Books

The Anxious Generation by Jonathan Haidt

From my notion template

The Book in 3 Sentences

  1. An in-depth look at how cell phones and social media are changing the younger generations. It’s helpfully packaged with remediation strategies.

Impressions

On the whole it was good – it was quite repetitive, and Haidt’s substack had ruined several points before the book actually came out

How I Discovered It

I’ve read Haidt’s other books.

Who Should Read It?

Parents of children under 18

How the Book Changed Me

My immediate actions were to cut down on Marleigh’s already very rationed phone time – also it reaffirmed and extended my current belief that a proper relationship with technology is both symbiotic and adversarial. It also clarified my notions of anomie and one’s relationship with modern society as it is, not as it should be.

Summary + Notes

By designing a firehose of addictive content that entered through kids’ eyes and ears, and by displacing physical play and in-person socializing, these companies have rewired childhood and changed human development on an almost unimaginable scale.

While the reward-seeking parts of the brain mature earlier, the frontal cortex—essential for self-control, delay of gratification, and resistance to temptation—is not up to full capacity until the mid-20s, and preteens are at a particularly vulnerable point in development.

Gen Z became the first generation in history to go through puberty with a portal in their pockets that called them away from the people nearby and into an alternative universe that was exciting, addictive, unstable, and—as I will show—unsuitable for children and adolescents.

They spent far less time playing with, talking to, touching, or even making eye contact with their friends and families, thereby reducing their participation in embodied social behaviors that are essential for successful human development.

So even while parents worked to eliminate risk and freedom in the real world, they generally, and often unknowingly, granted full independence in the virtual world, in part because most found it difficult to understand what was going on there, let alone know what to restrict or how to restrict it.

My central claim in this book is that these two trends—overprotection in the real world and underprotection in the virtual world—are the major reasons why children born after 1995 became the anxious generation.

A few notes about terminology. When I talk about the “real world,” I am referring to relationships and social interactions characterized by four features that have been typical for millions of years: They are embodied, meaning that we use our bodies to communicate, we are conscious of the bodies of others, and we respond to the bodies of others both consciously and unconsciously. They are synchronous, which means they are happening at the same time, with subtle cues about timing and turn taking. They involve primarily one-to-one or one-to-several communication, with only one interaction happening at a given moment. They take place within communities that have a high bar for entry and exit, so people are strongly motivated to invest in relationships and repair rifts when they happen. In contrast, when I talk about the “virtual world,” I am referring to relationships and interactions characterized by four features that have been typical for just a few decades: They are disembodied, meaning that no body is needed, just language. Partners could be (and already are) artificial intelligences (AIs). They are heavily asynchronous, happening via text-based posts and comments. (A video call is different; it is synchronous.) They involve a substantial number of one-to-many communications, broadcasting to a potentially vast audience. Multiple interactions can be happening in parallel. They take place within communities that have a low bar for entry and exit, so people can block others or just quit when they are not pleased. Communities tend to be short-lived, and relationships are often disposable.

No smartphones before high school. Parents should delay children’s entry into round-the-clock internet access by giving only basic phones (phones with limited apps and no internet browser) before ninth grade (roughly age 14). No social media before 16. Let kids get through the most vulnerable period of brain development before connecting them to a firehose of social comparison and algorithmically chosen influencers. Phone-free schools. In all schools from elementary through high school, students should store their phones, smartwatches, and any other personal devices that can send or receive texts in phone lockers or locked pouches during the school day. That is the only way to free up their attention for each other and for their teachers. Far more unsupervised play and childhood independence. That’s the way children naturally develop social skills, overcome anxiety, and become self-governing young adults.

Adults in Gen X and prior generations have not experienced much of a rise in clinical depression or anxiety disorders since 2010,[21] but many of us have become more frazzled, scattered, and exhausted by our new technologies and their incessant interruptions and distractions.

For most of the parents I talk to, their stories don’t center on any diagnosed mental illness. Instead, there is an underlying worry that something unnatural is going on, and that their children are missing something—really, almost everything—as their online hours accumulate.

We found important clues to this mystery by digging into more data on adolescent mental health.[5] The first clue is that the rise is concentrated in disorders related to anxiety and depression, which are classed together in the psychiatric category known as internalizing disorders. These are disorders in which a person feels strong distress and experiences the symptoms inwardly. The person with an internalizing disorder feels emotions such as anxiety, fear, sadness, and hopelessness. They ruminate. They often withdraw from social engagement.

In contrast, externalizing disorders are those in which a person feels distress and turns the symptoms and responses outward, aimed at other people. These conditions include conduct disorder, difficulty with anger management, and tendencies toward violence and excessive risk-taking. Across ages, cultures, and countries, girls and women suffer higher rates of internalizing disorders, while boys and men suffer from higher rates of externalizing disorders.[6] That said, both sexes suffer from both, and both sexes have been experiencing more internalizing disorders and fewer externalizing disorders since the early 2010s.[7]

Anxiety is related to fear, but is not the same thing. The diagnostic manual of psychiatry (DSM-5-TR) defines fear as “the emotional response to real or perceived imminent threat, whereas anxiety is anticipation of future threat.”[12] Both can be healthy responses to reality, but when excessive, they can become disorders.

Cognitively, it often becomes difficult to think clearly, pulling people into states of unproductive rumination and provoking cognitive distortions that are the focus of cognitive behavioral therapy (CBT), such as catastrophizing, overgeneralizing, and black-and-white thinking. For those with anxiety disorders, these distorted thinking patterns often elicit uncomfortable physical symptoms, which then induce feelings of fear and worry, which then trigger more anxious thinking, perpetuating a vicious cycle.

So whatever happened in the early 2010s, it hit preteen and young teen girls harder than any other group. This is a major clue. Acts of intentional self-harm in figure 1.4 include both nonfatal suicide attempts, which indicate very high levels of distress and hopelessness, and NSSI, such as cutting. The latter are better understood as coping behaviors that some people (especially girls and young women) use to manage debilitating anxiety and depression.

