{"id":62774,"date":"2018-07-27T00:00:00","date_gmt":"2018-07-27T00:00:00","guid":{"rendered":"http:\/\/blog.mozilla.org\/foxtail\/2018\/07\/27\/attention-addiction\/"},"modified":"2021-01-20T23:26:36","modified_gmt":"2021-01-20T23:26:36","slug":"attention-addiction","status":"publish","type":"post","link":"https:\/\/blog.mozilla.org\/en\/firefox\/attention-addiction\/","title":{"rendered":"The Attention Economy to the Addiction Economy"},"content":{"rendered":"<p><i>M<\/i>uch has been said about the attention economy. Gamification. Tech addiction. But what happens when those things combine and form an addiction economy online?<\/p>\n<p>Our ever-connected life has provided a lot of value to me. I\u2019m better informed about the world and current events, I can use my smart-home to set my thermostat on my way home and check in on my dog, and I can talk daily with friends far away on any number of messaging or video-chat services.<\/p>\n<h2>The internet and incentives<\/h2>\n<p>But as we depend more and more on the connected devices in our lives, it\u2019s increasingly clear that, like any tool, there\u2019s a dark side to the technology we use every day. Apps and services \u2014 on a computer or mobile phone \u2014 have slowly (or not so slowly) made clear what ever-present attention costs us. The so-called attention economy rewards apps and services that we give our attention to. From a video game to a social network to a puzzle, the dominant monetization model is advertising. That means that if an app or service can keep your attention, they make more money. Of course, prioritizing advertising income has a price: users don\u2019t like interstitials or auto-play video, and competing services are easy to find. Nor is advertising the only monetization model. But developers are increasingly good at getting their users to stay, watch ads, or pay \u2014 whether that\u2019s rewarded with a<a href=\"https:\/\/yukaichou.com\/gamification-study\/game-mechanics-research-candy-crush-addicting\/#.W1eSmX4pBhc\"> power-up in a game<\/a>, a<a href=\"https:\/\/www.psychologytoday.com\/us\/blog\/the-compass-pleasure\/201110\/video-games-can-activate-the-brains-pleasure-circuits-0\"> surge of dopamine<\/a> from an achievement, or a deluge of<a href=\"https:\/\/www.youtube.com\/watch?v=Z7ONI16PlLA\"> adorable dog content<\/a>.<\/p>\n<p>So what drives us to check our social media feeds addictively, or play a video game for hours, or reload cute animal videos all night? It\u2019s all about the incentives. This attention economy drives apps and services to \u201cgamify\u201d \u2014 incentivize \u2014 often in subtle ways, engaging with them. A game will give you a power-up for playing daily. Social networks try to show you content that will get you to engage, ensuring that you stay on their site. Since this engagement drives the attention economy, the incentives behind these services are clear. It\u2019s a logical outgrowth of the way that we incentivize content, services, apps. And that\u2019s leading to true addiction. Recently, the World Health Organization actually classified \u201cgaming disorder\u201d as an addiction disorder in the draft International Classification of Diseases. Of course, not all tech addiction leads to something diagnosable or in need of professional treatment, but it\u2019s always smart to be conscious of how and why we turn to tech.<\/p>\n<p>When the internet was born, it wasn\u2019t conceived of as a commercial venture. The internet developed in academia and the business world, not for a casual user. But as the internet has evolved, the monetization model has primarily focused on advertising. I doubt that was intentional, but creators have been incentivized to gamify and scale services quickly and simply, rather than creating quality content and designing for quality of life over immediate profit.<\/p>\n<p>Gamification isn\u2019t new. Some have argued that gamification mimics life \u2014 that is, success in school, a career, or a relationship are all kinds of gamification. Sports fans feel compelled to follow their team, knowing full well that it won\u2019t impact their performance. And of course, games like the Sims (and many others since) explicitly gamify all of these things. But as people design online content and services, the incentives are aligned: attention drives monetization. And in that case, what\u2019s better than compulsive attention for driving profit?<\/p>\n<h2>But short term optimization and focusing on attention will hurt the internet over the long term.<\/h2>\n<p>Services that depend on your attention for immediate profit are likely to backfire as people become annoyed with ever-present advertising or simply recognize their tech addiction and take action to combat it. A social media network only needs to present you with enough content on their platform to keep you scrolling instead of leaving their site, and will surround whatever you thought you wanted to see with other dopamine-generating distractions. And a video streaming website might judge success (including ad profits and revenue sharing with creators) by how long they can capture your attention.