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Today’s average student spends one-third of his or her life in front of a screen. This screen time has had negative consequences. In one study, several children who normally used gadgets arrived at a summer camp and took a test called the DANVA2, which measured their ability to interpret others’ facial expressions. After several days interacting face-to-face without the distraction of their gadgets, the students took the DANVA2 again. The results showed they were much better at gauging others’ emotional cues.
Alter argues that it is still too early to tell what the long-term effects of addictive technology might be on children. Studies show, however, that difficult mental challenges are beneficial for development. Devices, in contrast, aim to make everything as mentally easy as possible. There is also research that demonstrates that heavy reliance on technology can decrease memory function and communication skills. Face-to-face interaction, meanwhile, can increase empathy.
A video on YouTube shows an infant who understands how to swipe on an iPad but becomes frustrated when she interacts with an inert magazine. She is among the first humans who have seen the world this way. Hilarie Cash, of reSTART, argues that children shouldn’t be involved with screens before they reach two years old. The interactions children have in their first weeks and months will shape their ability to relate to others later in life, so it is crucial that children have concrete relationships in their first two years. Some organizations advocate for abstinence from screens altogether, while others, such as Zero to Three, advocate for limits and specific uses for screen time. For example, children should make connections between what they see on the screen and objects in the real world. Participation in an online activity is more beneficial than passive viewing of online content. Focus should always be on an app’s content, and not on the technology itself.
reSTART, the treatment facility for internet addiction near Seattle, Washington, has three phases. In the first phase, patients can’t access technology at all. In the second, they live in halfway homes with other former patients. In the third phase, patients return to life outside of the facility. Teens who don’t have the opportunity to go to reSTART often encounter parents who are either scary and difficult to deal with, or parents who are calm and realistic. One psychologist, Catherine Steiner-Adair, encourages parents to be the latter instead of the former so that teens can come to them for help when they are in need of it.
In the United States, the government has not intervened between parents and children in the matter of web addiction, while in other countries such as China, the government has played a more active role. There are, for example, more than 400 treatment centers for internet addiction in China, and the government has proclaimed internet addiction a clinical disorder.
There are many different approaches to the treatment of internet addiction. reSTART addresses the structures of a person’s life, rather than merely the symptoms of their addiction. Kimberly Young founded an internet addiction center that treats people for 10 days at a time, while reSTART treats patients for 45 days. Young’s model includes intensive cognitive behavioral therapy, which studies have shown is effective in treating internet addiction.
Meanwhile, millions more must treat their addictions without the benefit of treatment centers. While abstinence may work for addiction to drugs and alcohol, abstinence isn’t a viable solution for addiction to the internet, because the internet is woven into the fabric of everyday life. One solution is called “motivational interviewing” (258). In motivational interviewing, subjects are asked openly about the costs and benefits of their addiction, and then allowed to decide for themselves whether they want to continue that behavior. This can make it clear which needs the behavior is addressing. In this method, parents or counselors approach children nonjudgmentally to have conversations about habits to see if anything might need changing or addressing. Such conversations allow for addicts to seek intrinsic rewards for changing their behavior, rather than choosing to pursue extrinsic rewards. Studies show that intrinsic rewards often make for stronger motivation than extrinsic ones.
One study shows that in conservative states where open expressions of sexuality are frowned upon, pornography consumption and unprotected sex are more common. Another study has shown that those who are allowed to express their fears or feelings are less likely to project those fears or feelings onto others. One conclusion from such studies is that, contrary to popular belief, those who exercise will-power might be more likely to relapse into addictive behaviors than those who remove themselves from environments where they are tempted altogether.
One reason that abstinence is rarely a solution to breaking an addictive habit is that trying to avoid thinking about something results in unfocused thinking. In order to effectively break a habit, a person must replace that habit with something positive and concrete to focus on. In the case of the habit of nail-biting, for example, it is effective to replace the action of biting with the action of squeezing a stress ball. In the case of smartphone addiction, it can be effective to replace an actual smartphone with a decoy so that a person still has something to do with their hands. It can also be effective to analyze what need the habit is addressing, and find other behaviors that address that need.
New habits can take weeks or months to form, depending on the person. One helpful tool in forming new habits can be to use empowering language when deciding not to do something. Instead of saying “I can’t” go online, one might say “I don’t” go online, indicating that the person is actively choosing to stay away from their bad habit (273). Perhaps the most powerful tool in overcoming addiction is to reshape one’s environment so that old temptations are no longer near at hand. In this technique, a person might intentionally keep their smartphone far away from them in order not to be constantly tempted by it. One study shows that proximity might lead to friendship more reliably than sharing a belief or value system with a person. This shows just how influential one’s environment can be in shaping behavior.
One office in Holland restricts access to computers after six in order to limit employees’ ability to work. A certain app is designed to donate money to a cause you don’t support every time you press the snooze button to get you to avoid snoozing altogether. Pavlok is a device one wears that delivers a shock whenever one engages in a behavior or habit they are trying to break. Similarly, MOTI is a device that tracks one’s behavior and provides notifications to either encourage or discourage a certain behavior. Such tools can be incorporated into one’s environment in order to alter one’s habits. Instead of demanding outright abstinence, these devices encourage healthy interaction with potentially addictive experiences.
