The Happiness Industry

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Authors: William Davies
addictions have been identified and diagnosed in relation to all manner of hedonistic practices and experiences, from gambling to shopping to sex. Inevitably, the new diagnostic categories lend support to biological explanations that the behaviours are hard-wired into certain brains or genes.
    The DSM-V, which was launched in early 2013, added a further item to the menu of dysfunctional compulsions: internet addiction. Many doctors and psychiatrists are confident that this latest syndrome qualifies as a true addiction, no less than addiction to drugs. Sufferers show all the hallmarks of addictivebehaviour. Internet use can overwhelm their ability to maintain relationships or hold down a career. When internet addicts are cut off from the web as a form of ‘cold turkey’, they can develop physiological withdrawal symptoms. They lie to those they are close to in an effort to get their fix. Neuroscience shows that the pleasures associated with internet use can be chemically identical to those associated with cocaine use or other addictive pastimes.
    If we can look beyond the neurochemistry for a moment, it is worth asking one simple question: what is the internet addict addicted to exactly? One of the psychiatrists who has explored this phenomenon most closely is Richard Graham, based at London’s Tavistock Clinic. And the conclusion he has reached brings us squarely to the pathologies of the new concept of the ‘social’.
    In 2005, Graham was studying the ways in which video games impacted on the behaviour and attitudes of young people. It was thanks to this expertise that a teenage boy was referred to him with symptoms of depression, who was also a compulsive player of computer games, in particular a game called Halo. The boy played for four or five hours a day, obsessively trying to reach the next level of the game, cutting him off from his friends and family in the process. His parents were concerned about the amount of time he spent in his room. And yet the gaming in itself didn’t strike Graham as a particular cause for concern.
    But in 2006, the boy’s situation became rapidly more serious. He switched to playing World of Warcraft, which coincided with a marked increase in his amount of gaming time, to as much as fifteen hours every day. His parents became increasingly concerned but felt powerless to do anything. The situation continued like this for another three years. Reaching breaking point on Mothering Sunday, 2009, they turned off his modem. The boyimmediately became violent, to the point where they had to call the police. His relationship to the video game had become beyond his, or anyone else’s, control.
    The key difference between the two games is that World of Warcraft involves playing against other gamers in real time. It involves respect and recognition from real people. Unlike Halo, which the boy had played obsessively but not addictively, World of Warcraft is a social experience. Even while the boy remained alone in his room staring at moving graphics on a monitor, the knowledge that other players were present offered a form of psychological ‘hit’ that wasn’t available from regular video games. Clearly, the boy was not simply addicted to technology but to a particular type of egocentric relationship which networked computers are particularly adept at providing.
    Graham has since become a noted authority on the topic of social media addiction, especially among young people. What he noticed, in the case of the World of Warcraft addict, was simply an extreme case of an affliction that has become widespread in the age of Facebook and smartphones. Social media addiction may be classed as a particular subset of internet addiction, as far as the DSM is concerned, but it is the social logic of it which is so psychologically powerful. Not unlike the gamer, people who cannot put down their smartphones are not engaging with images or gadgetry for the sake of it: they are

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