The Overlooked Tech Dangers That Will Define 2026 | Cal Newport
FULL TRANSCRIPT
Two years ago, the NYU social scientist
Jonathan Height exploded into the public
conversation with the publication of his
book, The Anxious Generation. This book
argued that smartphones had helped
trigger a mental health epidemic in kids
and teenagers. Now, this book was a
massive bestseller. It sold over a
million copies by the end of 2024 and
many more since. Now, the anxious
generation was a hit in large part
because height was giving data to back
up something that most parents already
felt intuitively. They saw what happened
to their own kids when they got their
hands on their phones. They knew that it
was a problem. And John Height had the
receipts to prove that they were right.
Not everyone, however, immediately
embraced Height's message. Many elite
journalists and academics were
suspicious. uh they thought his message
was too simple and it was too neat and
that it diverted attention from the
types of harms like uh structural racism
and economic inequality that they were
more interested in highlighting. Um a
dismissive review of the anxious
generation that appeared in the journal
Nature for example claimed that Height's
argument was quote not supported by
science end quote and then warned that
quote rising hysteria could distract us
from tackling the real causes end quote.
But these critics had a problem. height
knew what he was talking about. Starting
in 2019, he began constructing with the
help of the demographer uh Gene Twangi
and the researcher Zach Roush a massive
annotated bibliography of every serious
paper published about the impact of
phones on teens. In fact, I'll load this
bibliography on the screen right now for
people who are watching instead of just
listening. What I'm showing you right
now, this is just a table of contents of
all the different studies that are in
here. These are all just categories of
studies. And if you look in here a
little bit closer, you'll see uh they're
summarizing for all these studies. Uh
they'll have a summary of what's going
on. They'll have the abstract. They'll
have comments, reactions to the studies,
reactions to people responding to it,
key graphs from within it, etc. What I'm
trying to say here is height had become
one of the world's experts on this
research literature. So he wasn't just
going with his gut when he wrote the
anxious generation. The harms he
described were very carefully and in a
nuanced fashion being measured by real
researchers. Now, here's the thing. Soon
after The Anxious Generation came out,
it became harder and harder to ignore
the reality that height seemed like he
was right. One of the clearest
validations was when last year many
schools began banning phones and they
saw immediate positive improvements not
just in learning but in their kids
social interactions and in their mental
health. So, we are currently arriving at
a moment in which John Height, for all
intents and purposes, has been
vindicated.
Perhaps nothing captures this more
clearly than uh the following tweet that
I'm going to show you here on the
screen. I'll load it up here. Uh this is
from the technology journalist Kevin
Roose, who has long been in the John
Height skeptic camp, but just recently
he tweeted the following. I confess I
was not totally convinced that the phone
bands would work, but early evidence
suggests a total John Height victory.
The link in this tweet was to an article
in New York Magazine, another former
hotbed of anti-Hight sentiment that was
titled, "How the phone ban uh saved high
school." Now, all this leads to the
following conclusion. when it comes to
kids and phones, height was ahead of the
curve in noticing the dangers and he was
right about the warnings he raised. All
right, so this story by itself is
interesting, but to me it also points to
a really urgent and important follow-up
question. If height was so precient
about phones,
what technologies worry him now? This is
what I want to explore in today's idea
segment. Uh, we went back through all of
the articles that height has published
since the anxious generation came out
and we pulled out three new technologies
that height and his collaborators are
worried about. Right? So, if you want to
sidestep the next big tech disaster
either in your own life, the life of
your kids, then you need to listen to
this segment. And then when we're done
with that and we move on to our
practices segment, I'm going to turn the
tension back to my own life. I'm going
to bring you up to speed on some of the
eccentric strategies that my wife and I
have deployed to help uh avoid giving
our own kids smartphones. And I'm going
to give you a hint. The unifying thread
to these eentric strategies is our own
childhood from the 1990s. All right, so
we have a lot to get to today. As
always, I'm Cal Newport and this is Deep
Questions, the show about the fight for
depth in an increasingly distracted
world. We'll get started right after the
music.
All right. So, we're going to start here
with the the first article that we
pulled from Heights collection about a
new technological danger to be worried
about. The title of this article is
smartphone gambling is a disaster. We
aren't meant to have a casino in our
pockets. This was actually written by
two collaborators of height, Jonathan
Cohen and Isaac Rose Burman. All right.
So, what I'm going to do here is uh I
have the article. I'll have it on the
screen for those who are watching
instead of just listening. Um I'm going
to go through some key ideas and numbers
from this article that try to give you a
sense of what's going on here. So, let's
start with the notion of the extent of
the digital gambling problem. So, how
much digital gambling is going on? So,
I'm going to read here from the article.
The advent of smartphones in 2007 and a
smart Supreme Court decision in 2018
opened the door to fully frictionless
24/7 legal gambling. In the last 7
years, seven states have legalized
online casino gambling known as i
gaming. And 30 states plus Washington DC
have legalized online sports betting.
Quasi legal forms of casino sports
gambling have exploded across the
country. Americans now gamble hundreds
of millions of dollars a day on sites
like DraftKings and FanDuel. Far more if
you include lottery tickets, prediction
markets, and mim or crypto speculation.
All right, so that's to say there is uh
a lot more access to online gambling.
Um let's read about the numbers here. I
want to get more specific. More money is
being gambled because more people have
gambling readily available. This is
particularly true for sports betting.
30% of American men and 22% of American
women now have a sports betting account,
including nearly half of men ages 18 to
49. A quarter of men and 12% of women
now bet on sports three or more times a
week. And an NCAA survey reported almost
70% of college students living on campus
bet on sports. Let's just sit with those
numbers for a second because they're
actually quite staggering if we put
those percentages into context. Think
about that. 30% of all men in America
have a sports betting account. Uh if you
go to 18 to 49, so you get rid of uh
people who are older. For men that jumps
up to half, half of men under 50 have a
sports betting account. It is affecting
younger people. the NCAA finding I
really got to underscore that 70%
of college students who live on campus
are betting on sports. Right? So it we
really got to emphasize the extent uh to
which this has really become a massive a
massive activity in our country. All
right, I want to give you a couple more
stats here. They're not available in as
many states. I gaming and online lottery
tickets are also gaining popularity. A
recent report found that in
Pennsylvania, which has online lottery
tickets, i gaming and online sports
betting um which has on oh which has
online lottery tickets, i gaming and
online sports betting, the number of
online gamblers nearly doubled between
2001 and 2024 and only 40% of betterers
were gambling on sports. Online gambling
of all types is most prevalent among
young people. A 2022
uh National Council on Problem Gambling
press release reported that 60% of high
schoolers had gambled in the last year.
All right. Um
this is a big deal as 60% of high
schoolers have gambled in the last year.
All right. So let's try to figure out
why this is happening. Um, Height and
his collaborators here point to a couple
uh, powerful reasons. All right, I'm
going to read from the article again.
Beyond easier access, much of the
increase in online gambling is due to
the fact that gambling companies have
engineered their games to be ever more
difficult to resist. They feature the
same behavioral nudges and dopamine
delivery mechanisms as social media
platforms. These are not your
grandparents uh, slot machines. All
right, it's important we put these two
factors together. Factor number one is
accessibility.
It would not have been the case 20 years
ago that 60% of high schoolers had
gambled because that would involve them
somehow getting on a Greyhound bus and
making their way to Atlantic City and
sneaking into a casino and going up to a
blackjack table. And I guess they would
have to maybe stand on each other's
shoulders with a trench coat to act like
they're older to place their bet.
There's a huge amount of friction. But
once it moved to your phone and the
phone is just like, "Are you are you
18?" Right? You're like, "Yeah, yeah,
yeah, sure. Of course." uh 60% suddenly
have gambled. 70% of college students
are gambling because the phone made it
much more easier. Again, 70% of college
students weren't going to go all the way
out the foxwoods to try to go to the
slot machines. But if it's on your
phone, why not? The other problem, which
we just emphasized here, is that the
gambling itself once it has moved on the
phones meant they could use, as we just
read, the same behavioral nudges and
dopamine delivery mechanisms as other
types of highly engaging activities,
except for now there's real money on the
line. Let me read you a little bit more
about this. Every part of a gambling app
is designed to be fun, easy to use, and
hard to quit. After a cursory age
verification process, basically
non-existent on some unregulated sites,
betterers can deposit money as easily as
buying anything else online. The apps
have their own version of endless scroll
with a constantly updating menu of
things to bet on. Fine-tuned
personalization serves up anything from
Charles Barklay's parlay of the day to
Baywatch theme slots. And whenever users
spend uh a while away from the app,
carefully time push notifications, lure
them back on for one more uh spin scroll
or bet. You know what I'm going to do
here? Let's load up an actual
web page of a gambling website. So,
here's the FanDuel website. Let's get a
little sense of like what this actually
looks like. Look at this. Huff, huff,
even more puff. Uh, here's a bet. B bet
$5, get $300 in bonus bets if you win.
So, there's lots of things pushing it
here. Five 500 bonus spins, but plus get
up to $1,000 back in casino bonuses. So,
they're really pushing a lot of things
here. If I click on the casino link, um,
which I think is crazy. Uh, don't allow.
