Many people debate on whether on net computers have negative effects on them @CAPS1 believe have negative effects on them @CAPS1 believe computers are an asset to society because you can access almost anything. That is the problem. The content on computers is affilicted upon everyone that sees it, Computers also don't help people get healthir, anf if you need to research something books are more help than the internet. For starter, the contents on computers and the internet are too much for…
Violent videogames have been in existence for quite some time now. With its continued prevalence in society, one must wonder what effects violent videogames pose on society particularly minors. After all minors play videogames more than any other age group. Although there is an age restriction to these violent videogames, minors constantly bypass this in various ways. It’s important to note that minors are the future of our world and the effects of these video games on their minds is alarming to…
In the topic of discussion on children's screen time as scribed in the two passages, i see truth in both. So what is my opinion? Well, my opinion is that children of this generation do spend far to much time in front of screens. I have seen that as the technology becomes more and more advanced, we as a humanity are fragmenting ourselves. Devices like phones and televisions consume the minds of our youth and they distorting communication skills. These electronics also in my view strip people of…
In recent studies, researchers have debated on whether or not thirteen year olds should be allowed to watch movies that are rated R. In such movies, violence and language are used precisely, where early tennagers could absorb and reflect what they see. When this happens, it is hard to get them to go back to how they acted before they watched these movies. First of all, No thirteen year olds should not be allowed to watch rated R movies because the movies could give off the effect of their…
Reading Response #1 There were many things that stuck out to me in the two items that I analyzed. They reminded me of my own personal life in multiple ways, and I was really intrigued by how deeply they broke down what playing games. The first incident in which I was impressed, was when Ted talk broke down how online games play a major role in giving the players the feeling of empowerment while playing. This happens because a player gets into a game and feels like he/she can change the world…
From the Sci-fi war game, halo to the popular Call of duty franchise, first person shooter videogames continue to grow to be the most popular video game genre on the market. These games seem to get a bad rep in being the blame for violent behavior in children and even grown adults. So do video games really make people more violent, or is that simply just the thought of over protective parents. In 2012 A 20 year old man shot and killed 20 first graders and teachers. Later evidence shows that the…
Many gamers are very quick to say "no, video games don’t make me violent!" having that phrase as defense mechanism after being provoked by people who question their interest in video games. And when asked if they would kill someone in real life like they do in video games, they usually say no. If they wouldn't do it in real life, then what compels them to do it in the game? Possibly that there aren’t actual consequences after committing a crime in a game, the person playing doesn't see how…
1) The Green light to Red light guideline can be used in situations that start out small and may be resolved without intervention but could potentially develop into a situation where I need to step in. Green light- Normal arguing and name calling; I shouldn't get involved just keep listening to make sure it doesn't progress. Yellow light- They are now on the borderline, voices are being raised louder, more nasty name calling and mild physical contact with threats; I should acknowledge the…
The Columbine High School Massacre was a controversy among society questioning the public. The two teenagers who did this inhumane act were keen playing participants of Wolfenstein 3D and Doom. An estimate of 97% of young adults participate in the entertainment of virtual experiences, influencing the gaming industry whom are responsible for national violent video game sales. Video games contribute to youth violence. I have many reasons to support my claim, the two most significant supporting…
Media violence has been shown to somewhat pacify the parts of the brain that cause anger or aggression. On the other hand, some major crimes have been accredited to media violence. I know that media violence has little to no effect on mental states because: it’s been shown that the anger/aggression parts of the brain become passive when media violence is viewed or played, crime inspired by games is only a little under two percent of total world crime and it has been proven that media violence is…