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Irresistible

The Rise of Addictive Technology and the Business of Keeping Us Hooked

3.9 (12,427 ratings)
27 minutes read | Text | 9 key ideas
In a world where our attention has become the hottest commodity, Adam Alter unveils the invisible chains of behavioral addiction gripping modern society. With incisive clarity, he dissects our fixation on screens—those irresistible portals to endless content and ceaseless connection. From the dopamine rush of a 'like' to the compulsive pull of a notification, Alter unravels the psychological underpinnings that make our devices so enthralling. But there’s a twist: the same forces that bind us to our gadgets can also liberate us. By understanding the psychology of attraction, Alter reveals how we can reclaim our time, reshape our interactions, and foster healthier digital lives. "Irresistible" isn't just a diagnosis; it's a roadmap to resilience in an age of distraction, challenging us to redefine our relationship with technology before it rewires us completely.

Categories

Business, Nonfiction, Self Help, Psychology, Health, Science, Technology, Audiobook, Sociology, Personal Development

Content Type

Book

Binding

Hardcover

Year

2017

Publisher

Penguin Press

Language

English

ISBN13

9781594206641

File Download

PDF | EPUB

Irresistible Plot Summary

Introduction

In 1954, psychologists James Olds and Peter Milner made an accidental discovery that would forever change our understanding of human behavior. While studying rat brains, they found that when electrodes stimulated certain areas, the animals would press levers thousands of times to receive more stimulation, often ignoring food and water until they collapsed from exhaustion. This experiment revealed something profound: addiction wasn't necessarily about substances but about the brain's reward system being activated. Fast forward to today, and billions of people carry devices in their pockets that stimulate these same neural pathways through carefully engineered digital experiences. The transformation from viewing addiction as purely substance-based to recognizing behavioral addictions represents one of the most significant shifts in psychological understanding over the past century. This evolution has coincided with the development of technologies specifically designed to maximize engagement through psychological manipulation. From the early video games of the 1980s to today's social media platforms and smartphone applications, we've witnessed the deliberate application of psychological principles to create digital experiences that millions find difficult to resist or moderate. This book traces this parallel development, revealing how technology has evolved from simple tools into sophisticated systems designed to capture and maintain our attention through the same neural pathways once thought to be vulnerable only to chemical substances.

Chapter 1: From Substance to Behavior: Redefining Addiction (1950s-1980s)

The concept of addiction underwent a remarkable transformation between the 1950s and 1980s. In the post-war era, addiction was narrowly defined as physical dependence on substances like alcohol, heroin, or nicotine. Medical authorities firmly believed that only certain "weak-willed" individuals were susceptible to addiction, and that these dependencies required the ingestion of chemicals that altered brain chemistry. This perspective seemed validated by observations of returning Vietnam veterans who had developed heroin addictions while deployed but often recovered spontaneously upon returning home. The first significant shift in understanding came through the groundbreaking experiments of James Olds and Peter Milner in the 1950s. Their work with rats revealed that stimulating certain brain regions - what they called "pleasure centers" - could drive behavior more powerfully than basic survival needs. This discovery suggested that addiction might be more about brain activation patterns than specific substances. By the 1970s, researcher Lee Robins was further challenging conventional wisdom through her studies of Vietnam veterans, demonstrating that context and environment played crucial roles in addiction formation and recovery. When removed from the stressful war environment and returned to normal life, many soldiers who had been addicted to heroin in Vietnam stopped using without significant withdrawal or relapse. The 1980s witnessed the emergence of early behavioral addictions as psychologists began documenting compulsive gambling, shopping, and exercise behaviors that mirrored substance addictions in their patterns and brain activity. Stanton Peele's influential work "Love and Addiction" proposed a revolutionary perspective: addiction wasn't about substances at all but about "an extreme, dysfunctional attachment to an experience." This suggested that potentially any experience could become addictive if it fulfilled certain psychological needs. Neuroscientists were simultaneously discovering that behavioral addictions activated the same brain regions and neurotransmitter systems as substance addictions, providing biological evidence for this expanded understanding. During this period, primitive video games and early personal computers appeared, creating novel experiences that some users found difficult to moderate. Though these technologies were rudimentary by today's standards, they established the foundation for what would later become widespread behavioral addictions. Games like Tetris and early text-based adventures demonstrated the potential for digital experiences to create compelling engagement loops. Interestingly, the limited processing power and slow connection speeds of early technology actually served as natural barriers that prevented excessive use - barriers that would soon disappear with technological advancement. By the late 1980s, the stage was set for a fundamental reconceptualization of addiction. The field had moved from viewing addiction as a moral failing of weak individuals to recognizing it as a brain-based condition that could be triggered by both substances and behaviors. This expanded understanding would prove crucial as technology evolved from passive entertainment to interactive experiences specifically designed to maximize engagement. The convergence of these two developments - our new understanding of behavioral addiction and the emergence of digital technology - created the conditions for the digital addiction phenomenon that would emerge in subsequent decades.

