Sustainability 10 00415
Sustainability 10 00415
Hypothesis
Towards Homo Digitalis: Important Research Issues
for Psychology and the Neurosciences at the Dawn of
the Internet of Things and the Digital Society
Christian Montag 1,2, * ID
and Sarah Diefenbach 3
1 Institute of Psychology and Education, Ulm University, 89081 Ulm, Germany
2 Key Laboratory for NeuroInformation/Center for Information in Medicine, School of Life Science and
Technology, University of Electronic Science and Technology of China, Chengdu 611731, China
3 Department of Psychology, Ludwig-Maximilians-University of Munich, 80802 Munich, Germany;
[email protected]
* Correspondence: [email protected]; Tel.: +49-731-50-26550
Abstract: The present article gives an overview on central challenges humans face at the dawn of
complex digital societies and the Internet of Things (IoT), i.e., a world completely connected to the
Internet. Among the many challenges to be handled in digital societies is a growing fragmented
life style leading to loss of productivity as well as moments for self-reflection. In all this, it is of
tremendous importance to understand the impact of digital worlds on our brains and psyches and to
reveal possible unintended side-effects of technology use. Does human nature change due to constant
interactions with virtual realities? In this context, we also face the challenge to design digital worlds
according to our mammalian-emotional heritage deeply anchored in subcortical areas of the human
brain. Here, we refer to emotional needs as carved out by Panksepp’s Affective Neuroscience Theory
and how they can or cannot be fulfilled in digital worlds. Aside from a review of several key studies
dealing with the raised challenges, some first solutions to successfully meet the mentioned problems
are provided to achieve sustainable and healthy digital worlds, with whom humans can interact
carefree on a daily basis.
Keywords: fragmentation of everyday life; Internet and smartphone addiction; primary emotional
systems; neuroplasticity; human-computer-interaction; productivity; future work places; digital
depression; digital etiquette; homo digitalis
1. Background
Mankind is on the verge for a big leap forward towards new kinds of societal living forms.
In June 2017, about 50% of the current world population had access to the Internet [1]. Considering
that it is only a bit more than 25 years since the programming of the first website by Tim Bernes-Lee,
it is of unprecedented event how digital worlds have shaped our societies. From nearly everywhere,
we can access online worlds via small technological devices such as the smartphone—made popular in
2007 by Apple’s Steve Jobs.
The breathtaking transformation of human societies can be illustrated by ubiquitous access to digital
worlds and the opportunity to communicate in easy ways long distance at nearly no cost. Moreover,
humans are able to search their ways in unknown territory and distribute knowledge beyond all borders.
Right now, our society develops rapidly towards a totally Internet-connected world, where everything
from a classic household device such as the vacuum cleaner to the desktop computer is part of the Internet
of Things (IoT). Aside from this, digital transformations also impact on diverse areas of (tele-)medicine.
Among others, a recent study demonstrated that both tracking-technologies in the realm of physical
activity enhance recovery of patients suffering from cardiovascular disease [2]. Another interesting work
pointed out the feasibility to use avatars for communication in medical settings [3].
Although most of the mentioned possibilities due to technological advances are clearly positive,
a growing number of researchers point at negative consequences due to constant interactions
with online worlds. Therefore, we discuss in the present work several challenges hindering a
sustainable development towards a healthier (in particular, less-stressful and happier) society
traversed by abundant digital streams. The described challenges start from fundamental shifts in
self-reflection/-presentation, the fragmentation of everyday life, the impact of digital worlds on the
human brain and emotional needs, to impacts on well-being, happiness, and social interaction and the
need for a digital etiquette. These topics are also entwined and their presentation order follows the
shortly explained logic in the next paragraph.
Section 2 starts with an important psychological topic from everyday life in digital societies—
namely, how the interaction with digital technologies impact on how we reflect on and present
ourselves. This is enriched by a related topic presented in Section 3, namely how everyday life is
fragmented, among others due to constant interruptions in times of abundant incoming messages
via social messenger channels such as Instagram, Facebook, WhatsApp and WeChat. These digital
platforms are often accessed via applications on smartphones. Note, that these channels are often
used for self-presentation issues and for many online-users mirror to some extent who we are in
terms of immediate social feedback in the form of Likes, etc. Sections 4 and 5 shed some light on
the neuroscientific basis of social media/Internet use and these topics have been already discussed
from a psychological perspective in Sections 2 and 3. In detail, Section 4 aims to characterize social
media/Internet usage on a structural/functional brain imaging level, whereas Section 5 (a) gives an
outline on potential molecular underpinnings of social media/Internet usage; and (b) aims to make
an argument for designing sustainable digital environments according to our evolutionary emotional
heritage. The present work on Homo Digitalis closes with a plea for a digital etiquette, a pleading
resulting from the arguments put forward in Sections 2–5. This work closes with a summary including
the key points of the present paper.
