The Art of Manliness - July 31, 2025


#420: What Makes Your Phone So Addictive & How to Take Back Your Life


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Summary

Our smartphones are a blessing, but for many people, they can also feel like a curse. You feel compelled to check your device all the time, leaving you feeling disengaged from life. What is it about modern technology that makes it feel so addictive? In his new book, "Irresistible: The Rise of Addictive Technology and the Business of Keeping Us Hooked," author Adam Alter explores that topic.


Transcript

00:00:00.000 Brett McKay here and welcome to another edition of the Art of Manliness podcast. If you're
00:00:18.420 like most people, you've got a powerful computer in your back pocket that allows you to listen
00:00:21.740 to this podcast, check the score of your favorite team and learn the population of Mickey Mantle's
00:00:25.520 hometown of Commerce, Oklahoma. Answer, 2473. Our smartphones are a blessing, but for many people,
00:00:31.560 they can also feel like a curse. You feel compelled to check your device all the time,
00:00:35.160 leaving you feeling disengaged from life. What is it about modern technology that makes it feel
00:00:39.420 so addictive? I guess he explores that topic in his book, Irresistible, The Rise of Addictive
00:00:44.080 Technology and the Business of Keeping Us Hooked. His name is Adam Alter. Today on the show,
00:00:48.080 we discuss what makes today's technology more compelling than the televisions and Super
00:00:51.800 Nintendo's of old, whether our itch to check our phones can really be classified as an addiction,
00:00:55.960 what soldiers use of heroin during the Vietnam War can tell us about why our attachment to our
00:01:00.180 phones is hard to shake, and how the reward we're looking for on social media isn't actually the
00:01:04.120 likes themselves. Adam then shares what he thinks is the most effective tactic for taking back control
00:01:08.580 of our tech, and how consumers may also be able to influence the direction of its future.
00:01:12.400 After the show's over, check out the show notes at aom.is slash irresistible.
00:01:16.200 Adam joins me now via clearcast.io.
00:01:21.800 Adam Alter, welcome to the show.
00:01:33.940 Thanks for having me.
00:01:34.840 So you published a book called Irresistible, and it's all about the rise of addictive
00:01:38.520 technologies and the businesses that support that. I'm curious, you're a marketing professor, right?
00:01:44.620 I am.
00:01:45.440 So how did you get interested in writing a whole book about addictive technology?
00:01:48.880 Well, I think these platforms are addictive to everyone who uses them. It doesn't matter who
00:01:53.840 you are or what you do. One of the fascinating things about them is that they tap into very
00:01:57.380 low-level human psychological features. So as a marketing professor, I perhaps know a little
00:02:03.440 bit more about what goes into designing them, and so that makes me the right kind of person to write
00:02:07.640 a book. But I'm just as susceptible to their charms as anyone.
00:02:11.020 Yeah. Well, I mean, so let's talk about that. Why do companies design for addiction? And we're
00:02:16.740 going to talk about addiction, whether there's such a thing as tech addiction, but it feels
00:02:20.600 like that. So why do they do that? Is it just the bottom line? Do they have insidious
00:02:24.580 motivations, or do they actually think they're helping people by making them check their phone
00:02:30.260 all the time?
00:02:30.760 Well, I can dispel that notion. They definitely don't feel that they're designing products for
00:02:34.900 our well-being. They're not under that misapprehension. They know that what they're doing
00:02:38.700 essentially is designing products that addict us. And they have to do that based on the model,
00:02:43.580 the model of the market they're in. So the model of the market is such that they get
00:02:47.600 more money the more time we spend on their products, their devices, their apps, their
00:02:51.980 platforms, because they're attracting ad revenue. That's really where they live and die. And ad
00:02:57.360 revenue is greatest when you have more subscribers, more people who pay attention, and people who
00:03:02.220 not just arrive at your site but stay there for a long time. So if you can tell advertisers
00:03:06.300 people will consume our content for three hours a day, that's better than saying they'll
00:03:11.380 arrive but leave after five minutes. And so maximizing well-being of the consumer doesn't
00:03:17.260 require that they're engaged for a huge amount of time, because what's really good for consumers
00:03:21.480 is that they're engaged for the right amount of time, which often isn't very long. But because
00:03:25.960 of the way this model works, these companies have to privilege addiction. They have to privilege
00:03:29.920 attention-grabbing rather than privileging our well-being. And it turns out it's not good for us.
00:03:35.520 It's not to our best advantage to spend that much time on these platforms.
00:03:38.940 And yeah, I love how you begin the book with this great antidote about Steve Jobs. And it's when he
00:03:45.300 announces the launch of the iPad, and he's talking about how fantastic it is. You can type on it. You
00:03:49.960 just use a finger. That's it. It's amazing. But then you talk about how he never let his kids use an
00:03:55.500 iPad. Yeah, that was fascinating to me. And it was something I discovered quite early on. And that
00:04:00.740 really made me interested in this topic. We always turn to the experts on any topic to get a sense of
00:04:06.740 how we should be thinking of it. I was no expert in the iPad or on any tech particularly. And yet I
00:04:13.060 found as I searched that a lot of the tech titans were very careful about their own tech usage. And
00:04:18.220 also, I think more importantly, they were very careful about allowing their kids to use these
00:04:22.300 products. So Steve Jobs, as you mentioned, was very cautious about how much time his kids spent
00:04:27.300 in front of various tech devices. And he didn't even let them near the iPad, which says something,
00:04:31.920 right? I mean, he was publicly telling the world this is a wonderful product, but then wouldn't let
00:04:35.420 his kids near it. And he's not the only one. There are a lot of tech titans in a similar position.
