The machine always wins: what drives our addiction to social media
Social media was supposed to liberate us, but for many people it has
proved addictive, punishing and toxic. What keeps us hooked? By Richard Seymour
Main image:
Illustration: Guardian Design
Shares
61
We
are swimming in writing. Our lives have become, in the words of the
author and academic Shoshana Zuboff, an “electronic text”. Social media
platforms have created a machine for us to write to. The bait is that
we are interacting with other people: our friends, colleagues,
celebrities, politicians, royals, terrorists, porn actors – anyone we
like. We are not interacting with them, however, but with the machine.
We write to it, and it passes on the message for us after keeping a
record of the data.
The machine benefits from the “network effect”: the more people write
to it, the more benefits it can offer, until it becomes a disadvantage not
to be part of it. Part of what? The world’s first ever public, live,
collective, open-ended writing project. A virtual laboratory. An
addiction machine, which deploys crude techniques of manipulation
redolent of the Skinner Box created by behaviourist BF Skinner to
control the behaviour of pigeons and rats with rewards and punishments.
We are users, much as cocaine addicts are users.
What is the incentive to engage in writing like this for hours each
day? In a form of mass casualisation, writers no longer expect to be
paid or given employment contracts. What do the platforms offer us, in
lieu of a wage? What gets us hooked? Approval, attention, retweets,
shares and likes.
A laboratory rat inside a ‘Skinner box’. Photograph: Alamy
This is the Twittering Machine: not the infrastructure of fibre-optic
cables, database servers, storage systems, software and code. It is the
machinery of writers, writing and the feedback loop they inhabit. The
Twittering Machine thrives on its speed, informality and interactivity.
The protocols of Twitter itself, for example, encourage people to post
quickly and often. The feed has an extremely rapid turnover, so that
anything posted will, unless it “goes viral”, tend to be quickly
forgotten by most followers. The system of followers, @ing and threading
encourages sprawling conversations to develop from initial tweets,
favouring constant interaction. This is what people like about it, what
makes it engaging: it is like texting, but in a public, collective
context.
Meanwhile, hashtags and trending topics underline the extent to which
all of these protocols are organised around the massification of
individual voices – a phenomenon cheerfully described by users with the
science-fiction concept of the “hive mind” – and hype. The regular sweet
spot sought after is a brief period of ecstatic collective frenzy
around any given topic. It doesn’t particularly matter to the platforms
what the frenzy is about: the point is to generate data, one of the most
profitable raw materials yet discovered. As in the financial markets,
volatility adds value. The more chaos, the better. Whether
or not we think we are addicted, the machine treats us as addicts.
Addiction is, quite deliberately, the template for our relationship to
the Twittering Machine. Addiction is all about attention. For the social
media bosses, this is axiomatic.
If social media is an addiction machine, the addictive behaviour it
is closest to is gambling: a rigged lottery. Every gambler trusts in a
few abstract symbols – the dots on a dice, numerals, suits, red or
black, the graphemeson a fruit machine – to tell them
who they are. In most cases, the answer is brutal and swift: you are a
loser and you are going home with nothing. The true gambler takes a
perverse joy in anteing up, putting their whole being at stake. On
social media, you scratch out a few words, a few symbols, and press
send, rolling the dice. The internet will tell you who you are and what
your destiny is through arithmetic likes, shares and comments.
The interesting question is what it is that is so addictive. In
principle, anyone can win big; in practice, not everyone is playing with
the same odds. Our social media accounts are set up like enterprises
competing for attention. If we are all authors now, we write not for
money, but for the satisfaction of being read. Going viral, or trending,
is the equivalent of a windfall. But sometimes, winning is the worst
thing that can happen. The temperate climate of likes and approval is
apt to break, lightning-quick, into sudden storms of fury and
disapproval.
A 2015 study looked into the reasons why people who try to quit
social media fail. The survey data came from a group of people who had
signed up to quit Facebook
for just 99 days. Many of these determined quitters couldn’t even make
the first few days. And many of those who successfully quit had access
to another social networking site, like Twitter, so that they had simply
displaced their addiction. Those who stayed away, however, were
typically in a happier frame of mind and less interested in controlling
how other people thought of them, thus implying that social media
addiction is partly a self-medication for depression and partly a way of
curating a better self in the eyes of others. Indeed, these two factors
may not be unrelated.
