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Effect of media on human behavior and thinking
Effect of media on human behavior and thinking
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In the excerpt from his book "Everything Bad Is Good for You" Steven Johnson "defends the value of computer games", arguing that nonliterary popular culture, and video games in particular, has grown more complex and intellectually challenging over the years and is making consumers smarter as a consequence, an effect he calls the Sleeper Curve. "Video games are the fastest growing form of entertainment in the world, with a global market value of $67 billion in 2010 and a predicted value of $112 billion by 2015." (Adachi, Willoughby, 2013). They have become an increasingly popular hobby and are even starting to be incorporated in several fields. Yet only recently have the potential positive outcomes of playing video games began to be investigated. …show more content…
"You can't get much more conventional than the conventional wisdom that kids today would be better off spending more time reading books, and less time zoning out in front of their video games." (Johnson, 27) But Johnson argues that people shouldn't try to determine the value and potential benefits of playing video games by comparing them to reading books, or by using the same criteria they would use to evaluate books, because the two are different mediums, and have their own advantages and limitations. Reading has enormous benefits and should be encouraged more, especially in children, but most people will also engage in other forms of media, which have their own rewards, even if those benefits don't surpass the advantages of reading. "Novels may activate our imagination, and music may conjure up powerful emotions, but games force you to decide, to choose, to prioritize. (…) No other pop cultural form directly engages the brain's decision-making apparatus in the same way." (Johnson, 64) Over the years, nonliterary media has also evolved closer to meeting the standards by which we evaluate books. "By almost all the standards we use to measure reading's cognitive benefits - attention, memory, following threads, and so on - the nonliterary popular culture has been steadily growing more challenging over the past thirty years." (Johnson,
Researchers, however, have found that gaming may not be completely bad for adolescents. A recent study by Paul J.C. Adachi and Teena Willoughby points out that video gaming may satisfy the same criteria for positive youth development as traditional organized activities such as sports, music or clubs. In direct contrast to this analogy, they demonstrate that there may be significant social benefits of gaming, that adolescents are motivated to play video games and that this type of play requires concentration and mental effort (Adachi and
“Most reported effects of videogames – particularly in the popular press – appear to centre upon the alleged negative consequences… Research has consistently shown that playing computer games (irrespective of genre) produces reductions in reaction times, improved hand-eye co-ordination and raises players’ self-esteem,” (Griffiths p. 47), states Mark Griffiths in his article, “The educational benefits of videogames”. When people think of video games, they often tend to think about the negative side effects that video games can have on a person. Will Wright in his article, “Dream Machines” also defends video games by providing positive effects that video games have on those who play them. Wright presents
Video games do not make us more intelligent. They may however, make us more prone to violence and sex. Video games are preventing us from screening out distractions and making thinking deeply a difficult task. Our brains become overwhelmed when multitasking. Moreover, Johnson states “... a modern video game can take forty hours to complete”. Forty hours keep kids from homework and as Rachael Rettner states in livescience, “The results show that boys given a PlayStation II are slower to progress in their reading and writing skills and have more learning problems reported by their teachers than those not given a system”. The sole reason studies come back positive for video games being productive is due to the fact that they test a regular video gamer with a non-gamer. Regular video gamers will do better in the study because the more they play, the better they get. Not many realize the effect of these “fully realized imaginary worlds”, it is making it harder for people to differentiate their virtual life with their real
It is often believed that children are better off spending more time reading books and less time zoning out in front of their video games. People claim that video games sanction and promote aggression and violent responses to conflict; and that most games are an immense waste of time. Steven Johnson, the author of “Why Games Are Good for You,” appreciates the virtues of reading books, but argues that playing video games may not be a complete waste of time. His purpose for writing this essay is to explain the impact of cybertechnology on human perception and communication, in which he defends the value of computer games. In his essay, Johnson fluctuates between the pros and cons of reading versus gaming to appeal to skeptics who believe video
Knowledge around the effects of video games produces agreement that games do not always hinder, providing benefits in developmental child growth at some points. Shelley L. Gable and Jonathan Haidt state a need to focus on psychological aspects providing benefits to mental health rather than what detracts (105-107), which I relate to popular views of most games as an unhealthy medium. Cheryl K. Olson fulfills this need, drawing upon research to examine what influences children to play video games, and its positive effects, such as creating self-developme...
