Digital Information Technology (IT) is hardware on the 1 hand (from digital end devices with expanding efficiency to large-scale computer centers) and, on the other, software (from professional complex data analytics utilizing artificial intelligence to child-friendly utility programs). Additionally, the Internet, which is now seen as part of the infrastructure of modern society, alongside electricity, water and sewage. The affirmative effects of utilizing digital information technology are mostly known and are reduced to greater convenience and increased efficiency. Many of the activities that were erstwhile time consuming are now done by clicking the mouse. The side effects, risks and risks of digital information technology, however, affect health, education and our social life - from the entrance.
The text comes from “Smartphone? Yes, but with a head” report. We thank the Institute of Generation for providing passages for publication. We encourage you to read the full report.
1. Effects
Digital information technology has become part of our professional and private life. Connected smartphones, laptops, and desktop computers make it easy to execute regular duties in many ways, relieve us, for example, in intellectual work, and thus increase our productivity. They save our time by simplifying processes (getting information, booking a hotel, making purchases or arranging an online gathering in real time for people in different distant locations). Machines communicate straight with each another and plan drawings become cars, plans of buildings – homes, and diagnoses – therapies; man continues to control the process of creation, but increasingly interferes in it through active action, due to the fact that “work” is increasingly doing robots for him.
Practically abandoned by human factories, in which machines weld cars, are already a reality, as are operations carried out by surgical robots.
There are already pilot projects to build houses utilizing large 3D printers or many tiny drones [3].
Artificial intelligence
Rapid transfer and, above all, retention of generated data allows for further optimization of processes, so that the net vendor, specified as Amazon, frequently knows which user of the platform will buy the product, and can manage the flow of goods accordingly. Artificial intelligence (AI) simulated in computers, which, like the brain, processes information and can learn and even draw conclusions on its own, allows specified predictions. AI systems admit not only faces or patterns of behavior, and thus consumption, but besides galaxies and simple particles, or the largest and smallest "objects" in nature (in billions of images produced by telescopes and particle accelerators). AI translates ancient writings (cline writing, hieroglyphics, ancient Greek and Latin), complements their missing passages, in a way that seems more accurate than experts' actions) or predicts a three-dimensional form of complex protein molecules (protein) based on their amino acid sequence.
All these possibilities, which come day by day, show the strength of improvement in the AI field.
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We seldom realize that artificial intelligence, which, thanks to its ability to absorb fresh information and self-improvement, has only existed since 2016.
It was then that the neural network trained in the well-known Go game (named AlphaGo) defeated the world's best Go player (Lee Sedola) 4:1 in 5 games, as immortalized on the cover of Nature [9]. A year and a half later, another version of the network (AlphaGo Zero), which previously played only against each another for 40 days, won in all 100 games played between the 2 versions of this artificial intelligence. The experts were incapable to keep pace with them [10].
A fewer months before this event, in the magazine mentioned above, and besides on its first page, a medical breakthrough was published. A decently trained AI has learned to diagnose place dye lesions on the skin as malignant melanoma as well as dermatologist [11]. In the field of radiology, the classical discipline of pattern recognition, AI allows you to draw previously unknown conclusions [12], and the diagnostic AI is already being built, for an additional fee, into the latest generation of computer scanners and magnetic resonance imaging. At national borders, AI is utilized to detect possible COVID-19 cases and doubles the test hit rate [13].
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In terms of risks and side effects of the usage of artificial intelligence, 2 aspects should be mentioned here.
First, the acquisition of learning and intellectual work processes by machines causes people to no longer learn things, and so they cannot do any work due to the fact that they have not acquired the skills essential to execute them.
So if X-rays are evaluated only by machines, at any point there will be no qualified radiologists. It is worth knowing that interventional radiology is only part of radiology. So the question is, how do you train from it? In fact, this issue concerns all professions in which experience is gained through long-term learning (not without reason was referred to as "years of appointment"), or almost all professions.
Secondly, erstwhile building, based on real planet data, neural networks, there is simply a danger that human data contains prejudices that the network then learns.
