An excerpt from THE IMPULSE SOCIETY by Paul Roberts

Page 1

Introduction

A

half hour east of Seattle, not far from the headquarters of Microsoft, Amazon, and other pillars of the digital age, a winding

country road brings a visitor to reSTART, the nation’s first rehab for technology addicts and a window onto the wider world to come. Most of the patients here are trying to quit Internet gaming, which they once played so obsessively that careers, relationships, and prospects for happiness were in shambles. For the outsider, the addiction can be incomprehensible. But as you hear the patients’ stories, the appeal comes into focus. In a living room overlooking a sward of lawn, twentynine-year-old Brett Walker talks about his time in World of Warcraft,

a popular online role-playing game where participants become warriors in a steampunk medieval world. For four years, even as his real life collapsed, Walker enjoyed a near-perfect online existence, with virtually unlimited power and status akin to that of a Mafia boss crossed with a rock star. “I could do whatever I wanted, go where I wanted,” Walker tells me with a mixture of pride and self-mockery. “The world was my oyster.” Walker appreciates the irony here. His endless hours as an online superhero left him physically weak, financially destitute, and so socially isolated he could barely hold a face-to-face conversation.

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