Video games have become a hot topic recently. There have been a lot of controversy over whether to play or not to play. The controversy is due to them being arguably more captivating than all other forms of entertainment. Video games narrate an epic tale like no other form of entertainment can. You can become immersed in video games, because of this they are both a highly entertaining escape from the real world and a complete waste of time.
He believes that this type of tactic improves children’s critical thinking. Furthermore, he gives an example that when you are watching a movie you cannot do anything and for some people it is boring; however, when you play video games you should control everything by yourself which is more interesting. At the end of his text, Will Wright explains that some games can give teenagers a chance to have an experience in some types of interesting professions. For instance, the game American Army gives people a chance to control a soldier and understand how to be a soldier in real life. Thus, the writer tries to defend video games and he believes that video games have a lot of positive effects.
Video games are no longer the uprising form of media that ill informed parents and scientists used to fear; video games are now an established form of entertainment that is just as universally accepted as film or literature. The difference between videogames and mediums like film and literature is that they do not have the higher value that books have in exercising the mind and communicating information, nor do they have the value that films have to intellectually challenge an audience and to make people think. This is the general argument that can be heard voiced by leading intellectuals in various field as well as parents who are rising young children; both claim that videogames
We should develop games that people want to spend time on that are also educational, increasing the attention span of people, visual acuity, and multitasking abilities of all generations. The author very effectively portrays her message of by connecting with her audience charismatically, visually, personally, and logically. In the age of technology we must come to terms with the changing hobbies and daily activities around us. Rather than passing them off as bad campaigning for them to be cut back, censored, we should be focusing on the good that is already done by video games and how we could continue to improve
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
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.
Nowadays, video games are frequently accused of having detrimental effects on children and adolescents. The main arguments against video games are that they lead to addiction, that they provoke violence, and that they impair social development. Whether or not such claims are true has not been determined with certainty as scientific studies have produced contradictory results. Nevertheless, video games also have beneficial effects, which tend to be underrated, as they do not receive the same level of media coverage that adverse ones do, and are thus unknown to the general public. Some of the positive effects of playing video games on mental development include: stimulating analytical thinking, improving concentration, and encouraging planning and anticipation (“Video game controversies”).
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
American educational philosopher John Dewey once said, “ Education is not preparation for life; education is life itself.” Education is the foundation of a permanent lifestyle. Parents should desire for their children to have educational stability to build upon. Any concerned parent should want nothing but the best for their child as they are well aware of the new forms of child entertainment. Since the late 1970’s and early 1980’s, children in the United States have become subject to a new type of entertainment: video gaming (Nickson, 2010). Video games have become a big part of the average American household. Parents have begun to wonder how video games are affecting their children’s lifestyles.
While our grandparents spent their free times reading books, played with wooden toys and felt the fresh air outside home, kids of my generation are surrounded by televisions, video games, tablets, smart phones and computers in a closed room. These gadgets, in contrast with book which requires much imagination to build a world from text, give vivid image of the fantasy on screen. My grandparents argue that reading printed book makes the reader think, collect the vocabulary, and analyze the story while flipping through it. However, a research done by Joy Hirsch, the Director of fMRI Research at Columbia University Medical Center, in 2013 shows that “following the storyline of an edited film clip [on the television] that depicts a visual action requires a complex and coordinated effort across multiple brain areas.” This media activates and stimulates the brain. Our senses work to engage our attention and helps our brain become more alert of our surroundings. In this aspect, we are smarter than our grandparents when it comes to the matter of activeness. With these gadgets we develop the ski...