Social Media Copies Gambling Methods 'To Create Psychological Cravings' (theguardian.com) 80
Social media platforms are using the same techniques as gambling firms to create psychological dependencies and ingrain their products in the lives of their users, experts warn. From a report: These methods are so effective they can activate similar mechanisms as cocaine in the brain, create psychological cravings and even invoke "phantom calls and notifications" where users sense the buzz of a smartphone, even when it isn't really there. "Facebook, Twitter and other companies use methods similar to the gambling industry to keep users on their sites," said Natasha Schull, the author of Addiction by Design, which reported how slot machines and other systems are designed to lock users into a cycle of addiction. "In the online economy, revenue is a function of continuous consumer attention -- which is measured in clicks and time spent."
So is everyone (Score:3)
"Gamification" is a concept widespread now; it's not just social media that is using this.
But is this really a bad thing? If there's something I want to use, why not enjoy using it more?
The only issue I see is when people don't realize something has an addictive element to it. But who does not realize that these days, especially of social media? That is talked about widely. People can and do quit. And social media is a healthier drug than some others.
Re:So is everyone (Score:5, Insightful)
If a person is up all night worrying about their number of Twitter followers the game is playing them
Re:So is everyone (Score:4, Interesting)
I'd be less worried about it if Twitter were trying to create a useful communication platform. That, however, appears to be something of an afterthought. We can certainly use these techniques for ill, but if you're using them to get people to exercise more, eat better, etc. I have a hard time finding fault in using such cognitive tricks. Hell, I've intentionally used some of them on myself in order to adjust my behavior. The only way I view it as dishonest or deceitful is to do it to someone else without explaining to them what is being done and how it works. If someone wants to keep buying game coins, collecting virtual points, amassing followers, etc. after the nature of what they're doing has been explained to them, I have to conclude that such is their own business.
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"Gamification" is a concept widespread now; it's not just social media that is using this.
You could also argue that the ratings system on Slashdot are gamification-light.
Sure, they have a practical purpose, but really any score over 3 doesn't have a practical purpose- but it might satisfy some people's inner tinglings and make them want to seek out more 4s and 5s.
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Exactly. Its 'light'. My karma is excellent, and has been forever. If its keeping score I don't know if I'm winning, and its not really rewarding me with points anywhere I can keep track of.
It has acheivements, and I have some, but i don't know how many there are, or how to get them, or compare them to someone else. And I don't care about them, and they might not even work anymore... :p
There's no leaderboards. There's no real competition. Compare it to stack or expert-sex-change or some of the various other
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Touche... but most of the categories aren't really directly gameable. And the fact that I've been here for years and didn't know it existed tells you how important it is around here. :)
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But is this really a bad thing? If there's something I want to use, why not enjoy using it more?
This isn't about "something you want to use," it's about using knowledge of psychology to subtly manipulate people into using something more than they would if they weren't being manipulated.
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Facebook invented that? And here I thought Edward Bernays wrote the book on it in 1928 and taught the techniques to American politicians and corporations, being responsible for such gems as "making the world safe for democracy" and getting women to smoke. But apparently this is a new issue we have to deal with as a society, not an industry older than your grandparents. Go figure.
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Not really "knowledge of psychology", more like Marketing 101.
I don't know if "psychology" is the right term, but what is happening is beyond marketing. It's beyond marketing because the user continuously interacts with a product that is giving rewards and being tweaked to retain the user's attention. In this respect it's indeed more like a slot machine than a static product being marketed.
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Definitely not 101. 101 would tell you this works and is profitable. How to actually pull it off so that it works is more of PhD level.
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That's a drop-out's approach, with 0.1% success ratio. Quantity over quality. Copycats that think they can grab your attention through just flooding you with shit. You think this is it and that you're immune because you ignore them. Nope, these are dregs. You're likely unaware of the actual pros who already managed to grab you.
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You do realize that "Marketing" is really just applied psychology, right?
But does it really work anymore (Score:2)
I would argue that (A) manipulation over time has become less and less subtle, and (B) since everyone knows about the techniques of manipulation it has less effect (hence the manipulation becoming less subtle as they try to increase the dose).
I'm just saying it does little real harm, and makes things people want to use (like Twitter) more enjoyable. Worrying about it seems of little use.
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I would argue that (A) manipulation over time has become less and less subtle,
Disagree - the longer time goes on, the more refined and effective manipulation techniques become, and thus they become even more difficult to notice. Propaganda is more effective today than it was in the 1930's, partially due to being less noticeable (if you can see it, it's not very good propaganda) by the people being manipulated.
