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Tuesday, 20 May 2026  ·  Ljouwert, FryslânEst. 2026

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The Addiction Economy: How Apps Are Designed to Trap Users
Society

The Addiction Economy: How Apps Are Designed to Trap Users

February 15, 2026 · Frisian News

Tech companies engineer apps with addictive features to keep users scrolling, watching, and spending. Engineers and former executives now admit the industry knowingly exploits human psychology.

English

A programmer at a major social media firm spends her lunch break scrolling her own company's app, then realizes with a jolt that she cannot stop. The algorithm knows exactly what keeps her tapping, because she and hundreds of engineers designed it that way. Every notification, every color choice, every pause before the next video loads, serves one purpose: to make quitting harder than continuing. This is not accident or side effect. It is business strategy.

The tech industry calls this engagement. Investors call it growth. Users call it addiction, and they are right. Companies like Meta, TikTok, and YouTube employ psychologists, behavioral scientists, and game designers to study how humans form habits. They copy tactics from casinos and slot machines. They use variable rewards, social validation through likes and comments, and artificial scarcity to create a feeling of missing out. When users try to leave, apps show them unread notifications or ask them to confirm they really want to leave. The friction is not accidental.

Former executives admit this now. Tristan Harris, who worked on growth tactics at Google, has spent years documenting how the industry manipulates attention. Sean Parker, Facebook's first president, said the platform exploits a vulnerability in human psychology for which society has no defenses. These men know because they built the machine. Regulators have moved slowly, held back by lobbying money and the fear that constraining tech will harm national competitiveness, but the evidence keeps piling up: teenage girls report higher rates of depression and anxiety, engagement with addictive features correlates with poor sleep and reduced attention span.

Companies respond by calling their efforts ethical and consumer-friendly. They add screen time warnings, which users can ignore with one tap. They offer parental controls, which only work if parents know about them and have time to set them up. These measures exist not to solve the problem but to create the appearance of solving it while the addictive core remains untouched. The economics demand it: advertising revenue depends on time spent in the app, and time spent depends on making users unable to leave.

Smaller countries have moved faster. France and the UK have begun fining platforms for addictive design. The EU is drafting rules that would require platforms to show how their algorithms work and allow users to opt out of personalized feeds. None of this will stop the addiction, but it signals that the game is ending. The companies know they cannot defend their practices forever. They are building the defenses now, knowing that true change would cost them billions in lost revenue.

✦ Frysk

In programmer by in grutte sosialmediabedrief brocht har lunsjpauze scrolljend troch de app fan har eigen bedrief, en beseft dan mei in skokkje dat sy net kin stoppe. It algoritme wit krekt wat har oan it tikken hâldt, omdat sy en hûnderten ingenieurs it sa ûntworpen hawwe. Elke melding, elke klearkeaze, elke pause foardat de folgjende fideo laadt, tsjinnet ien doel: stoppe swierder meitsje as trochgean. Dit is gjin ongulkje of byseffekt. It is bedriusstrategy.

De tech-yndustry neamt dit betrokkenheid. Ynvestearders neame it groei. Brûkers neame it ferlaving, en sy hawwe rjocht. Bedriuwen lykas Meta, TikTok en YouTube wurkje mei mei psykology, gedrach-kenners en gameontwerppers om te ûndersykje hoe minsken gewensten foarmje. Sy kopiearje taktieken fan casino's en gokmasjines. Sy brûke wisseljende beleainen, sosiale validaasje troch likes en reaksjes, en keunstmjittige skaarsje om in gefoel fan itsjes misse te meitsjen. Wannear brûkers probearje fuort te gean, toane apps harren onyske meldingen of freegje sy har te befestigjen dat sy echt fuort wolle. De wjerstân is net tafels.

Farline bestjoerders jouwe dit no ta. Tristan Harris, dy't by Google oan groeistrategy wurke, dokumentearje al jierren hoe de yndustry oandacht manipulearje. Sean Parker, de earste presidint fan Facebook, sei dat it platfoarm in kwetsbearheid yn de minsklike psychology misbrukt wêrfoar de maatskippij gjin ferdiening hat. Dizze manlju witte it omdat sy de masine boud hawwe. Regelrjochters binne stadich fierder gien, tegenholden troch lobbygeld en de angst dat it beheinde fan technology skaadlich is foar konkurrintsiefermogen, mar it bewiis stapelt him op: tienermeisjes rapportearje hegere depressje- en angstferhâldingen, betrokkenheid mei ferlaffende funksjes korreleart mei slachte slap en fermindere oandachtsspan.

Bedriuwen antwordearet troch har ynspannings etisk en brûkersfriendlik te neamen. Sy foegje skermtiidwaarskôgingen ta, dy't brûkers mei ien tik negearje kinne. Sy biede alderskontroale, dat allinne wurket as âlders der fan wite en tiid hawwe om it yn te stellen. Dizze maatregels bestane net om it probleem op te losjen, mar om it skayn fan in oplossing te meitsjen wylst de ferlaffende kern onaantast bliuwt. De ekonomy freget it: advertinsjeynkommen hingje ôf fan de tiid yn de app, en de tiid hingje ôf fan brûkers dy't net fuort kinne.

Litser lannen binne hurder fierder gien. Frankryk en it Feriene Keninkryk hawwe platformen begûn te betale foar ferlaffend ûntwerp. De EU stelt regels op dy't platformen soene ferplichte har algoritmes dúdlik te meitsjen en brûkers tastean soene sich ôf te melden fan personaliseare feeds. Dit sil de ferlaving net stoppe, mar it jout oan dat it spiel op 'e ûnde komt. De bedriuwen wite dat sy har praktiken net foar altyd kinne rjochfeartigje. Sy bouwe no de ferdienigswerken, witjend dat echte feroaring harren miljarden yn ferlearren ynkomsten soe koste.


Published February 15, 2026 · Frisian News · Ljouwert, Fryslân