1 00:00:04,240 --> 00:00:07,240 Speaker 1: Welcome to tech Stuff, a production of I Heart Radios 2 00:00:07,320 --> 00:00:14,120 Speaker 1: How Stuff Works. Hey there, and welcome to tech Stuff. 3 00:00:14,160 --> 00:00:17,520 Speaker 1: I'm your host, Jonathan Strickland. I'm an executive producer with 4 00:00:17,560 --> 00:00:19,560 Speaker 1: How Stuff Works in My Heart Radio and I love 5 00:00:19,640 --> 00:00:24,720 Speaker 1: all things tech And recently I attended a Techonomy conference 6 00:00:24,800 --> 00:00:27,680 Speaker 1: in New York City where people from different parts of 7 00:00:27,680 --> 00:00:32,040 Speaker 1: the technology space came together to give presentations and interviews 8 00:00:32,120 --> 00:00:37,320 Speaker 1: about stuff like technology, government, society, and business. And most 9 00:00:37,479 --> 00:00:40,240 Speaker 1: of the focus of the talk sort of gravitated toward 10 00:00:40,680 --> 00:00:44,960 Speaker 1: a big question, will technology save us or will it 11 00:00:45,159 --> 00:00:49,839 Speaker 1: destroy us? Now? I think ultimately everyone at that conference 12 00:00:49,840 --> 00:00:54,480 Speaker 1: all agreed that that question, while compelling, masks the real question, 13 00:00:54,760 --> 00:00:58,400 Speaker 1: which is will we work to save ourselves or will 14 00:00:58,560 --> 00:01:02,640 Speaker 1: we allow ourselves to be destroyed? Technology, as it turns out, 15 00:01:03,120 --> 00:01:07,080 Speaker 1: is really just a tool. It can facilitate either outcome. 16 00:01:07,440 --> 00:01:12,200 Speaker 1: The determining factor, however, is us how we design and 17 00:01:12,360 --> 00:01:16,440 Speaker 1: implement that technology. Now, that being said, technology can have 18 00:01:16,840 --> 00:01:20,839 Speaker 1: real effects on us, and sometimes we might not even 19 00:01:20,880 --> 00:01:24,120 Speaker 1: be fully aware of those effects. There was a lot 20 00:01:24,160 --> 00:01:27,600 Speaker 1: of talk during the conference about how we tend to 21 00:01:27,640 --> 00:01:31,200 Speaker 1: think about the Internet as a connective tissue that allows 22 00:01:31,280 --> 00:01:35,280 Speaker 1: us to communicate with practically anyone anywhere on Earth. For 23 00:01:35,319 --> 00:01:38,280 Speaker 1: many years, that was how we described the Internet. In fact, 24 00:01:38,319 --> 00:01:40,920 Speaker 1: I would argue we still describe the Internet in this fashion. 25 00:01:40,959 --> 00:01:45,400 Speaker 1: It's this global network of networks and you can easily 26 00:01:45,440 --> 00:01:48,960 Speaker 1: get in contact with practically anybody at a moment's notice. 27 00:01:49,000 --> 00:01:52,520 Speaker 1: But in reality, we've seen the Internet also serve as 28 00:01:52,520 --> 00:01:57,040 Speaker 1: a means of creating silos of people who grow increasingly 29 00:01:57,200 --> 00:02:01,440 Speaker 1: separated and insulated from each other, mostly from people who 30 00:02:01,440 --> 00:02:04,000 Speaker 1: don't share their views, so they all end up an 31 00:02:04,080 --> 00:02:10,080 Speaker 1: individual echo chambers that reinforce their views while simultaneously dismissing 32 00:02:10,240 --> 00:02:13,520 Speaker 1: or denying the views of other people. So rather than 33 00:02:13,639 --> 00:02:18,480 Speaker 1: a uniting force, the Internet is enabling greater division than ever. 34 00:02:18,880 --> 00:02:22,200 Speaker 1: And there are a lot of reasons for that. And 35 00:02:22,520 --> 00:02:25,320 Speaker 1: you could even argue that that is too narrow a view, 36 00:02:25,480 --> 00:02:29,320 Speaker 1: that yes, that is happening, but it may be that 37 00:02:29,320 --> 00:02:31,359 Speaker 1: that's not the only thing is happening, or not even 38 00:02:31,360 --> 00:02:34,120 Speaker 1: the primary thing that's happening. So maybe someday I'm going 39 00:02:34,160 --> 00:02:36,120 Speaker 1: to do a full episode or or perhaps even a 40 00:02:36,160 --> 00:02:39,360 Speaker 1: short series about that topic. But today I just wanted 41 00:02:39,360 --> 00:02:43,560 Speaker 1: to look at one specific component of this overall picture 42 00:02:43,680 --> 00:02:48,680 Speaker 1: that factors into these discussions, and that component is addiction 43 00:02:49,000 --> 00:02:52,960 Speaker 1: to technology, and addiction is a strong word. Uh, it 44 00:02:53,080 --> 00:02:56,280 Speaker 1: may not be fully appropriate to use the word addiction, 45 00:02:56,600 --> 00:02:58,440 Speaker 1: but it is the one that a lot of people 46 00:02:58,520 --> 00:03:01,040 Speaker 1: do use to describe the kind of behaviors I'll be 47 00:03:01,080 --> 00:03:05,720 Speaker 1: talking about. So for the purposes of simplicity, I'm going 48 00:03:05,760 --> 00:03:08,640 Speaker 1: to use the word largely because I don't have an 49 00:03:08,639 --> 00:03:14,280 Speaker 1: alternative that is as good at summing up the general meaning. Now, 50 00:03:14,320 --> 00:03:19,240 Speaker 1: to understand the ideas behind this addictive nature of technology, 51 00:03:19,520 --> 00:03:22,000 Speaker 1: I thought we could look at an older tech that 52 00:03:22,040 --> 00:03:25,280 Speaker 1: I've covered before, and uh, it's from a Tech Stuff 53 00:03:25,320 --> 00:03:30,160 Speaker 1: classic episode. I'm talking about slot machines. The technology of 54 00:03:30,200 --> 00:03:33,840 Speaker 1: slot machines, when you really boil it down, is pretty simple, 55 00:03:34,040 --> 00:03:38,000 Speaker 1: But the principle behind slot machines depends upon something that 56 00:03:38,040 --> 00:03:40,640 Speaker 1: has nothing to do with the technology when you really 57 00:03:40,680 --> 00:03:44,880 Speaker 1: boil it all down. Instead, it's depending upon human psychology 58 00:03:44,920 --> 00:03:47,880 Speaker 1: and how through technology we can exploit the way we 59 00:03:48,040 --> 00:03:52,200 Speaker 1: humans behave and make a profit from that behavior, because 60 00:03:52,240 --> 00:03:54,320 Speaker 1: that's at the very heart of what we're looking at 61 00:03:54,360 --> 00:03:58,040 Speaker 1: in tech today. Now, just in case you aren't familiar 62 00:03:58,240 --> 00:04:02,040 Speaker 1: with a slot machine, it's like ambling device. Typically it 63 00:04:02,120 --> 00:04:05,440 Speaker 1: has a panel that has divided up into columns, and 64 00:04:05,520 --> 00:04:08,160 Speaker 1: each column is a reel or a wheel, if you 65 00:04:08,200 --> 00:04:09,680 Speaker 1: can think of it that way. But it's a reel 66 00:04:09,800 --> 00:04:13,640 Speaker 1: that has a selection of symbols on the outer side 67 00:04:13,640 --> 00:04:16,800 Speaker 1: of that reel. So you put whatever the amount of 68 00:04:16,800 --> 00:04:19,599 Speaker 1: money is into the slot machine for that particular machine. 69 00:04:19,600 --> 00:04:22,800 Speaker 1: You know they're penny slots, they're hundred dollar slots, and 70 00:04:22,800 --> 00:04:26,440 Speaker 1: then of course if you're in another country, it'll relate 71 00:04:26,480 --> 00:04:29,479 Speaker 1: to whatever currency that country uses. But then you after 72 00:04:29,480 --> 00:04:31,640 Speaker 1: you put the money in, you typically will pull a lever, 73 00:04:31,880 --> 00:04:35,520 Speaker 1: or more frequently you'll push a button, and the reels 74 00:04:36,200 --> 00:04:38,440 Speaker 1: begin to spin. The reels, by the way, it can 75 00:04:38,480 --> 00:04:40,520 Speaker 1: be physical or they can be virtual. They can be 76 00:04:41,400 --> 00:04:43,960 Speaker 1: digital reels on a video screen, or they can be 77 00:04:44,040 --> 00:04:49,719 Speaker 1: actual physical reels that are spinning on a electro mechanical spindle. 78 00:04:50,560 --> 00:04:54,160 Speaker 1: Then each reel stops. Typically they stop left to right, 79 00:04:54,240 --> 00:04:56,960 Speaker 1: so if it's a three reel slot machine, it would 80 00:04:56,960 --> 00:04:59,600 Speaker 1: go one to three, and if you have the right 81 00:04:59,640 --> 00:05:03,400 Speaker 1: symbol that are aligned in a specific way, you win. 82 00:05:04,040 --> 00:05:07,920 Speaker 1: There's no skill involved in playing a slot machine. There's 83 00:05:08,040 --> 00:05:11,760 Speaker 1: only chance the symbols, like I said, could be permanently 84 00:05:11,800 --> 00:05:14,880 Speaker 1: affixed to those physical wheels, or it could be a 85 00:05:14,960 --> 00:05:17,479 Speaker 1: video screen that simulates a spinning wheel. I know people 86 00:05:17,480 --> 00:05:20,080 Speaker 1: who won't play those games because they think of them 87 00:05:20,080 --> 00:05:23,280 Speaker 1: as being somehow fixed that the video screen can show 88 00:05:23,320 --> 00:05:28,520 Speaker 1: you any any, any collection of symbols at once, quote 89 00:05:28,600 --> 00:05:32,039 Speaker 1: unquote it once, whereas a physical machine is different. But 90 00:05:32,600 --> 00:05:35,720 Speaker 1: here's a secret, they're not really different at all. Now, 91 00:05:35,800 --> 00:05:39,480 Speaker 1: some games will allow you to add in extra features, 92 00:05:39,520 --> 00:05:42,880 Speaker 1: like you could play multiple credits at once, which typically 93 00:05:42,920 --> 00:05:45,760 Speaker 1: means you get an increased payout if you do happen 94 00:05:45,800 --> 00:05:49,480 Speaker 1: to win um, but it could also unlock extra features 95 00:05:49,520 --> 00:05:53,080 Speaker 1: such as numerous potential lines that could represent a win. Typically, 96 00:05:53,720 --> 00:05:56,800 Speaker 1: on a very basic machine, the three symbols have to 97 00:05:56,880 --> 00:06:01,160 Speaker 1: line up in the center of each of those slots, 98 00:06:01,760 --> 00:06:04,120 Speaker 1: and it has to be the same symbol on all 99 00:06:04,240 --> 00:06:07,279 Speaker 1: three reels, and then you win. If one of those 100 00:06:07,360 --> 00:06:09,680 Speaker 1: is offset, if it's a little too high or a 101 00:06:09,720 --> 00:06:12,280 Speaker 1: little too low, it's the same symbol as the first two, 102 00:06:12,440 --> 00:06:15,560 Speaker 1: but it's not in line, then it doesn't count. Some 103 00:06:15,600 --> 00:06:19,320 Speaker 1: slot machines