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Facebook

Facebook Is Giving Advertisers Access To Your Shadow Contact Information (gizmodo.com) 130

Kashmir Hill, reporting for Gizmodo: Last week, I ran an ad on Facebook targeted at a computer science professor named Alan Mislove. Mislove studies how privacy works on social networks and had a theory that Facebook is letting advertisers reach users with contact information collected in surprising ways. I was helping him test the theory by targeting him in a way Facebook had previously told me wouldn't work. I directed the ad to display to a Facebook account connected to the landline number for Alan Mislove's office, a number Mislove has never provided to Facebook. He saw the ad within hours.

One of the many ways that ads get in front of your eyeballs on Facebook and Instagram is that the social networking giant lets an advertiser upload a list of phone numbers or email addresses it has on file; it will then put an ad in front of accounts associated with that contact information. A clothing retailer can put an ad for a dress in the Instagram feeds of women who have purchased from them before, a politician can place Facebook ads in front of anyone on his mailing list, or a casino can offer deals to the email addresses of people suspected of having a gambling addiction. Facebook calls this a "custom audience." You might assume that you could go to your Facebook profile and look at your "contact and basic info" page to see what email addresses and phone numbers are associated with your account, and thus what advertisers can use to target you. But as is so often the case with this highly efficient data-miner posing as a way to keep in contact with your friends, it's going about it in a less transparent and more invasive way.

[...] Giridhari Venkatadri, Piotr Sapiezynski, and Alan Mislove of Northeastern University, along with Elena Lucherini of Princeton University, did a series of tests that involved handing contact information over to Facebook for a group of test accounts in different ways and then seeing whether that information could be used by an advertiser. They came up with a novel way to detect whether that information became available to advertisers by looking at the stats provided by Facebook about the size of an audience after contact information is uploaded. They go into this in greater length and technical detail in their paper [PDF]. They found that when a user gives Facebook a phone number for two-factor authentication or in order to receive alerts about new log-ins to a user's account, that phone number became targetable by an advertiser within a couple of weeks.
Officially, Facebook denies the existence of shadow profiles. In a hearing with the House Energy & Commerce Committee earlier this year, when New Mexico Representative Ben Lujan asked Facebook CEO Mark Zuckerberg if he was aware of the so-called practice of building "shadow profiles", Zuckerberg denied knowledge of it.
First Person Shooters (Games)

Addiction To Fortnite Cited In Over 200 Divorce Petitions (dailydot.com) 134

An anonymous reader writes: In just the last 35 weeks, one online divorce site received over 200 petitions citing addiction to Fortnite and other online games as one of the reasons someone wanted a divorce. "[T]he dawn of the digital revolution has introduced new addictions," said a spokesperson for the company, also citing online pornography and social media. "These numbers equate to roughly 5% of the 4,665 petitions we have handled since the beginning of the year and as one of the largest filers of divorce petitions in the UK, is a pretty good indicator."

On the other hand, the A.V. Club notes that the web site's creators "have a vested interest in making divorce seem sexy and cool in a way that only 'You walked in front of the screen and a 10-year-old in Wyoming shot me dead so now I'm taking the house' truly can."

Medicine

OxyContin Billionaire Patents Drug To Treat Opioid Addiction (cbsnews.com) 204

Richard Sackler, the billionaire businessman behind Purdue Pharma, has patented a new drug to help treat opioid addiction (Warning: source may be paywalled; alternative source). The news of the patented form of buprenorphine, a mild opioid that is used to ease withdrawal symptoms, comes as Colorado's attorney general is suing the OxyContin creator for profiting from opioid addictions. Some now believe that Sackler and his family, who owns Purdue Pharma, will be trying to profit from the antidote. The Washington Post reports: The lawsuit claims Purdue Pharma L.P. and Purdue Pharma Inc. deluded doctors and patients in Colorado about the potential for addiction with prescription opioids and continued to push the drugs. And it comes amid news that the company's former chairman and president, Richard Sackler, has patented a new drug to help wean addicts from opioids. "Purdue's habit-forming medications coupled with their reckless marketing have robbed children of their parents, families of their sons and daughters, and destroyed the lives of our friends, neighbors, and co-workers," Colorado Attorney General Cynthia Coffman said Thursday in a statement. "While no amount of money can bring back loved ones, it can compensate for the enormous costs brought about by Purdue's intentional misconduct."

