Deep Questions with Cal Newport
Deep Questions with Cal Newport

Ep. 388: What’s Worrying Jon Haidt Now? + Should You Buy a Landline? (Cal just did…)

Despite some initial skepticism, Jonathan Haidt’s crusade against kids using smartphones has been more or less completely vindicated. Which got us thinking: what’s he worried about next? In the ideas segment, Cal looks closer at three new technological harms that Haidt has begun sounding the alarm a

Featured Speakers

Jonathan Haidt GuestCal Newport Guest

Topics Discussed

Episode Summary

Executive Summary: The episode argues that Jonathan Haidt was vindicated on smartphone harms and is now flagging three newer risks: smartphone gambling, monetized online games like Roblox, and AI companions/toys. Cal Newport frames the throughline as a cautionary lesson: when addictive, frictionless tech is packaged as convenience or fun, kids are exposed to exploitation, compulsion, and developmental harm. His practical answer is single-purpose devices and a default “no” to new tech.

Main Topics: Haidt’s Vindication on Smartphones (Priority: 5/5): The transcript opens by arguing that Haidt’s book The Anxious Generation correctly identified smartphone-related mental health harms in kids and teens, a view later reinforced by school phone bans and shifting public opinion. Smartphone Gambling as a New Tech Risk (Priority: 5/5): Haidt collaborators warn that online gambling has become frictionless, constantly available, and psychologically engineered to be hard to quit, especially for young men and college students. Online Games as Predatory, Monetized Ecosystems (Priority: 5/5): The segment argues that games like Roblox are no longer just games but massive, user-generated social platforms with gambling mechanics, extremist content, sexual predation risks, and heavy time consumption. AI Companions and Toys (Priority: 4/5): New concerns focus on AI chatbots and companion toys being used by teens and children in unsafe ways, including sexualized interactions and harmful advice, with limited ability to predict or control behavior. Single-Purpose Technology as a Parenting Strategy (Priority: 5/5): New podcast practice advice emphasizes replacing smartphones with narrowly limited devices for calling, music, and offline gaming to preserve utility while reducing harms. Default Resistance to New Tech (Priority: 4/5): The broader philosophical conclusion is that parents and adults should assume new technologies are harmful until proven otherwise, rather than trusting Silicon Valley’s promises of convenience and innovation.

Key Arguments: Jonathan Haidt was right about smartphones because his claims were grounded in a large annotated bibliography of real research, not intuition alone. The rise of online gambling is driven by both accessibility and addictive design; once gambling is on a phone, the friction that once limited participation disappears. Gambling apps mimic social media engagement loops, using push notifications, personalization, bonuses, and endless menus of bets to keep users playing. Online games have shifted from finite products to always-on services, making them more immersive, more monetizable, and harder for parents to monitor. Roblox and similar platforms contain user-created content that can include violence, extremism, sexual material, and predatory interactions, while moderation cannot keep up with scale. Gaming chats and Discord-like spaces function as unregulated “boys’ locker rooms” where harmful content and extremist contact can spread. Heavy gaming is associated with greater depression risk, sleep disruption, and academic problems, especially for adolescent boys. AI companions are an uncontrolled experiment on children because their behavior is difficult to predict, and some systems already produce dangerous or sexualized interactions. Parents should not accept the argument that kids need unrestricted access to these tools in order to learn technology; chatbots and online systems are easy to learn later and do not require solo use in childhood. Single-purpose devices can preserve needed functions—calling, texting, music, gaming—without bundling them with addictive and dangerous features.