Millennial teens, who grew up playing in that first wave, were slightly happier, on average, than Gen X had been when they were teens. The second wave was the rapid increase in the paired technologies of social media and the smartphone, which reached a majority of homes by 2012 or 2013. That is when girls’ mental health began to collapse, and when boys’ mental health changed in a more diffuse set of ways.

Smartphones are very different. They connect you to the internet 24/7, they can run millions of apps, and they quickly became the home of social media platforms, which can ping you continually throughout the day, urging you to check out what everyone is saying and doing. This kind of connectivity offers few of the benefits of talking directly with friends. In fact, for many young people, it’s poisonous.

People don’t get depressed when they face threats collectively; they get depressed when they feel isolated, lonely, or useless. As I’ll show in later chapters, this is what the Great Rewiring did to Gen Z.

college students, activism, and flourishing.[43] Yet more recent studies of young activists, including climate activists, find the opposite: Those who are politically active nowadays usually have worse mental health.[44] Threats and risks have always haunted the future, but the ways that young people are responding, with activism carried out mostly in the virtual world, seem to be affecting them very differently compared to previous generations, whose activism was carried out mostly in the real world.

Intriguingly, a child’s brain is already 90% of its full size by around age 5.

Children can only learn how to not get hurt in situations where it is possible to get hurt, such as wrestling with a friend, having a pretend sword fight, or negotiating with another child to enjoy a seesaw when a failed negotiation can lead to pain in one’s posterior, as well as embarrassment. When parents, teachers, and coaches get involved, it becomes less free, less playful, and less beneficial. Adults usually can’t stop themselves from directing and protecting.

but information doesn’t do much to shape a developing brain. Play does. This relates to a key CBT insight: Experience, not information, is the key to emotional development. It is in unsupervised, child-led play where children best learn to tolerate bruises, handle their emotions, read other children’s emotions, take turns, resolve conflicts, and play fair. Children are intrinsically motivated to acquire these skills because they want to be included in the playgroup and keep the fun going.

Even if the content on these sites could somehow be filtered effectively to remove obviously harmful material, the addictive design of these platforms reduces the time available for face-to-face play in the real world. The reduction is so severe that we might refer to smartphones and tablets in the hands of children as experience blockers.

The two that are most relevant for our discussion of social media are conformist bias and prestige bias.

In a real-life social setting, it takes a while—often weeks—to get a good sense for what the most common behaviors are, because you need to observe multiple groups in multiple settings. But on a social media platform, a child can scroll through a thousand data points in one hour (at three seconds per post), each one accompanied by numerical evidence (likes) and comments that show whether the post was a success or a failure. Social media platforms are therefore the most efficient conformity engines ever invented. They can shape an adolescent’s mental models of acceptable behavior in a matter of hours,

But humans have an alternative ranking system based on prestige, which is willingly conferred by people to those they see as having achieved excellence in a valued domain of activity, such as hunting or storytelling back in ancient times.

Language learning is the clearest case. Children can learn multiple languages easily, but this ability drops off sharply during the first few years of puberty.[32] When a family moves to a new country, the kids who are 12 or younger will quickly become native speakers with no accent, while those who are 14 or older will probably be asked, for the rest of their lives, “Where are you from?”

For girls, the worst years for using social media were 11 to 13; for boys, it was 14 to 15.

By building physical, psychological, and social competence, it gives kids confidence that they can face new situations, which is an inoculation against anxiety.

I’ll refer to BIS as defend mode. For people with chronic anxiety, defend mode is chronically activated.

thrilling experiences have anti-phobic effects.

Sandseter and Kennair analyzed the kinds of risks that children seek out when adults give them some freedom, and they found six: heights (such as climbing trees or playground structures), high speed (such as swinging, or going down fast slides), dangerous tools (such as hammers and drills), dangerous elements (such as experimenting with fire), rough-and-tumble play (such as wrestling), and disappearing (hiding, wandering away, potentially getting lost or separated). These are the major types of thrills that children need. They’ll get them for themselves unless adults stop them—which we did in the 1990s. Note that video games offer none of these risks, even though games such as Fortnite show avatars doing all of them.

Our goal in designing the places children play, she says, should be to “keep them as safe as necessary, not as safe as possible.”

Children were getting less time to play, but they suddenly got more time with their time-starved parents?

The Australian psychologist Nick Haslam originated the term “concept creep,” [48] which refers to the expansion of psychological concepts in recent decades in two directions: downward (to apply to smaller or more trivial cases) and outward (to encompass new and conceptually unrelated phenomena). You can see concept creep in action by observing the expansion of terms like “addiction,” “trauma,” “abuse,” and “safety.” For most of the 20th century, the word “safety” referred almost exclusively to physical safety. It was only in the late 1980s that the term “emotional safety” began to show up at more than trace levels in Google’s Ngram viewer. From 1985 to 2010, at the start of the Great Rewiring, the term’s frequency rose rapidly and steadily, a 600% increase.

Mammal babies therefore have a long period of dependence and vulnerability during which they must achieve two goals: (1) develop competence in the skills needed for adulthood, and (2) don’t get eaten. The best way to avoid getting eaten is generally to stick close to Mom. But as mammals mature, their experience-expectant brains need to wire up by practicing skills such as running, fighting, and befriending. This is why young mammals are so motivated to move away from Mom to play, including risky play. The psychological system that manages these competing needs is called the attachment system.

As I noted in chapter 2, the human brain reaches 90% of its adult size by age 5, and it has far more neurons and synapses at that moment than it will have in its adult form.

If a child goes through puberty doing a lot of archery, or painting, or video games, or social media, those activities will cause lasting structural changes in the brain, especially if they are rewarding. This is how cultural experience changes the brain, producing a young adult who feels American instead of Japanese, or who is habitually in discover mode as opposed to defend mode.