Okay, here we go. Um,
they got a casino link here where you
can basically if you I put this on the
screen here, Jesse, you can play
blackjack. You can do spinning the wheel
things. You can do uh slot machines.
Crazy. Just all from your phone. You can
bet all sorts of bets on sports. You can
do fantasy teams and put money on the
line. You can bet live on horse races.
You can play against real people for
cash. I mean, there's just endless ways
here that looks really fun and
interesting on this website to try to
get you uh to actually bet uh to bet
money. So, these things are, we have to
admit, really compelling.
All right, so what are the harms here?
Well, let me read a little bit more. Um,
gambling companies have spinned heavily
to attract new customers. Since
legalization began in 2018, sports books
have bombarded Americans with ads, paid
celebrities to promote their products,
and given away billions in new user
promos. The message, gambling is easy,
fun, and a quick way to make life more
exciting. This marketing drives cultural
normalization. that transforms this what
was once a vice into a common daily
habit, something that everyone does or
should do. So, we got a lot of things
coming together here which are not
great, right? It's more accessible than
ever before. Um,
we have it more accessible than ever
before. It's more addictively designed
than ever before. And then we have a lot
of ads that normalizes behaviors before
like, hey, everyone should be doing
this. And we've all heard these ads
because they dominate now. For example,
you've probably heard this Jesse, like
all sports coverage.
>> Yeah. All sports coverage is dominating
from these ads. Podcast ads, you see
them uh you see them basically
everywhere. So what can we do about this
this harm number one that height and his
collaborators are pointing us towards?
Well, let's break up our recommendations
into the societal level and the personal
level. Um at the societal level,
they recommend and I would agree with
this. There really shouldn't be online
casino games. You can regulate and
control games like blackjack, light slot
machines, etc. much better when people
have to go to a physical building and
there's friction involved. You got to
actually drive and you got to park and
you have to walk in and you have to go
and you have to either get chips or get
money out of the machine and put it onto
a card and you have to sit down next to
like the the the old lady pounding free
oldfashions or genetonics next to you.
It's a little bit depressing and there's
cigarette smoke in the air and you're
actually there in this room and then
when you leave the room you're away from
it and you can't be doing the activity.
That friction, even though we have
plenty of problem gamblers, that
friction has uh made it such that the
number of people gambling regularly was
like relatively small and that was
probably better and you would do it
every once in a while. We shouldn't
allow those type of pure chance games to
be accessible by a phone. That probably
should just be banned. For online sports
betting, there needs to be way more
guard rails here. This is sort of an
unregulated, it's semi-regulated, but
it's really the wild west what they can
do. Um, we should be careful about what
advertising is allowed to be done.
Parents and teachers need to actually
talk about online gambling to kids. I'm
going to read a quote here from the
article. Just as parents and teachers
know it's important to talk to kids
about drugs, alcohol, sex, social media,
and pornography, they need to discuss
gambling in the ways it can get its
hooks into the brain. So, it should be
just as much of a conversation as other
technologies. What about on the personal
level? My main recommendation, which I
think is backed up by the authors of
this article as well, is don't gamble
online. You need to recognize that the
house always wins. You are not good at
it. You are just giving your money away
at a much higher rate than you ever
would do if it was being made clear.
There's a point that I really want to
emphasize, especially to my young men
listeners who think that they're uh
sports betting geniuses. There's a
really good series, I don't know if you
heard this one, Jesse, that Michael
Lewis did on his podcast about online
gambling.
>> Yeah, I listened to some of it.
>> Yeah. So, here's the main takeaway
message I got from that. you're not
allowed to win. Like if they see you're
starting to make money on your bets,
they cancel your account. They kick you
off the service. They're allowed to do
that.
So if you have not been kicked off of
your sports betting service, they're
making a lot of money off of you. By
definition, if you're able to use it,
you're bad at it. And the people who
actually know how to do professional
sports bank get kicked off. The only way
they make money, and this is what Lewis
gets into in that series, is by having
an elaborate series of of fake
individuals that they hire to go place a
small number of careful bets on their
behalf and then share the winnings with
them. Um, you as yourself, if you get
any even like a string of luck, they're
going to kick you right off of that app.
You are not good at gambling, you are
just handing bills to these very, very
large entertainment companies. So, I
would say just don't online gamble at
all. Uh, that would probably be the
safest. Let's take a quick break to hear
from our sponsors.
It's easy to assume that being small
means flying under the radar. But the
reality is that small businesses are
being targeted more and more by bad
actors as cyber criminals know that lean
teams often lack the resources to
prevent or respond to a breach. But
here's the good news. Even the smallest
teams can foil a cyber crime if they use
one password. One password provides
simple security to help small teams
manage the number one risk that bad
actors exploit, weak passwords. It does
so by providing centralized management
to make sure your company's login
secure. It's a simple turnkey solution
that could be rolled out in hours
whether you have a dedicated IT staff or
not. But don't let one password's name
fool you. They're not just a password
manager. One password enterprise
password manager lets you securely store
and share developer secrets and other
sensitive data. Can also help streamline
the transition to passwordless
authentication by transitioning to pass
keys. So take the first step to better
security by securing your team's
credentials. Find out more at
onepass.com/deep
and start securing every login. We also
want to talk about our friends at Cozy
Earth. It's New Year's which means it's
resolution season. And then here's one
resolution I want you to make. Upgrade
your home to be as comfortable as
possible. The best way to do this with a
company whose products my wife and I
absolutely love, Cozy Earth. Now,
longtime listeners know that we own many
sets of their super comfortable bamboo
viscous sheets. But I wanted to mention
a new product that we just recently got
our hands on, their Baja bedding set.
Inspired by the serene colors and
dramatic textures of the Baja California
landscape, the Baja bedding collection
brings a lively yet elegant blend of
texture and pattern to top of your bed.
It's the perfect set to create your own
resort inspired haven at home. Now, we
have a pair of the Baja bedding sheets
and uh now in our guest bedroom. I think
they look great and we can't wait till
we have our first guest who can actually
try them out. And don't forget, Cozy
Earth offers a 100 night sleep trial so
you can try out their sheets and if you
don't love them, you can return them
absolutely hassle-free. So start the new
year off right and give your home the
luxury it deserves. Make your home the
best part of life. Head to cozyearth.com
and use my code deep for up to 20% off.
That's cozyearth.com code deep. And if
you get a post-purchase survey, be sure
to mention that you heard about cozyear
right here on the Deep Questions
podcast. Refresh your routines with
comfort that makes every day feel like a
new year. All right, let's get back to
the show. All right. Um, let's move on
to the second concern that is bothering
Height and his collaborators right now,
and that has to do with online
multiplayer games. So, the article I'm
loading up here is from July, and it's
titled, "It's not just a game anymore.
How new monetization models change
gaming and what parents need to know."
This is written by Bennett Sipple and
Zach Rouse. Zach Roush is is Height's
longtime collaborator, research
scientist at his lab at NYU. All right,
I'm going to start
by reading a thought experiment that
they use to open this article. So, uh,
bear with me here, but I think it it
emphasizes a really important point. All
right, so I'm I'm reading here. Imagine
that your 8-year-old son comes home
buzzing with excitement about a brand
new amusement park that just opened Neo
Park. He heard about it at school and
his friends say it's amazing. Apparently
kids running around uh between uh
apparently kids are running around
between thousands of rides, all of which
are free. All right, I'm going to skip
ahead here, but essentially to keep the
the story going, it's like you decide to
to log into this go to this free
amusement park with your son. All right,
continuing the the story here. You
oblige, close your eyes, and in an
instant, you're inside a vast world of
glowing gates, wild challenges, and
endless rides. There are no lines and no
closing time. You later notice that
there are no guards, no police, and
nobody in charge. The park is bright,
loud, and chaotic. People sprint between
portals, tank battles, danceoff, fantasy
quest, each with different rules. The
park runs on its own currency, which
kids spend on flash deals, mystery
boxes, and spinning wheels, promising
rare prizes. Everyone is wearing a full
body suit that makes them look like a
cartoon character, and everyone is the
same size. Everyone is wearing a mask,
so you can't tell who anyone is or how
old they are. Many seem to be wandering
aimlessly around the park, striking up
conversations with anyone they can find.
One person who appears, judging by his
movement patterns, likely an adult male,
picks up your son, carries him towards a
nearby ride, and then asks for his phone
number. Another invites him to a
workshop just outside the park. Some
rides are clearly meant for adults, and
some, but not all, of these rides have
signs stating minimum ages, but there's
nobody around to enforce those limits.
So, children as young as your son can be
found on every ride. In one game that
you wander into with your son, you're
trained to hide a dead body after a
murder. Your son then enters a game by
himself and requests a private therapy
session from another guest at the park.
In the next one, you see a group of
people holding Nazi flags next to what
looks like a concentration camp. In
another, you enter a classroom and find
a teacher having sex with a student. In
the last game, you wander into a shooter
with an AK-47 opens fire in an
elementary school. The park is always
changing. The haunted house that you saw
an hour before has been replaced by a
dating game. The pirate ride adds a
stripper pole beneath the poop deck
while you're exploring the ship. 6 hours
pass and you're ready to go. Your son is
redeyed and begging for one more ride.
