...BACKGROUND Introduction Computer addiction is a relatively new term used to describe a dependency on one's computer. Computer addiction is not limited to personal computers (PCs). It covers video games and the Internet and has already been given a label by psychologists, namely Internet Addiction Disorder(IAD). People can grow addicted to a variety of substances, and there is usually a substantial amount of help available to treat them. Alcohol, drugs and sex have all been known to bring out the addictive personality trait in some people, but other forms of addictive behaviour, such as exercise, watching television or spending too much time on a computer, have only recently been recognized. Computer addiction, like any addiction, can creep up on a person without one being aware of it. Talk shows are full of people whose relationships have been torn apart by one partner's computer addiction. Spending hours chatting online, surfing the web or playing computer games can cause relationships to deteriorate as other parts of a person’s life are neglected. http://www.studymode.com/essays/The-Effects-Of-Computer-Games-To-1171688.html Chapter 1 PROBLEM AND ITS BACKGROUND INTRODUCTION When the internet was first created programmers from all over the world created different games that could be play over the internet. Internet games (also known as online games) are games that are played online via the Internet. They are distinct from video and computer games in that they are normally...
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...Applied Developmental Psychology 22 (2001) 7 ± 30 The impact of computer use on children's and adolescents' development Kaveri Subrahmanyama,*, Patricia Greenfieldb, Robert Krautc, Elisheva Grossb a Child and Family Studies, California State University, Los Angeles, 5151 State University Drive, Los Angeles, CA 90032, USA b University of California, Los Angeles, CA, USA c Carnegie Mellon University, Pittsburgh, PA, USA Abstract In recent years, electronic games, home computers, and the Internet have assumed an important place in our lives. This paper presents a review of the research on the impact of home computer use on the development of children and adolescents. Time use data are presented along with a discussion of factors such as age, gender, and ethnicity, which impact the time spent on computers as well as the activities engaged in. Research on the impact of computer use on cognitive skill and academic development, social development and relationships, and perceptions of reality and violent behavior is reviewed. The special role of the Internet in the lives of adolescents is brought out using data from the HomeNet study. The paper concludes with recommendations for future study in order to better understand the growing impact of computers on our youth. D 2001 Elsevier Science Inc. All rights reserved. Keywords: Children; Computers; Internet I really want to move to Antarctica Ð I'd want my cat and Internet access and I'd be happy. ±16 year old HomeNet participant...
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...The Evolvement of Technology over Decades and the continuing effect on the Environment | IT Essay | | The following text is characterized by an Essay in which it outlines in four solid body paragraphs, integral identified reasons whereby technology has developed, progressed and advanced over decades and what problems these are causing the environment. | | Chenoa Fawkes | 3/18/2014 | | Trends in Information and Communications in Technology have constantly evolved over the past century. The way information was stored has significantly changed. The way we communicate. The gadgets and devices we use to operate our daily life. Even to the point of programs on the computer that you simply press a button and amazing things happen. The problem we need to greatly consider is ‘What Impact does all these new sophisticated technologies have on the environment?’ When you consider the negative impacts on the environment in regards to ICT, it is frightening to think that there are some very harmful issues. Such issues include the production and distribution of ICT equipment, energy consumption and carbon emission during the use and disposal and recycling of equipment. Production and distribution of computers and other electronic devices is a very complicated and sometimes harmful process. Assembling a computer involves up to 1000 items, many of which are highly poisonous. ‘The list includes chlorinated and brominated substances, toxic gases, toxic metals, photoactive and...
