Monday, May 11, 2015

Living A Life That Could Potentially Never Be Lived: Why Individuals Suffer from the Powerful Yet Negative Effects Technology Can Bring

How Technology Devices Have the Power To Allow Individuals to Miss Out on Life

Life is a gift to be lived full everyday; However, are individuals really living life to its fullest potential today? We all hear stories about how individuals meet their spouse, learn from their children, and have life changing experiences, which, therefore, creates the life they always dreamed of. However, there is a strong force acting against the possibility of individuals living life to the fullest. Undoubtedly, the prevalence of technology in everyday life is inhibiting individuals from living a "normal" every day life. Unfortunately, in today's society, individuals are so involved in what's going on with social media that they are distracted from what is right in front of them. 

Technology can stop individuals from actually looking up and appreciating what is right there. We depend too much on technology and too little on the outside world. By just looking down at a cell phone when crossing the street, unlimited opportunities can be greatly missed. These opportunities can range from cherishing every moment with family members to even potentially meeting a soul mate. An example of this is through an emotionally filled video called, “look up,” This inspirational video shows a life that was never lived because an individual never took the time to actually look up and appreciate what was right in front of him. If he looked up from his cell phone at the moment his “could have been” wife passed by, he would’ve been able to live the life he was never given the chance to live.

Cell Phone Owners' Actions Involving Cell Phones
As the saying goes, “you learn what you see.” Children are always watching what they see in order to learn the norms of society. Yet, this can be extremely detrimental. Children today sit at dinner tables playing on I-pads, I-phones, and many other technology devices. This teaches them to rely on using these devices when out with others. Overusing technology devices has unfortunately become the norm of society. According to Pew Research Center, 67% of cell phone owners find themselves checking their phones for messages without even hearing a ring or a vibrate, 44% of cell phone owners sleep with their phone next to them so they don't miss out on a text or a phone call, 29% of cell phone owners  describe their cell phone as "something they can not live without," and lastly, 90% of adults own a cell phone. Although technology is helpful in countless ways, it is not used right today, leading individuals to truly miss out on numerous opportunities. As previously stated, life is a gift that should be lived full every day; however, this life can’t be lived full if we as a society spend all our time investing in only communicating through a simple text message and not looking at what is right in front of us.

Harmful Health Consequences Technology Devices Can Give to Individuals

Percentage of Individuals' Feelings on Whether
or Not Technology Affects Their Communication Skills
Technology does much more than distract individuals from the real world. The overuse of technology devices and what goes on behind these devices is overwhelming society. In other words, the overuse of computers causes more than one can believe. This includes feelings of anxiety, addiction, depression and more. According to the article, “Is Social Media Dependence A Mental Health Issue,” Emma Stone believes the addiction to social media can lead to other addictions as well. In a survey done by CASA, the relationship between teenagers, social media use, and drug abuse was studied. The results state that, “70 percent of teenagers age 12 to 17 spend time on a social media site in a typical day, which amounts to 17 million teenage users.” In addition, it provides support that one addiction can therefore lead to numerous addictions in the outside world. The results also state, “Those that interact via social media on a daily basis are five times likelier to use tobacco, three times likelier to use alcohol, and twice as likely to use marijuana.” The overuse of technology shouldn't have to get to the point of causing individuals to become addicted.
Moreover, in a study conducted by researchers at Salford University Business School, 298 people were given a survey involving their own experience with social media and how it affects them. Psychologist Dr. Linda Blair states, “one of the issues appears to be people are behaving as if technology is in control of them, instead of the other way around. Technology is causing anxiety and other health issues due to obsession. Blair also states, “we can switch the gadgets off but a lot of us have forgotten how to.” Additionally, the study found that “more than half of the respondents said that their use of social media sites had changed their behavior, with half of those saying the impact had been negative.” Other respondents state the addiction would cause sleeping impairment and difficulty when it comes to relaxing. The response that was most troubling was that, “a quarter of respondents said after having confrontations online, they experience difficulties in personal and work relationships. Social skills are being impaired due to technology devices and what lies within them. The reason for this is the anxiety and addiction involved when trying to put a technology device away.

