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40 pages 1 hour read

Adam Alter

Irresistible

Nonfiction | Book | Adult | Published in 2017

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Part 2, Chapters 7-9Chapter Summaries & Analyses

Chapter 7 Summary: “Escalation”

When given the opportunity for ease, many people avoid it. In one experiment, researchers gave students several minutes alone in a room and told them to try and have a pleasant experience. Researchers provided them with the opportunity to administer electric shocks to themselves. In most cases, students preferred to shock themselves to sitting alone with their thoughts. Researchers concluded that the students would rather do something than nothing, even if that something was unpleasant (169). A sense of hardship is an essential component of addictive experiences. The video game Tetris exemplifies this principle. Though the game at first is easy, it grows in difficulty the more you play it. As Alter explains, this escalation of difficulty is crucial to the game’s ability to keep players engaged.

 

In one study, students came into a lab where they either found a storage box waiting for them, or were asked to build the storage box themselves. When asked how much they would pay for the box, the students who had built the box themselves were willing to pay much more than the students who bid on a box that was already built. One conclusion is that people value what they create themselves more than what is made for them. The sense of value that comes with creation is often an essential aspect of an addictive behavior.

 

A Russian psychologist named Lev Vygotsky discovered that children learn best when their tasks are difficult for them, but not so difficult that they feel they cannot succeed. There is an optimal zone of difficulty that Vygotsky called the “zone of proximal development” (175). For adults as well, working within this zone is inspiring and rewarding. When applied to games, this optimal zone can become what is called a “ludic loop” (177), in which a player is presented with a new challenge immediately after feeling the rush of completing an old one. Such loops can be addictive, and they can be found in many different games and experiences. One game called Super Hexagon would initially seem overwhelmingly difficult if its creator had not built in small rewards so that beginners don’t get discouraged. Once one loses a game, another starts up automatically, so that there is no pause in play. In the author’s own experience with the game, he always felt that success was near at hand. Such a feeling is often more addictive than winning.

 

Yet another component in many games and behaviors involves the erosion of one’s usual “stopping rules” (183). One psychologist named Paco Underhill studied security footage of shoppers and found that they left stores more frequently if they brushed up against others during their shop. Underhill had discovered a cue that told people to stop shopping. What a tech gadget like an exercise watch does is erode a person’s cue to stop running by encouraging them to fixate on the number of miles they’ve run. Technology erodes the usual boundaries for work by allowing employees to bring their work home with them on phones, tablets, and computers. Using a credit card, instead of cash, can likewise erode a person’s usual stopping rules for spending. When games present just the right amount of difficulty to players, and are designed to erode a player’s stopping rules, the games stand a high chance of becoming dangerously addictive.  

Chapter 8 Summary: “Cliffhangers”

When the 1969 film The Italian Job ended without a clear resolution, many filmgoers were furious. They wanted closure, not a cliffhanger ending. One study performed 40 years earlier showed that participants remembered unfinished tasks better than they remembered finished ones. Beginning a task established tension, which made the participants desire resolution. When they were denied the resolution, the task was more likely to linger in their minds.

 

Alter calls the tension that follows something unresolved the Zeigarnik Effect, after the psychologist who discovered it. Many experiences employ a Zeigarnik Effect, including popular songs, or “earworms” (194). The 1978 song, “September” by Earth, Wind & Fire, for example, hooks listeners because its chord progression does not resolve in the way that most pop songs do. Instead, the song’s chords continue in a loop without ever reaching a conclusion. This is perhaps one reason the song is still so popular to this day.

 

In a similar manner, the podcast series Serial gained popularity after it introduced its own kind of Zeigarnik loop, in which listeners were left endlessly guessing whether a convicted murderer was truly guilty or not. Even after the series’ end, there was no clear resolution. Groups formed online according to listeners’ beliefs, and when Reddit briefly suspended its Serial page, many listeners realized that they were truly addicted to the program. More shows and podcasts followed a similar format. The last scene of the television show, The Sopranos, for example, ends ambiguously, simply showing a black screen for several seconds. With such an ending, viewers had no way of definitively knowing whether the central protagonist, Tony Soprano, was assassinated or not. In response, many became angry with the show’s writer, David Chase.

A study that gave adults alternating rewards of juice and water found that the rewards were more pleasurable when given on an unpredictable schedule. When those in the study didn’t know when they would next receive a reward, they responded to each drop of juice they received as though it were its own cliffhanger. A shopping website called Gilt also utilizes the psychology of cliffhangers to make itself addictive. Because sales are announced without warning, users are constantly checking the site. Some of its users ultimately admit they have a problem.