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...“The Effects of Computer Gaming to the Academic Performance of Grade 9 Students of Divine Light Academy Las Piñas during School Year 2015-2016” (Submitted by Ernest John S.J. Arreza of Grade 9 Nationalism) Chapter 1 (The Problem and its Background) Introduction: Development in technology brings us many benefits today. One of these things is the computer gaming. Computer gaming is one of the most prominent activities done by teenagers today. Many people said that “they play these games just for fun and relaxation”. But they don’t know the effects of computer games to their academic performance. These games according to some researchers to researchers have benefits, because it enables the mind of the player to be more active. But also these games had bad effects on the Academic Performance of the students, because it might cause computer addiction. Today many Grade 9 students of Divine Light Academy Las Piñas are excellent at playing computer games. But I am sad to see that there are only three level honors out of hundreds of students this first quarter. “Education is the most powerful weapon which you can choose to change the world” – Nelson Mandela, this quotation is very true, because without education there would be no government today. That is why it is necessary to conduct a research about this topic because computer gaming is both a friend and a foe of education. The computer gaming industry is now over 30 years old. In that time computer technology has improved...
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...We live in an information society where the leading role has been given to new technologies, especially those devoted to information. Our society could not be imagined without new technologies and their role both in this society and in human life in general. With advances in technology, student study habits have dramatically changed. It's affected the way classes are taught, students learn theories and the way information is presented. Gone are the days of slaving over books in the library and scribbling down notes on paper. Modern technology has rapidly changed our world. It improves the length and quality of life. Although modern technology brings an enormous number of benefits for mankind, it causes many harmful effects as well. Modern technologies are very powerful because they rely on one of the most powerful genetic biases we do have — the preference for visually presented information. The human brain has a tremendous bias for visually presented information. Television, movies, videos, and most computer programs are very visually oriented and therefore attract and maintain the attention of young children. The problem with this is that many of the modern technologies are very passive. Because of this they do not provide children with the quality and quantity of crucial emotional, social, cognitive, or physical experiences they require when they are young. The developing child requires the right combination of these experiences at the right times during development...
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...EFFECTS OF COMPUTER GAMING ON NEUST STUDENTS’ IN CABANATUAN CITY 1. FOREWORD ....................................................................................................................................................................... 3 2. INTRODUCTION ....................................................................................................................................................................... 4 2.1. THE REPORT ....................................................................................................................................................................... 5 2.2. BACKGROUND ....................................................................................................................................................................... 5 3. RESEARCH DIRECTIONS ....................................................................................................................................................................... 8 3.1. ACTIVE USER PERSPECTIVES ....................................................................................................................................................................... 9 3.1.1. Important studies ..................................................................................................................................................................... 11 3.1.2. Problems with the Active User perspective ............................................
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...at a computer to play Pong or Donkey Kong. The newest-generation gaming consoles are as powerful as personal computers, and can accomplish many of the same things. And today's games are increasingly realistic and technologically advanced. Social networking has even made its way into the video game industry with online gaming. These virtual worlds can be complicated and perplexing to parents, which is why it's important for you to understand what your child is playing and when to get worried. Did You Know? * In 2009, over 11 million people played World of Warcraft, an online, subscription fee-based multiplayer game. * According to one study, nearly 1 in 10 young gamers displayed behavior patterns similar to addiction.1 * The Kaiser Family Foundation found that 8- to 18-year-olds are exposed to an average of 10 hours and 45 minutes of media each day. Whether your child is an avid gamer or rarely picks up a controller, it's important to understand the world of video games--especially in the age of online gaming--so you can make your child's experience with games both a positive and a beneficial one. ————— 1. Douglas Gentile, “Pathological Video Game Use among Youth 8 to 18: A National Study,” CHAPTER I INTRODUCTION Background of the study The youth of today no longer seem to spend their leisure activities like in the olden days; outdoor games or playing with toys, instead, they spend their free time in their homes, internet cafés or computer shops...
