W14.2-GUO YING
1. Summary
Technology is a collection of methods and processes used to produce goods or services and achieve goals, which can include knowledge, skills, and technologies embedded in various devices. While technology primarily involves knowledge in the production field, technological products are also considered as such because they facilitate the production of goods or services or contribute to achieving goals. The advantages of social networks include developing business networks and maintaining interpersonal relationships, but there are also some issues such as potential exposure to negative behavior, consuming a significant amount of time, and the potential impact on academic performance. Social networks do not eliminate inequalities present in the real world, as recent research has found that women who post provocative photos on Facebook may receive negative evaluations. On the other hand, electronic games can enhance visual attention, especially fast-paced action games like "Halo," which can improve players' levels of attention. While most people playing electronic games do not experience negative effects, for a minority, gaming may become a problem, associated with smoking, drug use, depression, and violent behavior. In the long-standing debate, some studies suggest that playing violent electronic games may increase aggression, but others argue that the effect is minimal, and it may even have a reducing effect on aggression.
2. Interesting point.
While most people playing video games don't experience negative effects, for a minority, gaming can become an issue, associated with smoking, drug use, depression, and violent behavior. This highlights the phenomenon of gaming addiction and how games may negatively impact the lives of certain individuals.
3. Question
What role can technology play in promoting positive behaviors and mitigating negative ones, such as enhancing visual attention through electronic games or using social networks for constructive purposes?
Technology can play various roles in promoting positive behavior and mitigating negative behavior. For example, electronic games can promote positive behavior by enhancing visual attention, while social networks can be used for constructive purposes such as building support systems, sharing knowledge, and fostering social connections.
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