In fact, smartphones and other digital devices bring so many interesting experiences to children and adolescents that they cause a serious problem: They reduce interest in all non-screen-based forms of experience.

Are screen-based experiences less valuable than real-life flesh-and-blood experiences? When we’re talking about children whose brains evolved to expect certain kinds of experiences at certain ages, yes. A resounding yes. Communicating by text supplemented by emojis is not going to develop the parts of the brain that are “expecting” to get tuned up during conversations supplemented by facial expressions, changing vocal tones, direct eye contact, and body language. We can’t expect children and adolescents to develop adult-level real-world social skills when their social interactions are largely happening in the virtual world.

In the real world, it often matters how old you are. But as life moved online, it mattered less and less. The

A country that is large, secular, and diverse by race, religion, and politics may not be able to construct shared rites of passage that are full of moral guidance, like the Apache sunrise ceremony. Yet despite our differences, we all want our children to become socially competent and mentally healthy adults who are able to manage their own affairs, earn a living, and form stable romantic bonds. If we can agree on that much, then might we be able to agree on norms that lay out some of the steps on that path?

“Daddy, can you take the iPad away from me? I’m trying to take my eyes off it but I can’t.” My daughter was in the grip of a variable-ratio reinforcement schedule administered by the game designers, which is the most powerful way to take control of an animal’s behavior short of implanting electrodes in its brain.

In this chapter, I describe the four foundational harms of the new phone-based childhood that damage boys and girls of all ages: social deprivation, sleep deprivation, attention fragmentation, and addiction.

By the early 2010s, our phones had transformed from Swiss Army knives, which we pulled out when we needed a tool, to platforms upon which companies competed to see who could hold on to eyeballs the longest.

First and foremost, in 2009, Facebook introduced the “like” button and Twitter introduced the “retweet” button. Both of these innovations were then widely copied by other platforms, making viral content dissemination possible. These innovations quantified the success of every post and incentivized users to craft each post for maximum spread, which sometimes meant making more extreme statements or expressing more anger and disgust.[8] At the same time, Facebook began using algorithmically curated news feeds, which motivated other platforms to join the race and curate content that would most successfully hook users.

By the early 2010s, social “networking” systems that had been structured (for the most part) to connect people turned into social media “platforms” redesigned (for the most part) in such a way that they encouraged one-to-many public performances in search of validation, not just from friends but from strangers.

Children and adolescents, who were increasingly kept at home and isolated by the national mania for overprotection, found it ever easier to turn to their growing collection of internet-enabled devices, and those devices offered ever more attractive and varied rewards. The play-based childhood was over; the phone-based childhood had begun.

Putting it all together, the Great Rewiring and the dawn of the phone-based childhood seem to have added two to three hours of additional screen-based activity, on average, to a child’s day, compared with life before the smartphone.

These numbers vary somewhat by social class (more use in lower-income families than in high-income families), race (more use in Black and Latino families than in white and Asian families[13]), and sexual minority status (more use among LGBTQ youth; see more detail in this endnote

In 2020, we began telling everyone to avoid proximity to any person outside their “bubble,” but members of Gen Z began socially distancing themselves as soon as they got their first smartphones.

The Great Rewiring devastated the social lives of Gen Z by connecting them to everyone in the world and disconnecting them from the people around them.

Teens need more sleep than adults—at least nine hours a night for preteens and eight hours a night for teens.

It makes intuitive sense. A study by Jean Twenge and colleagues of a large U.K. data set found that “heavy use of screen media was associated with shorter sleep duration, longer sleep latency, and more mid-sleep awakenings.”[37] The sleep disturbances were greatest for those who were on social media or who were surfing the internet in bed.

In other words, when your sleep is truncated or disturbed, you’re more likely to become depressed and develop behavioral problems. The effects were larger for girls.

In short, children and adolescents need a lot of sleep to promote healthy brain development and good attention and mood the next day. When screens are allowed in bedrooms, however, many children will use them late into the night—especially if they have a small screen that can be used under the blanket. The screen-related decline of sleep is likely a contributor to the tidal wave of adolescent mental illness that swept across many countries in the early 2010s.

When you add it all up, the average number of notifications on young people’s phones from the top social and communication apps amounts to 192 alerts per day, according to one study.[42] The average teen, who now gets only seven hours of sleep per night, therefore gets about 11 notifications per waking hour, or one every five minutes.

Thanks to the tech industry and its voracious competition for the limited resource of adolescent attention, many members of Gen Z are now living in Kurt Vonnegut’s dystopia.

They found that performance was best when phones were left in the other room, and worst when phones were visible, with pocketed phones in between.

Figure 5.3. The Hooked model. From Nir Eyal’s 2014 book, Hooked: How to Build Habit-Forming Products. In the book, Eyal warned about the ethical implications of misusing the model in a section titled “The Morality of Manipulation.”

The loop starts with an external trigger, such as a notification that someone commented on one of her posts. That’s step 1, the off-ramp inviting her to leave the path she was on. It appears on her phone and automatically triggers a desire to perform an action (step 2) that had previously been rewarded: touching the notification to bring up the Instagram app. The action then leads to a pleasurable event, but only sometimes, and this is step 3: a variable reward. Maybe she’ll find some expression of praise or friendship, maybe not. This is a key discovery of behaviorist psychology: It’s best not to reward a behavior every time the animal does what you want. If you reward an animal on a variable-ratio schedule (such as one time out of every 10 times, on average, but sometimes fewer, sometimes more), you create the strongest and most persistent behavior.

What the Hooked model adds for humans, which was not applicable for those working with rats, was the fourth step: investment. Humans can be offered ways to put a bit of themselves into the app so that it matters more to them. The girl has already filled out her profile, posted many photos of herself, and linked herself to all of her friends plus hundreds of other Instagram users.