An example of the U.S. wellness care strategy has shown that commercially available neural networks, which in clinics find whether or not a patient should be admitted to hospital, were much more likely to reject African-American patients. This was due to the fact that the network was trained to foretell wellness care costs alternatively than kind and position of disease, which in turn resulted in very unequal access to insurance and medical care in the US for people with various incomes. due to the fact that African-American patients were more likely and more seriously affected by hard access to healthcare and the network was expected to save money, it spent 2.5 times more on white patients than on dark skin patients with comparable illness conditions. This racial bias meant that the proportion of patients of African-American origin who received additional medical assistance was only 17.7% and not 46.5%, according to the 2019 discipline magazine [14]. As it active millions of patients, the case caused a large stir in the US and led to a reassessment and revision of clinical referral practices. This communicative shows how easy machines take over our perception of a planet that is not free from errors and prejudices, and so programmed to carry out their tasks [15].
Smartphones and net social networks
The full improvement of digital information technology has one more time changed importantly and has accelerated since Apple launched its smartphone in 2007. This brand-new device is just a telephone at first glance. In fact, it is simply a tiny portable computer powered by a battery with respective wireless interfaces (radio interfaces), which has a touchscreen, camera, microphone and many sensors (acceleration, air pressure, compass), as well as a talker and vibration generator. However, the smartphone became truly interesting only erstwhile it included hundreds of thousands of programs (called "applications") developed by users themselves. This was possible thanks to the programming platform provided for this purpose. Applications usage functionality, and in peculiar interfaces to the radio network, Internet, Global Satellite Navigation strategy (GPS), to another devices in close proximity (using Bluetooth) and to another smartphones to solve almost all insignificant problems of everyday life, especially erstwhile they are related to obtaining, storing or exchanging information in the form of text, image or sound. Smartphones can be utilized to take pictures, shoot movies, dictate, manage, make schedules, send and receive emails or short messages, or, for example during travel, to search for weather information, book hotels, call a taxi or check if the plane or train is delayed. It has besides made it possible to manage your bank account, monitor production in the company, look after your summertime home (but besides your refrigerator), shop, and all while conducting telephone calls. Since it is very practical, and at the same time tiny adequate to carry with it always and everywhere, it has become the fastest product of modern technology in the world. As it displays the exact time with GPS, it besides replaces hand watches and alarm clocks, and the built-in camera replaces many users with camera and camera. For many method devices, the smartphone has besides become a pilot. present it could replace the dashboard in cars. Young parents know that 2 smartphones – dad and mom – together form a babyphone [16], so you can skip buying an electronic nanny.
Unfortunately, parents found that smartphones can besides be utilized as a babysitter [17] due to the fact that they show colorful, moving pictures and can make loud sounds! Even tiny children look at their screens with delight, the content of which changes erstwhile they decision their finger, which these undergrown users learn very quickly. Above all, however, it turned out that thanks to the smartphone you can contact another people at any time. For this purpose, already a fewer years before its appearance there was alleged online social media (Facebook in 2004, Twitter 2 years later), but only their connection with the smartphone helped them – and the smartphone – to accomplish an unprecedented triumphal march throughout the globe. No method device has spread in the planet as rapidly as a smartphone.
So far more smartphones have been produced than there are people in the world, and the number of users exceeds 5 billion.

Nearly half of all smartphone users have already spent more than 5 hours a day utilizing this device [18]. In the U.S. in 2022, the average time of smartphone usage was little than 3 hours a day, with it being utilized all day – on average! – 344 times. So it is no wonder that nearly half of Americans (47%) describe themselves as being addicted to smartphones. A large majority (74%) feel uncomfortable erstwhile their smartphone stays at home, 64% usage it in the toilet, 48% panic erstwhile the battery is charged in little than 20%, 45% specify their smartphone as the most crucial property, and 43% usage it even during a date [19].
These changes in the way we spend time and build relationships are of peculiar importance to us at a time erstwhile our brains are inactive developing and are highly capable of learning: from birth to the 3rd decade of life.
