3 Baroness Greenfield debates involving the Department for Digital, Culture, Media & Sport

Age Assurance (Minimum Standards) Bill [HL]

Baroness Greenfield Excerpts
Baroness Greenfield Portrait Baroness Greenfield (CB)
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I commend the noble Baroness, Lady Kidron, on introducing this timely and vital Bill. I declare an interest as CEO and founder of Neuro-Bio Ltd, a biotech company pioneering a novel approach to Alzheimer’s disease. However, having taught all aspects of neuroscience at Oxford for many years, I also have a keen interest in the impact of digital technologies on the young mind. My book in 2014, Mind Change, summarised what was known at that time of the unprecedented effects that digital technology could have on how young people think and feel.

There are only so many hours in the day and night, and it is not just the effects of not sleeping, not escaping the crowd and not having time to exercise that might be bad for young people hooked to their mobiles. The digital lifestyle can in and of itself prove deleterious. When you meet someone face to face, only 10% of the total impact is dependent on language. Most depends on tone, volume of voice, eye contact, body language and physical touch, none of which is available via social media. If you do not rehearse these skills, the brain will not be very good at them. Direct social interaction will be ever more aversive, resulting in ever greater preference for the screen as an intermediary and a decline in empathy, increasingly described as “virtual autism”.

Since I wrote Mind Change seven years ago, the situation has become ever more stark. For example, in 2018 a paper in Preventive Medicine Reports demonstrated a negative, and most importantly linear, association between screen time and a decline in psychological well-being: the longer a child spent in front of a screen, the worse the effect. The impact on schoolchildren is particularly worrying. Two seasoned teachers in Washington, Joe Clement and Matt Miles, set out in their 2018 book Screen Schooled the evidence and arguments that too much screen time has now resulted in lack of focus and critical thinking skills.

We are becoming all too familiar with the statistics and stories in the media on the burgeoning screen lifestyle. Particularly worrying, as recently reported to the US Senate by the Facebook whistleblower Frances Haugen, is an addiction to video games and social media deliberately crafted to that end. Neuroscience can help give insights into how this digital environment impacts on the brain, and hence the mind, and how it can be addictive. We humans occupy more ecological niches than any other species on the planet because of the superlative ability of our brains, compared with those of other animals, to adapt to the environment.

Even if you are a clone, an identical twin with the same genes, the individual brain becomes personalised through the development of unique configurations of connections between brain cells. They, in turn, will characterise the growth of the brain after birth, curating it into a highly individual and unprecedented mind that is in constant dialogue with, and updated by, your daily experiences. Everything that happens to you and everything you do will in some way leave its mark on your brain.

Digital technology is offering an environment that is completely new to the human condition. Although the printing press, the car and the TV had profound influence on everyone’s lives, it was after all on our real lives. In the 20th century, people still dated, worked, played and shopped through face-to-face interactions with each other in a three-dimensional space enriched by all five senses. Now, for the first time, you can carry out all these activities via a screen, living effectively in a parallel universe: recreation via video games, friendship via social media and learning via search engines. These activities all could and should be subject to age assurance.

The brain of someone under 18 is not the same as that of an adult. Yes, brain cell connections are growing, atrophying and transforming every moment of our lives in response to experiences, but the older we are, the more these now accumulating unique pre-existing neuronal connections will be able to offer a sales resistance, a greater potential for evaluation, comparison, frames of reference and inner reflection. The effects of life in front of a screen, and perhaps even more so in Zuckerberg’s dream of the all-enveloping metaverse, might well endanger such thought processes in an adult, but such considerations are even more urgent for the welfare of the literally impressionable immature brain. The World Health Organization and the American Academy of Pediatrics have both categorised addictive internet gaming as a psychiatric disorder. Most recently, China has enforced limits for under-18s of a maximum of three hours a week—surely clear recognition of the power the screen can exert over the young mind.

