You need to sign in or sign up before continuing.


I enjoy psychology of behavior and I enjoy video games, since this touches on both of those things it was bound to be good. I enjoyed the studies and the experiments and the insights into game development and design. As someone who has a snacking habit I am pro acknowledging that you can be addicted to things that aren't bad on paper. I was nodding my head in solidarity to the people who would exercise through injury and I know people who are addicted to increasing their step count. Everything made complete sense from the flow states in games to the more challenging but less time consuming being just as addictive as the puzzles that push you just a little further in the next round. I realized today with an easy video game that I wasn't willing to play it forever, then it threw a level in that was actually challenging. I could have pointed to the TV and said you got me, it was clear what that level was there for and there's a reason Donut County is only a few hours long. Even the portion about how to stop bad things versus adding good things. I noticed for one of the habits I stopped I do exactly what the book said without even knowing it. I don't eat fast food. Not that I can't, I just don't. Too bad I do eat snacks and junk food. This book does tell you ways to stop, and I was already aware of those, but hey, I wasn't reading this to help me stop my bad habits, I was reading it for the behavioral psychology and inclusion of gaming and it did great with those portions. I did lose interest a few times, but there's something about getting so far in and just needing to finish. Hmm I wonder what that could be...
informative medium-paced

Thought it was going to have a different narrative/approach and speak specifically toward phones the whole time.

Still liked the overall discussion on how tech is made to keep us engaged. 

This is the book I wish Digital Minimalism by Cal Newport (which I read in December) had been. In fact, it’s one of the sources for Digital Minimalism, and I wish I’d skipped that one and read this one instead. Alter worked in Silicon Valley and describes in great detail how tech companies design their products (cell phones, social media, video games) to press on levers of behavioural addiction. The book is well researched and well presented, and while Alter never goes into detail about what changes he thinks you should make to fight back against those addictive qualities (though there is some of that in the last section), the book nonetheless sparks plenty of ideas as you read it. My one quibble is that Alter – much like Newport – tends to conflate cell phones, social media, video games, and wearable tech when talking about behavioural addiction. This can be a bit frustrating, since (for example) using your phone to check the weather is a very different experience from using your phone to doomscroll. That said, it’s a fascinating book and well worth the read for anyone who feels like they’re spending too much time on their phone or facebook feed, but doesn’t know why.

An important and sobering look at the trajectory of technology use and overuse in society today.

While not exactly a welcome read for my book club (attendance was low), the discussion we had was far-ranging.

And interrupted briefly by a pair of teens nearby doing a dance…filmed for TikTok.

Sigh…

It’s my hope that more authors start to write about this important subject.

If anyone wants a heart and soul look at why it matters, big picture, I recommend the author’s 2017 Ted Talk “Why Our Screens Make Us Less Happy”.

For happiness and humanity, both, it matters.

Преди компютърните маниаци бяха главно мъже, но жените наваксаха само за няколко години и сега и двата пола съвсем наравно ходят със забодени в телефоните глави, дават по няколкостотин лева на месец за безмозъчни малки игрички и получават мини-оргазъм всеки път, когато чуят звука на месинджър от телефона си. Кво се случва бе?!

Адам Алтър прави връзка на химическите зависимости (наркотици, алкохол) с поведенческите такива (хазарт примерно) и приравнява към тях различните начини, чрез които хората за нула време се пристрастиха към "високотехнологичните джаджи". Наистина, механизмите, чрез които човешкият мозък се пристрастява към различни неща изглеждат еднакви, а опитите да се избавим и даже само да намалим тия зависимости са еднакво и много трудни.

Започнах тази книга главно с желанието да проследя точно какви техники използват създателите на игри за телефон и фейсбук - знаете ги, тия малоумни ферми, пъзели и т.н., с които да накарат хората да се закрастят по тях масово и даже да им дават пари (лев днес, два утре и така с месеци). Като цяло, книгата е добра в обяснението на тоя феномен, както и на основите на човешкото поведение що се отнася до другите компулсивности, превръщащи се в зависимости, но има още какво да се желае.

3.5 rounded up to 4. Some really interesting ideas on internet and smartphone addiction but not sure there was enough on strategies to combat this. Also this is not the authors fault , but it is now slightly out of date as this was before the rise of Twitter, TikTok etc.

I find it very optimistic of the author to think that the average Netflix user could adopt the pattern of watching episodes up until the last 10-ish minutes prior to the cliffhanger, and repeating that for all episodes thereafter without binging them.

Overall, the title accurately describes the contents of the book -- it's an informative overview.

Got me to think about some of the addictive features of media I consumer, especially social media and Netflix. Worth a read.

What a cop out. Irresistible has a promising premise and does precede to examine real issues with addictive technology—albeit in a pop-psych surface manner. The final chapter is frankly garbage and ruined any good will I felt toward the book. It focuses, mostly, on the positive uses of gamification that both makes little sense within the context of the book and contradicts most of the observations made in previous chapters. Most objectionable is the use of gamification in the work place. The examples presented present gamification as nothing more than video game Taylorism. While the author states supposed benefits for the both the corporation and the employee in reality this form of gamification is another way to lower costs without passing any benefit to the employee. The worst example is of a part-time call center that continuously posts call numbers and sale performance as a method to turn work into a game/competition. Fun.

Great history of addiction, how and why the definition has changed, how technology has grown into becoming the most addictive behavior, and what we can all do to fix it.