For those who are curating a self, social media notifications work as
a form of clickbait. Notifications light up the reward centres of the
brain, so that we feel bad if the metrics we accumulate on our different
platforms don’t express enough approval. The addictive aspect of this
is similar to the effect of poker machines or smartphone games,
recalling what the cultural theorist Byung-Chul Han calls the
“gamification of capitalism”.
But it is not only addictive. Whatever we write has to be calibrated
for social approval. Not only do we aim for conformity among our peers
but, to an extent, we only pay attention to what our peers write insofar
as it allows us to write something in reply, for the likes. Perhaps
this is what, among other things, gives rise to what is often derided as
virtue-signalling, not to mention the ferocious rows, overreactions,
wounded amour-propre and grandstanding that often characterise social media communities. The
analogy between the gambler and the social-media junkie is hard to
avoid. Tristan Harris, Google’s former design ethicist, calls your
smartphone “The Slot Machine in Your Pocket”.
Most smartphone apps use “intermittent variable rewards” to keep users
hooked. Because rewards are variable, they are uncertain: you have to
pull the lever to see what you are going to get. Adam Alter adds that,
with the invention of the like button, users are gambling every time
they post. The anthropologist Natasha Dow Schüll, based on her work on
machine gambling, agrees.
Today’s casinos are very different from the macho dice-and-card play
organised by old-school crime bosses. At the roulette table, the gambler
could justify his perverse pleasure in risk-taking as a matter of
honour in competition with peers. In recent decades, however, the
favoured form has moved from the table to the slot machine. And the slot
machines – digital and complex – have come a long way from the days of
the one-armed bandit. Now, the gambler experiences no macho showdowns,
just an interactive screen offering multiple permutations of odds and
stakes, deploying user-experience design techniques similar to video
games to induce pleasure.
The machines have a range of devices to give users the appearance of
regular wins to keep them playing. These are often losses disguised as
wins, insofar as the payoff is less than the cost of playing. But the
wins are not even the goal of playing. When we are on the machine,
Schüll finds, our goal is to stay connected. As one addict explains, she
is not playing to win but to “stay in that machine zone where nothing
else matters”. The gambling industry recognises this desire to avoid
social reality. It is called “time on device”, and everything about the
machine is designed to cultivate it.
Time on device pinpoints something crucial about addiction.
Traditionally, casinos have blocked out daylight and banned anything
that conveys the sense of time passing: there are no windows or clocks
and, rather than timed meals, there is a constant supply of
refreshments. Some gambling-machine addicts today prefer to urinate in a
paper cup rather than leave the device. Pubs and opium dens also have a
history of blotting out daylight to allow users to enjoy themselves
without the intrusion of time. The sense of dropping out of time is
common to many addictions. As one former gambling addict puts it: “All I
can remember is living in a trance for four years.” Schüll calls it the
“machine zone”, where ordinary reality is “suspended in the mechanical
rhythm of a repeating process”. For many addicts, the idea of facing the
normal flow of time is unbearably depressing. Marc Lewis, a
neuroscientist and former heroin addict, describes how even after
kicking the drug, he couldn’t face “a day without a change of state”.
The Twittering Machine, as a wholly designed operant conditioning
chamber, needs none of the expedients of the casino or opium den. The
user has already dropped out of work, a boring lunch or an anxious
social situation to enter into a different, timeless zone. What we do on
the Twittering Machine has as much to do with what we are avoiding as
what we find when we log in – which, after all, is often not that
exciting. There is no need to block out the windows, because that is
what the screen is already doing: screening out daylight.
And it manages time differently. For gamblers, the only temporal
rhythm that matters is the sequence of encounters with destiny, the run
of luck. For drug users, what matters is the rhythms of the high,
whether it is the stationary effect of opium or the build, crescendo and
crash of alcohol. The experience of platform users, on the other hand,
is organised in a trance-like flow. The user is plunged into a stream of
real-time information and disciplined to stay constantly ahead of it. Twitter highlights not the time and date of posts, but their age and thus currency: 4m, or 12h, as the case may be.
