World Happiness Report 2026. Chapter 6: Social Media, Wasting Time, and Product Traps
In this chapter of the World Happiness Report 2026, Cass R. Sunstein examines how social media platforms can lead users into patterns of time-wasting behavior through what he describes as “product traps.” The analysis focuses on how digital environments are designed to capture attention and encourage prolonged engagement, often at the expense of users’ wellbeing.
The chapter explores the behavioral and economic mechanisms behind these dynamics, emphasizing how users can become stuck in cycles of low-value activities.
Time Use and Behavioral Patterns
A central idea in the chapter is that individuals frequently spend more time on social media than they intend. This mismatch between intention and behavior reflects well-documented behavioral biases, such as present bias and limited self-control.
Users may initially engage with platforms for short, purposeful interactions, but design features (such as infinite scrolling, notifications, and algorithmic recommendations) encourage continued use. Over time, this leads to significant amounts of time being spent on activities that users themselves may not consider valuable.
The Concept of Product Traps
Sunstein introduces the concept of “product traps” to describe situations in which users are drawn into repeated engagement with digital products that do not align with their long-term preferences.
These traps occur when platforms are optimized to maximize attention rather than user welfare. As a result, individuals may find themselves repeatedly returning to the same platforms, even when they recognize that the experience is not improving their wellbeing.
The problem is not simply excessive use, but the difficulty users face in disengaging from systems designed to retain them.
Welfare and Choice
The chapter raises questions about how to evaluate user welfare in digital environments. Traditional economic models assume that choices reflect preferences, but in the context of social media, observed behavior may not accurately represent what users truly want.
If users regret the amount of time they spend on platforms, this suggests a gap between revealed preferences (what people do) and experienced wellbeing (how they feel about it). This gap challenges standard assumptions about consumer choice and highlights the need for alternative approaches to evaluating digital products.
Welfare and Choice
The chapter raises questions about how to evaluate user welfare in digital environments. Traditional economic models assume that choices reflect preferences, but in the context of social media, observed behavior may not accurately represent what users truly want.
If users regret the amount of time they spend on platforms, this suggests a gap between revealed preferences (what people do) and experienced wellbeing (how they feel about it). This gap challenges standard assumptions about consumer choice and highlights the need for alternative approaches to evaluating digital products.
Reference
Sunstein, C. R. (2026). Social media, wasting time, and product traps. En World Happiness Report 2026. University of Oxford: Wellbeing Research Centre. https://doi.org/10.18724/whr-ewft-vq17
