Cyberpsychology
Lecture 1
Phishing: cybercrime in which a target(s) are contact by email, message etc. by someone posing as a
legitimate institution to lure individuals into:
- Providing sensitive data (personally identifiable info, private passwords etc.)
- Perform various actions (sending requests to change passwords etc.)
How to attack a company/institution:
1. Set goal
2. Empathize with victims, learn how they communicate
3. Focus on positive/negative emotion, come up with good story, urgent matter etc.
4. Plan, prepare, execute
Victims:
- People believe they are too smart/ well-informed to be tricked
- People more likely to say yes to authorities/experts
- By appealing to our biases/emotions phishing tries to get us to stay in automatic mode
- Well-educated people because they are confident to don’t fit in profile of fraud victims
- Lack of digital savviness, lack of education
- People like to help other people
, Lecture 2
Features of internet use:
Multitasking shallow processing, task switching
Portability/availability cognitive offloading (saving cognitive space) reduces memory
consolidation
Study: do chronic heavy multitaskers process information differently than individuals who do not
Tasks media multitasking:
- Filtering ability: indicate whether target changed orientation
Filtering ability worse in people who are high media multitaskers
- Working memory: n-back memory (2/3)
Working memory with 3-back worse (more false alarms), misremember because not able to
inhibit the info into the working memory
Conclusion:
- CHM greater difficulty filtering out irrelevant stimuli from environment
- CHM less likely to ignore irrelevant representations in memory
- CHM breadth-biased media consumption behaviour is mirrored by breadth-biased cognitive
control
- CHM have bias toward exploratory rather than exploitative information processing
Breadth of learning refers to the full span of knowledge of a subject.
Depth of learning refers to the extent to which specific topics are focused upon, amplified and
explored.
VGP: 1 h/d, 4 d/w, 6 months
Effects of (action) video gaming on visual attention:
Study: Flanker compatibility task
Task: square/diamond target, ignore target, 0,1,3,5 distractors
Conclusie: NVGP scoort iets beter op de makkelijke taken, maar naarmate deze moeilijker wordt
scoren ze steeds slechter, terwijl VGP beter presteren op de moeilijke taken.
Lecture 1
Phishing: cybercrime in which a target(s) are contact by email, message etc. by someone posing as a
legitimate institution to lure individuals into:
- Providing sensitive data (personally identifiable info, private passwords etc.)
- Perform various actions (sending requests to change passwords etc.)
How to attack a company/institution:
1. Set goal
2. Empathize with victims, learn how they communicate
3. Focus on positive/negative emotion, come up with good story, urgent matter etc.
4. Plan, prepare, execute
Victims:
- People believe they are too smart/ well-informed to be tricked
- People more likely to say yes to authorities/experts
- By appealing to our biases/emotions phishing tries to get us to stay in automatic mode
- Well-educated people because they are confident to don’t fit in profile of fraud victims
- Lack of digital savviness, lack of education
- People like to help other people
, Lecture 2
Features of internet use:
Multitasking shallow processing, task switching
Portability/availability cognitive offloading (saving cognitive space) reduces memory
consolidation
Study: do chronic heavy multitaskers process information differently than individuals who do not
Tasks media multitasking:
- Filtering ability: indicate whether target changed orientation
Filtering ability worse in people who are high media multitaskers
- Working memory: n-back memory (2/3)
Working memory with 3-back worse (more false alarms), misremember because not able to
inhibit the info into the working memory
Conclusion:
- CHM greater difficulty filtering out irrelevant stimuli from environment
- CHM less likely to ignore irrelevant representations in memory
- CHM breadth-biased media consumption behaviour is mirrored by breadth-biased cognitive
control
- CHM have bias toward exploratory rather than exploitative information processing
Breadth of learning refers to the full span of knowledge of a subject.
Depth of learning refers to the extent to which specific topics are focused upon, amplified and
explored.
VGP: 1 h/d, 4 d/w, 6 months
Effects of (action) video gaming on visual attention:
Study: Flanker compatibility task
Task: square/diamond target, ignore target, 0,1,3,5 distractors
Conclusie: NVGP scoort iets beter op de makkelijke taken, maar naarmate deze moeilijker wordt
scoren ze steeds slechter, terwijl VGP beter presteren op de moeilijke taken.