The ensuing trance-like state, according to the digital theorist
David Berry, is remarkably similar to what in early stock markets was
called the “ticker trance”. Financial speculators would become absorbed
in watching the signals conveyed on stock market ticker tape, vigilant
to every minute variation in a real-time flow. That is to say the
timestamp, like the coded information on the ticker tape, is information
about the state of the game. It enables users to place an informed bet.
If social-media platforms are like casinos, then they build on the
existing extension of gambling in the neoliberal era. Whereas gambling
was controlled in a paternalistic way in the postwar era, laws have been
increasingly liberalised in the past 40 years. Today, the majority of
Britons gamble in some form, most commonly through the National Lottery.
Similar transformations have taken place in the US and Canada, and the
European Commission has pressured holdouts including Italy, Austria and
France to liberalise.
All of this has taken place concurrently with waves of financial
liberalisation, wherein capitalist dynamism was increasingly dependent
on the bets and derivative bets of the stock market. And there is a
logical convergence between financialisation and tech. The financial
sector is the most computerised sector of capitalism, and the use of
software for trading has resulted in numerous efforts to “game the
system” – as in May 2010, when a trader’s use of algorithms to
repeatedly spoof bets against the market some 19,000 times briefly caused a trillion-dollar crash.
Culturally, the idea of life as a lottery – one that only a few
magical adepts know how to work – has gained widespread traction both as
a folk social theory and as an explanation for human misfortune. This
links gambling to destiny and divine judgment in a way that reaches back
to its earliest expressions. As the late literary scholar Bettina Knapp
explained, the use of gambling as a divinatory device, as a way to work
out what the supreme being wants of us, has been found in Shintoism,
Hinduism, Christianity and the I Ching. At several points in the Bible,
the drawing or casting of lots is used to discern divine will. In
essence, the lot or die is a question about fate, posed to a superpower.
Something similar happens when we post a tweet or a status or an image,
where we have little control over the context in which it will be seen
and understood. It is a gamble.
The cliche holds that the social media platforms administer social
approval in metrically precise doses. But that is like treating gambling
as if it were only about the payoffs. Every post is a lot cast for the
contemporary equivalent of the God of Everything. What we are really
asking for when we post a status is a verdict. In telling the machine
something about ourselves, whatever else we are trying to achieve, we
are asking for judgment. And everyone who places a bet expects to lose. For
all the obsession with gratification, the most obvious attribute of
addiction in its negative sense is that it kills. And nor is this a
purely physical death. The drug addicts of Vancouver’s Hastings
Corridor, described by Bruce Alexander – an emeritus professor of Simon
Fraser University in British Columbia who has studied addiction since
the 70s – suffer symbolic death, “sodden misery”, before their
biological death from overdose, suicide, Aids or hepatitis. Compulsive
gamblers administer death in a symbolic sense, too, building up
unpayable debts to the point where they lose everything they have lived
for.
Social-media addiction is rarely understood in this extreme light.
Nonetheless, users often describe it wrecking their careers and
relationships. The complaints are almost always the same: users end up
constantly distracted, unproductive, anxious, needy and depressed – yet
also curiously susceptible to advertising. Patrick Garratt wrote of his social media addiction
causing a “desperate, hollow pressure of waste” in his working life as a
journalist. Social-media addiction has been linked, repeatedly, to increased depression:
interaction with the platforms correlates with a major decline in
mental health, while increased screen time (or “time on device”) may be
contributing to a recent surge in teen suicides. Facebook’s own guileful
way of presenting the issue was to claim
that while “passive” consumption of social media content could pose
mental health risks, more engagement could “improve wellbeing”. This
claim, while not supported by the research, would mean more profitable
data for the site.
A rodent trapped inside a pitcher plant in the Philippines. Photograph: Redfern Natural History/PA
The dominant view of these self-destructive propensities was vividly
explained by addiction entrepreneur, the late Allen Carr. In a macabre
image, he compared addiction to a carnivorous pitcher plant.