The neuronal mechanism of addiction is an enhanced release of the chemical messenger dopamine, which underlies the anticipation of reward, raises arousal levels and indeed is the neurochemical hallmark of recreational drugs of addiction. Moreover, we know that dopamine inhibits a part of the brain, the prefrontal cortex, that is singularly dominant in humans. This region, just behind your forehead, becomes fully operational only in late teenage years and the early twenties. Until then, a characteristic profile of the hypofunctional prefrontal cortex is one of recklessness, short attention span and, most significantly, over- dependency on external stimulation. Therefore, a combination of such an underdeveloped prefrontal cortex and surges of inhibitory dopamine released during gaming or social media could result in the perfect storm—a mindset readily driven to have literally a sensational time.

Supporting this prediction, a study in 2011 in the high-impact journal Science showed that many of the participants, college students, rather than just being left alone to think, opted instead to give themselves electric shocks. How much more now, 10 years on, might such a mindset be prevailing?

The Bill does not seek to remedy the perils of digital culture in one fell swoop; that would be a complex, challenging and long journey. Rather, it is a simple first step to embark on that journey and to make it possible for future measures to minimise the threats and maximise the opportunities that the screen world poses. The rationale of the Bill is based on the undeniable fact that age is a key factor in how the brain will respond to, and be affected by, the immediate environment. As such, I urge the Government to assent to the Bill from the noble Baroness, Lady Kidron.

Children and Young People: Digital Technology

Baroness Greenfield Excerpts
Thursday 17th January 2019

(5 years, 6 months ago)

Lords Chamber
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Baroness Greenfield Portrait Baroness Greenfield (CB)
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I thank the noble Baroness, Lady Kidron, for the opportunity to speak in this timely debate. Having been a tutor in neuroscience at Oxford, and as CEO of a biotech company, Neuro-Bio, I shall focus on how digital technology influences brain function.

Humans occupy more ecological niches than any other species on the planet because of our superlative ability, compared with any other animal, to adapt to the environment. Our brains become highly personalised through the development of unique configurations of connections between our brain cells that characterise the growth of the human brain after birth, personalising it into a highly individual “mind” that is in constant dialogue with, and continuously updated by, the environment.

Digital technology opens up an unprecedented environment. Now, for the first time, you can live effectively in a parallel universe: recreation via video games, friendship via social media and learning via search engines. Let us take each one in turn. The World Health Organization and the American Academy of Pediatrics have both recently characterised addictive internet gaming as a psychiatric disorder. The neuronal mechanism of addiction is an enhanced release of the chemical messenger dopamine, which underlies the anticipation of reward, raised arousal levels and the neuronal mechanisms of drug addiction.

We know that dopamine inhibits the prefrontal cortex, a part of the brain that is particularly dominant in humans. This region becomes fully operational only in late-teenage years; until then, there is a well-recognised characteristic profile of recklessness, short attention span and—most significantly—overdependency on external stimulation. An immature prefrontal cortex, coupled with surges of dopamine during video gaming, could result in a mindset driven to have, literally, a “sensational time”.

What of social media? When you meet someone face to face, only 10% of the total impact is dependent on language; much more relies on the tone and volume of your voice, eye contact, body language and of course physical touch, none of which is available via a screen. If we do not rehearse these skills, we will not be very good at them. Face-to-face interaction will be ever more aversive, resulting in impaired interpersonal skills, increasingly referred to nowadays as “virtual autism”.

What of learning? Two secondary school teachers in Washington DC, Joe Clement and Matt Miles, recently published Screen Schooled, a book that persuasively sets out the evidence and arguments that too much screen time has resulted in students who lack focus and critical-thinking skills—and we should remember that information from the screen is not the same as knowledge. The profile of the mid-21st century mindset could comprise: a short attention span, addictive, reckless, low on empathy, and with a fragile sense of identity and poor critical thought.