00:04:39.900 And so that led me to dig a little bit more deeply to try to understand what exactly is it that
00:04:44.700 concerned him and these other giants? What were they worried about? And that's where the book came
00:04:48.680 from. Yeah, it's like that saying about drug dealers, right? You know, never consume your own
00:04:53.740 stuff. Exactly. All right. So let's talk about this idea of tech addiction, because that's
00:04:58.480 controversial in the mental health field. Is it possible to be addicted? Because it's not a substance,
00:05:04.400 not like drugs or whatever. It's a behavior. What's the status of behavior addiction in the
00:05:10.680 world of mental health? Yeah, it's an interesting question, this question of whether you can develop
00:05:15.740 an addiction to something that doesn't involve the ingestion of a substance. And it turns out,
00:05:20.800 I think you can. And we've actually known this for a long time. Certainly, drugs were the first
00:05:26.200 products that led to addiction. There were drugs, there was nicotine, there was alcohol. But then,
00:05:30.740 you know, casinos became very sophisticated. And suddenly, you had this raft of thousands of
00:05:35.520 gambling addicts. And no one really disputes that. I think we're all fairly comfortable with
00:05:39.260 the idea that you can be addicted to gambling. Going a step further, though, I think you can also
00:05:44.280 become addicted to other experiences that don't involve any of these substances and that don't
00:05:48.600 involve gambling. And it really just rests on the definition you use for addiction. So for me,
00:05:53.300 it's any experience that we return to compulsively over and over again in the short term,
00:05:58.100 because we want to do that. It's something we feel we want to do. But in the long run,
00:06:02.180 it undermines our well-being in at least one of several different respects. It can harm your
00:06:06.520 social life, it can harm your financial well-being, it can harm you psychologically,
00:06:10.780 or it can harm you physically. And I think that that describes how a lot of us experience the tech world.
00:06:17.140 So I mean, what are some of the statistics about this whole tech thing? It's new, right? I mean,
00:06:21.820 it's relatively, I would say, maybe 15 years, I mean, computers have been around for more than that. But I'd
00:06:26.720 say 15 years, things really started kicking off. Like, what are we finding about how this technology,
00:06:33.240 smartphones, constantly connection, constantly connected to the internet? How is it affecting
00:06:37.420 our well-being and psyche?
00:06:39.600 Yeah, it's a good question. And one that we don't have a fantastic answer to just because,
00:06:43.840 as you say, this is really a 10 to 15 year old problem. And we haven't tracked kids based on usage
00:06:49.540 over time, because there just aren't that many kids to track yet. They're still quite young,
00:06:53.740 and we don't know what they'll look like when they're teenagers and when they're in college and
00:06:58.200 when they're adults and they have their own kids and they're in the workplace. So that remains to
00:07:02.000 be seen. So we don't really know. But what we do know is that the amount of time we spend on these
00:07:07.460 devices is colossal, and it's growing dramatically. In 2007, we spent an average of 18 minutes on our
00:07:13.620 phones. And later that year, Apple introduced the first generation of the iPhone. And eight years later,
00:07:20.300 by 2015, we were spending an average of three hours a day on those screens. And just two years
00:07:25.800 after that, in 2017, the number had jumped from three hours to four hours. So the average American
00:07:30.940 today, the average American adult, and it's actually worse among teenagers and kids, spends four hours
00:07:37.160 of the waking day staring at the phone. I'm not talking about using it as a phone to have a
00:07:41.460 conversation. I'm talking about looking at the screen. Now, even if you don't use the term
00:07:46.060 addiction to describe that, we are spending four hours of the day. We don't even have that many
00:07:52.200 hours when we're awake and not eating and not at work to do that. And it's just sucking up just a
00:07:58.940 colossal amount of our time. Yeah. I mean, this could hurt productivity of businesses. I imagine,
00:08:04.580 you know, it's time looking at the screen is time you won't be looking at or talking,
00:08:08.580 interacting with people face to face, and that could have some deleterious effects. So there's a lot of
00:08:13.360 problems here. Yeah, exactly. It's hampering our ability to do our work. I think the biggest
00:08:20.260 effects, though, are probably social. I think the biggest factor is that we're spending less time
00:08:25.200 having face-to-face conversations, which are really the richest kinds of conversations we can have.
00:08:29.620 Now, there are those of us who are old enough to remember a time before this, before 15 years ago,
00:08:33.580 when we did have more time. We didn't spend as much time on screens. And some of us are nostalgic
00:08:39.780 for that time to an extent. But then you have this generation of kids that's growing up now.
00:08:43.840 And instead of spending time with other kids face-to-face, you know, fighting over toys and
00:08:48.120 realizing that actually that's not the best way to do things, learning conflict resolution techniques,
00:08:52.820 learning to empathize, things like that. Instead of doing that, they're buried behind a screen and
00:08:57.820 they don't get the same rapid feedback. And so they don't see, hey, it turns out taking this other
00:09:02.460 kid's toy, it's going to cause conflict. The kid's going to bop me on the head or the kid's going to
00:09:06.560 start crying. I need to learn another way. And therefore, I think there's going to be this
00:09:11.320 generation of kids that is now still quite young that will grow up perhaps looking quite socially
00:09:16.400 different from every generation that came before, because they won't have had access to that same
00:09:20.520 trial and error process that you're supposed to have when you're quite young.
00:09:24.140 Yeah, it's a brave new world. So what's different? I mean, you and I, I was born 82. I grew up with a
00:09:31.680 computer in the house, had Super Nintendo. So technology was there, but I never felt compelled
00:09:37.580 to be on there all the time and play it. I mean, what is different about today's technology compared
00:09:42.420 to say, 25 years ago that makes it so you want to just compulsively check it?
00:09:48.140 I think the biggest thing by far is that technology goes everywhere with you. So 75% of American adults
00:09:53.860 can reach their phones without moving their feet 24 hours a day. That means it's next to your bed,
00:09:59.960 it's under your pillow or on the bedside table. It means it's in your pocket or on the desk.
00:10:05.480 And that means that it's going to have a huge outsized effect on your psychological experience
00:10:09.620 of the world. Now, TV, Super Nintendo, I was born a couple of years before you, 1980, same thing. I had
00:10:15.600 all of these gadgets. I watched a ton of TV, but at the end of the day, I had to leave the home. I had
00:10:21.860 to go to school. I had to go to the shops. I had to do other things. And when I was doing that,
00:10:26.420 I didn't have my TV with me. I didn't have the Super Nintendo with me. That liberated us to some
00:10:31.160 extent. When you start making games travel-friendly, when you make TV travel-friendly, when you have
00:10:37.800 access to these things at all times, that really changes how we interact with them and makes them
00:10:42.300 much more difficult for us to shake because there's no enforced break period as there was for something
00:10:47.800 like the Super Nintendo.