At this point, after investment, the trigger for the next round of behavior may become internal. The girl no longer needs a push notification to call her over to Instagram. As she is rereading a difficult passage in her textbook, the thought pops up in her mind: “I wonder if anyone has liked the photo I posted 20 minutes ago?”

We know that Facebook intentionally hooked teens using behaviorist techniques thanks to the Facebook Files—the trove of internal documents and screenshots of presentations brought out by the whistleblower Frances Haugen in 2021. In one chilling section, a trio of Facebook employees give a presentation titled “The Power of Identities: Why Teens and Young Adults Choose Instagram.” The stated objective is “to support Facebook Inc.–wide product strategy for engaging younger users.” A section titled “Teen Fundamentals” delves into neuroscience, showing the gradual maturation of the brain during puberty, with the frontal cortex not mature until after age 20.

Unfortunately, when an addicted person’s brain adapts by counteracting the effect of the drug, the brain then enters a state of deficit when the user is not taking the drug. If dopamine release is pleasurable, dopamine deficit is unpleasant. Ordinary life becomes boring and even painful without the drug. Nothing feels good anymore, except the drug. The addicted person is in a state of withdrawal, which will go away only if she can stay off the drug long enough for her brain to return to its default state (usually a few weeks).

Lembke says that “the universal symptoms of withdrawal from any addictive substance are anxiety, irritability, insomnia, and dysphoria.”[57] Dysphoria is the opposite of euphoria; it refers to a generalized feeling of discomfort or unease. This is basically what many teens say they feel—and what parents and clinicians observe—when kids who are heavy users of social media or video games are separated from their phones and game consoles involuntarily. Symptoms of sadness, anxiety, and irritability are listed as the signs of withdrawal for those diagnosed with internet gaming disorder.

Most obviously, those who are addicted to screen-based activities have more trouble falling asleep, both because of the direct competition with sleep and because of the high dose of blue light delivered to the retina from just inches away, which tells the brain: It’s morning time! Stop making melatonin!

Certainly, these digital platforms offer fun and entertainment, as television did for previous generations. They also confer some unique benefits for specific groups such as sexual minority youth and those with autism—where some virtual communities can help soften the pain of social exclusion in the real world.

However, unlike the extensive evidence of harm found in correlational, longitudinal, and experimental studies, there is very little evidence showing benefits to adolescent mental health from long-term or heavy social media use.[66] There was no wave of mental health and happiness breaking out around the world in 2013, as young people embraced Instagram. Teens are certainly right when they say that social media gives them a connection with their friends, but as we’ve seen in their reports of increasing loneliness and isolation, that connection does not seem to be as good as what it replaced.

A second reason why I am skeptical of claims about the benefits of social media for adolescents is that these claims often confuse social media with the larger internet. During the COVID shutdowns I often heard people say, “Thank goodness for social media! How would young people have connected without it?” To which I respond: Yes, let’s imagine a world in which the only way that children and adolescents could connect was by telephone, text, Skype, Zoom, FaceTime, and email, or by going over to each other’s homes and talking or playing outside. And let’s imagine a world in which the only way they could find information was by using Google, Bing, Wikipedia, YouTube,[67] and the rest of the internet, including blogs, news sites, and the websites of the many nonprofit organizations devoted to their specific interests.

A third reason for skepticism is that the same demographic groups that are widely said to benefit most from social media are also the most likely to have bad experiences on these platforms. The 2023 Common Sense Media survey found that LGBTQ adolescents were more likely than their non-LGBTQ peers to believe that their lives would be better without each platform they use.[69] This same report found that LGBTQ girls were more than twice as likely as non-LGBTQ girls to encounter harmful content related to suicide and eating disorders. Regarding race, a 2022 Pew report found that Black teens were about twice as likely as Hispanic or white teens to say they think their race or ethnicity made them a target of online abuse.[70] And teens from low-income households ($30,000 or less) were twice as likely as teens from higher-income families ($75,000 or higher) to report physical threats online (16% versus 8%).

We need to develop a more nuanced mental map of the digital landscape. Social media is not synonymous with the internet, smartphones are not equivalent to desktop computers or laptops, PacMan is not World of Warcraft, and the 2006 version of Facebook is not the 2024 version of TikTok.

Time with friends dropped further because of COVID restrictions, but Gen Z was already socially distanced before COVID restrictions were put in place.

Around 2013, psychiatric wards in the United States and other Anglo countries began to fill disproportionately with girls.

There is a clear, consistent, and sizable link[7] between heavy social media use and mental illness for girls,[8] but that relationship gets buried or minimized in studies and literature reviews that look at all digital activities for all teens.

Taken as a whole, the dozens of experiments that Jean Twenge, Zach Rausch, and I have collected[15] confirm and extend the patterns found in the correlational studies: Social media use is a cause of anxiety, depression, and other ailments, not just a correlate.

This meant that they made eye contact less frequently, laughed together less, and lost practice making conversation. Social media therefore harmed the social lives even of students who stayed away from it.

These group-level effects may be much larger than the individual-level effects, and they are likely to suppress the true size of the individual-level effects.[18] If an experimenter assigns some adolescents to abstain from social media for a month while all of their friends are still on it, then the abstainers are going to be more socially isolated for that month. Yet even still, in several studies, getting off social media improves their mental health. So just imagine how much bigger the effect would be if all of the students in 20 middle schools could be randomly assigned to give up social media for a year, or (more realistically) to put their phones in a phone locker each morning, while 20 other middle schools served as the control group. These are the kinds of experiments we most need in order to examine group-level effects.

Agency arises from striving to individuate and expand the self and involves qualities such as efficiency, competence, and assertiveness. Communion arises from striving to integrate the self in a larger social unit through caring for others and involves qualities such as benevolence, cooperativeness, and empathy.