Some of our thoughts in the following article have in parts been covered in earlier own works and
are brought together for this article (e.g., [4–12]). This is also necessary, because some of these works
have only been published in German language. We are aware of the fact that other researchers would
emphasize different topics of relevance in the study of Homo Digitalis. Therefore, it is not the aim of
the present review to give an exhaustive overview on every possible topic in this area. This would also
not be possible in a paper as the present one given the myriad of possible areas of relevant research in
digital societies. Therefore, the chosen topics of this paper reflect to a great extent the research interests
of the authors in the last years.
Obviously, the opportunities for experiencing both types of self are also increasingly
shaped by digital environments. While the relevance for the narrative self is relatively evident
(e.g., representations of biographical data through postings in social media), and research demonstrated
how people actively use such opportunities to construct their identity, telling stories about oneself and
portraying a desired image to others (e.g., [14–16]), relations of digital technology to the “minimal self”
and the direct bodily experience are relatively underexplored.
First insights might be drawn from research on “self-perceptions beyond the body”. In a recent
study, Liepelt, Dolk and Hommel explored to what extent technical devices, that now mediate
what previously has been achieved by social face to face interaction (e.g., a computer mouse and
a smartphone), become incorporated into representations of the body [17]. Based on variations of
the prominent “rubber-hand illusion” (RHI) paradigm, their findings suggested that the perceived
bodily self is rather flexible. The rubber-hand illusion describes the fact that, when people are facing
a fake hand that is stroked synchronously with their own occluded hand (i.e., if there is a match of
tactile and visual information), they experience the illusion that the fake hand becomes a part of their
own body [18]. In the study by Liepelt et al., it has been shown that there were equally pronounced
effects for the rubber hand and a computer mouse lying on the table concluding that the ownership
perception may extend to non-corporeal objects [17].
A question at hand is, whether this can also be extended to non-tangible, virtual objects as
representations of the self (e.g., social media profile pictures), and to what degree the perception of
manipulations of these representations affect momentary bodily sensations.
While previous research in the domain of human-computer interaction so far considered mainly
effects for the “narrative self” and reflective judgments (e.g., effects of editing social media profiles
for self-esteem, selfies introducing a new form of self-reflection), it also requires an advanced
understanding and explicit contrast to the “minimal self” and the aspects one experiences in the present
situation. This will allow for a more proper understanding of one’s holistic experience of the self,
mediated through experiences with real as well as digital objects. If, for example, hurts (e.g., negative
comments) to selfies in social media are perceived as immediate bodily pain, this provides a more
profound understanding of the meaning of digital self-representations for peoples’ well-being and
motivations. This line of reasoning can also be related to the traditional notion of the extended self
in consumer psychology, stating that “knowingly or unknowingly, intentionally or unintentionally,
we regard our possessions as parts of ourselves” [19] (p. 139), and which has been recently extended
to the notion of the “Extended Self in a Digital World”, especially considering self-extensions and
self-presentations through dematerialized objects, digital possessions, and digital relationships [20].
On a broader level, this poses the question whether in peoples’ view on themselves and their
environment, the digital world is represented as a parallel entity, or as an integrated part of the
“real” world on equal footing.
This effect is of course well supported through social media and their in-built incentive
mechanisms such as hunting for “Likes”—the digital reward for anything—which eventually makes
the online spent time all meaningful. What basically started out as a nice (but from social media
platform designer also well calculated) idea, i.e., an opportunity for appreciation, soon can become the
ultimate source of happiness for many. This, for example, becomes clear when looking at the various
strategies that people developed to get more “Likes”. For example, a quick Google search provides
you with “best tags” and “best categories” to get more “Likes” for Instagram pictures. A very effective
tag is “like4like”, i.e., a deal saying that “if you like my picture I’ll like yours”. This of course, makes
the original picture or experience totally irrelevant. Given that many people devote much of their
lifetime to achieve a perfect presentation of their narrative selves to receive the most number of “Likes”
on social media platforms, an important challenge is to create social media platforms in a way that
they really encourage sociality and connectedness, without losing the original meaningfulness of the
moments that people share.