Chapter 2: Engineering Engagement: The Rise of Persuasive Design (1990s-2000s)

The 1990s marked a pivotal shift in how technology was designed and experienced. While earlier tech products were primarily functional tools, developers began deliberately incorporating psychological principles to make their products more engaging and harder to put down. Video game designers like Shigeru Miyamoto, creator of Super Mario Bros., pioneered techniques that made games accessible to beginners while challenging enough for experts. These games were carefully calibrated to keep players in what psychologist Mihaly Csikszentmihalyi called the "flow state" - a perfect balance between challenge and skill that makes time seem to disappear and creates a deeply rewarding experience. By the mid-1990s, internet usage was expanding rapidly, and websites began incorporating features designed to maximize user engagement. Early social platforms like chat rooms and forums tapped into our innate social needs, while e-commerce sites discovered that features like one-click purchasing removed friction that might otherwise give consumers time to reconsider impulse buys. In 1995, psychologist Kimberly Young coined the term "Internet addiction" and opened the first treatment center for this emerging condition, recognizing that some users were developing problematic relationships with this new technology. Her early research identified patterns remarkably similar to substance addiction, including tolerance, withdrawal symptoms, and continued use despite negative consequences. The early 2000s witnessed the rise of what tech ethicists now call "persuasive design" - the deliberate application of psychological principles to influence user behavior. Features like infinite scroll, autoplay, and variable reward schedules were implemented across platforms to maximize engagement. These weren't accidental innovations but carefully engineered elements designed to keep users engaged for as long as possible. Companies began measuring success in terms of "time on device" rather than user satisfaction or wellbeing. As former Google design ethicist Tristan Harris would later explain, this created an uneven playing field: "There are a thousand people on the other side of the screen whose job it is to break down the self-regulation you have." Data-driven design emerged as a powerful force during this period. With millions of users generating behavioral data, tech companies could run thousands of A/B tests to determine which features maximized engagement. This created unprecedented precision in exploiting psychological vulnerabilities. The casino industry's influence on tech design became increasingly apparent, with features like "loss disguised as wins" in slot machines adapted for digital products. Notification systems were designed to create anticipation and deliver unpredictable rewards, much like the variable reward schedules that had proven so effective in B.F. Skinner's animal experiments decades earlier. By the late 2000s, some tech designers were becoming concerned about the ethical implications of their work. Game designer Dong Nguyen, creator of the addictive mobile game Flappy Bird, famously withdrew his product from the market after seeing its addictive effects, despite earning $50,000 daily. "I cannot take this anymore," Nguyen tweeted before removing the game. Others began speaking out about the responsibility of designers to consider the psychological impact of their products. This period of persuasive design set the stage for the smartphone revolution that would soon make these addictive experiences available to billions of people around the clock, transforming daily life in ways few had anticipated.

Chapter 3: The Smartphone Revolution: Constant Connection Transforms Society (2007-2015)

