Haidt's arguments and approach have been challenged by critics, many of whom point out that causation is not correlation, that his work ignores the many other potential factors at play affecting mental health. Yet, The Anxious Generation has undeniably had a significant impact. Haidt is leading, in his own terms, a "movement," which we have already seen translate into legislation in many states around the U.S. limiting the use of phones in schools.
As parents, we did everything we could to teach our kids how to use social media responsibly and monitor their usage, but it still wasn't enough. Our sons, Carson and David, suffered from relentless cyberbullying that resulted in them taking their own lives. As we navigated our own grief and struggled to understand the pain that overwhelmed our sons, we met each other - and even more "survivor parents" who have experienced similar loss.
Following Setzer's death, for instance, his mother discovered that his last conversation had been with an AI chatbot styled after "Game of Thrones" character Daenerys Targaryen and had revolved around suicide. In his last messages to the bot, the Character.AI persona generated text asking Setzer to "please come home to me as soon as possible." "What if I told you I could come home right now?" Sewell replied. "...please do, my sweet king," the AI responded. Soon after, Setzer took his own life with his father's gun.
The Contribution Project, led by Cornell psychologist Anthony Burrow, randomly selected more than 1,200 high school and college students to receive $400 to add value for themselves or for their communities. The funds came with no strings attached-students could decide to use the money however they wished. Eight weeks after receiving the funds, participants scored significantly higher than non-recipients on multiple psychological measures, including sense of belonging, well-being, sense of purpose, and feeling useful.
Sadmir and his board game companions are just some of the 300 patients at the gaming disorder clinic, Australia's only publicly-run institution of its type, helping patients wean themselves off excessive online gaming habits. The room where they meet is a simple space in a faceless hospital but in the corner, there's a pile of boardgames on a chair. Jenga, Uno and Sushi Go are also popular choices at the informal group which is attended by both patients and clinicians.