allow you to have multiple lines of play 104 00:06:19,400 --> 00:06:23,920 Speaker 1: so that you can actually have those count, But otherwise 105 00:06:23,920 --> 00:06:26,280 Speaker 1: there's not really that's not really skill. It's just that 106 00:06:26,320 --> 00:06:31,400 Speaker 1: you're spending more money for a slightly increased chance of 107 00:06:31,400 --> 00:06:35,280 Speaker 1: winning something. Um now I say slightly, and even that 108 00:06:35,400 --> 00:06:37,560 Speaker 1: is a little misleading, because at the heart of a 109 00:06:37,640 --> 00:06:42,240 Speaker 1: modern slot machine, there's a microchip that determines what result 110 00:06:42,279 --> 00:06:45,360 Speaker 1: you're going to get, and typically it's based off the 111 00:06:45,400 --> 00:06:48,279 Speaker 1: exact moment you either pull the lever or you push 112 00:06:48,360 --> 00:06:51,719 Speaker 1: the button. When you do that, it stops a random 113 00:06:51,880 --> 00:06:55,000 Speaker 1: number generator or r n G, and that r NGG 114 00:06:55,160 --> 00:06:58,600 Speaker 1: is just cycling through millions or even billions of numbers 115 00:06:59,279 --> 00:07:01,840 Speaker 1: for every set, and it's just going super fast. So 116 00:07:01,880 --> 00:07:06,000 Speaker 1: the moment it stops that number is what determines whether 117 00:07:06,080 --> 00:07:10,280 Speaker 1: or not you've won. It determines which stop each wheel 118 00:07:10,400 --> 00:07:12,880 Speaker 1: or reel will hit. So you can think of that 119 00:07:13,680 --> 00:07:17,120 Speaker 1: real is having numerous stops, some of which correspond to 120 00:07:17,160 --> 00:07:19,720 Speaker 1: a symbol and some of which correspond to the blank 121 00:07:19,800 --> 00:07:24,080 Speaker 1: space between symbols, and this random number generator figures out 122 00:07:24,480 --> 00:07:28,040 Speaker 1: which ones those are for any given spin, and so 123 00:07:28,080 --> 00:07:30,520 Speaker 1: it determines whether or not you win. In fact, you 124 00:07:30,560 --> 00:07:33,800 Speaker 1: could technically strip all that other stuff out of a 125 00:07:33,800 --> 00:07:37,280 Speaker 1: slot machine, the reels, the symbols, all that stuff, all 126 00:07:37,320 --> 00:07:39,679 Speaker 1: the bells, and whistles. You could just have a random 127 00:07:39,760 --> 00:07:44,800 Speaker 1: number generator, and you could just have a schedule or 128 00:07:44,840 --> 00:07:49,720 Speaker 1: a sheet that indicates whether any particular number represents a win, 129 00:07:50,200 --> 00:07:52,600 Speaker 1: and that would be the same thing, but you lose 130 00:07:52,680 --> 00:07:56,480 Speaker 1: the theater of slot machines, the presentation, which is part 131 00:07:56,480 --> 00:08:00,160 Speaker 1: of the appeal. So you could do that where just 132 00:08:00,200 --> 00:08:02,040 Speaker 1: have a random number of generator. It tells you whether 133 00:08:02,080 --> 00:08:04,760 Speaker 1: you want or lost, but that's not nearly as sexy 134 00:08:04,840 --> 00:08:08,280 Speaker 1: as the slot machine. Modern slot machines use a lot 135 00:08:08,280 --> 00:08:12,240 Speaker 1: of sensory stimuli to kind of entice and reward players. So, 136 00:08:13,160 --> 00:08:15,600 Speaker 1: as I said, there's no skill in the game, there's 137 00:08:15,680 --> 00:08:20,600 Speaker 1: not really any way to meaningfully improve your chances. You 138 00:08:20,640 --> 00:08:23,280 Speaker 1: could boost a payout, but your chance of actually hitting 139 00:08:23,280 --> 00:08:26,840 Speaker 1: a payout doesn't improve. Um, you could add lines of 140 00:08:26,960 --> 00:08:30,720 Speaker 1: play and that might move the needle a little bit, 141 00:08:30,760 --> 00:08:34,080 Speaker 1: but so little that it doesn't make a huge difference. 142 00:08:34,600 --> 00:08:37,760 Speaker 1: And also, when you pay more money when you do lose, 143 00:08:37,880 --> 00:08:39,880 Speaker 1: it means you're losing more money on that spend than 144 00:08:39,920 --> 00:08:42,520 Speaker 1: you would on a regular spend. So how the heck 145 00:08:42,559 --> 00:08:45,480 Speaker 1: are slot machines even popular if the odds are bad 146 00:08:45,840 --> 00:08:48,760 Speaker 1: and you know the payouts are rare and it's all 147 00:08:48,800 --> 00:08:51,240 Speaker 1: based on random number of generators. How can they be 148 00:08:51,320 --> 00:08:55,080 Speaker 1: so popular? And when I say popular, I mean really popular. 149 00:08:55,120 --> 00:08:57,920 Speaker 1: If you visit a casino, especially in the United States, 150 00:08:58,720 --> 00:09:01,440 Speaker 1: they typically slop sans will typically take up about eight 151 00:09:01,559 --> 00:09:05,079 Speaker 1: percent of the casino floor space on the playing floor, 152 00:09:05,600 --> 00:09:07,960 Speaker 1: which means that you only have twenty percent reserved for 153 00:09:08,200 --> 00:09:11,600 Speaker 1: things like table games, like games like black jack and 154 00:09:11,679 --> 00:09:15,520 Speaker 1: roulette and craps and that kind of stuff. So slot 155 00:09:15,559 --> 00:09:19,080 Speaker 1: machines dominate the physical space of casinos. They also can 156 00:09:19,120 --> 00:09:22,400 Speaker 1: account for between seventy to eight percent of the profits 157 00:09:22,559 --> 00:09:26,040 Speaker 1: for the house. It's big business. There's some regions in 158 00:09:26,080 --> 00:09:28,720 Speaker 1: the United States where gambling is legal, but the only 159 00:09:28,800 --> 00:09:32,120 Speaker 1: type of gambling that's allowed our slot machines. So what's 160 00:09:32,120 --> 00:09:34,560 Speaker 1: going on? How come they're so popular if it's just 161 00:09:34,600 --> 00:09:37,839 Speaker 1: a random number generator. Well, at the heart of it 162 00:09:37,920 --> 00:09:41,320 Speaker 1: is the psychology behind playing a slot machine, and it's 163 00:09:41,320 --> 00:09:46,239 Speaker 1: pretty ingenious and more than a little scary. The psychological 164 00:09:46,280 --> 00:09:49,920 Speaker 1: design is largely based off the work of a famous 165 00:09:50,040 --> 00:09:54,880 Speaker 1: psychologist named B. F. Skinner, who heavily researched human behavior. 166 00:09:55,080 --> 00:09:58,560 Speaker 1: So back in the nineteen thirties, B F. Skinner researched 167 00:09:59,360 --> 00:10:03,200 Speaker 1: what he was calling operant conditioning. This is a method 168 00:10:03,280 --> 00:10:07,320 Speaker 1: of learning that relies upon either rewards or punishment for 169 00:10:07,400 --> 00:10:10,280 Speaker 1: a combination of the two, and the basic principle is 170 00:10:10,280 --> 00:10:13,760 Speaker 1: pretty darn easy to understand. If a behavior is followed 171 00:10:13,800 --> 00:10:17,560 Speaker 1: by pleasant consequences, were more likely to engage in that 172 00:10:17,640 --> 00:10:23,120 Speaker 1: behavior again. If it results in unpleasant consequences, were more 173 00:10:23,160 --> 00:10:27,520 Speaker 1: likely to avoid engaging in that behavior, which again follows 174 00:10:27,679 --> 00:10:30,240 Speaker 1: common sense right. If you do something and something good 175 00:10:30,280 --> 00:10:33,040 Speaker 1: happens as a result, you're more likely to do it again. 176 00:10:33,080 --> 00:10:35,240 Speaker 1: If you do something and something bad happens to you, 177 00:10:35,240 --> 00:10:37,800 Speaker 1: you're probably not as eager to try it again. So 178 00:10:37,840 --> 00:10:39,959 Speaker 1: if I bite into a chocolate bar, I'm going to 179 00:10:40,080 --> 00:10:42,400 Speaker 1: have the sense of pleasure as I taste the chocolate, 180 00:10:42,480 --> 00:10:43,920 Speaker 1: and I'm gonna think, oh, I want to do that 181 00:10:43,960 --> 00:10:46,760 Speaker 1: again in the future. But if I bide into i 182 00:10:46,800 --> 00:10:50,000 Speaker 1: don't know, an old sneaker, I'm probably not gonna enjoy 183 00:10:50,000 --> 00:10:52,160 Speaker 1: it very much, and I'm probably not likely to go 184 00:10:52,200 --> 00:10:54,480 Speaker 1: and do that again in the future. So by the 185 00:10:54,559 --> 00:10:59,080 Speaker 1: nineteen forties, Skinner developed what he called an operant conditioning box. 186 00:11:00,120 --> 00:11:03,440 Speaker 1: Just about everyone else uses the term Skinner box, and 187 00:11:03,480 --> 00:11:06,040 Speaker 1: it was a box that you would put a small 188 00:11:06,080 --> 00:11:09,360 Speaker 1: animal into, like a rat or a pigeon, and typically 189 00:11:09,440 --> 00:11:12,760 Speaker 1: would have a lever in the box. UM there would 190 00:11:12,800 --> 00:11:17,520 Speaker 1: be in the classic skinner box and electric grid on 191 00:11:17,600 --> 00:11:21,320 Speaker 1: the floor. UM. Some of them would also have speakers, 192 00:11:21,920 --> 00:11:25,120 Speaker 1: a couple of indicator lights, and a food cup. And 193 00:11:25,200 --> 00:11:27,680 Speaker 1: he would put animals like pigeons or rats in the 194 00:11:27,720 --> 00:11:30,400 Speaker 1: box and train them to see how or not even 195 00:11:30,440 --> 00:11:34,120 Speaker 1: train them, just really letting them learn. Through this method, 196 00:11:34,400 --> 00:11:36,880 Speaker 1: he wanted to sort out three types of responses that 197 00:11:36,920 --> 00:11:41,520 Speaker 1: can follow any given behavior. So these responses or operant 198 00:11:41,920 --> 00:11:46,120 Speaker 1: fall into three categories. There's neutral oprint uh, this has 199 00:11:46,160 --> 00:11:49,080 Speaker 1: no effect on the probability that a particular behavior would 200 00:11:49,080 --> 00:11:53,200 Speaker 1: be repeated or not. Then you have reinforcers. This is 201 00:11:53,240 --> 00:11:57,560 Speaker 1: a type of operant that would encourage behavior repetition and 202 00:11:57,600 --> 00:12:01,240 Speaker 1: thus increase the probability that the critter inside the box 203 00:12:01,280 --> 00:12:05,000 Speaker 1: would do whatever that thing was again in the future. 204 00:12:05,440 --> 00:12:10,240 Speaker 1: And reinforcers can be either positive reinforcers or negative reinforcers. 