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UIUC RST 100 - Chapter 7 - Leisure and Technology

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RST 100 1st Edition Lecture 15 Outline of Last Lecture I. Geographya. Density b. Pattern c. ConcentrationII. Place attachmentIII. CrowdingIV. Environmental impacts of leisureOutline of Current Lecture I. Concepts of technologya. Screen timeb. Impact on obesity ratesc. Fidelity d. Simulated leisureII. Tech linkages to familyIII. Video Games Current LectureKey Issues discussed in chapterCriticisms 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 societyDifferent types of Technology have changed our leisure- Radio- Television- Video Games- Chat roomsThese 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 onlineScreen Time – on average, Americans spend approx.. 7-8 hours a day doing “non-work” screen time- Includes computer, video games, tv, phones, etc.- May occur during work timeo 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 obeseo 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 Moveo Play 60 – NFL – 60 minutes of physical activity a day (according to CDC)Impact of Technology- Lack of physical activityo 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- Research- o 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 overtimeSimulated Leisure - An imitation of the reality of the experience o Sky diving on fanso Mechanical bullo Video Games – GTAo 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 poolo Fake roller coaster rideo Wave poolo Mountain climbing o Simulated GolfTechnologies 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 timeo Children more physically active and had better gradeso Marriages happier – talked more o Felt they kept up on news/sports through newspaperso 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 Connectednesso Recent research found…o Couples contact each other daily to chat/text, coordinate scheduleso Parents and child/children contact each other daily - Families use computer for shared experienceso 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 answerVideo Games - Americans spend billions a year on video games- Video game market is diversifyingo Women o Older Market o Still dominated by men- Time consuming leisure activity for many Motivations- Study of college students- Reasons for playingo Excitemento Masteryo Have nothing else to doo 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 - Otherso Enjoyable o Intellectual benefitso 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


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