00:10:48.800 So its environment has changed. I love the example you gave of Vietnam and heroin addicts. Can you
00:10:56.540 talk about that? And maybe what can we learn from that about why technology is so addicted today?
00:11:01.720 Yeah, I think the Vietnam anecdote is really important. One of the questions people have is,
00:11:06.080 is there an addictive personality? We have this lay belief that some people are likely to become
00:11:11.640 addicted to stuff and other people are not. Some people are just addictive personalities or have
00:11:16.280 addictive personalities. And to some extent, that's certainly true. There are individual differences,
00:11:20.520 but they don't explain all that much. The bigger factor by far is, I think, environment.
00:11:25.000 So during the Vietnam War, a lot of the soldiers, the GIs would go over to Vietnam and they'd spend a
00:11:30.880 lot of downtime waiting for action. And they'd just be sitting in camps. It was hot and steamy and
00:11:35.780 they were in the jungle and there wasn't that much for them to do. They drank a lot of beer and they
00:11:39.840 played a couple of sports, but there wasn't much for them to do. And so what ended up happening was
00:11:44.460 they got access to heroin. There was a lot of heroin at that time being produced in that region of the
00:11:50.800 world. And it actually became much cheaper to buy around then. It became much more refined.
00:11:55.220 So you had this huge epidemic of GIs trying heroin and then developing addictions because what else
00:11:59.840 was there for them to do? It was the best way to treat their boredom. And the government in the US
00:12:04.640 heard about this. Richard Nixon was in power at the time and he was very concerned. He worried that
00:12:08.900 you'd have hundreds of thousands, perhaps, of vets coming back to the US after the war,
00:12:13.380 needing treatment for heroin addiction, which was a major concern because we knew from all sorts of
00:12:19.480 evidence that people struggle to get off heroin. 90% or 95% of people go back on heroin at least once
00:12:26.600 or twice before they fully shake it if they ever do. So this is a major concern. So the government
00:12:32.920 started to put all sorts of resources into place to deal with this future influx of heroin addicts.
00:12:39.860 And what happened was very surprising that these guys came back from Vietnam. They got back into
00:12:45.020 everyday life. They, you know, they spent time with their families. They went back to whatever
00:12:49.720 jobs they had, perhaps started new jobs or college. And the relapse rate, instead of being 90% to 95%
00:12:56.480 was just 5%. Only one in every 20 Vietnam vets went back on heroin after arriving back in the States,
00:13:02.740 which was such a huge surprise to everyone. And the researchers who started to look into the problem
00:13:07.680 and figured out what was going on. Well, not the problem. The great outcome here was,
00:13:12.100 it was really driven by the fact that when you get out of the context, when you escape it,
00:13:15.960 you have social support, you go back to work, the addiction itself kind of dies down. You don't get
00:13:21.600 all those inspiring cues that say, hey, remember when you were doing heroin, you're no longer in the
00:13:26.180 steamy jungle. You're now back in your hometown doing whatever it was you were doing before.
00:13:31.240 Everything's really different now. And so you don't have the same inspiration
00:13:33.820 to do the drug and you have all the social support that also pushes you past it.
00:13:38.440 That's very different from how most heroin addicts use drugs and how most behavioral addicts
00:13:42.380 have their experiences. And that once you try to go off the experience, when you're trying to
00:13:47.060 withdraw yourself from it, you are reminded constantly because you mix with the same people,
00:13:52.200 you're in the same city much of the time. And so one of the big lessons for people who are trying
00:13:56.900 to escape an addiction, whether it's to a drug or whether it's to an experience is,
00:13:59.940 if you can, leave the city, mix with different people, do completely different things with your
00:14:04.940 time. Because like these Vietnam vets, if you change the context, if you change the environment,
00:14:09.920 you are much more likely to be able to escape that addiction.
00:14:12.600 Well, maybe this is getting a little ahead of ourselves, but with technology,
00:14:16.520 that's hard to escape, right? Because you need to use it for a lot of services these days or just
00:14:22.240 getting by.
00:14:23.240 That's exactly the lesson, right? I mean, if you're the kind of person who finds it hard to stop drinking
00:14:27.820 alcohol and you decide you're not going to go into bars, that's one thing. But if you're the kind
00:14:31.800 of person who's playing video games or finds that you have a problem checking emails a thousand times
00:14:37.600 a day, there is really no stopgap. There's no measure that can help you completely remove yourself
00:14:44.140 from the tech world. Because if you want a job, if you want to be able to travel, if you want to
00:14:48.120 connect with people in a way that's very natural, the way we live our lives today, you have to have
00:14:53.080 some access to technology. You probably need a, you don't need a smartphone perhaps yet, but you
00:14:57.900 will. And I think all of us will have them at some point where penetration is already huge on that.
00:15:02.720 I think it's just very, very difficult to live a mainstream existence and not be immersed in
00:15:07.320 technology. And so, as you say, if you have one of these addictions, it's very difficult for you
00:15:11.720 to remove yourself from the context completely.
00:15:14.840 We'll get later on about some tactics we can use. But before that, let's get into
00:15:18.500 some of the tactics that companies are using to get us to check their devices or check their
00:15:25.180 software, their platform all the time. And the first one we talk about is how they are hijacking
00:15:29.660 our desire to seek after goals. What are they doing there?
00:15:33.660 Yeah. I mean, goals are incredibly powerful. They drive us on and human beings are very motivated by
00:15:40.260 goals. It might be a goal of earning a certain amount of money, or if you're an exercise addict,
00:15:45.700 it could be that you want to walk a certain number of steps or run a certain number of miles in the day
00:15:49.800 or the week. We pay a lot of attention to numbers. These metrics sort of drive us forward. And there
00:15:55.000 are a lot of metrics built into a lot of the screen experiences we have. If you're on Facebook or
00:15:59.520 Instagram or Twitter, it'll be followers or friends or likes or retweets or regrams or shares or
00:16:06.800 comments, whatever it'll be. All that stuff is a way of quantifying how engaged people are with you.
