Broken People
Addiction
Cost: $14.1T hours/year
Over just 40 years, the average American or Brit will spend 71,540 hours on TV/Netflix [1], 35,040 hours on social media [2] and 14,802 on video games [3][4]. This accounts for 121,382 hours and 51.96% of waking time (pre-COVID-19 data). At 4.66 B total Internet users [5], this could add up to 565 Trillion hours at current users and usage.
As the users who spend longest time on Facebook and Netflix tend to be most unhappy [10], there is evidence to suggest that apart from serious time waste, the use of such platforms can also worsen mental health.
As Internet users are estimated to reach 7.5 B by 2030, social media usage growing from 1h 30m in 2012 to 2h 24m at the start of 2019 per person per day [2], gaming time per person and online streaming also increasing [6][7][8][9], time waste is only going to incease. This will be fueled mainly by increasing users and unethical businesses developing strategies to retain users longer on their platforms.
*Note: we are aware that those platforms can sometimes serve as recreational activities and that some features of those platforms, such as messaging on social media, are beneficial.
Lack of community
Cost: ?T/y
Decreasing sense of community, belonging, and social contact
Harry Harlow showed the devastating effects of broken parent-child bonds and social isolation [1]. Partial deprivation from caretaker in children leads to acute anxiety, excessive need for love, powerful feelings of revenge, and, arising from these last, guilt and depression [2]. Some orphanages have infant mortality rates of 30-40% associated with lack of physical attention and many develop mental disabilities [5][6].
Today, 45-48% of adults feel occasionally, sometimes or often lonely in England, with London being the loneliest at 52% (suggested due to a likely lower sense of community in a large city) [7][8]. Research suggests that loneliness leads to a 26% increased risk of death, carries heath problems equivalent to smoking 15 cigarettes a day, exceeds the health problems associated with obesity, can lead to coronary heart diseases, stroke, high blood pressure, depression, cognitive decline and dementia [9].
15.08% of youth (18-25) experienced a major depressive episode in the U.S., with 7.8% of all U.S. adults [10][11]. Almost half (46.4%) will experience a mental illness during their lifetime [12].
As society has become increasingly more career-focused, moved into large and expensive cities, people feel more lonely, struggle with mental health more, and marry less. Overall, especially in large cities, people feel less part of a community. The large number of people experiencing loneliness and mental health problems suggests that the way we currently socialise and engage with others is unable to satisfy our core needs for belonging, love and touch, at scale. More research needs to be done into estimating the social waste this problem is causing, but many are convinced in those problems and the importance of human contact, especially those who personally faced the adverse effects of isolating in COVID-19.
Loneliness, depression, insecurity, etc.
Loneliness, depression, and anxiety have all nearly doubled in the past 20 years. Society is becoming more uncertain, and social media has created isolation and addiction for many, severing essential social ties that are paramount to being a healthy individual.
Poor role models
Cost: ?T/y
What values and habits do we want to teach our children and young people? What values are they currently developing? Is art, media and entertainment serving a beneficial, developmental purpose in people's lives, or do they often damage their mental health further by promoting unhealthy habits? What is the damage and cost of that? Facebook reels are a frightening example of radically increasing stupidity of people due to poor content consumption.