In the past decades virtual mediums (Focusing on social media platforms) have evolved into one of the most frequently consumed forms of entertainment, communications, informing and notification, etc. Disconcertingly for many people, a great number of today’s virtual environments contain highly intense emotional stimulus like violence, stress, isolation, exclusion being deeply engrained in these mediums. Not surprisingly there is great interest in the possible negative effects of these mediums on people’s empathic capabilities and social behavior caused by neuroplasticity of chronic connection to these environments. These changes of brain could make contradiction in people’s perceptions and communications between real environments and virtual ones which could lead to belief manipulation, which could also be observed like an Immigrant, who are exposed to different cultural beliefs and experience multiple stresses that can impact their mental well-being, including the loss of cultural norms, religious customs, and social support systems, adjustment to a new culture and changes in identity and concept of self. Also in Virtual mediums such as social medias the complex interplay of the mind shifting process, cultural bereavement, cultural identity, and cultural congruity, along with biological, psychological and social factors, is hypothesized as playing a major role in the increased rates of mental illness in different groups of users such as stress and anxiety in for example young generations of developing countries such as Iran in different shapes of partnerships because of contradictions superficially reflected in these platforms and consequences of virtual war in political radical decisions such as Muslim ban in US and in contrast Oscar ban by director “Asghar Farhadi” the Iranian 2 Oscar winner who refused to participate in Oscar ceremony, which caused a new wave of Muslims virtual protests all around the world
and on the other hand anger and stress because of exaggerated terror attacks and news correlated with images with people in them, as a research by Anne Trafton in MIT, about savage actions of some group of radical Muslims with antisocial personality disorder as Representative of different religion-based countries reflected in virtual platforms with different aesthetics forms and imagery elements of specific targeted people with specific political tend affecting people surrounded by medias and addicted to virtual environments because of suppressed tends of direct and fearless communications in social life characterized by dominant systems ,which could be directly consolidated as the most memorable elements during every days sleep , are the key factors of objective virtual acculturation among international users and their immediate descendants. Virtual acculturation is proposed as a multidimensional process consisting of the confluence among heritage-cultural and receiving-cultural practices, values, and identifications. As a result international users with more exposure to the receiving cultural context report poorer mental and physical health outcomes. Stress initiates a series of neuronal responses that prepare an organism to adapt to new environmental challenges. However chronic stress may lead to maladaptive responses that can result in psychiatric syndromes such as anxiety and depressive disorder. CRF causes decline in cognition after social stress. Corticotrophin-releasing factor (CRF) has been identified as a key neuropeptide responsible for initiating many of the endocrine, autonomic and behavioral responses to stress. Some of the data supporting the hypotheses that stress induced plasticity within the amygdala may be a critical step in the pathophysiology of the development of chronic anxiety states. As result of a research by Jinook from university of Vienna department of cognitive science, even animal subjects respond to 3D models more than 2D models of reward. Addiction to virtual mediums as emotional reward caused by direct-socialconfrontation-stress (3D subjects in real life with same imagery neuro-aesthetic elements) or on the other hand objective social networks values determining by
different and subjective but limited aesthetical forms of basic needs of humans to communicate with others as a social species being manipulated by specific and labeled emotions in under-pressure accepted virtual environments by todays social norms and behaviors as an escaping tool could be observed in behavior of more technological based citizens in different countries all around the world. Virtual mediums play crucial role by drawing attention by allocating spatial attention in virtual spaces which causes a gain change in MT neurons, which
includes entorhinal cortex located in medial temporal lobe (MT) that plays an important role in declarative (autobiographical/episodic/semantic) memories and in particular spatial memories including memory formation, memory consolidation, and memory optimization in sleep. Attention strengthens the neuronal representation of behaviorally relevant visual stimuli relative to unattended stimuli, but without affecting their signal-to-noise ratios. Spending time in 2D Environments affect attention to 3D Environments and turn the path based attention to point based attention. These subjective points are correlated to subjects needs referring to Architect Christian Norberg-Schultz applied Heidegger’s thinking to architectural space, arguing that spaces should be understood for their own elements rather than through the lens of previous experience. This statement can cast a doubt on the perception of space as a sequence. The most likely challenge posed by this rhetoric is how to give a uniform feeling of virtual space or whether it’s necessary to do so, due to unique matter of people perceptions. Obsessions about not looking at Ones eyes or paying attention to pets rather than people or being afraid of connections between children and adults or imagery-based prejudgments could be the reason of relative Preference of not-direct social interactions comparing to direct interactions because of new attention models preferably to dynamic points (movements) rather than stable points (eye connections) and Subconsciously accepted virtual unreliable realities in technological based cities, which affects the social behavior and empathic capabilities.
Refrences:
doi: 10.1037/a0019330 . doi: 10.1038/srep27666 doi: 10.1038/srep27666