なぜ"ドパガキ"は、自分が「中毒患者」だと気づけないのか【脳科学×行動デザイン学】
"What I created steals approximately 200,000 years of human life every day," confessed the young designer who invented infinite scrolling in a BBC studio. In 2025, TikTok will be opened 360 times per user per month. On average, this means the screen lights up on your palm about once every 80 minutes during waking hours. 3.6 billion people open the Meta app daily, more than 40% of the world's population. The Japanese smartphone game market is worth 1.4 trillion yen annually, the majority of which is generated from gacha (loot box) mechanics. These devices were designed by only a very small number of people. And many of them have already deleted them from their own phones. Why did only the designers realize this first? Why can't we let go of these devices? Looking at the problem from three perspectives—behavioral design, neuroscience, and industrial history—the true nature of modern addiction lies in one place. I've been thinking a lot about the true nature of this structure that "confines all of humanity equally within an unconscious dependency." ---------------------------- ▼Timestamps 00:00 - Prologue: A device from Stanford that steals 200,000 years of life 02:30 - Chapter 1: The designers who ran away 06:08 - Chapter 2: Three areas of the brain develop into something completely different in three years 10:20 - Chapter 3: From gunboats to algorithms—the same storyline for 200 years 14:07 - Chapter 4: The grown-up kid—what a 14 trillion yen industry has completed 17:31 - Epilogue: Unconscious addiction traps all of humanity equally ---------------------------- ▼References and Data Sources [1] Center for Humane Technology / Aza Raskin (2013 Infinite Scroll inventor / appeared on BBC Panorama 2018) "Infinite Scroll wastes about 200,000 person-years of time per day." [2] Justin Rosenstein (2007 Facebook Hackathon) Co-inventor of the "Like" button / The Guardian 2017 interview) Lewis, P. (2017). "'Our minds can be hijacked': the tech insiders who fear a smartphone dystopia." The Guardian. [3] Loren Brichter (2009 Inventor of Pull-to-Refresh / Acquired by Tweetie → Twitter) — Later described as a "smartphone slot machine." [4] Tristan Harris (2013 Google 144-slides internal memo "A Call to Minimize Distraction & Respect Users' Attention" / Left Google in 2015 / Co-founder of the Center for Humane Technology) [5] BJ Fogg, Stanford Behavior Design Lab (Established 1998) — In the lineage of Persuasive Technology and Tiny Habits. [6] Masa, M. et al. (2023). "Adolescents' habitual social media checking and brain development: A 3-year longitudinal fMRI study." JAMA Pediatrics, 177(1), 23-31. (169 US participants aged 12-15; tracking developmental differences in the ventral striatum, amygdala, and dorsolateral prefrontal cortex between a group of habitual social media checkers and a group of non-checkers) [7] Sherman, L.E., et al. (2016). "The Power of the Like in Adolescent Brain: An fMRI Study of Social Influence." Psychological Science, 27(7), 1027-1035. DOI:10.1177/0956797616645673 (UCLA; nucleus accumbens fired with the same intensity as when receiving a cash reward the moment a photo with 30 "likes" was viewed) [8] Twenge, J.M., Cooper, A.B., Joiner, T.E., Duffy, M.E., & Binau, S.G. (2019). "Age, period, and cohort trends in mood disorder indicators and suicide-related outcomes in a nationally representative dataset, 2005-2017." Journal of Abnormal Psychology, 128(3), 185-199. DOI:10.1037/abn0000410 (San Diego State University, NSDUH, USA, secondary analysis of approximately 200,000 participants, approximately 1.5 times increase in severe depressive symptoms among 12-17 year olds over 12 years) [9] Agency for Child and Family Affairs (2023) "Survey on the Actual State of Internet Use Environment for Young People" (Approximately 90% of junior high school students in Japan own smartphones, average daily usage time for high school students: 6 hours 14 minutes) [10] WHO (2018). ICD-11 "Gaming Behavior Disorder (Gaming)" Official registration of "gaming disorder." [11] Netherlands Gaming Authority (2018). "Study of Loot Boxes." Four out of ten titles were found to be in violation of the Gambling Act (Wet op de Kansspelen). [12] Consumer Affairs Agency (2012). "Regulation of Complete Gacha due to Amendments to the Application Standards of the Premiums and Representations Act." [13] DeNA Co., Ltd. 'Pokémon Trading Card Game Pocket' (Released October 2024, 100 million cumulative downloads worldwide in 4 months, approximately 51 million monthly active users), full-year operating profit of approximately 29 billion yen for fiscal year 2024 (reversal from previous year's loss). [14] National Police Agency and Ministry of Health, Labour and Welfare (2024). Number of consultations related to gaming disorder in Japan: 4,024, estimated number of patients: approximately 330,000. [15] Tobacco Master Settlement Agreement (1998). A $206 billion settlement between 46 US states and 4 tobacco companies. This w...

THIS Is the World in 10 Years... Korea's INSANE Feminism | Male Abortions, Low Birthrate, Lies

文化を変えるのは本音の可視化である|文化が変わる瞬間の社会心理学
![Why sequels are always bad [Behavioral Economics x Neuroscience]](https://i.ytimg.com/vi/Ztcan00vAN8/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLBHFoYd_e9Qz6_f30F7W_1uVU6Xig)
Why sequels are always bad [Behavioral Economics x Neuroscience]

Something is jamming GPS over Europe. Here's what we found
![[Brain science reveals the true nature of brain fatigue] Information overload and inflammation ha...](https://i.ytimg.com/vi/7fgxouo1wS8/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLCAtDtP9h6QKG78J4iwN9lW73skFQ)
[Brain science reveals the true nature of brain fatigue] Information overload and inflammation ha...

Can aging be "cured"? A world-renowned life scientist discusses the cutting edge of "immortality"...

Why Are Animals Scared of Humans?

How Early Humans Handled Big Cats

Why AI Can Never Escape Turing's 1936 Proof

Ich lande im Krankenhaus in Sierra Leone (Afrika) ...
![Why a world with "zero villains" will collapse from within: [Evolutionary Game Theory x Immunology]](https://i.ytimg.com/vi/ckjBx-ngYkQ/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLCYXeN7wkpsdlTO4nphvQiEr_YU0w)
Why a world with "zero villains" will collapse from within: [Evolutionary Game Theory x Immunology]

なぜルールが増えるほど、信頼は減るのか|管理社会の副作用

なぜ正義は価値観であり、世代は越えられないのか【道徳心理学×脳科学】

なぜ「あと1本だけ」が止まらないのか【行動神経科学×注意経済学】禁忌辞典 第119項『ショート動画無限スクロール症』—

Why a World Without Academic Credentials Leads to Even Crueler Selection Processes [Ecology x Evo...

なぜ年を取ると、1年が過ぎるのが早く感じるのか【神経科学×時間心理学】禁忌辞典 第125項『人生圧縮症』—

なぜ人は、嫌いな人のSNSを、見に行くのか【社会心理学×神経科学】禁忌辞典 第114項『嫌悪監視症候群』—

なぜ「いいね」を求めるほど、人は孤独になっていくのか【統計学×進化心理学】

Every Famous Number, Explained: From Pi to the Unknowable
![Why was humanity devoured by AI that transformed into "ants"? [Evolutionary Biology x Economics]](https://i.ytimg.com/vi/O4Ca6FXprH8/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLCSa2iPBemMNtj7lemMFt4JSpvwHA)
