This popular form of media has both positive and negative effects on children. The most widely acknowledged "positive" impact is that video games may help children improve their manual dexterity and computer literacy. Ever-improving technology also provides players with better graphics that give a more "realistic" virtual playing experience.
With the proliferation of technologies that are able to overcome the obstacles of time and space e. However, some technological advances cause people to be distracted, overly stressed, and increasingly isolated. Many people are involved in an abundant number of relationships through technology, but sometimes the quantity of these associations leaves people feeling qualitatively empty.
Obviously, technology has had a profound impact on what it means to be social. Society is likely on the cusp of a social revolution, during which it will be important to redefine socially appropriate and acceptable behaviors with regard to digital or virtual interaction.
We are at a point in history where very few people have given critical thought to new social realities created by technology and what those realities mean for the individual and society.
In this section we closely examine a few social technologies that influence leisure. Then we critically reflect on gaming and television.
Think about how each technology affects your social life and social skills. Keep in mind that these are only a few of the technologies that may affect you socially. A comprehensive list is not feasible here. A study of students and information technology found that 85 percent of undergraduates surveyed used social networking sites Salaway et al.
Many of the respondents reported using such sites daily. This report found indications that use of these sites is increasing yearly. Let us now look critically at whether this trend is positive.
The use of social networking sites has both positive and negative consequences. It is amazing how someone can find a long-lost friend through a social networking site, enabling them to reconnect. In a society where people have become quite mobile and family and friends are often geographically separated, it is convenient to keep in touch through technology.
However, one need not look far to find problems associated with social networking sites. There is a lively debate about whether Internet addictions are real. To me it appears to be a real problem perception is often reality in a social context with which people have to grapple.
Some assert that these Web sites contributed to cheating on significant others, often leading to divorce. Although divorce and loss of employment are serious issues, perhaps they are not as common as other problems that have the potential to stem from social networking sites.
I often wonder whether people use these sites to display their popularity to the world rather than use them as a vehicle to develop meaningful relationships. Creating meaningful relationships is often about sharing our lives with others, and technology can allow us to do so through photos, videos, text, and music.
In conducting research for my doctoral dissertation, I looked at how eight senior citizens used technology and how it affected their lives. My hope was to find that they used technology to stay in touch with friends, family, and people with similar interests.
Although the participants did use e-mail to stay in touch with family and friends, almost all of the study participants talked about how vapid chat rooms and discussion boards seemed to be. Most had tried chatting a few times and then gave up because they viewed it as a waste of time similar reasons were given by undergraduates in the ECAR study who did not use social networking sites.
However, one participant was a chat room monitor for a fantasy baseball site. As he spent more time in that chat room he began to realize that it was not as shallow as he first imagined.
People were in that virtual community because of a shared or common interest. Gradually he got to know people and care about their lives.
He was eventually able to meet some of these new, online friends in person and said they connected as if they had known each other for years. While working on my dissertation I visited many chat rooms and discussion boards that catered to older adults. After visiting many such sites, I began to be discouraged because of the inane nature of many of the conversations.
However, I stumbled on one online discussion board in which two World War II veterans wrote about their experiences in the war. They also lamented the fact that where they lived, there were no more veterans of that war left.
- Violent Video Games and their Relationship to Violent Acts It seems that in every facet of the media today, when it comes to teenagers and acts of extreme violence, people are quick to point the finger at violent video games. 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, )], this paper will argue that certain video games also have beneficial effects. The catharsis hypothesis suggests that people feel better if they vent their emotions by "blowing off steam." However, playing violent video games seems to .
They felt alone and isolated, but this chat room was a forum where they fit in again. They were able to share similar interests and experiences.
Perhaps overcoming a sense of isolation is one of the greatest features of online communities and virtual worlds. Someone might feel like an outcast in her own community or family but might find someone online with similar hobbies, pursuits, and interests.
Consider someone who enjoys photography as a serious leisure pursuit. This person would be able to share that passion with people all over the world by using the Internet and its powerful tools e-mail, video chat, discussion boards, online video, family Web sites.
However, simply sharing common interests and pursuits with people through technology does not necessarily have a positive impact on social skills and social development.It was found that playing violent video games is a significant risk factor for later physical aggression in both Japan and the United States—for boys and girls (Anderson et al., ).
However, linking video games to poor social skills and behaviors often misses the bigger picture.
Video gamers, parents, politicians and the press often lionize or attack video games, which opens the door to spin that obfuscates our understanding of how these games affect people. For example, the European Parliament has been debating whether to limit children’s access to video games.
The impACT of violenT video gAmes: An overview play video games at a “pathological” level that causes damage to family, social, school or psychological functioning (see Anderson et al, ). 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, )], this paper will argue that certain video games also have beneficial effects.
Mar 04, · The theory behind the study was that playing violent video games desensitizes players to death and increases their capability to commit suicide as a result. Participants were asked how often they played violent video games and the average rating for the games they played (E for everyone, ET for everyone 10 and up, T for teen, M for mature).
Violent video games should be discouraged because they have harmful effects on children’s mental development (7,47).
The impACT of violenT video gAmes: An overview play video games at a “pathological” level that causes damage to family, social, school or psychological functioning (see Anderson et al, ). The psychological processes underlying the impact of playing violent video games on subsequent displays of aggression are most likely to include emotional desensitization When buying groceries, many shoppers prefer certain products simply because they have a familiar brand name. What is less certain is how this activity might affect their lives. THIS STUDY involved adolescents (average age of 13) and assessed the amount of time they spent playing video games and the.
Parents should be advised to familiarize themselves with various rating systems for video games and use this knowledge to make their decisions.