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Digital Technology Has Ruined How People Entertain Themselves - Essay Example

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The paper "Digital Technology Has Ruined How People Entertain Themselves" asserts that digital technology has ruined the film industries in various ways as stipulated in the paper. A need arises to apply utility manuals, moderation devices, warning signs that will avert the negative effects. …
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Digital Technology Has Ruined How People Entertain Themselves
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Extract of sample "Digital Technology Has Ruined How People Entertain Themselves"

? Digital technology has ruined how people entertain themselves Digital technology has ruined how people entertain themselves The entertainment fields are shifting from traditional to digital technology consequently ruining the entertainment world. Some of the entertainment fields affected by the digital technology are the film and games industry. All facets of entertainment are currently using the digital technology including postproduction, distribution, and projection. Even though, most individuals in the entertainment fields are embracing the digital technology, it has ruined the forms of entertainment the approaches that people use to entertain themselves. The digital technology has ruined the film industries in various ways. The traditional films had the ability to show the objects as real through a connection of similarity. Films no longer work as before after the introduction of the digital technology. For example, the cameras’ functions and variables of film stocks are no longer important in determining the final look of films. These changes have also affected the viewers of the films. Examples of the digital technologies affecting filming entail the image enhancement and editing. These technologies have affected the final products because they only focus on the postproduction phase that culminates to an additional reduction of the traces of photographic indexical contingency in the product (Detweiler, 2008). Several aspects in movies or the films are exaggerated since all the cinematographers are using the digital technology. For example, the colors are too deep and the images are not promotional to their natural sizes. This concept is applicable in all the films and movies today. They make the movies appear the same because the cinematographers use the same colors and lighting effects. Consequently, the audiences no longer feel the sense of seeing the actual world when watching the movies (Bodrogi & Khanh, 2012). The cinematographers should know that every movie must have a different look to prevent monotony in the film industries. There were no shortcuts in the traditional filming because cinematographers applied their craft to bring out emotional response in films. Films cannot produce images exactly as the naked eyes can see; however, the pseudo realistic looks are no longer produced and the images look unrealistic when using the digital cameras (ADC, 2009). The film cameras were used in the film industries in the past; however, the digital cameras have substituted the film cameras. According to researchers, the film camera generated better quality images. For instance, the film camera had better resolution compared to the digital ones (Bodrogi & Khanh, 2012). Researches show that the quality of images produced by the 35mm film cameras are many times better than the pictures produced by the best digital cameras (Bodrogi & Khanh, 2012). This may not affect the photographers but it will affect the individuals who want to see the textures of their images in the photographs. The images produced by the film cameras can be rescanned using the modern scanners because they are very clear. Additionally, more details are visible compared to the images produced by the digital cameras. This is because of the high resolution that favors the film cameras. For instance, the past movies such as “It’s a Wonderful Life” can be rescanned many times with the modern scanners. This is because the analogues cameras that had very high resolution first produced these products (Abrams, 2003). Additionally, the analogue cameras have a higher photo speed compared to the digital cameras. One can experience delays when using the digital cameras because they record information slowly compared to the traditional cameras. An individual can shoot another photo immediately when using the “SLR film cameras” because the process only requires the movement of the shutter to complete an exposure to move to another one (Bodrogi & Khanh, 2012). Some digital cameras have the same photo speed as the film cameras; however, they are too expensive for the average consumers to afford (Bodrogi & Khanh, 2012). Furthermore, consumers no longer enjoy the high quality colors of their photos as they used to when using the film cameras. The film cameras can record and produce many colors more effectively compared to the digital ones. They can produce deep colors that are unavailable on the computer screens (Bodrogi & Khanh, 2012). Moreover, it is difficult to print such deep colors using the average photo printers. Consumers could produce images of any color that one’s eyes can see when using the film cameras. The film cameras function