by Adam Alter
in China, 251–54
DSM recognition of, 254–55
goal-setting and, 111–12
motivational interviewing and, 258–62
scope of, 26
test for, 26–27
treatment approaches, 248–62
Internet Addiction Diagnostic Questionnaire (IADQ), 255–56
Internet Addiction Test, 256
intrinsic rewards, 261
iPad, 1, 4, 165, 241, 244–45, 256
iPhone, 165, 241, 256
iPhone apps, 214–17
Isaacson, Walter, 2
“Is the world’s best-selling P.C. game ever still worth playing today?” (IGN column), 178
Italian Job, The (movie), 191–92, 204
Jarecki, Andrew, 199
Jeong, Ken, 279–80
Jinx, The (real-life crime documentary), 199–200
Jobs, Steve, 1, 2, 4
John, Daymond, 279–80
Johnson, Eric, 209
Journey, 202
juice, 137–39
Just Press Play program, 304–5
Kagan, Jerome, 19–20
Kahneman, Daniel, 282
Kaiser Foundation, 245–46
Kappes, Heather, 161
Kardashian, Kim, 158
“Karma Police” (Radiohead), 195
karoshi (death from overworking), 186–87
Keas, 300–302
Kennedy, Joe, 279–80
khat leaf, 31
King, 137
Klosterman, Chuck, 109–10
Koenig, Sarah, 196, 197, 203
Kondo, Marie, 207–8
KonMari, 207–8
Kotler, Steven, 142
Kraft, Robert, 116
Krieger, Mike, 216–17
Kulagin, Mikhail, 172–73
Lancet, 296
Lantz, Frank, 164–65, 188–89, 300
Larson, Michael, 100–106
Larson, Teresa, 106
Lawrence, Andrew, 82–85
laziness, 305–6
leaderboards, 298
League of Legends (game), 228
learning, gamification of, 302–5
Lee, Hae Min, 196, 198, 200, 203
Lego, 174
Lewis, Michael, 119
Liar’s Poker (Lewis), 119
Life-Changing Magic of Tidying Up, The (Kondo), 207–8
likes/like button, 127–29, 217
Lindner, Emilee, 159
LinkedIn, 128
Litras, Janie, 103
Little Mister Cricket (game), 138–39
LiveOps, 306–7
Long, Ed, 103
Lord of the Rings (Tolkien), 305
loss aversion, 152–54
losses disguised as wins, 133–34
love, 75–78
Love and Addiction (Peele), 76
“Love Is Like Cocaine” (Fisher), 75–76
Lovematically, 128–29
Love (TV show), 212
Luckey, Palmer, 141–42
Lucky Larry’s Lobstermania (slot machine), 133–34
ludic loops, 177–79
Lumos Labs, 313
MacInnis, Cara, 265
Mad Men (TV show), 290
Making a Murderer (real-life crime documentary), 199–200
mapping, 139
marathon runners, and goal-setting, 95–97
Marks, Isaac, 76–77
Massachusetts Institute of Technology, 275
Matheus, Kayla, 282–83
Medalia, Hilla, 252
medical benefits, of gamification, 309–12
Meier, Darleen, 206–7
melatonin, 69–70
memory, and addiction, 57–60
micro-cliffhangers, 205–8
microfeedback, 136–37
Microsoft, 28–29
Milner, Peter, 52–57, 67
Miyamoto, Shigeru, 147–49, 155, 166
Mochon, Daniel, 173
Moment (app), 13–15
Morrissey, Tracie, 159
Moti, 282–83
motivated perception, 144–45
motivational interviewing, 258–62
MUDs (multiuser dungeons), 227–28
Murphy, Morgan, 48
Muscat, Luke, 164
Myst, 3
Myst (game), 178
nail-biting, 267–69
Nanya, 186
National Public Radio, 196
Nature, 312
NBC News Online, 197
Neanderthals, 30
near wins, 145–46, 181–83
negative reinforcement, 21
Netflix, 3, 199, 208, 210–12, 287–89, 291
NeuroRacer, 312
New York Times, 48, 141, 215–16
Nguyen, Dong, 42–43
nicotine, 31
nicotine gum, 267
Nintendo, 148, 171
Nixon, Richard, 47–48
no. 3 heroin, 46
no. 4 heroin, 47
nomophobia, 15
Norton, Michael, 173
O’Brien, Conan, 84, 243
obsession, 20–21
obsessive passion, 21–22
Oculus VR, 140–42
Olds, James, 52–57, 58, 67
O’Neill, Essena, 220–21
online shopping, 4
on-the-job training, gamification of, 308–9
opium, 31
optimal distinctiveness, 226
origami, 173–74
overcoming addictive behaviors, 263–92
behavioral architecture and, 273–92
distraction and, 267–73
habits and, 268–73
replacing bad routines with good, 268–71
subconscious attraction to ideas railed against and, 264–65
willpower, role of, 265–66
overworking, 186–88
pain, and gamification, 309–10
Pajitnov, Alexey, 170, 171, 172, 173