205 00:12:10,280 --> 00:12:15,760 Speaker 1: A positive reinforcement encourages repeated behavior in return for a reward. Well, 206 00:12:16,280 --> 00:12:21,679 Speaker 1: a negative reinforcement encourages repeated behavior by removing something unpleasant. 207 00:12:22,240 --> 00:12:28,079 Speaker 1: So some people will conflate negative reinforcement with punishment. Those 208 00:12:28,120 --> 00:12:31,040 Speaker 1: are two different things. Punishment is the third operant. By 209 00:12:31,040 --> 00:12:36,880 Speaker 1: the way, punishment is where you punish a subject for 210 00:12:37,000 --> 00:12:41,360 Speaker 1: making the wrong choice, as opposed to rewarding a subject 211 00:12:41,360 --> 00:12:45,320 Speaker 1: for making the right choice. Negative reinforcement remains removing something 212 00:12:45,400 --> 00:12:49,800 Speaker 1: unpleasant when the person or a thing makes the correct choice. 213 00:12:50,440 --> 00:12:55,040 Speaker 1: So for example, let's say that I've got a room 214 00:12:55,080 --> 00:12:58,600 Speaker 1: and there's a button on a little table in the room, 215 00:12:59,240 --> 00:13:03,000 Speaker 1: and you are put into the room, and then the 216 00:13:03,120 --> 00:13:07,680 Speaker 1: ramans are blasting at a very uncomfortable volume, and you 217 00:13:08,640 --> 00:13:11,440 Speaker 1: want to just have some peace and quiet, and you 218 00:13:11,480 --> 00:13:13,280 Speaker 1: know that if you push the button it will stop 219 00:13:13,679 --> 00:13:17,920 Speaker 1: the um the ramons blasting at you. The behavior I'm 220 00:13:17,960 --> 00:13:19,800 Speaker 1: trying to get you to do is to push the button. 221 00:13:20,320 --> 00:13:24,320 Speaker 1: So you push the button, the negative stimuli goes away. 222 00:13:24,600 --> 00:13:28,200 Speaker 1: That's negative reinforcement. Uh, And when it comes back, you 223 00:13:28,200 --> 00:13:31,040 Speaker 1: push the button again. So now I have essentially trained 224 00:13:31,080 --> 00:13:34,240 Speaker 1: you on this behavior where you know if you push 225 00:13:34,280 --> 00:13:36,800 Speaker 1: the button you will prevent having the ramones blasted at you. 226 00:13:37,320 --> 00:13:39,840 Speaker 1: The positive reinforcement would be you come in, You're in 227 00:13:39,840 --> 00:13:42,160 Speaker 1: a room, there's a table with a button on it, 228 00:13:42,200 --> 00:13:44,560 Speaker 1: You push the button and then you get a reward 229 00:13:44,559 --> 00:13:47,320 Speaker 1: of some sort like a slice of pizza or something. 230 00:13:48,000 --> 00:13:54,199 Speaker 1: So those are the basic operant categories neutral reinforcers punishment. 231 00:13:55,080 --> 00:13:58,480 Speaker 1: So a typical experiment when involved putting a hungry rat 232 00:13:58,960 --> 00:14:02,040 Speaker 1: inside a Skinner box and if the rat were to 233 00:14:02,200 --> 00:14:05,360 Speaker 1: move the lever, typically it was done accidentally as the 234 00:14:05,440 --> 00:14:08,920 Speaker 1: rat was just exploring its box. UH. That would cause 235 00:14:08,960 --> 00:14:11,960 Speaker 1: a pellet of food to fall down a little shoot 236 00:14:12,040 --> 00:14:15,040 Speaker 1: into the food cup inside the box, and so the 237 00:14:15,120 --> 00:14:18,320 Speaker 1: rat would then get a food pellet, and before long 238 00:14:18,520 --> 00:14:21,560 Speaker 1: the rats would learn to associate that moving the lever 239 00:14:22,240 --> 00:14:25,240 Speaker 1: meant that a food pellet would come down, and so 240 00:14:25,280 --> 00:14:27,840 Speaker 1: they would start to press the lever again and again 241 00:14:27,960 --> 00:14:31,360 Speaker 1: in order to get the rewards. Uh. Skinner also did 242 00:14:31,400 --> 00:14:34,080 Speaker 1: an experiment with negative reinforcement in which he would run 243 00:14:34,240 --> 00:14:37,520 Speaker 1: a weak current through that electric grid in the box, 244 00:14:38,040 --> 00:14:40,960 Speaker 1: which would cause the rats to experience discomfort. It wasn't 245 00:14:41,440 --> 00:14:45,360 Speaker 1: like a strong enough electric current to truly shock the rat, 246 00:14:45,400 --> 00:14:49,280 Speaker 1: but it was not a pleasant sensation, and hitting the 247 00:14:49,360 --> 00:14:52,000 Speaker 1: lever would shut off the current for a while. So 248 00:14:52,040 --> 00:14:54,840 Speaker 1: the rats would learn to hit the lever and turn 249 00:14:54,840 --> 00:14:57,480 Speaker 1: off the current as quickly as possible. Now that bit 250 00:14:57,560 --> 00:15:00,600 Speaker 1: doesn't really fall into what we use was lot machines, 251 00:15:00,800 --> 00:15:03,120 Speaker 1: because as far as I know, casinos aren't using negative 252 00:15:03,160 --> 00:15:06,600 Speaker 1: reinforcement to keep people playing, at least not yet. However, 253 00:15:06,960 --> 00:15:10,440 Speaker 1: Skinner then went a step further to learn more about 254 00:15:10,640 --> 00:15:13,360 Speaker 1: the reinforcement method of learning. He wanted to see what 255 00:15:13,400 --> 00:15:17,120 Speaker 1: would happen if you were to change the schedule of reinforcement. 256 00:15:17,640 --> 00:15:21,280 Speaker 1: What happens if you stop dispensing pellets when the rat 257 00:15:21,360 --> 00:15:23,920 Speaker 1: hits the lever? So first the rat learns that hitting 258 00:15:23,920 --> 00:15:27,720 Speaker 1: the lever dispenses pellets, Then you stop dispensing pellets. How 259 00:15:27,760 --> 00:15:30,560 Speaker 1: many times will the rat hit the lever before it 260 00:15:30,600 --> 00:15:33,880 Speaker 1: gives up, before it realizes that the thing that was 261 00:15:33,960 --> 00:15:36,760 Speaker 1: working is no longer working and that behavior fades away. 262 00:15:37,680 --> 00:15:40,360 Speaker 1: How long does it take for it to abandon that behavior. 263 00:15:40,760 --> 00:15:43,920 Speaker 1: Skinner worked with other behavioral lists to determine things like 264 00:15:44,160 --> 00:15:48,080 Speaker 1: response rate, which is how frequently an animal like a 265 00:15:48,200 --> 00:15:50,720 Speaker 1: rat would hit the lever in an effort to get 266 00:15:50,760 --> 00:15:53,880 Speaker 1: a pellet, and the extinction rate, and that's the rate 267 00:15:53,920 --> 00:15:56,280 Speaker 1: at which animals would give up if they were not 268 00:15:56,320 --> 00:16:00,680 Speaker 1: being rewarded. Then, by adjusting the frequencies at which a 269 00:16:00,720 --> 00:16:03,840 Speaker 1: reward would come out. Skinner and others could determine the 270 00:16:03,840 --> 00:16:07,200 Speaker 1: balance that would encourage the most work for the slowest 271 00:16:07,280 --> 00:16:10,680 Speaker 1: rate of extinction. So, in other words, how frequently do 272 00:16:10,720 --> 00:16:13,840 Speaker 1: you need to dispense a reward so that the rat 273 00:16:13,880 --> 00:16:18,120 Speaker 1: doesn't give up and is incentivized to continue engaging in 274 00:16:18,120 --> 00:16:21,880 Speaker 1: that behavior. Skinner discovered that the best approach was to 275 00:16:22,000 --> 00:16:25,640 Speaker 1: use a variable ratio method, meaning there was no set 276 00:16:25,960 --> 00:16:30,200 Speaker 1: number of lever pushes needed between rewards. It would change. 277 00:16:30,480 --> 00:16:32,640 Speaker 1: So it might be that the first time you hit 278 00:16:32,640 --> 00:16:35,160 Speaker 1: the lever you get a pellet. Then you have to 279 00:16:35,240 --> 00:16:37,800 Speaker 1: hit the lever four more times before the next pellet 280 00:16:37,840 --> 00:16:40,840 Speaker 1: comes out. Then two times and another pellet comes out, 281 00:16:40,840 --> 00:16:43,560 Speaker 1: then three times and another pellet comes out. And they 282 00:16:43,600 --> 00:16:46,880 Speaker 1: found that by using this variable ratio approach, you could 283 00:16:46,920 --> 00:16:50,040 Speaker 1: extend the amount of time that the animal would engage 284 00:16:50,160 --> 00:16:53,640 Speaker 1: in the behavior you wanted it to do. Now, I 285 00:16:53,640 --> 00:16:56,640 Speaker 1: would like to tell you that we human beings are 286 00:16:56,680 --> 00:17:00,160 Speaker 1: better than rats, but as it turns out that it's 287 00:17:00,200 --> 00:17:03,960 Speaker 1: not true. We humans behave the same way, and that's 288 00:17:03,960 --> 00:17:07,760 Speaker 1: what the design of slot machines is ultimately predicated upon. 289 00:17:08,280 --> 00:17:12,080 Speaker 1: A slot machine promises payouts. In fact, a lot of 290 00:17:12,080 --> 00:17:18,240 Speaker 1: slot machines in casinos have a payout rate of or more, meaning, 291 00:17:19,040 --> 00:17:21,760 Speaker 1: over the life span of the slot machine, it will 292 00:17:21,760 --> 00:17:25,240 Speaker 1: pay out about of the money it takes in in 293 00:17:25,280 --> 00:17:27,720 Speaker 1: the long run. But the key phrase of that is 294 00:17:28,200 --> 00:17:31,359 Speaker 1: in the long run, not in a play session. Over 295 00:17:31,400 --> 00:17:35,199 Speaker 1: the entire lifetime of the slot machine, the likelihood of 296 00:17:35,240 --> 00:17:39,040 Speaker 1: any one spin resulting in a jackpot is very low. 297 00:17:39,359 --> 00:17:42,320 Speaker 1: It could be just a fraction of a fraction of 298 00:17:42,359 --> 00:17:46,760 Speaker 1: a percentage point. Lower payouts have better odds, and if 299 00:17:46,800 --> 00:17:49,480 Speaker 1: you sit at a slot machine long enough, you're likely 300 00:17:49,520 --> 00:17:52,600 Speaker 1: to at least get a low payout hit. Now, that 301 00:17:52,680 --> 00:17:54,720 Speaker 1: hit might not be enough to offset the amount of 302 00:17:54,720 --> 00:17:57,200 Speaker 1: money you poured into the machine. In fact, more often 303 00:17:57,200 --> 00:18:00,280 Speaker 1: than not it won't be, but it could be enough 304 00:18:00,320 --> 00:18:03,320 Speaker 1: to keep you playing the game, and that's the rub. 305 00:18:04,280 --> 00:18:07,399 Speaker 1: Here are a couple of other tricks that slot machines 306 00:18:07,520 --> 00:18:10,080 Speaker 1: used in order to keep you playing the game. The 307 00:18:10,119 --> 00:18:13,480 Speaker 1: odds of a specific combination coming up depends in part 308 00:18:14,000 --> 00:18:17,119 Speaker 1: on how many of the corresponding symbols there are on 309 00:18:17,200 --> 00:18:20,880 Speaker 1: the stops of each wheel or reel in that machine. 