David Kaufman, one of many creators of the article, is a professor in the Faculty of Education at Simon Fraser University. He has accomplished many publications, including 100 articles and three books to his credit. He is currently focusing on investigating how digital technologies can support better aging. Louise Sauvé, another writer of the article, is a professor of educational technology in Quebec City. He has many years of experience as a distant education specialist and has published extensively on games and simulations for learning. Lise Renaud, another author, is a professor at the University of Quebec at Montreal and director of ComSanté, a research centre on communication and health. She has many years of experience in research and conducting interventions regarding public health in Montreal. Andrew Sixsmith, an additional author, is a professor and director of the gerontology research centre at Simon Fraser University. He is a member of the British Society of Gerontology Executive Committee and a UK representative on the EU’s COST-A5 committee on Ageing and Technology. Lastly, Ben Mortenson was another author of the article. He has …show more content…
focuses on identifying how digital gameplay may correlate with enhancing the lives of older adults. This is studied through a survey research that emphasizes on socio-emotional elements and cognitive features. Moreover, observing the ability of participants and their experiences with digital gameplay helped establish some evidence of enhanced social interaction and cognition for older adults. Based on the results, it suggests that digital gameplay has the potential of establishing better lifestyles for older adults. The authors of the article concluded that socio-emotional and cognitive advantages will increase with greater skill levels of older adults. Furthermore, to perceive those benefits, it is necessary for older adults to play more frequently in order to establish more advanced skill
Finally, another influence the new technology has on the citizens in their daily lives is the prevention of aging, especially in their physical state. “Work, play—at sixty our powers and tastes are what they were at seventeen. Old men in the bad old days used to renounce, retire, take to religion, spend their time reading, thinking-thinking!” (60) In the world there is no age restriction, this is because everyone looks the same.
We live in a time where technology is at the center of our society. We use technology on a daily basis, for the simplest tasks, or to aid us in our jobs, and don’t give a second thought to whether these tools are actually helping us. Writers such as Kevin Kelly and Clive Thompson argue that the use of technology actually helps us humans; whiles writers such as Nicholas Carr argue that technology affects people’s abilities to learn information negatively.
The average person who plays video games regularly is thirty-three years old (Issitt). This topic is important because video games have been given an unfair stereotype. Video games have the stereotype of taking over the lives of teenagers and making them violent. However, the benefits of video games outweigh the negatives.
Technology has always been at the forefront of the world’s mind, for as long as anyone can remember. The idea of “advancing” has been a consistent goal among developers. However, recently the invention of smartphones broke out into the world of technology, causing millions of people to become encapsulated in a world of knowledge at their fingertips. Jean Twenge elaborates on the impacts of the smartphone on the younger generation in her article “Has the Smartphone Destroyed a Generation?” Twenge’s article is just a sliver of the analysis that she presents in her book “IGen.” Twenge, a professor of psychology at San
Video games have made an impact my generation by making gamers more social because in the article Elite Gaming, states that in past most the video games where single player now they’re mostly all multiplayer. Now they can play together. When they play together they can develop social skills with other people. They can also use the social skills in the real world. Now that they’re so social, they can partner up and compete in challenges. Now that electronics are more accessible
There have been several studies conducted on learning and serious games, for example, a recent study by the Office of Naval Research found that video game players performed ten to twenty percent better in perceptual and cognitive ability than non-game players, and that video games helped adults process information faster(Steinberg,2012). Another study by the Federation of American Scientists found that students re...
Since the Early 70’s video games have been giving a bad name. Parents state that video games rot the minds of children and are influencing them do be violent. These accusations are far from the truth. In my research I found that there are many positive effects of gaming. Some of these effects are increased skills, creativity, general knowledge, and also help those in need. Parents can also take proper precautions and look into a game before buying it to see if it meets the criteria discussed in this paper.
There has been a long lasting debate in the resent years on whether or not technology has a positive or negative impact on today’s kids. As the years move on, the negative effects have begun to outnumber the positive. The generations previous spent their childhood making forts, fishing, and using their imaginations, contrary to today’s generations who spend their free time texting, playing video games, and watching videos. Damaging effects such as decreases in school performances, addiction to electronics, and lack of brain development have all been linked to the electronic media stimulation. In order to prevent the future generation from following in the current generations footsteps, one must full comprehend just how much technology impacts
Since the industry of video games has been around, people have been skeptical about video games and their effects to our society. People are so used criticizing video games, claiming that they only corrupt our families, ruin our social lives, and make us and our children more violent. People that are against video games also claim that spending your time reading books is a better and more beneficial alternative. But to blindly claim these things while there are so many benefits for playing video games is really absurd. In the essay “Games” written by Steven Johnson he talks about multiple advantages that there are to playing video games over reading books. Shigeru Miyamoto, a renowned video game designer, once said in response to critics “Video games are bad for you? That’s what they said about rock-n-roll.” Video games are an important developmental tool for young people because they enhance hand-eye coordination, teach problem-solving skills and strategy, relieve stress, and build team work, things which you would usually not find in reading books. Video games can be proved just as useful as reading books by statistics and studies, as well personal experiences from people who read, or play video games, or both. One doesn’t simply restrict themselves to one or the other and receive the qualities of both.
Technology is changing how we think and act at younger ages. The term “technology” doesn’t only mean manufacturing processes and equipment necessary for production, it also defines a social space and could be a social problem which makes a real impact on social reality. Different types of social software affect a variety of aspects and have both positive and negative impacts. It's important to be aware of how a digitally-driven life is changing our education, sense of self, relationships, social interaction, consumerism, and ways of doing business around the world.
During these past few decades, technology has advanced drastically, especially in the aspects of gaming. At one point in history video games could only be playable at home, but now with all these improvements in technology, games can be easily played on our mobile devices. Likewise, these advancements in gaming have created endless possibilities for people of all ages to participate in this activity. Consequently, video games have influenced society and have impacted us in various ways.
There used to be a time where students would have the responsibility of learning the material at hand by using their memories instead of depending on technology. Now, calculators do all the hard math problems, spell check takes care of grammar, and books are becoming fossils because who needs a book for research when you can have a siri? Kids used to be outside everyday playing sports or riding bikes, but now their eyes are attached to their video games, while their butts are glued to the couch. And don`t forget that in order to get a date people actually had to talk to each other face to face instead of relying on internet dating services or apps like Tinder. It`s hard to believe isn`t it? Society has become so dependent on technology that it wouldn`t know how to function without it. So the question at hand is, is smarter technology making us dumber? In this paper, the three perspectives being observed are how technology is depriving society of the ability to be mentally independent, how it is making people incapable to have a physical relationship with each other, and how people are being pushed into having an unhealthy lifestyle because of it.
Over the years gaming has become a widely popular aspect of our culture. Kids and teenagers have replaced riding there bike or playing with dolls for video games that connect people together all over the globe .We have all been there at one point and time, there are games for just about anybody. Video games are for all age’s yes us adults love to play them to. Playing video games are fun but not a lot of people realize the impact video games can have on the body physically and mentally. Excessive playing of video games can cause decreased social skills, deterioration in health and increased aggressive behavior.
Society has seen many benefits and opportunities from technology. Examples of the list of the benefits and opportunities include: keeping in touch with our friends and family, making new friends, learning from a distance, and much mor...
Using computer, internet, cellphone, television, etc. make peoples’ lives easier and more comfortable. Young people are the most users of it. They cannot think of a single day without using a technical device. Tara Parker-Pope is an author of books on health topics and a columnist for the New York Times. In her article, she expressed that, “The International Center for Media and the Public Agenda at the University of Maryland asked 200 students to refrain from using electronic media for a day.