REVIEW OF RELATED LITERATURE
Most of our youth and students today are fond of going into internet shop to use computer, without knowledge of their parents what they are up to. They will ask money from their parents telling that they have something to search in the internet for their project or assignments, although others do so, but there are some who just make it as an alibi so that they can compete skills with their peers through playing games online like for example war craft, battle realms, DOTA etc.
Related Literature Foreign Since Time named the microcomputer their “Man of the Year” in 1983 there has been a continued drive for public school teachers to become computer literate. A nationwide study concluded that although teachers
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Researchers turned attention to the topic after reports surfaced of arcade gamers becoming alarmingly preoccupied with gaming and displaying anti-social behaviours to support play, including stealing to fund play and neglecting social responsibilities such as school or work. Research on the topic has explored how similar video game playing can be to more established addictions, which can be separated into two broad categories - chemical and behavioural. Chemical based addictions are better understood and have been researched for longer. They are driven by chemical substances, such as heroin or alcohol. Behavioural addictions show very similar characteristics to chemical based addictions, but a particular behaviour (e.g. gambling) is the source rather than a drug. Behavioural addictions include other burgeoning technological addictions such as internet, computer and television addiction. 2. In fall 2002, 99% of public schools in the United States had access to the Internet and 64% of children ages 5 to 17 had Internet access at home (National Center for Education Statistics, 2002). Children ages 13 to 17 spent more time online than watching television--3.5 hours versus 3.1 hours per day, and used the Internet mostly for exploration (surfing and searching), followed by education (learning and homework), multimedia (music, video, etc.), communications (e-mail, chat, and instant messages), games, and e-commerce (Corporation for Public Broadcasting,
2.3.2 Describe the risks and possible consequences for children and young people using the internet, mobile phones and other technologies.
Addiction is everywhere, from celebrity tabloids, to television, and possibly to a family member or close friend. There is alcoholism, drug abuse, and gambling addiction; the effects of such are devastating. The purpose of this paper is to address some of the different forms of addiction and types of addictive behaviors.
The videogame addiction may seem funny or ridiculous, but in reality it is a dangerous obsession that truly exposes several needs that have yet to be addressed within the afflicted. Addiction is a damaging problem, and the impact of varying sorts of addictions, such as illegal and
One of the most arguable topics today is teenage internet usage. Many people think that teens today spend too much time on the internet and should be out in the experiencing life in the real world. On the opposite end of the spectrum, Christy Matte, writer of “10 Great Things Teens Learn While “Playing” Online” says the time that teens spend on the internet is useful and will subsequently enhance their computer skills. She explains the skills you learn on the internet and those skills are necessary in teens futures. The amount of time that teenagers spend online is justified since it will refine their computer skills that colleges and employers will be looking for in applicants.
Video game addiction is not yet recognized by the American Medical Association as a diagnosable disorder, but addiction has become a very real problem for many video game players. An addiction is when the person needs more and more of a substance or behavior to keep them going, and if the person does not get more, they can become irritable and miserable. Compulsive gaming meets these criteria, and there have been many studied instances where severe withdrawal symptoms in game addicts are seen when parents take away the child’s electronic gaming system. According to chapter three of the book, a study in Singapore of 3,000 middle schoolers found that the
Addiction: Fact or condition of being addicted to a particular substance, thing, or activity. Addict: Person who is addicted to a particular substance. Videogames have become our new scape goat when it comes to having fun and doing something in our leisure time. So often, we find ourselves captivated by the new games that are coming out and any new gaming devices. Videogames have managed to take control of our minds and only leave us a pinch of freedom. Electronic games have caused us to be lazy, develop criminal behavior, and has proven to be a leading cause in mass murders. Electronic gaming devices have played a major part in the evolution of America, not only causing us to be addicts- but have given us a reason to not participate in the real world.
International studies have shown that between seven and eleven per cent of gamers show some symptoms associated with addiction. Some teens are heavy users of online role-playing games (RPGs) such as World of Warcraft and multiplayer games such as Call of Duty in which they interact with other players in real time. These teens will often neglect schoolwork and other aspects of their daily lives when they become immersed in these games. The American Medical Association has identified “video game overuse” as ‘behaviour’.
