Emma Micinski

28%
Flag icon
With a smartphone in every pocket, companies quickly pivoted to mobile apps, offering adolescents endless high-stimulation activities. Video game producers, pornography providers, and social media platforms adopted free-to-use, advertising-driven strategies.[32] Games also instituted pay-to-progress options—business decisions that tapped players’ wallets (or parents’ credit cards) directly—and got kids hooked.
The Anxious Generation: How the Great Rewiring of Childhood Is Causing an Epidemic of Mental Illness
Rate this book
Clear rating
Open Preview