Our digital society has undergone profound transformations in the way we work, learn, live and participate. Having transformed our world into a great co-creation Wiki challenges many assumptions and models that need to be revisited. Based on several examples in the area of security drawn from the industry and our research, we argue there is an emerging notion of Digital Responsibility paving the way to further significant societal changes. A new world order or incremental changes ? One thing is sure, ICT has and will continue to challenge our historical assumptions requiring major mindset changes and more transparency.
Brave New Worlds: The Gifted, Gaming and Social MediaMorgan Appel
Social media is ubiquitous and pervasive in our daily existence, but its fluid, magnetic and at times chaotic nature affects the gifted and talented in distinctive ways. Brave New Worlds offers a robust synopsis of the dynamic roles played by social media in the lives of students, educators and families, including advocacy and policymaking; access and equality; and acquisition of resources for academic and metacognitive support.
Impacts of social media use on mental and physical well-being; cognitive and socioemotional development; creativity and critical thinking; perfectionism/impostor syndrome; dual exceptionality; cultivating resilience and growth mindset; technology overuse/addiction; among others will also be explored. The session will also examine the unique case of multiplayer gaming platforms (such as Fortnite) as they relate to cyberbullying and managing online relationships.
These are the slides from my keynote presentation at MADLaT, 2014, on generations, games, and education. I describe what is said about generational differences and the top 10 reasons people say they "cannot" use games, and then present the research related to these as myths, facts, or something in between.
Our digital society has undergone profound transformations in the way we work, learn, live and participate. Having transformed our world into a great co-creation Wiki challenges many assumptions and models that need to be revisited. Based on several examples in the area of security drawn from the industry and our research, we argue there is an emerging notion of Digital Responsibility paving the way to further significant societal changes. A new world order or incremental changes ? One thing is sure, ICT has and will continue to challenge our historical assumptions requiring major mindset changes and more transparency.
Brave New Worlds: The Gifted, Gaming and Social MediaMorgan Appel
Social media is ubiquitous and pervasive in our daily existence, but its fluid, magnetic and at times chaotic nature affects the gifted and talented in distinctive ways. Brave New Worlds offers a robust synopsis of the dynamic roles played by social media in the lives of students, educators and families, including advocacy and policymaking; access and equality; and acquisition of resources for academic and metacognitive support.
Impacts of social media use on mental and physical well-being; cognitive and socioemotional development; creativity and critical thinking; perfectionism/impostor syndrome; dual exceptionality; cultivating resilience and growth mindset; technology overuse/addiction; among others will also be explored. The session will also examine the unique case of multiplayer gaming platforms (such as Fortnite) as they relate to cyberbullying and managing online relationships.
These are the slides from my keynote presentation at MADLaT, 2014, on generations, games, and education. I describe what is said about generational differences and the top 10 reasons people say they "cannot" use games, and then present the research related to these as myths, facts, or something in between.
Combining of Narrative News and VR Games: Comparison of Various Forms of News...sipij
The information explosion makes it easier to ignore information that requires social attention, and news games can make that information stand out. There is also considerable research that shows that people are more likely to remember narrative content. Virtual environments can also increase the amount of information a person can recall. If these elements are blended together, it may help people remember important information. This research aims to provide directional results for researchers interested in combining VR and narrative, enumerating the advantages and limitations of using text or non-text plot prompts in news games. It also provides hints for the use of virtual environments as learning platforms in news games. The research method is to first derive a theoretical derivation, then create a sample of news games, and then compare the experimental data of the sample to prove the theory. The research compares the survey data of a VR game that presents a story in non-text format (Group VR), a game that presents the story in non-text format (Group NVR), a VR game that presents the story in text (Group VRIT), and a game that presents the story in text (Group NVRIT) will be compared and analyzed. This paper describes the experiment. The results of the experiment show that among the four groups, the means that can make subjects remember the most information is a VR news game with a storyline. And there is a positive correlation between subjects' experience and confidence in recognizing memories, and empathy is positively correlated with the correctness of memories. In addition, the effects of "VR," "experience," and "presenting a story from text or video" on the percentage of correct answers differed depending on the type of question.
This presentation looks at the generation of students in our K-12 schools today. The focus needs to be on the students in our classes without stereotyping students as digital natives. The focus also needs to be on relationships and not on technology. The presentation was delivered on Dec. 8, 2011 to the Newfoundland Labrador Association of Directors of Education (NLADE).
At the APM Women in Project Management 2014 National Conference, Susan talked us through the “Seven Ages of Woman” explaining how findings in neuroscience support gender equality, and how environment and experience are proving as important as genetic make up in human development.
Voting Systems - ISSA Chicago Presentation 2020Chris Roberts
One person, one vote… that’s what we keep telling ourselves, although let’s be honest that really isn’t how it works, at least in the US because of the cockeyed electoral college thing, so it’s more like “some states, most of the votes” AND we can break that down even further by “Electoral College, ALL the votes” because they don’t have to give a damn what you think OR who’s most popular in your state.
"Security on the Brain" Security & Risk Psychology Workshop Nov 2013Adrian Wright
Security on the Brain – Using Human Psychology to Achieve Compliance: ISSA-UK Expert Workshop
Presented by Adrian Wright - ISSA-UK VP of Research
One of the biggest wake-up calls in recent times is the realisation that more than 60% of major security breaches and data losses are down to 'human factor' failings.
Our main weapon in mitigating these failings is to spend more on in-house awareness campaigns and on technical measures to minimise any losses - yet incidents and losses continue to increase. Clearly these existing awareness campaigns and controls are not enough, as the message is still not getting through or isn't being complied with.
This presentation and workshop session challenges current thinking and strategies in dealing with people as both an asset and a source of risk, by leveraging human psychology and people's differing motivations to improve communication, change opinions and turn basic awareness into actual compliance.
In this session
Learn:
- The psychology of why we don't comply - why awareness alone won't do
- What motivates people to do - or not do - specific things
- Neurolinguistics - it's not just what you say; but how you say it and to who
- Divide and conquer - adapting your message to target specific personality types
- Changing the security culture by changing people's belief systems
- Dirty tricks (slightly) - tactics that work in changing behaviour
- Selling the unsellable - lessons from other sectors in making boring stuff sexy
Participate:
- Informal group discussion of challenges and successes from your experience
- Identifying your audience’s character types and shaping the message
- Influencing the Board by speaking their language
- Developing an internal PR strategy to improve security's image and influence
- Develop a brand new and more effective mission statement for your team
About the Presenter:
Adrian Wright CISA
20 years experience in Information Security, IT Risk Management & Compliance. Specialist in managing security, risk and compliance awareness campaigns;
9 Years Global CISO Head of InfoSec at Reuters - covering 142 countries and 250,000 systems;
10 years founder and programme director at Secoda Risk Management. Experienced speaker and writer on all things cyber security, governance, risk & compliance.
2 Years Director of Projects & 1 Year VP of Research & Board member at ISSA-UK
Having spent decades looking into the darker recesses and failings within technology; Adrian has recently turned his attention to the darker recesses and failings within the human beings that work with the technology…
By current estimates, we’re about a decade away from having exascale computing capability. That’s a pretty long time – especially in our world of HPC. What will the world be like in 2022? What form will exascale computing take when it’s real? These are difficult questions to answer. Never before has the HPC community focused so intensely on a machine so far beyond its grasp. Nevertheless, stalwart cadres around the globe are drafting strategies, plans, and roadmaps to get from here to exascale. So, what about the rest of us? Are there useful things we could do while waiting - or instead of waiting - for exascale? Perhaps there are. In this talk we’ll take a look at a few possibilities, including:
• Education
• eScience
• Big Data
• Broad HPC Deployment
• Computing in Industry
• Public Engagement
• Infrastructure Development and Build Out
• Success Metrics
Exascale computing may be a decade away, but there’s a lot to accomplish to be ready to exploit it. We’ll explore a few options here. We make no claim that these constitute the right agenda for the coming decade – nor do we suggest that we’ve given an exhaustive to-do list. Our intention is rather to open the conversation about what we should do while “waiting” for exascale.