The plant lures insects and small animals to their death with the
fragrant smell of nectar. Once the creature is inside, gazing down at
that delicious pool of sugary liquid, it finds the walls slippery and
waxy, then slides down, with growing speed, falling into what it
discovers is a watery grave. By the time it realises that the pleasure
is a mirage, it is too late to escape, and it is consumed by digestive
enzymes. This was Carr’s hard sell – one of a range of powerful
suggestion techniques he used to break his clients’ addictions. But it
also condenses how we tend to think of the dark side of addiction – as
something that ambushes the user, lured by a simple promise of pleasure.
The problem is that widespread knowledge of the dangers of addiction
does not stop it from happening. Likewise, we know by now that if social
media platforms get us addicted, they are working well. The more they
wreck our lives, the better they are functioning. Yet we persist. Some
of this can be explained away by the manner in which addiction organises
our attention. The platforms, like gambling machines, are experts at
disguising losses as wins. These work thanks to an effect similar to
that exploited by practitioners of “cold reading” and psychic tricks: we
attend to the pleasurable hits and ignore the disappointing misses. We
focus on the buzz of winning, not the cost of playing the game, and not
the opportunities lost by playing. And if occasionally the habit
threatens to crush us, we can fantasise that one day a big win will save
us. But to explain away behaviour is not really to explain it. It is to
collude in the rationalisation of behaviour that may not be rational.
The prevalence of addiction raises a troubling question: is
self-destruction, in some perverse way, what we are seeking? What if we
dive into the pitcher plant in part because we expect a slow death? What
if, for example, the images of death and disease on the cigarette
packet are an advertisement? Of course, it is not what is consciously
sought. Heroin users are always trying to rediscover the bliss of the
first hit. Compulsive gamblers live for those manic moments when their
strategy seems to have paid off with a big win. But if it was really all
about dopamine loops keeping us fixated on the next hit, it would be
difficult to explain why random hits of unpleasure would make social
media even more gripping. The platforms treat us mean and keep us keen.
One metric for this experience is known as “The Ratio”. On Twitter,
if the replies to your tweet vastly outnumber the likes and retweets,
you have gambled and lost. Whatever you have written is so outrageous,
so horrible, that you are now in the zone of the shitstorm. The
notorious examples of this involve corporate CEOs, politicians and
celebrities, ostensibly on the medium for professional purposes, pushing
the self-destruct button with an awful post.
But the telling examples are not those tweets where there is a
momentary lapse in good public relations, but those where intelligent
users become embroiled in horrendous, undignified, self-destructive
fights with their followers.
Consider, for example, Mary Beard, a Cambridge historian who
maintains a profile on Twitter filled with amiable selfies, centre-left
views and chat with fans. Beard’s downfall came as she mused publicly
about the horrendous allegations of Oxfam aid workers gang-raping and
sexually exploiting children in Haiti. While stipulating that it could
not be condoned, she wondered aloud how easy it would be to “sustain ‘civilized’ values in a disaster zone”.
Beard’s progressive followers were horrified. She seemed to be
relativising the behaviour of rapists. Would she be saying this, people
wondered, if the victims were white? Beard was presumably unaware of any
racist implication of her argument, but it was striking that she chose
this medium as the place to make it. And perhaps just as significant was
how ordinary that decision was. Twitter is good for witty banter; the
lapidary concision of a tweet makes any putdown seem brutally decisive.
Exactly for that reason, it is a terrible place to idly propose
provocative theses.
In the ensuing shitstorm, blizzards of concise, lethal replies were
launched in her direction. Disappointed followers declared their
disaffection. Beyond a certain critical mass, it stopped mattering how
accurate the criticisms were. The shitstorm is not a form of
accountability. Nor is it political pedagogy, regardless of the
high-minded intentions, or sadism, of the participants. No one is
learning anything, except how to remain connected to the machine. It is a
punishment beating, its ecstasies sanctioned by virtue. Twitter has, as
part of its addictive repertoire, democratised punishment.
Rather than backing away from the medium in open-mouthed horror and
reconsidering her whole approach to the issue, Beard remained entranced
by the flow. As so many users have done, she spent hours upping the
ante, trying to rebut, engage and manage the emotional fallout from the
attack. She ended the day by posting a tearful photograph of herself,
pleading with the medium that she was “really not the nasty colonialist
you say I am”. This, predictably, egged the medium on, adding “white
tears” and “white fragility” to the indictment. Hurt feelings, trivial
in the scale of human woe, were being used to evade political
accountability. (Besides, sotto voce, hurt feelings are delicious, but not enough.)
