“The internet itself is this bazaar of obsessive worlds where the goal is to bring you back to it in order to do the thing it offers, in order to get your attention and serve ads against it or otherwise derive value from that activity,” he said. It gamified attention and encouraged interaction loops in a way that is now being imitated by everything from Instagram to QAnon, he said. The game encouraged people to draw in friends as resources to both themselves and the service they were using, Mr.