan  immortal!ronan  in  incentives  interview  iphone  is  isn’t  jackxshitty  japan  joerogan  johannhari  juice  juul  kids  kratom  limits  liver  longreads  lyrica  magic  marketing  me"  mechanism  media  medicine  mental-health  mental  mental_health  mentalhealth  methods  mhealth  mindfulness  mobile  modernau  moral-panic  movies  mystery  nature  new  neworleansmagazine  nhs  noah_czerny  of  on  opiod  opioid  over.  p:the-new-yorker★★  pain  parenting  patients  persuasion  phone  phones  pining!adam  pining!ronan  plateauing.  pleasure  podcast  pornography  pot  pov:adam  press  primarycare  privatisation  productivity  profit  psi  psychiatry  psychology  publicity  puritan  reading:  recovery  reference  reflects  reluctant!ronan  research  resources  richard_gansey  ronan_lynch  screentime  self-improvement  self-medication  self-worth  self  sex  side-effect  siliconvalley  slowburn  smart!adam  smartphone  smoking  social  socialmedia  socialnetwork  society  solis  sometimes  startup  stimuli  stoicism  supernormal  tech  technology  teens  tested  the  thenewrepublic  timetravel  timetraveler!adam  to  uk  united_states  unread  ux  uxd  valium  vaping  video  videogames  violence  w:3500  wacky–world  war  wearables  what  wholeness  wide–and  wit  withdrawal  worth  wowbook  writing  wrld  your  youth   

Copy this bookmark:



description:


tags: