RST 100 1st Edition Lecture 15 Outline of Last Lecture I II III IV Geography a Density b Pattern c Concentration Place attachment Crowding Environmental impacts of leisure Outline of Current Lecture I II III Concepts of technology a Screen time b Impact on obesity rates c Fidelity d Simulated leisure Tech linkages to family Video Games Current Lecture Key Issues discussed in chapter Criticisms of technology isolates of from other people less interaction Others argue it s a great way to stay connected For every pro there is a con Technology has enhanced traditional pastimes and invented completely new ones This has been both good and bad for society Different types of Technology have changed our leisure Radio Television Video Games Chat rooms These notes represent a detailed interpretation of the professor s lecture GradeBuddy is best used as a supplement to your own notes not as a substitute Internet Fantasy sports Cell phones Social Networks Virtual Communities Impact of Technology so much is done online Screen Time on average Americans spend approx 7 8 hours a day doing nonwork screen time Includes computer video games tv phones etc May occur during work time o 2 3 hours a day spent doing non work activities while at work Connections between technology and obesity not in book CDC monitors obesity through almost every category 35 of adults are obese 17 of children and adolescents 1 19 are obese o More likely to be obese as an adult if obese as a child Rates for children have doubled in the part 20 years o Diseases among children like type 2 diabetes Children Obese children are 70 more likely to have at least one risk factor for developing cardiovascular disease First time in history decreased life expectancy blaming it on unhealthy lifestyle way we eat and lack of physical activity o Michelle Obama Let s Move o Play 60 NFL 60 minutes of physical activity a day according to CDC Impact of Technology Lack of physical activity o Only 29 meet suggested daily physical activity Shift in recreation choices technology video games especially xbox o More media use and stationary free time choices Children and TV Screen Time Children spend more time in front of screens than they do playing outside Video games are also included 70 of parents rarely or never limit their children s screen time o Want to keep their kids safe so less active lifestyle is sometimes looked at positively Not Just Health Issues Researcho Too much time spent watching television and playing video games can double the risk of attention problems in children and young adults Article topic parents want their children to be disconnected from technology Article Forces timeout from technology Digital Detox Becoming a niche market parents want their children to have opportunities to disconnect from their phones Adults and Obesity Obesity related conditions include heart disease stroke type 2 diabetes and certain types of caner Historical evidence o CDC tracks bmi s tracked the obesity rates in the United States had to create darker colors to represent the large percentages of obese rates over time Simulated Leisure An imitation of the reality of the experience o Sky diving on fans o Mechanical bull o Video Games GTA o Wii Occurring at an unprecedented rate Fidelity accuracy of reproducing the real experience Sometimes fake can sometimes be more compelling than the real but not always SIMULATING THE EXPERIENCE good to get the sense of activities that may not be accessible to an individual o Wave pool o Fake roller coaster ride o Wave pool o Mountain climbing o Simulated Golf Technologies and Families not in book Study on families who decided to become TV free and limit technology Findings o More involved in community because had more time o Children more physically active and had better grades o Marriages happier talked more o Felt they kept up on news sports through newspapers o 85 never doubted their decision to make their switch o Had a lot more available time after they got ride of the technologies Benefit of Technology Creates Family Connectedness o Recent research found o Couples contact each other daily to chat text coordinate schedules o Parents and child children contact each other daily Families use computer for shared experiences o Go online with another person play games etc o Overall respondents saw much upside and little downside to the way tech has affected the quality of their communications o Overall studies show both positives to both sides not obvious easy answer Video Games Americans spend billions a year on video games Video game market is diversifying o Women o Older Market o Still dominated by men Time consuming leisure activity for many Motivations Study of college students Reasons for playing o Excitement o Mastery o Have nothing else to do o Have friends who play Similar to other leisure activities Many Positive Aspects Can promote interaction with others Video games and their characters can provide a source of friendship for players Others o Enjoyable o Intellectual benefits o Delay the onset of dementia Violence and Video Games Violence in video games you re a criminal you go around and shoot people Vivid graphics and an array of guns Began in the 1990 s Mortal Kombat Recent survey of most popular video games today found that 80 were violent in nature Unique Dangers of Violent Video Games 1 Identification with the aggressor player assumes the identity controls the action of the character 2 Active participation a more complex aggressive script 3 Video games addictive nature 1 in 5 adolescents can be classified as pathologically dependent on computer games
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