Combining of Narrative News and VR Games: Comparison of Various Forms of News...sipij
The information explosion makes it easier to ignore information that requires social attention, and news games can make that information stand out. There is also considerable research that shows that people are more likely to remember narrative content. Virtual environments can also increase the amount of information a person can recall. If these elements are blended together, it may help people remember important information. This research aims to provide directional results for researchers interested in combining VR and narrative, enumerating the advantages and limitations of using text or non-text plot prompts in news games. It also provides hints for the use of virtual environments as learning platforms in news games. The research method is to first derive a theoretical derivation, then create a sample of news games, and then compare the experimental data of the sample to prove the theory. The research compares the survey data of a VR game that presents a story in non-text format (Group VR), a game that presents the story in non-text format (Group NVR), a VR game that presents the story in text (Group VRIT), and a game that presents the story in text (Group NVRIT) will be compared and analyzed. This paper describes the experiment. The results of the experiment show that among the four groups, the means that can make subjects remember the most information is a VR news game with a storyline. And there is a positive correlation between subjects' experience and confidence in recognizing memories, and empathy is positively correlated with the correctness of memories. In addition, the effects of "VR," "experience," and "presenting a story from text or video" on the percentage of correct answers differed depending on the type of question.
This presentation looks at the generation of students in our K-12 schools today. The focus needs to be on the students in our classes without stereotyping students as digital natives. The focus also needs to be on relationships and not on technology. The presentation was delivered on Dec. 8, 2011 to the Newfoundland Labrador Association of Directors of Education (NLADE).
At the APM Women in Project Management 2014 National Conference, Susan talked us through the “Seven Ages of Woman” explaining how findings in neuroscience support gender equality, and how environment and experience are proving as important as genetic make up in human development.
Voting Systems - ISSA Chicago Presentation 2020Chris Roberts
One person, one vote… that’s what we keep telling ourselves, although let’s be honest that really isn’t how it works, at least in the US because of the cockeyed electoral college thing, so it’s more like “some states, most of the votes” AND we can break that down even further by “Electoral College, ALL the votes” because they don’t have to give a damn what you think OR who’s most popular in your state.
"Security on the Brain" Security & Risk Psychology Workshop Nov 2013Adrian Wright
Security on the Brain – Using Human Psychology to Achieve Compliance: ISSA-UK Expert Workshop
Presented by Adrian Wright - ISSA-UK VP of Research
One of the biggest wake-up calls in recent times is the realisation that more than 60% of major security breaches and data losses are down to 'human factor' failings.
Our main weapon in mitigating these failings is to spend more on in-house awareness campaigns and on technical measures to minimise any losses - yet incidents and losses continue to increase. Clearly these existing awareness campaigns and controls are not enough, as the message is still not getting through or isn't being complied with.
This presentation and workshop session challenges current thinking and strategies in dealing with people as both an asset and a source of risk, by leveraging human psychology and people's differing motivations to improve communication, change opinions and turn basic awareness into actual compliance.
In this session
Learn:
- The psychology of why we don't comply - why awareness alone won't do
- What motivates people to do - or not do - specific things
- Neurolinguistics - it's not just what you say; but how you say it and to who
- Divide and conquer - adapting your message to target specific personality types
- Changing the security culture by changing people's belief systems
- Dirty tricks (slightly) - tactics that work in changing behaviour
- Selling the unsellable - lessons from other sectors in making boring stuff sexy
Participate:
- Informal group discussion of challenges and successes from your experience
- Identifying your audience’s character types and shaping the message
- Influencing the Board by speaking their language
- Developing an internal PR strategy to improve security's image and influence
- Develop a brand new and more effective mission statement for your team
About the Presenter:
Adrian Wright CISA
20 years experience in Information Security, IT Risk Management & Compliance. Specialist in managing security, risk and compliance awareness campaigns;
9 Years Global CISO Head of InfoSec at Reuters - covering 142 countries and 250,000 systems;
10 years founder and programme director at Secoda Risk Management. Experienced speaker and writer on all things cyber security, governance, risk & compliance.