You tell him he doesn't have a choice.
It's dinner time. You walk to the exit
gate and w back up in the dim room. All
right, I'm skipping ahead again. This is
insane. You think? Who would let their
children play at a place like this? As
surreal as it sounds, this isn't
entirely a fictional story. It's a
glimpse into what millions of kids
experience daily in today's most popular
online games. In fact, every disturbing
game we mentioned in our story is an
actual game that exists or that recently
existed on Roblox, and most parents have
never stepped inside.
All right, I'm going to load up on the
screen here again. There's a few uh
pictures in here. This is like a picture
here, Jesse. This is from the hide the
dead body game. This is from within uh
Roblox.
This here is a picture of what looks
like Roblox characters carrying Nazi
flags. This is a screenshot taken from
within a Roblox game. Here's a
concentration camp. That's also pictures
taken from within a Roblox game. Um this
is really happening. This is what these
games are like. And a lot of parents uh
don't know this. I can't tell you how
many conversations I've had where
parents assume, for example, that um
Roblox must be like Minecraft or Legos
because it has the word box in the name,
not realizing that no, no, there's
something much darker going on. All
right, so I'm going to return to the
article here and read a little bit more
because they're going to establish the
this key transition that has happened in
the world of games that we need to be
aware of. They said video games have
been around since the late 1950s, but
something shifted during the first
decade of the 2000s. As the bandwidth
and speed of the internet grew rapidly
alongside the rise of early social media
platforms like MySpace, Facebook, and
Twitter, a new type of video game
emerged, one that didn't end. Instead of
offering a fixed storyline or campaign,
these games kept evolving. They were
built on a new model called games as a
service where games were continuously
updated with new content, features, and
events to keep players engaged and
coming back. These games were typically,
but not always, freeto play, at least
when you started, and they were in sharp
contrast to the games that came before,
which were typically sold as discrete
complete products with a beginning,
middle, and end. So, there's been a
change to what video games actually
mean. Now, within uh this world of these
new games, the king, at least when it
comes to young users of these games as
service games is Roblox. Let me give you
a couple statistics here from the story.
Games built on the now dominant game as
a series model, is outperforming all
other video games in history, especially
when it comes to use by miners.
Minecraft and Fortnite each attract
roughly 30 million monthly active users
under the age of 18 from around the
world. Both are dwarfed by Roblox
which currently host about 304 million
MAU under 18. So 10 times more.
According to Roblox's own reports
documented by the New York Times, as of
2020, about 75% of Us children ages 9 to
12 were active users of the platform as
of 2024 as 65% of parents with children
under 14 report their child plays
Roblox. Jesse, these are amazing
numbers. This Roblox game, Minecraft's
popular, Fortnite's popular, but Roblox
is played by most young kids
in America. And I just described to you
what is in this world. It is user
created games that you can bounce
between. You have no idea what's in
these games. Most a lot of these users
are adults. Content moderation is
basically impossible to enforce because
there's millions of different of these
portals being made. And 75% of US kids
between age 9 and 12 are in this world.
I think that is uh astounding. We got
some uh statistics here about game
playing time. So, we see uh on average,
boys spend two and a half times as many
hours gaming per day as girls do. 40% of
boys report playing every day as
compared to just 10% of girls. Um,
beyond time spent, male players are
three times as likely as girls to make
in-game purchases and more than twice as
likely to identify as gamers. So, there
is definitely a gender split here where
we got uh 40% of boys are playing these
games every single day. All right.
So, what are our concerns? I mean,
obviously, we have the concern of all
that like terrible stuff that you might
see in these games, but let's get more
specific. There's kind of a tour of
different concerns we have to worry
about. The first concern has to do with
just the amount of time this takes away
from kids. I want to give you some
numbers here from the article I'm
reading now. According to a recent
Common Sense Media report, 8 to 12 year
olds spend an average of two hours and
18 minutes per day playing video games
in 2019. And that increased to 2 hours
and 27 minutes in 2021. Let's just think
about what we just said there. The
average uh 8 to 12year-old playing video
games is going to spend 2 and 1/2 hours
per day. It's a lot of time. Uh a 2015
report found that one in three boys and
one in 10 girls in this age group played
at least two hours daily with 10% of
boys exceeding four hours. Among older
adolesccents 20 to 18, a 2021 survey
found that 57% of boys and 36% of girls
reported gaming for at least three and a
half hours per day. So when we go to 12
to 18 year olds, almost 60% of boys are
playing more than three and a half hours
of these games per day, right? That is
not optimal. Can that lead to addiction?
It can indeed. I want to give you
another stat here. I'm reading again
from the article. A 2018 meta analysis
estimated that 4.6%
of adolescence met the criteria for
internet gaming disorder or IGD.
that goes up to 6.8% if you're
considering male adolescence.
Uh when we jump forward four years to
2022,
a meta analysis found that 8.8% of
adolescence met the criteria for IGD.
When we break that down by sex, we find
that it's 15.4% of males overall meet
the criteria for this internet gaming
disorder. So the most recent uh data we
have says you have 15% of adolescent
males
who qualify they meet the criteria for
having an addiction to internet games.
This seems like something that uh we
should care about. All right, here's
another problem. Again, I'm reading from
the article. A 2018 survey of 2865
adolescent gamers found that 13% had
played gambling style games online. One
survey found that in 2019, 43.7% of
eighth grade boys purchased a loot box
in the past year and that rose to 48.6%
in 2022. In other words, half of eighth
grade boys are gaining practice and
familiarity with gambling. I think
Jesse, a loot box is you buy a box, you
pay for it, you don't know what's in it,
and then once you pay for it, it's like
a slot machine. It might be really cool
gear, it might be nothing. So, it's a
sort of gambling situation. Mhm.
>> Um, I'll load a a screenshot up here on
the screen. This is the type of stuff
that kids are seeing in the game, right?
So, these are different things you can
buy. So, for like $49.99,
you get 200,000 VC in a VC pack. I don't
even know what that is, right? But this
is you're constantly being uh given
opportunities to buy. And a lot of those
purchases are uh put in a sort of
gambling styleless situation. All right.
All those are problems. It's addictive.
You're exposed to gambling. Kids are
playing these games all the time. Let's
get to the more worrisome stuff that we
hinted at in that opening case study.
I'm going to go back to the article here
and read some disturbing statistics. 10%
of teen girls
have been sent unwanted sexually
explicit content while gaming. Various
exposees have been published on the
migration of predators, the migration of
predators to online games, such as one
NY New York Times article titled, "Video
games and online chats are hunting
grounds for sexual predators." In 2023,
Roblox reported over 13,000 instances of
child exploitation on its platform and
over,300 law enforcement requests
related to such cases. There's all sorts
of bad stuff happening in these games.
Here's some more information about that.
Roblox, I'm reading here, Roblox has a
poor track record with content
moderation in part because 70% of Roblox
experiences are user created. For
example, in the 3-month period of Q4
2023, Roblox users generated and
uploaded approximately
25
billion total pieces of content to the
platform and has.77
moderators per 100,000 users to moderate
that content. Now, surprisingly, a 2023
multinational survey of adolescent
gamers found that 51% of all gamer
surveys had come across extremist
content, hate-based harassment or
incitement to discrimination and
violence in online games.
Some more pictures here. Uh, these are
more examples of Nazi villages and
propaganda that you can just stumble
across in Roblox. This is not good.
These games are too big to be fully
content moderated. Um, and because of
that, you are getting uh quite a lot of
exploitative or predatory or extremist
encounters with information. Now, here's
a side note that a lot of parents miss.
Um, when you're playing a game like
Roblox or in particular a game like
Minecraft or Fortnite online, the kids
might tell you, "Oh, the chats you you
can't really communicate with the
players in the game. Like, the chat's
turned off. It's all safe." But what
teenagers are doing and even younger,
but like especially boys, is they're
using separate services to chat with the
people they're playing on. So they're
they're using in particular things like
Discord, which is a voice chat server.
So they're logging into a Discord server
so they can be talking with the people
they're playing with. And even services
like Minecraft that says, "Oh, we try to
uh detect and not allow people to use
Discord when they're playing our game."
the people just get these custom mods
that update the program so that they can
be talking with the people that they're
playing with using a separate Discord
server. But the part the problem is
these chat servers are completely
unregulated and moderated. Anyone can
set them up. I'm going to read here.
This is not up on the screen, but I just
pulled this from another part uh of the
article. Gaming chats have become the
new boys locker room. For many boys,
this locker room is their only place to
talk smack, blow off steam, and bomb.
Normal adolescent behaviors. But when
the locker room has anonymity, no walls,
and anyone is allowed in, the stakes
change. Porn is easy to find and easy to
share. In these unfiltered and
unregulated spaces, adult contact,
children, and extreme content can flow
freely. Beastiality, violent porn,
animal abuse, self harm, stabbings, and
an array of extremist ideologies to name
a few. So, they're hearing all this
stuff while you walk in, you see their
headsets on, and you're like, "Oh, look,
they're mining diamonds in Minecraft.
