40 pages • 1-hour read
A modern alternative to SparkNotes and CliffsNotes, SuperSummary offers high-quality Study Guides with detailed chapter summaries and analysis of major themes, characters, and more.
Many people who have Parkinson’s can’t walk because of their tremors. However, one man discovered a solution to this problem by placing small obstacles before his feet and stepping over them. Using the small goal of stepping over an object, the man learned to walk again. This tactic worked for thousands of other Parkinson’s patients as well. Goals, Alter suggests, motivate people to action. This principle is also visible when looking at the finishing times of marathon runners. A graph plotting the times of nearly 10 million marathon runners shows that many more athletes finish near numerical milestones such as three and a half hours or four hours, than they do at times just after such milestones.
Reaching a goal does not necessarily make a person content, though. Alter tells the story of Robert Beamon, a man who broke the world record in the long jump in the 1968 Mexico City Olympics by almost two feet. His jump had been so far beyond what was expected that the officials did not have measuring equipment on hand to accurately measure the jump. Beamon won the gold medal and the jump remained the world record for almost 23 years. Yet Beamon remembers his celebration only lasting a few minutes and shortly after wondering what he would next do with his life. Eventually he left athletics altogether.
In 1983, a man named Michael Larson began watching television for ways to make money. He found a gameshow called Press Your Luck, and wound up studying the show’s mechanics until he mastered a few basic patterns of the show’s game board. Larson went on the show and wound up winning $110,237 in a single episode. Once he returned home, however, Larson became caught up in another scheme he found on a radio show and ultimately wound up broke. Although Beamon and Larson had very different characters, they were both victims of goal-setting. Alter suggests that in modern times, goal-setting is more rampant than ever.
One common modern goal is that of an email inbox free of unread emails. Alter reports that 70% of office emails are read within six seconds of being sent (109). This is problematic because it can often take up to 25 minutes to become reengaged with a task once one has been interrupted. On average, employees check their emails thirty-six times per hour. A study that asked workers to avoid using email for five days found that the workers focused better on tasks and were stressed less often.
Though exercise watches can often encourage people to become more active, they can also contribute to obsessive behavior. Some who wear devices focus on goals and reaching specific numerical targets instead of paying attention to their own bodies. This kind of numerical focus often becomes problematic. Some runners, for example, run every single day to maintain streaks, even in the face of dangerous circumstances such as hurricanes, hospitalizations, and arthritis.
One alternative to endless goal-setting involves living one’s life “by systems” (117). Systems encourage a daily focus on the enjoyment of a specific task, rather than on a long-range goal associated with that task. Goals like wealth amassment are often inspired by social comparison and a lack of connection with one’s life purpose, but systems keep one connected to what is fulfilling on a day to day level. In moderation, goal-setting can be healthy, but when goals are connected with numbers, exercise watches, email inboxes, and other technological innovations, goal-setting can become obsessive and unhealthy.
From an early age, humans are attracted to feedback. Toddlers push buttons that light up in the elevator, while adults push buttons even when they are unsure what the reward might be. On April 1, 2015, Reddit introduced a post involving a button that its users were only allowed to push once. A timer counted down from sixty seconds until the button was pushed by a user, at which point the timer would reset. This process lasted for weeks until one user finally pressed the button for the last time, at which point nothing happened. The story illustrates that feedback is a strong reward in and of itself.
In a study in 1971, psychologist Michael Zeiler showed that pigeons were much more likely to press a button that delivered food on an unpredictable schedule than they were to press a button that delivered food predictably. Unexpected rewards released more dopamine than expected ones. Facebook’s “like” button works on humans in a similar way. When users post something, feedback in the form of likes isn’t guaranteed. For this reason, posting can be addictive in the same way gambling is. As with the pigeons seeking food, Facebook users are more motivated to look for feedback when they can’t predict when they will receive it.
Whereas real casinos must pay players real money for a win, online gambling often deals in virtual points or currency. This means that online players can win more often at no cost to the website, making online game-play addictive and dangerous. Real slot machines also have their dangers, though. One can play 15 lines at once, many more than the single lines of the past. In addition, slot machines often play lights and sounds when one wins small amounts that are actually net losses. In these cases, one has lost money, but the machine provides positive feedback, disguising the loss as a win. The more lines one plays at a time, the more likely one is to encounter such losses disguised as wins. Studies show that players’ minds usually register disguised losses as wins, encouraging further play. Some slot machines also have algorithms that determine when a player is about to leave the game, and give the player a win so that he or she will continue playing.
