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Developments in IT: More Problems or Solutions - Essay Example

Summary
The essay "Developments in IT: More Problems or Solutions" focuses on the critical analysis and discussion of whether the developments in IT have created more problems than solutions. IT developments have changed people’s lives in almost every field…
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Extract of sample "Developments in IT: More Problems or Solutions"

Name Course Title: Development in IT have created more Problems than Solutions Tutor Date Introduction IT developments have changed people’s lives in almost every field and provided more effective ways to do things even though in some cases it does not solve the problem adequately. IT developments have changed the online gaming industry. IT has brought with it merits and demerits in which merits outweigh the demerits. Though almost perfect creations the problems solved are less bound to errors. Most fields of life have been spared by the outcomes of IT developments especially the gaming sector. Though IT deals with mostly computer application the knowledge has been integrated and is used in various aspects. IT has thus come with various effects in the online gaming sector towards the player. The main goal of this study is to critically analyze how developments in IT have created more solutions and not problems as stated. Opposition Bach and Jordan’s article (2006) At a Crossroads they emphasize that addiction is real and needs to be addressed seriously. Further they assert that online gaming is similar to substance abuse. Surveys carried out in 1994 using pathological measures amongst teenagers in a tourist community revealed that most of them spent a lot of time on Arcade machines. Apart from that they went ahead to prefer gaming to lunch. Levels of stealing and selling of property also increased. Addiction is threatening and would destroy not only the teenagers but also adults. In recent BBC News reports it was revealed that a man who gamed for fifty hours collapsed and died instantly. This was as a result of exhaustion and heart failure. It can be depicted as a stress reliever but on the contrary it is a death trap. It is conclusive that video gaming can be a real addiction. The players like any other drug addicts have instances of dopamine-induced euphoria. This is similar to one hit of methamphetamine. Sitting long hours behind PCs at work could also be regarded as an addiction. However, there is no enough evidence to conclude this (Jordan, 2006). Teenagers who are constantly playing video games are known by their absenteeism from school. They in this event spend more hours chatting about playing. Though there is no valid evidence of addiction the latter is susceptible to problems associated with the gaming. Apart from problems associated with gaming the player misses academic classes which in turn are essential. Poor performance would hence result as a long term effect (Jordan, 2006). Violent video games train killers. According to Schulzke (2010) they train individuals to have the potential of harming others or committing other violent acts. Further though they do not have a direct connection but indirectly influence the player. Hence the gamer is able to mimic the violent actions relayed in the game. It is thus worrying us the games offer military training for execution. It is not only training to kill but to perform other acts affiliated to violence. Therefore, games make players skilled to harm others. Violent video games tarnish the image of empathy in a person. Thus one will not be able to identify himself with others. The capacity to harm others comes when one lacks to empathize with others. Therefore video games erode this part from our mind which leads to consequent violence. Studies conducted show that during playing violent video games the limbic orbitofrontal part of the human brain is less active. This region controls human identification and rendering it inactive potentially leads to violence (Schulzke, 2010). Refutation Video games are not drugs according to Bach and Jordan’s (2006) its name has just been soiled. They thus are a source of entertainment to a lot of people as they carry with them a blend of fun and idleness inhibitor. Apart from this they also remove stress as the player engages in active gaming would deviate from negative thinking and relaxes the mind. Gaming is therefore fun and good for development purposes. Addiction is a thing of the past as many counseling services are available in universities. Services offered are free of charge to students, this is a positive move. In Aristotelian’s games which containing violent actions have high moral content meant to help the gamer. Though violent games seem unethical some contain moral lessons which if directed to the right audience develops ones ability to think. Games which are objectionable are mainly the violence irreconcilable with virtue depicted. Further he depicts a soldier going to war on acting virtuously in killing then some virtual violence may be justified. In this event the player learns through practicing in the virtual world. Some online games characterized with violent acts benefit the individual to use for good but not evil ends (Schulzke, 2010). Gaming is fun and does not in any manner depict the real world hence the name virtual world. Waddington explains that there exist a clear difference between the real world and virtual world which imperfectly resembles the real world. Playing video games is more of unrealistic than real. Game characters posses’ minimal resemblance to real world people. Therefore there is nothing of being called cruelty because the character does not feel pain or suffering inflicted. The connection between the two is just but a mere fallacy (Schulzke, 2010). According to Utilitarianism Schulzke (2010), games have numerous positive effects to individuals. They are a source of fun and contain entities of entertainment to consumers. Reports also show that nearly more than three quarters of the consumers who purchase the games are entertained such as grand theft 3. This is because of the time they devote to such games. Apart from entertainment the economic markets are boosted with the transactions made to obtain the game. Furthermore they assist in innovations of sophisticated arts which are essential in other fields. For instance they are used to simulate other fields, enhancing training. According to Schulzke 2010 most of the theories subject to object violent games lack conclusive evidence. For example during determining whether violent games erodes empathy in an individual, a sample of only 16 candidates were chosen depicting a very minute image of the entire population. Jordan 2006, in his article also portrayed lack of evidence while sitting behind PCs for long working hours is addiction. Most of the arguments are thus base less and just an obscure perception of the true picture. My assessment Online gaming develops the player. Apart from maximizing happiness in an individual gaming improves the visual sensitivity and cognition of space. Regular gaming enhances the visual processing. Due to the fast and rapid eye contact with the virtual world the eyes develop quick responsiveness towards stimulus. Self comprehension is also gained as the individual is given management over numerous controls. Hence the player has the freedom to choose how he would behave, dress and treat others. This builds ones feelings and management of self (Schulzke, 2010). Computer games are educative and source of development. Through purchases made during buying video games it improves the economy as it necessitates the cycle of money. Apart from this it also assists in the designing of the technological path as emergence of innovations are conceived from this. Various industries employ the use of Sims to educate and instill individuals with necessary capabilities. This hence reduces the risks involved in training in other fields (Schulzke, 2010). Gaming boosts the thinking capability of individuals. Schulzke (2010) clarifies that the essentials of online gaming can be assessed. With the game design at hand the individual is able to value the game for its merits. Experience seems to be the best teacher. Therefore it is vital to play the game to know what values it contains. Most games which characterize violence are in this way seen as less violent depending on the mode of playing. Most games are a parody of the real world actions. Games are satirical context and hence hard to mimic such. Conclusion It is clearly seen that IT merits outweigh its demerits especially in the gaming industry. Thus with player controlled guidelines benefits gained are life’s essential entity which would therefore necessitate life with values. Development of individuals will in turn be highly improved. Bibliography American Psychological Association, 2004, ‘Violent Video Games - Psychologists Help Protect Children from Harmful Effects, in psychology Matters, June 8, 2004. Bach, P. & Jordan, C. 2006, ‘At a crossroads: video game addiction’ Crossroads Vol. 13 No. 2 p. 2-2 Schulzke M. 2010, ‘Defending the morality of violent video games’ Ethics and Information Technology Vol. 12 No. 2 p. 127-138 Read More
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