One way to avoid binge-watching Netflix is to either quit watching an episode before the cliffhanger arrives, or to quit watching briefly after the cliffhanger is resolved at the beginning of the next episode. In order to calculate whether one has time to incorporate games such as World of Warcraft into their lives, they might ask themselves whether they have time for the game today, because one’s schedule today is often indicative of what one’s schedule might be like in the future.
When an ad agency in Sweden converted a set of stairs in a metro station into an electronic piano, many more commuters chose to take the stairs instead of the escalator. This is an example of utilizing addictive elements for a greater good. If the right thing to do is also fun, it will be easier to do the right thing.
A man named John Breen created an online vocabulary game that donated rice to a food charity for every correct answer a player guessed. This technique of turning a chore or task into a game is called “gamification” (298). A central tenant of gamification is that the experience itself should be fun and rewarding, instead of simply a means to a goal. Three elements of gamification include “points, badges, and leaderboards” (298). A person can score points in a frequent-flyer program, for example, by accumulating miles. They can earn badges by becoming gold or platinum status members, and are displayed on a sort of leaderboard when they are seen boarding flights ahead of other passengers. The Philips brand made a toothbrush that turned brushing one’s teeth into a game for kids by introducing a points system and a character called a Sparkly. A health app called Keas introduced a points system to reward healthy behavior. When the company Pfizer adopted Keas, it saw an increase in its employees’ healthy responses. A gamified school in New York called Quest to Learn has won the Math Olympiad three years in a row.
Gamification can increase productivity in workplaces as well. A company called LiveOps saw service ratings increase by 10% after it incorporated a “gamified dashboard” (307) for its employees. Hilton hotels made training more fun for new employees with a virtual game that simulated work experience.
Virtual reality games have been shown to reduce the experience of pain in burn victims while they have their wounds dressed. One study showed that playing Tetris after watching traumatic film footage reduced the formation of Post Traumatic Stress Disorder symptoms.
Despite these benefits, gamification has some critics. Evidence suggesting that a game called NeuroRacer improved mental functioning turned out to be mixed, and the FTC fined the makers of the game for “deceptive advertising” (313). Gamification can be utilized to fuel addictions that are harmful to users, while also replacing intrinsic motivations with extrinsic ones. In the end, gamification is not inherently good or evil, but instead depends on the context in which it is employed.
Behavioral addiction is on the rise. It is difficult to tell what new technologically-aided experiences will be available in the future, but it seems likely that the problem of behavioral addiction will only be more rampant than it is today. Virtual reality, for example, might eventually make Facebook and Instagram seem outdated. Though doing away with technology entirely is unrealistic, there are solutions available that can make it less addictive. For example, young people can be trained to interact with screens safely starting at an early age, and workplaces can introduce measures that make it difficult to work after six. Such measures will help ensure humans remain capable of interacting healthily with one another face-to-face, rather than simply through their devices.
While Parts 1 and 2 explore problems related to behavioral addiction, Part 3 looks at solutions. While there are many tools for children and teens struggling with behavior addictions, many of the solutions provided in Chapter 10 are for adults who are seeking to help young people overcome their problematic relationships to games or the internet. This is especially helpful because most children learn their technology habits from parents and caregivers.
Alter advises parents to remain informed and realistic, rather than imposing unrealistic limitations on their children. This way, adolescents can see their parents as an additional resource in the fight against damaging habits, rather than merely another obstacle or enemy. Alter also argues that completely barring even very young children from screens is unrealistic. Instead, he proposes the very specific guidelines suggested by the program Zero to Three, in which children are made to draw connections between the world on the screen and the world around them. Parents might also take cues from motivational interviewing, which aims to speak with young people in a nonconfrontational, nonjudgmental manner. Such a style is more likely to help teenagers see clearly the costs and benefits of their addictions so that they can make decisions about their health themselves.
Throughout these last chapters there are both implicit and explicit suggestions that face-to-face interaction is healthier than online interaction. Alter says, “[N]othing is spontaneous and very little is ambiguous when you follow the rules of text-speak. There are no nonverbal cues; no pauses and lilts and unplanned giggles or scoffs to punctuate your partner’s message” (243). Learning how to interpret these unplanned cues takes time and practice. If children conduct all social interactions online, however, then they never have the opportunity to learn how to interpret such gestures.
Two important lessons emerge in Chapter 11. First, a person must replace a bad habit with a good or neutral one in order to break it. If a person focuses merely on breaking a bad habit without replacing it with a different action, it is most likely that they will ultimately fall victim to their old ways again. The second important lesson is that it is more effective to alter your environment and circumstances than it is to simply rely on willpower when it comes to forming new habits. That is, rather than fighting the same temptations repeatedly, Alter suggests simply removing them from your vicinity altogether.
Chapter 12 makes the case that the same techniques that make some games and apps so addictive can be also be harnessed to help form positive new habits. Almost any experience can be gamified to become rewarding, including mundane tasks like exercising, training for work, and reaching health goals. This can be a force for good.



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