The introduction of the iPhone in 2007 marked a watershed moment in human-technology interaction. For the first time, powerful computing capabilities were combined with constant internet connectivity in a device small enough to carry everywhere. Steve Jobs famously described the iPhone as "an iPod, a phone, and an internet communicator" all in one, but few recognized how profoundly this convergence would reshape society. Within a few years, smartphones became ubiquitous, with adoption rates exceeding those of any previous technology in human history. By 2015, over 70% of Americans owned smartphones, with similar patterns emerging globally. Between 2007 and 2015, average daily smartphone usage skyrocketed from 18 minutes to nearly 3 hours per day. This dramatic increase wasn't merely a reflection of the device's utility - it represented a fundamental shift in how people spent their time. Activities that once required dedicated equipment or locations - shopping, gaming, socializing, working - could now be done anywhere, anytime. The boundaries that had previously limited these behaviors were effectively eliminated, removing natural stopping cues that might otherwise moderate usage. As researcher Adam Alter noted, "Stopping cues were everywhere in the pre-screen era... but the modern world has eradicated stopping cues." Social media platforms experienced explosive growth during this period, with Facebook reaching one billion users in 2012 and introducing its addictive "like" button in 2009. Instagram, acquired by Facebook for $1 billion in 2012, grew from zero to 300 million users in just four years by leveraging our innate desire for social validation. These platforms weren't merely connecting people; they were fundamentally changing how people interacted. As MIT researcher Sherry Turkle documented in her studies, face-to-face conversations were increasingly being replaced by mediated interactions that lacked emotional depth but delivered constant feedback. The psychological impact of this transformation became increasingly apparent in research studies. Notifications triggered dopamine release similar to that caused by addictive substances, creating powerful feedback loops. The constant checking of devices - what researchers termed "nomophobia" (fear of being without mobile phone contact) - became normalized. By 2015, the average person was checking their phone 150 times daily and experiencing significant anxiety when separated from their device. Microsoft Canada reported that the average human attention span had fallen from 12 seconds in 2000 to 8 seconds by 2013 - shorter than that of a goldfish - a change they attributed largely to smartphone usage patterns. Perhaps most concerning was the effect on children and adolescents, who were growing up in this transformed environment. Between 2010 and 2015, teen depression rates rose by 33%, with researchers finding correlations between screen time and mental health issues. Young people reported spending less time in face-to-face interactions and more time in their bedrooms on devices. The developmental implications of this shift were profound, as crucial social skills traditionally learned through in-person interaction were being replaced by mediated communication. As one 13-year-old girl told researcher Nancy Jo Sales, "I don't feel like a child anymore. I'm not doing anything childish. At the end of sixth grade, I just stopped doing everything I normally did - playing games at recess, playing with toys, all of it, done." By 2015, the societal transformation was complete. Digital technology had become integrated into virtually every aspect of daily life, from how people worked and shopped to how they formed relationships and entertained themselves. What made this period unique wasn't just the prevalence of technology but how it was designed to maximize engagement through psychological manipulation. The smartphone had become the delivery mechanism for experiences specifically engineered to be difficult to resist or moderate, available 24/7 in the pockets of billions of people worldwide. The stage was set for a reckoning with the unintended consequences of this transformation.

Chapter 4: Psychological Hooks: Six Key Elements of Addictive Technology

Digital addiction doesn't occur by accident. Modern technology products incorporate specific elements that make them exceptionally difficult to resist and increasingly hard to abandon. The first key ingredient is goal-setting, which has been weaponized in the digital age. While goals have always motivated human behavior, today's digital products create endless cascades of targets - from inbox zero and step counts to social media followers and game achievements. These goals exploit our natural tendency to pursue completion, creating what psychologists call "open loops" that demand closure. LinkedIn's profile completion bar, showing you're "70% complete," exemplifies this technique, creating an artificial goal that feels unsatisfying to leave unfinished. The second ingredient is immediate feedback, which digital products deliver with unprecedented precision. When we post on social media, the likes and comments arrive within seconds. When we play games, points and rewards appear instantly. This rapid feedback creates tight action-reward loops that are particularly effective at driving continued engagement. Unlike the natural world, where feedback is often delayed or ambiguous, digital environments provide clear, consistent signals that our actions matter - a powerful psychological hook that keeps us returning for more validation and confirmation. Progress indicators represent the third ingredient in digital addiction. Products from fitness apps to video games carefully track and display our advancement, showing exactly how far we've come and how much further we have to go. These visual representations tap into our innate desire to see improvement over time. The psychological principle at work is called the endowed progress effect - once we've made some advancement toward a goal, we become significantly more motivated to complete it. This explains why abandoning a game after reaching level 40 feels more difficult than quitting at level 2, even when the actual enjoyment has diminished. The fourth ingredient is escalating difficulty, which keeps users engaged by continuously adjusting challenges to match growing skills. Video games like Tetris exemplify this principle - as players improve, the game speeds up, maintaining what psychologist Lev Vygotsky called the "zone of proximal development." This sweet spot between boredom and frustration creates what game designers call the "ludic loop," a state where each small success leads naturally to the next challenge, making it difficult to find a natural stopping point. Many digital products employ this technique, gradually increasing complexity as users master basic functions. Cliffhangers serve as the fifth ingredient, creating psychological tension that demands resolution. Streaming services like Netflix automatically play the next episode before the credits finish rolling on the current one, exploiting what psychologists call the Zeigarnik Effect - our tendency to remember uncompleted tasks better than completed ones. Social media feeds are designed to be bottomless, always promising something more interesting just a scroll away. These open narrative loops make it extraordinarily difficult to disengage, as our brains naturally seek closure and completion. The final and perhaps most powerful ingredient is social validation. Platforms like Instagram, Facebook, and Twitter have transformed social approval into a quantifiable metric through likes, shares, and followers. This numerical representation of our social worth creates powerful feedback loops as users chase the unpredictable rewards of validation. The inconsistency of this feedback - sometimes a post receives many likes, sometimes few - creates the same variable reward pattern that makes gambling so addictive. As social creatures, we're exquisitely sensitive to signals of approval or rejection from our peers, making this perhaps the most compelling hook in the digital arsenal. These six ingredients work synergistically, each amplifying the others' effects. A social media platform might combine goal-setting (reaching 1,000 followers) with immediate feedback (notifications), progress indicators (follower counts), escalating challenges (more complex content creation), cliffhangers (incomplete conversations), and social validation (likes and comments). Together, they create experiences that are extraordinarily difficult to resist or moderate, particularly for young people whose self-regulation skills are still developing.