The two motives are woven together in changing patterns across the life course, and that weaving is particularly important for adolescents who are developing their identities. Part of defining the self comes from successfully integrating into groups; part of being attractive to groups is demonstrating one’s value as an individual with unique skills.[30] Researchers have long found that boys and men are more focused on agency strivings while girls and women are more focused on communion strivings.

It was bad enough when I was growing up in the 1970s and 1980s, when girls were exposed to airbrushed and later photoshopped models. But those were adult strangers; they were not a girl’s competition. So what happened when most girls in a school got Instagram and Snapchat accounts and started posting carefully edited highlight reels of their lives and using filters and editing apps to improve their virtual beauty and online brand? Many girls’ sociometers plunged, because most were now below what appeared to them to be the average. All around the developed world, an anxiety alarm went off in girls’ minds, at approximately the same time.

These tuning apps gave girls the ability to present themselves with perfect skin, fuller lips, bigger eyes, and a narrower waist (in addition to showcasing the most “perfect” parts of their lives).[38] Snapchat offered similar features through its filters, first released in 2015, many of which gave users full lips, petite noses, and doe eyes at the touch of a button.

Girls are especially vulnerable to harm from constant social comparison because they suffer from higher rates of one kind of perfectionism: socially prescribed perfectionism, where a person feels that they must live up to very high expectations prescribed by others, or by society at large.[39] (There’s no gender difference on self-oriented perfectionism, where you torture yourself for failure to live up to your own very high standards.) Socially prescribed perfectionism is closely related to anxiety; people who suffer from anxiety are more prone to it. Being a perfectionist also increases your anxiety because you fear the shame of public failure from everything you do. And, as you’d expect by this point in the story, socially prescribed perfectionism began rising, across the Anglosphere nations, in the early 2010s.

Striving to excel can be healthy when it motivates girls to master skills that will be useful in later life. But social media algorithms home in on (and amplify) girls’ desires to be beautiful in socially prescribed ways, which include being thin. Instagram and TikTok send them images of very thin women if they show any interest in weight loss, or beauty, or even just healthy eating. Researchers for the Center for Countering Digital Hate created a dozen fake accounts on TikTok, registered to 13-year-old girls, and found that TikTok’s algorithm served them tens of thousands of weight-loss videos within a few weeks of joining the platform.

The researchers also noted that “social comparison is worse” on Instagram than on rival apps. Snapchat’s filters “keep the focus on the face,” whereas Instagram “focuses heavily on the body and lifestyle.”

Boys are also more interested in watching stories and movies about sports, fighting, war, and violence, all of which appeal to agency interests and motivations. Traditionally, boys have negotiated who is high and who is low in social status based in part on who could dominate whom if it came to a fight, or who can hurl an insult at whom without fear of violent reprisal. But because girls have stronger communion motives, the way to really hurt another girl is to hit her in her relationships.

Researchers have found that when you look at “indirect aggression” (which includes damaging other people’s relationships or reputations), girls are higher than boys—but only in late childhood and adolescence.

Studies confirm that as adolescents moved their social lives online, the nature of bullying began to change. One systematic review of studies from 1998 to 2017 found a decrease in face-to-face bullying among boys but an increase among girls, especially among younger adolescent girls.

They found that happiness tends to occur in clusters. This was not just because happy people seek each other out. Rather, when one person became happier, it increased the odds that their existing friends would become happier too. Amazingly, it also had an influence on their friends’ friends, and sometimes even on their friends’ friends’ friends. Happiness is contagious; it spreads through social networks.

The second twist was that depression spread only from women. When a woman became depressed, it increased the odds of depression in her close friends (male and female) by 142%. When a man became depressed, it had no measurable effect on his friends.

But on social media, the way to gain followers and likes is to be more extreme, so those who present with more extreme symptoms are likely to rise fastest, making them the models that everyone else locks onto for social learning. This process is sometimes known as audience capture—a process in which people get trained by their audiences to become more extreme versions of whatever it is the audience wants to see.[59] And if one finds oneself in a network in which most others have adopted some behavior, then the other social learning process kicks in too: conformity bias.

The recent growth in diagnoses of gender dysphoria may also be related in part to social media trends. Gender dysphoria refers to the psychological distress a person experiences when their gender identity doesn’t align with their biological sex. People with such mismatches have long existed in societies around the world. According to the most recent diagnostic manual of psychiatry,[68] estimates of the prevalence of gender dysphoria in American society used to indicate rates below one in a thousand, with rates for natal males (meaning those who were biological males at birth) being several times higher than for natal females. But those estimates were based on the numbers of people who sought gender reassignment surgery as adults, which was surely a vast underestimate of the underlying population. Within the past decade, the number of individuals who are being referred to clinics for gender dysphoria has been growing rapidly, especially among natal females in Gen Z.[69] In fact, among Gen Z teens, the sex ratio has reversed, with natal females now showing higher rates than natal males.

Sexual predation and rampant sexualization mean that girls and young women must be warier, online, than most boys and young men. They are forced to spend more of their virtual lives in defend mode, which may be part of the reason that their anxiety levels went up more sharply in the early 2010s.

The clinical psychologist Lisa Damour says that regarding friendship for girls, “quality trumps quantity.” The happiest girls “aren’t the ones who have the most friendships but the ones who have strong, supportive friendships, even if that means having a single terrific friend.”[82] (She notes that this is true for boys as well.)

When teens as a whole cut back on hanging out and doing things together in the real world, their culture changed. Their communion needs were left unsatisfied—even for those few teens who were not on social media.