310 00:18:21,359 --> 00:18:25,480 Speaker 1: So let's say you've gotten old fashioned three real slot machine. 311 00:18:25,520 --> 00:18:29,000 Speaker 1: It's a physical one. You've got these three wheels, uh, 312 00:18:29,040 --> 00:18:31,520 Speaker 1: and on that outer edge you've got the symbols on them. 313 00:18:31,880 --> 00:18:35,919 Speaker 1: And the symbols include things like cherries and oranges and 314 00:18:35,960 --> 00:18:38,560 Speaker 1: the good old bar sign. And let's say that the 315 00:18:38,560 --> 00:18:41,920 Speaker 1: the jackpot symbol is a bag of money. It's got 316 00:18:41,920 --> 00:18:44,280 Speaker 1: a bag and a little dollar symbol on it, and 317 00:18:44,320 --> 00:18:47,680 Speaker 1: that represents the really big jackpot. Each reel also has 318 00:18:47,680 --> 00:18:50,320 Speaker 1: a number of stops on it, and these are all 319 00:18:50,400 --> 00:18:53,119 Speaker 1: the possible positions the real could be and when it 320 00:18:53,200 --> 00:18:57,320 Speaker 1: stops rotating, which is completely determined by that microchip. Some 321 00:18:57,440 --> 00:18:59,920 Speaker 1: of those stops have a symbol associated with them, you know, 322 00:19:00,000 --> 00:19:01,960 Speaker 1: a cherry or an orange or the bag of money. 323 00:19:02,560 --> 00:19:05,400 Speaker 1: Some of the stops actually represent the blank space between 324 00:19:05,560 --> 00:19:08,600 Speaker 1: symbols on the reel. So let's say our machine has 325 00:19:08,760 --> 00:19:12,600 Speaker 1: fifty stops per real, so each reel could stop in 326 00:19:12,760 --> 00:19:17,720 Speaker 1: one of fifty different configurations. The bag of money represents 327 00:19:17,800 --> 00:19:21,040 Speaker 1: just one stop on each of the three reels. So 328 00:19:21,119 --> 00:19:23,080 Speaker 1: you do have a bag of money on real one, 329 00:19:23,280 --> 00:19:25,720 Speaker 1: Reel two, and Real three, but you have forty nine 330 00:19:25,760 --> 00:19:28,600 Speaker 1: other things on those reels as well. So what are 331 00:19:28,600 --> 00:19:31,359 Speaker 1: the odds that you would hit all three of those well, 332 00:19:31,640 --> 00:19:33,679 Speaker 1: it's one out of fifty times one out of fifty 333 00:19:33,720 --> 00:19:35,920 Speaker 1: times one out of fifty and then multiplying by a 334 00:19:36,000 --> 00:19:38,760 Speaker 1: hundred to get the percentage, which comes out to point 335 00:19:39,040 --> 00:19:44,320 Speaker 1: zero zero zero eight chance. That's the chance you have 336 00:19:44,359 --> 00:19:47,280 Speaker 1: of hitting the jackpot. Not great odds. But we're not 337 00:19:47,320 --> 00:19:50,040 Speaker 1: done yet. I'll explain more in just a second, but 338 00:19:50,119 --> 00:20:00,040 Speaker 1: first let's take a quick break. All right. So I 339 00:20:00,240 --> 00:20:03,520 Speaker 1: mentioned earlier that the big jackpot might have a really 340 00:20:03,560 --> 00:20:07,159 Speaker 1: low likelihood of popping up. But slot machine manufacturers have 341 00:20:07,280 --> 00:20:10,840 Speaker 1: come up with ways to avoid discouraging players. They built 342 00:20:10,840 --> 00:20:13,720 Speaker 1: in systems that would make it more likely that that 343 00:20:13,840 --> 00:20:16,879 Speaker 1: bag of money symbol, for example, might appear lined up 344 00:20:16,880 --> 00:20:20,199 Speaker 1: on the first two reels more frequently, which gives the 345 00:20:20,200 --> 00:20:23,800 Speaker 1: player the sense of a near miss. So you get 346 00:20:23,840 --> 00:20:27,080 Speaker 1: a bag of money, a bag of money, and oh, 347 00:20:27,200 --> 00:20:31,800 Speaker 1: shoot cherries or a blank spot. That's nothing right there. 348 00:20:31,800 --> 00:20:34,080 Speaker 1: There's no payout with that, but it feels like it 349 00:20:34,160 --> 00:20:37,399 Speaker 1: was almost something because you had two out of the 350 00:20:37,480 --> 00:20:40,000 Speaker 1: three bags you needed to hit the jackpot. It's like 351 00:20:40,040 --> 00:20:42,760 Speaker 1: you almost got that big payout, but in reality, you 352 00:20:42,800 --> 00:20:46,199 Speaker 1: didn't almost do anything at all. You've got a result 353 00:20:46,240 --> 00:20:49,600 Speaker 1: based on a random number generator in the machines circuitry 354 00:20:49,640 --> 00:20:53,040 Speaker 1: that amounted to a loss. The way the machine displayed 355 00:20:53,080 --> 00:20:55,720 Speaker 1: that loss to you was in a way that made 356 00:20:55,760 --> 00:20:58,399 Speaker 1: it seem like it was almost a win. So to us, 357 00:20:58,440 --> 00:21:01,720 Speaker 1: it feels like we near really grabbed that brass ring, 358 00:21:02,359 --> 00:21:05,120 Speaker 1: so if we just stick at it, we're gonna get it. Meanwhile, 359 00:21:05,160 --> 00:21:08,840 Speaker 1: other symbols might take up far more space on the reels, 360 00:21:08,840 --> 00:21:11,800 Speaker 1: symbols that would result in a much lower payout, thus 361 00:21:11,840 --> 00:21:14,919 Speaker 1: increasing the likelihood that you'll at least get some combination 362 00:21:14,920 --> 00:21:17,440 Speaker 1: that represents a more modest wind if you play long enough. 363 00:21:18,359 --> 00:21:21,840 Speaker 1: At least that's the way it looks on the outside right, 364 00:21:21,880 --> 00:21:25,000 Speaker 1: that the odds of hitting a low payout might be 365 00:21:25,160 --> 00:21:31,120 Speaker 1: closer to So we get two types of rewards. One 366 00:21:31,200 --> 00:21:34,000 Speaker 1: are of these small payouts, which, if the machine is 367 00:21:34,040 --> 00:21:36,840 Speaker 1: working properly, tends to be less than what we've poured 368 00:21:36,920 --> 00:21:39,360 Speaker 1: into the machine in the first place, or at least 369 00:21:39,359 --> 00:21:41,600 Speaker 1: the payout is less than what the machine has been 370 00:21:41,600 --> 00:21:45,000 Speaker 1: collecting for that day. And another are these near misses 371 00:21:45,400 --> 00:21:48,360 Speaker 1: that make us feel like we're getting closer to that goal. Now. 372 00:21:48,400 --> 00:21:51,200 Speaker 1: Once in a blue moon, these machines will do the 373 00:21:51,280 --> 00:21:56,040 Speaker 1: jackpot payout Uh, that's part of what keeps people playing 374 00:21:56,080 --> 00:21:58,879 Speaker 1: these games is the promise that it can happen, but 375 00:21:58,960 --> 00:22:01,840 Speaker 1: it doesn't happen freak ly. The odds alone tell you 376 00:22:02,000 --> 00:22:05,200 Speaker 1: that it's pretty rare. Now, in addition to all that, 377 00:22:06,119 --> 00:22:08,919 Speaker 1: we humans are also really good at recognizing patterns. This 378 00:22:09,040 --> 00:22:12,080 Speaker 1: becomes more important with video slot machines. In fact, we're 379 00:22:12,119 --> 00:22:15,639 Speaker 1: so good at recognizing patterns we will frequently perceive a 380 00:22:15,640 --> 00:22:18,280 Speaker 1: pattern where there is no pattern, or at least no 381 00:22:18,359 --> 00:22:21,800 Speaker 1: pattern that has been consciously created. So, for example, when 382 00:22:21,800 --> 00:22:24,360 Speaker 1: you look at clouds and you see faces in them 383 00:22:24,480 --> 00:22:28,240 Speaker 1: or other complex shapes, that's your brain applying a pattern 384 00:22:28,320 --> 00:22:31,960 Speaker 1: to something that is actually random and not ordered. With 385 00:22:32,040 --> 00:22:35,040 Speaker 1: slot machines, we're looking at the creation of patterns. Three 386 00:22:35,040 --> 00:22:37,880 Speaker 1: symbols in a row would be a pattern. So there's 387 00:22:37,880 --> 00:22:40,879 Speaker 1: another little psychological boost that keeps us playing even if 388 00:22:40,920 --> 00:22:42,960 Speaker 1: we're not in a lucky streak, because we're looking for 389 00:22:43,000 --> 00:22:46,080 Speaker 1: those patterns. We find that very satisfying. Now, there are 390 00:22:46,119 --> 00:22:48,199 Speaker 1: a lot of people who give advice on how to 391 00:22:48,320 --> 00:22:50,879 Speaker 1: play slot machines well, but at the very end of 392 00:22:50,920 --> 00:22:53,719 Speaker 1: the day, you have to acknowledge the slot machines are 393 00:22:53,760 --> 00:22:57,640 Speaker 1: designed to take money. There's no way to skillfully play 394 00:22:57,680 --> 00:23:00,360 Speaker 1: a slot machine. You can use some wisdom to help 395 00:23:00,359 --> 00:23:03,480 Speaker 1: pick out machines that might have more favorable odds for 396 00:23:03,560 --> 00:23:07,239 Speaker 1: a payout, but those odds are are favorable because they 397 00:23:07,320 --> 00:23:11,920 Speaker 1: ultimately benefit the house. You have very few decisions when 398 00:23:11,920 --> 00:23:14,400 Speaker 1: it comes to playing a slot machine, and generally speaking, 399 00:23:15,280 --> 00:23:19,240 Speaker 1: in house games, in casino games, gambling games, you narrow 400 00:23:19,280 --> 00:23:22,560 Speaker 1: the odds between you and the house in those games 401 00:23:22,560 --> 00:23:25,920 Speaker 1: where you have more options as a player, assuming that 402 00:23:25,960 --> 00:23:30,160 Speaker 1: you are pursuing optimal play, that you're playing without mistakes. 403 00:23:30,359 --> 00:23:32,959 Speaker 1: That's asking a lot because optimal play is a pretty 404 00:23:32,960 --> 00:23:36,239 Speaker 1: tough skill to develop. But with slot machines, there's not 405 00:23:36,280 --> 00:23:38,720 Speaker 1: really much you can optimize, so you're not really going 406 00:23:38,800 --> 00:23:41,600 Speaker 1: to narrow those odds very much. Now, in addition to 407 00:23:41,680 --> 00:23:44,720 Speaker 1: all I've just said are the more flashy slot machines 408 00:23:44,760 --> 00:23:46,880 Speaker 1: that have come out over the last couple of decades. 