Still, Beard kept returning. It was, in its own way, a form of
digital self-harm. The mirror that had told her how awesome she was now
called her a scumbag, and it was clearly irresistible. Many online
self-harmers set up anonymous accounts to bully themselves, a practice
which among the “incel”
(involuntarily celibate) community is known as “blackpilling”. On the
Twittering Machine, no such efforts are needed. You just have to keep
playing and wait for it. Come for the nectar of approval, stay for the
frisson of virtual death. Part
of what keeps us hooked is the so-called variability of rewards: what
the US computer scientist Jaron Lanier calls “carrot and shtick”. The
Twittering Machine gives us both positive and negative reinforcements,
and the unpredictable variation of its feedback is what makes it so
compulsive. Like a mercurial lover, the machine keeps us needy and
guessing; we can never be sure how to stay in its good graces. Indeed,
the app manufacturers increasingly build in artificial-intelligence
machine-learning systems so that they can learn from us how to randomise
rewards and punishments more effectively. This sounds like an abusive
relationship. Indeed, much as we describe relationships as having gone
toxic, it is common to hear of “Twitter toxicity”.
Toxicity is a useful starting point for understanding a machine that
hooks us with unpleasure, because it indexes both the pleasure of
intoxication and the danger of having too much – hence the clinical term
for the administration of toxic substances, toxicomania. The
Renaissance natural philosopher Paracelsus is credited with a major
insight of modern toxicology: the dose, not the substance, makes the
poison. “Every food and drink, if taken beyond its dose, is poison,” he
said.
If toxicity is having the wrong dose, what are we overdosing on? Even
with drugs, the answer is not straightforward. As pointed out by Rik
Loose, the author of The Subject of Addiction, similar quantities of the
same drug administered to different individuals have widely varying
effects. The real experience of the drug – the subject-effect, as it is
called – partly depends on something other than the drug itself, namely
something in the user. The happy pills have no more magic than magic
beans. They have a blunt somatic force, but there has to be something
else to act on. And if “psychosocial dislocation” was a sufficient
cause, then there would be far more addicts. Beyond a certain point,
addiction must act on, and be caused by, the psychic world of the user.
With social media addiction, there are many more variables than with
drugs, so it is hard to know where to begin. The designers of the
smartphone or tablet interface, for example, have made sure that it is
pleasurable to engage with, hold, or even just to look at. The urge to
reach, irritably, for the device during meals, conversations, parties
and upon awakening, can partly be attributed to lust for the object and
the soft, nacreous glow of the screen. Once we have navigated to the
app, it is the platform designers who take control. For the duration of
our visit, life is briefly streamlined, as with a video game, into a
single visual flow, a set of soluble challenges, some dangled rewards
and a game of chance. But the variety of possible experiences include
voyeurism, approval and disapproval, gaming, news, nostalgia,
socialising and regular social comparisons. If we are addicted, we might
just be addicted to the activities that the platforms enable, from
gambling to shopping to spying on “friends”.
The platforms don’t organise our experience according to a
masterplan. As the sociologist Benjamin Bratton puts it, the mechanism
is “strict and invariable”, but within that “autocracy of means”, the
user is granted a relative “liberty of ends”. The protocols of the
platform standardise and order the interactions of users. They use
incentives and choke points to keep people committed to the machine.
They manipulate ends for the benefit of their real clients – other
firms. They bombard us with stimuli, learning from our responses, the
better to teach us how to be the market demographic we have been
identified as. But they do not force us to stay there, or tell us what
to do with the hours spent on the platform. Even more so than in the
case of drugs, then, the toxicity is something we as users bring to the
game. This is an edited extract from The Twittering Machine by Richard
Seymour, published by The Indigo Press. To order a copy for £11.43, go
to guardianbookshop.com •Follow the Long Read on Twitter at @gdnlongread, and sign up to the long read weekly email here.
No comments:
Post a Comment