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Their drawbacks associated with computers include the time that students and young generation waste playing games, chatting, listening to music and net surfing. In addition, the continuously changing software has made it impossible for older employees to continue working with the new technological advancements at their work places. This factor has led to an increase in unemployment. However, there is a technique available to solve this issue which involves the participation of employees in training programs but it would lead to higher costs for the businesses.
The security issues that are linked to the data stored in computers are also counted as a drawback of computers (Haugen & Musser 2007). The technology has helped people in making it easier for the people to communicate, interact and share easily and speedily. Cell phones are one of the fastest ways of communication today. They have brought a great change in the communication means. People are now able to communicate each other from any part of the world. The benefit of the cell phones is that it is faster than other communication mediums and is available for the users all the time regardless of the place.
The drawbacks, however, cannot be ignored. People often misuse cell phones. Younger generation wastes hours talking with friends mostly on useless topics. This does not only waste their time but also cost them in monetary terms. People also use it to send messages which include some disgracing jokes about religions, races and cultures. This fact is creating distances among the people and is posing a threat to the overall peace among the people belonging to different backgrounds (Castells, 2007).
Video games are also another source through which it can be proved that technology is increasing our daily life problems. The popularity of video games has been increasing as shown by the investments made to meet the increasing demand. The innovations and technological advancements played a vital role in increasing the demand for video games. It has been observed that children of ages between 8 and 18 are found to have spent at least 40 hours per week in some form of media. This also includes the sharp rise in the exposure to video games by younger generation.
The increasing popularity of video games has encouraged the exposure to video games to children aging 2 years with a minimum of 1 hour per day spent on games. Children falling in the age group of 8-13 years are observed to have played video games nearly 7.5 hours a week. Anderson’s (2001) research further illuminates the fact that children are exposed to video games which are never supervised by their parents or elders. Adams (2010) further explains the problem in terms of age-directed games that 85% of children play game which are designed and launched for adults.
Adams’s argument points towards the heavy exposure of violence and negative exposure about female body, relationships and negative ideals in those games. Anderson (2005) reveal the statistical data to explore the effects of media on individuals and the society. Anderson explains that by the age of 18, almost every American child is exposed to 40,000 killings by one or the other form of media. Violent games play a great role in altering the behaviors of the children. Early exposure to violence brings about a change in their viewpoints, habits and practices.
Anderson’
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