Chapter 5: Neurological Impact: How Digital Experiences Hijack Brain Chemistry

The human brain evolved over millions of years in an environment vastly different from today's digital landscape. Our neurological reward system, which uses dopamine to signal pleasure and reinforce beneficial behaviors, developed to help our ancestors find food, avoid danger, and reproduce successfully. This system wasn't designed to handle the constant, intense stimulation provided by modern technology, creating a neurological mismatch that lies at the heart of digital addiction. When we receive a notification, complete a game level, or get a like on social media, our brains release dopamine - the same neurotransmitter triggered by food, sex, and certain drugs. Neuroscientist Kent Berridge discovered that dopamine doesn't actually create pleasure itself but rather drives wanting and anticipation. This distinction is crucial for understanding addiction: we can continue to want something (checking our phones) even after it stops giving us pleasure. This explains why many people report feeling anxious or unsatisfied even after spending hours on their devices - the wanting persists even when the liking fades. Brain imaging studies have revealed that behavioral addictions activate the same neural pathways as substance addictions. When gaming addicts see images of their favorite games, their brains show activation patterns nearly identical to those seen in cocaine addicts viewing images of cocaine. The primary difference is one of intensity rather than kind - digital experiences may produce less extreme but more frequent dopamine releases, creating a persistent state of craving that's difficult to escape. Over time, this can lead to what neuroscientists call "reward prediction error dysfunction," where the brain becomes less responsive to natural rewards while remaining hypersensitive to technology-related cues. The brain's adaptation to constant stimulation further complicates matters. With repeated exposure to highly stimulating digital content, the brain begins producing less dopamine naturally and reducing the number of dopamine receptors - a process called downregulation. This creates a tolerance effect similar to what occurs with drugs, requiring increasingly intense or frequent digital stimulation to achieve the same level of satisfaction. Meanwhile, ordinary pleasures like reading a book or taking a walk become less rewarding by comparison, creating a vicious cycle where digital stimulation becomes the primary source of dopamine activation. Sleep disruption plays a significant role in this neurochemical imbalance. The blue light emitted by screens suppresses melatonin production, disrupting natural sleep cycles. Studies show that 95% of adults use screen-based devices in the hour before bed, and over 60% keep their phones beside them while sleeping. This chronic sleep deprivation further impairs the brain's ability to regulate dopamine and other neurotransmitters, creating a vicious cycle where poor sleep leads to increased device use, which further disrupts sleep. The resulting cognitive impairment affects everything from mood regulation to impulse control. Perhaps most concerning is how these neurological effects impact developing brains. Children and adolescents are particularly vulnerable because their prefrontal cortex - the brain region responsible for self-control and decision-making - isn't fully developed until the mid-twenties. Early and intensive exposure to addictive digital experiences can literally shape neural pathways during critical developmental periods, potentially creating lifelong patterns of reward-seeking behavior that are extremely difficult to modify later. This neurological vulnerability helps explain why young people often struggle most with digital addiction and why early intervention is so crucial for healthy development.