The lawsuit states that Purdue Pharma "downplayed the risk of addiction associated with opioids," "exaggerated the benefits" and "advised health care professionals that they were violating their Hippocratic Oath and failing their patients unless they treated pain symptoms with opioids," according to the statement from the Colorado attorney general's office. But Purdue Pharma "vigorously" denied the accusations Friday in a statement to The Washington Post, saying that although it shares "the state's concern about the opioid crisis," it did not mislead health-care providers about prescription opioids. "The state claims Purdue acted improperly by communicating with prescribers about scientific and medical information that FDA has expressly considered and continues to approve," a spokesman for Purdue Pharma said in the statement. "We believe it is inappropriate for the state to substitute its judgment for the judgment of the regulatory, scientific and medical experts at FDA."
The report makes note of the patent's description, which acknowledges the risk of addiction associated with opioids and states that the drug could be used both in drug replacement therapy and pain management.
China

China Plans To Restrict New Games Coming Into the Country and Limit the Time Kids Spend Online (bloomberg.com) 33

China's regulators plan to curtail the number of online games and discourage play-time, part of a broader effort to tackle device addiction and other ills that sent shares reeling from the U.S. to Japan. From a report: The curbs were just one aspect of a swathe of edicts intended to address the health and growing incidence of myopia among children. But they come on top of a months-long freeze in game approvals, further muddying the waters for an industry that labors under one of the world's most opaque regulatory regimes.

While the new regulations encompassed everything from encouraging outdoor activities to usage of electronics, investors zeroed in on the game curbs during a highly sensitive time for the industry. The government hasn't given any explanation for a freeze on title approvals since March, prompting debate over whether it's a temporary halt due to regulatory reshuffling or whether Beijing is planning a crackdown in a wider campaign against online content. Tencent's inability to monetize its hottest games also cast doubt over the relationship between the world's largest gaming company and the government.

Desktops (Apple)

Slashdot Asks: Did You Have a Shared Family Computer Growing Up? (theverge.com) 200

theodp writes: "Long before phone addiction panic gripped the masses and before screen time became a facet of our wellness and digital detoxes," begins Katie Reid's article, How the Shared Family Computer Protected Us from Our Worst Selves, "there was one good and wise piece of technology that served our families. Maybe it was in the family room or in the kitchen. It could have been a Mac or PC. Chances are it had a totally mesmerizing screensaver. It was the shared family desktop." She continues: "I can still see the Dell I grew up using as clear as day, like I just connected to NetZero yesterday. It sat in my eldest sister's room, which was just off the kitchen. Depending on when you peeked into the room, you might have found my dad playing Solitaire, my sister downloading songs from Napster, or me playing Wheel of Fortune or writing my name in Microsoft Paint. The rules for using the family desktop were pretty simple: homework trumped games; Dad trumped all. Like the other shared equipment in our house, its usefulness was focused and direct: it was a tool that the whole family used, and it was our portal to the wild, weird, wonderful internet. As such, we adored it." Did you have a shared family computer growing up? Can you relate to any of the experiences Katie mentioned in her article? Please share your thoughts in a comment below.
Security

Cybersecurity's Insidious New Threat: Workforce Stress (technologyreview.com) 58

This week's Black Hat event will highlight job-related stress and mental health issues in the cyber workforce. From a report: The thousands of cybersecurity professionals gathering at Black Hat, a massive conference held in the blistering heat of Las Vegas every summer, are encountering a different type of session this year. A new "community" track is offering talks on a range of workplace issues facing defenders battling to protect the world from a hacking onslaught. With titles like "Mental Health Hacks: Fighting Burnout, Depression and Suicide in the Hacker Community" and "Holding on for Tonight: Addiction in Infosec," several of the sessions will address pressures on security teams and the negative impact these can have on workers' wellbeing.

