Sources and Limitations

Educational, behavioral, and deliberately limited.

Dopamine War is an educational behavioral-design resource. The audit is reflective, not diagnostic. The site does not diagnose addiction, ADHD, depression, anxiety, or any other condition.

Methodology

The manual combines conservative neuroscience language, habit and reinforcement concepts, behavior-design analysis, and practical self-management protocols. Evidence is separated from practical interpretation. The site avoids claims of exact recovery timelines, universal effects, or permanent brain damage from ordinary technology use.

Persistent difficulty functioning may have causes beyond digital habits. Reducing digital stimulation is not a substitute for medical care. If repeated technology use is causing significant impairment, distress, safety risk, sleep loss, financial harm, or relationship damage, consider qualified professional support.

A neural substrate of prediction and reward

Wolfram Schultz, Peter Dayan, P. Read Montague. 1997.

Classic dopamine reward-prediction work used here only to support cautious language about reward learning and anticipation.

Internet Gaming Disorder in the DSM-5

Nancy M. Petry, Florian Rehbein, Chih-Hung Ko, Charles P. O'Brien. 2015.

Context for diagnostic caution and the distinction between educational self-audit and clinical assessment.

Gaming disorder

World Health Organization. ICD-11 Q&A.

Used for cautious language that clinical diagnosis requires impairment and professional judgment.

Persuasive Technology

Center for Humane Technology. Educational resource.

Accessible explanation of persuasive design patterns; used as practical design context.

Read the dopamine chapter