Technology - More Bad Than Good

Walter Kovacs
Over the years, technology has become more and more prevalent in the American household. People who were reading books are now using the Amazon Kindle or the Sony Reader. People who were playing sports are now spending more time inside in front of a screen. I feel that technology has had a negatively affected the human being.

One of the most important problems with all the new technology that comes out is childhood obesity. More children are spending time sitting in a chair twiddling their thumbs. Being obese means having a BMI (Body Mass Index) higher than the 25th percentile. For children ages 13 to 16, this means a BMI between 23 and 28. A study done in 2007, found in the Archives of Pediatrics & Adolescent Medicine stated that 36% of adolescents play video games. This study also said that, on average, adolescents who played video games played for one hour per day on week days and one and a half hours per day on weekends. This amounts to a total of 8 hours a week. This study also said that "gamers" tended to avoid distractions and get less exercise. An article from KidsHealth from Nemours states "Kids who watch more than 4 hours [of television] a day are more likely to be overweight compared to kids who watch 2 hours less." The reason video games, television, and gaming consoles cause obesity is because they cause kids to spend more time sitting and less time exercising. New technologies like these have caused percentage of obese children to rise 10% in males and 11% in females since 1995.

Another important negative effect of technology is noise induced hearing loss. Noise induced hearing loss (NIHL) is the deterioration of hearing caused by exposure to loud noises. Our ears pick up sounds using extremely sensitive cells called hair cells. Hair cells pick up vibrations and convert them into electrical signals which are sent through our nerves to our brain. These cells are extremely sensitive and once damaged, they can never be replaced or repaired. At peak volume, iPods and music players can reach volumes of 110 to 120 decibels, depending on the volume of the actual song file. NIHL can be caused by sounds of only 85 decibels over a long period of time. Just for reference, motorcycles, firecrackers, and small firearms produce volumes of between 120 and 150 decibels. Having your iPod turned up to maximum volume is like constant fireworks or gunshots right next to your ear. UAB Medicine states that a safe volume is at about 85 decibels for a time of 8 hours. If planning to listen longer than this, it is a good idea to turn the volume down. The dangerous thing is though is that, at 115 decibels, it only takes 30 seconds to cause permanent damage to your ears. This damage will probably not be noticed at first, but as you age, the damage is apparent. The iPod, no matter how fun, is damaging the ears of thousands of people worldwide.

The television, game console, computer, and the iPod all affect adolescents in another major way. Referring back to the 2007 study, the 36% of children who are sedentary and play video games tend to avoid responsibilities. This study stated "Compared with non-gamers, adolescent gamers spent 30% less time reading at 34% less time doing homework." This shows that adolescents who game don't like to work or read. I have learned this from personal experience. I have made the choice to go upstairs and play Call of Duty rather than finish that pressing math assignment. I can tell you from experience that when adolescents make the choice to "blow off" homework to play video games, it seems like it isn't really a choice. "Gamers" don't want to play. They need to.

There are also social consequences of video games, television, and texting. New technologies shorten family time substantially. In an article by Gary Small, M.D., he referenced a 2006 survey. This survey showed that family dinners, uninterrupted by the television, the radio, or a few innings on MLB 2010 on the Playstation 3 help children stay focused in school. Children who do not have as much "family time" have a higher risk of substance abuse, sexual activity, suicide attempts, violence, and academic problems. This is just another consequence of technological usage in the home. There is also the problem that kids who play video games, if they do not play with friends, are more likely to have trouble with face to face interaction. Once they get used to chatting, texting, and even calling, face to face interaction become more and more difficult.

There are some very simple solutions to these problems, many of which have already been invented. The prevent childhood obesity due to lack of exercise, we look to NASA. In space, because almost no muscles are used to move, astronauts quickly experience atrophy, which doesn't matter until they come back to earth and can't life their legs. NASA's solution was a bike with a television attached to it. On long missions, because floating through space can be boring, astronauts watch television. On the new shuttles, they must strap into a bike and pedal to get the television to turn on. This keeps their muscles in shape. This technology could be implemented on earth as well.

As a solution for Noise Induced Hearing Loss, iPod volumes could be limited so as to not exceed 80 decibels. This would make it much safer and much less damage would be done to ears. This can be done on the iPod, by accessing it's settings, but it is easily removable, which makes it almost useless. The new iPods would be limited in their firmware, which can not be altered or changed.

As for avoiding responsibilities, parents could set a designated maximum amount of time that adolescents are allowed to play on video games and watch TV. This solution has been set in my house. As I am writing this paper, my Xbox and computer are turned off until I am finished. This is a simple solution to the problem of me playing video games in lieu of doing homework. Also, do not buy your child a Kindle. Though it seems like a fantastic piece of equipment, it has many distractions, such as the Kindle store, blogs and magazines, and even a primitive internet browser. I own one, and I know. It is a distraction.

The last solution is the most simple of all of them. Turn off the TV and the computer and call a friend. Being with people is the best way to build social skills. Another solution: have dinner as a family. As difficult as this may seem, do it at least once or twice a week. It helps adolescents be safer and not participate in high-risk activities.

Of course, all things can be viewed differently. The cell phone has revolutionized communication. The computer gives you access to almost any information you want to know. An iPod holds more music than hundreds of CDs, and getting music for 99 cents per song is a great deal. The Kindle can hold a library of books all in a small plastic and metal device thinner than a regular sized pencil. Technology has both revolutionized and scarred our world. As a "Gamer" I have experienced both "Social Consequences" and "Avoiding Responsibilities." Technology has proven to be a majorly negative influence in my life, and I wish I hadn't been influenced by it at such a young age (I was playing Buzz Lightyear of Star Command at age 4 on my computer. It was neither an educational nor "Toddler Learning" game. It is both violent and negatively influential).

In the end, new technology such as the game system, the computer, the cell phone, and the Kindle have greatly hurt our world. They have caused rising childhood obesity rates, Noise Induced Hearing Loss, adolescents avoiding their responsibilities, and major social consequences. They are breaking apart the family unit as well as making it difficult for kids to make friends. Technology is not a good addition to the world. It is a strictly negative one.

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