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I wonder if there are any parallels between this case and lawsuits against tobacco companies where those companies had been covering up the health risks associated with smoking. I'm not very familiar with the cases. I'm thinking there is probably some precedent that if you have internal data showing something is dangerous/addictive and then you continue to present it as not dangerous/addictive then that opens you up to legal liability.
Since social media companies collect tons of data to optimize engagement on their platforms they probably have something that shows they know social media is addictive. If you have that internal data then you put out something that says, "Facebook builds its products to create value, not to be addictive" https://about.fb.com/wp-content/uploads/2020/10/What-The-Social-Dilemma-Gets-Wrong.pdf then I could see how this case has some legitimacy. It could also be strategically correct. They know social media companies will settle out of court to avoid a discovery process that would expose the internal documents showing that social media is addictive.
There isn't really a coherent definition of addiction here. Are people addicted because they use Facebook a lot? Can we distinguish that from people just enjoying using Facebook but not being addicted? Probably not.
That’s a good point, but I think the court can ultimately conclude if something is addictive. This would be similar to how the court can conclude if something qualifies as a religion. They use a list of characteristics common to established religions and say these things indicate something could be a religion, but at the same time realize that not every religion would meet all the criteria.
Furthermore, people can become addicted to video games, gambling, or porn and there are some established criteria for what those addictions look like. In the DSM-5-TR Internet Gaming Disorder is included in the section recommending conditions for further research:
Preoccupation with gaming
Withdrawal symptoms when gaming is taken away or not possible (sadness, anxiety, irritability)
Tolerance, the need to spend more time gaming to satisfy the urge
Inability to reduce playing, unsuccessful attempts to quit gaming
Giving up other activities, loss of interest in previously enjoyed activities due to gaming
Continuing to game despite problems
Deceiving family members or others about the amount of time spent on gaming
The use of gaming to relieve negative moods, such as guilt or hopelessness
Risk, having jeopardized or lost a job or relationship due to gaming
It's highly unlikely that Facebook has data indicating that users are experiencing these symptoms.
Target was algorithmically detecting pregnancy over a decade ago.
If Facebook doesn't have data regarding these symptoms, it's either because they haven't bothered or because they actively are trying to avoid it.
There's no external validation for someone being addicted to Facebook like there is for someone being pregnant.
In any case, as you suggested, there's no reason for Facebook to even gather this data. If it turns out there's no addiction (whatever that means), nobody will believe them anyway. If there turns out to be addiction, it's a liability.
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