If the lifestyle of specified a large number of people is changed to specified an different degree by 1 tiny fresh product, then it cannot have far-reaching consequences. It is so hard to realize why no authoritative impact assessment has been made on the usage of this product of technology, having specified a immense impact on the way we form and experience our lives...
Not only from a applicable and method point of view, but besides from a social point of view, it is crucial that access to digital information technologies is frequently made through smartphones today. Thanks to this, fresh forms of communication have become possible, which present go far beyond telephone calls, short messages or sending photos and videos (created utilizing smartphones). Online social networks presently include not only Facebook, Twitter, Instagram, WhatsApp or Snapchat, but besides video platforms specified as YouTube, TickTok and others.
In general, there is more and more digital communication and less analog (face to face). This in turn results in an increase in negative communication experiences, i.e. greater anonymity, verbal aggression, threats and slanders, for which fresh names have been found: mobbing, hatred speech (hate speech), which may turn into hatred crimes, fake news, lost privacy and many more (...)
When people spend time together, exchange ideas, share their experiences, thoughts and feelings, it happens without intermediation, that is, in a direct meeting. We sense the emotion of another individual through voice tone, facial expression, gestures, and sometimes the odor of sweat. You will not experience all of this with a screen, talker and keyboard, due to the fact that the media are – literally! – a "intermediate element", the other of directness. For this reason, social media can origin discontent and depression, as demonstrated by American studies [22] and a randomised controlled Danish survey [23] conducted on over a 1000 participants. Moreover, empathy can be learned mostly in the same way as walking and speaking. This requires direct contact with another people.
It was officially stated that the more hours young people spend regular in front of the screens, the little empathy they have for their parents and friends [24].
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1.2 Side effects, risks and wellness risks
From global evidence-based medical literature on the effects of utilizing digital media to children, we learn that the time spent in childhood before the screen, or the amount of screen time per day, negatively affects brain development, cognitive and psychosocial skills, as well as language improvement [25]. Screen time affects, as experimental studies and longitudinal comparison strategies show, physical and intellectual wellness [26].
The time spent in front of the screen most children (including toddlers) are longer than the guidelines issued by the planet wellness Organization [27], and various pediatric societies call for preschoolers to have at their disposal no more than an hr of screen time per day. Meanwhile, 79.4% of two-year-olds and 94.7% of three-year-olds exceed this limit [28].
The recommendations of the German national Centre for wellness Education (BZgA) are as follows: children aged 0 to 3 years should not have access to screen equipment at all; 3 to 6 years – no more than 30 minutes; 6 to 10 years – 45 to 60 minutes [29].
Studies on the real screen time of children and adolescents come from the US and show a completely different image of reality: the average regular screen time has steadily increased over the past decades and is 49 minutes for children under the age of 2. For children aged 2 to 4 years it is 2.5 hours, for children aged 5 to 8 years it is up to 3 hours [30] and for children aged 8 to 12 years on average about 5.5 hours. The screen time for teenagers (13-18 years) is 8,5 hours a day according to the latest data [31]. Even if the figures in European countries were to be somewhat more favourable, it can be assumed that the values in Poland are besides well above WHO recommendations. The negative effects of utilizing digital screen media are all the clearer, the younger children are.
Therefore, it is all the more worrying that, over the last decade, the average age of children beginning to usage these media has fallen steadily and is now under the age of one.
In addition, almost all studies measuring the impact of socio-economic position (SES; it covers the income and education of parents) on dependent variables (health and education limitations) show a stronger negative impact of digital screen media on children from lower SES families.
Thus, the digitisation of educational institutions does not increase educational justice, as is frequently claimed, but leads to lower educational opportunities for disadvantaged children and young people...
In addition to these physical damage, intellectual disorders of attention, anxiety, depression (including self-harm and suicide) [34], stress, dependence (computer, Internet, games, smartphones, but besides higher consumption of alcohol and tobacco) and little success in science, including school failures [35]. Excessive usage of screen media besides leads to impairment of executive functions (self-control, will shape, emotion control) [36]. In addition, there was a decrease in the satisfaction of life and the ability to feel empathy (compassion towards parents and friends) [37] and thus the ability to solidarity.
