The Anxious Generation: How the Great Rewiring of Childhood Is Causing an Epidemic of Mental Illness
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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.
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late 1980s as the beginning of the transition from a “play-based childhood” to a “phone-based childhood,”
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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.
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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.
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“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 ...more
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overprotecting children in the real world (where they need to learn from vast amounts of direct experience) and underprotecting them online (where they are particularly vulnerable during puberty).
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Most parents don’t want their children to have a phone-based childhood, but somehow the world has reconfigured itself so that any parent who resists is
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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. ...more
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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.
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While fear triggers the full response system at the moment of danger, anxiety triggers parts of the same system when a threat is merely perceived as possible. It is healthy to be anxious and on alert when one is in a situation where there really could be dangers lurking. But when our alarm bell is on a hair trigger so that it is frequently activated by ordinary events—including many that pose no real threat—it keeps us in a perpetual state of distress. This is when ordinary, healthy, temporary anxiety turns into an anxiety disorder.
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Anxiety affects the mind and body in multiple ways. For many, anxiety is felt in the body as tension or tightness and as discomfort in the abdomen and chest cavity.16 Emotionally, anxiety is experienced as dread, worry, and, after a while, exhaustion. 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 ...more
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The main psychiatric category here is called major depressive disorder (MDD). Its two key symptoms are depressed mood (feeling sad, empty, hopeless) and a loss of interest or pleasure in most or all activities.17 “How weary, stale, flat and unprofitable, seem to me all the uses of this world,” said Hamlet,18 immediately after lamenting God’s prohibition against “self-slaughter.” For a diagnosis of MDD, these symptoms must be consistently present for at least two weeks. They are often accompanied by physical symptoms, including significant weight loss or weight gain, sleeping far less or far ...more
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People are more likely to become depressed when they become (or feel) more socially disconnected, and depression then makes people less interested and able to seek out social connection. As with anxiety, there is a vicious circle.
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many studies chart changes in the number of adolescents brought in for emergency psychiatric care, or admitted to hospitals each year because they deliberately harmed themselves. This can either be in a suicide attempt, commonly done by overdosing on medications, or in what is called nonsuicidal self-injury (NSSI), often done by cutting oneself without the intent to die. Figure 1.4 shows the data for visits to emergency rooms in the United States, and it shows a pattern similar to the rising rates of depression that we saw in figure 1.1, especially for girls.
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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.
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While girls’ social lives moved onto social media platforms, boys burrowed deeper into the virtual world as they engaged in a variety of digital activities, particularly immersive online multiplayer video games, YouTube, Reddit, and hardcore pornography—all of which became available anytime, anywhere, for free, right on their smartphones.
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“play requires suppression of the drive to dominate and enables the formation of long-lasting cooperative bonds.”7
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“free play” as “activity that is freely chosen and directed by the participants and undertaken for its own sake, not consciously pursued to achieve ends that are distinct from the activity itself.”
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A key feature of free play is that
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Experience, not information, is the key to emotional development.
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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.
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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.
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ATTUNEMENT Human children are wired to connect, in part by tuning and synchronizing their movements and emotions with others.
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Synchronous, face-to-face, physical interactions and rituals are a deep, ancient, and underappreciated part of human evolution. Adults enjoy them, and children need them for healthy development. Yet the major social media platforms draw children into endless hours of asynchronous interaction, which can become more like work than play. Most teens have accounts on multiple platforms, and those who use social media regularly spend two hours a day or more just on social media sites.21 By 2014, nearly a third of teen girls were spending over 20 hours a week on social media sites. That’s half of a ...more
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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, whereas parents can struggle unsuccessfully for years to get their children to sit up straight or stop whining. Parents don’t get to use the power of conformity bias, so they are often no match for the socializing power of social media.24
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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.
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People can perceive excellence for themselves, but it’s more efficient to rely on the judgments of others.
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Platform designers in Silicon Valley directly targeted this psychological system when they quantified and displayed the success of every post (likes, shares, retweets, comments) and every user, whose followers are literally called followers.
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A team led by the psychologist Amy Orben analyzed two large British data sets and found that the negative correlation between social media use and satisfaction with life was larger for those in the 10–15 age group than for those in the 16–21 age group, or any other age bracket.
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IN SUM Human childhood is very different from that of any other animal. Children’s brains grow to 90% of full size by age 5, but then take a long time to configure themselves. This slow-growth childhood is an adaptation for cultural learning. Childhood is an apprenticeship for learning the skills needed for success in one’s culture. Free play is as essential for developing social skills, like conflict resolution, as it is for developing physical skills. But play-based childhoods were replaced by phone-based childhoods as children and adolescents moved their social lives and free time onto ...more
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the play-based childhood is nature’s way of wiring up brains that tend toward discover mode, and how the phone-based childhood shifted a generation of children toward defend mode.
