W8 Reading: Technology, the Internet, and Virtual Worlds/ joonhee Lee

Social science has begun to pay attention to the social changes brought on by digital media technologies such as mobile phones, social networks and the virtual world. The best example is a cell phone. With the advent of mobile phones, people who were crowded with public phone booths began to disappear and caused changes in society, with social norms related to mobile phones emerging. It has also become a society where humans now have to rely on them because they live in a world where they can't live without cell phones. As such, social science has become a new task to study the social changes that technology will bring in the future.

Many people think that games (including video games) are unhealthy. But this is said to be a scientifically proven fact. Rather, it showed a positive role in lowering the smoking rate for teenagers. It is also said that increasing game-related violence is an unreliable theory. Looking at the results of this study, it would be nice if many people's prejudices about games could be resolved to some extent. Of course, there are a lot of problems with controlling game time (especially in Korea), but I think games can be a culture that many people can enjoy in the future if they have the ability to control themselves.

In Korea, people are negative about falling into a game based on a particularly high age group. As a result, there was a law that limited game time for teenagers. On the contrary, I thought reading generally gave a positive assessment of the game. Why is our country so pessimistic about games?

Comments

  1. Even if games have advantages such as lowering youth smoking rates, I think they are negative for mental health. I think adolescence is a time when one's identity or values are vulnerable. Also, Korean game characters or effects are often sensational and stimulating. I think this obviously has a bad effect on the values and minds of teenagers. And I know there are various controversies behind anonymity in the game. There may be a variety of backgrounds in limiting teenagers' game time, but I think the reason why I said it will also be a basis.

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  2. Many games that are popular among teenagers consist of shooting or attacking opponents, such as war. And in adolescence, it is a time when children become sensitive and rebellious for various reasons. Therefore, violent games can negatively affect growing children at this time. And in Korea, people are often exposed to the media as they play violent games during their adolescence and are negatively affected. In addition, children are likely to become addicted to interesting games due to their lack of discipline and are often addicted to games and neglect their studies. Our country is not familiar with such culture even though foreign countries learn about studying through games. The conventional idea of studying based on books is still dominant. Because of these complex reasons, I think our country is pessimistic about the game.

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