Like slot machines, videogames aspire to keep players hooked by incorporating lots of feedback. As videogame expert and creator Bennett Foddy explains, “When your mouse cursor moves over a particular box, text will pop up, or a sound will play. Designers use this sort of microfeedback to keep players engaged and more hooked in” (136). Such feedback is also called “juice” (137). The popular game Candy Crush, for example, uses bright colors, sounds, and voices to keep users engaged. One study proved that stimulating lights and sounds attracted rats and greatly influenced their decision-making skills.
Perhaps the experience that incorporates the most juice, or sensory feedback, is virtual reality. Investor Chris Sacca predicts that virtual reality will only become more “real” with time, while Facebook founder Mark Zuckerberg predicts virtual reality will become incorporated into the lives of billions of people. These prospects, Alter suggests, could dangerously alter the fabric of lived experience by replacing “real” life with a preferred virtual version.
One study involving a figure that could be seen as either the letter “B” or the number “13” has shown that people’s minds are often primed to interpret ambiguous figures in ways that are favorable to them. The same can be true with gambling, gaming, and Instagram. Instead of seeing that they are losing, many users instead see that they are constantly “almost win[ning]” (146).
Game designer Shigeru Miyamoto is responsible for many of the highest-grossing games of all time, including the Super Mario Bros. One reason his games are so successful is that they offer something to both beginners and experts.
A Yale economist named Martin Shubik devised a bidding game in which a dollar is auctioned to the highest bidder, with the rule that both the highest and second-highest bidder will pay. What results is a competition in which the top two bidders will bid more than the one dollar they are seeking to avoid becoming the losing bidder. Similarly, penny-auction websites become addictive because its users try to avoid losing the credits they have already invested into a product.
The line that separates a predatory game and a merely fun game can be very thin. Miyamoto tries to write games that he himself enjoys. These games in turn wind up becoming wildly successful. Meanwhile, predatory games use tactics such as energy systems, in which designers build breaks into the game, which can be circumvented by paying real money. Often these charges are hidden, so that users will become hooked by the game before encountering them. Some designers consider this to be a sign of an abusive game. Game makers also test their games on their users, thereby learning what parts of their game are more addictive than others. This ultimately results in a “weaponized version” (157) of the original game that is extremely addictive. Another tactic designers employ mimics the experience of beginner’s luck. Rewards are often doled out to users early in a game experience as a way of providing positive feedback, but these rewards are then spaced out when one plays the game longer.
Whereas video games used to be primarily played by men and young boys, smartphones have made games available to everyone. The game Farmville was available to users on Facebook, making it easier to play and more addictive than similar games available only on consoles. With the introduction of the iPhone and iPad, such experiences are now mobile, which means that they are available everywhere, around the clock.
Alter outlines a quality that makes an experience addictive and discusses what makes it so. These chapters add new layers to the definition of behavioral addiction that Alter lays out in Part 1, and they work to show just how prevalent addictive psychological tricks are in many of the most common online experiences.
The first of these manipulative tools involves goal-setting. While goals themselves can often inspire healthy behaviors, with the advent of certain gadgets like fitness watches, Alter argues that goals can now quickly turn obsessive and harmful. What’s more, as in the case of long-jumper Robert Beamon or game-show winner Michael Larson, the accomplishment of a goal rarely brings the long-term satisfaction that one hopes it will. In today’s culture, Alter argues, many people are obsessed with endless goal-pursuit but hardly enjoy the experience of the pursuit in the moment or the final accomplishment itself. Through this paradox, Alter hints at one of the themes and final solutions of the book: One antidote to behavioral addiction is to enjoy one’s moment-to-moment experience rather than remain obsessed with extrinsic rewards.
A second highly addictive component to many online experiences involves feedback. As the Reddit experiment with the button demonstrates, humans are attracted to feedback even when the feedback is largely meaningless. This attraction to feedback is so strong that a human mind can be tricked into believing that it is winning a game or slot machine even when it is losing, simply because of the game’s use of responsive colors, lights, shapes, and voices. Furthermore, unpredictable feedback is far more addictive than predictable feedback. These psychological tricks are exploited by apps, websites, and video games alike to create highly predatory and manipulative experiences that keep users hooked.
The third component Alter cites is that of the feeling of progress. Super Mario Bros., for example, was wildly popular largely because it was both easy to learn, but also provided hidden underground challenges to more experienced players. Without this feeling of advancement common to both video games and penny-auction websites, many games would be much less predatory. Chapter 3 also raises an important point when it reiterates that while games like Super Mario Bros. used to be confined to consoles, with the advent of iPhones and mobile devices, people can remain glued to a game wherever they go.



Unlock all 40 pages of this Study Guide
Get in-depth, chapter-by-chapter summaries and analysis from our literary experts.