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Children raised in loving homes that support autonomy, play, and growth may still develop anxiety disorders; children raised in overprotective homes usually turn out fine. There is no one right way to be a parent; there is no blueprint for building a perfect child. Yet it is helpful to bear in mind some general features of human childhood: Kids are antifragile and therefore they benefit from risky play, along with a secure base, which helps to shift them over toward discover mode. A play-based childhood is more likely to do that than a phone-based childhood.
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IN SUM The human brain contains two subsystems that put it into two common modes: discover mode (for approaching opportunities) and defend mode (for defending against threats). Young people born after 1995 are more likely to be stuck in defend mode, compared to those born earlier. They are on permanent alert for threats, rather than being hungry for new experiences. They are anxious. All children are by nature antifragile. Just as the immune system must be exposed to germs, and trees must be exposed to wind, children require exposure to setbacks, failures, shocks, and stumbles in order to ...more
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Puberty is therefore a period when we should be particularly concerned about what our children are experiencing. Physical conditions, including nutrition, sleep, and exercise, matter throughout all of childhood and adolescence. But because there is a sensitive period for cultural learning, and because it coincides with the accelerated rewiring of the brain that begins at the start of puberty, those first few years of puberty deserve special attention.
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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
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If we want children to have a healthy pathway through puberty, we must first take them off experience blockers so that they can accumulate the wide range of experiences they need, including the real-world stressors their antifragile minds require to wire up properly. Then we should give children a clear pathway to adulthood with challenges, milestones, and a growing set of freedoms and responsibilities along the way.
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A human child doesn’t morph into a culturally functional adult solely through biological maturation. Children benefit from role models (for cultural learning), challenges (to stimulate antifragility), public recognition of each new status (to change their social identity), and mentors who are not their parents as they mature into competent, flourishing adults.
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Once a child gets online, there is never a threshold age at which she is granted more autonomy or more rights. On the internet, everyone is the same age, which is no particular age. This is a major reason why a phone-based adolescence is badly mismatched with the needs of adolescents.
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IN SUM Early puberty is a period of rapid brain rewiring, second only to the first few years of life. Neural pruning and myelination are occurring at a very rapid rate, guided by the adolescent’s experiences. We should be concerned about those experiences and not let strangers and algorithms choose them. Safetyism is an experience blocker. When we make children’s safety a quasi-sacred value and don’t allow them to take any risks, we block them from overcoming anxiety, learning to manage risk, and learning to be self-governing, all of which are essential for becoming healthy and competent ...more
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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.
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there are at least four major features common to the platforms we generally think of as being clear examples of social media: user profiles (users can create individual profiles where they can share personal information and interests); user-generated content (users create and share a variety of content to a broad audience, including text posts, photos, videos, and links); networking (users can connect with other users by following their profiles, becoming friends, or joining the same groups); and interactivity (users interact with each other and with the content they share; interactions may ...more
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“The cost of a thing is the amount of … life which is required to be exchanged for it, immediately or in the long run.”16 So what was the opportunity cost to children and adolescents when they started spending six, or eight, or perhaps even 16 hours each day interacting with their devices? Might they have exchanged any parts of life that were necessary for healthy human development?
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When a conversation partner pulls out a phone,21 or when a phone is merely visible22 (not even your own phone), the quality and intimacy of a social interaction is reduced.
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Gen Z are an incredibly isolated group of people. We have shallow friendships and superfluous romantic relationships that are mediated and governed to a large degree by social media …. There is hardly a sense of community on campus and it’s not hard to see. Oftentimes I’ll arrive early to a lecture to find a room of 30+ students sitting together in complete silence, absorbed in their smartphones, afraid to speak and be heard by their peers. This leads to further isolation and a weakening of self identity and confidence, something I know because I’ve experienced it firsthand.25
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sleep is vital for good performance in school and life, particularly during puberty, when the brain is rewiring itself even faster than it did in the years before puberty. Sleep-deprived teens cannot concentrate, focus, or remember as well as teens who get sufficient sleep.
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Their reaction times, decision making, and motor skills suffer, which elevates their risk of accidents.29 They are more irritable and anxious throughout the day, so their relationships suffer. If sleep deprivation goes on long enough, other physiological systems become perturbed, leading to weight gain, immune suppression, and other health problems.30
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Teens need more sleep than adults—at least nine hours a night for preteens and eight hours a night for teens.31 Back in 2001, a leading sleep expert wrote that “almost all teenagers, as they reach puberty, become walking zombies because they are getting far too little sleep.”
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a 2020 study found that greater sleep disturbance and shorter total sleep time were associated with greater internalizing scores (which include depression), as well as greater externalizing scores (which include aggression and other antisocial actions associated with a lack of impulse control).41
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Studies show that adolescents with attention deficit hyperactivity disorder (ADHD) are heavier users of smartphones and video games, and the commonsense assumption is that people with ADHD are more likely to seek out the stimulation of screens and the enhanced focus that can be found in video games. But does causation run in the reverse direction too? Can a phone-based childhood exacerbate existing ADHD symptoms?
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