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...Essay Computers are becoming common in family and hence children have more time using the computers. In other words, it takes children an increasing amount of time on computers. Nevertheless,some studies suggest that children are affected a lot in negative aspect by using computers excessively. The essay will explain the effect of computer use on children, focusing on children’s physical health, psychological health and development. Being exposed to computer for prolonged periods is harmful for children’s physical health. Children’s muscles are likely to be injured since the design of computer use workstation is not suitable for children (Shields&Behrman,2001). In addition, children may be overweight when using computers for extended periods of time and hence the possibility of obesity is increased. As children spend their time playing computer games instead of doing some physical exercises, their body can easily get weaker. More than two hundred people suffer injury from excessive computer use, which is reported by the Occupational Safety and Health Administration (Shields&Behrman,2001). The psychological health is also be negatively affected by excessive computer use. An in-depth analysis about the effects on children suggests that children who are addicted to computers often feel lonely and depressed (Shields& Behrman, 2001), because they have little time communicating with other people. The research on violent computer games suggests that playing such games...
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... S C Assessing Effects of Technology on Learning: Limitations of Today’s Standardized Tests Michael Russell & Jennifer Higgins Technology and Assessment Study Collaborative Boston College 332 Campion Hall Chestnut Hill, MA 02467 www.intasc.org Assessing Effects of Technology on Learning: Limitations of Today’s Standardized Tests Michael Russell & Jennifer Higgins Technology and Assessment Study Collaborative Boston College Released August 2003 Michael K. Russell, Project Director/Boston College Copyright © 2003 Technology and Assessment Study Collaborative, Boston College Supported under the Field Initiated Study Grant Program, PR/Award Number R305T010065, as administered by the Office of Educational Research and Improvement, U.S. Department of Education. The findings and opinions expressed in this report do not reflect the positions or policies of the Office of Educational Research and Improvement, or the U.S. Department of Education. Assessing Effects of Technology on Learning: Limitations of Today’s Standardized Tests Michael Russell & Jennifer Higgins Technology and Assessment Study Collaborative Boston College Over the past decade, students’ use of computers has increased sharply, particularly...
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...gaming has emerged as a popular and successful source of entertainment and play for people of all ages, especially for the students. It refers to the games that are played over some forms of computer network, typically on the internet. These games are played online, in which you can connect with multiple players. It is normally platform independent, relying on the web browser and appropriate plug-in It is one of the best inventions that are made ever by human beings. It has the ability to link players together. It has been one of the most popular activities in entertaining for younger people. Because of this, almost everybody is into it. Its fantastic characteristic makes a lot of students become hook on it. It provides entertainment and at the same time, online socialization with different kind of people. But sometimes, it causes negative effects. It has two kinds of impacts: the good and bad. It depends on the player itself. Studies show that online gaming is a major source of addiction, especially to college students. Because of its ability to link multiplayers together, most students become more addicted to it. They keep on playing and playing because it gives them thrill until it becomes a part of their lifestyle. This research study shows how online gaming can be an addiction and its possible effects on the students. A. BACKGROUND OF THE STUDY Education is an important element of investment in human capital and economic growth. Secondary education as being the link...
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...INTRODUCTION Background of the Study Computer has led to groundbreaking outcome which completely revolutionized the society. One display of these fast growing advancements to society is computer gaming. Teenagers who are playing these computer games said that they are playing these games just for fun, to keep away from the heat of the sun, without knowing that there are a lot of effects of playing these games that are more than what they think. In 2006, Luke Ahearn stated that “Game development is booming! In the past few years many books have been written, more information than ever is available on the internet, and many colleges are offering courses – even degrees – in game development.” In addition, Adams & Rolling (2007) stated that games are created to serve a purpose and they are related to the human desire for play and our capacity to pretend. Also video games are forms of art, thus aesthetics are part of their design. It’s also shown in some studies that computer gaming helps the brain, especially to the young at age, to develop their logic skills. “Computer-based video games can clearly facilitate students’ learning performance. This finding indicated that computer-based video game playing not only can improve participants’ fact differentiation/recall processes, but also promotes problem-solving skills by recognizing multiple solutions for problems.” (Chuang & Chen, 2009, p.7). In addition, playing computer games according to some research is beneficial...
