Colleges are increasingly using social media and other digital techniques to work with a new generation of students who want authentic connections to help them feel less isolated, as well as structures to support an efficient and driven job search and their desire to change the world,according to The New York Times.
Social media platforms are using the same techniques as gambling firms to create psychological dependencies and ingrain their products in the lives of their users, experts warn.
atasha Schüll, the author of Addiction by Design, which reported how slot machines and other systems are designed to lock users into a cycle of addiction.
Whether it’s Snapchat streaks, Facebook photo-scrolling, or playing CandyCrush, Schüll explained, you get drawn into “ludic loops” or repeated cycles of uncertainty, anticipation and feedback — and the rewards are just enough to keep you going.
Like gambling, which physically alters the brain’s structure and makes people more susceptible to depression and anxiety, social media use has been linked to depression and its potential to have an adverse psychological impact on users cannot be overlooked or underestimated.
However, the number of monthly active users of Facebook hit 2.13 billion earlier this year, up 14% from a year ago. Despite the furore around its data privacy issues, the social media monolith posted record revenues for the first quarter of 2018, making $11.97bn, up 49% on last year.
Lazer, D. M. J., Baum, M. A., Benkler, Y., Berinsky, A. J., Greenhill, K. M., Menczer, F., … Zittrain, J. L. (2018). The science of fake news. Science, 359(6380), 1094–1096. https://doi.org/10.1126/science.aao2998
Baum and David Lazer, M. A. (2017, May 11). Social media must be held to account on fake news. Winnipeg Free Press (MB). p. A7.
In a paper published in March in the journal Science, David Lazer, Matthew Baum and 14 co-authors consider what we do and don’t know about the science of fake news. They definefake news as “fabricated information that mimics news media content in form but not in organizational process or intent,” and they go on to discuss problems at multiple levels: individual, institutional and societal. What do we know about individuals’ exposure to fake news and its influence upon them? How can Internet platforms help limit the dissemination of fake news? And most fundamentally: How can we succeed in creating and perpetuating a culture that values and promotes truth?
Steven Sloman, professor of cognitive, linguistic and psychological sciences at Brown University, and one of the paper’s 16 authors. Sloman is also author of The Knowledge Illusion: Why We Never Think Alone, a book about the merits and failings of our collaborative minds, published in 2017 with co-author Philip Fernbach.
Sloman, S. A. (2017). The knowledge illusion: Why we never think alone. New York: Riverhead Books.
Media technology—from mass media to social media and from video gaming to computer-mediated communication—plays an increasingly central role in people’s lives. Due to exponential increases in computing power, people now carry incredibly powerful computers—their smartphones—everywhere they go. This ever-greater access to media technology is generating an ever-greater conflict between media activities and the unmediated activities critical for psychological well-being—from our face-to-face conversations and family time to our down time and work lives. What are the costs and benefits of people’s modern media technology use for psychological well-being? Using a complementarity-interference (CI) framework, I review research to illuminate key psychological processes (i.e., mediators) and conditions (i.e., moderators) of the relationship between media technology and psychological well-being. Based on the existing evidence, I propose an initial theoretical CI model of the effects of media technology on psychological well-being. I use this CI model to outline important directions for future research, providing guidelines for an integrated, theoretically informed research on media technology.
Keywords: Media, Communication technology, Computer-mediated communication (CMC), Subjective well-being, Human-computer interaction (HCI)
Definition Media Technology
Media technology. In this chapter, we will explore psychological well-being in the context of modern media technology. In common parlance, we often think of the word ‘media’ as referring to mass media, such as news media (e.g., TV, radio), and more recently, to social media (e.g., Facebook, Twitter, Instagram). But media—the plural of medium—broadly refers to any technological tool that serves as a bridge or conduit to stimuli not otherwise available in the immediate physical environment. Thus, media technology refers to books and newspapers, radio and television, video and computer games—or to any device or method people use to transcend the constraints of their immediate physical environment: from yesterday’s dial-up telephone to the today’s smartphone, and from writing a hand-written letter to texting a friend (c.f., Okdie et al., 2014). Related terms also exist in the literature including information and communication technology, or ICT, as well as computer-mediated communication, or CMC. Most of the findings discussed here apply to—and in fact come from—the literature on ICT and CMC
While using the broad term, media technology, this chapter will focus primarily on the effects of media technology developed in the past century or so, including television, video games, and, most recently, mobile computers such as smartphones. In other words, we will be focusing on screen media technology. I will use the term mediated to refer to the stimuli afforded by the media technology, and the term unmediated to refer to behavior that does not involve the use of media (e.g., face-to-face interactions). Even though media technology itself is physical, I will use the term immediate physical environment to refer to the environment in which the media technology use occurs.
Some 79 percent of U.S. 13- to 18-year-olds surveyed said they have a Snapchat account, more than any other type of social media. Of that age group, 73 percent have an Instagram account and just 57 percent say they are on Facebook.
Respondents had to choose only one social network they could keep if they were “trapped on a deserted island.” This time, 44 percent of teens picked Snapchat, ahead of Instagram (24 percent) and Facebook (14 percent). One year ago, for RBC’s same survey question, the percentage of teens who insisted on keeping Snapchat on a desert island led with 28 percent — suggesting the app is still growing in necessity/popularity among young people.
One of the founders of Facebook, Sean Parker, explains that these social media devices exploit the vulnerability of the human essence. The dopamine that is social media only creates a narcissistic, self-validating loops that consume valuable time and conscious attention. “Liking”, “commenting”, and “sharing” (which are virtually useless in reality) causes us to run around an endless cycle of insignificant information documentation in hopes of acknowledgment, which later on propels us to create more of the same.
Social media platform owners and creators are aware of this weakness in human psychology, and are taking advantage of it. Parker is just one of the many individuals who regret having a hand in creating these life-stagnating technologies. The mental health of the global population is deteriorating and is mostly due to anxieties produced by social media.
that kind of tech — expensive, bleeding-edge tools — makes headlines but doesn’t make it into many classrooms, especially the most needy ones. What does, however, is video.
68 percent of teachers are using video in their classrooms, and 74 percent of middle schoolers are watching videos for learning.
Video is a key aspect of our always-online attention economy that’s impacting votingbehavior, and fueling hate speech and trolling. Put simply: Video is a contested civic space.
We need to move from a conflation of digital citizenship with internet safety and protectionism to a view of digital citizenship that’s pro-active and prioritizes media literacy and savvy.
Active viewing — engaging more thoughtfully and deeply with what you watch — is a tried-and-true teaching strategy for making sure you don’t just watch media but retain information.