A good example of the subtlety of modern manipulation is evidenced by the 24-hour news networks: someone is deciding what stories to run, which ones to ignore, and how to spin
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A good example of the subtlety of modern manipulation is evidenced by the 24-hour news networks: someone is deciding what stories to run, which ones to ignore, and how to spin them all
How is that subtle? Everyone knows that, and they talk about it all the time. The news network choices in what they are are as subtle as a brick to the head.
scientific studies have strongly indicated that the more time a person spends on social networking websites, the more likely they are to develop dangerous mental proble
Re:So is everyone (Score:5, Interesting)
"But is this really a bad thing? If there's something I want to use, why not enjoy using it more?"
Because its not something you actually want to use that much. You've been conditioned to want to use it more than you objectively wanted to.
"The only issue I see is when people don't realize something has an addictive element to it"
Some things are inherently addictive; education and social support mechanisms are the only reasonable response.
Some things are designed to be addictive. Or that are inherently slightly addictive are honed until they are maximally addictive. A lot of social media, and free2play games are in this category, and this is evil. It's basically hacking people's brains.
There is nothing wrong with, say, making the user interface to Social media more intuitive, and more pleasant to use. There is nothing wrong with adding features that are genuinely useful.
But consider some of the tactics in play. If you don't login for a few days for example, you might get messages saying 'someone said something about you... login to find out what!' is that REALLY helpful... if i wanted to login i would have. If someone really said something so important that you had to reach beyond the platform to send me a an email just to let me know... why isn't what they said IN THE EMAIL ?? The answer because its NOT about being a feature to my benefit... its trying to lure me back; trying to trigger that craving.
And 'gamification' with achievements and scores or for example 'reputation' ... creates feedback loops in lots of people where they want to 'finish' or 'have the most' or something, and then they stop doing other activities to spend more time 'playing this game'. But this game really isn't that fun, and its been designed not to be as fun as possible while you play it, but to be as addictive as possible so you never stop playing it even after you realize its shit you still keep doing it... because that's what addiction IS. And it only exists precisely to be addictive so it can keep your eyeballs.
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in other news (Score:1)
Facebook and Twitter employees breathe same air as casino employees! cheeky bastards!
people advertising their products use every psychological trick they know to make consumers actually like their products. boo friggin' hoo. news at 11
Don't respond to this article (Score:4, Funny)
It's a trap!
Advertising (Score:2)
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Comment removed (Score:3)
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You're on social media right now. Welcome.
Take the plank out of thy own eye first (Score:2)
> create psychological cravings
Well, there go politics and religion.
My experience (Score:5, Insightful)
George; I win.
That Explains A Couple Of things To Me (Score:4, Insightful)
I have never like gambling - I played a slot machine once for 15 minutes, and it was one of the most boring 15 minutes of my life.
I also don't like social media (unless /. counts). So apparently I don't have the brain chemistry these addiction-enablers are exploiting.
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You mean this one? [wikipedia.org]
Maybe I've been in the game too long... (Score:2)
We have always loved Soma (Score:1)
Soma makes you happy.
Until it makes you sad.
Emotions cause stress.
Stress causes clicks.
Clicks allow us to steal your privacy, which is protected by the GPDR worldwide and the Canadian and Washington State constitutions.
Theft is good.
It's our entire culture not just Social Media (Score:2)
Think about it:
* We keep looking for 'magic pills' to make us lose weight
* People want to look like bodybuilders, so they go buy anabolic steroids
* People binge-watch TV shows
* Drive-thru everything
* Buy things online, get same-day delivery
* 'Twitch' games on your smartphone
* Smartphones in
Yes, they're Skinner boxes (Score:2)
This is news?
Didn't Zynga do this first? (Score:2)
I thought they had a behavioral psychologist on staff to actually work with addictive behaviors in their games. If the big players are gonna start doing this, they should at least come clean about it [wired.com].
Welcome to social media addicts anonymous (Score:2)
Welcome to the online meeting of Slashdash, a 12 step social media addict recovery group. Here are the steps we took which are suggested as a program of recovery:
1. We admitted we were powerless over twitter -- that our facebooks had become unmanageable.
2. Came to to believe that an app greater than face filters could restore us to sanity.
3. Made a decision to turn our memes and our streaming over to the care of Ajit as we understood him.
Another reason (Score:2)