Lecture 1 - Introduction to Cyberpsychology
• Cyberpsychology is the study of the human mind and behavior in the context of human-
technology interaction (e.g. Virtual reality for treatment of anxiety, arti cial intelligence, robots,
video games, metaverse)
• Mainstream research focus on impact of internet on psychology of individuals
• Cyberpsychology = an independent specialized discipline within psychology
• People who are born right now = „digital natives“
• Increasingly technology is used in an intimate way (as if part of body, carried everywhere)
• Can facilitate the unity of otherwise unrelated people and mass global communication
• 58% of the world’s 7billion people use the internet
Lecture 2 - Cognitive aspects of interactive
technology use
Why interactive technology has impacted our brain and cognition
• Interactive technology: e.g. Twitter, amazon, google, video games
• Today there might be skills that we don’t need to train anymore because we can use e.g. our
phones instead
• No evolutionary adaptations but changes similar to extreme sport training (development/
plasticity) —> no structural changes but organizational changes
• Anterior brain regions (visual cortex) responds to particular objects or words —> changed as a
function of interactive technology use (new words/objects to attend to)
E ects of interactive technology on
• Features of internet use:
• multitasking (hyperlinks, noti cations) —> shallow processing, task switching
• Portable & always available —> cognitive o oading (outsource cognitive abilities to external
devices)
Attention and cognitive control - Study on media/multidevice multitasking
• Multitasking (how often they used one medium together
with another medium, e.g. email & TV)
• Task: indicate weather targets changed orientation
• IV = number of distractors (have to be inhibited)
• DV = performance
• For low number of distractors both groups performed
equally, for high number of distractors high multi takers
performed worse
=> High multitaskers have greater di culty ltering out
irrelevant stimuli from their environment (as seen in
the ltering task)
• Working memory experiment (n-back memory
task)
• Independent variable: 2-back, 3-back
• Dependent variable: Hit rate/FA rate high
• multitaskers (only) worse on 3- back task
=> High multitaskers are less likely to ignore
irrelevant representations in memory (as seen in the
2- or 3- back task)
• High multitaskers breath-biased media
consumption behavior is mirrored by breath-biased
cognitive control
• High multitaskers have a bias toward exploratory
rather than exploitative information processing
=> High multitaskers are used to rapid switching and quick exploring rather than going into depth
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, Memory and learning
• Internet has become an extern to rely on any time
• We seem to automatically think about the internet when needing (di cult) information
(representation of internet related words primed —> harder to inhibit computer words)
• We seem to remember information di erently when the internet is available —> knowing that
answers will be erased/no longer be available helps remember (better than explicit instruction to
remember info)
=> memory is outsourced to the internet, knowing we can look something up leads to poor
encoding (do not feel need to remember)
=> Internet is similar to social forms of transitive memory (e.g. knowing my partner know certain
information)
E ects of video gaming on cognitive ability
• Most research focused on action video games with high
cognitive demands
• When comparing video game players (VGPs) and non-video-
game players (NVGPs) on a anker compatibility task
(indicating whether there was a diamond or a square in one
of the circles - while having to ignore distractors)
• it showed that with more distractors/di culties VGPs has
more attentional resources to process the ankers and
performed better (larger compatibility e ects in hard task)
• When comparing video game players (VGPs) and non-video-
game players (NVGPs) on a attentional blink task (being
‚blind‘ to stimulus after focusing attention on ‚L‘ on possibly
not being able to report the second letter ‚X‘)
• Di culty reporting a second target shortly after a rst
• Task: at the end of the trial, report white letter + X presence
(yes/no)
• VGPs showed a smaller attentional ‚blink window‘ —> able to
switch attention very fast
• Possible that VGPs were already better than NVGPs before
experiment (& that’s why they started playing video games)
• Experiments should be true experiment where participants
get randomly assigned to playing action video games or Tetris
(results for attentional ‚blink window‘ still show better
performance)
—> action game play increases not one particular skill but increase ability to extract patterns in
environment and develop the ability to exploit task-relevant info more e ciently while suppressing
irrelevant/distracting info
—> action video game play may be thought of as fostering learning to learn
Methodological considerations
• Cross-sectional studies (compare existing groups that might di er before forming groups)
• No causality
• Third factors (privilege to buy video games —> privilege of better education)
• Expectation e ects/demands characteristics (e.g. pre-screening leads to strong expectation
to perform well)
• Selection bias (e.g. people who think they are very good respond to advertisement for study)
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, • Experimental studies (e.g. training)
• Control condition should be real placebo (same expectation e ects in both conditions)
• Statistical power low (few subjects, between-subject comparison)
• Selective reporting of multiple dependent variables (studies are costly so researchers
capitalize that and measure multiple e ects in one study, but only report signi cant e ects)
• Same subjects participate in multiple studies and are reported in multiple papers
• Publication bias towards positive outcomes
Can we train our brains?
• Evidence that if one trains a task they get better, but is
generalization of cognitive ability improvement possible?