Data Points: Copies sold by The Anxious Generation by end of 2024: Over 1 million - Used to show the book’s impact and public resonance States legalizing online casino gambling (iGaming) in last seven years: 7 states - Illustrates the spread of online gambling since smartphones and policy changes States legalizing online sports betting plus D.C.: 30 states + Washington, D.C. - Shows broad legalization of mobile sports betting Men with sports betting accounts: 30% - Indicates widespread participation among adult men Women with sports betting accounts: 22% - Shows significant female participation as well Men ages 18 to 49 with sports betting accounts: Nearly half - Highlights concentration among younger men Men betting on sports 3+ times weekly: 25% - Signals habitual use Women betting on sports 3+ times weekly: 12% - Shows recurring engagement among women College students living on campus betting on sports: Almost 70% - NCAA survey cited in the gambling discussion Pennsylvania online gamblers 2001 to 2024: Nearly doubled - Used to illustrate growth where online lottery, iGaming, and sports betting exist High schoolers who had gambled in the last year: 60% - National Council on Problem Gambling project release Roblox monthly active users under 18: About 304 million - Demonstrates Roblox’s scale among minors Minecraft monthly active users under 18: Roughly 30 million - Used for comparison with Roblox Fortnite monthly active users under 18: Roughly 30 million - Used for comparison with Roblox U.S. children ages 9 to 12 active on Roblox (2020): About 75% - Based on Roblox reports documented by the New York Times Parents of children under 14 reporting child plays Roblox (2024): 65% - Shows current parental awareness and platform penetration Average daily video game time for ages 8 to 12 (2019): 2 hours 18 minutes - Common Sense Media report Average daily video game time for ages 8 to 12 (2021): 2 hours 27 minutes - Shows slight increase over time Boys ages 8 to 12 playing at least 2 hours daily (2015): 1 in 3 - Indicates heavy use among young boys Girls ages 8 to 12 playing at least 2 hours daily (2015): 1 in 10 - Lower but still notable Boys ages 8 to 12 exceeding 4 hours daily (2015): 10% - Extreme use among young boys Boys ages 12 to 18 gaming at least 3.5 hours daily (2021): 57% - Shows high intensity gaming among adolescent boys Girls ages 12 to 18 gaming at least 3.5 hours daily (2021): 36% - Shows high intensity gaming among girls Adolescents meeting criteria for Internet Gaming Disorder (2018 meta-analysis): 4.6% - Baseline estimate for IGD prevalence Male adolescents meeting criteria for IGD (2018 meta-analysis): 6.8% - Higher risk among boys Adolescents meeting criteria for IGD (2022 meta-analysis): 8.8% - More recent estimate showing increase Male adolescents meeting criteria for IGD (2022 meta-analysis): 15.4% - Substantial prevalence among boys 8th-grade boys purchasing a loot box in the past year (2019): 43.7% - Shows gambling-like mechanics among minors 8th-grade boys purchasing a loot box in the past year (2022): 48.6% - Shows further increase Teen girls sent unwanted sexually explicit content while gaming: 10% - Indicates harassment/exploitation risk Roblox child exploitation instances reported in 2023: Over 13,000 - Company-reported cases on the platform Law enforcement requests related to child exploitation on Roblox in 2023: Over 1,300 - Shows scale of moderation/enforcement issues Roblox content volume uploaded in Q4 2023: Approximately 205 billion pieces - Illustrates moderation difficulty due to scale Roblox moderators per 100,000 users: 0.77 - Supports claim that moderation is insufficient Adolescent gamers encountering extremist content/hate harassment: 51% - Multinational survey cited in the gaming section U.S. teens who have used an AI companion at least once: 72% - 2025 Common Sense Media survey Teens using AI companions multiple times per month: More than half - Shows repeated use, not one-off experimentation

Pivotal Quotes: "My message to parents is simple: do not give your children any AI companions or toys." — Jonathan Haidt: Direct recommendation from the AI-companions article "The house always wins." — Cal Newport: Argument against online gambling and in favor of avoiding it entirely "You may not play a video game where you might see, encounter, or otherwise collaborate with someone who you don't know." — Cal Newport: Parenting rule proposed for limiting children’s gaming

Implications: Parents and institutions should treat phones, free-to-play games, gambling apps, and AI companions as high-risk defaults. The likely winning strategy is delay, restrict, and use single-purpose tools until strong evidence of benefit exists.

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