Chapter 7 Further Reading: Dopamine Loops

Academic Papers and Research

1. Berridge, K.C., & Robinson, T.E. (1998). "What is the role of dopamine in reward: hedonic impact, reward learning, or incentive salience?" Brain Research Reviews, 28(3), 309–369. The foundational paper establishing the distinction between wanting (dopamine-mediated incentive salience) and liking (opioid-mediated hedonic impact). Berridge and Robinson's experimental evidence from dopamine depletion and restoration in rodents demonstrates that these systems can be neurologically dissociated. Essential reading for anyone who wants to understand what dopamine actually does, as opposed to what popular culture believes it does. The paper is dense but the first two sections are accessible to motivated non-specialists.

2. Sherman, L.E., Payton, A.A., Hernandez, L.M., Greenfield, P.M., & Dapretto, M. (2016). "The Power of the Like in Adolescence: Effects of Peer Influence on Neural and Behavioral Responses to Social Media." Psychological Science, 27(7), 1027–1035. The landmark neuroimaging study demonstrating that adolescent nucleus accumbens activation is increased by viewing social media content with higher like counts, and that this effect persists even when participants know the counts are randomly assigned. Required reading for anyone who wants empirical grounding for the claim that social validation signals function as genuine reward stimuli in the brain.

3. Ward, A.F., Duke, K., Gneezy, A., & Bos, M.W. (2017). "Brain Drain: The Mere Presence of One's Own Smartphone Reduces Available Cognitive Capacity." Journal of the Association for Consumer Research, 2(2), 140–154. Documents the cognitive cost of smartphone presence (even unused, face-down) in high-dependence users, demonstrating that the conditioned association between smartphone and potential notification-reward captures attentional resources prior to actual use. A crucial empirical anchor for the concept of incentive salience as applied to smartphone use.

4. Aral, S., & Eckles, D. (2019). "Protecting Elections from Social Media Manipulation." Science, 365(6456), 858–861. Part of a body of work by MIT's Sinan Aral laboratory on the behavioral dynamics of social media. Aral's earlier 2018 Science paper with Soroush Vosoughi and Deb Roy on the spread of true and false news provides compelling evidence that emotionally novel (particularly outrage-inducing) content spreads faster — consistent with dopaminergic novelty responses driving engagement metrics.

5. Kushlev, K., & Dunn, E.W. (2015). "Checking email less frequently reduces stress." Computers in Human Behavior, 43, 220–228. An experimental study demonstrating that constraining email checking to defined times rather than responding to notifications continuously reduced perceived stress. Provides behavioral evidence that the continuous anticipatory state maintained by notification availability carries psychological costs, extending the dopamine loop analysis from neuroscience to measurable well-being outcomes.


Books

6. Schull, N.D. (2012). Addiction by Design: Machine Gambling in Las Vegas. Princeton University Press. The definitive anthropological study of casino machine design and its deliberate exploitation of variable ratio reinforcement schedules. Schull's fifteen years of fieldwork with casino designers, machine manufacturers, and compulsive gamblers produced an account of behavioral engineering that is directly applicable to social media platform design. Readable, rigorous, and essential for understanding the documented precedent of deliberate addictive design in a regulated commercial context.

7. Alter, A. (2017). Irresistible: The Rise of Addictive Technology and the Business of Keeping Us Hooked. Penguin Press. A psychologist's accessible synthesis of behavioral research on technology addiction, including extensive treatment of variable ratio reinforcement mechanisms in digital products. Alter draws on both animal research and human behavioral studies to build a compelling case for the addictive properties of many digital technologies. Includes case studies of specific products and populations, with particular attention to the behavioral science underlying platform design choices.

8. Eyal, N. (2014). Hooked: How to Build Habit-Forming Products. Portfolio/Penguin. A product design manual that explicitly describes how to build habit-forming products using variable ratio reinforcement principles. The book is significant both as a practical guide (widely used in the tech industry) and as a documentation of the degree to which behavioral conditioning principles have been consciously integrated into platform design. Eyal has since written "Indistractable" (2019), which takes a more critical stance, adding a self-reflective dimension to the earlier work.

