Aldous Huxley, a renowned English writer, once said “Technological progress has merely provided us with more efficient means for going backwards.” The advancements that we have made in the recent years are astronomical. However, people of the present time are becoming increasingly dependent on technology and adversely influenced by the portrayal of the media. Initially media and technology were designed to facilitate a person’s life but as generations pass, it has become a liability rather than an asset.
The youth of our nation is being exposed to explicit gaming and graphic images that lead them to debauchery filled thoughts. They are learning to decimate the opposing player by any means necessary and to annihilate anyone who stands in the way of victory. When constantly exposed to violent images through media and technology our adolescents become desensitized to aggressive behavior. “In other words, youth come to believe that aggression is normal, appropriate, and likely to succeed” (Anderson). Adolescents are easily influenced and when the constant exposure of violence is nagging at their thoughts, some choose to bring fantasy into reality. To make matters worse, even our adults are being diseased with iniquitous thoughts!
Another detrimental role that media plays in our society is the havoc it wreaks on the self-esteem of men and women nationwide. Fad diets, unrealistic body images, and “healthy” weight loss programs are among the numerous examples of things that plague men and women. Instead of being taught to make healthy lifestyle choices, people are being overwhelmed with fanatical programs and diets like Healthy Choice, Lean Cuisine, the Breatharian Diet, or the Dukan Diet. These diets are filled with chemically loaded f...
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...edia and technology, this generation has begun to slide backwards because many fail to see the ever-developing problem. A person must recognize the influence of media and technology then determine how they will choose to resist it.
Works Cited
Anderson, Craig A. "Violent Video Games and Other Media Violence (Part I)." Pediatrics for Parents Vol. no.. Jan/Feb 2010: 28+. SIRS Issues Researcher. Web. 21 Jan. 2014.
Jayakumar, Amrita. "Study: Technology in the Classroom Helps Writing (sort Of)." Technology.
The Washington Post, 15 July 2013. Web. 21 Jan. 2014.
Jerpi, Laura. "Crime and Media Sites- Catching Criminals and Learning to Avoid Them."
(2012): n. page. Source.SouthUniveristy.edu. 15 Mar. 2012. Web. 21 Jan. 2014
Marquand, Sarrah Le. "Battling the Body Image War." Daily Telegraph (Surry Hills). 13 Apr.
2013: 45. SIRS Issues Researcher. Web. 21 Jan. 2014.
In summary, both the article and the novel critique the public’s reliance on technology. This topic is relevant today because Feed because it may be how frightening the future society may look like.
The allegation that videogames cause violent behavior in children has been present as long as videogames themselves. Some researchers said that the Sandy Hook shooter, Adam Lanza, was one intense gamer. “Seung-Hui Cho, the Virginia Tech Shooter was seen by his roomates as odd because he never joined them in video games.”(Beresin) This debate will continue to go on in this country as long as there are horrific crimes that occur. There is much written in the research regarding this issue, and many differing views. The research that is presented in the next few paragraphs supports the theory that it is not the graphic video games that produce aggressive behavior, but other factors in a child’s life that create violent actions.
Media plays a vital role in the behavior of people. Many boys, teens, and adults play video games for hours everyday. This has an evident effect on the way they act. In The Mask You Live In, Dr. Philip Zimbardo explains, “The ones that are most addictive are the most violent where your job is to destroy the enemy. To dominate.” From the start of boyhood, boys are taught that it is acceptable to be violent. They think that aggression and domination are a normal way of life. No wonder why men can be so violent. This is normal to them. The media is extremely influential on the demeanor of people, especially young kids. Even more, Ashly Burch describes in the documentary that the typical character in a game is extremely violent. This influences the players in that they want to be like the character. This character is their role model and therefore influences boys to use force. For this reason, young boys should be taught be understanding and show kindness in place of violence and
As time progresses technology increases and improves. However, this progression could pose as a serious problem for generations to come, and New York University department chair of communication arts Neil Postman expresses this concern in his 1992 book, Technopoly: The Surrender of Culture to Technology. In the opening of Postman’s book he expresses that technology is indeed our friend because technology provides our society with fast and easy convenience and accessibility. As with most other things, there are always two sides to everything and Postman notes, that “of course, there is a dark side to this friend” referring to technology (Postman, 1992). Many people do not address the negative sides to technology and just turn a blind eye to them so it is refreshing to have someone point them out and discuss the issues technology possess on our society.
