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Effects of technology on relationships
Effects of technology on relationships
Effects of technology on relationships
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The focus of this debate is whether gaming on hand held devices are beneficial to young children. Watching TV and playing games on a computer or hand-held devices comes under the category of technology and digital media. In the twenty-first century technology has interwoven itself into the structure of developed societies and are now seen as a basic necessity in the negotiating life. According to Gunter and McAleer (1997) technology such as television has integrated itself on to the domestic scenes and is now seen as a piece of furniture practically every house hold owns one. It today’s society It is common place for various forms of technology to be used in daily life even by children.
Playing games on hand-held can be beneficial as it can be enjoyable but self-motivated way for children to learn and play “play is intrinsic to children’s quality of life, it is how they enjoy themselves. It is also a key component of a healthy lifestyle”. Children’s games on hand held devices such as iPad, iPhone and tablets give children access to a vast wealth of information which can develop children mind and knowledge surrounding a broad spectrum of subjects. Educational video games that are age appropriate have an inventive way of simulating a young child mind and sustaining a young child’s attention, while they are engaging in the practice of learning and problem-solving; for example a literacy letter game expands a young child’s language and literacy skill in a visual character and audio sounds as way of simulating the mind help the child retain the information in certain part of their brain. Then if games ask questions to challenge the child understanding further such as find the right letter?
According to Selwyn (2005): computerized-... ... middle of paper ...
...an be beneficial to children games that “could perform particular scene and plots and they explore aspect of character and identities including their gender” such as Sims allow a child to investigate and explore society in a virtual world, they are able see cause and effect with real life situation such as building a family unit, going to work and earning money also life and death.
In conclusion technology is a part of the twenty-first century society it needed for society scientific and technological advancement. As technology advance so does children ability to adapt quickly to change to this vase range of media. However parent and families should adapt to technology by becoming involve active users instead of passive ones by accessing the television and playing game along with their child using communication and relating to certain aspects in their environment.
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
High technology has conquered our world and it cannot not to have any impact on people who use it. Children are those who may suffer most because they are “screen addicted” from a very early age. According to Thomas (2011) an average modern child spends four hours thirty minutes in front of the TV or computer each day which includes one hour fifty minutes online and two hours forty minutes watching television. However, Trybus (2014) claims that gaming technology may help significantly in the education area. This essay concentrates on such part of modern technology as computer games. It will focus on the most popular games analysis at the beginning, then look at their effects and finally cover useful application of computer games.
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of a screen with a controller in hand.
In fact, video games have many educational applications towards the real world situation. According to Marco Visscher, “Video games also reinforce self-confidence and teaching skills that cannot be experienced in traditional textbook”. Therefore that one of the applications of video games allows the user to learn skills that cannot be experienced via books. Because video games allow the players to experience events that textbook wouldn’t. From James Paul Gee’s, he explains how people who often say they are playing when working hard at learning are those professionals…” Those professionals can use pieces of knowledge from video games and apply them to the real world. They can find that video games amusing and at the same time working hard towards their goal. Video games can help the students learn, analyze and making connections (Visscher). This has proof that video games have multiple application that includes educating students to make connections from the virtual world to the real world. Also, video games can help improve students’ learning skills and allow them to better formulate hypotheses. While games can educate students, but it can also help relief them from their stress.
Lisa’s article “Video Game Play May Provide Learning, Health, Social Benefits” is about how video games help develop the mind. Lisa argues that different video games help young children’s intellectual skills. A 2013 meta-analysis found that children playing video games help them think in three dimensions
Many people have a wide range of opinions on whether technology is having a positive influence on our children or a negative, there is a vast amount of evidence to support both of these arguments. Technology can refer to so many things, but there are three main parts of technology that have the greatest effect on our children: video games, television/media, and computers. The modern technologies we have today are so powerful because they attract our genetic biases, that the human brain has a tremendous love for visually presented information. Video games, television, movies and computer programs are all very visually oriented and therefore they attract and keep the attention of children easily. By far the largest concern of technology today is video games.
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.
Many parents suffer from video games, due to the influence of it on their children. It is a really important topic because many parents are suffering from the influences of video games and I personally know a friend who had epilepsy from playing video games for long hours daily. Recommendations Video games have both good and bad effects, but bad effects are greater. Limiting the time spent playing video games and choosing the right type are the solutions to the elimination of bad effects on children. Thus, moderation between playing video games and playing sports or doing extracellular activities will benefit the child.
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”).
Video games are electronic sports which involves user interface and user interactivity. They generate a visual response which helps to provide excitement and entertainment. Video games are played on computers, televisions, or any kind of device with a display screen. People play video games for fun and also because some games are more productive and useful. With growth in technology video games have become very popular in children. Those games can be informative and a brain-builder for children but at the same time it may be so violent that they not only become the reason for the children to be destructive but also vigorously increase anti-social behavior.
...e dealing with technology everywhere and their whole lives. Video games help make kids feel comfortable with technology. Video games now provide a fun and social form of entertainment and are used all over the world for positive effects. Gaming has had positive effects on aiding weight loss, improving the efficiency of visual skills, controlling anger, creating fun interactive learning environments, and has become a new way of therapy to help rehabilitate patients. The new Wii programs will certainly develop and continue to perform more incredible effects on different people.
As disclosed in the article, The Impact of Technology on the Developing Child, Chris Rowan acknowledges, “Rather than hugging, playing, rough housing, and conversing with children, parents are increasingly resorting to providing their children with more TV, video games, and the latest iPads and cell phone devices, creating a deep and irreversible chasm between parent and child” (par. 7). In the parent’s perspective, technology has become a substitute for a babysitter and is becoming more convenient little by little. It is necessary for a growing child to have multiple hours of play and exposure to the outside world each day. However, the number of kids who would rather spend their days inside watching tv, playing video games, or texting is drastically increasing. Children are not necessarily the ones to be blamed for their lack of interest in the world around them, but their parents for allowing their sons and daughters to indulge in their relationship with technology so powerfully. Kids today consider technology a necessity to life, because their parents opted for an easier way to keep their children entertained. Thus resulting in the younger generations believing that technology is a stipulation rather than a
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.
In recent years, technology has developed very rapidly. This has led to many arguably both positive and negative changes in our everyday lives. One such change was the increased accessibility of personal computers and gaming consoles as well as the introduction of numerous video games. Due to their entertainment value, these games gained popularity among children and teenagers. Although many concerns have been voiced related to playing video games, especially those that are violent, [e.g., increases in aggressive behavior in children (Anderson & Bushman, 2001)], this paper will argue that certain video games also have beneficial effects. They should thus be played by children, teenagers and adults alike albeit with caution.
Video games are important to the society in many different ways. There is a variety of games that can be played by a broad range of people, regardless of their age. According to research by the Education Development Center in the US, gaming enhances individual ability to score high in a test, increases speed, multitasking, and accuracy. One of their study group were preschool kids and the found out that the children who participated in video games showed improvement in letter recognition, the sounds associated with the letters and understanding the basic concepts about prints and stories better than the ones who did not play. The children who had been spending more time while playing video games scored high on the test of creativity (Peter).