own selfie pictures: while own selfies were judged as more authentic and self-ironic, others’ selfies
were judged as more self-presentational. This systematic discrepancy may be part of the explanation
for the “selfie-paradox”, where millions of online users are regularly contributing more and more
selfies to social media, despite their critical view towards selfies in general. Although being annoyed
by the narcissistic appearance of others’ selfie pictures, the single individual obviously interprets own
selfie behavior in a more generous way, and assigns attributions (authentic and self-ironic) that make
own selfies appear as more justified than those of others. In sum, this pattern seems indicative of
a classical self-serving bias, i.e., “an ego-biased attribution”, where “we try to explain our behavior
in terms that flatter us and put us in a good light” [35] (p. 213). In addition, judgments on own
versus others’ selfies may also be affected by the fundamental attribution error, i.e., a focus on internal
characteristics (character or intention) in explaining another person’s behavior in contrast to a focus on
situational factors when interpreting one’s own behavior [36]. Interestingly, it has been shown that the
typical attributional differences between actors and observers can be reversed by literally changing
one’s view, namely, when seeing one’s own behavior from another person’s perspective based on
videotapes [37]. Likewise, an interesting question for future research in the context of selfies could
be whether different framings of own selfies (e.g., judging a taken selfie in one’s picture collection
on one’s own smartphone versus judging a taken selfie as it appears in a communication partner’s
messenger window) may affect selfie attributions in a similar direction.
The example of the selfie-paradox may be seen as prototypical for many critically discussed effects
in social media (and also outside the digital world). On the one hand, humans generally might see a
(digital) development in critical ways, on the other hand, they also might neglect to see how every
individual, in particular one’s own person, contributes to such a development. Humans interpret
own behavior in a self-serving manner and disregard bidirectional influences. In the “selfie-case”,
Diefenbach and Christoforakos reported that the typical showy and narcissistic poses may just have
become an established and accepted way of how to present oneself in a selfie [34]. Meanwhile, such a
selfie might even meet our expectations of what a typical selfie looks like. In so far, a new social norm
could have been established.
From the individual’s point of view, one may actually pick the showy pose just “for fun” without
further serious intent and a touch of self-irony. However, each showy selfie pose may also serve
as an invitation for others to imitate that pose (and possibly justifying it with the same idea of
self-irony). This might result in an escalating process shaping the aforementioned social norms. From a
psychological perspective, the opportunity for self-presentation without an obvious revelation of
self-presentational needs, may be part of the secret of their success. As Diefenbach and Christoforakos
conclude: what is “here called the selfie paradox and selfie bias could also be a key factor for their
popularity” [34]: On the one hand, selfies provide a lightweight possibility for self-presentation,
where people can strategically adjust and experiment with their digital self-presentation and the
impression they make on others. On the other hand, selfies provide a somewhat ambiguous form
of self-presentation that can be still considered as playful and does not urge the selfie-taker to feel
narcissistic. On the contrary, showy selfie poses may even be interpreted as self-irony, at least by the
selfie-takers themselves.
because of their biased interpretation of their own behavior. While this is not an exclusive problem of
the digital world, digital environments make it even more relevant. Being connected with “the whole
world”, a single individual’s behavior gets exponential effects and can quickly result in escalating
processes on large-scale level. Another reason for conflicts and misunderstandings within statements
and self-presentations in digital worlds is that, for many contexts, there are no established rules yet.
While the general freedom for self-expression can be seen as a positive achievement of the Internet era,
we more and more become aware that the Internet and social media also provide an environment for
the latent development of non-desired consequences. Taken together, one of the challenges lies in an
acknowledgment/understanding of the fundamental role of digital worlds in everyday interactions.
Although at first glance a simple selfie behavior seems to be rather harmless, such behavior represents
part of a fundamental shift towards a complex digital society dramatically influencing how humans
interact on a daily basis.
Figure
Figure 1.
1. The
The Flow
Flow Model
Model adapted
adapted from
from Csíkszentmihályi
Csíkszentmihályi [41]
[41] (p.
(p. 74).
74).
