Brain, behaviour and the digital world
- Lee Hadlington - Nottingham Trent University
Biological/Physiological Psychology | Cognitive Psychology | Social Cognition
Cybercognition explores the ideas of technology addiction, brain training, and much more. This text provides readers with a guide to understanding concepts related to the online world.
It answers important questions:
- What is the impact of digital technology on our learning, memory, attention, problem-solving, and decision making?
- If we continue to use digital technology on a large scale, can it change the way we think?
- Can human cognition keep up with technology?
This book is written in a sharp and well-supported style, providing plenty of evidence-based arguments. The "Learning Aims and Objectives" available at the start of each chapter provide a valuable guide to the reader.
Regarding the core contents of this edition, the impact of digital technology in task performance across a variety of contexts (e.g., educational settings) is comprehensively covered. The same applies to the diversity of self-interruptions according to the device in use. In a very appealing chapther, the author fully examines "trial and error" approaches to problem solving in specific settings, as well as the efects of multitasking and task-switching costs. All those subjects are key to experimental design in several fields of Psychology.
The usefulness of digital games and digital game paradigms is also explored, including the potential benefits for cognitive skills training. Further, the constraints of information processing in digital environments are also examined, including the effectiveness of attention drivers on distinct types of tasks. Those are key topics regarding the broad human exposure to digital web environments. The same applies to the reliance (i.e., credibility) on the internet for decision-making, which is becoming an increasingly hot topic. Finally, both the "heuristics for search strategies" and the "cognitive impact of excessive technology use" wrap up this edition with excelence.
Sample Materials & Chapters
Chapter 5: Digital Gaming, Brain Training and Cognition