Two major categories of motivations are agency (the desire to stand out and have an effect on the world) and communion (the desire to connect and develop a sense of belonging). Boys and girls both want each of these, but there is a gender difference that emerges early in children’s play: Boys choose more agency activities; girls choose more communion activities. Social media appeals to the desire for communion, but it often ends up frustrating

The net effect of this push-pull is that boys have increasingly disconnected from the real world and invested their time and talents in the virtual world instead. Some boys will find career success there, because their mastery of that world can lead to lucrative jobs in the tech industry or as influencers. But for many, though it can be an escape from an increasingly inhospitable world, growing up in the virtual world makes them less likely to develop into men with the social skills and competencies to achieve success in the real world.

They calm their anxieties by staying inside, but the longer they stay in, the less competent they become in the outside world, fueling their anxiety about the outside world. They are trapped.

world with too much supervision and not enough risk is bad for all children, but it seems to be having a larger impact on boys.

But around 2010, something unprecedented started happening: Both sexes shifted rapidly toward the pattern traditionally associated with females. There has been a notable increase in agreement with items related to internalizing disorders (such as “I feel that I can’t do anything right”) for both sexes, with a sharper rise among girls as you can see in figure 7.2. At the same time, agreement with items related to externalizing disorders (such as “how often have you damaged school property on purpose?”) plummeted for both sexes, more sharply for boys. By 2017, boys’ responses looked like those from girls in the 1990s.

By 2015, many boys found themselves exposed to a level of stimulation and attention extraction that had been unimaginable just 15 years earlier.

In previous decades, the main way for heterosexual boys[33] to get a look at naked girls was through what we’d now consider very low-quality pornography—printed magazines that could not be sold to minors. As puberty progressed and the sex drive increased, it motivated boys to do things that were frightening and awkward, such as trying to talk to a girl, or asking a girl to dance at events organized by adults.

When we look at daily users or users for whom porn has become an addiction that interferes with daily functioning, the male-female ratios are generally more than five or 10 to one,

Porn separates the evolved lure (sexual pleasure) from its real-world reward (a sexual relationship), potentially making boys who are heavy users turn into men who are less able to find sex, love, intimacy, and marriage in the real world.

Prevalence estimates vary,[58] but one 2016 study found that 1 or 2% of adult gamers qualify as having gaming addiction, 7% are problematic gamers, 4% are engaged gamers, and 87% are casual gamers.

As Peter Gray and other play researchers point out, one of the most beneficial parts of free play is that kids must act as legislators (who jointly make up the rules) and as judges and juries (who jointly decide what to do when rules appear to be violated). In most multiplayer video games, all of that is done by the platform. Unlike free play in the real world, most video games give no practice in the skills of self-governance.

Video games also deliver far less of the anti-phobic benefits of risky play. Video games are disembodied. They are thrilling in their own way, but they can’t activate the kind of physical fear, thrill, and pounding heart that riding a roller coaster, or playing full-court basketball, or using hammers to smash things at an adventure playground can give. Jumping out of planes, having knife fights, and getting brutally murdered are just things that happen dozens of times each day for boys playing Fortnite or Call of Duty. They do not teach boys how to judge and manage risks for themselves in the real world.

Boys thrive when they have a stable group of reliable friends, and they create their strongest and most durable friendships from being on the same team or in a stable pack, facing risks or rival teams. Virtual packs create weaker bonds, although today’s increasingly lonely boys cling to them and value them because that’s all they have. That’s where their friends are, as Chris told me.

Drawing on data that was just becoming available as governments began to keep statistics, he noted that in Europe the general rule was that the more tightly people are bound into a community that has the moral authority to restrain their desires, the less likely they are to kill themselves.

The phone-based life produces spiritual degradation, not just in adolescents, but in all of us.

But there’s another vertical dimension, shown as the z axis coming out of the page. I called it the divinity axis because so many cultures wrote explicitly that virtuous actions bring one upward, closer to God, while base, selfish, or disgusting actions bring one downward, away from God and sometimes toward an anti-divinity such as the Devil. Whether or not God exists, people simply do perceive some people, places, actions, and objects to be sacred, pure, and elevating; other people, places, actions, and objects are disgusting, impure, and degrading (meaning, literally, “brought down a step”).

Conversely, witnessing people behaving in petty, nasty ways, or doing physically disgusting things, triggers revulsion. We feel pulled “down” in some way. We close off and turn away. Such actions are incompatible with our elevated nature. This is how I’m using the word “spiritual.” It means that one endeavors to live more of one’s life well above zero on the z axis. Christians ask, “What would Jesus do?” Secular people can think of their own moral exemplar. (I should point out that I am an atheist, but I find that I sometimes need words and concepts from religion to understand the experience of life as a human being. This is one of those times.)

In the rest of this chapter, I’ll draw on wisdom from ancient traditions and modern psychology to try to make sense of how the phone-based life affects people spiritually by blocking or counteracting six spiritual practices: shared sacredness; embodiment; stillness, silence, and focus; self-transcendence; being slow to anger, quick to forgive; and finding awe in nature.

This is one of the founding insights of sociology: Strong communities don’t just magically appear whenever people congregate and communicate. The strongest and most satisfying communities come into being when something lifts people out of the lower level so that they have powerful collective experiences. They all enter the realm of the sacred together, at the same time. When they return to the profane level, where they need to be most of the time to address the necessities of life, they have greater trust and affection for each other as a result of their time together in the sacred realm. They are also happier and have lower rates of suicide.

People who live only in networks, rather than communities, are less likely to thrive.

Living in a world of structureless anomie makes adolescents more vulnerable to online recruitment into radical political movements that offer moral clarity and a moral community, thereby pulling them further away from their in-person communities.

DeSteno notes that synchronous movement during religious rituals is not only very common; it is also an experimentally validated technique for enhancing feelings of communion, similarity, and trust, which means it makes a group of disparate individuals feel as though they have merged into one.

Sports are not exactly spiritual, but playing them depends on some of spirituality’s key ingredients for bonding people together, like coordinated and collective physical movement and group celebrations. Research consistently shows that teens who play team sports are happier than those who don’t.