How Technology Should Really Be Used Today Without Preventing Individuals from Countless Opportunities

This individual giving proof that we as a society need to "look up"
With the advancement of technology expanding every day, society feels they always need to keep up. The invention of FaceBook, MacBook Pros, MacBook Airs, I-phones, led individuals to feel that they should rely on these devices rather than be their own self. In Emma Steins article, Is Social Media Dependence A Mental Health Issue, there are many reasons as to why individuals feel social media is beneficial; yet, there are too many consequences when it comes to overusing it. Stone states, “while many are quick to praise Facebook for transforming our social landscape by connecting millions of people, the conversation that examines whether our dependence on it is reaching destructive levels is a few steps behind.” She also feels that, “today social media is praised as a sought-after career skill by plenty of employers, but what if it’s harming the younger generations who can’t even fathom a life without profile pictures and follower counts?” In conclusion, it's clear that the way in which technology should really be used should therefore be taught to individuals.


On the other hand, according to securedgenetworks, “if used correctly, technology will help prepare students for their future careers…” In addition, when used the right way, students can get a lot out of technology whether its writing an essay for school, completing an assignment, reading the news, and more. The problem is that students do not just use technology for what it can do; Students use technology for what they want to do, which leads to the addiction to social media sites and never actually looking up. Technology has overpowered the minds of numerous individuals today, which therefore proves a change must be made. Individuals should use technology for the ways in which it would help them with their future. Phones, computers, and I-pads should be put away when interacting with others so social skills will not be affected. Individuals should focus on what they have outside their door rather than what they have inside their phone or computer. As Walt Disney says , “Around here, however, we don’t look backwards for very long. We keep moving forward, opening up new doors and doing new things, because we’re curious..and curiosity keeps leading us down new paths.” However, these paths can not be taken if we don’t take the time to actually look up from our cellphones and see what has been there the whole time.

Sunday, April 26, 2015

The Interactive Visualization in The Step-by-Step Process of Coffee


I believe that bizbrain overall did a very good job representing interactive visualization of data in an explanatory manner. This interactive visualization of data starts off with a simple question, which then leads to many interactive responses. It gives a step-by-step process on how coffee is made. I feel that the interactivity makes people learn better because they are more involved in what’s going on. The only change I would suggest with this is actually allowing the user to answer the first question of  “where does coffee come from?” I feel that this would give the individual a chance to see if they actually know the answer. 

Other than that, I feel that bizbrain did a very good job with the interactivity. The process of finding out how coffee was made was very easy because it was simply learned just by scrolling down. There were many different virtual components going on which helped the reader better understand what message was trying to be said. I feel that this was a very good example because it was explanatory and at the same time interactive with many different visual components. Not only did bizbrain list each step, but it also gave descriptions for each step that goes into making coffee. They were very descriptive with each response, which made it very helpful. Overall, I believe this is a very good example and very helpful when trying to understand interactive visualization of data. 

Sunday, February 22, 2015

Recent Meta-Analytical Tests Done Proving the Powerful Effects Video Games Have on Media Users Today