409 00:23:47,240 --> 00:23:50,680 Speaker 1: Many of these include using licensed i P to attract 410 00:23:50,760 --> 00:23:53,440 Speaker 1: players to them. So if you walk around a modern casino, 411 00:23:53,680 --> 00:23:56,200 Speaker 1: you're gonna see a lot of slot machines that are 412 00:23:56,440 --> 00:24:01,080 Speaker 1: modeled after licensed material there licensed from popular movies like 413 00:24:01,119 --> 00:24:02,960 Speaker 1: the Lord of the Rings franchise. That's one that my 414 00:24:03,000 --> 00:24:07,359 Speaker 1: friends Shannon really likes, or television shows like the series Friends. 415 00:24:07,840 --> 00:24:11,280 Speaker 1: These machines frequently include music and video clips to help 416 00:24:11,359 --> 00:24:15,360 Speaker 1: lure people over to play them there they're more demographically 417 00:24:15,400 --> 00:24:19,960 Speaker 1: aligned to capture certain types of people, and then the 418 00:24:20,119 --> 00:24:23,320 Speaker 1: gameplay is what keeps them there. Um. They might also 419 00:24:23,320 --> 00:24:25,760 Speaker 1: include bonus features that make the game more exciting to 420 00:24:25,800 --> 00:24:30,320 Speaker 1: play without significantly increasing the likelihood of a big payout. Okay, 421 00:24:30,359 --> 00:24:33,120 Speaker 1: so I've covered the psychology of slot machines, So why 422 00:24:33,160 --> 00:24:35,240 Speaker 1: did I spend so much time on that. It's because 423 00:24:35,280 --> 00:24:39,920 Speaker 1: many developers of both software platforms and apps rely upon 424 00:24:40,000 --> 00:24:42,960 Speaker 1: those same sort of designs when they're creating their work. 425 00:24:43,080 --> 00:24:45,560 Speaker 1: They designed the experience to have that same sort of 426 00:24:45,640 --> 00:24:49,280 Speaker 1: reward system for users, and that encourages users to spend 427 00:24:49,280 --> 00:24:53,560 Speaker 1: more time on the platform, which ultimately benefits the developer 428 00:24:53,640 --> 00:24:56,720 Speaker 1: in some way. Now, that way could be through advertising. 429 00:24:57,200 --> 00:25:00,600 Speaker 1: If you go to advertisers with data a out how 430 00:25:00,640 --> 00:25:03,280 Speaker 1: many users you have and the average amount of time 431 00:25:03,320 --> 00:25:06,520 Speaker 1: those users spend per day on your product, you've got 432 00:25:06,520 --> 00:25:09,960 Speaker 1: a pretty powerful tool in your sales toolbox. If you've 433 00:25:10,000 --> 00:25:12,280 Speaker 1: got a lot of users that use A that spend 434 00:25:12,320 --> 00:25:14,080 Speaker 1: a lot of time on your on your platform, you 435 00:25:14,080 --> 00:25:17,520 Speaker 1: can ask for better rates, and you can get better sponsors, 436 00:25:17,560 --> 00:25:20,320 Speaker 1: and you can assure those sponsors that people using your 437 00:25:20,359 --> 00:25:23,120 Speaker 1: services are spending more time doing that and less time 438 00:25:23,119 --> 00:25:27,960 Speaker 1: doing other things. So advertisers one eyeballs, right, if the 439 00:25:27,960 --> 00:25:31,200 Speaker 1: eyeballs are all on your app, they're not other places, 440 00:25:31,240 --> 00:25:33,360 Speaker 1: So they want to be where the eyeballs are. That's 441 00:25:33,400 --> 00:25:35,879 Speaker 1: your app. So it gives you a lot more leverage, 442 00:25:35,920 --> 00:25:39,680 Speaker 1: and it allows you to have much better rates, sales rates. 443 00:25:39,880 --> 00:25:41,880 Speaker 1: You're gonna make a lot more money, So you've got 444 00:25:41,880 --> 00:25:44,720 Speaker 1: a really strong incentive to encourage people to look at 445 00:25:44,760 --> 00:25:47,879 Speaker 1: your app or service for a long time and not 446 00:25:48,359 --> 00:25:51,720 Speaker 1: at other stuff. Another possibility is that maybe you're using 447 00:25:51,760 --> 00:25:55,280 Speaker 1: pay for content or pay for elements in your service, 448 00:25:55,800 --> 00:25:57,879 Speaker 1: and this could be done in place of or in 449 00:25:58,000 --> 00:26:02,680 Speaker 1: conjunction with advertising. A lot of mobile games use this method. 450 00:26:02,880 --> 00:26:04,920 Speaker 1: You play the game and you make a little progress, 451 00:26:05,200 --> 00:26:08,280 Speaker 1: so you receive that little psychological reward for achieving things 452 00:26:08,280 --> 00:26:11,040 Speaker 1: in the game, little dopamine going through your system. But 453 00:26:11,119 --> 00:26:13,920 Speaker 1: sooner or later you hit a barrier, maybe you run 454 00:26:13,920 --> 00:26:16,480 Speaker 1: out of turns or lives in a game. Maybe you 455 00:26:16,520 --> 00:26:18,480 Speaker 1: need a boost to get past a certain point in 456 00:26:18,520 --> 00:26:22,520 Speaker 1: the game. Whatever the case, you typically have two options 457 00:26:22,520 --> 00:26:26,040 Speaker 1: in most of these types of games. One is that 458 00:26:26,240 --> 00:26:28,600 Speaker 1: you wait a given amount of time before you can 459 00:26:28,640 --> 00:26:32,199 Speaker 1: try again, with no guarantee of success. So you might 460 00:26:32,240 --> 00:26:34,680 Speaker 1: have to wait thirty minutes or an hour before you 461 00:26:34,720 --> 00:26:36,840 Speaker 1: can try again and you aren't sure if you're gonna 462 00:26:36,920 --> 00:26:39,960 Speaker 1: make any progress. Option two is that you can pay 463 00:26:40,000 --> 00:26:43,680 Speaker 1: some money and in return you get immediate gratification, either 464 00:26:43,720 --> 00:26:46,840 Speaker 1: you get more turns or lives, or maybe some sort 465 00:26:46,840 --> 00:26:49,160 Speaker 1: of in game asset that makes it easier to get 466 00:26:49,200 --> 00:26:51,679 Speaker 1: beyond that part of the game. Now, this isn't just 467 00:26:51,760 --> 00:26:54,400 Speaker 1: something we see in mobile games. It's how the business 468 00:26:54,440 --> 00:26:57,920 Speaker 1: model of shareware works too. When I was in high school, 469 00:26:58,400 --> 00:27:03,000 Speaker 1: games like Castle Wolfenstein re D used that model. Developers 470 00:27:03,000 --> 00:27:05,639 Speaker 1: would release the first level or the first part of 471 00:27:05,680 --> 00:27:08,200 Speaker 1: a game for free so you could easily get your 472 00:27:08,240 --> 00:27:10,960 Speaker 1: hands on that version and you could play through to 473 00:27:11,040 --> 00:27:14,040 Speaker 1: your heart's content, and when you reach the end of 474 00:27:14,080 --> 00:27:16,960 Speaker 1: whatever that free section was, you would typically get a 475 00:27:17,000 --> 00:27:19,199 Speaker 1: message that would encourage you to purchase the rest of 476 00:27:19,200 --> 00:27:21,479 Speaker 1: the game if you enjoyed what you had done. And 477 00:27:21,520 --> 00:27:23,640 Speaker 1: it was an effective tool and one that a lot 478 00:27:23,640 --> 00:27:25,720 Speaker 1: of gamers actually approved of because it gave them a 479 00:27:25,800 --> 00:27:28,840 Speaker 1: chance to try out a game before committing real money 480 00:27:28,880 --> 00:27:31,960 Speaker 1: to it, and if the game was good, many people 481 00:27:32,000 --> 00:27:34,320 Speaker 1: were willing to cough up the cash to get the rest. 482 00:27:34,640 --> 00:27:37,119 Speaker 1: So while the shareware model followed a bit in the 483 00:27:37,119 --> 00:27:41,320 Speaker 1: wake of Skinner's work, it wasn't seen as predatory because 484 00:27:41,640 --> 00:27:44,160 Speaker 1: you could just say like, well, you know, I played it. 485 00:27:44,160 --> 00:27:46,720 Speaker 1: It didn't really impress me. I'm going to walk away. 486 00:27:46,960 --> 00:27:50,240 Speaker 1: Now that's not necessarily the case with apps and services 487 00:27:50,280 --> 00:27:53,480 Speaker 1: that are popular today, whether it's the algorithm that serves 488 00:27:53,560 --> 00:27:57,080 Speaker 1: up a feed of content on a social platform cough 489 00:27:57,320 --> 00:28:01,840 Speaker 1: Facebook cough, or the propensity of game features like looped 490 00:28:01,880 --> 00:28:05,359 Speaker 1: crates that became incredibly pervasive. Over the last couple of years. 491 00:28:05,600 --> 00:28:10,439 Speaker 1: We've seen developers exploit the same behavioral tendency, and we 492 00:28:10,520 --> 00:28:14,800 Speaker 1: as consumers, have engaged in those behaviors again and again, 493 00:28:15,040 --> 00:28:19,640 Speaker 1: just as predictably as the rats in Skinners experiments. Now, 494 00:28:19,640 --> 00:28:22,719 Speaker 1: this also plays into the larger concept of game theory. 495 00:28:23,000 --> 00:28:27,240 Speaker 1: How do you balance out different factors to maximize engagement 496 00:28:27,760 --> 00:28:32,159 Speaker 1: with games? Developers have to balance challenges and rewards carefully. 497 00:28:32,400 --> 00:28:35,560 Speaker 1: If a game is too easy, players may become bored 498 00:28:35,680 --> 00:28:38,640 Speaker 1: and move on to something else. If it's too challenging, 499 00:28:38,880 --> 00:28:42,040 Speaker 1: they become frustrated and they won't stick with it. So 500 00:28:42,120 --> 00:28:44,440 Speaker 1: it needs to be challenging enough to the player so 501 00:28:44,480 --> 00:28:46,400 Speaker 1: that when they win a game or achieve a goal, 502 00:28:46,480 --> 00:28:49,240 Speaker 1: there's a sense of accomplishment, and this needs to be 503 00:28:49,360 --> 00:28:52,479 Speaker 1: repeatable to keep the experience going. The same theory can 504 00:28:52,520 --> 00:28:56,040 Speaker 1: be applied to other stuff, not just too explicit games. 