Interview, Fireside Chat
a16z Podcast | Addiction vs Popularity in the Age of Virality
Redefining Popularity in the Age of Abundance
- The definition of a "hit" has shifted from majority appeal to "cultish" popularity, where a commercially viable minority adores the product while the majority ignores it.
- Derek Thompson notes that a book selling one million copies or a show watched by 10 million households represents a smash hit, yet 99% or 90% of the population did not consume it.
- Popularity is no longer defined by being "well liked by the most," but by successfully securing a devoted niche that drives commercial viability.
The Psychology of "Sneaky Familiarity"
- The core mechanic of popularity is "sneaky familiarity": new products must balance novelty with an underlying structure that reminds consumers of old, familiar ideas.
- The "mere exposure effect" bias suggests that repeated exposure to a stimulus increases liking, as familiar items are easier for the brain to process and less threatening than novel ones.
- James Cutting's experiment demonstrated that repeatedly exposing students to lesser-known Impressionist paintings caused them to rank those works higher than famous ones, proving exposure alone can manufacture perceived quality.
- Political advertising proves highly effective in low-information environments (e.g., local elections) but fails when voters have already formed firm opinions, relying on the mere recognition of names.
The Economics of "The End of the Ending"
- A major trend in modern media is the eradication of "stopping rules," designed to keep users in a state of continuous engagement without natural endpoints.
- Historical thresholds for hits have dropped significantly: since the 1980s, the volume of published books, movies, and TV shows has grown by a factor of seven, fragmenting audiences.
- In the 1950s, a song selling 100,000 copies was considered a flop; today, that same volume of physical vinyl sales is considered a massive success.
- Television networks have lowered hit thresholds, moving away from the era where 20–30 million viewers were required to define a successful show.
- Disney monetizes the "end of the ending" by extending narratives through merchandise, theme parks, and sequels, preventing the consumer experience from concluding after a single narrative arc.
- Hollywood is experiencing "sequel-itis," with adaptations, remakes, and sequels comprising half of the top 10 movies in the U.S. annually, compared to zero such titles in 1996.
Addiction vs. Benign Obsession
- Adam Alter distinguishes between "benign obsession" (temporary, pleasurable engagement) and "malign addiction" (harmful behavior that infringes on other life aspects).
- Familiarity reduces the potential for addiction because users develop a tolerance quickly; the addictive "buzz" is often strongest with novel or intermittently variable experiences.
- The presence of a smartphone on a table, even when inactive, has been shown to diminish the quality of face-to-face conversation with strangers by signaling an "out there" world that pulls attention away.
- Successful products often employ design strategies that make it difficult for consumers to stop using them, which paradoxically signals a product's success to industry observers.
Luck, Distribution, and the Illusion of Formula
- Derek Thompson argues there is no reproducible formula for success; if a formula existed, it would become a norm, eliminating the novelty required for a breakout hit.
- Success often hinges on luck and distribution rather than intrinsic quality; "Rock Around the Clock" was a flop in 1954 but became the second best-selling song of all time in 1955 solely due to its placement in the film Blackboard Jungle.
- The "majority illusion" on social media creates a false perception that a niche topic or product is universally held because it is visible within a user's immediate network.
- Spotify's Discover Weekly engagement plummeted when the algorithm was corrected to show only new songs; retaining a few familiar tracks was necessary to maintain high engagement rates.
Attention Spans and the Role of Boredom
- While viral claims suggest humans now have shorter attention spans than goldfish (8 seconds vs. 9 seconds), Alter attributes the withering attention span to a lack of exercise; constant engagement prevents the need to focus.
- Boredom is a critical driver of creativity, forcing individuals to seek out new activities rather than defaulting to familiar, algorithm-driven content.
- Contemporary media consumption often removes decision points, filling time so thoroughly that users rarely have to exert their own attention or choose what to do next.
Celebrity vs. Popularity
- Popularity applies primarily to products and ideas, whereas celebrity applies almost exclusively to individuals.
- In the modern economy, high-profile celebrities may possess massive cultural recognition but lack broad popularity, as evidenced by MLB star Mike Trout being unknown to patrons in a typical bar despite his professional dominance.
- The current media environment exaggerates cult followings by providing immediate, visible access to specific subgroups that were previously isolated in "wheelhouses."
Designing for the Future
- To make a novel product successful, designers must first make it feel familiar, mimicking the "hello" of a face to reduce the fear of the new.
- Companies are increasingly "backward engineering" products by applying psychological tools to induce engagement, requiring consumers to develop strategies to resist these designs.
- The balance for future products involves engineering "stopping rules" that allow users to disengage before the cliffhanger arrives, preventing the cycle of compulsive consumption.