Parkinson’s disease patients
behavioral addictions as side effect of drug treatments for, 82–85
overcoming small hurdles and, 93–95
Paskin, Willa, 212
passion, 21
Patrick, Vanessa, 272
Pavlok, 279–81
Peele, Stanton, 76, 77–79, 88
Pelling, Nick, 298, 306
Pemberton, John, 36–38, 273
Penfield, Wilder, 19
Penn, Hugh, 46
penny auction websites, 152–55
Peretz, Jeff, 194–94
perfectionism, 107–9
Perry, Steve, 202, 203
Petrie, Ryan, 226–27
Pettijohn, Adrienne, 103
Pfizer, 301–2
Phelps, Andy, 305
Philips Sonicare, 300
pineal gland, 69–70
Pinterest, 122
pituri plant, 31
planning fallacy, 289–90
“pleasure center” of brain, 55
points, 298, 299
Pokémon (game), 155
Pokhilko, Vladimir, 170
Polk, Sam, 118–19
Polkus, Laura, 216
Pommerening, Katherine, 41–42
Popular Science, 17
pornography, 4, 265–66
post-play, 208, 210–12
post traumatic stress disorder (PTSD), gamification as intervention for, 311–12
Powell, Mike, 100
Power of Habit, The (Duhigg), 268
Prelec, Dražen, 188
predatory video games, 155–59
Press Your Luck (TV show), 101–5
progress, 147–66
barriers to entry, lack of, 161–64
beginner’s luck and, 159–62
Dollar Auction Game, trap in, 149–52
energy systems, use of, 155–57
hooks in games and, 149–55
penny auction websites and, 152–55
positive feedback and, 158–59
smartphone delivery of games and, 164–66
proximity of temptation, 273–77
psychological response to experience of addiction, 73–75, 77–79
Pullen, John Patrick, 8
punding behaviors, 81–82
punishment, in breaking habits, 278–81
PurseForum, 207
Quest to Learn (Q2L), 302–4
Quibids.com, 152
Radiohead, 195
Rae, Cosette, 178–79, 249, 274
Raising Men Lawn Care, 307–8
rat experiments, of Olds and Milner, 52–57
readiness ruler, 259
Realism, 269–70
real-life crime documentaries, 196–201
Reddit, 122–25
red light, 69
regrams, 217
reinforcing good behaviors, 282–84
relational spending, 284
repression, 264
reSTART, 17–18, 62–63, 178, 228, 248–50, 255
reward, of habits, 268–69
Ricciardi, Laura, 199
Rift (game), 140–42
Robins, Lee, 50–52, 60, 67
Rochester School of Technology Just Press Play program, 304–5
Rolling Stone, 196
routine, of habits, 268–69
Routtenberg, Aryeh, 56–59
Rustichini, Aldo, 315
Ryan, Maureen, 203
Rylander, Gösta, 81, 84
Sacca, Chris, 140
Sales, Nancy Jo, 41–42
Saltsman, Adam, 155–56, 163–64
SAT vocabulary learning, gamification of, 296–97
Schachter, Stanley, 275–76
Schreiber, Katherine, 112–13, 115, 185
Schüll, Natasha Dow, 130, 134–35, 155, 183
Science, 168
Sedaris, David, 113–14
Self-Determination Theory (SDT), 260–62
“September” (Earth, Wind & Fire), 194–95, 196
Serial (podcast), 196–99, 200, 203, 204
Sesame Street (TV show), 247
Sethi, Maneesh, 279, 280–81
sexuality, 264–65
Shlam, Shosh, 252
shopping, compulsive, 205–8
Shubik, Martin, 149–51
Sign of the Zodiac (game), 130, 131
Sim, Leslie, 112–13, 114–15, 185–86
Simester, Duncan, 188
Simmons, Bill, 140
Simpsons, The (TV show), 145–46
Singer, Robert, 264
SiteJabber.com, 154
Sitzmann, Traci, 308–9
sleep deprivation, 68–70
Sleep Revolution, The (Huffington), 68–69
slot machines, 130–36, 183
smartphone addiction, 22
disruptive nature of, 15–16
overuse of, 13–15
Realism as treatment for, 269–70
scope of, 27–28
video games and, 164–66
smart watches, 113
Smith, Rodney, Jr., 307
Smith, Sandra, 112
SnowWorld, 309–10
SnŪzNLŪz, 278
social comparison, 118–19
social confirmation, 224–25
social interaction, 214–33
extensive online interactions at young ages, long-term effect of, 228–33
Hot or Not website and, 221–26
Instagram and, 216–17, 218
in multiuser games, 227–28
negative feedback in, 219–21
optimal distinctiveness and, 226
positive feedback in, 218–19
social confirmation and, 224–25
Sopranos, The (TV show), 201–3, 204
Space Invaders (game), 148
Spark Joy (Kondo), 208