00:16:12.920 It's a way of quantifying the social feedback you get. And so people do form goals. I think
00:16:17.900 that the clearest example of this for me is looking at how Fitbits and other wearable tech
00:16:22.080 have influenced how people exercise and how they work out, how they pay a huge amount of attention
00:16:29.100 to these numbers. So when you get the Fitbit, a lot of people will try to walk 10,000 steps a day.
00:16:34.940 And then they'll hit a sort of ceiling and they'll say, I think I should do more than that.
00:16:39.160 Then they'll end up doing it. Instead of 10,000, they'll try 12,000, then 14, then 16. Suddenly,
00:16:44.700 they're spending a huge portion of the day walking or exercising. And a lot of the time,
00:16:48.700 what happens then is you pay much more attention to this external goal than you do to what your
00:16:52.580 body is telling you. So there's been a rise in stress-related injuries because of the Fitbit.
00:16:57.600 Now, it's wonderful getting people off the couch. That's fantastic. If you're sedentary,
00:17:01.280 if you don't work out and the Fitbit drives you to work out, that's great.
00:17:03.880 But if you're already engaged in some sort of exercise, and then you end up consulting
00:17:08.660 this device as a sort of goal metric of deciding whether you've hit a goal,
00:17:13.600 you end up overdoing it. And a lot of people end up having these major injuries as a result.
00:17:17.800 Yeah. And the funny thing is that you won't burn any more calories walking more. At a certain point,
00:17:23.040 your body adapts and adjusts its energy consumption or how it expends energy. So you're not going to
00:17:30.360 actually lose more weight by walking more. No, exactly. You've got to change things up.
00:17:34.080 You've got to do things a little bit differently. You've got to pick a different kind of exercise.
00:17:37.540 In effect, you need to surprise your body. So by doing just more of the same thing,
00:17:43.460 sometimes you are going to hit the ceiling and you'll plateau. And yet your body is going to
00:17:47.240 become more and more exhausted. You're going to push past the point where you get injured. So
00:17:51.340 these goals can be very alluring, but they often lead us to behavior that's counterproductive,
00:17:55.880 that makes us less happy and less well.
00:17:58.820 Yeah. I'll admit, I've done that. When I had the Fitbit, there were a few days where it was like,
00:18:02.880 you know, nine o'clock at nine. I was like, oh, I got 1500 steps to go. I'm going to go take a
00:18:07.800 walk around the neighborhood. Exactly.
00:18:10.780 Well, so also you talk about how casino games or casinos have influence perhaps how tech companies
00:18:18.520 design things to make their devices or platforms more addiction. What's going on there?
00:18:24.800 Yeah. Casinos are very sophisticated. They've been doing some really smart,
00:18:28.960 devious things for a long time. You know, the way you build a slot machine to encourage people to
00:18:33.220 sit there and play for hours on end is quite sophisticated. There's a lot that goes into it.
00:18:37.580 And casino operators have really refined this and slot machine designers have refined it over the
00:18:42.340 last, I don't know, five, six, seven decades. Obviously the world of social media, the world of screen
00:18:47.320 tech is much newer. And yet screen tech designers have borrowed a lot of the techniques. So if you think
00:18:53.060 about what it's like to play a slot machine, it's not like, you know, when you're going to win. And
00:18:57.440 in fact, part of what makes slot machine so alluring is the promise of maybe at some point
00:19:01.960 hitting the jackpot. It's that question mark. So if you could build in a slot machine like mechanic
00:19:08.120 or experience into the process of using say Facebook or Instagram, people are much more likely to keep
00:19:14.220 playing. And the way they do that is with the uncertainty associated with how people are going to
00:19:18.680 respond to you, how they'll respond to a post that you put out into the world or you, you know, you do
00:19:24.600 people respond at all. You know, the worst thing that could happen is you put something out there
00:19:27.560 and no one actually responds. You just hit, you hit, you hit silence. You get zero responses, zero likes,
00:19:34.060 zero comments. That's like pulling the lever on the slot machine and not winning the jackpot or really
00:19:38.580 not winning anything. And yet we keep going back because there is this promise of at some point
00:19:42.580 getting some form of reward and that drives us forward. And obviously we end up spending huge
00:19:48.180 amounts of time seeking out that kind of reward. So really these, these, uh, designers of say
00:19:52.900 Facebook and Instagram use a lot of those same techniques to, to ensnare us. That's, that's why
00:19:57.500 the like button was one of the smartest things Facebook ever did. So get this straight. It's not
00:20:02.640 the actual reward, like, you know, seeing the like that drives us. It's the anticipation of perhaps
00:20:08.980 that it's there. Yeah, exactly. It's, it's like when people play the lottery, if you buy lottery
00:20:14.060 tickets or scratch cards, it's nice to win, but it's really that feeling just as you're about to
00:20:19.800 start playing that buzz you get from wondering whether this is the time you're going to win.
00:20:24.440 It's that, that's really addictive to people. And certainly we like rewards, but rewards actually
00:20:29.280 it turns out are a little bit anticlimactic. You might think that you get the reward, you get a
00:20:32.880 thousand likes to a post or whatever. And you're like, that was amazing. I've got to do this again.