In social terms, this is tantamount to weakening the foundations of our social coexistence: solidarity, critical and independent capacity to form will [38].
... The following 3 examples will illustrate how serious the impact of digital information technology on children's wellness is.
Idle pandemic
As early as 20 years ago, wellness problems caused by contact with the media began to occur. Long-term, carefully conducted studies already showed that the more hours a day children and youth spend in front of TV, the more likely they will be overweight in adult life [42]. They will besides be little educated [43] and more aggressive [44] .
The fact that tv makes people fat, stupid, and aggressive is inactive sometimes questioned, although according to the current state of investigation this has been proved more or little as clearly and unequivocally as the relation between cigaret smoking and lung cancer [45].
Medical journals have been writing about the global inactivity pandemic for a decade [46] and it besides calculates its tremendous costs [47]. According to British investigation [48], the alleged youth radius has decreased by 90% in fresh decades.
In another words, young people spend quite a few time at home in their rooms, not outside. The prevalence of overweight and obesity in western industrialised countries has doubled in the last 30 years. It has now stabilised at a advanced level, with no country having yet succeeded in reversing this trend [49]. According to a fresh WHO review, 27.5% of adults and 81% of teenagers worldwide are characterized by besides small physical activity, which we specify as at least 150 minutes of weekly traffic [50]. This is not only alarming, but besides urgently requires more attention! ...
Myopia pandemic
Myopia, or myopia, is an optical defect of the eye in which light focuses in front of the retina, not on it. The refractive power of the lens is so besides advanced in relation to the dimension of the eye. Shortsightedness is measured in dioptria, and since it is corrected by a divergent lens, it is suitable for a minus sign. Values little than –0.5 dioptrii (dpt) are called shortsightedness, values below –5 dpt are called advanced or severe shortsightedness.
Most cases of this defect are due to the abnormal improvement of the eyeball, which appears erstwhile people spend besides much time in front of the screen, looking closely into it during the first 2 decades of life [58].
An eye view of the improvement of the eye – the eye of the kid is besides tiny and grows until it sees sharply – is crucial for knowing shortsightedness. When, in the first 2 decades of life, human eyes are focused on close screens for a fewer hours a day, they become shortsighted. Of all eye diseases, the incidence of near-sightedness increases most rapidly worldwide and, as with inactivity, has reached pandemic sizes, as fresh articles in global ophthalmic journals have shown [59].
Among North American residents, 40% of the population is affected by myopia.
The number of cases doubled between 1972 and 2004 and continues to increase [60] The current prevalence of the illness in Europe is around 30% in children and 42.2% in younger adults aged 25-29 (almost twice as advanced as in adults aged 55-59) [61], with this expanding as in the USA [62]. Unfortunately, there are fewer people in Western countries who know about the nearsighted pandemic [63]....
Shortsightedness imposes considerable costs on wellness care systems, both due to the cost of optical correction and due to long-term morbidity (light, cataract, degeneration and retinal detachment) resulting from ocular deformation (which cannot be corrected). (...) The yearly global direct and indirect costs of myopia pandemic were calculated at over $200 billion in 2009 [70] and 10 years later at $250 billion [71].
In Singapore alone, the yearly cost of myopia treatment per individual will be about $709. Undoubtedly, the global consequences for public wellness and the burden on wellness care costs are significant. In particular, the increase in the number of people with advanced near-sightedness to almost a billion worldwide in 2050 and the magnitude of the resulting blindness, especially in Asia (south and south-east), is taken very seriously as they have the highest prevalence rates. China considers this to be a very serious public wellness problem, which is why a ban on smartphones was passed on January 15, 2021 in all schools, which was as follows:
"To defend students' eyesight, to enable them to focus on learning, to prevent net dependence and to advance physical and intellectual health, schools should inform students and parents that mobile phones cannot in rule be brought to school. However, if a student has to bring a mobile telephone to school, the parents’ written consent must be submitted. Upon entering the school, a mobile telephone must be stored by the school. It is prohibited to bring him to classrooms’ [72].
