Thursday, September 19, 2013

The World Wide Web can, believe it or not, be addicting.

An addiction can be defined as an unusually great interest in something or a need to do or have something. While the digital world is certainly a necessity this day in age, it is very easy to classify some people's used of it as an addiction. The key word in the aforementioned definition is a need. When I see friends everyday completely ignoring a comment made or a question asked because they are fixated on there new iPhone screen, I can't help but see the device as something they can't live without. I, as well, am guilty of doing the same thing. I honestly believe that we all may be addicted to the internet, and everything that goes with it. What the digital world has brought about can simply be called addiction. The masses are so drawn into their phones, or other devices, that they forget there are even people around them. Countless times I've run into someone walking to class because I was reading an article, or finding some new music. Psychology professor Ken Norman laid it down perfectly when he said "there's a dependency on information."While the internet is indeed a powerhouse of information, communication, and other mediums, the fact that an internet addiction rehab program had just been unveiled is enough to show that it can, and does, cause problems. The question is, can one handle the power and entertainment the internet gives them? Thus far, the answer is a resounding "no" for far too many people, myself included. Professor Yaros' potential plan on limiting internet usage in class is definitely a viable option in controlling these "media addictions." I am a proponent of looking into anything possible to help keep the digital world from being a detriment to learning.

Wednesday, September 11, 2013

More passive mediums have a greater effect on media users than highly interactive mediums.

I believe that highly interactive medium, such as video games, do not have a greater effect on media users than more passive mediums such as television. The fact that a video game is played by the user who knows very well that each situation is as fake as can be, is the main reason why it has less influence on people than mediums like television. While it is ludicrous to argue that all influence video games have on its users is faux, it is reasonable to presume that one should be able to realize that the game being played is simply just a game. The Journal of Aggression, Maltreatment and Trauma revealed findings this year from a 13 year study stating that "media use was not associated with either increased or decreased risk of adult criminality"(http://www.tamiu.edu/newsinfo/newsarticles/documents/CatalystLongGen.pdf#page=10). Although kids may get a kick out of violent games such as  Call of Duty, the animation itself is enough for everyone to infer that the situations are not reality. On the other hand, when someone is watching, say, a sitcom or reality series on their television, they can easily believe that what they are viewing is a realistic scenario. Children these days grow up watching endless violence, whether it's by sneaking a peak at their parents viewing the latest Game of Thrones episode, or simply watching it on their own. Because of this, children are heavily influenced by what they are seeing, and in turn will react to the real-world they live in. George Gerbner's research leading to the cultivation analysis theory supports my claims. Due to all the horrific and violent actions people see on the television, they could, in turn, "see the world as a more dangerous place than it actually is," which is known as mean-world syndrome. In addition, advancements in film special effects are progressing day by day, thus making the product look even more realistic then it previously had. This fact seemingly augments the influence that television medium will have on its viewer. Furthermore, television also provides the masses with an opportunity to follow a certain show and fall in love with it. It gives them something to look forward to every week. While some can use highly interactive mediums  like video games for hours on end, the more passive mediums, such as television, keep the entertainment coming in different ways every time. For these aforementioned reasons, passive mediums have a greater effect on media users than interactive mediums.