00:20:36.600 And that's not really what drives us. What drives us is that feeling of anticipation that comes
00:20:41.000 before engaging with the experience. It's like hearing the ding on your phone and wondering
00:20:44.920 whether this next email will be something hugely beneficial, something great, or whether it's just
00:20:49.680 another mundane email that isn't that important in your life. It's always that sense of anticipation
00:20:54.220 that drives us on. Yeah. I think I remember watching something on 60 Minutes about Instagram. And
00:21:00.140 one of the things they do to design, to create that anticipation factor is they'll, when you go in,
00:21:06.080 you know, you can always see how many likes you've gotten, like a number, sometimes like they'll hold
00:21:10.980 off showing that number until you get a large amount. And then you see that you're like, Oh my
00:21:17.220 gosh, that's great. But then like the next time they'll like, they'll show a lower amount. So like
00:21:20.720 every time you go, you're seeing a different number to create that anticipation on what you're going to
00:21:26.560 see when you check in on Instagram. Yeah. I mean, this is the thing. These companies have a huge amount
00:21:31.280 of control over how they drip feed these rewards. And so if you decide based on feedback, you know,
00:21:37.300 they have access to huge amounts of data, they could try different approaches and see what works
00:21:41.220 best, what grips people the hardest. And so if you go onto Instagram, maybe the minute someone likes
00:21:47.460 your post, you should Instagram should tell you that and you find that rewarding. Or maybe as you say,
00:21:52.960 they should withhold that until you hit say 15 likes, or three likes, or whatever number they decide is
00:21:58.200 the best one based on the data, they should only tell you you've got likes when that happens. And
00:22:02.560 so instead of seeing one, two, three, you know, you're climbing up slowly, perhaps getting hit in
00:22:07.420 the face with 15 likes, you're like, wow, people love this. That's amazing. Maybe that feeling of
00:22:12.660 going from zero to 15 is more rewarding. And that's actually, it seems to be what they found that we
00:22:17.800 really like to see this big jump rather than seeing it slow drip feeding of that reward. And so they can
00:22:23.660 artificially control that. And that's what they seem to be doing.
00:22:25.880 One of my favorite chapters you hit on was about video game designers and how they on ramp players
00:22:32.680 to get them hooked. And you talked about how Super Mario Brothers, right? Like they set the
00:22:38.100 standard for that. So walk us through like, how the on wrapping process for video games to get people
00:22:43.740 hooked, and how say maybe a Facebook or Instagram or other app companies have used that same idea or
00:22:50.100 template to get people hooked on their platform.
00:22:52.720 Yeah, so the biggest challenge for the creators of content, whether it's a video game or a TV show
00:22:58.820 or a book even, is there's going to be a barrier to entry. When you start something new, it's going
00:23:05.800 to be hard to get people hooked initially. And so the best books, I mean, if you think back to the
00:23:10.260 books you really loved, or the TV shows you loved, often the successful thing they do in the beginning
00:23:15.020 is they get you hooked with a very early cliffhanger or piece of information that's really amazing. Or
00:23:20.460 it's, it's like, there's not a big startup cost, you want to make sure that the startup costs are
00:23:24.200 small. Otherwise, people just say, you know what, this is too much effort, I'm going to move on to
00:23:27.460 the next thing. And that's how we are with books and TV shows and video games. Now, Super Mario,
00:23:32.280 the best thing about that game, I think among many things, is that when you first start playing that
00:23:36.700 game, the character educates you automatically, because there are only so many things you can do with the
00:23:42.200 controls, you can't go to the left. And so you learn that the game mechanics are such that you
00:23:46.500 only move towards the right. Very early on, you get this little character that you have to jump over
00:23:51.200 or jump on top of to kill. And so you, you work that out really fast. Then you have these blocks
00:23:57.560 above you and you realize that you have to jump to get on top of the blocks or to hit the blocks from
00:24:01.660 below. There's a question mark, the question mark on the block suggests that you need to hit it so
00:24:05.880 that you can see what's inside. And so even within the first 10 seconds of playing the game for the
00:24:09.880 very first time, if you watch people play for the first time, they will understand, you know,
00:24:14.640 the five or six most important things you need to know to play this game. And really, there isn't
00:24:18.940 that much more to learn after that. There are a few other things that happen also during that first
00:24:23.140 level. But you feel like you're making progress the entire time. There is no moment when you start
00:24:28.560 playing that game when you say, oh, this is just too much work, I'm not going to do it. I've never seen
00:24:32.940 anyone play that first level of Super Mario and not want to play the next one. And that's a testament to
00:24:37.720 the design skills of Shigeru Miyamoto, the guy who designed the game and indeed many of the most
00:24:42.600 successful games of all time. And that's how a lot of really good experiences, a lot of social
00:24:49.320 networking and social media experiences work that way as well, where it's totally clear the first
00:24:54.560 time you use them what you should be doing. They onboard you in a way where there's a list of things
00:24:59.940 you're supposed to do. They're fairly small things. You feel like you're making progress through the
00:25:04.060 list and suddenly you've done everything you need to do to use the platform. It just doesn't take
00:25:07.800 that much energy or effort. And every little barrier they put in your way is likely to lose
00:25:12.740 a certain proportion of their potential audience. And so a huge part of what it means to design things
00:25:18.100 successfully is to remove as many friction points or pain points as possible so that the onboarding and
00:25:23.620 then the usage process is really friction-free. But the video games, that can get pretty boring
00:25:29.440 really fast. So they add in more complexity to make it more difficult, which hooks you even more.
00:25:36.360 Yeah, exactly. In fact, if you had to ask people as they're playing a game like Super Mario or Tetris,
00:25:41.000 how difficult is the game in this minute? And the scale went something like so easy that it's boring
00:25:46.560 all the way up to so difficult, I can't do this anymore. Most of the time, the best games, people will
00:25:51.940 say, this is just slightly more difficult than I'm comfortable with. And that is the sweet spot. That's the
00:25:56.760 golden spot that you're trying to hit. It's always a matter of trying to create an experience that is
00:26:01.720 just a little bit challenging. Not so much so that you disengage, you get demotivated,
00:26:06.940 and not so easy that you're bored. So it's really hitting that sweet spot between too difficult and
00:26:11.820 too easy. And the best experiences challenge you in just that way. So when you first start playing
00:26:17.120 Super Mario, just learning the mechanics, the controls of the game is difficult enough. But if that's
00:26:22.120 all you ever did, you'd get bored really fast. And so each level gets progressively more difficult,
00:26:26.280 more challenging, so that it's always just beyond reach. And so you feel that you're always just
00:26:31.420 challenged the right amount. So we have all these different elements, goal seeking,
00:26:35.600 we can see our progress, we are getting constant feedback, things are frictionless in the beginning,
00:26:40.260 they get more difficult as they progress. But we had all those things, right, as we talked about with
00:26:46.000 Nintendo and Super Nintendo and email. But the thing that's changed, I would say, and you talk about
00:26:52.100 in the book is like, in the past 10 years, social media has come on things. So how does social media
00:26:56.200 amplify all these addictive ingredients in our technology?