One of the fundamental teachings of the Buddha is that we can train our minds.

This is why many religions have monasteries and monks. Those seeking spiritual growth are well served by separating themselves from the noise and complexity of human interactions, with their incessant words and profane concerns. When people practice silence in the company of equally silent companions, they promote quiet reflection and inner work, which confers mental health benefits. Focusing your attention and meditating have been found to reduce depression and anxiety.

You stand on the platform and post content to influence how others perceive you. It is almost perfectly designed to crank up the DMN to maximum and pin it there. That’s not healthy for any of us, and it’s even worse for adolescents.

Social media is a fountain of bedevilments. It trains people to think in ways that are exactly contrary to the world’s wisdom traditions: Think about yourself first; be materialistic, judgmental, boastful, and petty; seek glory as quantified by likes and followers. Many users may believe that the implicit carrots and sticks built into platforms like Instagram don’t affect them, but it’s hard not to be affected unconsciously. Unfortunately, most young people become heavy users of social media during the sensitive period for cultural learning, which runs from roughly age 9 to 15.

The Tao Te Ching lists “ideas of right and wrong” as a bedevilment. In my 35 years of studying moral psychology, I have come to see this as one of humanity’s greatest problems: We are too quick to anger and too slow to forgive.

But I believe his point was that the mind, left to its own devices, evaluates everything immediately, which shapes what we think next, making it harder for us to find the truth. This insight is the foundation of the first principle of moral psychology, which I laid out in The Righteous Mind: Intuitions come first, strategic reasoning second. In other words, we have an immediate gut feeling about an event, and then we make up a story after the fact to justify our rapid judgment—often a story that paints us in a good light.

From a spiritual perspective, social media is a disease of the mind. Spiritual practices and virtues, such as forgiveness, grace, and love, are a cure.

In 2003, Dacher Keltner and I published a review paper on the emotion of awe in which we argued that awe is triggered by two simultaneous perceptions: first, that what you are looking at is vast in some way, and, second, that you can’t fit it into your existing mental structures.[30] That combination seems to trigger a feeling in people of being small in a profoundly pleasurable—although sometimes also fearful—way. Awe opens us to changing our beliefs, allegiances, and behaviors.

The great evolutionary biologist E. O. Wilson said that humans are “biophilic,” by which he meant that humans have “the urge to affiliate with other forms of life.”

Yet one of the hallmarks of the Great Rewiring is that children and adolescents now spend far less time outside, and when they are outside, they are often looking at or thinking about their phones. If they encounter something beautiful, such as sunlight reflected on water, or cherry blossoms wafting on gentle spring breezes, their first instinct is to take a photograph or video, perhaps to post somewhere. Few are open to losing themselves in the moment as Yi-Mei did.

As for our children, if we want awe and natural beauty to play a larger role in their lives, we need to make deliberate efforts to bring them or send them to beautiful natural areas. Without phones. The

Soon before his death in 1662, the French philosopher Blaise Pascal wrote a paragraph often paraphrased as “there is a God-shaped hole in every human heart.”

It matters what we expose ourselves to. On this the ancients universally agree. Here is Buddha: “We are what we think. All that we are arises with our thoughts.”[37] And here is Marcus Aurelius: “The things you think about determine the quality of your mind. Your soul takes on the color of your thoughts.”[38] In a phone-based life, we are exposed to an extraordinary amount of content, much of it chosen by algorithms and pushed to us via notifications that interrupt whatever we were doing. It’s too much, and a lot of it pulls us downward on the divinity dimension. If we want to spend most of our lives above zero on that dimension, we need to take back control of our inputs. We need to take back control of our lives.

Awe in nature may be especially valuable for Gen Z because it counteracts the anxiety and self-consciousness caused by a phone-based childhood.

called back when a safety issue was discovered. After the Titanic sank in 1912, its two sister ships were pulled out of service and modified to make them safer. When new consumer products are found to be dangerous, especially for children, we recall them and keep them off the market until the manufacturer corrects the design.

Parents face collective action problems around childhood independence too. It was easy to send kids out to play back when everyone was doing it, but in a neighborhood where nobody does that, it’s hard to be the first one. Parents who let their children walk or play unchaperoned in a public place face the risk that a misguided neighbor will call the police, who may refer the case to Child Protective Services, who’d then investigate them for “neglect” of their children. Each parent decides that it’s best to do what every other parent is doing: Keep kids supervised, always, even if that stunts the development of all children.

If Instagram were to make a real effort to block or expel underage users, it would lose those users to TikTok and other platforms. Younger users are particularly valuable because the habits they form early often stick with them for life, so companies need younger users to ensure robust future usage of their products.

What is the right age of internet adulthood? Note that we are not talking about the age at which children can browse the web or watch videos on YouTube or TikTok. We’re talking only about the age at which a minor can enter into a contract with a company to use the company’s products. We’re talking about the age at which a child can open an account on YouTube or TikTok and begin uploading her own videos and getting her own highly customized feed, while giving her data to the company to use and sell as it says it will do in its terms of service.

We expect liquor stores to enforce age limits. We should expect the same from tech companies.

Parents should have a way of marking their child’s phones, tablets, and laptops as devices belonging to a minor. That mark, which could be written either into the hardware or the software, would act like a sign that tells companies with age restrictions, “This person is underage; do not admit without parental consent.”

Governments at all levels, from local to federal, could support this transition by allocating funds to pay the small cost of buying phone lockers or lockable pouches for any school that wants to keep phones out of students’ pockets and hands during the school day.

Yet in some U.S. states, such as Connecticut, the law said a child should never be left alone in public before the age of 12, meaning that 11-year-olds needed babysitters. Indeed, a Connecticut mom was arrested for letting her 11-year-old wait in the car while she ran into the store.