Chapter 6: The Silicon Valley Paradox: Tech Creators Who Restrict Their Children's Usage

One of the most revealing aspects of the digital addiction crisis is the behavior of those who know these technologies best. Many prominent tech executives and developers strictly limit their own children's access to the very products they've created. Steve Jobs, who unveiled the iPad as an extraordinary device that offered "the best way to browse the web," told journalist Nick Bilton that his children had never used it. "We limit how much technology our kids use in the home," Jobs explained, creating a striking contradiction between his public promotion and private restrictions. This pattern extends throughout Silicon Valley's elite. Chris Anderson, former editor of Wired magazine and founder of several tech companies, enforced strict time limits on every device in his home because "we have seen the dangers of technology firsthand." His five children were never allowed to use screens in their bedrooms. Twitter co-founder Evan Williams bought hundreds of books for his two young sons but refused to give them an iPad. Google co-founder Sergey Brin sent his children to the Waldorf School of the Peninsula, where electronic devices are banned until the eighth grade. These tech leaders seem to be following the cardinal rule of drug dealing: never get high on your own supply. The restrictions these parents impose are often surprisingly severe. Many ban all screen time during the school week and limit weekend use to 1-2 hours. Some prohibit social media until high school or even college. Chamath Palihapitiya, former Facebook vice president of user growth, admitted, "I can control my decisions, which is that I don't use that shit. I can control my kids' decisions, which is that they're not allowed to use that shit." This blunt assessment from someone who helped build Facebook's addictive features speaks volumes about the known risks these insiders perceive. What makes this parental paradox particularly troubling is the knowledge gap between tech insiders and average parents. While tech executives have insider understanding of how these products are designed to be addictive, most parents lack this awareness and are often reassured by marketing that portrays digital products as educational tools. The result is a digital divide where the children of tech elites receive careful protection from addictive technology while most children face unrestricted exposure. This disparity raises serious questions about information asymmetry and ethical responsibility in the tech industry. The concerns of these tech-cautious parents are supported by research. A longitudinal study from the National Institutes of Health found that children who spent more than two hours daily on screens scored lower on thinking and language tests, and those who spent more than seven hours showed premature thinning of the brain's cortex. Other studies link excessive screen time to increased rates of depression, anxiety, and attention problems in children and adolescents. These findings align with what tech executives seem to understand intuitively based on their insider knowledge. Perhaps most revealing are the explanations these tech parents give for their restrictions. They rarely mention content concerns but instead focus on the addictive nature of the technology itself. Tristan Harris, a former Google design ethicist, explains that these products are specifically engineered to "hijack our psychological vulnerabilities." As he puts it, "Your children are being programmed," a statement that carries particular weight coming from someone who helped create that programming. This disconnect between public promotion and private restriction creates an ethical dilemma that lies at the heart of our society's relationship with digital technology.

Chapter 7: Toward Digital Balance: Solutions for an Addicted Generation

As awareness of digital addiction grows, promising approaches for creating healthier relationships with technology are emerging. The concept of "digital sustainability" offers a framework that acknowledges technology's benefits while recognizing its potential harms. Rather than promoting abstinence, which is unrealistic in today's connected world, this approach focuses on developing sustainable tech habits that enhance rather than diminish wellbeing. The goal isn't to abandon digital tools but to use them intentionally rather than compulsively. At the individual level, behavioral design modifications can significantly reduce addictive patterns. Simple changes like turning off notifications, using grayscale mode to make screens less visually appealing, and establishing tech-free zones in bedrooms and dining areas can break automatic usage habits. Apps like Moment, which track screen time, help users become aware of their actual usage patterns - most people underestimate their screen time by about 50%. This awareness is often the first step toward intentional change. More structured approaches like digital sabbaths (tech-free days) or social media fasts have shown benefits for mental health and relationship satisfaction. For parents, age-appropriate boundaries are crucial. The American Academy of Pediatrics recommends no screen time for children under 18 months except video chatting, and limited high-quality programming with parental co-viewing for children 18-24 months. For older children, consistent limits on time and content, along with screen-free times and locations, help establish healthy patterns. Perhaps most important is parental modeling - children learn more from what parents do than what they say, making it essential for adults to demonstrate healthy tech habits themselves. Family media plans that involve children in setting rules often prove more effective than top-down restrictions. Educational approaches show particular promise for developing digital literacy. Schools are increasingly incorporating curriculum that teaches students to critically evaluate their technology use. Programs that help young people understand the persuasive design techniques used to capture their attention have shown success in reducing problematic usage. When adolescents understand how their psychology is being exploited, they become more resistant to manipulation and more capable of making conscious choices. This knowledge-based approach empowers rather than restricts, addressing the root causes of addiction rather than merely treating symptoms. At the treatment level, specialized programs for severe digital addiction are demonstrating effectiveness. Centers like reSTART in Washington State use a phased approach that begins with complete digital detox, followed by gradual reintroduction of essential technology under careful guidelines. These programs focus not just on reducing screen time but on addressing underlying issues like social anxiety, depression, or trauma that may drive excessive use. They also emphasize developing alternative sources of meaning and connection through nature experiences, face-to-face relationships, and creative pursuits. The technology industry itself is beginning to respond to concerns about digital addiction. Companies like Apple and Google have introduced screen time management tools, and some social media platforms are experimenting with features that discourage excessive use, such as Instagram's "You're All Caught Up" notification. While critics argue these efforts are insufficient, they represent an important acknowledgment of responsibility. More substantive changes may require regulatory pressure or consumer demand for ethically designed products. Organizations like the Center for Humane Technology are working to reshape the digital landscape by promoting design standards that respect human psychology and autonomy.