00:27:00.280 Well, a big part of what makes games hard for us to resist, and these are the games that are most
00:27:04.580 addictive to people are the games that have social components to them. And part of this is just the
00:27:09.140 nature of social interactions online. So if you think about, say, World of Warcraft, which is arguably
00:27:13.920 the most addictive experience that we've ever encountered. World of Warcraft is a multiplayer game,
00:27:19.300 it's a role playing game. And so what happens is you end up forming guilds with other players.
00:27:23.920 Now, sometimes those other players might live in the same town you live in, but a lot of the time
00:27:27.520 they'll be scattered all across the globe. And so if you imagine you're all going into battle together,
00:27:33.060 or you're all going into battle to solve some mission or some quest, if they are, if other players
00:27:40.340 in your guild are awake when you are supposed to be asleep, because you're living in different time
00:27:44.440 zones, you're a sort of band of brothers, you get together, and you all work together to try to
00:27:49.920 solve whatever challenge is ahead of you, and it doesn't matter, sleep comes second.
00:27:54.040 And this is the mentality that a lot of people adopt, which basically means that, first of all,
00:27:57.780 these other people you're playing with become your very close friends a lot of the time,
00:28:01.420 which is great, but also means that you're on the hook a lot of the time to be awake when other
00:28:05.780 people are awake in other parts of the world when you should be asleep.
00:28:07.980 But it also means that you're playing the game at all hours. And so a lot of people who play these
00:28:11.960 social games describe letting sleep go by the wayside because they have to play in the middle
00:28:17.840 of the night. They end up effectively doing a night shift to play the games. And that's obviously not
00:28:23.260 good in the long run. You can do it for a short while, but you can't do it all the time.
00:28:26.880 And so this is one of the really big challenges for people who play these games. The social element
00:28:30.800 makes it so hard to resist. Now, Super Nintendo was fantastic, but it was a really, it was an asocial
00:28:35.720 experience. It was just you and the game. Perhaps you do, you know, you'd play with another player,
00:28:40.500 you'd have the two controllers or even four controllers, depending on the platform.
00:28:43.940 But it was nothing like the kind of social experience that you have now on, on something
00:28:48.800 like World of Warcraft. And that I think drives a lot of these, these obsessive behaviors,
00:28:53.060 these addictive behaviors.
00:28:54.360 Right. It's not only World of Warcraft or video games, but like, that's what makes Instagram
00:28:57.380 so addicting and why people spend so much time trying to come with the best pictures and
00:29:02.640 get as many likes. It's just that, that social approval. Like we all want that so badly.
00:29:09.160 Oh yeah, absolutely. And in fact, if you look at the history of Instagram, it's quite fascinating.
00:29:13.200 So in 2009, there was an app that came about called Hipstamatic.
00:29:17.540 Yeah, I had that.
00:29:18.860 Yeah, I had it too. And in an audience of, of say a thousand people, when I asked people
00:29:23.400 who knows of Hipstamatic, a very small number of hands will go up, but some people certainly
00:29:28.780 downloaded it at the time. Hipstamatic was like Instagram in that you'd take a photo
00:29:32.780 with your phone and then it would apply a filter. Now the difference between Hipstamatic
00:29:36.520 and Instagram, Instagram came about, about 10 months later, was introduced about 10 months
00:29:41.440 later. They were very similar in what they did to the photos. They applied filters to
00:29:45.800 the photos. The big difference was the creators of Hipstamatic won an award for photography.
00:29:52.180 One of the people who used their platform was a journalist for the New York Times. He went to
00:29:56.480 Iraq and took some photos that were incredible and he applied the Hipstamatic filters to them
00:30:01.340 and he ended up winning one of the journalism photo, most impressive photo awards that year.
00:30:07.540 And so the Hipstamatic team decided, you know what, we're really good at making great photos.
00:30:11.720 We should just keep doing that. That is our core competency. We're going to keep doing that.
00:30:15.860 The Instagram guys came along and said, people are going to get bored of even the best photos
00:30:20.400 if we don't have a mechanism for ensuring that they share them with other people and get responses.
00:30:24.580 Because we know that the only engine that really drives people on in the long run is a social
00:30:29.200 engine. So what they did was they said, we have to create our own native social networking app.
00:30:33.300 We can't just rely on people to post their photos on Facebook. And that's why Instagram is now worth
00:30:38.740 tens of billions of dollars because we keep returning to it more than a decade, almost a
00:30:43.020 decade later. Whereas Hipstamatic now has very few users. People have just decamped to Instagram.
00:30:49.160 That's where they spend all their time. And that's because of this social engine that drives them on.
00:30:52.800 The ability to get likes and feedback on your photos.
00:30:55.660 And that's why Facebook bought them for a billion dollars.
00:30:58.440 It was a good deal.
00:30:59.360 It was a good deal. So let's talk about that question we talked about earlier. So environment
00:31:03.840 plays a huge factor in whether something, whether a substance or a behavior becomes addictive.
00:31:10.380 And as we mentioned earlier, technology, we can't escape it or it's hard to escape.
00:31:14.000 So how do you get a handle on an addictive or a compulsive behavior that you can't abstain
00:31:20.100 from? Are there any best practices you've come across in your research?
00:31:23.640 Yeah. You know, people are always looking for some, I don't know, really out of the box
00:31:29.280 solution. But I think the very best solution is to develop a habit of having times of the
00:31:34.480 day that are kind of sacred and tech free to some extent. So the easiest thing to do to begin
00:31:39.240 is to say, you know, I'm going to pick a time of day. It might be, say, dinner time, or it might
00:31:43.440 be a certain number of hours a day. It could be 5 to 7 p.m. or 6 to 8 p.m. or whatever it is you
00:31:48.280 decide. And that is the time when you will lock your device in a drawer as far away as possible.
00:31:54.980 It won't be anywhere near where you are. You will not use screens. And you'll do that every day to the
00:31:59.360 point where it becomes a habit. And what you do with that time is up to you. But for many people,
00:32:03.520 it's the time when they're going to exercise or it's the time they're going to have face-to-face
00:32:07.420 interactions with friends and loved ones. It could be just time to read or to do anything
00:32:12.960 that you like doing that's important to you that you find you don't have time to do anymore.
