Critics lament declining focus, yet popular video games like Baldur's Gate 3 demand 75+ hours of intense concentration. This is over five times longer than Wagner's entire Ring Cycle opera, a historical benchmark for sustained cultural attention, quantitatively refuting the attention decline narrative.

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Accepting the narrative that attention spans are shrinking is dangerous. It can lead educators and creators to give up on encouraging deep, focused tasks like reading long novels, thereby causing the very outcome they fear by lowering their expectations and standards.

Many professionals boast about working long hours, but this time is often filled with distractions and low-impact tasks. The focus should be on eliminating "whack hours"—unproductive time spent doom-scrolling or in pointless meetings—and working with deep focus when you're on the clock.

Unlike film, video games have developed a shared language of illogical but accepted tropes, like finding health items in trash cans. This assumed knowledge creates a cognitive barrier for new players, as literacy in one game is often required to understand another.

Despite competing with short-form content like TikTok, Ken Burns' long documentaries succeed because they are built on compelling storytelling. This challenges the myth of shrinking attention spans, suggesting instead that audiences demand more engaging content, regardless of its length.

The same technologies accused of shortening attention spans are also creating highly obsessive micro-tribes and fandoms. This contradicts the narrative of a universal decline in focus, suggesting a shift in what we pay attention to, not an inability to focus.

The concept of a universal "attention span" is a myth. How long we focus depends on our motivation for a specific task, not a finite mental capacity that gets depleted. This reframes poor attention from an innate inability to a lack of interest or desire.

While society now worries about distraction (ADHD), the 19th century’s concern was “monomania”—an obsessive, machine-like focus on a single task demanded by industrial capitalism. This shows that anxieties about attention are shaped by the economic structures of the era.

The company's 'Netflix for games' service failed because the user behavior model was flawed. Unlike movies, which are consumed in hours, gamers often engage deeply with a single game for months or years. This long lifespan per title weakens the value proposition of a broad, all-you-can-play subscription.

Long novels, now the gold standard for deep focus, were once considered dangerous “junk food” that distracted people from prayer and duty. This historical pattern suggests our current panic over digital media may be similarly shortsighted and lacking perspective.

Engaging in a low-stakes, repetitive game (like tower defense or solitaire) while performing a primary auditory task (like listening to raw tape) can prevent mental drift. This secondary activity occupies just enough cognitive space to keep the mind from wandering, thereby enhancing focus on the main task.