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Just What Do You Mean by “Good”, Essay Example
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Everything Bad Is Good for You by Steven Johnson is a captivating book that portrays how the digital media has grown over the past century. Johnson’s instrumentalist art view wants the readers to work mentally through the reading process and be able to store acquired information. Moral issues are lost in media, but realism is gained through clarity of entertainment reflecting on the fallen state plus all ethical ambiguity. This shows cognitive workout of social virtue assessed in the pop culture, which cover facets like Television, video games and the Internet. Displayed arguments leave individuals wondering on the importance or good associated with today’s popular culture. The book brings out a scientific view of many individuals and intrigues the mind of readers by building arguments in systematic and causal relationships (Johnson 5). He argues “[t]he work of the critic, in this instance, is to diagram those forces [neurological appetites, economics of the culture industry, changing technological platforms], not decode them” (10), which embrace all forces that clash while competing.
Today’s pop culture indicates that a righteous path is not shown, but in reality is making individuals smarter. Games, for example, are said to sanction, promote aggression and responses of violent conflict among children. This implies that games waste time. However, it is not true because it enables youngsters engage with their peers in social complex relationships thus, explores and builds their worlds. In addition, games improve the visual intelligence and manual dexterity of individuals. Pop culture also enables ones brain to be active at all times, which means that they are on high alert. This translates to having a safe community with fewer numbers of individuals engaging in illegal activities like stealing, drugs and killing. This also expands their minds and instills in them a mind of creativity. It is vital for individuals to recognize that this is a good gesture, which needs promotion in order to reduce the number of cases facing financial strains. This explains that pop culture is good to the individuals because it improves their mental, as well as, psychological aspects of life. Additionally, they become active members in the society and thus, improve the economy of the country.
The Internet leaves individuals rejuvenated and enlightened on other people’s culture and tradition. This is a good thing because they appreciate their language and culture. In addition, they are able to work together in building the nation, which culminates to improving their status quo. From this point of view, the government, students, organizations, researchers, parents and caregivers among others find the Internet to be beneficial. Good is when individuals move from one caste in society to an advanced level without losing sight of morals and values instilled during teenage years. Good is a term that defines when a person does a positive thing to influence the well-being of people, situations and corporations. Bad, on the other hand, is when individuals instill negative feelings, emotions and perceptions in other people’s lives. This affects their relationships and affects the country’s economy and that of the people. It is apparent from the above elucidations that the Internet is good because it affects individuals in a positive way. This is vivid since youngsters learn the importance of sharing cultural values and respecting other’s positions in society. Future leaders are able to grasp this and invent programs and strategies that promote unity and love.
From this perspective, the economy becomes the measure of good. For example, the more technology is embraced in society, the more individuals become tech savvy, which contributes to the society being good. Good here is in essence that an individual is developing economically and mentally. Pop culture is a guide on how individuals should view life and what strategies need to be completed in order to solve existing problems. Good is viewed in different perspectives and this paper will be able to argumentatively bring out this point in a clear manner. The economy of the country is improved due to innovations made by youngsters in inventing software programs. This enables them share key moments of their life and build on achieving success during their endeavors. The economy is improved through inspiring and instilling in youngsters a sense of responsibility, hope and confidence in what they do. This leaves them focused in achieving the best result at all times, which enhances the development of their skills and talents.