Further constituents to achieve a state of flow represent a clear structure/goal of the task at
hand (including an immediate feedback; see [42]). Of relevance, another prerequisite to enter the
flow channel and “to get into the zone” is a high focus on the task at hand, hence a concentrated
mind. In this context, it has been shown that even short disruptions such as 2.8 s can derail the train
of thought as presented in Altmann et al. [43]. Therefore, constant incoming messages via diverse
technological devices might hinder entering the flow-zone. To outline this a bit further: Although
smartphone usage easily can absorb a person’s attention and result in a state of flow, this often might be
counter-productive, in particular when more important jobs have to be accomplished. Please see also
works by Lin et al. demonstrating the possibility of experiencing time distortions on smartphones [44].
Ironically, the success of Facebook can also be linked to flow experiences while browsing Facebook
profiles [45]. Insofar, the flow experience at work might be hindered by experiencing flow and losing
time on Facebook. In sum, future research endeavors need to come up with solutions to better provide
humans with productive work environments fostering states of flow at work.
are bit more complex though [52]. Checking e-mails in the evening led only to a loss of productivity
the next morning when participants of this study reported low control over their jobs.
To end this section: Smartphones represent a powerful technology changing our societies at
rapid pace. With the fast distribution of the IoT, new solutions need to be established to provide
workspaces, where we still can concentrate and be creative. Sometimes to become creative might also
mean to be idle. Research on mind-wandering demonstrated that this kind of mental activity can
enhance creative thought [53]. Therefore, too much usage of technological devices, in particular as a
mean to distract oneself in situations such as waiting for the bus or on a commute, might undermine
creative thinking. As mentioned in the beginning, IoT describes a world completely connected to
the Internet. Here, things starting from the fridge in the kitchen to the toothbrush in the bathroom
all will be connected to Internet. Insofar, we live more in more in digital worlds, not only when
interacting with a classic computer or the smartphone as outlined earlier as a prime example of current
human-computer-interaction (HCI) interaction.
“My colleagues and I have found out that when an animal learns something, there is an alteration in
the communication between nerve cells and, thus, the brain changes .... So you have an anatomically
different brain after you have learned something than the brain you had before” [71]. Learning is
re-wiring your brain. This means that your brain will have also slightly have changed after reading
this article. Admittedly, currently, we largely lack the methods to demonstrate this on a molecular level
in the living human brain. Aside from the positive training effects, detrimental effects on brain volume
and also functions need to be mentioned. Such have been observed in many psychopathological states
including reductions of hippocampal regions in depressed patients [72] and brain volume reductions
in dementias such as Alzheimer’s disease (e.g., [73,74]). Let us switch to our initial question: Will
interactions with digital worlds shape our brains?
different framework, Gindrat et al. provided compelling evidence that daily smartphone usage indeed
shapes the human brain [89]. The authors came in their EEG study to the conclusion that “Our results
suggest that repetitive movements on the smooth touchscreen reshaped sensory processing from the
hand and that the thumb representation was updated daily depending on its use. We propose that
cortical sensory processing in the contemporary brain is continuously shaped by the use of personal
digital technology” [89] (p. 109).
Comparable to the mentioned studies in the field of neuroplasticity, it seems that the daily
interaction with10,
Sustainability 2018, digital
x FOR worlds shape our brains, but we have to take into account the many different
PEER REVIEW 10 of 21
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overusage of digital channels is strongly linked to depression (see next sentence), whereas SADNESS
is well-known to be the primary emotion most closely linked to depression [103]. Both Internet and
smartphone addiction have been shown to be tightly linked with ADHD/depression [50,108,109]
and lower life satisfaction [110–112], although it is still unclear if depression is a causal factor for
overusing digital worlds or a consequence of being online. In the opinion of the authors ultimately
both causal chains are imaginable and likely to be true. For sad and lonely persons usage of social
messenger platforms such as Facebook might provide companionship, but on the other hand also
elicit envy. Social comparison might then backfire and also lead to stronger depression tendencies.
See also the earlier part of our article, where we highlighted tendencies of humans to present the “best”
parts of their lives online and thereby only presenting an artificial or only very small part of their
identity. Finally, the ANGER response is also common when interacting with online digital worlds.
In this context, the concept of Technostress needs to be considered [113,114]. Imagine yourself working
on a document and having not saved your work for hours. Then, a computer breakdown happens.
Alternatively, imagine that your operating system is working super-slow, while you are in a hurry.
All this all too commonly results in an ANGER response. In this context, we also refer to new ideas on
how to handle technostress using a stress-sensitive adaptive enterprise system [115].