Cognitive and psychosocial development, brain improvement and intellectual health
...
Meta-analysis of 87 studies with 98 independent trials involving a full of 159,425 children aged 6 years showed clear and crucial links between the "consumer" of screen media and intellectual disorders.
These include attention disorders (ADHD), hyperactivity, impulsiveness, social behaviour disorders, and opposition-disputing and aggressive behaviour. There are besides fears, depression, mobbing and another crucial psychosocial problems.
The improvement of complex intellectual fitness and behavior, specified as compassion, personality, ability to conduct dialogues and exchange arguments, conflict resolution and many others, depends on the time the kid spends with another children. Long-term investigation into human improvement shows that empathy and self-confidence appear from successful emotional interactions and experience of their own effectiveness in everyday life [74]. It is besides worth knowing that the relation between lower education at an early age and higher level of dementia at an older age is no longer a hypothesis, but an empirically proven condition [75]. Unlike the American Centers for illness Control (CDC), which assumes that the number of dementia patients will double between 2060 and 2100, late published Canadian studies foretell a four- or even six-fold increase.
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1.3 Adverse reactions, hazard and hazard to education
Digital information technology has a massive and negative impact not only on health, but besides on discipline and education, especially young people. utilizing screens and digital information technology, children learn neither manual writing nor orthography, memory counting nor map orientation. First of all, they do not learn to want something and – even under unfavorable circumstances – to put it into practice, as well as empathy towards others and to look at matters from their point of view. It is peculiarly important, known for many years, to see that the level of education of a given individual achieved in childhood and youth is the top protection against dementia processes in the aged [77], as shown by the studies mentioned above [78]. A review of the studies submitted by an global group of authors [79] leads to the same conclusion:
"We find that the level of education has an impact on cognitive functions in late life, primarily by contributing to individual differences in cognitive skills that happen in early adulthood, but persist in older age. [...] Improving conditions that form improvement in the first decades of life brings with it large possible to improve cognitive capacity in early adulthood and to reduce public wellness burdens associated with cognitive ageing and dementia."
Digital media distract, are clearly harmful to the learning process, and thus consequence in lower levels of education in the long term.
... In particular, young people who are socially disadvantaged are said to benefit from digitalisation. This is ideologically motivated wishful thinking. If you look at the facts, it's the opposite.
1.4 Risks and risks to society related to digital information technology
The current scope of the usage of digital information technologies not only harms the physical and intellectual wellness of almost everyone, and the improvement and education of very many children and young people, but besides has an adverse effect on society as a whole, as evidenced by appropriate empirical studies. These consequences are referred to as failure of trust, radicalization, fake news (lost of truth), failure of privacy and manipulation – in relation to consumer and election behaviour. Digital information technology so threatens the very foundations of our democratic society.
Loss of basic trust
If seemingly insignificant regular encounters with strangers – a question of the way, paying for coffee on the corner, asking for something or individual – are replaced by a smartphone, then this demonstrably leads to a failure of fundamental trust in another people, and thus to the failure of "smear", which makes our life together possible in general [85].
Economists have for years stressed that 1 of the most crucial forms of social capital is the level of basic common trust that exists in a given economical community. Transactions – i.e. all trade – are little costly, the greater the public confidence, due to the fact that then less institutions are needed to warrant their implementation. Basic trust makes economical activity cheaper and in many cases even possible. Therefore, all actions that undermine common trust must be questioned economically.
Radicalisation
YouTube regular radicalizes 1.5 billion people watching videos more extremist than its users. This is straight due to the business model adopted. Unlike TV, where we watch what we want, about 70% of content viewed on YouTube is suggested by the advice algorithm. To keep us in front of the screen for a peculiarly long time, we are automatically shown increasingly extremist films: You start with “jogging” and finish a fewer films later with “ultramaraton” or start with “vegetarianism” and very rapidly hit “veganism”.
