It has recently come to my attention that my several of my family members suffer from a particular type of ADHD known as “hyperfocus.” It sounds cool, like a superhero name, and in a way it is- it’s the propensity of ADHD sufferers to focus so intensely on something that all other stimuli are blocked out. For academics, this sounds like the holy grail- “I could read forever!” I can picture friends thinking. But it’s not all wine and roses.
For one thing, the “hyper” in hyperfocus is no joke- taken to extremes, it can mimic or even morph into the behavior associated with addictive personalities. This includes focusing on a trivial activity even when one is in danger, say, or when all other aspects of one’s life begin to fail. The idea of a house burning down around someone playing a video game, who says, “I just have to finish this level!” is an extreme but apparently not completely unrealistic example.
More pressing, those suffering from hyperfocus are not capable of intense focus on just anything. There are specific activities that provide regular rewards for sustained focus, and these tend to be the chosen pursuits of hyperfocusers. Reading is, of course, a rewarding experience, but compared to the finely honed reward system of video games, it is a distinctly less engrossing experience. I’ve not read direct research on the matter, but it seems fair to say that this valuation is a central reason for the so-called “video game addiction” that some children show. They become engrossed in the reward system of video games, “leveling up” and upgrading their characters, and it becomes difficult to see the promise of other uses of one’s time. It’s not the children’s fault, really- their ability to focus is “fed” by interactive, rewarding stimuli.
These reward systems are getting more refined and more effective. World of Warcraft players I’ve talked to note that the game becomes more engrossing and more demanding the more one plays, with daily missions that each have different content and rewards and a growing sense of interdependence among “guild” members (the group of people one plays with regularly). We see this too in first person shooters like Call of Duty Modern Warfare 2, which offers rewards in its online multiplayer for almost everything a player does (including finally making a kill after a terrible performance). For someone with hyperfocus, how could these consistent rewards be anything but irresistible? Even for those who don’t have hyperfocus, it is easy to get sucked into an activity that seems to base its appeal on what it is like to be an addict.
I’ve lapsed into a tone of pessimism, which was not my goal. Instead, I want to include hyperfocus in our conversations about the future promise of games- games are great, but the unique way that they access our psychological predispositions is something we should keep an eye on.
Just as important, I have been wondering lately how we might be able to imbue activities like reading with reward systems closer to those of video games. The challenge is how to make reading a genuinely hyperfocus-able activity, rather than using video games or computer programs to reward reading. To tack video games onto reading as a way to make reading more attractive is like making carrots more attractive vegetables by rewarding carrot-eaters with heroin. Eventually someone will figure a workaround to get past the carrots.
UPDATE 10/28: Perhaps the solution to maintaining focus on books is to not disrupt reading with a break involving a medium that is easier to hyperfocus on than the book. For instance, if after reading something at length you need a break or reward before you continue reading, it would be better from a hyperfocus perspective to read something unrelated to your topic, or exercise, or mediate, or anything that presents the same difficulty with focus as reading does. To watch a movie, play a video game, or do anything that is easier to focus on than reading will 1) not alert you to the degree to which your capacity to focus on something is slipping (if you are getting sleepy, for instance) and 2) seem easier to focus on when compared to reading and make returning to focused reading even harder.