The idea of comparing technology with books seems to be quite abstract when one initially thinks about it. However, if you really take the time out to sit and reflect about the similarities and differences, the two genres are actually more comparable than you'd assume. Narratives seem to be the area of middle ground when speaking of technology and books. Narrative is described as a text that presents a series of events that form a meaningful pattern. These events, together with character and setting, constitute the story. The type of technology that was chosen for this assignment was computer games and I chose "Sims." This game contains many similarities to that of reading a book than a person could imagine.
The game, "Sims," is an interactive game which focuses on building a family of "sims" from the bottom up. This means that one has to create the environment that their family is going to live in. The player has to watch them develop and grow as a family. They then have to try and maintain a good standard of living according to the rules within the game of "Sims." Some of the rules entail staying healthy and having access to money. There are many important aspects to the game such as trying to fulfill their wants, needs, and aspirations. It is up to the player/ narrator to decide everything that happens throughout the game.
"Sims," requires the player/narrator to already have a certain skill level. One must comprehend the idea that you have a family and understand all of the aspects concerning a family. My assumption is that it would be easier for a woman to play this game versus a man because a woman typically runs the house. Therefore, she would automatically understand that certain tasks need to be done in order to progress as a family. However, there could be a complication because being a woman also includes the presumption that you may not understand computer games. There are instructions for the game, but many people probably do not read them as I did not either.
Throughout this game, I believe that the player is a passive narrator of "Sims." One is basically in charge of the journey that their "sims" family undergoes. It is almost as if you create exactly what is going to happen. However, one does not necessarily know if one of the family members is going to fall ill or lose their job.
People all around agree that technology is changing how we think, but is it changing us for the better? Clive Thompson definitely thinks so and this book is his collection of why that is. As an avid fiction reader I wasn’t sure this book would captivate me, but the 352 pages seemingly flew past me. The book is a whirlwind of interesting ideas, captivating people, and fascinating thoughts on how technology is changing how we work and think.
Technology; the use of science in industry, engineering, etc., to invent useful things or to solve problems. It is amazing how technologies significantly affect human as well as other animal species' ability to control and adapt to their natural environments. It affected us so much we use technology for alternatives uses; Entertainment. However, can it improve the human conditions or worsen it? In the book, Fahrenheit 451, Ray Bradbury describes the negative ways of how technology could ruin our lives in alternative ways. Technology could create a lifestyle with too much stimulation that no one would has time to think or concentrate. It can rule us and control our mind, but worse, it can replace humanity. Ray Bradbury overall message/opinion of Fahrenheit 451 is how technology is bad for alternatives ways for people.
This text was also among my most favorable topics, as I can relate to the generation of technology, its advances and consequences, and its role and influence on society. I evaluated three pieces of texts, all of which presented thorough research. My analysis was an investigation of a book I found to be an outstanding read, amusing Ourselves to Death by Neil Postman. I evaluated Postman’s argument, and incorporated and established my own stance and position towards the consequences of technology today and in the future on our society. I created a persuasive argument connected to Postman’s
After reading the novel Ender’s Game there are many surprises and themes. The main theme is life is a game; Bonzo, Ender and, Peter best prove that with many reasons like: cheating, patience, and enemies. Those supporting points mentioned above contribute to the theme of life is a game because it deals with traits of a game. Some games take patience, some you fight enemies and when the game is difficult people result in cheating.
“Technology can be our best friend, and technology can also be the biggest party pooper of our lives. It interrupts our own story, interrupts our ability to have a thought or a daydream, to imagine something wonderful, because we are too busy bridging the walk from the cafeteria to the office on the cell phone.” Quoted by Steven Spielberg about the effects of technology. Fahrenheit 451 is a dystopian novel about how technology takes over society, causing books to be illegal and citizens avoid talking about any philosophical topics or question why they are living the way they are. Technology has a negative impact on society. Some think that technology could have a positive impact on society because it has
Many of Ray Bradbury’s works are satires on modern society from a traditional, humanistic viewpoint (Bernardo). Technology, as represented in his works, often displays human pride and foolishness (Wolfe). “In all of these stories, technology, backed up by philosophy and commercialism, tries to remove the inconveniences, difficulties, and challenges of being human and, in its effort to improve the human condition, impoverishes its spiritual condition” (Bernardo). Ray Bradbury’s use of technology is common in Fahrenheit 451, “The Veldt,” and The Martian Chronicles.
Technology, what is it? It’s usually something new, and better than the old idea. Technology started with cars, stoves, TV, radios, etc. Cars takes somebody from one place to another, faster than walking, running, or biking and one could go places without getting tired. Stoves allowed one to conveniently be able to turn on and off heat to a cooking utensil with less clean up. The biggest contributor to making our lives easier would be computers, which has come a long way since its introduction to the world. Also, computers have the ability to be improved more, and more in time. In general, technology started off by comforting our lives. Now, the rapid growth of technology has replaced the need for one’s own intellect.
Technology is the ultimate tool to find almost anything that you are curious about. Technology can be used as a great tool for learning new things, but at the same time technology can be used in a negative manner. In the two stories “The Veldt” and “In Another Country” technology is used in the sense for making life much worse. The authors of the two short stories use technology to show that it is detrimental to society because it keeps society from being together.
For the most part, however, it has been demonstrated that the concern of video games turning players into violent individuals that aggress against others in the real world is not a supported theory by these studies.
Although the book has its flaws, I did enlighten me on how technology affects society. I learned a great deal about technology from the book. I learned more about the increasing attachment of people to technology, how technology affects us socially, and most importantly, the e...
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
An example of technology is the printing press. The printing press was invented and perfected by Johannes Gutenberg (Printing Press Invention Led to Revolution in the Arts). “The Gutenberg printing press revolutionized book production and helped to foster the development of arts, sciences and religion” (Printing Press Invention Led to Revolution in the Arts). The printing press forever changed how books and papers were made. The Bible was the first thing to be mass produced in volume (Printing Press Invention Led to Revolution in the Arts). Since the Bible was produced in large quantities it was now available for the public. This created the time of the printing
Many people believe that video games change people and mislead them to do bad things, such as drugs and alcohol, but it is the opposite. Gaming prevents people from such acts and actually helps to keep them away from the substances. Lots of people, mainly parents, believe that video games harm people so they try to keep their children away from them. In reality, video games make your life better. Video games can provide many benefits to your lifestyle as “numerous academic studies indicate that playing video games has many psychological and even physical benefits” (Guarini). Gaming helps stimulate the brain and advances your problem solving abilities. There are disadvantages to gaming, which is true, but the amount of benefits outweigh them by far.
In households with children, sixty seven percent of them own a video game system. The game industry’s worldwide video game annual sales reached over 25 billion at the end of 2004. So the concern for the health of video game players is increasing. Video games have many different effects on the health of people. Some experiments have found video games to have a dramatic effect, while other experiments have found them to have little or no effect at all. While some video games have even been found to help people take their minds off their problems and deal with their stress, other people have had the opposite reactions to the games.
computer. One day my parents went for a trip without me because I was in