• Design:
• Cognitive ability tests (baseline) Reasoning, verbal short-term
memory, spatial working memory, paired-associates learning
• Training: Group 1: training reasoning, planning, and problem solving abilities, Group 2:
training short-term memory, attention, visuospatial processing, mathematics —> Similar to
commercial brain trainers!, Group 3 (control): answering obscure questions using available
online resources
• Repeat of cognitive ability tests
• When testing how many digits participants could remember in a sequence and how many
object-place associations participants could remember (paired associates learning)…
• … all groups improved over course of training but not signi cantly more than the control group
and the e ects did not seem to generalize to other cognitive functions
Summary
• Interactive technology has radically changed our life, and likely our mind/brain
• Internet fosters multitasking, leading to high distractibility; breadth vs depth
• Availability of internet reduces memory consolidation. Cognitive o -loading
• Video games potentially enhance cognitive ability, but e ects appear very general, and there are
many methodological concerns
• Unclear if bene ts of brain training transfer to other tasks
Future outlook
• Use of interactive technology in other cognitive domains: education,
aging and patient rehabilitation, fundamental research on cognition
• Future outlook: long-term e ects largely unknown, arti cial intelligence,
robots, argument reality/cognition (brain chips)
Literature
The "online brain": how the Internet may be changing our cognition (Firth et.al)
• The online world might in uence:
• attentional capacities (stream of online information encourages divided attention
across multiple media sources at the expanse of sustained concentration)
• Memory processes (shift in the way we retrieve, store and value knowledge)
• Social cognition (new interplay between internet and social lives, self-concepts and self-
esteem)
• Cognitive decline is associated with a less engaging lifestyle
• 6 weeks of engaging in online role playing game —> reductions in grey matter
How does the Internet gain and sustain our attention?
• Internet use entertained with: education, travel, socializing, commerce, work, entertainment
• Attraction mechanism: aspects of the Internet that fail to gain our attention drowned out in sea
of incoming info, info that captures attention are logged, noticed and expanded upon
• Habitual checking behavior due to behavioral reinforcement from „information rewards“
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, Cognitive consequences of the attention-grabbing internet
• Media multi-tasking: interact with multiple inputs simultaneously on shallow level
• Worse task-switching • greater cognitive effort (associated with
• Increased susceptibility to needed to sustain maintaining goals in face
distraction (despite greater attention of distraction)
activity in right prefrontal • Decreased gray matter in • Poorer overall cognitive
regions) prefrontal regions performance
• Even short term engagement with hyperlinked online environment reduces sustained attention
• Media multi-tasking may be driven by informational rewards
The Internet and transitive memory
• Ability to a cess info online causes people to become more likely to remember where facts
could be retrieved rather than the facts themselves
• Transitive memory: people opt to outsource info (so they are able to remember the source)
rather than attempting to store all info themselves
• Cognitive o oading: implicitly reducing allocation of cognitive resources, since they know this
will be available fo future references externally
• Internet bypasses some typical transnational aspects as people have no responsibility to retain
unique info for others to draw upon
• Internet = single entity (does not require to remember what/where exact info is externally stored)
• Internet is becoming supernormal stimulus (making all other options for cognitive o oading
redundant
How does a supernormal stimulus interact with normal cognition?
• During internet info gathering (compared to books) => no di erence in activation of the dorsal
stream (where) and reduced activation of the ventral stream (what)
• Reduced regional homogeneity and functional connectivity of brain areas
involved in long-term memory formation and retrieval
• Internet search training => increases in white matter connecting frontal,
occipital, parietal and temporal lobes
• Cognitive o oading found to improve ability to focus on aspects not
immediately retrievable (—> freeing up cognitive resources)
• Analytical thinkers with high cognitive capacities use their smartphones
less for online information searching
• Online searching increases our illusion of self-knowledge
How does the online environment a ect our fundamental social structures?
• Real-world and online social network signi cantly associated with amygdala volume
• Grey matter volume of other brain regions predicted by
Facebook friends but no relationship to real-world social networks
• Tendency to hold many weak social connections might be associated with
high associative memory capacities (name-face pairs in right entorhinal cortex)
• Online & o ine social networks similar in size
• average of 150 friendships
• 5 hierarchical layers (primary partners, intimate relationships, best friends,
close friends, friends with sizes of 1.5, 5, 15, 50, 150)
• Social connections formed in online world processed in similar ways to those of o ine world
• Similar structural patterns of (online) social networks despite huge quantitative potential
because of: constraints on social cognition (limitation on attention) & investment in social
relationships is limited by time
Social cognitive responses to the online social world
• Whereas real-world acceptance and rejection is often ambiguous and open to self-interpretation
media platforms directly quantify social success (friends, likes)
• Relying on online feedback for self-esteem can have adverse e ects on young people
(cyberbullying, anxiety, depression)
• Upward social comparison (online & o ine), online upward social comparisons more drastic
(would rarely encountered in everyday life) => negative body image & self concept
• new platform for improving mental health, social connectedness, social support, self-e cacy
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