505 00:28:56,080 --> 00:29:00,000 Speaker 1: So let's take Tender for example. The dating app Share 506 00:29:00,040 --> 00:29:02,960 Speaker 1: is a lot in common with slot machines. Users flick 507 00:29:03,040 --> 00:29:07,240 Speaker 1: through photos of other users, swiping left or right, and 508 00:29:07,240 --> 00:29:10,960 Speaker 1: there's a quick psychological reward. Either you find someone attractive 509 00:29:11,200 --> 00:29:14,120 Speaker 1: or you don't, and you pass judgment, then you move on. 510 00:29:14,640 --> 00:29:17,320 Speaker 1: So if that person has similarly passed judgment upon you 511 00:29:17,360 --> 00:29:20,040 Speaker 1: and found you attractive, and you found them attractive, then 512 00:29:20,080 --> 00:29:23,960 Speaker 1: you can connect. All the elements are there. And I'm 513 00:29:23,960 --> 00:29:26,880 Speaker 1: not getting on a high horse here. I'm as guilty, 514 00:29:27,160 --> 00:29:30,800 Speaker 1: or probably even more guilty than any of you guys 515 00:29:30,800 --> 00:29:33,760 Speaker 1: out there. I find myself having to be mindful to 516 00:29:33,960 --> 00:29:37,600 Speaker 1: not be actively using some device that's got a screen 517 00:29:37,680 --> 00:29:40,959 Speaker 1: on it. Otherwise that's where you're gonna find me, is 518 00:29:41,120 --> 00:29:44,120 Speaker 1: behind a screen. I try to make rules for myself, 519 00:29:44,360 --> 00:29:46,320 Speaker 1: and they are hard for me to follow because I'm 520 00:29:46,360 --> 00:29:49,800 Speaker 1: pretty darn addicted to screens. It takes effort for me 521 00:29:49,880 --> 00:29:52,120 Speaker 1: to not whip out my phone as soon as I 522 00:29:52,120 --> 00:29:54,280 Speaker 1: sit down to eat, for example, or if I'm in 523 00:29:54,360 --> 00:29:57,240 Speaker 1: line anywhere, I want my phone out in my hand. 524 00:29:57,600 --> 00:30:00,200 Speaker 1: But even when I'm at home, I'm usually either are 525 00:30:00,200 --> 00:30:03,480 Speaker 1: playing a game or watching something online. I have numerous 526 00:30:03,520 --> 00:30:06,160 Speaker 1: tabs open all the time in my browsers. I play 527 00:30:06,240 --> 00:30:09,000 Speaker 1: some mobile games that are definitely built on top of 528 00:30:09,000 --> 00:30:12,000 Speaker 1: this understanding of human behavior, and I find myself growing 529 00:30:12,040 --> 00:30:15,800 Speaker 1: more disenchanted with it overall. And we're starting to see 530 00:30:15,800 --> 00:30:19,480 Speaker 1: a bit of backlash against this trend in broader culture. 531 00:30:19,840 --> 00:30:25,720 Speaker 1: This includes articles, books, public speaking engagements, politicians, activist organizations, 532 00:30:25,760 --> 00:30:28,520 Speaker 1: and more. There are lots of articles out there pointing 533 00:30:28,520 --> 00:30:31,280 Speaker 1: out our tendency to spend more time in front of screens. 534 00:30:31,640 --> 00:30:34,720 Speaker 1: A recent article in The Chicago Tribune cited a study 535 00:30:34,760 --> 00:30:38,600 Speaker 1: conducted by a nonprofit group called Common Sense Media that 536 00:30:38,720 --> 00:30:42,840 Speaker 1: found US teenagers are spending about nine hours each day 537 00:30:43,040 --> 00:30:46,440 Speaker 1: on some sort of digital media, and adults. Don't feel 538 00:30:46,440 --> 00:30:50,360 Speaker 1: good about yourselves because we're even more extreme eleven hours 539 00:30:50,440 --> 00:30:54,120 Speaker 1: per day devoted to screen time. Now, this prompts us 540 00:30:54,120 --> 00:30:56,680 Speaker 1: to ask the question, is that much time in front 541 00:30:56,680 --> 00:31:00,280 Speaker 1: of screens harmful to us? Should we be concerned that 542 00:31:00,320 --> 00:31:03,840 Speaker 1: we're dedicating so many waking hours to interacting with digital 543 00:31:03,880 --> 00:31:07,760 Speaker 1: media that it is encouraging this behavior and rewarding us 544 00:31:08,160 --> 00:31:12,040 Speaker 1: in psychological ways for engaging in it. Could we actually 545 00:31:12,080 --> 00:31:15,600 Speaker 1: be hurting ourselves and each other through these practices. Now, 546 00:31:15,640 --> 00:31:17,840 Speaker 1: as it turns out, there are a lot of people 547 00:31:17,880 --> 00:31:20,760 Speaker 1: who have stuff to say about this particular set of ideas, 548 00:31:21,040 --> 00:31:24,120 Speaker 1: and as you might imagine, the responses range from well, 549 00:31:24,120 --> 00:31:26,880 Speaker 1: of course, this is dangerous and harmful behavior and we 550 00:31:26,920 --> 00:31:29,520 Speaker 1: need to do something about it, to a more cautious 551 00:31:29,520 --> 00:31:32,880 Speaker 1: statement like, we honestly don't have enough empirical evidence to 552 00:31:32,880 --> 00:31:36,400 Speaker 1: support any sort of conclusion on the matter. So as 553 00:31:36,400 --> 00:31:39,040 Speaker 1: tempting as it is to come to one, the responsible 554 00:31:39,040 --> 00:31:41,440 Speaker 1: thing to say is we don't know enough yet. So 555 00:31:41,440 --> 00:31:44,240 Speaker 1: in our next section will dive into some of those arguments, 556 00:31:44,360 --> 00:31:46,760 Speaker 1: and some of them will appeal to common sense, But 557 00:31:46,800 --> 00:31:50,440 Speaker 1: it's good to remember that common sense isn't always right. 558 00:31:51,120 --> 00:31:53,320 Speaker 1: Sometimes we'll draw a conclusion because we all see a 559 00:31:53,360 --> 00:31:58,080 Speaker 1: correlation that ends up being impossible to support upon further study. Remember, 560 00:31:58,480 --> 00:32:02,440 Speaker 1: correlation and causation are not the same thing. Sometimes the 561 00:32:02,520 --> 00:32:07,160 Speaker 1: correlation can indicate a causal sort of relationship between two things, 562 00:32:07,600 --> 00:32:09,920 Speaker 1: but it's not always the case. So when we come 563 00:32:09,960 --> 00:32:13,360 Speaker 1: back from this break, we'll look further into this issue 564 00:32:13,640 --> 00:32:24,440 Speaker 1: and we'll be right back. Okay, So it's pretty clear 565 00:32:24,560 --> 00:32:28,280 Speaker 1: people are spending more time with digital medium than ever before, 566 00:32:28,600 --> 00:32:31,760 Speaker 1: and if we're dedicating time to those screens, we might 567 00:32:31,840 --> 00:32:35,320 Speaker 1: also be taking time away from other tasks. So at 568 00:32:35,360 --> 00:32:39,080 Speaker 1: some level you could argue that spending time on digital 569 00:32:39,120 --> 00:32:42,160 Speaker 1: media can have a negative impact if we're neglecting real 570 00:32:42,200 --> 00:32:45,800 Speaker 1: world issues while we are engaged in the digital world. 571 00:32:46,280 --> 00:32:50,560 Speaker 1: But to make that argument convincingly, we need more data. Further, 572 00:32:51,120 --> 00:32:53,800 Speaker 1: there are many who might argue that because we're spending 573 00:32:53,840 --> 00:32:57,040 Speaker 1: so much time on digital media, we're hurting our own 574 00:32:57,080 --> 00:33:00,320 Speaker 1: ability to form meaningful connections with other people in the 575 00:33:00,320 --> 00:33:03,840 Speaker 1: real world. There's a growing concern that we're relying more 576 00:33:03,920 --> 00:33:08,080 Speaker 1: on online interactions than ones in a physical space, and 577 00:33:08,120 --> 00:33:11,440 Speaker 1: we're seeing it reflected in multiple behaviors, such as relying 578 00:33:11,480 --> 00:33:15,480 Speaker 1: more heavily on text and essueing phone calls. Most of 579 00:33:15,480 --> 00:33:18,400 Speaker 1: the people I know will not answer the phone, even 580 00:33:18,400 --> 00:33:20,520 Speaker 1: if they know who it's coming from. They would rather 581 00:33:20,600 --> 00:33:25,000 Speaker 1: just have a text. They actively avoid having to talk 582 00:33:25,040 --> 00:33:28,320 Speaker 1: on the phone. It's a social interaction that they don't 583 00:33:28,360 --> 00:33:31,960 Speaker 1: want to have. So we're choosing interactions that don't connect 584 00:33:32,040 --> 00:33:35,880 Speaker 1: us with each other in more traditional ways and arguably 585 00:33:35,920 --> 00:33:39,040 Speaker 1: more meaningful ways. But the jury is still out over 586 00:33:39,120 --> 00:33:44,080 Speaker 1: whether or not this constitutes actual harmful behavior. Is an 587 00:33:44,160 --> 00:33:49,520 Speaker 1: online relationship less meaningful or emotionally fulfilling as one done 588 00:33:49,560 --> 00:33:52,720 Speaker 1: in real space? Can we even draw any sort of 589 00:33:52,760 --> 00:33:56,040 Speaker 1: conclusion about that in general or does it depend upon 590 00:33:56,160 --> 00:33:59,520 Speaker 1: the actual situations and individuals involved On a case by 591 00:33:59,560 --> 00:34:02,600 Speaker 1: case Base says it may be that we cannot make 592 00:34:02,640 --> 00:34:07,800 Speaker 1: a generalization about the health of an online relationship versus 593 00:34:07,920 --> 00:34:13,759 Speaker 1: and a meat space relationship. Now, from an armchair psychology standpoint, 594 00:34:14,239 --> 00:34:17,080 Speaker 1: you could argue that the online world has deprived us 595 00:34:17,160 --> 00:34:19,800 Speaker 1: of a sense of intimacy that we tend to crave. 596 00:34:20,080 --> 00:34:24,680 Speaker 1: And I'm not speaking solely of romantic intimacy, though that 597 00:34:24,880 --> 00:34:28,600 Speaker 1: can play apart two. Rather, I'm talking about the intimate 598 00:34:28,640 --> 00:34:32,080 Speaker 1: connection between two people in a one on one interaction, 599 00:34:32,640 --> 00:34:36,480 Speaker 1: not a romantic intimacy, but just a human connection. It 600 00:34:36,600 --> 00:34:40,400 Speaker 1: is very tempting to argue that the rise and popularity 601 00:34:40,440 --> 00:34:43,600 Speaker 1: of things like a S m R style videos in 602 00:34:43,640 --> 00:34:46,759 Speaker 1: which a creator focuses their attention on the viewer in 603 00:34:46,840 --> 00:34:50,920 Speaker 1: some way in an effort to soothe, relax or tingle 604 00:34:51,239 --> 00:34:54,880 Speaker 1: that person, is evidence that we in general lack the 605 00:34:55,040 --> 00:34:57,640 Speaker 1: sort of connections in our day to day lives. We 606 00:34:58,320 --> 00:35:02,520 Speaker 1: crave that connection and that we're not getting and that 607 00:35:02,560 --> 00:35:06,120 Speaker 1: has given birth to an entire genre of videos that 608 00:35:06,160 --> 00:35:10,600 Speaker 1: have become incredibly popular over the last five years. If 609 00:35:10,600 --> 00:35:13,120 Speaker 1: you do a quick search on YouTube for the terms 610 00:35:13,320 --> 00:35:18,120 Speaker 1: personal attention, you're going to find thousands of videos catering 611 00:35:18,320 --> 00:35:21,600 Speaker 1: to that audience. These videos tend to feature one or 612 00:35:21,640 --> 00:35:25,560 Speaker 1: more creators speaking to the camera and microphones as they 613 00:35:25,600 --> 00:35:28,799 Speaker 1: serve as a stand in for the viewer, so they 614 00:35:28,800 --> 00:35:31,880 Speaker 1: are simulating the sort of interactions people would otherwise have 615 00:35:32,200 --> 00:35:36,160 Speaker 1: in real spaces. It's possible that the popularity of this 616 00:35:36,360 --> 00:35:39,959 Speaker 1: genre is in part due to a decline in such 617 00:35:40,080 --> 00:35:44,080 Speaker 1: meaningful interactions happening in the real world, but without an 618 00:35:44,120 --> 00:35:49,200 Speaker 1: actual study investigating the matter, it's not scientifically responsible to 619 00:35:49,280 --> 00:35:52,160 Speaker 1: make that claim. You could say, I suspect I have 620 00:35:52,200 --> 00:35:56,400 Speaker 1: a hypothesis that this is because of that, but until 621 00:35:56,480 --> 00:35:59,480 Speaker 1: I test it, I cannot really be certain. Also, these 622 00:35:59,520 --> 00:36:03,880 Speaker 1: sort of end up being very tricky to arrange because 623 00:36:04,600 --> 00:36:07,440 Speaker 1: there are a lot of potential variables that could affect 624 00:36:07,520 --> 00:36:12,080 Speaker 1: the outcome, and isolating all those variables is notoriously difficult 625 00:36:12,120 --> 00:36:14,880 Speaker 1: to do. In these sort of social uh survey and 626 00:36:15,000 --> 00:36:19,359 Speaker 1: social scientific studies, they're very very challenging. It's much more 627 00:36:19,440 --> 00:36:23,799 Speaker 1: challenging than say, taking a substance and saying is this flammable? 