A key factor is an overemphasis on the sensory pull of the immediate moment, oblivious to any relationship to the past or future. Yet it is just such a linear sequence of a merging of past, present and future—more generally, a beginning, a middle and an end—that characterises the thought process itself, leading to language, sentences, stories, life stories and hence a robust individual identity. Surely we need to promote behaviours that, instead of multitasking, mandate sequencing single actions in a specific order over an extended timeframe—cooking or gardening, for example. Perhaps the most obvious form of sequencing would be reading, ideally from a real book.

Sport is another activity that precludes multitasking. Moreover, physical exercise results in the production of new brain cells, enhanced academic performance and a reduction in mental impairments, not to mention the benefits against obesity.

In 1964, the writer Isaac Asimov predicted life 50 years on. He said:

“The lucky few who can be involved in creative work of any sort will be the true elite of mankind, for they alone will do more than serve a machine”.


It is ironic that excessive use of digital technology may well be eroding the very talents we will need to compete with AI in the workplace of the future. To thrive in our current culture, we need to refocus our priority on nurturing self-confident and thoughtful individuals for whom digital devices do not drive the agenda of their daily life but are merely part of a more diverse toolkit for attaining personal fulfilment in the real world.

Digital Understanding

Baroness Greenfield Excerpts
Thursday 7th September 2017

(6 years, 10 months ago)

Lords Chamber
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Baroness Greenfield Portrait Baroness Greenfield (CB)
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I commend the noble Baroness, Lady Lane-Fox, for the opportunity to contribute to this timely debate. As a neuroscientist, I urge that digital understanding should go further still and include a deeper awareness of the impact of screen technologies on the physical brain and how it is changing our actual thought processes and consciousness.

Humans possess the superlative ability to adapt to the environment. The human brain becomes highly personalised after birth by the development of unique configurations of connections between brain cells. This, I suggest, constitutes an individual “mind”. These neuronal connections are constantly being modified by input from the outside world—a world now increasingly mediated by screens. Our highly impressionable brains, our minds, will be adapting in an unprecedented fashion.

While the internet can be a source of high-quality entertainment and education and of socialising in new ways, such benefits, especially for the young, should be weighed against some very basic considerations. Young children, who are still developing the ability to regulate their emotions and cope with frustration and boredom, need to develop self-calming skills that do not rely on the palliative of the screen. No matter how high-quality the content of what is flashed up, time spent in a screen-based world displaces time spent learning, playing and socialising in the real world. Real-world toys, activities and human-to-human interactions foster the imagination, creativity and social skills of a child in ways that screen technologies typically cannot. Computer gaming has been shown to bring benefits such as improved dexterity, but the content and context of these activities should not be ignored. Put bluntly, is it not worth pondering the relative merits of 10,000 hours spent playing “World of Warcraft” online versus 10,000 hours developing skills on the guitar or piano in the sociable company of other musicians?

The temptation to immerse oneself obsessively in the screen world is well-nigh universal. Over 2,000 peer-reviewed articles relating to internet addiction offer increasingly strong evidence that it is a real phenomenon. What exactly is an internet addict addicted to? We have always found pleasure in finding new information, whether through intentional searching or happenstance, but the preference to engage with the screen world could be because it offers a qualitatively different experience from that encountered in the three-dimensional, less-compliant real world. Whatever you do in the screen world will elicit an instant response, unlike real life. This instant feedback is not merely reassuring, but so compelling for some that it becomes a prerequisite for their well-being. A recent Harvard study found that, rather than sit alone with their own thoughts for 15 minutes, many people chose to give themselves painful electric shocks. That was in Science in 2014.

Screen culture, characterised by its never-ending traffic of input and output, appears symptomatic of a new type of existential challenge: to sustain and enjoy a rewarding personal, inner world that is independent of external stimulation. The noble Baroness, Lady Lane-Fox, should be applauded for founding a think tank highlighting a key area: examining the internet’s effect on how we live, care, consume, love, learn, work and die. Surely central to such examination should be careful consideration of its unprecedented effects on the brain itself.