"A lot of people in this space feel strongly about wanting to protect their users," says Jamie Tomasello of Duo Security, who is one of the speakers. "Where this becomes challenging is when people are under sustained high stress. That increases the risk of depression and mental illness." The impact on cyber defenders' lives is deeply concerning, as are the broader implications for security. In spite of a push for greater automation, many tasks in cyber defense are still labor intensive. Workers experiencing mental health issues are more likely to make mistakes and to have performance issues that require colleagues to pick up the slack, increasing the likelihood they will make errors too.

Communications

Have Smartphones Killed the Art of Conversation? (theguardian.com) 78

An anonymous reader shares a report: Not quite, but it's certainly more than a blip in the cultural history of communication: in 2017, for the first time, the number of voice calls -- remember, those things you did with your actual voice on your actual phone -- fell in the UK. Meanwhile, internet addiction keeps growing, presumably because we haven't quite worked out what to do with all those hours we're saving on talking.

More than three-quarters (78%) of British adults own a smartphone, and we check them on average every 12 minutes. That adds up to 24 hours a week online via our phones -- much of that time swallowed up by modern-style chat on WhatsApp and Facebook Messenger, with some left over for texting. It has taken a toll on talking, sure, but few smartphone users might claim to feel less connected as a result.

Now, the idea of ringing someone for "a chat" has a quaint, retro quality. I can, and will, talk you under the table, but phone calls are a luxury usually reserved for about five people: my mum, my sister, two best friends and my editor, obviously. Even then, I'm rubbish at picking up. Much is made about smartphones leading to dumber conversation -- amid claims that the art of chatter has been lost. Arguably, however, conversation has simply been rebooted and reconfigured. Take the myriad ways in which we can and do communicate now. It's a given that I will spend an embarrassing portion of my day glued to a screen (It's work!) and much of that will be chatting (again, it's work!).

The Internet

Can We Decentralize the Web? (computing.co.uk) 131

This week the Internet Archive hosted an amazing Decentralized Web Summit, which united the makers who want to build a web "that's locked open for good." [Watch the videos here.] Vint Cerf was there, as was the technical product development leader for Microsoft's own decentralized identity efforts, several companies building the so-called punk rock Internet, "along with a handful of venture capitalists looking for opportunities." One talk even included Mike Judge, the creator of HBO's Silicon Valley, which recently included the decentralized web in its ongoing storyline.

Computing highlighted remarks by Brewster Kahle, the founder of the Internet Archive, and Mitchell Baker, the chairperson of the Mozilla Foundation. The ideology of the web's early pioneers, according to Baker, was free software and open source. "Money was considered evil," she said. So when companies came in to commercialize the internet, the original architects were unprepared. "Advertising is the internet's original sin," Kahle told the packed room. "Advertising is winner-take-all, and that's how we've ended up with centralization and monopolies."

At the conference, attendees presented utopian visions of how the future of the internet could look. Civil, a new media startup, proposed crowd-supported journalism using cryptocurrency micro-payments. Mastodon, a decentralized and encrypted social network, was commonly referenced as an alternative to Twitter. As Facebook and Google continue to monopolize the digital advertising ecosystem -- recent estimates say that the two companies control over 70% of digital advertising spending globally -- the promise of a decentralized web, free from the shackles of advertiser demands is fun to imagine.

Tristan Harris, who leads the Center for Humane Technology, "just hopes the pioneers of the new internet turn around to face the potential negative externalities of their products before it's too late," arguing that "If we decentralize the systems we already have without an honest recognition of the social harms that are being created -- mental health [issues], loneliness, addiction, polarization, conspiracy theories... then we've decentralized social harms and we can't even track them." But Tim Berners-Lee "remains hopeful".

"There's massive public awareness of the effects of social networks and the unintended consequences," he told Computing. "There's a huge backlash from people wanting to control their own data"... Meanwhile, there's the rise of "companies which respect user privacy and do not do anything at all with user data" (he namechecks social network MeWe to which he acts as an advisor), open-source collaborations like the data portability project (DTP) led by tech giants, and his own project Solid which is "turning from an experiment into a platform and the start of a movement".

"These are exciting times," said Berners-Lee.