Isn't that fun?" And this is what's
going on in their ears. Uh, it was
actually these Discord chat servers
where, as far as we can tell, the
murderer of Charlie Kirk was radicalized
into a sort of weird online sort of
groper troll space was the chats that
went along with video games. So, that's
like an extra danger that we have to add
in there. Man, I wish there was we were
done with the bad things that happened,
but there's more things we have to worry
about. Let me read something else from
the article. Heavy gaming is associated
with elevated risks of depression. One
study of over 200,000 adolescence found
a curvy linear relationship between
gaming and mental health. Light gaming,
less than 1 hour per day, was not
associated with harm, while heavy
gaming, five or more hours per day, was
linked to a higher risk of depression.
That risk began increasing after just
one hour of use per day. Another problem
is sleep. Heavy gaming is tied to
problematic sleep outcomes, which in
turn can contribute to negative impacts
on sustained attention, academic
performance. 45% of boys and 37% of
girls who game report that video games
hurt their sleep and 21% of boys and 11%
of girls report that it hurts how well
they do in school.
This is a huge amount of problems. It's
all associated with this thing that most
parents don't even really think about.
And if you're a little bit older, you're
maybe underestimating. You're like,
"Hey, I hang out with my buddies and we
play a lot of video games." You're maybe
underestimating these harms. I mean,
we're we have exploitation, we have
predatorship, we have huge amounts of
time. Imagine it's three to four hours
of time per day is being taken up into
uh these games. You're being exposed to
gambling. You're being exposed to
extremist ideologies. You're in these
Discord or Twitch chat rooms, which is
exposed to all this sorts of crazy
stuff. It is like a carnival of
terribleness
that we're like, "Oh, it's okay because
like the game has the word blocks in its
title.
It's negligent. Kids should not be
playing these games. So, what should we
do about it?" Well, here's what the
authors of uh Heights Collaborator
suggest. We need serious age
verification requirements for these
games as service, these free online
games that we have enforcement on. Kids
should not be allowed into these
free-to-play online games, especially
those with user created content. Here's
my suggestion to parents. If you have
kids that still live at home, here's the
rule. You may not play a video game
where you might see, encounter, or
otherwise collaborate with someone who
you don't know. There is no Fortnite, no
multiplayer Minecraft, certainly no
Roblox, no World of Warcraft.
Keep the video games you let your kids
play to those that you have to pay $40
or more for and you stick it into a
video game playing machine and you play
it for about 40 hours until you're done
and it's just you playing the game by
yourself.
Here's my suggestion to gamers, whether
you're young or you know you're in your
20s or something. Avoid freetoplay
games, right? They are going to take a
massive amount of your time. And I can
tell you if you're like a young man,
there are so many better uses of three
to four hours a day than being in
Fortnite or in World of Warcraft. There
are so many things you could be spending
that time on right now that's going to
give you compounding interest style
returns in your life going forward. Like
doing the type of things that makes you
good in your job or attractive to
potential mates or connected to
communities or building up a sense of
leadership. All of that is so much more
important than I'm in hour four of like
customizing my skin for my Roblox world.
Do not play free-to-play games.
Finally, I feel like Roblox just
shouldn't exist. I think it's a predator
circus.
75% of American kids are in this thing
that's full of all this inappropriate
content that we can't control. If you
can't control it, you can't have you
can't have kids. Shut that down. I I
don't even think that should exist. All
right. So, if you're patting yourself on
your back because your kids don't have
uh smartphones, that's good. You listen
to height, but you need to listen to him
on this issue as well and be very wary
about the video games. All right, but
Jesse, we got one final concern that
height and his collaborators have been
pointing to recently, and it involves
AI. I'm going to load up this article
here. I'll lead read you the the title.
It says, "Don't give your child any AI
companions.
Some dangers are already clear. others
won't be known for many years. This came
out a couple months ago. It was written
by John along with Zack Roush. All
right, so this is a little bit quicker
because it's a newer problem, but
nothing nonetheless important. All
right, I'm going to read you here a
quote from the article. AI chatbots and
companions are the next uncontrolled
mass experiment that Silicon Valley
wants to perform on the world's
children. as some of the same companies
that push social media into childhood
with little concern for children's
safety are building and promoting these
chat bots, putting them into dolls and
stuffed animals that and they are
positioning their products as friends,
confidants, and therapists. Don't buy
into it. All right, so are kids actually
using these things? I have an alarming
statistic for you. Again, reading from
the article, a 2025 Common Sense Media
survey found that 72% of US teens have
used an AI companion at least once, and
more than half use them multiple times a
month. Early research, journalistic
investigations, and internal documents
show that these AI systems are already
engaging in sexualized interactions with
children and offering inappropriate or
danger dangerous advice, including uh
syncopantically encouraging young people
who are considering suicide to proceed.
As Chad GBT put it in one young man's
final conversation with it, cold steel
pressed against a mind that's already
made peace. That's not fear, that's
clarity.
So young people are using these chat
bots as companions and we have we know
all sorts of bad stuff is happening and
we don't even have our arms around all
the possibility of the harms. This is
brand new. An interesting thing about
this is it's not just people logging
into a website like chatbt.com.
Now there's a push to put chatbot access
into toys with vocalization so that kids
can have conversations with their toys.
Well, you can imagine how this is going.
I'm going to load up an unrelated
article here. It's from the website
Futurism.
Oh god, the title, Jesse, is AI powered
toys caught telling 5-year-olds how to
find knives and start fires with
matches. Um, this isn't great. Let me
read something from this article here.
New research shows exactly how this
fusion of kids toys and loquacious AI
models can go horrifically wrong in the
real world. They write, "After testing
three different toys powered by AI,
researchers from the US Public Interest
Research Group found that the play
things can easily verge into risky
conversational territory for children,
including telling them where to find
knives in a kitchen and how to start
fire with matches. One of the AI toys
even engaged in explicit discussions
offering extensive advice on sex
positions and fetishes.
I think there was the when we were kids,
the only toy that would do that was the
the not as popular um BSDM version of
Teddy Ruxpin. I don't know if you had
that one.
>> No, I don't know.
>> Yeah, it was it was kind of a shortlived
toy. It didn't have as much of an
audience, but I guess now we're going to
get more of that.
>> Um all right, none of this is good. Now,
to make matters even worse, we don't
even know how to control these um even
if we wanted to. Right? So, I'm going to
quote here from the article.
Nobody can really I'll use my Kyler.
Nobody can really explain why chatbots
do the things they do. Large language
models are not programmed by human
beings in the same way that video games
or spreadsheet software are. Like the
human brain, they develop over time as
they are fed vast quantities of training
data. They behave in unexpected ways,
often will not respond the same way to
identical question, and sometimes reveal
information or patterns that were hidden
in their training data. All right, so
we've talked about this a lot on the
show before. Language models by
definition are uh very unpredictable.
It's hard to control them. You can't
just say, "Hey, make sure you don't talk
about this topic." That's not the way
they operate. They operate by producing
tokens that extend the story they're
given in a way that they think the
original story was originally written.
They don't realize they're creating new
text. They think they're trying to
create finished text that was written
before. And because they've seen a lot
of different text about a lot of
different things, including a lot of
unsavory text, that effort can make them
go in difficult directions. attempts to
control them are very very crude
fine-tuning attempts where you give them
examples of answers and bad responses
and say don't do that. But those only
cover so much if conversation veers away
from very specific patterns they saw
during training uh during this
fine-tuning then they can easily still
end up in really dangerous places or
something looks good the first time and
then the next time it goes somewhere
really dangerous. All right. So what are
the recommendations about kids and
generative AI tools? John Height has
very stark advice in this article. I'll
quote it here. My message to parents is
simple. Do not give your children any AI
companions or toys. That's all in caps
locks. When John writes that, he then
goes on to say, give them toys, sporting
equipment, experiences that will
strengthen their in-person relationships
rather than replacing them. I'm going to
expand this advice as well because a lot
of parents want to know about their kids
and this new AI tools. And I would say
children should not be using chat bots
without adult supervision. And that goes
for adolescence as well. This idea that
they have to learn the technologies that
they need to success in, you know,
succeed in the 21st economy. This is
nonsense. Chat bots by definition are
dead simple to use. It takes about 6
seconds to figure it out. They don't
need to practice by being alone with
these chat bots for hours at a time. And
the technology built around these is
changing drastically. And so what's
relevant when a 14-year-old is in
college or in the job market is going to
be completely different than using, you
know, uh, anthropic tool today. So, no,
don't buy this argument of, hey, you
can't keep kids from this technology
they need to know how to use. They don't
need to be alone on chat bots. I mean,
kids are going to have to drive cars
eventually as well. I don't want my
12-year-old behind my Chevy Tahoe. Um,
AI based on LLMs, you know, look, this
will be integrated in more focused ways
and products going forward. So, again,
learning how to chat with existing chat
bots isn't really going to help you.