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...Computers and The Movie Industry Nathaniel Ephriam III ITT Technical Institute Abstract Changes in the movie industry because of computers are far reaching. The amounts of movies made in today’s market that have some kind of computer imaging in it have more than doubled. Nearly all of your Big Budget films use computer technology to add realism to their projects. It is nowadays included into the budget. No longer is special effects alone enough to sell the film. However with the combination of both computers and special effects, even hard to please directors are becoming tame. Even Animation is seeing unbelievable results using computer technology. No current Animation is considered a serious project unless they use some form of computerization. In the last decade more and more films are made in this new way. The use of computer technology has also been responsible for many awards currently being received by movie companies. Awards such as Oscars, Academy Awards and Golden Globes, you name it computers are responsible for it. Computers and the Movie Industry Hollywood has released some of the most memorable films the world has ever seen. Films like The Wizard of Oz, The Towering Inferno, and Titanic are more than just great cinema. They show the connection of computers and the movie industry. All of the films mentioned earlier and hundreds more were all made with some level of computer aid. The term “special effects” meant very little to the public when it was...
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...people are interested. There are millions of users is attracted to SNS. People consume a lot of time on this sites uploading or downloading, getting information or sending information concerning their career or academic work. People are always online every second, chatting with friends, watching online videos or movie, doing research. Social Network Site has become a habit for some people, they find it difficult to study for one hour without logging in to one network site. Some users have become very smart because of the information they get from the Social Network Sites. Social Network Site began in 1978 with the Bulletin Board System or BBS. The Bulletin Board System was hosted on personal computers, requiring the users dial in through the modem of the host computer, exchanging information over phone lines with other users. This was the very first system that allowed users to sign in and interact with each other, although it was quite slow since only one user can log in at a time. Later in the year, the very first copies of web browsers were distributed using bulletin board Usenet. Usenet was created by Jim Ellis and Tom Truscott, and it allowed...
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...Technology Agency) for initiating and funding this project on behalf of the Department for Education and Skills (DfES), and the ongoing advice, encouragement and support which we have received, in particular from Malcolm Hunt, Head of Evidence and Research, Becta, and from Andrew Jones and Michael Harris, Education Officers, Becta. The team would also like to acknowledge the support and advice received from academic and administrative colleagues at King’s College London and at the University of Leeds. Version 1, January 2004 © Becta 2004 http://www.becta.org.uk page 1 of 58 Becta | A review of the research literature relating to ICT and attainment Contents Executive Summary 1 2 3 4 Introduction Evidence of the effects of ICT on attainment Factors affecting attainment Research methods to measure ICT and attainment 4 4 7 8 Main Report 1 2 3 4 4.1 4.2 4.3 4.4 5 6 6.1 Background Introduction Aims of the study Methodology Literature search procedures Combining existing literature reviews and creating a framework Deciding the criteria for the selection of the literature sources Identifying and prioritising the range of journals to be reviewed Literature Review Data Sources Results of the...
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...Effects of Technology on Classrooms and Students * Change in Student and Teacher Roles * Increased Motivation and Self Esteem * Technical Skills * Accomplishment of More Complex Tasks * More Collaboration with Peers * Increased Use of Outside Resources * Improved Design Skills/Attention to Audience Change in Student and Teacher Roles When students are using technology as a tool or a support for communicating with others, they are in an active role rather than the passive role of recipient of information transmitted by a teacher, textbook, or broadcast. The student is actively making choices about how to generate, obtain, manipulate, or display information. Technology use allows many more students to be actively thinking about information, making choices, and executing skills than is typical in teacher-led lessons. Moreover, when technology is used as a tool to support students in performing authentic tasks, the students are in the position of defining their goals, making design decisions, and evaluating their progress. The teacher's role changes as well. The teacher is no longer the center of attention as the dispenser of information, but rather plays the role of facilitator, setting project goals and providing guidelines and resources, moving from student to student or group to group, providing suggestions and support for student activity. As students work on their technology-supported products, the teacher rotates through the room, looking...
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