A half-hour east of Seattle, not far from the headquarters of Microsoft, Amazon, and other icons of the digital revolution, reSTART, a rehab center for Internet addicts, reveals some of the downsides of that revolution. Most of the clients here are trying to quit online gaming, an obsession that has turned their careers, relationships, and health to shambles. For the outsider, the addiction can be incomprehensible. But listening to the patients’ stories, the appeal comes sharply into focus. In a living room overlooking the lawn, 29-year-old Brett Walker talks about his time in World of Warcraft, a popular online role-playing game in which participants become warriors in a steampunk medieval world. For four years, even as his real life collapsed, Walker enjoyed a near-perfect online existence, with unlimited power and status akin to that of a Mafia boss crossed with a rock star. “I could do whatever I wanted, go where I wanted,” Walker tells me with a mixture of pride and self-mockery. “The world was my oyster.”
Walker appreciates the irony. His endless hours as an online superhero left him physically weak, financially destitute, and so socially isolated he could barely hold a face-to-face conversation. There may also have been deeper effects. Studies suggest that heavy online gaming alters brain structures involved in decision making and self-control, much as drug and alcohol use do. Emotional development can be delayed or derailed, leaving the player with a sense of self that is incomplete, fragile, and socially disengaged—more id than superego. Or as Hilarie Cash, reSTART cofounder and an expert in online addiction, tells me, “We end up being controlled by our impulses.”
Which, for gaming addicts, means being even more susceptible to the complex charms of the online world. Gaming companies want to keep players playing as long as possible—the more you play, the more likely you’ll upgrade to the next version. To this end, game designers have created sophisticated data feedback systems that keep players on an upgrade treadmill. As Walker and his peers battle their way through their virtual worlds, the data they generate are captured and used to make subsequent game iterations even more “immersive,” which means players play more, and generate still more data, which inform even more immersive iterations, and so on. World of Warcraft releases periodic patches featuring new weapons and skills that players must have if they want to keep their godlike powers, which they always do. The result is a perpetual-motion machine, driven by companies’ hunger for revenues, but also by players’ insatiable appetite for self-aggrandizement. Until the day he quit, Walker never once declined the chance to “level up,” but instead consumed each new increment of power as soon as it was offered—even as it sapped his power in real life.
On the surface, stories of people like Brett Walker may not seem relevant to those of us who don’t spend our days waging virtual war. But these digital narratives center on a dilemma that every citizen in postindustrial society will eventually confront: how to cope with a consumer culture almost too good at giving us what we want. I don’t just mean the way smartphones and search engines and Netflix and Amazon anticipate our preferences. I mean how the entire edifice of the consumer economy, digital and actual, has reoriented itself around our own agendas, self-images, and inner fantasies. In North America and the United Kingdom, and to a lesser degree in Europe and Japan, it is now entirely normal to demand a personally customized life. We fine-tune our moods with pharmaceuticals and Spotify. We craft our meals around our allergies and ideologies. We can choose a vehicle to express our hipness or hostility. We can move to a neighborhood that matches our social values, find a news outlet that mirrors our politics, and create a social network that “likes” everything we say or post. With each transaction and upgrade, each choice and click, life moves closer to us, and the world becomes our world.
And yet … the world we’re busily refashioning in our own image has some serious problems. Certainly, our march from one level of gratification to the next has imposed huge costs—most recently in a credit binge that nearly sank the global economy. But the issue here isn’t only one of overindulgence or a wayward consumer culture. Even as the economy slowly recovers, many people still feel out of balance and unsteady. It’s as if the quest for constant, seamless self-expression has become so deeply embedded that, according to social scientists like Robert Putnam, it is undermining the essential structures of everyday life. In everything from relationships to politics to business, the emerging norms and expectations of our self-centered culture are making it steadily harder to behave in thoughtful, civic, social ways. We struggle to make lasting commitments. We’re uncomfortable with people or ideas that don’t relate directly and immediately to us. Empathy weakens, and with it, our confidence in the idea, essential to a working democracy, that we have anything in common.