Summary

The evolution of digital addiction reveals a fundamental mismatch between human psychology and modern technology. Our brains evolved in environments where rewards were inconsistent and required effort, social connections developed through face-to-face interaction, and natural boundaries limited most behaviors. Today's digital landscape systematically exploits our psychological vulnerabilities through perfectly calibrated reward schedules, quantified social validation, and environments designed to eliminate natural stopping points. This isn't accidental - it reflects deliberate design choices made to maximize engagement regardless of human wellbeing. The result is a society increasingly struggling with compulsive digital behaviors that undermine attention, relationships, and mental health. Moving toward healthier digital relationships requires action at multiple levels. Individually, we can practice "behavioral architecture" - deliberately designing our environments to support intentional rather than compulsive technology use. This might include creating tech-free zones, using blocking tools during focused work, or establishing social norms that prioritize presence over digital distraction. Collectively, we must demand more ethical design standards that respect human limitations rather than exploiting them. The most promising technologies will be those that solve specific problems efficiently and then disappear, rather than those designed to capture maximum attention. By understanding the psychological hooks that make digital experiences so compelling, we gain the power to use technology intentionally rather than being used by it - reclaiming our attention and ultimately our humanity in an increasingly digital world.

Best Quote

“Walter Isaacson, who ate dinner with the Jobs family while researching his biography of Steve Jobs, told Bilton that, “No one ever pulled out an iPad or computer. The kids did not seem addicted at all to devices.” It seemed as if the people producing tech products were following the cardinal rule of drug dealing: never get high on your own supply.” ― Adam Alter, Irresistible: The Rise of Addictive Technology and the Business of Keeping Us Hooked

Review Summary

Strengths: Alter's engaging writing style effectively makes complex psychological concepts accessible to a broad audience. His thorough research provides a timely analysis of digital addiction, with relatable and eye-opening examples and case studies. The exploration of the ethical responsibilities of tech companies in creating addictive products resonates strongly with readers. Weaknesses: Repetitiveness in the narrative is sometimes noted, alongside a perceived lack of actionable solutions for combating digital addiction. The book occasionally presents a one-sided view, focusing heavily on the negative aspects of technology without acknowledging its benefits. Overall Sentiment: Reception is generally positive, with the book seen as compelling and thought-provoking. It urges readers to adopt a more mindful approach to digital consumption. Key Takeaway: "Irresistible" highlights the hidden influences of technology on human behavior, emphasizing the need for awareness and mindfulness in digital interactions.

About Author

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Adam Alter Avatar

Adam Alter

Adam Alter is an Associate Professor of Marketing and Psychology at New York University’s Stern School of Business, and the author of Drunk Tank Pink, a New York Times bestseller about the forces that shape how we think, feel, and behave, and Irresistible, a book about the rise of tech addiction and what we should do about it. Alter was recently included in the Poets and Quants “40 Most Outstanding Business School Professors under 40 in the World,” and has written for the New York Times, New Yorker, Wired, Washington Post, and The Atlantic, among other publications. He has shared his ideas at the Cannes Lions Festival of Creativity and with dozens of companies around the world. Alter received his Bachelor of Science (Honors Class 1, University Medal) in Psychology from the University of New South Wales and his M.A. and Ph.D. in Psychology from Princeton University, where he held the Charlotte Elizabeth Procter Honorific Dissertation Fellowship and a Fellowship in the Woodrow Wilson Society of Scholars.

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Irresistible

By Adam Alter

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