The Internet

High Speed Internet Is Causing Widespread Sleep Deprivation, Study Finds (vice.com) 63

A study, published Friday in the Journal of Economic Behavior and Organization and funded by the European Research Council, suggests that high speed internet access is causing people to lose up to 25 minutes of sleep per night compared to those without high speed internet. From a report: It's the first study to causally link broadband access to sleep deprivation. The so-called "digitalization of the bedroom," defined by our inability to part with our phones/laptops/televisions before bed, has already been linked to various sleep disorders. [...] As the researchers found, high speed internet access "promotes excessive electronic media use," which has already been shown to have detrimental effects on sleep duration and quality. The effects of high speed internet access were particularly noticeable in younger age demographics.
Education

France Bans Smartphones in School (washingtonpost.com) 161

When French students return to school in September they'll have to leave one of their most prized possessions at home -- their smartphone. From a report: French lawmakers on Monday passed legislation banning students as old as 15 from bringing smartphones and tablets to school or having them turned off at least, according to the Agence France-Presse. Officials in support of the new rule described the policy as a way to shield children from addictive habits and to safeguard the sanctity of the classroom. "We know today that there is a phenomenon of screen addiction, the phenomenon of bad mobile phone use," education minister Jean-Michel Blanquer told French news channel BFMTV, according to CNN. "Our main role is to protect children and adolescents. It is a fundamental role of education, and this law allows it." The law, however, does make exceptions for educational use, extra-curricular actives and for students with disabilities, the AFP reports. French high schools can choose to impose a less stringent ban on Internet-connected devices.
Businesses

The World's Largest Solar Farm Rises in the Remote Egyptian Desert (latimes.com) 153

An anonymous reader shares a report: In 1913 on the outskirts of Cairo, an inventor from Philadelphia named Frank Shuman built the world's first solar thermal power station, using the abundant Egyptian sunshine to pump 6,000 gallons of water a minute from the Nile to irrigate a nearby cotton field. World War I and the discovery of cheap oil derailed Shuman's dream of replicating his "sun power plant" on a grand scale and eventually producing enough energy to challenge the world's dependence on coal.

More than a century later, that vision has been resurrected. The world's largest solar park, the $2.8-billion Benban complex, is set to open next year 400 miles south of Cairo in Egypt's Western Desert. It will single-handedly put Egypt on the clean energy map. That is no small feat for a country that's been hobbled by its longtime addiction to cheap, state-subsidized fossil fuels and currently gets more than 90% of its electricity from oil and natural gas. [...] The Benban complex, which will be operated by major energy companies from around the world, is expected to generate as much as 1.8 gigawatts of electricity, or enough to power hundreds of thousands of homes and businesses. It will consist of 30 separate solar plants, the first of which began running in December, and employ 4,000 workers.

Open Source

Interviews: Christine Peterson Answers Your Questions 79

You asked questions, we've got the answers!

Christine Peterson is a long-time futurist who co-founded the nanotech advocacy group the Foresight Institute in 1986. One of her favorite tasks has been contacting the winners of the institute's annual Feynman Prize in Nanotechnology, but she also coined the term "Open Source software" for that famous promotion strategy meeting in 1998.

Christine took some time to answer questions from Slashdot readers.
Games

WHO Gaming Disorder Listing a 'Moral Panic', Say Experts (bbc.com) 159

The decision to class gaming addiction as a mental health disorder was "premature" and based on a "moral panic," experts have said. From a report: The World Health Organization included "gaming disorder" in the latest version of its disease classification manual. But biological psychology lecturer Dr Peter Etchells said the move risked "pathologising" a behaviour that was harmless for most people. The WHO said it had reviewed available evidence before including it. It added that the views reflected a "consensus of experts from different disciplines and geographical regions" and defined addiction as a pattern of persistent gaming behaviour so severe it "takes precedence over other life interests." Speaking at the Science Media Centre in London, experts said that while the decision was well intentioned, there was a lack of good quality scientific evidence about how to properly diagnose video game addiction.
Facebook

Social Media Copies Gambling Methods 'To Create Psychological Cravings' (theguardian.com) 80

Social media platforms are using the same techniques as gambling firms to create psychological dependencies and ingrain their products in the lives of their users, experts warn. From a report: These methods are so effective they can activate similar mechanisms as cocaine in the brain, create psychological cravings and even invoke "phantom calls and notifications" where users sense the buzz of a smartphone, even when it isn't really there. "Facebook, Twitter and other companies use methods similar to the gambling industry to keep users on their sites," said Natasha Schull, the author of Addiction by Design, which reported how slot machines and other systems are designed to lock users into a cycle of addiction. "In the online economy, revenue is a function of continuous consumer attention -- which is measured in clicks and time spent."
Youtube

