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Digital Self-Defense

Sins of the Internet

What the Platforms Did to Us

Somebody decided to build addiction into these platforms

Somebody decided to amplify anger over empathy. Somebody decided engagement mattered more than wellbeing. Somebody decided human attention was a resource to be strip-mined. None of that was an accident or an emergent property. People sat in rooms and chose it.

Facebook’s own researchers found in 2018 that posts generating angry reactions got six times the engagement of posts generating happy ones. They didn’t fix it. They leaned in, because furious users are profitable users.

Twitter took the logic further and built a product around hot takes, where 280 characters forces nuance out of every exchange by design.

The internet promised to make us more human and has been doing the opposite on a schedule. We can make different choices, but not before we have named what happened. So this book catalogs the sins, one per chapter, starting with wrath.

What is inside Sins of the Internet?

Who should read Sins of the Internet?

Why did I write Sins of the Internet?

Richard Lowe, the Writing King

Thirty-three years in enterprise technology, twenty as Director of Computer Operations and Technical Services at Trader Joe’s. I’ve built systems that shape behavior and sat in the meetings where those decisions get made. What the platforms did wasn’t inevitable. It was chosen, and I know what choosing looks like from the inside.

► Behind the Book: Sins of the Internet
How this one got written, what went wrong, and what got cut.

► Anger Gets Six Times the Engagement. The Rest Follows From That.
One story from behind this book.

What do people ask about Sins of the Internet?

Is Sins of the Internet an anti-technology book?
No. You don’t have to quit the internet. You just have to stop letting it run you. Every chapter ends with concrete steps you can take to push back, protect yourself, and reclaim control. The final section provides personal strategies for healthier technology relationships and solutions for reforming digital platforms to serve human welfare, not corporate extraction.
What topics does the book cover?
Twenty-six chapters: the attention economy, social media addiction, algorithmic manipulation, echo chambers, dating app commodification, AI bias, gig economy exploitation, political polarization, democratic degradation, cybercrime, digital authoritarianism, and emerging threats from virtual reality and AI automation.
Does Sins of the Internet offer solutions?
Yes. Every chapter ends with concrete steps. Individual digital hygiene, antitrust enforcement, algorithmic transparency, practical paths for technology that serves, not exploits users.
What are Richard Lowe’s credentials?
Richard Lowe spent 33 years in enterprise IT, including 20 years as Director of Computer Operations and Technical Services for a $16 billion company, and has authored 113+ books and ghostwritten 54+ more. He brings insider knowledge of how these systems are built alongside the anger of someone who has watched people get used for too long.
Who should read Sins of the Internet?
Anyone who has ever doomscrolled until 2 a.m., gotten into a screaming match with a stranger online, bought something they didn’t need because an algorithm told them to, or felt vaguely worse about their life after spending an hour on social media. That’s most of us.

Also in Digital Self-Defense

The internet promised to make us more human

Taking that back starts with understanding exactly how it was taken.

BUY FROM INGRAMSPARKAMAZONKOBOREAD A CHAPTERTABLE OF CONTENTS

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A chapter

Sins of the Internet

Technology companies hired the same psychologists who design casino games to make their products as addictive as possible. They studied behavioral psychology, addiction science, and human neurology, then engineered every aspect of their platforms to exploit what they learned.

The infinite scroll eliminated natural stopping points that might allow users to put their devices down. Facebook, Instagram, and TikTok removed the friction of pagination because stopping to click “next page” gave users a moment to reconsider whether they wanted to continue.

Streak mechanics borrowed from gaming psychology to create artificial urgency around maintaining daily usage patterns. Snapchat streaks turned casual conversation into an anxiety-producing obligation where users felt compelled to send messages daily to avoid losing their streak count.

Red notification badges created visual anxiety that demanded immediate attention. The bright red circles triggered stress responses and compulsive checking behaviors that kept users returning to apps throughout the day.

Autoplay features removed the decision-making friction that might allow users to stop consuming content. YouTube automatically plays the next video before you’ve consciously decided to watch it. Netflix begins the next episode during the credits of the one you just finished.

Social validation addiction turned likes, comments, and shares into digital drugs that triggered dopamine releases in the brain’s reward centers. The unpredictable timing of these rewards, sometimes you get lots of likes, sometimes few, created the same variable ratio reward schedules that make slot machines impossible to walk away from.

FOMO algorithms deliberately withheld content to create artificial scarcity and urgency. Instagram stories disappeared after 24 hours. Limited-time offers and ephemeral content trained users to check apps constantly to avoid missing something.

Social media withdrawal created real physical and psychological symptoms when users tried to disconnect. People experienced anxiety, restlessness, irritability, and difficulty concentrating, the same symptoms associated with substance withdrawal. Because they were withdrawing from the same neurochemical processes.

Table of contents

Sins of the Internet

  • Introduction: The Digital Fall from Grace
  • Chapter 1: Wrath – The Rage Machine
  • Chapter 2: Greed – The Attention Economy
  • Chapter 3: Envy – The Comparison Trap
  • Chapter 4: Pride – The Echo Chamber
  • Chapter 5: Lust – Digital Desire Gone Wrong
  • Chapter 6: Gluttony – Information Overconsumption
  • Chapter 7: Sloth – The Death of Effort
  • Chapter 8: Deception – The Age of Unreality
  • Chapter 9: Vanity – The Performance of Self
  • Chapter 10: Tribalism – Digital Division
  • Chapter 11: Amnesia – The Memory Hole
  • Chapter 12: Apathy – The Illusion of Action
  • Chapter 13: Addiction – The Dopamine Trap
  • Chapter 14: Children – The Intended Targets
  • Chapter 15: Commodification – Everything for Sale
  • Chapter 16: The Metaverse – Escaping Reality Into Digital Nowhere
  • Chapter 17: Artificial Intelligence – The Automation of Everything
  • Chapter 18: Digital Divide – The New Inequality
  • Chapter 19: Cyberbullying – Digital Cruelty Without Consequences
  • Chapter 20: Cyberterrorism – Digital Weapons of Mass Disruption
  • Chapter 21: Cyberwarfare – The Invisible Battlefield
  • Chapter 22: Cybercrime – The Digital Wild West
  • Chapter 23: Hacktivism – Digital Vigilantes
  • Chapter 24: Cyber Espionage – Digital Spies
  • Chapter 25: Digital Penance – Recognizing the Damage
  • Chapter 26: Digital Virtue – Building Better Online Habits
  • Chapter 27: Systemic Solutions – Fixing the Machine
  • Conclusion: Reclaiming Your Humanity
  • Glossary
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