Book Read Free

Irresistible

Page 32

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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