Parents have good reason to feel overwhelmed by the digital revolution consuming their teenagers.  As far as the physiology of our brains goes, we adults will never keep up.


The adolescent brain is a natural wonder forged by evolutionary forces which have differentiated it from both the child and adult brain. Although “adolescence” was barely acknowledged before the 1900s, and teenagers are often referred to as a modern social invention, our brains suggest otherwise. The teenage brain is distinct in its extraordinary capacity to adapt to the environment around it.

Imagine, then, what might be happening inside the heads of the first generation of “digital natives”? In the United States, teenagers are averaging 8.5 hours a day of learning, playing and interacting via computers, mobile phones and other screen based devices (which jumps to 11.5 hours if you allow for multi-tasking).  In Australia, the comparable average screen time was 7 hours and 38 minutes in 2009.

Digital communication has ushered in more changes in the past 15 years than in the 570 years since Gutenberg’s printing press. And teenagers are the world’s stand-out “early adopters” as the pace of technological change accelerates. It took 38 years for radio to reach its first 50 million people, 20 years for the telephone, 13 years for television, four years for the World Wide Web , 3.6 years for Facebook and even less for Twitter. For Google + it was 88 days.

In terms of evolutionary adaptation, even 10,000 years is merely a blink of an eye. So, our brains did not evolve for reading, which dates back about 5,000 years, let alone spending most of our waking hours sitting down dealing with words and symbols. Today’s remarkable adolescent brain was honed to cope with the demands of learning to survive independently while securing food and shelter, which required rapid, efficient adaptation.

We know this largely because of the relatively recent insights offered by magnetic resonance imaging which show that both the decision-making and reward circuitry of the human brain undergo dramatic changes around puberty.

From then, until the mid to late 20s, human brains are especially “plastic”, which means they can enhance certain pathways and related abilities, and eliminate, or “prune” others depending on what they need to achieve. After the late 20s, however, we do tend to get more set in our (neurological) ways.

Teams of researchers all over the world are currently poised, watching for signs of various technology-driven adaptations, such as the superficial “mile wide, inch deep” thinking of multitasking sidelining the persistence, patience and focus required for in-depth scholarship.

We already have decades of scientific consensus about the perils of multi-tasking; talking on a mobile phone while driving, for example, is as dangerous as driving drunk. That’s because we cannot truly multi-task. The brain is actually constantly switching backwards and forwards between tasks, for which we pay a toll in speed and efficacy.

But, will the “plastic” teenage brain adapt by learning to switch more rapidly and effectively to enable it to do lots of things at the same time with less impairment?

And what of the digital content our teenagers are consuming? Ninety-nine percent of US teenage boys and 94 per cent of girls play online games and the burgeoning global industry is engaging our brain’s rewards system with ever increasing intensity, mostly through violent and sexual themes.

From a neurological point of view online games are stimulating the teen brain’s reward circuitry mainly via the brain chemical dopamine just as puberty is ushering in profound changes in the brain’s reward system driving sexual interest and aggression, evolutionary necessities for survival.

Could such easy access to online games, then, raise the threshold for what our brains deem rewarding? Could the instant gratification available in virtual worlds stunt the next generation’s capacity to work towards long term relationship, work and life goals which do not offer such quick, dopamine-rich returns?

Much current discussion is seeking to characterise the digital revolution as either good or bad when it is probably both. We already know teenage brains are wired to take risks; the neural circuitry involved in impulse control, judgment and long term planning undergoes dynamic changes well into the 20s. That gives parents reason to fret. But, on the other hand risk-taking is an essential launching pad for young people to forge their own paths with optimism, creativity and a sense of the endless possibilities of life.

As one counterintuitive recent trend suggests there isn’t much point in making premature judgments. Teenagers may already be working through powerful emotions online, without potentially negative real world consequences. The soaring popularity of increasingly violent and sexual explicit online games has coincided with a decline, not an increase, in the juvenile murders and violent crime and teen pregnancies.

However, the ways in which the “plastic” teenage brains do adapt to the most ferociously paced change humanity has even seen will certainly define our future.

It could be that we are coddling a generation of shallow thinkers obsessed by superficial Facebook friendships who are too busy staring at screens to bother with saving the world. But, technology is also offering phenomenal educational opportunities, great entertainment and expanding social interactions which will certainly change the world—in ways that those of us with older, less “plastic” brains cannot even imagine. 893

Dr Jay Giedd is an international expert on the adolescent brain. This is an edited version of his keynote speech to the Brain Sciences Symposium at the University of New South Wales today.

Comments on this post close at 8pm AEST.

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    • acotrel says:

      06:16am | 07/09/12

      I was driving mini-computers in 1971, and have come up through the major IT changes.  To me the computer is just another tool.  If you have no interest in anything else the tool is useless.  The computer is not an end in itself, computer games might develop certain skills, I’ve not played many however I think most don’t stimulate creativity. The most fun I’ve had with a computer was when I was building a two stroke racing motorcycle.  I generated a table which converted the distance from top dead centre to degrees of crankshaft rotation in the engine .  This enabled me to get the port timings right .  I sold the bike to a guy who won 28 races and five championships with it .  The bike now lives in Shepparton and so far it has had three motors and two frames.  The port timings have been religously maintained throughout its development. In short I used the computer to get a result.  Where will our kids get the same type of opportunity to exercise their intellect and use the tool to its fullest potential ? Personally, I feel despair about our de-industrialisation - even motor sport these days doesn’t include may ‘constructors’ classes’.

    • Craig says:

      09:02am | 07/09/12

      You should take a look at Minecraft and how children are using it to build virtual machines and environments.