Especially in the case of political content, the trend towards radicalisation has become very clear. As YouTube users around the planet watch over a billion hours of films, their content is automatically more extremist than the views of those watching them. The reason for this is the desire to profit the advertising industry, due to the fact that YouTube is owned by Google (i.e. Alphabet), and its business model involves selling time to people in front of screens paying advertisers. The automatic regular radicalization of people via YouTube is not intended, but it is an inevitable consequence of its business model [86]. This situation is peculiarly dangerous due to many young YouTube users. For example, Google's inexpensive Chromebook has more than 50% share in the US student laptop marketplace and is equipped with pre-installed YouTube access, which in fact highlights the degree of radicalization triggered automatically by the usage of this service.
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Especially in the US, expanding radicalization leads to a dangerous segregation of political forces [87] today, even to the point of political sectarianism [88]. Thus, it is not amazing that, according to a survey published in the summertime of 2022 in the specialist diary Science, half of the U.S. population believes that civilian war will happen there in the close future [89].
Fake news
On the another hand, Twitter's communications service has yet another unintended and inevitable effect: fake news spread faster, deeper and deeper than real news.
A survey published in discipline of 126,000 messages on Twitter, transmitted a full of 4.5 million times by 3 million unique users [90], showed that real news needed six times more time to scope 1,500 people compared to false news.
The likelihood of making false messages available to another users was besides 70% higher than for a real message. The most frequently shared false messages (upper 1%) were usually transmitted between 1,000 and 100,000 times, while real messages seldom were transmitted more than 1,000 times.
Why is that? With the usage of text analysis software, authors were able to show that false messages (as opposed to the real ones) had greater value as a novelty, the alleged news. False messages are, therefore, almost by definition, more amazing than the real ones. And since man is naturally curious, amazing news is more interesting and so more eager to be passed on. However, this means that fake news erstwhile utilizing Twitter are inevitable. This is straight due to the way people process and measure information.
Loss of privacy
While YouTube is systematically radicalizing us, and Twitter is systematically feeding us falsely, Facebook is systematically spying on us.
With only 9 likes on Facebook you can foretell someone's personality as well as a colleague, with 65 like a friend, and with 125 like a father, mother, brother or sister. At 227 likes anyone who can analyse specified data can be as good as a partner, a spouse [91].
This breaking of the privacy sphere is part of the business model of the social networking platform Facebook, as it allows personalized advertising that, as has been shown, is about 50% more effective than advertising that is not specifically tailored to the personality [92]. Facebook has the same business model as YouTube – selling ads. The CEO, founder of the company, billionaire Sean Parker himself late admitted that the basic question to answer was: How do you get as much time and conscious attention as possible? [93]. However, it is not limited to a comparatively "innocent" commercial advertising, as shown in the following paragraph.
A Threat to Democracy
The threat to society from social media websites is already a fact. In 2012, an experimentation conducted at the U.S. elections on 61 million people showed that it was possible to enter election turnout in the 2010 legislature election via Facebook [94]. Shortly thereafter, almost 700,000 Facebook users, who were shown to be manipulated messages about a given condition from friends for a week, were shown to be able to even influence their thoughts, feelings and behaviour. By random selection, 1 part of users saw mostly affirmative messages about the chosen condition, the another – mostly negative. The impact of this experimental manipulation of users' emotions on their behaviour related to posting posts was then assessed. The change of their emotions in the right direction with the manipulation was indeed found [95]....
SUMMARY
Only the dose makes the substance not poison.
This wisdom, which dates back to the time of Swiss doctor Paracelsus (1493–1541), besides refers to the long-term negative effects of utilizing digital information technologies. Not only did the experience gained during lockdowns to limit coronavirus proliferation show that the regular "dose" of digital media, i.e. the time spent by children and adults each day utilizing them, of 10 hours or more, goes far beyond what can be described as "just harmless". It is primarily a smartphone that allows specified utmost usage by a constant, due to the fact that easy availability (the smallest digital device).
The side effects, risks and risks of digital information technology are primarily in the areas of health, education and general social coexistence. ...

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