Sperry, Roger, 19
SpongeBob SquarePants (TV show), 247
Steele, Robert, 48
Steiner-Adair, Catherine, 39, 41, 250–51
Stephen, Christian, 141
stereotypies, 84
Stern, Rick, 103
stopping rules, disruption of, 184–90
butt-brush effect and, 184
credit cards and, 188
exercise and, 185–86
overworking and, 186–88
video games and, 188–89
streaks, 115–16, 117
Strumsky, Dawn, 115
Strumsky, John, 115, 116
substance addiction, 8–9, 29–39
blurring of line behavioral addiction and, 81, 82–85
brain patterns and, 70–71
in early civilizations, 30–31
Freud’s research and experiments with cocaine and, 33–36
manufacturing process and, 31–32
Pemberton’s French Wine Coca (Coca-Cola) and, 37–38
punding behaviors and, 81–82
trial and error, discovery of drug effects by, 32
of Vietnam War veterans, 46–52
Sullivan, Roy, 111
Super Hexagon (game), 179–81
Super Mario Bros. (game), 148–49, 155, 166, 175
suppression, 266–67
Sutherland, Jon, 115–16
Syed, Adnan, 196
systems approach, 117–18
Systrom, Kevin, 216–17
Szalavitz, Maia, 73–74, 75
Talens, Richard, 299
Tao Ran, 252–53
Taylor, Shelley, 305–6
technology addictions. See behavioral addiction
Ter-Ovanesyan, Igor, 100
Tetris Effect, 171
Tetris (game), 170–73, 175–76, 189, 310–12
texting, 242–43
therapeutic properties of gamification, 309–12
“13, Right Now” (Contrera), 41–42
Time, 164
time on device, and slot machines, 136
Times, 48
tobacco plant, 31
Tolkien, J.R.R., 305
Tomarken, Peter, 102–3, 104
transfer of learning, 246–47
TripAdvisor, 219
Trivia Crack (game), 156
“True Life: I Got Addicted to the Kim Kardashian Game” (Lindner), 159
Truth About Addiction and Recovery, The (Peele & Brodsky), 78–79
Turkle, Sherry, 242
Tversky, Amos, 282
TV game shows. See game shows, TV
2048 (game), 189
twitch games, 179
Twitter, 5, 128
“Über Coca” (Freud), 33–34
Underhill, Paco, 183–84
United States Running Streak Association (USRSA), 115
unresolved real-life crime documentaries, 196–201
Vaisberg, Isaac, 60–67, 157, 162, 228, 250, 270
variable reinforcement, 143
variety, 299
video games, 136–43, 155–59. See also specific games
beginner’s luck and, 161–62
color coding and, 157–58
energy systems, use of, 155–57
escalation in, 169–81
Miyamoto’s,
147–49, 155, 166
positive feedback and, 136–43, 158–59
predatory, 155–59
simplicity of, and lack of barriers to entry in design of, 161–64
smartphones and, 164–66
social interaction in multiuser, 227–28
stopping rules, disruption of, 188–89
virtual reality and, 8, 139–43
women and, 158–59, 165
Vietnam War veterans, and heroin addiction, 46–52, 59–60
Virtual Heroes, 308
virtual reality, 8, 139–43, 318–19
pain management and, 309–10
visual amblyopia, 232
Volkswagen, 293
Vygotsky, Lev, 174–75
Wadlow, Robert Pershing, 111
Walberg, David, 116
Wang, Brian, 299
war on drugs, 48
WasteNoTime monitors, 286–87
wealth addiction, 118–19
wearable tech, 112–14, 185–86
Web Junkie (documentary), 251–52
Wegner, Dan, 266–67
Werbach, Kevin, 298
White, Verdine, 194
Wilkins, Carrie, 258–59, 260
Williams, Evan, 2
willpower, 265–66
Winstanley, Catharine, 138
Winter, Damon, 214–15
Wonder, Stevie, 195
Wood, Wendy, 265–66
Woodruff, Ernest, 38
workplace, gamification of, 305–9
World of Warcraft (game), 2–3, 5, 16–18, 61, 157–58, 228, 270, 289–90
Worley, Becky, 281
Wurtz, Bob, 53, 57
Yee, Nick, 161
Yelp, 219
Yevtushenko, Yuri, 170–71
Yoshida, Hiroyuki, 112
Young, Jim, 221–22, 224, 226
Young, Kimberly, 165–66, 255–57
YouTube, 128
Zeigarnik, Albert, 212
Zeigarnik, Bluma, 192–94, 212–13
Zeigarnik Effect, 193–94
Zeiler, Michael, 126–27
Zero to Three, 246–47
Zhou Zhengwang, 31
zone, entering the. See flow
zone of proximal development, 174–76
Zuckerberg, Mark, 141, 142–43, 217, 224
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