The popularity of video games has greatly increased throughout the years and the growing addiction to these aggressive interactive games is still continuing today. Video games are found to have a negative effect on media users, but the source of entertainment makes one never want to stop. In the Sage Journals article, “Video Games do Affect Social Outcomes: A Meta-Analytic Review of the Effects of Violent and Prosocial Video Game Play,” Tobias Greitemeyer and Dirk O. Mugges stated that, “A representative national survey indicated that about 97% of American teens play video games.” This incredibly high percentage indicates the dangers of these video games and only proves that many people have a high change of being affected. When media users get so embedded in the entertaining interactive game, they do not realize the harm that they are doing to themselves. The interaction involved in a video game is what keeps a media user so intrigued, while just watching Television does not have the same powerful effect.
Violent video games increasing the level of aggression on media users
The General Learning Model believes that video games can greatly shape a user’s attitude. It concludes that violent video games increase aggression in a user and can cause someone to be aggressive just by actively participating in the game. The General Learning Model also states that, “perceptual and cognitive constructs include beliefs, cognitive-emotional constructs, and emotional constructs are likely to be influenced by repeated video game play.” A suitable example for the aggressiveness video games have on media users is the 1999 shooting at Columbine high school. In a meta-analytic review, “Evidence for Publication Bias in Video Game Violence Effects Literature,” it is believed that Eric Harris and Dylan Klebold learned their gruesome actions due to violence they were once exposed to. The violence involved in these highly interactive games can put ideas in one’s head that can cause one to commit violent actions, especially because he or she has virtually participated in these actions and had no problem doing so. 

Violent video games cause media users to think its acceptable
 in real world situations
Evidently, violent video games can cause severe aggression as well as many other issues. In relation to the social learning theory, we learn by observing, which therefore shows that media users who continuously watch violent video games and participate will then act upon that behavior and bring it to their normal daily life. Iowa State University students studied a theoretical model of the effects and consequences of playing video games, which led them to conclude that, “people are more likely to imitate behaviors if they also witness that behavior being rewarded and less likely to imitate behaviors if they also witness that behavior being punished.” When media users are constantly participating in a video game, they can sometimes feel that it is more that they need to play and it can become more of an addiction than what was really meant to be for fun. If individuals never see a character being punished, they can feel that those specific actions are not bad, which therefore leads them to acting upon what they observe and have virtually experienced.

On the other hand, a more passive medium, such as television, does not have as great of an effect on the individual as a highly interactive video game does. The interaction that goes into a video game as well as the addiction that develops as a result, is the key component as to why aggression would evolve. Actually participating in this game can make someone feel like he or she is actually a part of the situation going on. It is known that television is viewed around the world and many people spend hours watching. Although there is a lot of time spent watching television, it can be very beneficial when it comes to learning knew things, especially because violence does not necessarily have to be involved. The unnecessary stress and aggression that comes out of a video game can really harm oneself, while television can greatly help a media user in numerous ways.

At a very young age, watching television can definitely enhance the way a young media user thinks and acts. Watching certain educational television shows can help young media users learn new things just by observing. Television has beneficial effects on media users today; however, the effects that come with highly interactive video games are much greater due to the interaction that comes with a video game. More specifically, schools today show certain shows to students solely for the purpose of trying to have them learn a certain lesson. In regards to a video game, a teacher would not have students play a video game to learn a lesson out of it. Clearly, many people know that there are many violent television shows out there as well. The main difference between observing a violent television show in relation to a violent video game is the interaction component. The viewing of violent television shows relates to the cultivation analysis theory in the sense that one may feel the world is as dangerous as it is seen on television. This does not necessarily make users feel like they have to bring what they observe on the screen to real life; however, with the interaction involved in video games, some may feel the strong urge to. Media users who invest their time in actually interacting in the video game can make them feel like they are a part of the game. This feeling of actually being in the game can make the media user have the strong desire to bring this urge to real life. Interaction plays a key role when comparing the two.


Young media user watching television without the use of any violent means
In conclusion, it is evident that participating in highly interactive video games can cause severe aggression, anxiety, as well as many other negative factors. There is a much stronger pull on the media user with video games compared to just watching television and not actually participating. Video games can change the person that one was before, and turn the individual into someone he or she never knew they could ever be. The General Aggression Model states, “a person’s set of chronically accessible knowledge structures defines that person’s personality.” Evidently, a negative personality can develop from participating in highly interactive violence because these actions have the pull that makes the media user want to bring the actions into the real world.


Tuesday, February 3, 2015

My name is Danielle Goodstadt and I am from Long Island, New York. I am currently a freshman majoring in Communications at the University of Maryland. I love writing and I am looking forward to being in Journalism150!