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Opinion from a Libertarian ViewPoint

The Tech Industry’s Psychological War on Kids – Richard Freed – Medium

Posted by M. C. on June 29, 2019

According to B.J. Fogg, the “Fogg Behavior Model” is a well-tested method to change behavior and, in its simplified form, involves three primary factors: motivation, ability, and triggers. Describing how his formula is effective at getting people to use a social network, the psychologist says in an academic paper that a key motivator is users’ desire for “social acceptance,”

While social media and video game companies have been surprisingly successful at hiding their use of persuasive design from the public, one breakthrough occurred in 2017 when Facebook documents were leaked to The Australian. The internal report crafted by Facebook executives showed the social network boasting to advertisers that by monitoring posts, interactions, and photos in real time, the network is able to track when teens feel “insecure,” “worthless,” “stressed,” “useless” and a “failure.” Why would the social network do this? The report also bragged about Facebook’s ability to micro-target ads down to “moments when young people need a confidence boost.”

https://medium.com/@richardnfreed/the-tech-industrys-psychological-war-on-kids-c452870464ce

Richard Freed

We called the police because she wrecked her room and hit her mom… all because we took her phone,” Kelly’s father explained. He said that when the police arrived that evening, Kelly was distraught and told an officer that she wanted to kill herself. So an ambulance was called, and the 15-year-old was strapped to a gurney, taken to a psychiatric hospital, and monitored for safety before being released. Days after being hospitalized, Kelly was brought to my office by her parents who wanted to get help for their troubled girl.

Kelly’s parents spoke first. They said that their daughter’s hospitalization was the culmination of a yearlong downward spiral spurred by her phone obsession. Kelly had been refusing to spend time with her family or focus on school. Instead, she favored living her life on social media. A previously happy girl and strong student, Kelly had grown angry, sullen, and was now bringing home report cards with sinking grades. Kelly’s parents had tried many times in prior months to set limits on their daughter’s phone use, but she had become increasingly defiant and deceitful, even sneaking on her phone at all hours of the night.

When Kelly’s latest report card revealed a number of failing grades, her parents felt compelled to act. They told Kelly early in the afternoon on the day the police were called that she would need to turn in her phone by 9 p.m. But when the time came, Kelly refused, and a pushing match ensued between her and her parents, concluding in the violent tantrum that led the girl to be hospitalized.

I asked Kelly, who was sitting in a corner, to help me understand her perspective on that evening. She didn’t respond and instead glared at her parents. But then, surprising everyone in the room, she cried, “They took my f***ing phone!” Attempting to engage Kelly in conversation, I asked her what she liked about her phone and social media. “They make me happy,” she replied.

The Undoing of Families

As Kelly and her family continued their appointments with me in the coming months, two concerns dominated our meetings. The first was that Kelly’s unhealthy attachment to her phone continued, causing almost constant tension at home. The second concern emerged during my meetings with Kelly’s parents alone. Even though they were loving and involved parents, Kelly’s mom couldn’t help feeling that they’d failed their daughter and must have done something terribly wrong that led to her problems…

“Machines Designed to Change Humans”

Nestled in an unremarkable building on the Stanford University campus in Palo Alto, California, is the Stanford Persuasive Technology Lab, founded in 1998. The lab’s creator, Dr. B.J. Fogg, is a psychologist and the father of persuasive technology, a discipline in which digital machines and apps — including smartphones, social media, and video games — are configured to alter human thoughts and behaviors. As the lab’s website boldly proclaims: “Machines designed to change humans.”

Fogg speaks openly of the ability to use smartphones and other digital devices to change our ideas and actions: “We can now create machines that can change what people think and what people do, and the machines can do that autonomously.” Called “the millionaire maker,” Fogg has groomed former students who have used his methods to develop technologies that now consume kids’ lives. As he recently touted on his personal website, “My students often do groundbreaking projects, and they continue having impact in the real world after they leave Stanford… For example, Instagram has influenced the behavior of over 800 million people. The co-founder was a student of mine.”

Intriguingly, there are signs that Fogg is feeling the heat from recent scrutiny of the use of digital devices to alter behavior. His boast about Instagram, which was present on his website as late as January of 2018, has been removed. Fogg’s website also has lately undergone a substantial makeover, as he now seems to go out of his way to suggest his work has benevolent aims, commenting, “I teach good people how behavior works so they can create products & services that benefit everyday people around the world.” Likewise, the Stanford Persuasive Technology Lab website optimistically claims, “Persuasive technologies can bring about positive changes in many domains, including health, business, safety, and education. We also believe that new advances in technology can help promote world peace in 30 years.”