628 00:36:23,880 --> 00:36:26,960 Speaker 1: That's pretty easy claim to test. These sort of claims 629 00:36:27,120 --> 00:36:30,360 Speaker 1: much trickier. Now. We might also draw the conclusion that 630 00:36:30,440 --> 00:36:33,640 Speaker 1: all this technology is hurting our ability to focus on 631 00:36:33,719 --> 00:36:37,359 Speaker 1: specific tasks and interactions. When our world is filled with 632 00:36:37,360 --> 00:36:41,480 Speaker 1: notifications and demands for our attention, are we giving anything 633 00:36:41,640 --> 00:36:44,840 Speaker 1: our full focus at any given time or are we scattered? 634 00:36:45,400 --> 00:36:47,960 Speaker 1: There are a lot of articles suggesting that that's the case, 635 00:36:48,000 --> 00:36:51,480 Speaker 1: that we're not capable of really focusing on things anymore, 636 00:36:51,800 --> 00:36:55,360 Speaker 1: though again, few studies really back up this claim, And 637 00:36:55,400 --> 00:36:57,239 Speaker 1: I should also point out that this doesn't mean the 638 00:36:57,280 --> 00:37:00,880 Speaker 1: claim is false, That just because it's not yet supported 639 00:37:00,880 --> 00:37:04,440 Speaker 1: by scientific research doesn't mean it's wrong. It just means 640 00:37:04,520 --> 00:37:07,759 Speaker 1: we can't be certain. You can make a claim and 641 00:37:07,840 --> 00:37:10,359 Speaker 1: not have evidence, and you can end up being right, 642 00:37:11,120 --> 00:37:13,600 Speaker 1: but you have to have the evidence to prove whether 643 00:37:13,680 --> 00:37:16,680 Speaker 1: or not you're right. People who follow me outside of 644 00:37:16,680 --> 00:37:18,799 Speaker 1: tech stuff might know that I used to do a 645 00:37:18,840 --> 00:37:22,799 Speaker 1: show called Podcast Without Pretense with my co hosts Eric 646 00:37:22,880 --> 00:37:26,320 Speaker 1: Sandean and I as actar, and the show gradually evolved 647 00:37:26,320 --> 00:37:30,520 Speaker 1: into a sort of jokey experiment. Each week, one of 648 00:37:30,600 --> 00:37:34,000 Speaker 1: us would pick a movie, usually a really poorly reviewed 649 00:37:34,239 --> 00:37:37,840 Speaker 1: film that we could watch on a streaming service like Netflix, 650 00:37:38,280 --> 00:37:41,239 Speaker 1: and then we would set time aside to watch the movie. 651 00:37:41,280 --> 00:37:43,799 Speaker 1: Each of us would make time in the week to 652 00:37:43,880 --> 00:37:46,920 Speaker 1: try and watch the movie, and the rule was you 653 00:37:47,040 --> 00:37:50,440 Speaker 1: could not have any distractions present while you tried to 654 00:37:50,440 --> 00:37:54,800 Speaker 1: watch the film. No second screens, no smartphones out, no laptops, 655 00:37:54,880 --> 00:37:58,080 Speaker 1: nothing like that. It was just you and the movie. 656 00:37:58,480 --> 00:38:00,920 Speaker 1: And then we'd each write down how long into the 657 00:38:00,960 --> 00:38:04,600 Speaker 1: film we lasted before we either grabbed a second screen 658 00:38:04,960 --> 00:38:07,200 Speaker 1: because we didn't want to pay full attention to the 659 00:38:07,200 --> 00:38:10,680 Speaker 1: film anymore, or we just gave up entirely and turned 660 00:38:10,680 --> 00:38:13,759 Speaker 1: the film off, which happened more rarely than you would think. 661 00:38:13,840 --> 00:38:15,560 Speaker 1: Usually we would just give up and grab a second 662 00:38:15,560 --> 00:38:18,560 Speaker 1: screen and keep on going. Now, this was in reaction 663 00:38:18,880 --> 00:38:22,319 Speaker 1: to that same feeling that our dependence on technology meant 664 00:38:22,320 --> 00:38:24,760 Speaker 1: that when we do something like try and watch a show, 665 00:38:25,400 --> 00:38:28,160 Speaker 1: we'd have another screen open at the same time, and 666 00:38:28,200 --> 00:38:32,160 Speaker 1: it would leave us feeling like we hadn't really watched anything, 667 00:38:32,360 --> 00:38:34,520 Speaker 1: that we were just sort of there while it was happening. 668 00:38:34,920 --> 00:38:37,200 Speaker 1: So this was sort of us testing our ability to 669 00:38:37,239 --> 00:38:40,440 Speaker 1: focus on a topic even if that topic didn't deserve 670 00:38:40,520 --> 00:38:44,080 Speaker 1: our attention, and dedicate all of our attention to it, 671 00:38:44,640 --> 00:38:49,839 Speaker 1: and it wasn't easy, even when the films weren't absolutely awful. Similarly, 672 00:38:50,239 --> 00:38:53,719 Speaker 1: claims that screen time is harmful in of itself, while 673 00:38:53,760 --> 00:38:56,480 Speaker 1: appealing on a common sense level, haven't had a lot 674 00:38:56,480 --> 00:38:59,680 Speaker 1: of critical scientific study. It's a challenging thing to explore. 675 00:39:00,000 --> 00:39:02,440 Speaker 1: You might see a rise in screen time and a 676 00:39:02,480 --> 00:39:06,120 Speaker 1: similar trend in people seeking help to treat depression, so 677 00:39:06,200 --> 00:39:10,720 Speaker 1: that is attempting connection there. But does that mean people 678 00:39:10,760 --> 00:39:14,040 Speaker 1: are becoming more depressed as they spend more time interacting 679 00:39:14,040 --> 00:39:17,720 Speaker 1: with screens or could it mean that depressed people seek 680 00:39:17,760 --> 00:39:21,000 Speaker 1: out screens as a means to help alleviate their depression. 681 00:39:21,640 --> 00:39:24,840 Speaker 1: One does not necessarily cause the other, and it could 682 00:39:24,840 --> 00:39:27,719 Speaker 1: be that both trends have no meaningful connection at all. 683 00:39:27,760 --> 00:39:30,400 Speaker 1: They're both on the rise, but maybe they both stem 684 00:39:30,480 --> 00:39:35,200 Speaker 1: from a common source that doesn't have a connection between 685 00:39:35,239 --> 00:39:38,600 Speaker 1: the two. Now, I say all this to remind myself 686 00:39:38,680 --> 00:39:41,160 Speaker 1: just as much to remind all you that these are 687 00:39:41,200 --> 00:39:44,879 Speaker 1: complicated issues. I have my own opinions, which typically lean 688 00:39:44,960 --> 00:39:47,800 Speaker 1: toward the idea that more screen time and less interaction 689 00:39:47,800 --> 00:39:51,720 Speaker 1: in real space is probably not the most psychologically healthy 690 00:39:51,800 --> 00:39:54,840 Speaker 1: behavior we could engage in. But I also must admit 691 00:39:55,200 --> 00:39:58,239 Speaker 1: that I don't have any scholarly evidence to support this, 692 00:39:58,600 --> 00:40:00,960 Speaker 1: and that most of my conclusions are really drawn from 693 00:40:00,960 --> 00:40:04,439 Speaker 1: my own personal experience, and as any good scientist will 694 00:40:04,440 --> 00:40:09,680 Speaker 1: tell you, anecdotal evidence isn't really evidence at all. At 695 00:40:09,719 --> 00:40:13,440 Speaker 1: the same time, for my own mental health, I feel 696 00:40:13,440 --> 00:40:15,920 Speaker 1: the need to do something, and so I've been trying 697 00:40:15,960 --> 00:40:18,560 Speaker 1: to sort of wean myself off of my dependence of 698 00:40:18,640 --> 00:40:21,560 Speaker 1: social media and screens to see if that has a 699 00:40:21,560 --> 00:40:24,400 Speaker 1: positive impact on my life. I'm not the only one 700 00:40:24,520 --> 00:40:27,920 Speaker 1: drawing these sort of tentative conclusions, and some people are 701 00:40:28,160 --> 00:40:31,200 Speaker 1: far less cautious in connecting the dots than I am, 702 00:40:31,239 --> 00:40:33,960 Speaker 1: but they also are more educated in the field than 703 00:40:34,000 --> 00:40:36,400 Speaker 1: I am, So it's not meant to be a dig So, 704 00:40:36,440 --> 00:40:39,800 Speaker 1: for example, the Chicago Tribune piece that I mentioned earlier 705 00:40:39,800 --> 00:40:43,480 Speaker 1: in this episode, the author, Drene Dodge and McGee is 706 00:40:43,560 --> 00:40:46,399 Speaker 1: a psychologist and a researcher, and she believes that there 707 00:40:46,560 --> 00:40:50,920 Speaker 1: is a connection between an increase independence upon technology and 708 00:40:50,960 --> 00:40:54,200 Speaker 1: the rise of depression among certain populations in the United States. 