Before coming to the next paragraph, dealing with the design of work places, etc. according to
our emotional needs, we point to a limitation of the present section as we only deal with Panksepp’s
AN theory, which arguably presents a rather narrow scope in the realm of emotion theories. Clearly
other important emotion theories exist, which could be applied to human-computer-interaction
(e.g., affect control theory [116]). Nevertheless, we demonstrated in a recent article why an AN
framework is in particular useful for a neuroscientific study of technology use: In Table 12 of the
work by Montag et al., a detailed roadmap is provided helping to provide researchers with abundant
transmitter/neuropeptide candidates to be tested underlying emotional aspects of human-computer
interaction [117]. To our knowledge such a roadmap has not been provided by other emotion theories.
In so far the present Section 5 can be easily also brought together with Section 4 of the present work,
where the impact of digital worlds on the human brain has been discussed on a structural/functional
brain level. ANT will in particular be able to guide the molecular study of human-machine-interaction.
To illustrate this with an example: it is well known that the neuropeptide oxytocin plays an important
role for the primary emotions of SADNESS and CARE. If a study demonstrates that SADNESS/CARE
might elicit certain usage patterns in the online world (or be a result of such an interaction), the study
of oxytocin might illuminate mechanisms underlying this kind of HCI on molecular level.
would not result or go along with negative affect for many users. In particular, posts eliciting envious
emotions in the perceiving person (perhaps via social comparison) might be linked to depressive
symptoms. Hunting for Likes has been described as another problem in an earlier section of the present
work. Moreover, our needs will always be to some extent lived out in an analogous way. If you imagine
that something really bad happened in your life, would you prefer a supporting smiley via a digital
message or a real hug? The neurosciences demonstrated the powerful impact of real interactions and
human touch on our brain chemistries including the bonding hormone oxytocin [118,119].
and technology-mediated behavioral routines, Diefenbach et al. coined the term of “disrespectful
technologies” [5].
6.2. Finding Healthy Routines of Technology Use: The Example of WhatsApp Usage
Indeed, finding healthy routines of technology use actually poses a challenge to people.
For example, a recent study on the instant messaging service WhatsApp [121] revealed that the
extent of the perceived communication quality/well-being depends on the individual usage routines
and settings, such as single chats (consisting of only two communication partners) versus group
chats with more than two people, or the usage of features such as “Last Seen” and “Read Receipts”.
The “Last Seen” feature indicates the last time a communication partner opened WhatsApp. It thus
allows the user to monitor others’ communication behavior and provides the ground for implicit cues
and interpretations (e.g., although the communication partner was online and could have seen my
message, he or she has not answered my message yet). The “Read Receipts” feature provides even
more definite information about the communication partner’s WhatsApp behavior: two blue tick
marks indicate that the communication partner has received and read the message. Given that such
features are activated, it further plays a role whether users actively use these features, or whether
they have turned it on but are not looking when someone was last online or if someone had already
read their message (passive usage). One result of the study by Blabst and Diefenbach was that
perceived stress of participants with active usage was significantly higher than perceived stress of
participants with passive usage of “Read Receipts” [121]. Those findings are in line with previous
studies [122,123], reporting that actively looking if a sent message has already been read, can create an
atmosphere of stress. Another interesting finding was that especially participants who reported to
feel stressed through WhatsApp features such as “Last Seen” and “Read Receipts”, provided more
negative evaluations of WhatsApp usage. More specifically, those who tended to feel stressed through
WhatsApp features also tended to perceive WhatsApp usage as not having done anything meaningful
and a waste of time [121]. It is thus not the technology per se but rather the individual usage which
can cause symptoms of “Digital Depression”.
pointing at the question whether the physiological phenomenon per se must actually be considered as
pathological [124].
• Understand how new forms of self-perception, -reflection, and –presentation affect social communication
• Find strategies to foster flow experiences in times of a fragmented life style
• Investigate how the interaction with digital worlds shape human brains and how we can hinder
detrimental effects on the human brain
• Design digital worlds according to our emotional evolutionary heritage to foster well-being in
digital societies
• Find meaningful rules for social communication in times of abundant available access to
digital distractors
Acknowledgments: The position of C.M. is funded by a Heisenberg grant awarded to him by the German
Research Foundation (DFG, MO2363/3-2).
Author Contributions: C.M. and S.D. conceived the structure of the present review; C.M. wrote Sections 1 and 3–5,
whereas S.D. wrote Sections 2 and 6. Both C.M. and S.D. critically revised the complete manuscript.
Conflicts of Interest: The authors declare no conflict of interest.
Sustainability 2018, 10, 415 16 of 21
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