Kids don't need the productivity gains
of AI either. if they're writing a paper
or working on a homework assignment, the
whole point of that paper homework
assignment is to stretch their brain and
be hard. They don't need to be having
shortcuts. So, I would I think this
needs to be until proven innocent. This
is the way that we need to think about
chat bots. Kids shouldn't be on there
unless they're with a parent doing uh
the parent is over their shoulder and
they're doing something very specific.
Uh John is, I think, really clear about
that in his research as well. All right.
So, what's my conclusion to this survey
of what John Height's worried about?
Now, we didn't see smartphones and
social media coming. Smartphones were at
first very super useful. Social media
was fun and truly social, and it all
seems so inevitable. Of course, this
technology is going to be used by
everyone at all times. But then these
tools slowly morphed when we weren't
paying attention. The social media
companies realized they needed a return
on their investment and they began to
focus relentlessly on engagement. The
technologies became addictive and mind
warping and brought us to dangerous
places. The kids to whom we casually
gave these phones because at the time
seemed harmless and useful became sucked
into a childhood altering vortex of
terribleness. Once we looked back in
recent years, we were uh ended up to
quote the immortal Joe Bluth saying I
think we've made a huge mistake. Now the
point of the segment today and I think
John height's more work more generally
is to help prevent us from stumbling
into another style of tech a similar
style of technological tragedy. We need
to identify the next threat,
technological threat that's threatening
to unravel the lives of us or the lives
of our kids. And above all else,
um there's probably no escaping the
conclusion that I made in my book, Deep
Work, as well as in my book, Digital
Minimalism, that the only way to really
do this is probably to make our default
to be I don't use the new technology. My
kids don't use the new technology. until
I've had enough chance to see clear,
unambiguous benefits,
evidence that it's not going to be
overtly harmful, and I have a way to
deploy it in their lives or my lives
that's going to maintain the good and
get rid of the bad. This is what I think
we need going forward. The default is
no.
You got to earn your way into my life or
the life of my kids because we've seen
time and again these things that there's
some pitch for, it's cool, it's
high-tech, it's new, it's fun, end up
with devastating consequences. So now
the default really should be I don't use
a new technology or give it to my kid
until it's been around for a while and
the evidence of its usefulness is really
clear and I understand the harms and how
to protect my kids from the harms and I
see that I can. And until you've done
that work at convincing me, I don't use
it. We have to end the mindset that
brought us into the social media phone
problem era, which was just, hey, if
something looks useful, kids need to
know technology. Let's just see what
happens. We can always later add
restrictions. That's not the way we need
to think about it, right? So only after
a clear and compelling use case and
evidence that uh technology presents no
major harm should it be put into the
lives in particular of our kids as the
old saying goes fool me once shame on
you but fool me twice as shame on me.
All right so tech industry
uh most of us and especially those of us
who are parents we're on to you now you
have to convince us that the things
you're producing are worth our time. You
no longer get the benefit of just us
trusting you to have created something
cool. Well, that's kind of a dark look
at things, Jesse. It's a walk down the
lane of dark technology. So, basically,
we learn like all kids are gambling
while being pre uh while predators try
to exploit them on Roblox as they dodge
Nazis and then have um chat bots and
their toys convincing them to burn down
the house.
>> Ferris had the Roblox co-founder on
November.
>> Yeah. Listen to that.
>> That thing's ne Well, what did you take
away from that conversation? I I think
>> Did you listen to it?
>> No. He talked a lot about his personal
life for like the majority of the
episode. Then he talked a little bit
about
>> I don't blame him for talking about his
personal life.
>> Well, he had like a issue with his his
son. Like there was a big story with
that.
>> I mean, he created a pedophile circus
and has 300 million kids a month using
it under the age of 18. Like to me,
that's the
that's the bigger story. So, I'm not
surprised he didn't want to talk about
that. I mean, yeah, kids are easy to get
engagement out of. You know, that's what
these companies discovered. And so
parents need to be like, "We want
nothing to do with any of you, right?
Like, we're going to be very, very
cautious before we let something back
into our lives." Let's take a quick
break to hear from our sponsors.
Longtime listeners of the show know that
I'm a big fan of Notion. Notion brings
all of your notes, docs, and projects
into one connected space that just
works. It's seamless, flexible,
powerful, and actually fun to use. Now,
I like Notion because you can build
custom workflows for your team or even
for your own personal life that can help
you minimize distracting emails and
endless meetings, leaving more time for
the deep work that actually matters. But
recently, Notion has been up to
something really interesting. They're
integrating AI into their already
popular product. And with AI built right
in, you can spend less time switching
between tools and more time creating
great work. Now, they've taken this
initiative to a really impressive new
place with the introduction of Notion
Agent. With Notion Agent, your AI
doesn't just help with work, it finishes
it. It can form a plan, then executed on
your behalf, pulling data from your
Notion workspace, but also using other
connected tools like Slack and Google
Drive to complete your work in to end.
There's a reason why Notion is used by
over 50% of Fortune 500 companies. You
should consider using it. True. Try
Notion now with Notion Agent at
notion.com/cal.
Now that's all in lowercase letters.
Notion.com/cal
to try your new AI teammate notionag
agent today. When you use our link,
you're supporting our show. That's
notion.com/cal.
Now men, let me level with you. You need
to take better care of your skin. We're
trained to think about our muscles and
our hairline and the awesome mustaches
that our wives or girlfriends won't let
us grow. But we ignore our skin. And by
the time we enter middle age, we realize
that we suddenly look like Jack
Nicholson's character in the 1989 Batman
movie right after he gets thrown into
the acid bath. Jesse, I'm all about the
uh really up-to-date references that the
kids these days definitely get. But
here's the solution to this problem,
man. Calira Lab. Calira Lab makes high
performance skin care designed
specifically for men's skin. And more
importantly, they've simplified the use
of their products into a straightforward
three-step routine. Step one, you use
Clean Slate, a cleanser to clear dirt,
oil, and sweat off your skin. Step two,
you use the Great, which is a serum
clinically proven to reduce wrinkles um
and to improve elasticity. Step three,
you put on the hydrolayer moisturizer to
lock in moisture all day. That's it. Use
those three products in those order. I
have all three of these products, so I
can tell you from experience, this
routine is simple and it's fast, but it
works. It's a small habit with big
results. So, go to calderab.com/deep
and use code deep for 20% off your first
order. All right, Jesse, let's get back
to the show.
All right, that was our idea segment.
That's where we discuss big ideas about
the fight for depth and attractive
world. Now it is time for our practices
segment where I talk about things that
you can do in your own life to try to
fight for that depth. So I think this is
a good excuse to hear some theme music.
All right. So to start off today's
practice this segment, I want you to
consider a thought experiment.
Imagine that it's the 1990s. This is
when Jesse and I were growing up when we
were kids. Uh and that one day I walked
into my house wheeling like a media
cart. And on this cart I had a
television connected to a Sega Genesis.
And on one side was a pouch that
contained cigarettes. On the other side
was a pouch containing a lot of
pornographic magazines. And there was a
radio next to it that was blaring like
AM political talk radio. And on top of
the TV was a phone. And I'm wandering by
pushing this media cart. Um, as I head
to my room in this thought experiment,
my mom correctly stops me and says,
"What the hell do you think you're doing
with all that?" And then I answer
calmly, "Mom, there's a phone on here.
Do you not want me to be able to talk to
my friends?"
Seen in that context, the situation
would be ridiculous. But isn't this
exactly what's happening today when we
let an 11-year-old have a smartphone and
all of the types of harms and negative
externalities that introduces just
because there's like one or two single
features on there that we've convinced
ourselves or they've convinced us is
somehow useful. Um, I want to play an
audio. This is a clip I played before.
This is from uh smartphone free
childhood. It's a PSA they did. I want
to play a quick clip here that makes
that same point about my ridiculous
experiment about the media cart is
exactly what we're doing when we give a
kid a smartphone. Let's hear the audio.
This is a dad checking in on uh his
elementary school age kid at bedtime.
>> Hey kiddo, it's about time for bed.
Okay.
>> Okay.
>> Well, remember there's a box in the
corner over there with all the
pornographic material that's ever been
made in the world. Even the really weird
stuff that could scar you for life. I'm
trusting you not to look in there. Okay.
>> Okay.
>> Feelings are for losers.
>> Oh, and this guy's going to be in your
corner all night just randomly spewing
out hateful things. Just ignore them.
Okay. While I'm thinking of it, there's
an order form on your desk where you can
purchase illegal drugs. The mean girls
from your school are going to be
standing there talking about you all
night. And this Russian hacker is going
to keep asking for your password.
>> I'm not hacker. Amazon customer service.
>> Just need you to ignore them. Okay.
>> Love you, buddy. We ask too much of our
kids when we give them a smartphone.
Let's change the norm together.