like eyes because they can record everything that a person can naturally see (Bodrogi & Khanh, 2012). Very bright lights cannot affect the images produced by the film cameras. However, the images produced by the digital cameras can distorted and the whole image can be ruined. The Film cameras can still produce high value pictures even in harsh highlights because they permit the films to move gradually into very bright and dark areas. This enables them to produce images that are natural in their appearances (Bodrogi & Khanh, 2012). Furthermore, the digital technology is unreliable. This is because its recording heavily relies on saved data. There are high chances of losing the information recorded using the digital data because they can be erased (Bodrogi & Khanh, 2012). Additionally the information can be unclear or unreadable. However, the film cameras are more reliable because they store the physical copies of everything they record. Therefore, it is simple to retrieve such information (Abrams, 2003). Digital technology has led to loss of employment and money. This is because it encourages digital piracy that makes the filmmakers experience high losses. Currently, most film producers have to offer the pirates their original films because the profits they get from such activities are higher compared to the conventional means (Cole, 2003). Additionally, many people used to pay to watch movies in the theatres. However, after the introduction of the technology in the film industries, people prefer watching movies from their homes. This has reduced the income for individuals working in the theaters and those owning them (Hiltzik, 2002). Internet games and the internet affect the economy and the society. Many productive people engage in games (Bodrogi & Khanh, 2012). This habit negatively influences their ability to function normally. Internet access is under the scrutiny by several governments. Consequently, some administrations are considering controlled access due to the transmission of crime and immorality through the digital technology (Baldauf & Stair, 2011). Digital technology has ruined the value for entertainment by redefining the contemporary society’s definition of entertainment (Bodrogi & Khanh, 2012). Entertainment is no longer a laughter triggering activity or utilization of physical energy in fun ways. This is because activities such as gaming from mobile phones, video games, or computers present a docile and individualized experience. Therefore, the value for entertainment is fragmented to fit into these indoor and self-centered activities. These activities are addictive and come with cruel psychosocial health effects. Long exposures can cause reduced concentration for learners. Moreover, it can result in aggression due to successive social isolation of the player. This could be the cause of increased bullying because young people have not acquired the basic skills to socialize with fellow humans. According to Fergenson (2012), bullying in public places is attributable to the excess utilization of the internet, social media and gaming. Melissa (2010) indicates that computer and video games have unfavorable effects to present day youths. She claims that the addiction and seclusion exerted from these games creates a generation of vulnerable youths that are unable to navigate through the complexities and challenges inherent in the real life situations. Consequently, this can result to a resource incapable generation that cannot engineer solutions that are vital for their survival. The youths and adults are affected by the video games. Many adults have checked into rehabilitation centers not for drug abuse but obsessive gaming. Some hard addicts record a high of 50 hours continuous play (Clark & Scott, 2009). The addiction perspective to gaming refers to an overwhelming reliance on digital or electronic technology for enjoyment. These instruments are accessible from the internet, mobile phones, video games, play stations, or computers (Courtois, Mechant, De Marez & Verleye 2009). Moreover, it involves reliance on a single application or a compilation of several applications within the digital world. Addiction arises when the participants constantly utilize these devises and any other input comes as a distraction (Baldauf & Stair, 2011). This affects a person’s hygiene, social life, and physical health. There are numerous unreported cases of broken marriages with the primary cause being addiction to gaming. Excessive exposure to games assumes a distinct correlation with blood pressure and cardiac arrest (Melissa, 2010). According Melissa (2012), the human nature can experience irrepressible compulsion meaning that everyone can be easily addicted. She contends that addiction is a human condition that arises from the desire to continue and keep busy. Consequently, this condition presents a euphoric mood that makes persons feels satisfied and accomplished. Therefore, addictions are coping mechanisms that are intrinsic in nature and focus on filling a void in the soul. The addictions make persons less stressed and edgy. However, such persons face additional complications because they rob the victim from their society, family, and responsibilities that he must attend to as a component of the complex human interaction web. This creates a myriad of problems to the victims (Silverman, 2005). Technological addiction