2 Years Director of Projects & 1 Year VP of Research & Board member at ISSA-UK
Having spent decades looking into the darker recesses and failings within technology; Adrian has recently turned his attention to the darker recesses and failings within the human beings that work with the technology…
By current estimates, we’re about a decade away from having exascale computing capability. That’s a pretty long time – especially in our world of HPC. What will the world be like in 2022? What form will exascale computing take when it’s real? These are difficult questions to answer. Never before has the HPC community focused so intensely on a machine so far beyond its grasp. Nevertheless, stalwart cadres around the globe are drafting strategies, plans, and roadmaps to get from here to exascale. So, what about the rest of us? Are there useful things we could do while waiting - or instead of waiting - for exascale? Perhaps there are. In this talk we’ll take a look at a few possibilities, including:
• Education
• eScience
• Big Data
• Broad HPC Deployment
• Computing in Industry
• Public Engagement
• Infrastructure Development and Build Out
• Success Metrics
Exascale computing may be a decade away, but there’s a lot to accomplish to be ready to exploit it. We’ll explore a few options here. We make no claim that these constitute the right agenda for the coming decade – nor do we suggest that we’ve given an exhaustive to-do list. Our intention is rather to open the conversation about what we should do while “waiting” for exascale.
The following presentation is on the problems of well-being in our social community. It is based off of how technology affects us individually, as a community, and how it can benefit us, as well as be a disadvantage.
Parker 1
Nameo Parker
Professor Munro
English 102-102
26 October 2017
Mobile Tech: Cellular Stranger Danger
It’s probably safe to say that most people can be accused of, more often than not, peering down towards their mobile phones fairly often throughout the day; to check for emails or status updates or simply, just pass the time. It would be an unusual sight to be practically anywhere, and not see someone looking down toward a mobile device. Not surprisingly, “[t]he average American spends nearly half a day staring at a screen;” nearly eleven hours each day is spent consuming media; astonishingly, this number was calculated on media usage only and didn’t include time spent texting or taking pictures (Howard). Perhaps one could admit, through the constant use of mobile devices, complacency is becoming the new norm. Personal contact, good listening skills and our physical/mental health are all affected by the incessant need to stay updated and connected.
In the 1800's, a railroad construction worker by the name of Phineas Gage, permanently damaged the left half of his brain, the frontal lobe, when a large iron rod pierced through his cheek and out of his skull: "Gage not only survived the incident but also apparently never fully lost consciousness" (Guidotti). Before the accident he was known as being "reliable, systematic, and hardworking;" after the incident and the damage to his frontal lobe, Gage became "impulsive" and neurotic in his behavior (Guidotti). At the time, physicians didn't realize that the frontal lobe is the area of the brain that is "responsible for decoding and comprehending social interactions;" it is through this area of the brain that we learn how to read numerous facial cues and personal flair that one exhibits when interacting with others (Margalit). In the early 1900's a psychosurgical procedure called the prefrontal lobotomy was first performed on humans. This "surgical operation separat[ed] the frontal brain lobes from the thalamus to relieve extreme anxiety" and was proclaimed a miracle cure for those suffering from mental disease (Shaffer). Some fifty years later the lobotomy became unpopular because "the operation caused mental deterioration" and would eventually be replaced with chemical versions of treatment; i.e., antipsychotic drugs, tranquilizers (Shaffer). Over time, scientist have begun to realize that when replacing real-life contact with symbols and text through a screen, the capabilities of the brains frontal lobe lose effectiveness; empathetic abilities dwindle and engaged interactions with real people become more and more difficult. Some addicted tech users have issues with depression and anxiety when having to interact with a real human being; through constant engagement with a screen and habitually less real-world interactions and relationships, we are losing our abilities to care, to understand, to feel emotion.