709 00:40:54,640 --> 00:40:58,279 Speaker 1: She connects increased usage with declining mental health, and she 710 00:40:58,400 --> 00:41:00,960 Speaker 1: may be right, but I still worry that without some 711 00:41:01,040 --> 00:41:03,840 Speaker 1: carefully designed studies, we can't be sure that that's the 712 00:41:03,880 --> 00:41:07,040 Speaker 1: actual flow of behavior. That is, that people begin to 713 00:41:07,080 --> 00:41:10,480 Speaker 1: experience a decline and mental health as they use more 714 00:41:10,520 --> 00:41:13,960 Speaker 1: and more technology, instead of people are using more and 715 00:41:14,000 --> 00:41:17,799 Speaker 1: more technology as a result of them already dealing with 716 00:41:17,840 --> 00:41:21,360 Speaker 1: a decline in mental health. Like, without establishing the actual 717 00:41:21,440 --> 00:41:24,959 Speaker 1: causal relationship there, I don't think you can make any 718 00:41:25,160 --> 00:41:29,839 Speaker 1: real conclusions. Now, another factor we should take into consideration 719 00:41:30,200 --> 00:41:33,560 Speaker 1: is what is the actual behavior being reinforced through these 720 00:41:33,640 --> 00:41:36,840 Speaker 1: various technologies and services if the purpose is to capture 721 00:41:36,840 --> 00:41:41,440 Speaker 1: eyeballs for the purposes of generating revenue, And nearly every 722 00:41:41,480 --> 00:41:44,719 Speaker 1: case does boil down to that if you go far enough, 723 00:41:45,320 --> 00:41:46,719 Speaker 1: the best you might be able to say is that 724 00:41:46,760 --> 00:41:50,960 Speaker 1: it's not necessarily doing direct harm to someone. If the 725 00:41:51,000 --> 00:41:53,640 Speaker 1: design is meant to convince someone to pour money into 726 00:41:53,640 --> 00:41:56,360 Speaker 1: a service, you could argue that the service can be 727 00:41:56,440 --> 00:42:00,480 Speaker 1: financially harmful to those who are vulnerable to the reinforcement cycle. 728 00:42:01,000 --> 00:42:03,600 Speaker 1: And while social networks can help people connect with one 729 00:42:03,640 --> 00:42:06,640 Speaker 1: another and stay in touch, if the algorithm that populates 730 00:42:06,640 --> 00:42:09,719 Speaker 1: a news feed is selecting which posts you see and 731 00:42:09,800 --> 00:42:12,359 Speaker 1: which ones you don't in an effort to convince you 732 00:42:12,400 --> 00:42:15,560 Speaker 1: to spend more time on that platform, you're not really 733 00:42:15,719 --> 00:42:18,840 Speaker 1: engaging with those friends and loved ones. Instead, you're seeing 734 00:42:18,840 --> 00:42:22,520 Speaker 1: a curated list that isn't meant to create meaningful connections, 735 00:42:22,760 --> 00:42:25,839 Speaker 1: but rather keep you on the platform longer so that 736 00:42:25,880 --> 00:42:29,280 Speaker 1: the platform can serve you more ads. If you're lucky, 737 00:42:29,719 --> 00:42:33,120 Speaker 1: just like with a slot machine player, than some percentage 738 00:42:33,120 --> 00:42:36,120 Speaker 1: of those posts you are seeing are actually meaningful and 739 00:42:36,160 --> 00:42:39,879 Speaker 1: do help you create those close connections, but otherwise you're 740 00:42:39,920 --> 00:42:43,040 Speaker 1: being fed stuff with the intent of keeping you there. 741 00:42:43,520 --> 00:42:46,520 Speaker 1: From a business standpoint, I can totally understand that design 742 00:42:46,960 --> 00:42:50,160 Speaker 1: businesses generate revenue, and generally speaking, you want as much 743 00:42:50,239 --> 00:42:52,880 Speaker 1: revenue as you can earn. You want that revenue to 744 00:42:52,920 --> 00:42:55,880 Speaker 1: grow year over year. To return money on the investment 745 00:42:55,920 --> 00:42:58,880 Speaker 1: for building the business in the first place. Publicly traded 746 00:42:58,960 --> 00:43:01,799 Speaker 1: companies face growth targets each year with the goal of 747 00:43:01,840 --> 00:43:05,359 Speaker 1: creating a return for shareholders, But that just means that 748 00:43:05,400 --> 00:43:07,560 Speaker 1: the business has to find ways to make more money, 749 00:43:08,040 --> 00:43:10,919 Speaker 1: not to make money in a responsible or a compassionate way. 750 00:43:11,160 --> 00:43:14,359 Speaker 1: As long as the business isn't outright violating any regulations 751 00:43:14,440 --> 00:43:17,319 Speaker 1: or laws, it's pretty much fair game. And this has 752 00:43:17,320 --> 00:43:20,440 Speaker 1: created the environment we see today and has enabled companies 753 00:43:20,480 --> 00:43:23,839 Speaker 1: to create services that incentivize us to use them more 754 00:43:23,840 --> 00:43:26,279 Speaker 1: and more. They can serve up ads, and in the 755 00:43:26,280 --> 00:43:28,719 Speaker 1: case of companies like Facebook or Google, they can use 756 00:43:28,760 --> 00:43:32,680 Speaker 1: the collected data that we generate to great advantage. So 757 00:43:32,920 --> 00:43:36,320 Speaker 1: even if the use of these strategies isn't directly causing 758 00:43:36,400 --> 00:43:39,440 Speaker 1: us harm, it is certainly an attempt to manipulate us 759 00:43:39,440 --> 00:43:43,360 Speaker 1: into being ever more dependent upon those services, and it 760 00:43:43,480 --> 00:43:46,560 Speaker 1: totally works, just as it worked in those rats in 761 00:43:46,600 --> 00:43:50,160 Speaker 1: Skinner's experimental box. Now there are people out there who 762 00:43:50,200 --> 00:43:53,960 Speaker 1: are dedicated to breaking this dependence on technology. In some cases, 763 00:43:54,160 --> 00:43:57,200 Speaker 1: it all starts with more tech. There's an app called Moment, 764 00:43:57,360 --> 00:43:59,719 Speaker 1: for example, and it tracks how much you use your 765 00:43:59,719 --> 00:44:02,399 Speaker 1: phone in her tablet and includes a breakdown of which 766 00:44:02,400 --> 00:44:05,080 Speaker 1: apps you use most frequently and for the longest amount 767 00:44:05,080 --> 00:44:09,040 Speaker 1: of time. Sometimes just getting quantifiable data can help you 768 00:44:09,160 --> 00:44:12,160 Speaker 1: get some perspective. For some people, the results might not 769 00:44:12,239 --> 00:44:14,920 Speaker 1: be a surprise or even alarming, but for others it 770 00:44:14,960 --> 00:44:17,719 Speaker 1: could serve as an incentive to try and reduce the 771 00:44:17,719 --> 00:44:20,960 Speaker 1: amount of time spent on devices. There are books and 772 00:44:21,200 --> 00:44:24,800 Speaker 1: camps dedicated to helping people break free of technology dependence, 773 00:44:25,520 --> 00:44:27,440 Speaker 1: and I think that can be well intentioned. But I 774 00:44:27,480 --> 00:44:29,719 Speaker 1: also want to point out that the world we live 775 00:44:29,760 --> 00:44:33,759 Speaker 1: in skews pretty darn heavily in favor of people who 776 00:44:33,760 --> 00:44:37,880 Speaker 1: are making use of technology or communication systems. Means of 777 00:44:37,920 --> 00:44:44,040 Speaker 1: finding work, uh commerce systems and more grow increasingly tech dependent. 778 00:44:44,680 --> 00:44:47,719 Speaker 1: I think it's not realistic to truly shed your use 779 00:44:47,760 --> 00:44:50,680 Speaker 1: of technology, to go off the grid entirely and be 780 00:44:51,520 --> 00:44:57,200 Speaker 1: meaningfully interacting with society at large. I suppose it's possible, 781 00:44:57,239 --> 00:45:01,560 Speaker 1: but it's really really hard to do. I do think, however, 782 00:45:01,600 --> 00:45:03,960 Speaker 1: you can make some choices to reduce your dependence on 783 00:45:04,000 --> 00:45:07,600 Speaker 1: technology if that's your goal. Now. For me, I plan 784 00:45:07,680 --> 00:45:11,440 Speaker 1: on stepping back a significant amount later this year. En 785 00:45:11,880 --> 00:45:15,040 Speaker 1: I'm likely deactivating my Facebook account in June of two 786 00:45:15,040 --> 00:45:18,400 Speaker 1: thousand nineteen. And this is a choice I'm making for myself. 787 00:45:18,719 --> 00:45:22,400 Speaker 1: I'm not urging anyone to do Likewise, I don't pretend 788 00:45:22,440 --> 00:45:24,799 Speaker 1: that I have the answer for everyone out there. Heck, 789 00:45:24,880 --> 00:45:27,080 Speaker 1: I'm not even certain that cutting back on screen time 790 00:45:27,080 --> 00:45:30,120 Speaker 1: and social platforms will have any meaningful positive effect in 791 00:45:30,160 --> 00:45:32,520 Speaker 1: my day to day life, but something I'm going to 792 00:45:32,600 --> 00:45:35,319 Speaker 1: try in an effort to be more engaged with the 793 00:45:35,360 --> 00:45:38,680 Speaker 1: people around me and my real world community. So we'll 794 00:45:38,719 --> 00:45:42,000 Speaker 1: see if it makes an impact in the meantime. If 795 00:45:42,040 --> 00:45:45,080 Speaker 1: you guys have any suggestions for future topics of tech stuff, 796 00:45:45,160 --> 00:45:47,919 Speaker 1: or you have any questions or comments for me reach out. 797 00:45:48,200 --> 00:45:50,759 Speaker 1: You can do so through email. The address is tech 798 00:45:50,840 --> 00:45:54,400 Speaker 1: stuff at how stuff Works dot com, or on Facebook 799 00:45:54,480 --> 00:45:56,359 Speaker 1: or Twitter. The handle for both of those is text 800 00:45:56,360 --> 00:45:58,879 Speaker 1: stuff HSW. I'm eager to hear what you guys think 801 00:45:58,920 --> 00:46:01,960 Speaker 1: about this stuff. Also, remember you can pop on over 802 00:46:01,960 --> 00:46:05,360 Speaker 1: to our website, tech Stuff Podcast dot com. I promise 803 00:46:05,440 --> 00:46:07,840 Speaker 1: I don't use any of those tricks to try and 804 00:46:07,920 --> 00:46:10,200 Speaker 1: keep you on that site forever, but you can search 805 00:46:10,280 --> 00:46:13,000 Speaker 1: the archive and look at all the past episodes we 806 00:46:13,040 --> 00:46:14,759 Speaker 1: have up there in case you want to see if 807 00:46:14,760 --> 00:46:18,520 Speaker 1: there's something specific in our library. And you can also 808 00:46:18,560 --> 00:46:20,560 Speaker 1: pop on over to our merchandise store if you want 809 00:46:20,600 --> 00:46:23,200 Speaker 1: to get a tech Stuff T shirt or a hat 810 00:46:23,480 --> 00:46:25,640 Speaker 1: or a coffee mug or something like that. And remember 811 00:46:25,640 --> 00:46:27,320 Speaker 1: every purchase you make goes to help the show. We 812 00:46:27,440 --> 00:46:31,399 Speaker 1: greatly appreciate it, and I'll talk to you again really soon. 813 00:46:36,160 --> 00:46:38,359 Speaker 1: Hext Stuff is a production of I Heart Radio's How 814 00:46:38,400 --> 00:46:41,799 Speaker 1: Stuff Works. For more podcasts from my heart Radio, visit 815 00:46:41,840 --> 00:46:44,920 Speaker 1: the i heart Radio app, Apple Podcasts, or wherever you 816 00:46:45,000 --> 00:46:46,320 Speaker 1: listen to your favorite shows.