 

In 2012, Netflix introduced a way for viewers to watch episodes of shows without having to press any play button. Instead, shows would continue to play automatically, one after the other. Such a small change has the power to significantly alter certain experiences. The rate of organ donors across several European countries varies drastically because potential donors are asked about their preferences in different ways. In countries where individuals were asked to check a box if they wanted to donate, the rate of donors was often very low. Meanwhile, in countries where people were asked to check a box if they did not want to donate, the rate of donors was very high. In both situations, most people simply went with the default decision.

 

The popularity of binge-watching on Netflix has risen in recent years. One report shows that 61% of adults binge-watch. Entire seasons of television shows are often consumed in four to six days, even when those shows are mediocre. 

Chapter 9 Summary: “Social Interaction”

Lucas Buick and Ryan Dorshorst released the app Hipstamatic in 2009. The app allowed users to alter photos they took with their phones and became a top app of the year according to the New York Times. Instagram was released a year later and offered a similar service, but by 2012, Instagram had a larger user base and was soon purchased by Facebook for 1 billion dollars. One of the reasons Instagram became more popular than Hipstamatic was because Instagram created a social network connected to the app. Hipstamatic users, by contrast, posted the photos they created onto other sites like Facebook.

 

Humans are social beings who constantly seek feedback, especially when it is inconsistent. Instagram provides users with inconsistent feedback in the form of varying numbers of likes per post. Though studies show that most people adopt positive ideas about themselves more easily than negative ideas, it’s also true that people are likely to remember bad events more strongly than positive ones. This often results in people taking hundreds of photos before posting on Instagram in order to avoid the negative experience of posting without receiving many likes.

 

In 2000, Jim Young and James Hong created a website called Hot or Not, which allowed users to rate the attractiveness of people on a one to ten scale. The site attracted millions of users and became addictive to many. Hot or Not incorporated an aspect of social feedback, just like Instagram, which contributed to its popularity. Users could compare their ratings to the ratings of others, feeding a need to be like others when their ratings matched, and a need to be different from others when their ratings were different.

 

Though “multi-user dungeon[s]” (or “MUDs”) (227), operate entirely through text, and lack the flashing lights and sounds that are typical of modern video games, they can be addictive simply because they incorporate a social element. Players often play the game alongside users all over the world, which can result in a sense of social obligation to the game.

 

As Hilarie Cash, one of the cofounders of reSTART, the center for video game and internet addiction explains, friendships formed online can’t provide the same level of engagement and nourishment that friendships formed in real life can. According to a neuroscientist named Andy Doan, a brain that has been raised on online relationships might never fully adjust to real-life interactions. Because studies show that young people spend an average of five to seven hours looking at screens every day, there is a high chance that such social difficulties are a widespread generational problem.

Part 2, Chapters 7-9 Analysis

Part 2 comprises the book’s longest section and provides a thorough analysis of the tricks used to engineer an addictive experience. Alter uses the game of Tetris as a model for the zone of proximal development, explaining that a challenge must be difficult, but not too difficult, to be maximally engaging. When games are too difficult, a player is likely to give up. However, when a game is not difficult enough, a player grows bored. In the middle of this spectrum lies the zone of proximal development in which a user or player remains ideally engaged with their challenge. If a game perpetually adapts to remain in this ideal zone (as Tetris does), it can create a loop of pleasure that is difficult to escape.

 

The concept of cliffhangers, meanwhile, exploits the fact that a person is more likely to remember unresolved tensions than resolved ones. Though cliffhangers are more often associated with television shows, Alter explains how they can also be built into other online experiences and popular songs. It is telling that some of the most memorable narratives—like Serial and The Sopranos—have ended on unresolved notes. Had they ended in clarity, it is unlikely they would have been discussed to the degree they were.

 

Just as Alter explores the ethics of designing nonaddictive games earlier in the book, in Chapter 8 Alter is interested in discussing the morality of such cliffhanger endings. The creator of Serial provoked her fans by concluding the show without delivering a final verdict regarding the guilt of its convicted killer, but Alter suggests that the creator was limited to working with the facts on hand, and so was not entirely responsible for the show’s cliffhanger ending. The writer of the Sopranos, however, was in full creative control of his show’s ending. For this reason, he seemed to provoke even more ire than the creator of Serial. This is a theme that Alter will pick up once more in the final section of the book, in which he discusses solutions to the addictiveness of cliffhanger endings.

 

One last element that can make a game or online experience addictive is its social element. As suggested in Part 1, addictions are often behaviors that try to meet psychological needs but prevent those same psychological needs from being met. Chapter 9 demonstrates this principle in action. When users become addicted to World of Warcraft, they are often attempting to gratify their need for social interaction without realizing that they are stunting their ability to interact with others in a real-life context.

 

The six components of addictive experiences—goals, feedback, progress, escalation, cliffhangers, and social interaction—often work in combination to ensnare unsuspecting users. Alter’s goal in Part 2 is to define these components and expose how they work to hook people. Having finished defining the problem in detail, Alter has paved the way to offer some solutions and counter-measures to behavioral addiction in Part 3.  

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