Is our desire to stay in touch and be in the know diminishing other aspects of our .
3. Technology is the basis of a society, and it affects all
civilizations past, present, and future. Technology is like
Newton's third law of motion, "For every action there
is an opposite reaction.”
4. Technology Psychology
Media psychology has become particularly relevant today, created as a
direct response to the explosion of new media since the 1950s. Includes
but is not limited to the psychological study of:
Media such as the internet, smart phones, television, radio...etc., has
transformed our society, increased productivity and opportunity,
overcome the constraints of geography and changed the way we relate
to media, and to each other.
Media revolution leaves no industry, career, country, or process
untouched
5. Technology Psychology
Media Psychology is the study of how human behavior, emotions, and
cognitions has and is changing with technology
Media includes all forms of mediated communications
Continually changes in response to emerging technologies
Media psychology is in a unique position to understand how people
interact with media at multiple levels, as producers, as consumers, and
within varied contexts and cultures.
Provides the tools to understand and promote media technologies that
allow people to thrive, communities to come together, and nations to
communicate.
6. Technology & Society
0
10
20
30
40
50
60
70
80
90
1700 1750 1800 1850 1900 1950 2000
PercentageofPopulation
Technology Reshapes Society
Percent of Agricultur Workers Percent of Industrial Workers
Percent of Information Workers
7. Technology Psychology: Mental Frames
We take in an enormous amount of information per second., Estimate
about 12 million bits per second (avg. e-mail 30-40 bits)
In order to deal with these enormous amounts of information we take
in through our senses (eye sight, hearing, and so on) we need some
system to categorize that information, and frames are part of that
system.
Frames are mental structures that shape what we see, what were
persuaded by, and how we persuade others. Frames also shape
how we see other people – politicians, business
people, friends, partners, and people we have just met.
This capability our brain has, can also be very dangerous, as in the
case of prejudices, stereotypes, oversimplification, etc. Often people
think that they do not have negative frames or stereotypes.
8. Changing frames means to change our or others' view of the
world, including social, political, business, personal, or educational
issues.
Frames are automatic and often subconscious they are very
powerful. It is very important to know that you cannot simply
negate an existing frame or argue against it, especially not using
the same language that is being used for the undesirable frame
that you want to change.
Facts, are not the answer.
Frames literally filter what we hear or see in terms of facts.
Technology Psychology: Mental Frames
9. Facts, even if true, do not fit somebody's frame they can be ignored.
We are not rational human beings, in fact, we are quite irrational.
Example: Honda vs. Toyota Hybrid:
Honda introduced the Honda Insight, technologically an amazing
but did not sell well. Followed by a series of other hybrids that
looked very similar to regular cars
Toyota realized that eco-conscious consumers do not just act in
an eco-friendly manner because it is and feels good to do so, but
they want others to see that they are eco-conscious. Prius has the
hybrid tag and looked completely different and immediately
recognizable,
Technology Psychology: Mental Frames
10. Society pushes us to invent and innovate new
products every day. We as a society demand
more and better products all the time. Do we
stop to look at the affect this has on us as a
society and a nation? Stop and think about
how technology effects you both positively and
negatively every day? Are much are we
reactionary, or driven by Fear?
11. Fear of Change:
John Phillips Sousa: Lobbied the white House White House to plead his case
against the gramophone. Believed it cause vocal cords to shrivel, and predicted it
would be the end of people gathering to sing.
Plato: Feared that „people will forget how to use their memories if they can write
things down‟
Radio: In the 1930s, Parents were warned that radio would diminish children‟s
performance in school and that the “compelling excitement of the loudspeaker”
would disturb the balance of excitable minds
Television: Predicted to cause the vulgarization of American culture and destroy the
emotional and intellectual capacities of a generation of children.
