Media can enrich people - expose them to new ideas, new stories, different views and opinions. This expands worldview and generally trends in the same direction as education.
Media can also be engaging - Use tools that make it compelling to continue viewing, even when other things might be preferable, on the low end: cliffhangers and suspenseful stories. on the high end: repetitive gambling like tendencies.
I'd argue if we view tiktok through this lens - banning it seems to make sense. Honestly, most short form social media should be highly reviewed for being low value content that is intentionally made addictive.
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It's not society's job to cater to the whims of fucking for-profit, abusive, media companies. It's society's job to enrich and improve the lives of their members. Get the fuck outta here with the lame duck argument that I need to give a shit about some company's unethical profit motives.
I also don't care if meth dealers go bankrupt - who knew!
PS if we apply your analysis to video games they surely would have been banned too.
Edit: by the way I remember back in the day we searched for "addicting flash games" and it was seen as a positive ;p
(Fully agree on the Portugal approach though. The difficult to accept answer is that if people are choosing a shit life of scrolling 10 hours a day maybe we should do the actual hard work of improving the kind of life open to them.)
Exactly the same applies to TV but where is all the handwringing about that? Remember those stats about people watching 7 hours of TV a day? Those people need some serious help too. What's happening is clearly just the old mass-media-supported order refusing to yield power to new media used by younger people. Governments couldn't care one bit about false information[1], nor about zoomers getting brainrot, it's all about controlling the flow of information.
[1] ("disinformation", another nice example of framing which ignores the fact that people have agency)
edit: the system is escaping my asterisks automatically now, anyone know how to get italics now?
Not so. I think your logic is that engagement often leads to dollars, and the "basic imperative of any company" is to make dollars. There are pro- and anti-social ways to do this. You can create better art for your video games, or you can insert gambling mechanisms. You can spend more time designing your cinematic universe, or you can put a cliffhanger after every episode. You can make a funny skit, or you can say, "wait for it... wait for it... you can't believe what's about to happen!" Optimizing for engagement, for the sake of engagement, is necessarily anti-social. It's trying to redirect attention towards your media without actually making the user experience better in any way.
Legally, the basic imperative of any company is to make dollars, as long as it is prosocial. You should not expect the government to turn a blind eye to scam centers or disfunctional products. The same applies to the media landscape.
See, "quantity has a quality of its own".
Sometimes you have to leave the theoretical view aside and just look out the window. How are people using this? Is it hurting them? What can we do about it?
I don't like blanket bans, but putting TikTok and, say, a publishing company marketing novels, in the same category because they strive for an audience, doesn't clarify anything. It just confuses the discussion.