Wednesday, October 15, 2014

Addiction and improvement

This post was prompted by David Wong's new article today on addiction over at Cracked. Let me start by saying I'm a big fan of Cracked, and particularly of David Wong's articles in particular. The format and style of these posts themselves shows I may read Cracked too much. But this particular article's ending disappointed me so hard I had to respond to it.

Hopefully that doesn't just mean I've been on the internet too long
[source]

The Article
See, a lot of Wong's other articles manage to bring you along as he weaves a big overarcing story of some large aspect of society, with just enough personality and self-awareness/humor to keep it entertaining and perhaps 'palatably preachy' and try to offer some hope or way out at the end. And today's on addiction is no different, except at the end.

Wong lays out his story/model/arguments about addiction (loosely defined) and its complex role in modern society and economy. To summarize, it focuses on how advances in understanding it and how to foster such responses, how businesses use that knowledge to make money, and how society is ok with it as long as it increases stability (even at the cost of individual freedom or agency). I can follow that, and it makes some sense. My issue is the downer conclusion it ends on, about how the economic and social incentives will make companies (and other organizations) keep using this knowledge about how to shape behavior to short circuit our reward systems; where Wong asserts people will stop trying to improve because they will have easier options for the same rewards. And oh gods, its so horrible... (slightly paraphrased)

To which I have to say "Bwah?"

You heard me! Bwah?!
 
My Bias and Problem
The thing is, when he starts talking about how to shape behavior, that is literally what I am working on, so the discussion is much less abstract for me. If you recall, I'm working on designing educational games. Specifically I'm coming from a psych background and trying to figure out how to apply what we know from cognitive psychology, combine it with game design theory, and learn from current commercial games in order to produce educational games that are both educationally effective and actually, you know, good games that are fun.

In Wong's model, part of my job is to be an "addiction expert" and figure out how to learn from psychology and other successful games so I can make new games that will hook players, but use that time to do something good for them, like teach them.

"Got math? Well do you? Cause I will SUCK YOUR D-"
"Ok, we may have gone too far..."

And thats my biggest problem with Wong's conclusion; it seems to overlook the potential of these methods to do good, and cast them solely as the downfall of society. It hits me like saying the internet, or TV, or any given technology that is largely being used poorly and having negative consequences is, in itself, bad and will be the end of society. Every time the technology being considered gets more powerful, that threat seems more plausible, but the thought behind it remains just as misguided.

I still think technology is inherently neutral, and can be used for good or bad ends. The standard dramatic example is that splitting the atom can be used to power cities or level them. But its true of technologies that aren't physical as well. The same kinds of superficial gamification that companies use to sell more products can be used to make online communities less toxic, for example.

Somehow previous efforts weren't super effective.
Wong is right to be concerned about the incentives in place for people in power to use new knowledge to maintain the status quo and reduce freedom for those not in power. That is a worrying system and set of implications.

However, I can't help but see the potential of applying this same knowledge to help people and empower them. To motivate them to exercise, learn, develop skills, work with others, and otherwise benefit. Sure, there will be that arms race among and with commercial products, but looking at video game design makes me optimistic about that. There, gamification is a big deal, but those who research such things know that superficial gamification, the basic addictive features most people think of, are only so effective .

A Possible Solution
I think Wong's fear suggests its own solution. Hes afraid that we've found how to short-circuit the reward pathway and it'll damage our progress; that people will be able to artificially get the same rewards from less effort so they'll stop improving themselves to get natural rewards.

So why not artificially reward self improvement as well?
To me the natural solution is to use this knowledge to reinforce natural responses and super charge that cycle. To compete with these incentives directly rather than just give up. Even if it leaves people the same as now, it would avert the dystopia hes afraid of.


...though it may look like someone else's prediction.

I know the downer may be just to get people's attention; to get them to actually care about this and think about things that they normally don't. But I can't help but object that he fails to mention the possible upsides. Since thats what I'm trying to work on, and all.


What do you think?
Is it all gloom and doom? Am I over optimistic?
Is it all worrying over nothing? Have I been on the internet too much?
Let me know in the comments.