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There has been a growing awareness in those who have experienced the changes from before they were Internet consumers that something is occurring in brain development; particularly, a decay in sustained attention, increased distractability, and a shallowing of the ability to think deeply and exhaustively on a given subject. (Is the Internet Changing the Way You Think by Brockman; The Shallows: What the Internet is Doing to our Brains by Carr)
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The brain is plastic (meaning malleable). As such, the brain’s neural network changes in response to life experiences. The neural network is the way the nerves arrange and form themselves to interact with environments.
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The premiere authority on the subject of brain plasticity, Dr. Michael Merzenich, has studied the subject for over 50-years, published over 150 peer-reviewed articles, founded an app called BrainHQ, and received multiple awards for innovation in the field. He confirms that there are massive and unprecedented differences in brain plasticity between those who have only known life as Internet consumers and previous generations.
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The group was encouraged to download and use the free app BrainHQ, developed by Dr. Merzenich, particularly if they have aging parents/grandparents.
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Using the Internet also has a shaping effect on the brain. Researchers noted in fMRI studies that enlargement in a specific area of the brain (nucleus accumbens) of those engaged heavily in gaming that is similar to compulsive gamblers (Kuhn, Schilling, et al. 2011).
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Researchers presented subjects images of faces and objects. The brain waves of those not engaged in high Internet use were compared to the group who did not regularly use the Internet. The non-Internet groups brain-waves responded stronger and sooner to faces than objects, whereas the high Internet users’ brain waves were smaller and more delayed in the high Internet users, showing possible associations to autism spectrum (He, Liu, Guo, and Zhao, 2011). So, if you read charts on mental health statistics, the amount of autism diagnoses in teens and young adults have skyrocketed since about 2005, when media consumption averaged around 2.5-hours per day.
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We noted that entire teams of engineers are dedicated to using social psychology stimulus to make digital media more addictive. It is called “Social Hacking” or “Growth Hacking.”
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We shared that the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) in Section III identified “Internet Use Disorder” as something needing ongoing study.
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We noted the work of neuroscientist, Dr. Susan Greenfield, member of the House of Lords and Senior Fellow at Oxford, focusing research on Parkinson’s and Alzheimer’s Disease. In her work, Mind Change, she concluded a link between heavy Internet users, autistic spectrum disorders, and under functioning prefrontal cortex.
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Then we skipped down to slide 32, which talked about both the positive and negative effects of gaming. On the positive side is 1) Improved visual memory. 2) Hand-eye coordination. 3) Cognitive Flexibility 4) Short-Term & Working Memory. On the negative side is 1)Addiction, 2) Proactive Executive Control (which diminishes the ability to control impulses), 3) Increased aggression, and 4) Desensitization.
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We summed by concluding that research has settled that extensive use of the Internet/digital media affects attention (shorter), executive functions (less impulse control), memory (more episodic), desensitization, among others. There are also improved mental capacities and behaviors that can be cultivated with proper use of the Internet over time.
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We asked everyone to reflect on the question, “Are you controlling the Internet or is it controlling you?”