00:32:17.440 And watching people go through this process of making that decision and then sticking to it is
00:32:22.080 pretty interesting because it's hard in the beginning. You know, you have massive amounts
00:32:26.420 of FOMO. You feel like people are going on in that digital world without you. You're getting left
00:32:31.020 behind to some extent. But in the end, people report that they feel much happier and better for having
00:32:36.700 that time carved out each day. So that, I think, is the single best thing we can do. And you can
00:32:41.840 expand it if it works for you. I now, I have two young kids. I have a two-year-old son and an eight-month-old
00:32:47.420 daughter. And they are constantly doing things that are, you know, hysterical and fascinating as
00:32:52.480 they grow. And so I use my phone all the time as a camera, but I put it on airplane mode on the
00:32:58.060 weekend whenever I can because that way it just, it's a dumb phone. It's really just a camera. And that
00:33:03.060 saves me from having to keep checking my email, from having tons of phone calls or whatever else
00:33:07.160 might be going on. And so I think that's the key is just to be a little bit more mindful to design
00:33:11.800 the world around you in such a way that you relieve yourself of that temptation to check your phone all
00:33:17.260 the time. But as you highlight in the book, some people have, they feel like their addiction is so
00:33:21.480 bad that they actually like go to detox centers to get it, help them get a handle on this stuff.
00:33:26.020 Yeah. It's a much smaller group of the population. It's anywhere from one to 5%. So it's not a big
00:33:30.900 number, but there are certainly people. The most extreme example I came across was a guy who was
00:33:36.600 addicted to World of Warcraft, which we've already mentioned. And he actually relapsed once. He went
00:33:42.000 back to the game after going through treatment, but he went to an internet addiction treatment center
00:33:46.840 near Seattle called Restart. And they have a whole lot of, they're all males. They're all teenage males or
00:33:53.740 males in their sort of early adulthood years who have played games like World of Warcraft to the
00:34:00.080 point where they can't stop. And they learn skills for living. They are most importantly removed from
00:34:05.380 whatever context they were in where they were playing the game. Now, this guy, before he went
00:34:10.180 for treatment, he was, he described how he was, he was a star athlete. He was on the football team at
00:34:15.660 his university, at his college. He was a straight A student. And then he developed this addiction and
00:34:21.100 he started playing World of Warcraft. He at one point spent five weeks straight, basically sitting in a
00:34:26.980 chair, barely sleeping, playing for up to 23 hours a day. He paid a guy to deliver pizza boxes to his
00:34:32.580 room. And so the pizza boxes piled up. He put on 40 pounds of fat, lost most of his hair, and was
00:34:39.320 obviously incredibly unhealthy psychologically and physically. And this was a guy who was formerly
00:34:44.240 very, very successful. He was very well adapted. And so this is unusual. It doesn't happen to many
00:34:49.260 people, but that's the extreme case of what can happen.
00:34:51.460 And you also highlighted in China, this is a really like, or even like some of the other
00:34:55.560 Asian countries, like South Korea, this is like a big, like cultural wide problem that they're,
00:35:01.300 they're wringing their hands about.
00:35:03.380 Yeah. It's a much bigger issue among teens in China and South Korea in particular. East Asia in
00:35:08.600 general has, has a much bigger problem with this and it's partly cultural. It's about, you know,
00:35:13.180 the number of video game parlors, the fact that a lot of young kids will go and watch very good
00:35:18.280 video game players play sometimes in very big stadia. You have a stadium filled with tens of
00:35:24.620 thousands of kids watching some guy who's really good at playing a video game. And that doesn't
00:35:29.080 happen as much in a mainstream way in the United States. But what it means is that screen and tech
00:35:33.800 addiction is much more common, especially video game addiction is much more common in that part of
00:35:37.600 the world. And so the government has, has called it the single biggest threat to the wellbeing of
00:35:42.120 teenagers, at least in China and South Korea. And so you have many of them going through
00:35:47.040 treatment that hasn't happened to the same extent in the U S and Western Europe and other parts of
00:35:51.300 the world, but we are becoming more mindful about it over time as, as we're paying more attention to
00:35:57.120 the dangers of overusing Facebook and Instagram and other video games as well. Yeah. I think we're
00:36:02.440 starting to see the rise of e-sports. I'm hearing a lot more about that where people watch like a
00:36:07.640 football game, like people playing video games. Right. Exactly. Well, I'm curious, Adam, in the past,
00:36:13.920 I would say past few months, there's been a lot of hubbub about Facebook and a lot of the other tech
00:36:20.100 giants, like they're getting a lot of scrutiny that they haven't had before. I'm curious, do you
00:36:24.840 think anything will come from that on how they do change the way they do business, design their
00:36:30.300 platforms to make them less addictive? Or do you think things will just be sort of a business as
00:36:34.960 usual? It's hard to say whether there will be major change. I think all of these companies live and die
00:36:41.080 on attention. And if a lot of the population pushes back, which is starting to happen in a way that I
00:36:47.020 think is quite encouraging. If people who use Facebook and other platforms like it say, we will
00:36:52.180 not use you anymore. If you don't start to respect us as consumers, I think you'll start to see that
00:36:57.080 these companies will make some changes. I'm, I'm extremely skeptical though, that, that those changes
00:37:02.220 will be widespread wholesale changes that will make the platform much friendly to us because the
00:37:07.560 platform can't survive unless it captures our attention. So there's a, there's a real
00:37:12.300 tussle there. It's really either we do what's best for Facebook or we do what's best for the consumer.