>> Maybe we've gone around the
>> All right. This is making the point I
was just saying, which is like it's
pretty crazy the way that we turn a
blind eye to all of the terribleness on
these devices because there's some
reason, well, but my kid needs to tell
me when his play practice is over. Like
one reason we let them use all this
stuff. We're basically letting in my
scenario me with my media cart full of
all that stuff go into my room and bring
that all with me. Now in the 1990s this
would have been ridiculous. Um but we
also had an easy solution to the problem
because all of these different bad
technologies in my 1990s example were
single use
which made them easy to control or
curate. So, in my scenario, if I had
that media cart full of all that stuff,
my mom would have be like, "Whoa, whoa,
whoa, whoa, whoa." Okay, here's what you
can do. You can have the phone because I
want you to be able to talk to your
friends. No, you can't have a TV in your
room. Uh, we'll have a TV out in the
living room, and that's where the video
games are, and you can only play those
video games during times where we say
you can play the video games, and you
can't have cigarettes, and you can't
have the porno magazines, and I don't
want you listening to the Rush Limba on
the AM radio. Because everything is a
separate technology, it is very easy to
control and curate. In an age when all
that's pushed together into one device
like a smartphone, things can seem kind
of hopeless. So, can all we do is look
back nostalgically at the '9s and say,
"Man, those were easier times." Not
necessarily.
All right. All right. So, in my own
family, my wife and I have increasingly
been seeking out modern singlepurpose
tools to replace specific functions that
you might otherwise have been delivered
through a smartphone. This is allowing
us to help support our rule of no
smartphones until high school by being
able to use and deploy single-purpose
technologies for specific things we
think would be useful or enjoyable to
our kids without having to give them the
device that had everything else on it as
well. So, here's what I want to do in
this practices segment today. Um, I want
to talk about four different singleuse
technologies, singlepurpose technologies
that my wife and I actually have
deployed with our kids in our life as
part of our strategy to not have to give
them a Swiss Army knife style uh
smartphone. All right. The first
single-use technology, and this one we
just got, and I'll load this on the
screen here for people who are watching,
so just listening, is a 10 phone. A tin
can phone is uh it's a landline
basically. It uses the internet but it
is you can see this on the screen. Um it
is an actual
phone with a cord and it plugs into the
wall and the receiver is connected to
the base and when you pick it up there's
numbers on it and you can you know dial
numbers. They even have one that looks
like an oldfashioned phone like from the
'9s and that one uh is actually sold
out. So, we now have this in our house
for our kids to call or receive call
from friends. Like my 13-year-old can
like call one of his friends by dialing
the number or they can call their
cousins or they can call their
grandparents if they want to talk to
them. They can also receive calls on it.
Yeah, you control everything through the
app. So, you can say what numbers you're
allowed to come in. Also important, if
my wife and I are out of the house, if
we're going for a walk or something like
that and someone's at home, they can
call us from the home. If they have a
question or an issue, you can also call
911 from it. It's what we used to have.
Just a landline. It just uses the
internet instead of copper wires, but
it's just like a landline like we used
to have. A couple things I've noticed,
Jesse, now that we've deployed the tin
can phone. One, kids these days aren't
used to dialing phone numbers, right?
Because it's a lot of digits, right?
Like we got kind of used to it. You have
like the the the area code and then the
exchange and D. They really struggle.
They're like, "Wait, another number?
Another number?" they kind of lose their
train of thought. Like, they'll have to
dial a number a lot of times. Another
thing I noticed, which I thought was
interesting, is my my 13-year-old didn't
know how to use a wired phone handset.
So, he called his friend and he was
holding it like a speaker phone. He's
like, "I can't hear him." Because he
didn't know about like holding uh a
phone, you know, it's like, "No, you got
to hold it up like to your face." And
then when he tried to do that, he hung
up using his ear. So, he pushed it up
against his face and hung up. So,
they're like they're not used to using
landlines. say we we take that for
granted. Um, but they love having it and
now they can have contact. We told our
oldest son, by the way, if he ends up
using it a lot, we're open to putting
one in his room so he can have more
private conversations with his friends
and we can turn it off with an app and
say, "Yeah, but at like bedtime, it just
shuts off." All right. Um, that is uh
that's how we use it. We use it for if
you had a smartphone, you would make
calls on the smartphone. Now, we use
this landline instead. It's a
singlepurpose technology. One thing it
can't do is text. Uh the solution for
the singlepurpose technology solution
for texting in my opinion is to get an
old iPad, like a refurbished iPad that's
plugged in in your kitchen that you have
an iMessage account logged into. And if
you have a kid who wants to be a part of
group uh chats,
they can in the kitchen sit there on the
iPad and check in on the chats and and
and and add to it. They can't have it in
their own room. They have to be in the
kitchen to do it. and they have to be
subject to you could walk by and see
what they're chatting, right? Especially
if they're younger. That threat of like
you don't have complete privacy on here
because God knows what you're going to
do. Helps sort of keep things more
reasonable. My son, like a lot of boys
like don't care too much about it. They
do have some text chat uh threads. He he
doesn't care enough for us to set this
up because it's mainly just dumbness.
Girls his age, from what I understand,
are doing much more sort of
sophisticated sort of social
coordination on there. But that would be
the solution I would give is here's the
the the group chat machine just like
next to the telephone is the group chat
iPad next to it in the kitchen. All
right. So let me load up here the second
single purpose technology we use. We
have a punct pu n kt. I have this loaded
up on the screen. So as you can see
Jesse it is a old school cellular phone
that only has numbers. You actually
press physical buttons one through nine.
You have like a call and a hang up
button and like a volume up and down
button. What do we use our punked phone
for? This is our single-use technology.
If one of our kids is going somewhere
where they might need to contact us when
away from the home, this is one of the
major reasons why people end up giving
in and buying young kids smartphones is
there's these occasional scenarios where
we might need to hear from you. These
happen all the time. Like I give you
some examples. Uh my one son will often
take a bus from his school to like where
baseball practice is. And you know
sometimes the buses don't come or maybe
there's not actually a baseball practice
that day. Um he was at a baseball clinic
the other day and I thought I knew how
long it run but I wasn't quite sure.
It's 3 hours. I don't want to wait there
for 3 hours and I wasn't quite sure
because it was the first time he'd done
it. So I gave him the punk phone to
bring with him. He could call me if he's
like, "Oh, we ended early." Um and we'd
be able to find out what's going on. And
so it's useful for occasions where a kid
might need to get in contact with you.
Now, the thing about these phones is
they're like, it's a great piece of
technology. They're not very fun to use.
You just have to press these buttons.
It's very tedious. Uh the main thing you
can do with it is we have our numbers
programmed in and you can scroll and
press a button and call us. You can try
to send text messages, but you have to
do the T9 where you press the button a
bunch of times. It's too frustrating, so
it gives up. So, they're not at all fun.
They don't care about them. They're not
happy to have them. It's entirely
utilitarian. They don't own them. We
have one. You check it out because you
are going to an event. Bring this bring
the punct um and then you bring it back
when you're done and it goes back into
our drawer. So that has replaced the
sort of mobile phone functionality you
would get from a smartphone.
All right. The third piece of
technology. This one I love.
This is the uh Fio Snow Sky Echo Mini
Hi-Fi Bluetooth MP3 Walkman.
This is a I believe it's a Korean
technology. This is an Alibaba website I
have up here. It is a MP3 player, Jesse.
Uh in the style of like early iPods, the
way it works is you have a a memory card
and you just, you know, you it's like a
disc. You put MP3 files on this card.
like you you plug in your computer and
you just put MP3 trials on it. You put
that card into this player, you can play
the MP3 file songs on the file. That's
it. So, this thing here where you see
like a cassette, that's actually a
display. And so, uh you can see a list
of all the songs that are on the memory
card and you can scroll through them and
you can click on one and it plays that
song. That's all it does. My middle son
really likes music. We had him for a
while. There was a there's a a device
called the Mighty, which is like a small
It was meant to solve this problem of
like, oh, I want my kids to listen to
music, but they don't have a smartphone.
But it's too high-tech. It It tries to
synchronize with Spotify playlist on a
smartphone, and it has to continually
sort of synchronize with an actual
device, and it would often not work. And
you would have to we'd have to be on the
phone trying to like make these
playlists, and then did it sync? Oh, it
didn't sink. Maybe it sunk this time.
And my son, you know, he's going to
summer camp this summer for about a
month and he wants to be able to listen
to music. And with this, the Mighty, if
you haven't synchronized online with the
phone, because of rights issues, every
however many days, the list goes away.
Uh, this is much simpler. It's just MP3s
on a card and you can listen to them.
Where do they get the MP3s? Well, they
have CDs, so they they my my kids own
boom boxes, 1990s style boom boxes, the
big tall things, the towers with the CD
player and the radio. They listen to the
radio and they we buy them CDs and they
listen to CDs. We just bought it was
like 40 bucks a CDROM reader that you
plug in USB to your computer where you
can rip MP3s off the CDs just like we
used to do in like 2002. So they can put
their CDs in here and rip, which means
like make MP3s out of songs from the CDs
and they drag those on. Also, it turns
out that on Amazon you can buy for a lot
of albums still unprotected MP3s. Just
buy them one by one. Like I want to buy
this song for like a$130 and you can
still buy the unprotected uh MP3 and
just drag them right on this machine. So
it's great. Interesting.
>> Yeah.
>> So he wants to listen to music like when
on car trips or whatever or in his own
room or whatever and this this solves
that problem and only that problem.