While Fogg emphasizes persuasive design’s sunny future, he is quite indifferent to the disturbing reality now: that hidden influence techniques are being used by the tech industry to hook and exploit users for profit. His enthusiastic vision also conveniently neglects to include how this generation of children and teens, with their highly malleable minds, is being manipulated and hurt by forces unseen.

Weaponizing Persuasion

If you haven’t heard of persuasive technology, that’s no accident — tech corporations would prefer it to remain in the shadows, as most of us don’t want to be controlled and have a special aversion to kids being manipulated for profit. Persuasive technology (also called persuasive design) works by deliberately creating digital environments that users feel fulfill their basic human drives — to be social or obtain goals — better than real-world alternatives. Kids spend countless hours in social media and video game environments in pursuit of likes, “friends,” game points, and levels — because it’s stimulating, they believe that this makes them happy and successful, and they find it easier than doing the difficult but developmentally important activities of childhood.

While persuasion techniques work well on adults, they are particularly effective at influencing the still-maturing child and teen brain. “Video games, better than anything else in our culture, deliver rewards to people, especially teenage boys,” says Fogg. “Teenage boys are wired to seek competency. To master our world and get better at stuff. Video games, in dishing out rewards, can convey to people that their competency is growing, you can get better at something second by second.” And it’s persuasive design that’s helped convince this generation of boys they are gaining “competency” by spending countless hours on game sites, when the sad reality is they are locked away in their rooms gaming, ignoring school, and not developing the real-world competencies that colleges and employers demand.

Likewise, social media companies use persuasive design to prey on the age-appropriate desire for preteen and teen kids, especially girls, to be socially successful. This drive is built into our DNA, since real-world relational skills have fostered human evolution. The Huffington Post article, “What Really Happens On a Teen Girl’s iPhone” describes the life of 14-year-old Casey from Millburn, New Jersey. With 580 friends on Instagram and 1,110 on Facebook, she’s preoccupied with the number of “likes” her Facebook profile picture receives compared with her peers. As she says, “If you don’t get 100 ‘likes,’ you make other people share it so you get 100…. Or else you just get upset. Everyone wants to get the most ‘likes.’ It’s like a popularity contest.”…

While social media and video game companies have been surprisingly successful at hiding their use of persuasive design from the public, one breakthrough occurred in 2017 when Facebook documents were leaked to The Australian. The internal report crafted by Facebook executives showed the social network boasting to advertisers that by monitoring posts, interactions, and photos in real time, the network is able to track when teens feel “insecure,” “worthless,” “stressed,” “useless” and a “failure.” Why would the social network do this? The report also bragged about Facebook’s ability to micro-target ads down to “moments when young people need a confidence boost.”…

The APA should begin by demanding that the tech industry’s behavioral manipulation techniques be brought out of the shadows and exposed to the light of public awareness. Changes should be made in the APA’s Ethics Code to specifically prevent psychologists from manipulating children using digital machines, especially if such influence is known to pose risks to their well-being. Moreover, the APA should follow its Ethical Standards by making strong efforts to correct the misuse of psychological persuasion by the tech industry and by user experience designers outside the field of psychology.

There is more the psychology profession can and should do to protect children and rectify the harm being done to kids. It should join with tech executives who are demanding that persuasive design in kids’ tech products be regulated. The APA also should make its powerful voice heard amongst the growing chorus calling out tech companies that intentionally exploit children’s vulnerabilities. And the APA must make stronger and bolder efforts to educate parents, schools, and fellow child advocates about the harms of kids’ overuse of digital devices.

With each passing day, new and more influential persuasive technologies are being deployed to better take advantage of children’s and teens’ inherent limitations. The psychology profession must insist in this new age that its tools be used to improve rather than hinder children’s health and well-being. By making a strong statement against the exploitive use of persuasive design, the APA and the psychology profession can help provide the conscience needed to guide us in this age of dangerously powerful digital machines.

Be seeing you

Video game addicted kids. An image of a three children mesmerized while playing video games.

 

One Response to “The Tech Industry’s Psychological War on Kids – Richard Freed – Medium”

  1. Kenneth T.'s avatar

    Kenneth T. said

    …and not just kids, but adults as well.
    I swear the house could be on fire and my wife wouldn’t even notice, not until the flames were at her toes. ***sigh

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