00:37:18.120 That isn't true, for example, with say Apple. So Apple requires that you buy its products,
00:37:22.980 but they don't really care how long you spend on each new phone, as long as you use it a little bit
00:37:26.960 and like it and want to buy the next one. So Apple's uniquely well positioned to, to work with
00:37:32.740 consumers. And that's why they're starting to build in features like the do not disturb feature when
00:37:36.620 you're driving helps you stay off the phone. That's okay for Apple to do, but for Facebook,
00:37:41.800 Instagram, Twitter, Snapchat, they really need you to be embedded in that process of being on
00:37:46.540 that platform as much time as possible. The only routes to change are from the bottom up where
00:37:51.880 consumers say, we're not going to use the platform unless you become more attentive to us, or from the
00:37:57.020 top down where the government gets involved and says, we're going to make rules about what you can
00:38:02.100 and can't do. Now I see basically zero percent chance the government's materially going to
00:38:07.660 intervene. Obviously on the privacy front, they might make some changes like, you know, protecting
00:38:13.680 consumers from some of the privacy and data mining concerns that have, have been a major concern for
00:38:21.740 Facebook lately. But that's not going to change how addictive the platform is. Those are two separate
00:38:25.980 issues. So I think from the addiction perspective, it's, it's hard to imagine the government saying,
00:38:29.820 for example, that you can't make your feed bottomless because people spend too much time
00:38:33.640 on the platform. That's never going to happen. So I think it's really going to have to come from
00:38:37.540 the consumers. That's my sense, at least in the US. Right. And we're not going to see labels on
00:38:41.840 Facebook. This can cause addiction like you see on cigarettes and packages. I think it's unlikely.
00:38:48.600 And I actually think it'll probably make it more appealing. Right. You're probably right.
00:38:52.260 With Facebook. Yeah. So it's up to us then. So it's up to us being proactive and setting
00:38:56.800 aside time where we just take a break from our technology. Yeah. I mean, think about what's
00:39:02.360 happened in the world of, you know, industrial production. For a very long time, the biggest
00:39:07.360 industrial companies in the world dumped pollutants into waterways. And no one really said
00:39:11.800 much. There wasn't much demand from consumers. The government didn't intervene. And at some point,
00:39:16.440 consumers started to become concerned about the environment in ways they weren't in the 50s and
00:39:20.920 60s and 70s. And these companies were first forced to change what they were doing. You know,
00:39:25.000 consumers would start to say, if you don't have a symbol on your bottles, on your packaging that
00:39:29.920 says you are friendly to the environment, we're just going to buy your competitors' products.
00:39:33.720 And suddenly, these companies, pushed partly by government intervention, saying things like,
00:39:38.140 you can't dump pollutants into the oceans, but partly just by consumers who started to demand
00:39:43.160 environmentally friendly practices from the companies they were buying from, you started to see
00:39:48.500 changes in the way these companies behave. They had to become more mindful about what they were doing
00:39:52.300 to the environment. I really think something like that will happen over time as consumers become
00:39:57.100 savvier about what companies like Facebook are doing to ensnare them. And as they become savvier,
00:40:02.360 they'll demand, you know, more attention to consumer well-being. And I think that will move the needle
00:40:08.260 a little bit in our favor. Yeah, I think another example is food. You know, there's the whole organic
00:40:13.460 food thing. That wasn't a thing 20 years ago, but now people are, I'm concerned about what's going
00:40:17.580 in my body. And so, companies responded to that. Yeah, exactly. They don't have to respond until,
00:40:22.420 you know, we push them, until we as consumers decide something is a big enough issue that we
00:40:26.480 need to pay attention to it. And that's, I think, we are at the very early stages of that happening.
00:40:32.720 One of the big events that pushed that along was Sean Parker, one of the early Facebook investors,
00:40:37.780 coming forward and saying, it turns out we've never really cared about you. We've always really
00:40:41.260 cared about capturing your attention as much as possible. And he said that in a very bold way.
00:40:47.340 He was very clear about it. You know, he said, we knew from very early on,
00:40:50.640 all we were trying to do was to mine your attention. And I think when people like Sean
00:40:55.460 Parker come forward and admit that, and then a number of other tech titans have come forward
00:40:59.280 saying the same thing, that pushes us as consumers to consider what we're doing and whether we're doing
00:41:04.360 what's best for us. I mean, if these people are concerned, then we should probably be concerned
00:41:07.560 as well. So, I think that's been a huge, huge event in pushing consumers towards being more
00:41:15.540 mindful about their own consumption. Well, Adam, this has been a great conversation.
00:41:18.600 Is there some place people go to learn more about your work?
00:41:21.060 Yeah, I have a website. So, it's adamleealter.com. That's A-D-A-M-L-E-E-A-L-T-E-R.
00:41:28.980 You can find me on Twitter at Adam Lee Alter. And then I've got one book, Irresistible,
00:41:34.160 which is about tech addiction. And another book that I wrote a few years earlier called Drunk
00:41:37.800 Tank Pink, which is about how things in the world around us shape how we think,
00:41:41.760 feel and behave. Things like colors and the weather and so on.
00:41:44.900 So, but you're not on Twitter on the weekends, right? Because...
00:41:47.540 Yeah, you have to see the tweets that I'm posting during the week because there's not
00:41:51.460 much activity on the weekends. That is true.
00:41:53.460 Well, Adam, thanks so much for your time. It's been a pleasure.
00:41:55.460 Thanks for having me.
00:41:56.600 My guest here is Adam Alter. He's the author of the book, Irresistible. It's available
00:41:59.520 on amazon.com and bookstores everywhere. You can also find out more information about his work
00:42:03.240 at adamalterauthor.com. Also, check out our show notes at aom.is slash irresistible,
00:42:08.740 where you can find links to resources, where you can delve deeper into this topic.
00:42:11.760 Well, that wraps up another edition of the Art of Manliness podcast. For more manly tips and advice,
00:42:27.920 make sure to check out the Art of Manliness website at artofmanliness.com. And if you enjoy
00:42:31.380 the podcast, you've got something out of it. I appreciate if he gives a review on iTunes or
00:42:34.620 Stitcher. Helps out a lot. As always, thank you for your continued support. Until next time,
00:42:38.380 this is Brett McKay telling you to stay manly.
00:42:41.760 불�aps out a lot.
00:42:42.940 God bless you.
00:42:43.080 Thank you.
00:42:43.960 Thank you.
00:42:43.980 Thank you.
00:42:52.360 Bye-bye.
00:42:52.760 Bye-bye.
00:42:53.760 Bye-bye.
00:42:59.940 Bye-bye.
00:43:00.720 Bye-bye.
00:43:04.820 Bye-bye.
00:43:05.780 Bye-bye.