Our unease isn’t new, exactly. In the 1970s, social critics such as Daniel Bell, Christopher Lasch, and Tom Wolfe warned that our growing self-absorption was starving the idealism and aspirations of the postwar era. The “logic of individualism,” argued Lasch in his 1978 polemic, The Culture of Narcissism, had transformed everyday life into a brutal social competition for affirmation that was sapping our days of meaning and joy. Yet even these pessimists had no idea how self-centered mainstream culture would become. Nor could they have imagined the degree to which the selfish reflexes of the individual would become the template for an entire society. Under the escalating drive for quick, efficient “returns,” our whole socioeconomic system is adopting an almost childlike impulsiveness, wholly obsessed with short-term gain and narrow self-interest and increasingly oblivious to long-term consequences.

Which, for gaming addicts, means being even more susceptible to the complex charms of the online world. Gaming companies want to keep players playing as long as possible—the more you play, the more likely you’ll upgrade to the next version. To this end, game designers have created sophisticated data feedback systems that keep players on an upgrade treadmill. As Walker and his peers battle their way through their virtual worlds, the data they generate are captured and used to make subsequent game iterations even more “immersive,” which means players play more, and generate still more data, which inform even more immersive iterations, and so on. World of Warcraft releases periodic patches featuring new weapons and skills that players must have if they want to keep their godlike powers, which they always do. The result is a perpetual-motion machine, driven by companies’ hunger for revenues, but also by players’ insatiable appetite for self-aggrandizement. Until the day he quit, Walker never once declined the chance to “level up,” but instead consumed each new increment of power as soon as it was offered—even as it sapped his power in real life.
On the surface, stories of people like Brett Walker may not seem relevant to those of us who don’t spend our days waging virtual war. But these digital narratives center on a dilemma that every citizen in postindustrial society will eventually confront: how to cope with a consumer culture almost too good at giving us what we want. I don’t just mean the way smartphones and search engines and Netflix and Amazon anticipate our preferences. I mean how the entire edifice of the consumer economy, digital and actual, has reoriented itself around our own agendas, self-images, and inner fantasies. In North America and the United Kingdom, and to a lesser degree in Europe and Japan, it is now entirely normal to demand a personally customized life. We fine-tune our moods with pharmaceuticals and Spotify. We craft our meals around our allergies and ideologies. We can choose a vehicle to express our hipness or hostility. We can move to a neighborhood that matches our social values, find a news outlet that mirrors our politics, and create a social network that “likes” everything we say or post. With each transaction and upgrade, each choice and click, life moves closer to us, and the world becomes our world.
And yet … the world we’re busily refashioning in our own image has some serious problems. Certainly, our march from one level of gratification to the next has imposed huge costs—most recently in a credit binge that nearly sank the global economy. But the issue here isn’t only one of overindulgence or a wayward consumer culture. Even as the economy slowly recovers, many people still feel out of balance and unsteady. It’s as if the quest for constant, seamless self-expression has become so deeply embedded that, according to social scientists like Robert Putnam, it is undermining the essential structures of everyday life. In everything from relationships to politics to business, the emerging norms and expectations of our self-centered culture are making it steadily harder to behave in thoughtful, civic, social ways. We struggle to make lasting commitments. We’re uncomfortable with people or ideas that don’t relate directly and immediately to us. Empathy weakens, and with it, our confidence in the idea, essential to a working democracy, that we have anything in common.
Our unease isn’t new, exactly. In the 1970s, social critics such as Daniel Bell, Christopher Lasch, and Tom Wolfe warned that our growing self-absorption was starving the idealism and aspirations of the postwar era. The “logic of individualism,” argued Lasch in his 1978 polemic, The Culture of Narcissism, had transformed everyday life into a brutal social competition for affirmation that was sapping our days of meaning and joy. Yet even these pessimists had no idea how self-centered mainstream culture would become. Nor could they have imagined the degree to which the selfish reflexes of the individual would become the template for an entire society. Under the escalating drive for quick, efficient “returns,” our whole socioeconomic system is adopting an almost childlike impulsiveness, wholly obsessed with short-term gain and narrow self-interest and increasingly oblivious to long-term consequences.
by Paul Roberts, American Scholar | Read more:
Image: David Herbick