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”.
Technology has become an integral part of our modern society. It has paved the way for growth in all aspects of our daily lives and has helped us mature into better educated adults. Technology is an ever changing constant that will be a part of our culture for years to come. To not embrace technology but blame it for an epidemic of immature adults today, would cause us to miss out on the momentum that will carry us into a future in which the generations will be more mature than even our
“Violent Video Games And Young People.” Harvard Mental Health Letter 27.4 (2010): 1-3. Academic Search Complete. Web. 9 Apr. 2014.
Anderson, C. (2010, Mar/Apr). Violent Video Games and Other Media Violence, Part II. Pediatrics for Parents, 26(3/4), pp. 21-23.
Are technology and the media shedding the very fabric of the existence we have known? As technology and the media spread their influence, the debate over the inherent advantages and disadvantages intensifies. Although opinions vary widely on the subject, two writers offer similar views: Professor Sherry Turkle, director of the MIT Initiative on Technology and Self, in her article “Can You Hear Me Now” and Naomi Rockler-Gladen, who formerly taught media studies at Colorado State University, with her article “Me Against the Media: From the Trenches of a Media Lit Class.” Turkle asserts that technology has changed how people develop and view themselves, while at the same time affecting their concepts of time management and focus (270). Similarly, Rockler-Gladen believes media and its inherent advertising have had a profound effect on the values and thinking of the public (284). I could not agree more with Professor Turkle and Ms. Rockler-Gladen; the effects technology and media have worried and annoyed me for quite so time. The benefits of technology and media are undeniable, but so then are the flaws. People are beginning to shift their focus away from the physical world to the virtual world as they find it easier and more comfortable. The intended purpose of technology and media was to be a tool to improve the quality of life, not shackles to tie people to their devices. I no longer recognize this changed world and long for the simple world of my youth.
The topic of technology and our society has become a very controversial subject today. Many people believe that technology is an essential component of our modern world, helping us to improve communication from farther distances as well as giving us easy access to important information. On the other hand, there is the opinion that too much technology is affecting social interactions and our basic development. “Technology…is a queer thing, it brings you great gifts with one hand, and stabs you in the back with the other.” (Carrie Snow.) The CBC Documentary “Are We Digital Dummies” displayed the pros and cons when it comes to modern technology that we use in the western world everyday.
According to ABC, 97% of adolescents play games and the majority of them are violent. With all the sexual violence games out there-modern warfare-, they are affecting young children's minds. Which leads to future complications in their adult life. For example, they can have an anger problem or they gain a fascination to guns and that leads to school shooting because of the anger issue.
Although violent video games are thought to encourage real world violence, they actually help to prevent it. I am focusing on violent video games and how they affect juveniles because I feel that this issue needs to be looked at in the criminal justice community. It is an unnecessary distraction to blame the actions of a disturbed youth on a form of entertainment that has been used by millions of people without incident. A review article published in The Psychiatric Quarterly found that many studies which claim to indicate an increase in aggression due to video games are, in fact, biased! Once the bias is taken into account, the studies no longer find any correlation between youths who play violent video games and youths who demonstrate aggression and violent behavior.
Over the past 30 years, playing video games has become one of the most popular hobbies worldwide. Not only has the video game industry become a multi-billion dollar industry, but it has attracted people from all age types. While video games today are played by both kids and adults, there are many issues being raised regarding the effects of video games. More particular, is the effect that violent video games may be having on children. Some critics argue that video games are direct indicators of child aggression while video game supporters argue that there is no direct link between child aggression and violent video games. While many people have their own personal stances, this issue is unique because it is unfolding everyday. Scientists and researchers all over the world are continuously doing research regarding the effects of video games on children. Even though this remains a field of uncertainty for researchers, parents should definitely be involved in being aware of what it is that they’re children are playing when they play video games.
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.
“90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children” ("Do Violent Video Games Contribute to Youth Violence?”). Pediatrics and parents are aware that kids that play violent video games see a change in their behavior. Many cases they see the kids with anger problems and causing them to do violent acts. Violent video games have been around for many years where some older titles, such as ‘Mortal Kombat’ and 'Grand Theft Auto’ both are some of the most controversial ones. The video game industry has been growing and with the large amounts of violent video games being produced. “Total US sales of video game hardware and software increased 204% from 1994 to