Tech companies can be a major part of the solution by developing better age verification features, and by adding features that allow parents to designate their children’s phones and computers as ones that should not be served by sites with minimum ages until they are old enough. Such a feature would help to dissolve multiple collective action problems for parents, kids, and platforms.

Voss says that when he walks into a school without a phone ban, “It’s kind of like the zombie apocalypse, and you have all these kids in the hallways not talking to each other. It’s just a very different vibe.”

In other words, the phone ban ameliorates three of the four foundational harms of the phone-based childhood: attention fragmentation, social deprivation, and addiction. It reduces social comparison and the pull into the virtual world. It generates communion and community.

(Some parents object that they need to be able to reach their children immediately in case of an emergency, such as a school shooting. As a parent I understand this desire. But a school in which most students are calling or texting their parents during an emergency is likely to be less safe than a school in which only the adults have phones and the students are listening to the adults and paying attention to their surroundings.[6]

The value of phone-free and even screen-free education can be seen in the choices that many tech executives make about the schools to which they send their own children, such as the Waldorf School of the Peninsula, where all digital devices—phones, laptops, tablets—are prohibited. This is in stark contrast with many public schools that are advancing 1:1 technology programs, trying to give every child their own device.[9] Waldorf is probably right.

The “digital divide” is no longer that poor kids and racial minorities have less access to the internet, as was feared in the early 2000s; it is now that they have less protection from

“It seems small. But in the moment, when I saw her get on the bus and it drove away, I felt really important to her, important to someone.” That’s what was so new to her. At last, instead of feeling needy, she was needed.

We should all be aghast that the average American elementary school student gets only 27 minutes of recess a day.[19] In maximum-security federal prisons in the United States, inmates are guaranteed two hours of outdoor time per day. When

The key thing to understand about “loose parts” playgrounds is that kids have control over their environment. They have agency. Playgrounds with fixed structures can hold kids’ attention only so long. But loose parts keep kids’ attention for hours, allowing them to build not only forts and castles but also focus, compromise, teamwork, and creativity.

Kids will take on responsibility for their safety when they are actually responsible for their safety, rather than relying on the adult guardians hovering over them.

The Let Grow Project is another activity that seems to reduce anxiety. It is a homework assignment that asks children to “do something they have never done before, on their own,” after reaching agreement with their parents as to what that is. Doing projects increases children’s sense of competence while also increasing parents’ willingness to trust their children and grant them more autonomy.

New parents lost access to local wisdom and began to rely more on experts.

After school is for free play. Try not to fill up most afternoons with adult-supervised “enrichment” activities. Find ways that your children can just hang out with other children such as joining a Play Club (see chapter 11), or going to each other’s homes after school. Friday is a particularly good day for free play because children can then make plans to meet up over the weekend. Think of it as “Free Play Friday.”

The cure for such parental anxiety is exposure. Experience the anxiety a few times, taking conscious note that your worst fears did not occur, and you learn that your child is more capable than you had thought. Each time, the anxiety gets weaker. After five days of our son walking to school, we stopped watching his blue dot. We got more comfortable with his ability to navigate the city, and soon its subway system.

Delay the opening of social media accounts until 16. Let your children get well into puberty, past the most vulnerable early years, before letting them plug into powerful socializing agents like TikTok or Instagram. This

Encourage more and better off-base excursions with friends. Let your teen hang out at a “third place” (not home or school) like the Y, the mall, the park, a pizzeria—basically, a place where they can be with their friends, away from adult supervision. Otherwise, the only place they can socialize freely is online.

Rely more on your teen at home. Teens can cook, clean, run errands on a bicycle or public transit, and, once they turn 16, run errands using a car. Relying on your teen is not just a tool to instill work ethic. It’s also a way to ward off the growing feeling among Gen Z teens that their lives are useless.

Encourage your teen to find a part-time job.

Find ways for them to nurture and lead. Any job that requires guiding or caring for younger children is ideal, such as a babysitter, camp counselor, or assistant coach. Even as they need mentors themselves, they can serve as a mentor to younger kids. Helping younger kids seems to turn on an empathy switch and a leadership gene.

Take a gap year after high school. Many young people go directly to college without any sense of what else is out there.

Risking a serious injury for no good reason is dumb. But some risk is part of any hero’s journey, and there’s plenty of risk in not taking the journey too.

Their parents got smartphones too. Those smartphones gave parents a new superpower that they did not have in the era of flip phones: the ability to track their children’s movements at every moment.

Whether we think of the phone as “the world’s longest umbilical cord” or as an “invisible fence,” childhood autonomy plummeted when kids started carrying them.

I didn’t set out to write this book. In late 2021, I began writing a book on how social media was damaging American democracy. My plan was to begin with a chapter on the impact of social media on Gen Z, showing how it disrupted their social lives and caused a surge of mental illness. The rest of the book would analyze how social media disrupted society more broadly. I’d show how it fragmented public discourse, Congress, journalism, universities, and other foundational democratic institutions. But when I finished writing that first chapter—which became chapter 1 of this book—I realized that the adolescent mental health story was so much bigger than I had thought. It wasn’t just an American story, it was a story playing out across many Western nations.

Until someone finds a chemical that was released in the early 2010s into the drinking water or food supply of North America, Europe, Australia, and New Zealand, a chemical that affects adolescent girls most, and that has little effect on the mental health of people over 30, the Great Rewiring is the leading theory.

In part 4, I offered dozens of suggestions, but the four foundational reforms are: No smartphones before high school No social media before 16 Phone-free schools Far more unsupervised play and childhood independence

If a community enacts all four, they are likely to see substantial improvements in child and adolescent mental health within two years.

You shouldn’t have to compete for your students’ attention with the entire internet.

Growing up in the virtual world promotes anxiety, anomie, and loneliness. The Great Rewiring of Childhood, from play-based to phone-based, has been a catastrophic failure. It’s time to end the experiment. Let’s bring our children home.

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