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Affects of modern technology
Influence of video games among children
Affects of modern technology
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Are we entering the age of desensitization, or are we already in it? Have kids been abandoning traditional toys such as and board games for handheld electronic devices and video game consoles? More importantly, have kids been desensitized, and are they more likely to spend time in front of a screen as opposed to being outside and exploring their boundaries? Many parents often overlook this situation and consider it as a mild misunderstanding. But have they been desensitized? Author Diane Levin suggests that, “people who are ‘good parents’ are completely desensitized by the violence they’ve been exposed to and are thus unable to foresee that violent movies and toys could lead to their own children to violence.” Violent media can easily influence a child's mind and cause them to lash out in certain situations. Who is there to help mold the children’s lives and who is regulating the usage time? Exactly how far has technology gone, and will it continue to erode the social values gained from face-to-face interaction? In some cases, constant and frequent technology use can be linked with addiction and minor phobias. It's always nice to remember that you're a human, and regulation is a great thing to keep in mind while using any kind of technology.
Modern toys and games often have a vulgar display of violence. Combative toys such as the “Teenage Mutant Ninja Turtles” series have led to multiple accounts of physical violence amongst elementary school children. At a national conference, Author Diane Levin and her colleague Nancy Carlsson-Paige analyzed more than 70 elementary and preschool teachers on classroom incidents. The teachers linked to the Ninja Turtle toys, movies, and TV programs, and more than 96 percent of the r...
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...hing has changed now. Children are asking for tablets, smartphones and video game consoles, rather than begging for a bike or a new doll. Traditional toys are flying right out the window literally and metaphorically. Technology purchases have been spiking very high annual amounts within the past couple of years. In 2011 alone, Americans spent $9.9 billion on video games and consoles such as Playstation 3, Xbox 360, and the Nintendo Wii, as well as accessories for all these devices. The total expense on accessories for the consoles and PC games topped $1.2 billion in the year of 2011, based on a market research firm from the NPD Group. Modern life is changing right in front of our eyes. Real life social skills are fading away slowly due to the mass desensitization from technology. But the real question is, what are we as humans going to do to regulate technology use?
With today’s technology and media presence, a child may watch more violence in thirty minutes than an adult experiences throughout their whole life.
psychcentral.com. 15 Nov 2013. “Violent video games are not so bad when players cooperate”. youthsciencejournal.com. 10 Dec 2013. “Growing Up With Media: Exposure to violent material”.
Desensitization from video games creates a biological response that leads to a lack of empathy and more aggressive behaviors. Furthermore, violence in video games is rewarded, making one more likely to repeat the behavior in real life. Finally, video games allow people to take on roles, and along with one’s inability to separate reality from fantasy, people will take on these roles in real life, leading to many of the recent mass shootings. The debate on video games and violence will carry major significance over these coming years. Although violent video games will not necessarily be banned, there might be moves to educate parents about the dangers of violent video games so that their children can be monitored in the games they choose. However, the debate will not be completely solved. Video games are a multimillion dollar industry and the companies may pay psychologists to agree with their sentiments, prolonging the debate. Although video games are some of the most popular items in the world to own, one must take caution in purchasing them, especially violent
The early 1990s brought with it increases in technology and violent video games emerged with “person-on-person violence” which include games such as two graphic fighting games, Mortal Kombat and Street Fighter and a first-person-shooter zombie infestation game called Doom. By this time, youth violence had dramatically increased and peaked to one of the highest levels on record and various groups of school shootings shocked the United States. The more drastic response to this was the belief that video games were training young children to become murderers by simply playing these violent video games (Ferguson). In view of consumers’ violent nature, the vast majority of research concerning video games has focused on “the way game play impacts anti-social behavior” (Tear). The video game industry was aware of this issue and had to improvise quickly on a solution or there would have been a noticeable decrease in sales. Parents were and still are ...
According to Henry Jenkins, an American Media Scholar and professor at MIT, “young people in general are more likely to be gamers —90 percent of boys and 40 percent of girls play.” That is an overwhelming amount of young people. In recent years, there have been incidents such as the Columbine school shooting which have shown young people committing terrible acts of violence. In the case of the Columbine shooting, the teenagers who committed the shooting were both found to be avid players of a violent computer video game known as Doom (Ferguson, 26). This has raised lawmakers and concerned parents to begin opposing violence in video games. These people believe that video games (and violent video games in particular) can cause young people to become extremely desensitized to violence, and in turn cause them to commit acts of violence that they would not have committed otherwise. However, these people fail to realize that our youths have been exposed to violence far longer than modern media has been around. For example, Wired.com writer Michael Venables points out that many of our classic fairy tales deal with violent conditions. He reminds people that “Cinderella’s evil stepsisters have their eyes pecked out by doves.” and “Hansel and Gretel kill their captor by baking her in an oven.” People who oppose video games pose a major threat to the development of youth in our modern society, because video games can have many positive effects on young people.
Have you ever wondered if violent video games can cause aggression in children? Thousands of children all over the world engage in violent video games for a large amount of time during their day. According to ProCon.org 60% of middle school boys and 40% of middle school girls who played at least one Mature-rated (M-rated) game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play M-rated games. I will be using naturalistic and case study research methods to determine if violent video games cause aggression in children.