      Sure you probably respect meat more ‘hands on’, ‘physical labour’ type activities - but that is your personal preference, not the only route to creativity. Look at architects, theoretical physicists and even many engineers today. Their brain is their main tool, their medium is often virtual and physical devices an output.

      My teen daughter has built physical go carts and virtual roller coasters.. Her pleasure in the outcome is the same, her learnings (working within given constraints) the same.

    • nihonin says:

      01:31pm | 07/09/12

      acotrel, is there anything you haven’t done or anything you can’t do.  It’s almost like you’re omnipotent.

    • stephen says:

      07:26am | 07/09/12

      Computer sales are going through the roof.
      So is teenage suicide.

      They may have no causal connection, but the internet is not so much a deterrent to self-harm either.

    • Al says:

      08:02am | 07/09/12

      stephen - sorry, do you have a point?

    • acotrel says:

      08:24am | 07/09/12

      Teenagers are typically self-obsessed, the internet feeds that.

    • marley says:

      08:42am | 07/09/12

      I was under the impression that teen suicide was actually declining.

    • Pie in the Sky says:

      09:06am | 07/09/12

      Potato sales are going through the roof.
      So is teenage suicide.

      They may have no causal connection, but Starch is not so much a deterrent to self-harm either.

    • Dolly says:

      10:36am | 07/09/12

      Haha. Love ya work Pie in the Sky”
      Reminds me of something I read last week. “100% of people who died of asphyxiation were found to have been breathing sometime just prior to be asphyxiated. Therefore we can conclude breathing can result in death”

    • Craig says:

      08:52am | 07/09/12

      Note that it is statistically misleading to compare the amount of time it took to get to various populations without also considering the level of population through the period.

      In 1540, just before Gutenberg died, the world population was only about 300 million.

      In 1900 when radio was starting, the population was 1.6 billion, by 1950 as TV became commercial, the population was 2.5 billion and by 1990, just before the invention of the web and the Internet took off, the population was 5.2 billion.

      By the time Facebook came along in February 2004, there were 6.2 billion of us.

      Thus each technology had a lower share of the world population to reach to hit that 50 million mark.

      That’s also without considering the need for enabling technologies, which have helped particularly web techs along, giving them a competitive advantage. Television did not benefit from radio, in that consumers could not suddenly tune the radio set they had into a video broadcast, while Facebook, Twitter and Google+ have all benefited in their growth by not requiring new hardware or software beyond Internet access and a web browser.

      The growth of modern technologies is still fast, however it is like building a building. Once the appropriate foundations and utilities are in place, adding extra stories is comparatively faster than building a new building alongside it.

      Stephen, neither computer sales nor teen suicide eyes are ‘going through the roof’. Even I they were, so are sales of other products / both technical and non-technical. You could just as easily blame the resources boom - it stresses families with a fly-in fly-out model - or the rise of asylum seekers, who introduce a new mix of social views in a community. Or perhaps we shoul blame rises in teen suicide with the rise in the use of environmentally friendly light globes, the spectrum they emit may be detrimentally affecting teenagers’ elastic brains.

      We all have plastic brains, their design is changing constantly as we learn new skills and adapt to new situations. Technology is one part of this, digital technologies a newer part (though no-one over 40 complains that TV ruined their brain). The risk is loss of plasticity through ageing, which can be delayed through purposefully continuin to learn and grow.

      I am less concerned about the brains of teenagers than I am about the brains of people over the age of 40 (including myself). Us ‘older’ folk must take particular care to keep our brains in good condition with more frequent oil an water changes, memory upgrades and risk-taking behaviours.

      Our younger models are still growing and learning and will find their own truths - us older models must remain open to new truths and ideas, or we become the bad cholesterol clogging up society’s veins.

    • Tubesteak says:

      09:56am | 07/09/12

      “It could be that we are coddling a generation of shallow thinkers obsessed by superficial Facebook friendships who are too busy staring at screens to bother with saving the world.”

      Saving the world is an impossible fruitless endeavour. What would you save it from? What would saving it even look like? There are many people in the world with wildly different ideas of utopia. These ideas will never gel into one harmonious union.
      These people will learn that instant gratification doesn’t come in the job market and they will have to adapt or starve to death from poverty.

      It will be interesting to see if anything happens re multi-tasking etc

    • amy says:

      11:06am | 07/09/12

      are you talking about MMO’s?

      I don’t like them, too much of a time sink, they suck you in and can be harmful to the right kind of people

      of coarse MMO’s arent “cool” like COD

    • PsychoHyena says:

      12:35pm | 07/09/12

      @amy… I’m a huge MMO fan, but then I’ve never much liked FPS games and much prefer the D&D style.

      Also love the Civilization series, Age of Empires, Starcraft, Diablo, and Tycoon games.

      When you think about it, all games are a time-sink, the difference between a FPS and and MMO is rather than get new items to help you perform better, etc a FPS just increases your total kills while (I guess) helping with hand-eye coordination.

    • Troy Flynn says:

      03:32pm | 07/09/12

      Love RPG and FPS. Even better if they’re combined. (Fallout 3/NV, Skyrim). Despise RTS (I’m not a “Big Picture” type gamer and find it hard to keep track of resouces and units scattered all over a map) and anything MMO. I refuse to buy a game ie: WoW for $90-130 and still be expected to pay a monthly subscription fee just to play the damn thing. I also hate companies who won’t allow their games to be played offline. So no Diablo 3 for me.

    • Inky says:

      03:56pm | 07/09/12

      I thought it had been too long since it was pointed out that video games and the internet were going to cause a generation of violent sex fiends.

      I’ll have you know I don’t have a violent bone in me.

 

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