Again, it's the type of thing you might
otherwise be like, I don't know, Apple
Music's on a phone. They want to listen
to music. Let's just buy them the
smartphone. But we have a single-purpose
piece of technology for that. All right.
The fourth uh single-purpose technology
we use, and this kind of goes back to
one of the issues we talked about in the
idea segment, Nintendo Switches,
oldfashioned video games. So, it's a
Nintendo, it has its own screen. We have
one that hooks up to the TV and then uh
two of the kids have the portable ones
and the third has one that can hook up
to the TV which allows multiple people
like to play on the same screen. If
you're playing Mario Kart or Minecraft
or something like that, you can you can
split up the screen. No online gaming,
no playing with other people that they
don't know. I I I like to buy them the
games. You can download games. I like to
buy the cartridges. You stick a
cartridge in little memory card now and
you can play that game. So, it's a video
game player that only plays non- online
video games, and that's all it does.
They have to be Our rule is these have
to be plugged in. We have a charging
station in the whatever you call the
media console under your TV. They have
to be in there. If we find one not in
there, you lose the next video game
sessions. So, like when you're not using
it, you have to go and plug it in.
That's where it lives. And then we just
have well- definfined video game playing
sessions. It's on the weekends if
there's a babysitter and if a car ride
is beyond a certain amount of time, they
have to spend the first 45 minutes, you
know, being bored and then they can play
video games for what happens or flights
if we're going on longer flights. So,
this is a single-purpose technology
which allows them to play fun video
games. My son has some crazy fighter jet
game where I don't understand this game.
I thought it was a flight simulator and
he keeps coming in and telling me what's
happening in the game. He's like, "Well,
I'm in," this is true story. He came in
and said, "I'm in jail because I blew up
the president." And I was like, "What
type of flight simulator?" It turns out
it's this like this game that has these
like crazy scenarios they put you in.
And it's And then next time he talked to
me, he's like, "Well, we have a weapon
at this base that was invented to blow
up meteors, but we're using it to repel
a fighter jet or like it's just this
crazy game, but it's like oldfashioned.
It's a video game that you're playing
through levels and, you know,
oldfashioned video game." Again, this is
another reason why people end up with
smartphones like well like also or iPads
like I could play games on there as
well. It's an easy way I could play the
games on the phone, but the single-use
technology allows us to control exactly
what types of games they play. They're
not online. We can control when they
play them because it's a separate device
that we can keep at the TV. So again,
when you put all this onto a phone,
there's always some reason why they need
that phone. Now they have access to all
these things all the time
and in ways you can't easily control.
All right, so here's my conclusion. When
it comes to technology and kids,
single-purpose devices have to be the
way to go. It gives you so much more
control over their experiences and
allows you to much more confidently
steer them away from potential harms,
right? It's just so clear with
single-use technologies. It's so much
easier to use. The strategy, I think,
also makes sense for adults as well.
Convenience is not necessarily the most
important thing, especially when you're
talking about like your own
entertainment or distraction.
And when you put everything on the same
phone, it's like you have that media
cart that I imagine myself having as a
kids in the 1990s, like you're going to
you maybe be trying to make a call, but
you're going to end up browsing that
porno mag while smoking a cigarette,
too, because they're right there. So,
even for adults, I think moving to
single-purpose technology makes sense.
You can get that MP3 player if you want
to listen to music on long walks, not
have a phone that's going to come around
with you. You can have a simple dumb
phone that you bring when you're doing
stuff where there's like these small
percentage chances you might need to be
contacted in an emergency, but you
otherwise don't want this whole
distraction machine coming along with
you. That could work for an adult as
well, right? Don't play online video
games. Only play AAA games that, you
know, you have to be on a a screen and
plugged in with a card and there's no
internet involved.
a single-use technology can make as much
sense for adults as is for kids. But for
kids, I think it's a game changer
because it allows you to get away or
avoid that sort of that path of least
resistance approach where it's like,
well, there's some reason why a phone
would be useful. And it's so easy like
on AT&T or Verizon, it's like 10 extra
dollars. I click this button, they'll
just send me a phone and it works. And
it's so tempting to just do that. But
don't let them bring that proverbial
media cart full of nonsense into their
room. It's worth taking the time to
control the specific technologies they
have and how they use each individual
one. All right, there we go, Jesse.
Single use technologies.
>> So, you can still buy CDs, huh?
>> You can. Yeah. Uh, we get them on Amazon
or Walmart or whatever. It's not like
every band. It's a little bit weird
what's available and what's not, but we
got a a lot of like classic 90s music.
>> Uh, they still sell those CDs. Yeah. I
don't know like new bands are putting
out CDs, but
>> that's good. Also, constraints are good.
Like you have to track down. You can't
get all music. You get the music you
get. You really
>> you really like. All right. Um before we
end today, let's do uh some questions
and comments.
>> All right. What's our first question
here, Jesse?
>> First question is from Lisa. Hi, Cal.
I'm a mother of two living in Richmond,
Virginia. In conversations with other
moms about social media and video games,
I've noticed a tone switcher switch over
the last couple years from thinking of
these platforms as being necessary evils
to thinking of them as evil we should
try to avoid. I was wondering if you had
advice for us trying to put the social
media and video game cats back in the
bags.
Um, okay. Well,
can we do that if you've already given
your kid a phone? If you've already
given your kid access to like all these
video games, is it too late? And there
my answer is no. It is perfectly
reasonable for an adult parent being a
parent to say, "Hey, we let you use this
technology. We learn more about it. We
don't like it. We don't want you to use
it anymore."
Some people call that impossible.
I call that parenting.
Everything you tell a 13-year-old they
don't like. your whole life is telling
them to do things they don't want to do.
You might as well just add this to the
list.
What I would do, and I I've recommend
this to a lot of parents, is like the I
think that the key reform that allows
you to reform a lot of other things is
to say the number one thing we're doing
in our household if you have adolescent
age kids and they already have phones.
The number one rule we're changing
because we didn't realize the dangers,
but now we did. We're the parents. We
get to say make the rules is you don't
own your phone. We own the phone. You're
not paying for that phone. You do not
have the right to have that phone
everywhere you go. That phone is not
your personal property. It is something
we lend to you because it's useful and
for certain entertainment purposes. As a
result, here is our rule. When you're at
home, the phone lives in the kitchen. We
have a charger station there. If you
need to call someone, you go to the
kitchen. If you need to check your text
messages, you go to the kitchen. If you
need to, man, you hear this all the time
from teenagers. My homework's on there,
man. I gotta be on my phone for the next
six hours because my homework's on
there. You say, "Show me your homework
on the phone. I'll sit here with you.
We'll get it off the phone. The phone
lives in the kitchen." And so that when
you're at home, it is not a default
thing you can bring with you. And that
actually will do more good than trying
to ban particular just saying like,
"Don't use this app." Or the worst, and
I really hate this, is the like, "Oh, my
son's on his phone all the time. I tell
him he should stop, but he what could
you do?" This is such a better solution.
You're like, "Do you want to text for
six hours?" You're going to do it
standing in the kitchen and that's going
to lose its allure and you're going to
have to do something else. When you're
at the dinner table, you have to be at
the dinner table. The phone's not there.
When you're watching a movie, you have
to watch the movie. You don't have the
option of also checking on your phone. A
lot of parents say that's impossible.
It's like somehow it's some intrinsic
right that was instilled by the UN
Commission on Human Rights that
16-year-olds must be able to look at
Snapchat while you're watching, you
know, a show on HBO.
That's not a law. That's not a natural
law. That's not a rule. It's your house.
You're paying for the phone. So, I think
that's the number one reform that if
your kids already have phones, just say
they live in the kitchen. Don't argue
with people about how much they're using
or if they should use it less or what
apps or it lives in the kitchen. That's
what I would do. I would also say no
online games. I don't care if the kids
16, 17, 18. My whole point as a parent
is to prepare you to succeed in the
world. Nothing's going to get more in
the way of that than you learning to
play three to four hours of these stupid
games every day while exposing yourself
to like all the worst things the world
has to offer. I do not want my
17-year-old in a Discord server learning
how to do groper trolls while playing
five hours of god knows what game.
That's just like I'm if my kid was like,
"Hey, um I'm going down the liquor
store. I'm gonna hang out on the corner
there uh and we're going to see if we
can rob some old ladies." Right? like,
"No, don't go spend four hours doing
that." Also, no, don't go on Discord and
play five hours of of Call of Duty. So,
yeah, it is fixable. You can go back.
And I'm glad to hear that the tone is
changing of the conversation. Um, height
had a lot to do with that. I think he
gave people permission to be like, "Oh,
these things are terrible. We can react
to terrible things." All right, what do
we got next? Next up is Marco. I'm a
young artist living in Bilboa, Spain.
Surviving as an artist in 2025 has a lot
to do with skill of growing social
media. My dilemma is that I prefer to
spend my time mastering my craft, but I
keep getting a sinking feeling that it
won't matter if my work isn't being seen
online. What advice do you have? I think
people who are considering social media
and professional circumstances are way
too general about what they mean and
they kind of make it a binary like I
need to either be out of business or
spend like seven hours a day on TikTok.