can be related to global health threats in the current generation. The tendencies acquired can result into severe health complications. Games consume the time meant for learning, working, sleeping, cleaning up, eating, and socializing. These can result to severe psychosocial, economic, social, and biological consequences. Addiction is associated with self-neglect and can reduce an adult to a dependent who has to be provided for and directed. The adult or teen lacks the inner drive to self-direct and be responsible for other people. Gaming becomes the biggest priority in their lives. These addictions kill the time for creativity, innovation, and development (Fergenson, 2012). The effects of these addictions are taken passively with the media highlighting the need to respect the entertainment value of these dependencies. Consequently, many persons struggling with addictions are oblivious of the psychological health implications of addictions. Their dangers have not come out clearly compared to other forms of addictions such as those involving drugs, alcohol, and fast foods. Research has confirmed that excessive gaming influences ones consciousness, intellect, behavior, and social life. The media portrays these addictions in a humored portrayal with no proactive emphasis on their possible detrimental value (Clark & Scott, 2009). Addiction problems are an amalgam of feelings of dislocation because many people are displaced from their cohesive social unit to large towns. These people must cope with the new technologies to fill the gap left by displaced families and the loss of a community existence. Many people lack a sense of connection to their society hence they fall into addictive trends. Parents are also busy with work and study leaving less room for mentorship. They extend their feelings of dissatisfaction and boredom by connecting on social sites such as twitter, face book, or engage in gaming when they come home. The psychological gap left by dislocation results to digital addictions that might cause family and society collapse (Clark & Scott, 2009). The entertainment fields are shifting from conventional to digital technology ruining the entertainment world. The trends of addiction are complex because of the personal choices involved and the advantages of a free market in the contemporary society. Therefore, productive ways of utilizing both digital and analog technology are fundamental. The digital technology has ruined the film industries in various ways as stipulated in the paper. A need arises to apply utility manuals, moderation devices, warning signs that will avert the negative effects. Online game producers are also compelled to display addiction-warning signs to their members. There are also compelled to derive safer methods to playing these games. Learning institutions and work places have installed devices to obstruct social sites and internet games. This is because of the perceived concern of the effects of internet addictions on time management and work quality. Notably, medics, insurance companies, researchers and employers are critically attending to persons associating with gaming. References Abrams, A. (2003). Making pictures: A century of European cinematography. New York, NY: Abrams. ADC. (2009). The entertainment industry goes digital. Retrieved from http://www.accu-tech.com/Portals/54495/docs/108041ae.pdf Baldauf, K., & Stair, R. M. (2011). Succeeding with technology: Computer system concepts for your life. Boston, Mass: Course Technology/Cengage Learning. Bodrogi, P., & Khanh, T. Q. (2012). Illumination, colour and imaging: Evaluation and optimization of visual displays. Weinheim: Wiley-VCH. Courtois, C., Mechant, P., De Marez, L. and Verleye, G. (2009). Gratifications and Seeding Behavior of Online Adolescents. Journal of Computer-Mediated Communication, 15: 109–137. doi: 10.1111/j.1083-6101.2009.01496.x Clark, N., & Scott, P. S. (2009). Game addiction: The experience and the effects. Jefferson, N.C: McFarland & Co. Cole, G. (2003). Attack of the clones becomes a legal drama: Digital Piracy: A Hollywood battle for the right to use software to copy DVDs has big implications for intellectual property law, writes george cole: Financial Times, pp. 11-11. Retrieved from http://search.proquest.com/docview/249509977?accountid=45049 Detweiler, C. (2008). Into the dark: Seeing the sacred in the top films of the 21st century. Grand Rapids, MI: Baker Acad. Fergenson, M. (2012). ‘A Ruined Generation of Men,’ Plus a New Class Divide? Digital Adverse Effects in the News. Retrieved from http://www.accu-tech.com/Portals/54495/docs/108041ae.pdf Hiltzik, M. A. (2002, Digital cinema take 2. Technology Review, 105, 36-44. Retrieved from http://search.proquest.com/docview/195355872?accountid=45049 Melissa, Z. (2010). Are you addicted? Online games and internet addiction. Retrieved from http://fortnightlyreview.info/2010/11/ Silverman, G. (2005, May 18). After the break: The 'wild west' quest to bring the consumers to the advertising companies are moving closer to the entertainment industry as they try to promote their products to jaded customers. there are as many hits as misses and the business model is poorly understood, writes Gary Silverman. Financial Times, pp. 17-17. Retrieved from http://search.proquest.com/docview/249585921?accountid=45049 Read More
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