YouTube Is Removing Some Nootropics Channels (vice.com) 243

According to Wikipedia, nootropics are drugs, supplements, and other substances that improve cognitive function, particularly executive functions, memory, creativity, or motivation, in healthy individuals. Many of them are not regulated by the Food and Drug Administration, and some have reported addiction and harm, as well as uncomfortable side effects. These concerns may be behind YouTube's recent decision to delete at least three nootropics channels over the past three days. Motherboard reports: The nootropics YouTubers don't know why YouTube penalized them. YouTube's community guidelines prohibit harmful or dangerous content, including "hard drug use," which seems like the most likely reason. [Ryan Michael Ballow, a YouTuber whose channel "Cortex Labs Nootropics" was deleted] believes it's either "pharmaceutical industry influence" or some other elements within YouTube's leadership decided to target nootropics specifically. "It's all extremely fishy, and demonstrates a continued censorship trend with YouTube," he said in an email. [Jonathan Roseland, another YouTube that recently had their channel "Limitless Mindset" deleted] guessed his channel got flagged because he made videos about kratom, an opioid-like substance that has been linked to deaths and is coming under increased government regulation. Other kratom videos have apparently been removed. But Ballow said he's never posted a video about kratom, and a search for "kratom" on YouTube pulls up countless results, including reviews. Similarly, searching for nootropics, magnesium, aniracetam, oxiracetam, and Modafinil showed no shortage of videos, including reviews.

It's hard to know why the channels were removed since YouTube declined to clarify specifics with the creators and did not respond to a request for comment. YouTube allows creators to appeal enforcement decisions, but Ballow's appeal was rejected. The rejection notice did not clearly state which guidelines were violated, but it pointed to another potential violation. YouTube "included a paragraph that states that if the sole purpose of your YouTube videos is to drive people off of the platform, said videos break the rules," Ballow said. He interpreted this to mean the fact that his videos directed viewers to other websites to buy products.

AI

AI Is Being Used To Predict Gambling Behavior (theguardian.com) 54

"The gambling industry is increasingly using artificial intelligence to predict consumer habits and personalize promotions to keep gamblers hooked," reports The Guardian, citing industry insiders. "Current and former gambling industry employees have described how people's betting habits are scrutinized and modeled to manipulate their future behavior." From the report: Publicly, gambling executives boast of increasingly sophisticated advertising keeping people betting, while privately conceding that some are more susceptible to gambling addiction when bombarded with these type of bespoke ads and incentives. Gamblers' every click, page view and transaction is scientifically examined so that ads statistically more likely to work can be pushed through Google, Facebook and other platforms. Users unwittingly consent to the use of their data in ways they aren't aware of due to lengthy terms and conditions, enabling their information to legally be used in this way. Last August, the Guardian revealed the gambling industry uses third-party companies to harvest people's data, helping bookmakers and online casinos target people on low incomes and those who have stopped gambling. Despite condemnation from MPs, experts and campaigners, such practices remain an industry norm.
Software

Dutch Study Finds Some Video Game Loot Boxes Broke the Law (vice.com) 90

The Netherlands Gaming Authority has published a study it conducted of 10 video games that reward players with loot boxes, packages players can sometimes buy with real money that contain random-in game rewards, and found that 4 of the 10 games it studied violated the Dutch Gaming Act. "It determined that loot boxes are, in general, addictive and that four of the games allowed players to trade items they'd won outside of the game, which means they've got a market value," reports Motherboard. From the report: According to the study, the authorities picked games "based on their popularity on a leading Internet platform that streams videos of games and players." Motherboard has reached out to the Gaming Authority for clarification on both the games it picked (the study doesn't name them) and the method by which it picked them, but did not receive an immediate reply. However, Twitch is the most popular way gamers watch others play and it's a good bet that Twitch is how the Gaming Authority focused its attention. Six of the ten games the Gaming Authority studied aren't in violation of Dutch law. "With these games, there is no opportunity to sell the prizes won outside of the game," the press release said. "This means that the goods have no market value and these loot boxes do not satisfy the definition of a prize in Section 1 of the Betting and Gaming Act."