As if there's no in between. It's almost
like someone saying, "Look, I I I don't
like that I get blackout drunk every
day. Um, but my office is above a bar.
What else can I do?" And you like,
"Well, just because a bar is there
doesn't mean you have to go down there
and drink all day long, right?" Like
that's how I feel sometimes when people
are like
A people in my field will advertise on
social media. B I don't want to lose my
life to being online on social media all
day. These one doesn't have to
necessarily follow from the other. So
what I would say is you can post things
on social media in a way that has very
little impact on your life. Do it from
your computer. Don't have it on your
phone. Have a set schedule. It takes
like six minutes a day every other day
and that's it.
Do not use the fact that you have some
limited need for social media in your
life to be an excuse for unlimited use
of personal social media for your own
distraction and engagement. One does not
follow from the other. But here's the
other thing I would add. Test the
assumption of how and why you need to
use social media. A lot of people will
just say, "How else will you get
noticed?" And I say, "You got to be way
more specific to me. What particular
activities are you doing on social
media? Is it posting images? Is it
talking to people in the comments? Is it
lurking on Instagram all day? Like, what
are the the specific actions you think
are driving business? And what are the
numbers? How many leads have you gotten
off of these Instagram posts? How many
uh orders have come in to a link in the
bottom of your Tik Tok post? You have to
actually quantify specific activities
that have specific benefits. And if they
are, you can focus on those activities,
cut out the rest, and minimize it. A lot
of people, however, are surprised when
they do this where they discover it
doesn't happen. There's a a comedian
friend of mine told me about this a
couple years ago. He was having a hard
time with with social media. Uh but he
was using it too much and it was really
like a source of unhappiness and
convinced himself like but I'm a
comedian. Like how else am I going to
find opportunities? If I'm not up to
doing jokes, how are people going to
find me or whatever? And then he went
through a list of the the biggest breaks
that he had had in the last few years
and realized like every one of those
breaks had nothing to do with social
media. It had to do with someone seeing
something he created like at a comedy
show, seen him do a really good set and
be like, "Oh, you're good. Like, I want
to talk to you. We should talk some
more." And it it pushed back on this
assumption of like, "This is where all
the opportunities are going to come
from." Where that had never actually
happened in his life. So, I want you to
verify
what specific activities on social media
you have quantitative evidence are
really helping. And if there are some
activities that fall in that bucket,
focus on those. Do it from a computer,
on a schedule, and that should be it.
And if you can't find any, then you're
missing out nothing if you uh turn off
those apps altogether.
We also want to respond to some comments
like we do from time and again. Um I
think we have two comments to bring up
here from last week's episode which I
believe was me and Ed Zitron going
through the year in AI. So let's load
this first comment up here on the
screen. This comes from uh Mesta 1988
who said
not Cal Shading Jensen in the first two
minutes. Uh, crying laughing emoji. More
shady calendar in 2026.
Before I go on with this comment, do you
know what that's referencing, Jamie or
Jesse?
>> No.
>> I will show you what that's referencing.
Boom.
Jensen. Uh, it's referencing the CEO. I
put on the screen for those who are
watching. We were making fun of the
leather racing jacket worn by the CEO of
Nvidia that he always wears. It makes
him look like an extra in a Mad Max
video. in a talk in which he was talking
about the scaling of graphic processing
units and AI training. So, we just find
that I find that endlessly amusing that
he wears that jacket. All right. Then
this comment goes on to say, "Cal did a
really good job of not letting things go
completely off the rails when Zitron
goes on one of his rabid rants." I love
Zitron's rants. That's what makes them
fun. Like he does like Zitron goes on
these roles, but that's kind of like his
thing, right? Um yeah, he it gets over
the top and so I I do try to keep
derails on. uh he knows what he's
talking about, but he's an entertaining
talker because he often gets kind of
hyperbolic when he talks about things.
But I'm glad she appreciated that.
>> There was a big article about him in
Wired a couple months ago.
>> I have to read that still. Yeah. Like he
really has been doing his research,
especially on the financial side. So
like he he often has good points, but
then he's very funny on his podcast and
on radio and interviews and he he goes
he's really hyperbolic. Um and it often
surprises people because they've heard
nothing but hype. And so he realized
like if he's just like super strong like
that's nonsense and here's why he's like
really strong it it it really lands. All
right. Here's
>> definitely controversial.
>> He is controversial. All right. I like
him though. All right. Here's another
comment. Um well because dialectical to
say this, right? I think it's nice to
like slam ideas together. You get bit
deeper insight.
>> This next comment is from Shrea Doss
5065. I can't believe that the American
professor is so polite and the British
journalist is not. Indeed, our world is
changing. On a serious note, thanks a
lot for this discussion. Absolutely
stunning. It is funny. I know like I I
the British person should be like the
super polite. Uh but you know what? It's
not really true. Here's been my
experience with British academics in in
particular is they're not bombastic, but
they're very cudding. Like they just
have like Americans kind of wear their
heart on their sleeves. They're like,
"That's stupid. I don't like that.
You're stupid because you said that and
you're a dumbhead. I don't want to talk
to you." Um and the British person will
just have like a perfect like bono. just
have like this like uh super cutting
like hm I see. Yeah, that is the type of
thing that a Dartmouth man would say and
they just kind of puff on their pipe a
little bit and you're like, "Wait a
second, he just really burned me there."
So, they're not as polite as people
think. All right. Uh, thanks for the
questions and the comments. Uh, I want
to conclude as always by talking about
what I'm reading.
U, so a quick update. At the end of last
episode, I was talking about the the
thrillers I read in December. Uh I
forgot, however, the name of the fifth
book I read in December. So, just for
the completist out there, um the fifth
book I read in December was called 20th
Century Fox by Scott Iman. And it was a
a history of the 20th Century Fox film
studio. Interesting. The name, Jesse, I
didn't realize this. It was a merger in
the early days of cinema of Fox Studios
created by William Fox and 20th Century
Studios created by someone else. And
when they came together, that's why it
was called 20th Century Fox. So, I
hadn't realized that. That was a good
book. I mean, the thing is I didn't I
don't know most of the movie references.
So, it's like, oh, you know, and this
became like Betty Greybel in, you know,
the the
Golden Stage Coach and as if like you're
supposed to know the reference. I don't
really know the old movie references.
Uh, but it was really like the story of
mainly like Daryl Xanic and the the the
rise of cinema and the trouble they had
and how they came back and I found it
was interesting. All right. What did I
read more recently? So last week between
last episode and this episode I read
Jane Goodall's book in the shadow of man
which uh early in her career I think she
published this in the late 60s early7s
was sort of her first account of her
time in the the GB stream chimpanzeee
reservation um about her her first work
with chimpanzees. So it was a big
bestseller at the time because people
didn't know anything about chimps and
she wrote this book about her experience
spending all this time with them. Um I
liked it. It's a lot less sciency than
these type of books are today, Jesse.
So, if you read one of these like
scientist memoirs today where they talk
about like the work they were working on
with like a memoir aspect to it, there's
a lot more theory in it. So, like if you
wrote this book today, there'd probably
be a lot more of what are the particular
theories about animal behavior that they
were finding and oh, we were we we got
this evidence of this and that. It was a
lot more of just her describing and then
this happened, we saw this, we saw them
doing this and that. It was like just
very descriptive of like what
chimpanzees were like because I think it
was so early. That itself was
interesting. I like that book. And then
I read a um a museum exhibit companion
book on an exhibit about Walt Disney and
trains because I had a section in the
book I'm writing now about Walt Disney's
personal train set he built at his
house. And so there was a big exhibit
about this out in LA and I there's a
companion book that has a lot of details
and images. And so I read that as well
last week. So there you go. All right,
that's all the time we have for this
week. Thanks for listening. We'll be
back next week. I have a special guest
joining me to help me in the idea
segment. So, it should be fun. So,
hopefully I will see you will hear from
you then. And until then, as always,
stay deep. Hey, if you like today's
discussion of new dangers to be worried
about, you might also like episode 374,
which looked at the original danger,
phones. That episode is titled This is
Your Brain on Phones. It gives you a
closer look at what's actually happening
inside your brain as you use those
devices. Check it out. I think you'll
like it. For some people, the constant
allure of their phone is so strong, it's
so inescapable that it can seem
impossible to find any sort of freedom.
This is what I want to talk about
UNLOCK MORE
Sign up free to access premium features
INTERACTIVE VIEWER
Watch the video with synced subtitles, adjustable overlay, and full playback control.
AI SUMMARY
Get an instant AI-generated summary of the video content, key points, and takeaways.
TRANSLATE
Translate the transcript to 100+ languages with one click. Download in any format.
MIND MAP
Visualize the transcript as an interactive mind map. Understand structure at a glance.
CHAT WITH TRANSCRIPT
Ask questions about the video content. Get answers powered by AI directly from the transcript.
GET MORE FROM YOUR TRANSCRIPTS
Sign up for free and unlock interactive viewer, AI summaries, translations, mind maps, and more. No credit card required.