the thoughts in our mind can come from two places: our sensory organs and the memory of our sensory organs.

Page 5 · Location 94-95

When a child is told day after day that they are worthless, they start to internalize those thoughts. That’s also learning, but it certainly isn’t healthy or productive.

Page 5 · Location 99-101

It’s not just the gaming you have to restrict; the more you can shut down or slow down the massive amounts of sensory input they get from gaming—Twitch, YouTube, whatever, it’s all the same—the more progress you can make.

Page 6 · Location 107-109

When video games are used for enjoyment, not escape, that makes a healthy gamer. Using games to encourage social connection, not enable isolation—that makes a healthy gamer. Using video games to replace social support, or to shore up faltering self-confidence—that leads to unhealthy gamers.

Page 10 · Location 158-160

If you want your child to be independent, you can’t do all the work for them. You have to let them do the growing;

Page 13 · Location 199-200

Dopamine governs all three of these responses—pleasure, reinforcement, and anticipation—all of which evolved to help us survive.

Page 20 · Location 267-268

The harder something is, the more we feel challenged, the more dopamine gets released when we succeed.

Page 21 · Location 274-274

game designers titrate the difficulty to optimize dopamine release—thus reinforcing the behavior, and maximally increasing anticipation.

Page 21 · Location 278-279

our brain can start to develop tolerance for particular things. The first cookie you eat is very tasty; the second one is pretty good, too. But after you’ve polished off three or four more cookies, you probably can barely even taste them, let alone enjoy them.

Page 21 · Location 282-285

the problem is that if we stop playing video games and read a book, we’ll get a “normal” amount of dopamine signal, but with our downregulated receptors, the total “volume” is too low—thus making reading feel not at all fun.

Page 22 · Location 291-293

They keep playing so they don’t have to think about all that negative stuff.

Page 25 · Location 330-331

once your child has started outsourcing the regulation of their emotions to video games, their capacity to deal with negative emotions without gaming shrinks.

Page 25 · Location 331-332

No one gets distracted playing video games—game designers take care of the focusing part for you.

Page 26 · Location 348-349

Gamers lose the ability to control their mind, to force it to focus.

Page 26 · Location 350-350

People who game too much essentially put the development of their maturity on hold.

Page 27 · Location 354-355

gamers have a hard time learning from their mistakes.

Page 27 · Location 360-361

Gamers aren’t learning from their mistakes, because whatever that failure was—small or large—they aren’t feeling the pain of it.

Page 28 · Location 369-370

Video games allow kids to be who they wish they were, to assume an identity of their own choosing, one that hasn’t been assigned to them at birth.

Page 33 · Location 410-411

Who wants to be a B student in real life if they can be number one on the leaderboard in their online universe?

Page 33 · Location 419-420

Psychologists coined the term intent to mastery, to indicate that a human is driven to exert a massive amount of effort to achieve something difficult and valuable; this is a pattern that is hardwired into our circuitry. The intent to mastery is the core reason that infants don’t give up when learning to walk.

Page 34 · Location 427-429