Anderson, Craig A. “Violent Video Games and Other Media Violence, Part II.” Pediatrics For Parents 26. 3/4 (2010): 21-23. Health Source - Consumer Edition. Web. 16. Apr. 2014.
Times have changed and due to this new technological era that we live in, children are spoiled with various types as well as numerous electronic devices. Although these advances are rewarding, they are detrimental to the youth. From xbox to television watching children spend more time trapped in their house, t...
Constantly, playing violent games can trigger someone to do things outside of the usual and make them misunderstand the real danger a imitating the games action. They start believe that they can be who they play and not suffer any consequences no matter how horrible their actions may be. Video games constantly promotes violence to gain the attention of kids not thinking about how they will understand the pictures and the messages that the game is sending to its audience. We have to get these children to understand it’s not the game or the game console it’s the amount of violence that is in the game. If they could space out the amount of hours or play a non-violent game it shouldn’t have as much effect on them if they just play the violent games. My conclusion is the videos games today are outrageous and violent. It doesn’t matter how hard our society tries to control who gets the video game suitable for their age, it still ends up in the hands of young children. We should try our best to make them see that it’s okay to play those types of game but it’s in their best interest to wait until they understand the
middle of paper ... ... Educate your child about violence and video games Set time limits on gaming Encourage your child to do other things besides playing video games. REFERENCES Lieberman, Joe (1997) "Video Game Report Card, 1997" http://www.senate.gov/member/ct/lieberman/releases/r112597a.html. Cesarone, Bernard "Video Games and Children" http://www.kidsource.com/kidsource/content2/video.games.html Zarozinski, Michael "Video Game Violence 2001" http://www.louderthanabomb.com/vg_voilence.htm "Fact Sheets: Effects of Video Game Play on Children" http://www.mediafamily.org/research/fact/effect.shtml Children Now "Children and the Media 2001" http://www.childrennow.org/media/video-games/2001/#violence The "Violence in Video Games" http://www.gamezero.com/team-0/articles/features/violence_92/ The "Video Game Violence" http://www.mediascope.org/pubs/ibriefs/vgv.htm Walsh, David A. Video Game Violence: What Does the Research Say? 1998.
A study in the medical journal Pediatrics discusses how a group of 181 Japanese students from the ages 12 to 15, and 364 U.S. children from the ages 9 to 12 were tested in order to observe the effects of violent video games. It was recorded that the children who were more subjected to the violent video games were more aggressive than their complements who did not participate in the games. (Moeller) The children who played the games also ended up controlling numerous situations inadequately; this involves pushing or shoving for what they wanted, or yelling at each other. It is tolerable to have faith in that this is a standard stereotype for children at this age; however, children are becoming more and more out of control and belligerent. Research has also found that, controlling for prior aggression, children who played more violent video games during the beginning of the school year showed more aggression than other children later in the school year
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
Technology has more negative effects on today’s society than positive. Due to technology in the past few decades Canine Shock Collars have been increasingly popular. Students in school pay more attention to texting than they do their classes. Violent addictive video games have made their way into American homes. Parents encourage their children to not text as much, but them to face the problem of constant communication. The Internet gives the students easier ways to cheat in school, and reinforces laziness. Internet Porn gives every bored male a chance to look at the seediest film in the comfort of his own home. Technology has taken the innocence and mystery away from the American family.
By the time a child reaches the age of one, they see about 200,000 acts of violence on television. (Nakaya, 3). The Media has been becoming more and more violent over the years. A poll in an issue of Times Magazine, from 2005, showed that 66 percent of Americans think that there is an abundant amount of graphic acts of violence on televisions (Nakaya, 18). People are exposed to thousands of acts of violence through video games, television, and movies. Many studies show that media violence increases violent behavior in in humans. Studies show, violent video games, and graphic television have physiological effects on children. The government has very few regulations on media violence. Some people believe the government shouldn’t limit content because others might be insulted by its material. Media violence is such a broad topic and has such a large presence in daily lives, so we cannot simple get rid of it. The Federal Communications Commission stipulates, “By the time most children begin the third grade, they will have spent the equivalent of three school years in front of a television set.” Even though the government shouldn’t censor the media, Media violence is becoming a serious issue because it is becoming more violent, it makes people behave violently, and it has little regulations.
Albert Einstein quoted, “It has become appallingly obvious that our technology has exceeded our humanity.” The use of technology today is affecting our future generations by introducing them fast into using technology. Children today are focusing more on Ipads, Ipods, smart phones, or other electronic devices, rather than focusing on their knowledge. In addition, toddlers are mastering using electronic devices before they can even speak. (Alison Lee, 2013) According to research conducted by Alison Lee, it has been shown that when her child was 17 months old, he could activate the television by the use of the remote control. Although, today’s technology has also abducted the minds of adults, and It makes them addicted to it. For example, due to careless driving and many causes of death accidents, this happens from people who use their electronic device while driving their vehicle. In fact, technology is being upgraded annually, and causing more people to get addicted to it. Today’s society is very addicted to technology, that studies indicated that 2013 is the year where some human beings have an internet disorder. In addition, people who have internet disorder suffer from this condition. However, people who are overly attached to the use of technology makes them more prone to anxiety, physiological disorders like cyber bullying, and clutched to that electronic device would dominate home life.