12. Fear of Change:
CNN: "Email 'hurts IQ more than pot',"
Telegraph: "Twitter and Facebook could harm moral values"
Telegraph: "Facebook and MySpace generation 'cannot form
relationships'
Daily Mail: "How using Facebook could raise your risk of cancer."
13. Online Trends
2000
46% of adults use internet
5% with broadband at home
50% own a cell phone
0% connect to internet wirelessly
<10% use “cloud”
= slow, stationary connections built
around my computer
2012
94% of adults use internet
62% have broadband at home
80% own a cell phone
53% connect to internet
wirelessly
>two-thirds use “cloud”
= fast, mobile connections built
around outside servers and
storage
14. The Generation Gap
42% use the Internet to complete their
homework and school assignments
41% of blacks and Hispanics use a
computer at home, compared to 77% of
whites
31% students from families earning less
than $20,000 use computers at
home, compared to 89% of those from
families earning more than $75,000
94%
85%
76% 72%
53%
30%
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
Millennials
(18-34)
Gen X
(35-46)
Younger
Boomers
(47-56)
Older
Boomers
(57-65)
Silent
Generation
(66-74)
G.I.
Generation
(75+)
Internet use: Generation Gap
15. SMS Text
Messaging 3,417 Text messages exchanged monthly per teen (13-17)
(avg. 7 messages per waking hour)
Teen girls send and receive an average of 4,050 texts per
month.
Teen boys send and receive an average of 2,539 texts each
month.
605.00 802.00
3,417.00
1,914.00
928.00
709.00
434.00
167.00
64.00
Male Female 13-17 18-24 25-34 35-44 45-54 55-64 65+
Average number of text messages exchanged
per month by Age and Gender
17. Implications
People are doing more reading and writing now and that has to be better
than the alternative. Participation breeds engagement.
Reading and writing will be different in 10 years. There will be a new fluidity
in media creation and “screen” literacy will become important.
The nature of writing has changed now, especially since so much of it takes
place in public. The quality of the new material will get better thanks to
feedback and flamers.
Information can be reached within few clicks
Technology is breeding change from which we learn
From our mistakes
Learning as we go along
19. Impact of Video Games
Game addiction has not yet been officially recognized as a disorder, but studies have found between
5 and 11 percent of children worldwide say gaming are disrupting their lives, suggesting they could
be considered addicted
Violent first person shooter games have the most powerful neurological effects
Playing violent video games can briefly boost aggressiveness, and regular exposure could cause kids
to be „meaner‟ to one another.
Even though it's just a game, the body dumps stress hormones into the bloodstream that prepare
to fight lasting ca. 30 minutes
Regular exposure to violent video accounts for 1 to 4 percent of the many possible triggers for
aggression. (Other predictors range from provocation to poverty and child abuse - protective factors
such as involved parents and good social skills can minimize the problem.
Gaming could have larger impact on milder forms of aggressiveness (bullying,
yelling…etc)
20.
21. Gamers…
Teaching is the critical word when it comes to Gaming
The most consequential conclusion of the research is that video games have a
power few other activities can claim. With practice, a violinist can play a
Mozart string concerto beautifully, but that will not make her better at much
else.
Gamers, though, do not just learn to be good at shooting. In neurological terms, action games
seem to "retune connectivity across and within different brain areas,"
That means that gamers "learn to learn." The ability to apply learning to broader tasks is called
transfer, and it is the holy grail of education.
22. Gamers…
First Person Shooting Games can improve visual attention, partcular in terms of attention to
locations in space
One study compared subjects playing 'Medal of Honor', a first-person shooter set on the battlefield with
nongamers playing Tetris (played 1 hour a day for 10 days).
Before and after training, both groups took visual attention tests, those who played Medal of Honor
improved in visual and spacial attention, those who played Tetris showed no improvements.