According to real-world consequences, the Internet affects the brain development of students, which contributes to their educational background. According to Johnson, “the Internet has “challenged” us in 3 fundamental ways: it is participatory, it forces users to learn new interfaces, and it provides opportunities for social interaction” (118). Internet-minded individuals have the potential of learning more, but also overuse of the Internet leads to shorter spans of attention and addiction (Sparrow et al 776). Success is achieved because the education system has embraced technology in schools and has an idea of how young people think and catering for their particular needs. This is a good thing as it permits the young generation utilize their time in activities that do not land them in trouble (Sparrow et al 777). The Internet has a positive effect on cognition since the information retrieved is accessible for use in the future and history and other important facts are stored in the transactive memory (primary source). As a result, people are given the capacity to learn many things, and have the potential, overall, of making individuals smarter (Sparrow et al 778). This is good because they become enlightened and knowledgeable on prior class topics introduced in class. This aspect leaves student independently responsible hence practice the skill of time management. Innovation is achieved through the information that they can be able to invent programs that override certain aspects of the game. For them, this is an advantage because they get to learn while improving their financial status, living standards and utilize their skills and knowledge. The economic effect is promoted in such instances and students need to be encouraged on how to work through their problems using technological methods. Moreover, the Internet enables youngsters gain knowledge and understandings on various life aspects. In this case, parents feel secure because their children are doing constructive work, which sharpens their communication and literacy skills. Furthermore, their language is enhanced in order to improve their negotiation skills in business and other conversations. It is evident that games bring out the true nature of an individual and instills in them virtues like perseverance and patience. On the other hand, games give the younger generation a chance to relieve their tensions and leaves them rejuvenated, which is a good thing for their psychological aspect. For adept gamers, this affects their ability to make sound decisions and mentally manipulate objects in 3D (Ryan, Rigby and Andrew 350).
Games also allow individuals to encounter difficulties in the society, which includes the risk of interacting with criminals. Predominantly, this is for those games played over the Internet (Johnson 62). At some point in time, players are bound to interact with Internet fraudsters ready to scum them and rob them off their property and money. In addition, these games make young people lazy to the point of not working hard in school and their place of work (Ryan, Rigby and Andrew 355). Laziness is attributed to the long hours spent during the night playing with the intent of winning a particular game. This disrupts their concentration both at work and school and lowers their level of performance and grades, which makes them engage in illegal activities like cheating in order to pass exams (Johnson 92). From this point of view, it is evident that, for everything, there is a bad and good side to it, which needs conceptualizing before embracing of technology or technique in smooth running of daily activities.
From the above explanations, it is beyond doubt that games bring positive effects to the lives of those engaging in the activity. The young generations are able to do what they enjoy best, and thus leave them motivated to undertake other tasks that involve nation building. The research displayed by different scientists and developers of the gaming industry agree that games are good tools that need enhancement. In my opinion, games are good because they bring out the good in a person by influencing them positively in improving the cost-cutting measure of the country. It is also evident that the psychological aspect of individuals is promoted to greater heights, which need recognition of the importance of gaming activities to all generations. Video game also educates individuals and gives them an opportunity of exercising their skills and talents in areas that complements their talents. Virtues instilled in young people helps them deliberate well when working in groups (Vitiello 992). As a result, promotes working together in the context of problem solving by using techniques that promote cohesion and interrelations. For the workplace, this is an added advantage to the managers and human resource personnel because employees will work together cordially in meeting organizational goals and objectives (Vitiello 993). Good is evident here since the economy of corporations and people is improved to mean that minimal encounter with problems is expected. From this, it is accurate to articulate that the economic effects of games and the Internet are good because they contribute positively to the development of knowledge, ideas and relationships of individuals.
In conclusion, it is true to say that games and the Internet are good since it builds one from one level to another. Through the economy, individuals view the Internet and games as good, and this should be encouraged through offering them support. Rewards need to be awarded those who perform well as a way of encouraging them. This reduces the chances of individuals engaging in illegal activities. This is also a way of enhancing their lifestyles and the way of living, which contributes to the development of the economy. The society also benefits from this through having diversified minds.
Works Cited
Johnson, Steven. From Everything Bad Is Good for You: How Today’s Popular Culture Is Actually Making US Smarter. New York: Riverhead Hardcover, 2005. Print.
Ryan, Richard., Rigby, C. and Andrew Przybyiski. “The Motivational Pull of Video Games: A Self-Determination Theory Approach: Motivation and Emotion, 30.4, 2006: 344-360. Print.
Sparrow, Betsy et al. “Google Effects on Memory: Cognitive Consequences of Having Information at Our Fingertips.” SCIENCE, 333, 2011: 776-778. URL.
Sterling, Bruce. Distraction. New York: Gollancz, 2000. Print.
Vitiello, B. “Student Treatment for Children: A Community Perspective: Commentary,” Journal of the American Academy of Child and Adolescent Psychiatry, 39, 2000: 992-994. Print.
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