Week14.2 (6.7Fri)Introduction to Sociology/Technology, the Internet, and Virtual Worlds (YANGPEIFU)

 1. Summary

Technology encompasses the techniques, methods, and processes used to produce goods or services and achieve various objectives. It includes knowledge of these processes and their application in machines and devices. A prominent example is mobile phones, which have transformed communication by eliminating the need for direct telephone lines and altering social norms and behaviors. Social networks, while beneficial for maintaining connections, can also perpetuate objectionable behaviors and gender inequalities. Video gaming, engaged by a significant portion of the population, offers benefits such as enhanced visual attention but poses potential health and behavioral risks for a small subset of users. Technology significantly impacts society, influencing communication, social interactions, and individual behavior. The pros and cons of social networks are self-evident. Although they can facilitate the development of business networks and connections with distant friends and family, there are also some adverse effects. One of the main issues is that social networks record the behavioral history of users, which may have adverse effects on their future lives, especially when users post photos or content involving lousy behavior. Research shows that this may be because they do not want to be excluded from social groups, causing them to imitate these behaviors on social networks. In addition, social networks can also consume a lot of time, which may affect other vital activities such as work and study. Some studies have found that college students who spend too much time on Facebook have poorer academic performance. Although this effect may vary depending on the student's college experience, older students are better at managing their social media usage time and thus use these platforms more effectively. The pros and cons of social networks are self-evident. Although they can facilitate the development of business networks and connections with distant friends and family, there are also some adverse effects. One of the main issues is that social networks record the behavioral history of users, which may have adverse effects on their future lives, especially when users post photos or content involving lousy behavior. Research shows that this may be because they do not want to be excluded from social groups, causing them to imitate these behaviors on social networks. In addition, social networks can also consume a lot of time, which may affect other vital activities such as work and study. Some studies have found that college students who spend too much time on Facebook have poorer academic performance. Although this effect may vary depending on the student's college experience, older students seem to be better at managing their social media usage time and thus use these platforms more effectively.

2. Project

Video games have some benefits, both in terms of health and cognition. First, for most high school students, there is no evidence that playing video games has a negative impact on health, and for boys, playing games is even associated with a lower chance of smoking. Second, video games can enhance players' visual attention, especially fast-paced action games, which helps players better focus on important visual information and thus prevent sensory overload. However, it is also important to note that some video games may have negative effects on individual players. In a small number of players, game addiction may lead to problems such as smoking, drug use, depression, and serious fighting. In addition, for some players, playing violent video games may increase aggression, although this effect is usually small, and not everyone is affected.

View Link: http://www.feministfrequency.com/2014/08/women-as-background-decoration-part-2/#more-20630

3. Question

What are the potential impacts of technology, social networks, and video games on individuals' health, behavior, and society as a whole?


Comments

  1. Promote Digital Literacy: Educate individuals on responsible technology usage, including managing screen time, protecting personal information online, and identifying misinformation.
    Create Healthy Tech Habits: Encourage regular breaks from screens, physical activity, and face-to-face interactions to mitigate the negative effects of prolonged technology use.
    Regulate Tech Industry Practices: Advocate for policies that promote ethical technology design, including transparent data collection practices and user privacy protections.

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  2. The potential impacts of technology, social networks, and video games on individuals' health, behavior, and society are significant. Technology can enhance lives but may also lead to health issues like eye strain or sedentary lifestyles. Social networks facilitate communication but may contribute to anxiety, isolation, or the spread of misinformation. Video games provide entertainment but excessive use may harm cognitive development and social skills.

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