<\/p>\n<p>Apps and services driving content creation online often don\u2019t take into account what is good for the internet or the user \u2014 they simply prioritize driving immediate attention and engagement from users. When this content creation is outsourced to algorithms, it has mixed success. From Netflix\u2019s<a href=\"https:\/\/www.nytimes.com\/2013\/02\/25\/business\/media\/for-house-of-cards-using-big-data-to-guarantee-its-popularity.html\"> data driven research<\/a> to develop the massively successful House of Cards to the ill-fated bots creating<a href=\"https:\/\/www.engadget.com\/2018\/03\/23\/youtube-still-plagued-disturbing-kids-videos\/\"> disturbing kids content<\/a> on Youtube, algorithms can isolate combinations of things that we humans like to engage with. The same goes with social media: newsfeeds like those on Twitter and Facebook use algorithms to decide what content to surface, based on the kinds of things you\u2019ve engaged with in the past.<\/p>\n<p>Designing services in ways that drive attention have created mindless, addictive experiences. Sometimes, a silly smartphone game is exactly what I need, after a stressful meeting while I head home on the subway. But when I turn to that same game at home instead of paying attention to friends, my dog, or my chores, I end up shortchanging my \u201creal\u201d life in favor of my phone. And being attached at the hip to your smartphone, for example, has been shown to be incredibly distracting. Having your phone nearby significantly impairs problem solving,<a href=\"https:\/\/news.utexas.edu\/2017\/06\/26\/the-mere-presence-of-your-smartphone-reduces-brain-power\"> whether the phone is on or not<\/a>.<\/p>\n<h2>What if there was a way to incentivize rewarding and enriching experiences, instead of mindless and addictive ones?<\/h2>\n<p>There\u2019s not a clear solution to moving away from the addiction economy. However, it\u2019s clear that you can make changes that can benefit you. Being conscious of how you use tech and the internet is the best start. Thinking about how you use apps and services \u2014 whether it\u2019s to relax playing a game, watch videos, or get work done \u2014 will help you decide how to manage your own online experiences. I have friends who refuse to carry a smartphone outside their professional lives. Others have a strict rule that in social situations \u2014 especially sharing a meal \u2014 there are no devices. I really appreciate that (and sometimes am the person at the table called out for checking my phone!). And I appreciate having folks around me hold me accountable.<\/p>\n<p>Ultimately, we need to tackle this problem collectively through systems and incentives design. There are other ways to incentivize use of a site, but it seems that creating quality content is currently much harder (and thus less profitable) than repetitive content or a game that hits your dopamine receptors. What if there was a way to incentivize rewarding and enriching experiences, instead of mindless and addictive ones? As I mentioned earlier, monetization can be accomplished lots of ways \u2014 search engines, for example, often measure success by how quickly you leave, since the goal is to help you find what you\u2019re looking for. And when they do that well, you come back \u2014 not spending a lot of time, but coming back over and over.<\/p>\n<p>Big picture, creators \u2014 maybe you! \u2014 can think about how we responsibly create algorithmic apps and services that don\u2019t abuse our attention. It might be a little less fun in the short term, but will keep the internet a healthy, global resource for decades to come.<\/p>\n<p><em>Heather West is a Senior Policy Manager at Mozilla. She is a p<span class=\"lt-line-clamp__line\">olicy and tech translator, product consultant, and long-term internet strategist who engages influencers<\/span> <span class=\"lt-line-clamp__line lt-line-clamp__line--last\"> and builds campaigns to guide the intersection of emerging technologies, culture, and policy.<\/span><\/em><\/p>\n<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<\/p>\n<h2><b>Want More? <\/b><\/h2>\n<p>If you\u2019re interested in learning more about the attention economy, check out Mozilla\u2019s original podcast <a href=\"http:\/\/smarturl.it\/irl_s03e03?IQid=IC\"><i>IRL: Online Life is Real Life<\/i><\/a>. In IRL&#8217;s <i>Paid Attention <\/i>episode, explore all the ways your attention has become monetized on social media.<\/p>\n<p><a class=\"button\" href=\"http:\/\/smarturl.it\/irl_s03e03?IQid=IC\">Tune In: IRL<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Much has been said about the attention economy. Gamification. Tech addiction. But what happens when those things combine and form an addiction economy online? Our ever-connected life has provided a lot of value to me. I\u2019m better informed about the world and current events, I can use my smart-home to set my thermostat on my [&hellip;]<\/p>\n","protected":false},"author":1198,"featured_media":21939,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[30],"tags":[],"coauthors":[],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v22.5 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>The Attention Economy to the Addiction Economy<\/title>\n<meta name=\"description\" content=\"Mozilla&#039;s Heather West explores the incentives that drive technology companies to build for attention and addiction, and if there is a better way forward.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/blog.mozilla.org\/en\/firefox\/attention-addiction\/\" \/>\n<script 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