Research has shown improvements among gamers in:
Sensory processing & visual acuity (a person's ability to see detail)
Contrast sensitivity (capacity to distinguish different degrees of gray)
Improved Spacial reasoning (enables us to visualize how objects behave in three-dimensional space)
Improved hand-eye coordination
Playing video games might even ameliorate certain visual disorders. In amblyopia, or "lazy eye," blurred or
otherwise poor vision in one eye disrupts neuronal circuits in the visual cortex during development, leaving
one eye underdeveloped. In children, doctors patch the dominant eye to strengthen the weaker eye.
23. Conclusion
A body of recent research shows that playing certain video games improves
vision, attention, spatial reasoning and decision making.
More than 90 percent of children play video games, and adults do, too: the average gamer's
age is 33 years.
The games that have the most powerful neurological effects are the ones parents hate the
most: violent first-person shooters.
Gamers are better at attention tasks such as visually tracking a friend as he or she weaves
through a crowd of people.
Video-game players excel at making quick decisions. When they drive, this skill helps them
rapidly assess and react to flashes of light or movement near the vehicle. Is that a child
about to run into the intersection?
A study of laparoscopic surgeons showed that the number-one predictor of surgical skill was
how well a doctor played video games.
24. Conclusion
If games improve eyesight and visual attention, researchers considered what other
brain processes they might be able to tweak.
Ideally, researchers would be able to tease out the beneficial ingredients of these
games to create nonviolent versions that train brains just as effectively. So far
these factors seem to include operating from a first-person point of
view, managing multiple streams of information and goals, and making rapid
decisions.
25. Conclusion
Technology is everywhere, accept it
It is a good trend for our society if you follow the ethics
Be a master of technology but don’t let technology master you
26. References
• Action Video Game Modifies Visual Selective Attention. C. Shawn Green and Daphne Bavelier in Nature, Vol. 423, pages
534-537; May 29, 2003.
• Denworth, L. (2013). Brain-changing games. Scientific American Mind, 23(6), 28-35.
• Video Games and Spatial Cognition. Ian Spence and Jing Feng in Review of General Psychology, Vol. 14. No. 2, pages
92-104; June 2010.
• Children, Wired: For Better and for Worse. Daphne Bavelier, C. Shawn Green and Matthew W. G. Dye in Neuron, Vol.
67, No. 5; September 9, 2010.
• Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games. C. Shawn
Green, Alexandre Pouget and Daphne Bavelier in Current Biology, Vol. 20, No. 17, pages 1573-1579; September
14, 2010.
• The Multiple Dimensions of Video Game Effects. Douglas A. Gentile in Child Development Perspectives, Vol. 5, No.
2, pages 75-81; June 2011.
How to we define media psychology?>How hard is it to define media psychology?Harder than you'd think. While both media and psychology have been around for a long time, how we define each of these words matters. Otherwise, the definition becomes defined by popular heuristics, or “rules of thumb.” Rules of thumb are handy, but not always accurate.For example, the word "Media" is very often taken to mean "mass media." This leads many people to assume that media psychology focuses on the effects of content of mass media content, such as looking at violence or stereotypes. The term “psychology” is frequently associated with the clinical application of psychology. If someone tells you they are a psychologist, what’s the first thing that comes to your mind? Freud? Do you worry that they’ll “analyze” you?Consequently, it's common for people’s initial concept of media psychology to be some sort of clinical psychology based in mass media. For example, psychologists who appear in the media, either as experts or hosts.
How to we define media psychology?We all know, when we stop to think about it, though, that it’s much more complicated. Media includes any kind of mediated communications, from Facebook pages to visual symbols. Psychology is a very broad field that seeks to understand human behavior. Behavior is the manifestation of a mix of cognition, emotion, and biology. The important things to remember are that psychology is the study of human behavior, emotions, and cognitionsMedia includes all forms of mediated communications and media technologiesMedia psychology practitioners and scholars come from many fieldsThe field is continually changing in response to emerging technologies