The Amazing Generation: Your Guide to Fun and Freedom in a Screen-Filled World

Jonathan Haidt, Catherine Price

41 pages 1-hour read

Jonathan Haidt, Catherine Price

The Amazing Generation: Your Guide to Fun and Freedom in a Screen-Filled World

Nonfiction | Book | Middle Grade | Published in 2025

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Part 3, Section 1Chapter Summaries & Analyses

Part 3: “How to Be a Rebel”

Part 3, Section 1 Summary & Analysis: “How to Use Tech as a Tool”

The authors’ reveal the “Rebels’ Code,” telling the reader to “Use Technology as a Tool—Don’t Let Technology Use You,” and “Fill Your Life with Real Friendship, Freedom, and Fun” (137). Rebels protect their brains by not using the most addictive products and devices. It is easier to do this with a basic phone, which allows them to call and text but does not have apps. These phones are designed to be tools, not sources of entertainment.


One rebel, 15-year-old Mike Sorrel, does not have a phone at all. He feels that this has been better for his brain development. He has no problem keeping in touch with friends and family, and is proud to be an independent thinker and do things differently from his friends. Another teen expresses that deleting his social media helped to resolve his anxiety and distractibility, while another practices “appstinence” (she uses a phone but does not have apps on it). While some kids worry about fitting in without a phone or social media, many teens report that their peers are envious of them and admire them.


The authors encourage the reader to give it a go, telling them that they can be the person who starts the trend in their own friend group. To keep in touch with people, Rebels get together in person, call their friends, or text them. Some even write postcards and letters to friends for fun. 22-year-old Sean began calling his friends to arrange meet-ups, instead of messaging through Snapchat. They soon found this easier and everyone switched to calling. He began the “Reconnect Movement” which encourages young people to do things without their phones. Instead of feeling “fomo,” people like Sean embrace standing out in a positive way.


Rebels embrace tech when it is a tool which helps them. They consider whether it is truly beneficial (like an app or website that explains math concepts) and if it creates actual freedom, fun, and friendship (like having a movie night with friends). If it is designed to be addictive and distracting, they avoid it. Rebels adjust settings on sites to avoid notifications and ads, never talk to strangers online, and eliminate temptations to check their devices. The authors suggest that teens who feel addicted to their phones can quit their device for three whole weeks to “reset” their brains, warning that they will feel “withdrawal” at first.


In this chapter of the graphic novel, Emma receives a creepy message from a stranger, which makes her upset. Callie suggests telling her parents, but Emma does not want to lose social media. David agrees that gaming chats can be vicious and mean. Emma realizes that she misses the safety and positivity of just enjoying her friendship with Callie instead of being online so much. Summer arrives and Sophie, Callie, and Jax look forward to their planned camps and experiences. Emma realizes that she has lost interest in “real life” things because she spends her free time on her phone. At home she feels bored and lonely by herself.


In this passage the authors point to “rebels” such as Mike, Sean, Gabriela and others as good role models for teens and tweens. By including many more personal testimonials in this section, the authors show that it is possible to completely quit gaming and social media. They portray this decision as a mature choice which yields many benefits.


For instance, Sean and Mike’s stories help communicate the book’s message that avoiding games and social media actually helps make their social lives more fun and interesting. The other young people’s testimonials support this point as well. 26-year-old Alyssa remembers, “I got a smartphone and social media account when I was a young teenager because I was worried about missing out on things. But now that I’m forging my own path, my friends and I have so much more fun” (152). Other teens’ experiences suggest that they have not felt peer pressure to use tech, but have actually inspired others to reconsider their own online habits. Gabriela Nguyen, the founder of the “Appstinence” movement, shares that her friends admire her for not having social media and other apps: “‘They say, ‘Really? Good for you.’ Sometimes they add, ‘I wish I could do that,’ and I say, ‘You can’” (145). 


The stories in this section all present positive experiences of quitting apps or delaying phone use in general. If the authors included more negative experiences, such as teens who felt socially excluded or peer-pressured after quitting apps, they would have a more balanced view of the topic and prepare the reader for the possibility that their experience may not be as uniformly positive as that of these rebels.


Chapter Lessons

  • Always evaluate if an app is a helpful tool or a distraction
  • Create good online habits to stay safe and focused when using your phone or computer
  • Don’t be afraid to stand out amongst your friends—you might change their habits!


Reflection Questions

  • What do you think about using a flip phone or practicing “appstinence?” How might this change your life?
  • Think of the top three apps you use. Are they tools or entertainment?
  • Would you try to quit your phone or gaming system for three weeks? What could you do to fill your time during that phone-free trial period instead?
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