Computers have first become widely adopted educational technology since the 1980’s in the schools across the United States. Consequently, technology has become part of teacher accreditation and is being integrated ubiquitously into the areas of faculty development, student academics, curriculum design, and resource allocation.
My cousin's wife Irina Olaru has a positive attitude about the internet use of their children, a girl of four years, and a boy of two and half years. Irina graduated Bethel University, in Minnesota, four years ago. She said to me that their children use a laptop and cellphones every day. Asking her how much time daily their children spend in front of a laptop or cell phone, she said more than two hours every day, which confirms above statistical data. Asking her what attitude they have, as parents about the computer use of their children at such young age, she explained that the internet gives many opportunities of learning and developing for their children. They do not want to ban computer use because they need a time when their children
“Internet, mobility, and multimedia are important technology tools that are used in education industry” (Hameed 372).Although the internet is an important tool in the classroom and out, it does have downsides. Websites have become more commercialized, and this has made searching through websites difficult since not all websites are reliable. In the Journal done by Shihab Hameed he says that statistics show that teenagers use the internet more than adults, they use the internet to play games, listen to music and meet new people. Hameed also mentions that it reduces student activity. Students are able to get solutions to homework and as result
Video Games cause social isolation, for example a 15 year old boy in Sweden pass out after playing World of Warcraft for 24 hours straight, he passed out because he started experiencing social withdrawal, the kid was lacking contact with other humans, and his body’s response to the problem was to pass out. On an extreme level, Ruya Cunningham, a college student spent twenty hours a week playing video games, she eventually “dropped out of school, stopped exercising, and even stopped bathing” (Marcovitz 70). Later on, Ruya Cunningham developed depression, but she kept playing video games because she was addicted to the game. When people are addicted to a game, there is a spiraling vortex sucking the gamer away from society and from sanity. As a consequence of playing violent video games, many teen gamers struggle with real world relationships, this is because they form close virtual relationships with people they meet online. A man in Wisconsin has formed a tremendously close relationship with a group of guys he plays online with, he discusses politics with them and they send each other Christmas gifts even though they do not know each other (Marcovitz 70-72). Video games can also affect the players mental and their physiological state.
Internet safety has been an extensive issue for children and adolescents since accuse to the Internet has become readily available in homes. With Internet use increasing at such rapid rates and a large proportion of adolescents using the Internet daily, the awareness of Internet safety should be addressed. The term Internet safety can be defined as “the knowledge of maximizing an individuals safety to private information, and self protection from using the Internet”. The impact and influence that the Internet has on adolescent life is far-reaching and research findings by Norris (2007) indicate that one-quarter of the American youth that go online at home, do so in the privacy of their rooms. Additionally, with the recent trend of wireless connections there has been a profound expansion in private Internet usage. The diverse means by which adolescents are using the Internet has become coupled with inherent risks of unsupervised and uneducated use.
When it comes to the topic of technology, most people will readily agree that it has been growing non-stop at a significant pace. About 16 years ago, technologies, such as computers were not a necessity in mainstream life. Since then, technology has progressed and people have become extremely reliable on. In the essay “What’s the Matter with Kids Today?” by Amy Goldwasser, she talks about the positive aspects of the Internet. According to Goldwasser, “Twenty-plus years ago, high school students didn’t have the Internet to store their trivia”(Goldwasser 238). By stating this, Goldwasser explains that over the years the Internet has become a necessity in the lives of the majority of students today. Although the Internet provides sufficient
The controversial topic of video game addiction is what I have decided to focus my multi-genre research project on. Although a multitude of people do not even know of the existence of such a problem in today's society, I can assure you that this is becoming an increasingly greater problem effecting people around the world of all ages. Through my multi-genre project, I intend on proving the uselessness and detrimental qualities of playing video games, and I am going to explore some healthy alternatives to such a problematic habit.
In contemporary times, the technological advancement known as the Internet, has revolutionized the way in which society is educated. This tool greatly impacts not only the field of education, but every aspect of society. Indeed, Lewin documents, “those ages 8 to 18 spend more than seven and a half hours a day” (A1), connected to the Internet. This citation illustrates the extensive amount of time today’s youth are online. To that end, the Internet is prevalent in many homes throughout the world and continues to influence the way in which people are educated both in the classroom and even while performing homework. The impact of the Internet becomes evident when one begins to examine similarities and differences between the slew of