The four others though offer the opportunity for players to trade items outside of the game and therefore meet the the Netherlands definition of gambling. To come into compliance, those games need to make their loot boxes less interesting to open. The Gaming Authority wants the companies to "remove the addiction-sensitive elements ('almost winning' effects, visual effects, ability to keep opening loot boxes quickly one after the other and suchlike)...and to implement measures to exclude vulnerable groups or to demonstrate that the loot boxes on offer are harmless."

Education

Former Senior VP of Apple Tony Fadell Says Company Needs To Tackle Smartphone Addiction (wired.co.uk) 75

In an op-ed published on Wired, former SVP at Apple Tony Fadell argues that smartphone manufacturers -- Apple in particular -- need to do a better job of educating users about how often they use their mobile phones, and the resulting dangers that overuse might bring about. An excerpt: Take healthy eating as an analogy: we have advice from scientists and nutritionists on how much protein and carbohydrate we should include in our diet; we have standardised scales to measure our weight against; and we have norms for how much we should exercise. But when it comes to digital "nourishment", we don't know what a "vegetable", a "protein" or a "fat" is. What is "overweight" or "underweight"? What does a healthy, moderate digital life look like? I think that manufacturers and app developers need to take on this responsibility, before government regulators decide to step in -- as with nutritional labelling. Interestingly, we already have digital-detox clinics in the US. I have friends who have sent their children to them. But we need basic tools to help us before it comes to that. I believe that for Apple to maintain and even grow its customer base it can solve this problem at the platform level, by empowering users to understand more about how they use their devices. To do this, it should let people track their digital activity in detail and across all devices.
Cellphones

The Personality Traits That Put You At Risk For Smartphone Addiction (washingtonpost.com) 73

Zorro shares a report from The Washington Post: When the Trump-affiliated firm Cambridge Analytica obtained data on tens of millions of Facebook users, it used the "Big 5" or "Five Factor Model" personality test to target them with ads designed to influence their votes in the 2016 election. The test scores people on five traits -- openness, conscientiousness, extroversion, agreeableness and neuroticism -- and was used in the election to predict the way a voter would respond to an advertisement. But the Big 5 can predict a lot more -- including how likely you are to even use Facebook or any other social media (Warning: source may be paywalled; alternative source).

That's because the way you score on the test can tell you how likely you are to become addicted to your screen. Research shows that people who score high on neuroticism, low on conscientiousness, and low on agreeableness are more likely to become addicted to social media, video games, instant messaging, or other online stimuli. Studies have also found that extraverts are more likely to become addicted to cellphone use than introverts. Some of the correlations make sense. Less agreeable people may be more apt to immerse themselves in technology because it does not require the kind of friendly interactions that real life does. Neurotic people have been shown to spend more time online because it validates their desire to belong or be part of a group. Conscientious people are less impulsive and therefore more able to control and organize their time. But then it gets complicated. Because according to a new study out of the State University of New York at Binghamton, specific combinations of those personality traits can mitigate or exaggerate one's propensity to addiction.

Medicine

Videogame Lobbyists Join Scientists To Fight 'Gaming Disorder' Classification (vice.com) 72

Remember when the World Health Organization moved to define a new disease called "gaming disorder"? An anonymous reader quotes Motherboard: Multiple video game lobbying groups from around the world have banded together to push back against the classification, and 36 academics, scientists, doctors, and researchers have drafted a paper that called the WHO's methodology and motives into question. The professionals will publish the paper, titled "Weak Basis for Gaming Disorder," in an upcoming issue of Journal of Behavioral Addictions. The article is a collection of well reasoned arguments against classifying "gaming disorder" as a disease, complete with references to extant research...

"We agree that there are some people whose play of video games is related to life problems," said the article's abstract. "However, moving from research construct to formal disorder requires a much stronger evidence base than we currently have"... To be clear, the article doesn't argue that something isn't going on and that gaming addiction isn't real and isn't a problem. It just thinks that rushing to define it and put it in the the ICD is a bad idea.

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