9. Sapolsky, R.M. (2017). Behave: The Biology of Humans at Our Best and Worst. Penguin Press. A comprehensive account of the neuroscience of human behavior by Stanford professor Robert Sapolsky. Particularly relevant are the chapters on dopamine, the prefrontal cortex, and the adolescent brain. Sapolsky's writing is exceptionally clear and his treatment of the wanting/liking distinction and the evolutionary context of dopamine function provides excellent background for understanding Chapter 7's arguments.

10. Lieberman, M. (2013). Social: Why Our Brains Are Wired to Connect. Crown Publishers. UCLA neuroscientist Matthew Lieberman's accessible account of social neuroscience, arguing that the human brain is fundamentally organized around social connection. Chapters on social reward and social pain are particularly relevant to understanding why social validation signals like likes and comments have such powerful dopaminergic effects. Provides the social neuroscience foundation for understanding why the currency of social media — social approval — is processed by reward circuits originally evolved for tracking social relationships.


Journalism and Investigative Reporting

11. Lewis, P. (2017, October 6). "'Our minds can be hijacked': the tech insiders who fear a smartphone dystopia." The Guardian. Profiles of technology industry insiders — including Tristan Harris, Loren Brichter, and Aza Raskin — who have spoken publicly about their concerns about the behavioral effects of the products they helped build. Includes Brichter's comments on inventing pull-to-refresh. Essential primary source for the "regret" dimension of the dopamine loop story.

12. Solon, O. (2017, November 9). "Ex-Facebook president Sean Parker: site was designed to exploit human vulnerability." The Guardian. Primary source reporting on Sean Parker's 2017 Axios interview in which he described the like feature as a "dopamine hit" and characterized Facebook's design as "exploiting a vulnerability in human psychology." Provides direct quotes and context for one of the most cited statements about platform design and dopaminergic intent.

13. Bhattacharya, A. (2018, May 11). "The researcher who inspired Netflix's recommendation algorithm says social media is destroying society." Quartz. Covers the views of computational neuroscientist Read Montague on the relationship between algorithmic recommendation systems and the dopamine prediction error mechanism. Provides accessible entry to Montague's technical arguments about how algorithmic recommendation exploits the brain's reward prediction architecture.

14. Hern, A. (2018, January 17). "Never get high on your own supply – why social media bosses don't use social media." The Guardian. Documents the pattern of technology executives limiting their own and their children's social media use, a pattern that became visible in the late 2010s through a series of interviews and investigations. The contrast between what executives promote to users and how they personally manage their own relationship with these platforms is a significant data point in evaluating platform claims about user welfare.


Documentaries and Multimedia

15. Orlowski, J. (Director). (2020). The Social Dilemma. Netflix. A documentary featuring interviews with former employees of major social media platforms — including Justin Rosenstein, Tristan Harris, and Chamath Palihapitiya — discussing the dopaminergic design principles behind platform features and their concerns about the consequences. While its dramatic framing has attracted some criticism from researchers who consider it one-sided, the primary source interviews are valuable and many of the behavioral claims are grounded in the academic literature covered in this chapter.

16. Harris, T. (2017). "How a handful of tech companies control billions of minds every day." TED Talk, TED2017. Former Google design ethicist Tristan Harris's widely-viewed TED talk introducing the "race to the bottom of the brainstem" argument: that competition for attention drives platforms to increasingly exploit lower-level (less rational, more reflexive) behavioral mechanisms. A useful entry point to Harris's broader argument and to the Center for Humane Technology's framework for analyzing and addressing attention economy harms.

17. McNamee, R. (2019). Zucked: Waking Up to the Facebook Catastrophe. Penguin Press. Early Facebook investor Roger McNamee's account of his evolving understanding of the platform's harms and his subsequent advocacy for regulatory change. While less focused on neuroscience than some other sources, McNamee provides important business and political context for why the structural incentives of social media platforms make dopamine-maximizing design difficult to reform from within.

18. Twenge, J.M. (2017). iGen: Why Today's Super-Connected Kids Are Growing Up Less Rebellious, More Tolerant, Less Happy — and Completely Unprepared for Adulthood. Atria Books. Psychologist Jean Twenge's analysis of generational data on adolescent mental health, documenting the correlation between the rise of smartphone and social media use and declines in adolescent well-being. While the causal relationship remains contested in the literature, the behavioral patterns Twenge documents provide important context for understanding the real-world consequences of dopamine-loop platform design on the adolescent population.