Review of Irresistible: The Rise of Addictive Technology and the Business of Keeping Us Hooked.
Something that has greatly impacted my scholarship is the growing amount of literature on screen addiction and the impact that social media, smart phones, and mobile games are having on our behavior. This subject intrigues me, and is the major reason I want to study media effects.
I was recently meeting with a professor of mine, who suggested I read Irresistible by Adam Alter, because he thought a chapter in this book was relevant to a paper we were working on together. And after reading that one chapter, I was hooked. Ironically, a book about behavior addictions and how they are weaponized was impossible me to put down.
This book makes a lot of great points, such as the techniques used by game developers, marketers, app designers, and even product engineers to make their respective commodity irresistible. This book synthesizes loads of research, studies, professional opinions, and therapeutic practices to create well-founded and compelling arguments. Each chapter explores aspects of human nature, and left me reevaluating myself and my habits. I’ve always felt that one of my weaknesses is a compulsion for my screen, one that makes me a distracted parent (something I’m not proud of). However, reading this book has empowered me to take control of my life and find ways to disconnect and unplug myself from my phone. I feel that this book has impacted me on a personal level as well as a scholarly level.
However, despite my love of this book, I did not enjoy the last chapter. Perhaps it’s because I already feel prejudice against the word “gamification” for various reasons. But as Alter outlined ways that professionals and individuals could harness human behavior for good, I felt offset. All of the previous research in this book seemed to point to other good intentions leading to illness: fitness trackers to help people lose weight are actually causing eating disorders, social media apps to connect friends are causing mental health issues, and empowering consumers with the internet in their pocket has made them incapable of being alone.
I felt that the author was trying to end on a good note, but it just fell flat. Instead of suggesting gamification, which is at the heart of behavioral addiction, maybe just compile all of the other suggestions sprinkled throughout the book. There were many other suggestions on curing or preventing screen addiction mentioned sporadically, they could have made a better conclusion than the one we got.
But despite my criticisms with the conclusion, this was a great book. I still recommend it for anyone who consumes digital media, and especially communications/media/psychology scholars. I give this book 4 out of 5 stars.