Thursday, October 9, 2008

Writing Topic 4 (Margot): Contents of Digital Entertainment, e.g. violence, pornography, realism

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Anonymous said...

Margot Leysen Grade 12

QW 4: Contents of digital entertainment, e.g. violence, pornography, realism

Today, in the digital world of entertainment, there is a wide variety of online games, music, movies and more. People of all ages are able to find some kind of entertainment online that suits their age.
The digital entertainment of today consists of practically every entertainment that you can think of. You can talk to people, watch movies, listen to music and play online games. There is so much available in the digital world, in which users can spend hour after hour online.

Digital entertainment has certainly many positive aspects, such as it makes time go by fast while having fun, but it may also lead to inappropriate or unsuitable entertainment online, such as pornography or the encouragement of violence, for everyone to see. One has to keep in mind that the Internet is available for everyone, meaning for all ages and cultures. This may lead to conflicts regarding to what is suitable online.

Technology keeps developing and today it has already penetrated in almost every part of our daily life. This has social impacts on our daily life, especially on the lives of young children, who are new to the world of digital entertainment. Let’s take children as an example to show the social impact of digital entertainment. Due the high availability level, these young children will be exposed to the digital world and its entertainment almost constantly. It is hard to know as a parent what their child is doing online and what he/she is exposed to. It is not hard for the child to, probably accidentally, encounter unsuitable images or sites containing inappropriate data, such as pornography. Only through close monitoring the parent will actually know somewhat what their child is doing, but the parent still does not know everything about the child’s online behavor. Children are mostly looking for online games to keep them busy. This may lead them online games that encourage violence.

In 2008 the latest version of Grand Theft Auto came out for Playstation 3 and had an immense success. With the Playstation 3, gamers are able to fight against each other online. GTA is a game wherein a guy does nothing else than shooting at people, stealing their money and cars, and get in trouble with the police. Many parents and educators from around the world have voiced their concerns about the violence contained in computer games or games for the PS3. The young children are very impressionable and playing these violent games might lead to a change in their social behavior.
Another social impact to consider is the way people interact with each other online. Online communication is much different than face-to-face communication. One is able to spend hours talking online, without actually ever saying a word. If a child is exposed too much to computers and online communication, he/she might not learn the proper social behaviors since he/she only knows how to behave online. It is important for a child to learn the difference between the real world and the digital world. These two social impacts will alter the social behavior of the child and due to the violence online; the child might even take over some of the violent characteristics. It is important as a parent to monitor the child’s online usage to some extent and set boundaries for the amount of time the child spends on the Internet or online, in the digital world.

Although the digital world is able to entertain its users, one has to have certain boundaries so that the digital world of entertainment stays a world suitable for everyone.