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Media and Impact 2
Media and Impact 2
20594 ENGL100L
11 February 2020
The readings for this week centered around the most common forms of media and
entertainment that we engross ourselves in today; television, video games and our cellphones
(with social media to boot as an extension of that phone). Each of these readings took a deep
dive into how exactly these mediums are affecting our choices, lifestyles, skills and even family
life. Marie Winn tells of the history of television sets that quickly became a commodity
bordering household necessity “along with clothes and cooking utensils.” Going on to explain
the ill effects that an overabundance of television viewing can have on a family, discouraging
one-on-one time to converse and even serving as an anesthetic to deeper issues in family by
serving as a shield to avoid interacting with one another. Steven Johnson takes a more positive
approach (though with a different medium) in “Your Brain on Video Games” where he opens
with the story of a Professor who was blown away at just how difficult a video game for children
was, let alone one meant for adults. Focusing on the positive impact gaming can have by
promoting different skill sets in the brain, Johnson speaks out against the stereotype that
videogamers are “attention-deficit crazed stimulus junkies.” Jean Twenge’s article in The
Atlantic highlights the more destructive effects that smartphones have had on the younger
generations across all countries and backgrounds. “Have Smartphones destroyed a Generation?”
provides a grim reflection as to just how much time gets dedicated to “screentime” and what all
Marie Winn takes an academic tone that while speaking to harmful enabling television
allows, doesn’t ooze with bias. Television was not created with the ill-intent of breaking down
family life and those commentated on it at the time thought quite the opposite according to
Winn’s findings. Yes, sitting around the television became a group activity for families; but this
was only because of the high price that accompanied a t.v. set back in the day. As time went on,
t.v.s became more affordable and improvement in the economy allowed the family to get two,
three, maybe even four televisions for the house. And an increase in material possessions will
only cloud the abstract that has real meaning. Everyone could watch whatever they wanted
without having to try to reach a group consensus; but that is just it. Interactions, discussions,
even conflicts are all normal parts of everyday life that are undermined when the distraction of
television is so ever present. It’s easier just to switch on nickelodeon rather than solving
problems. Winn relays one example of a mother who finds herself “with three children, really
wanting to turn on the tv when they’re fighting” She says she struggles with this because she
feels that this is telling them this is the solution, and she’s right. Television almost borders a
depressant, like how alcoholics will use their drinking just to avoid a problem. This will go on
and on and only stunt other aspects of family life that are more positive because that avoidance
will become ingrained in what is to be expected in the house, and no one will think anything of
it. Video games, so often labeled as being the source of violent outbursts and blamed for awful
acts committed by others simply because they played a shooter before; don’t have as clear a line
like Steve Johnson says, this addiction may stem from the difficulty of solving these problems in
a video game. All video games can boil down to being a problem that needs a solution, those
solutions just take on different facades. People get positive feedback from solving problems and
that’s where video games really shine, because many games will promote delayed gratification.
For example, a game like Pokemon (while centered around battling hundreds of creatures is a
role-playing game) stretches out the euphoria of success by splitting the game up into many
smaller victories that ultimately the player will control. Whether this be from defeating one of
the eight gym leaders (that serve as the games more difficult “levels”) or evolving a monster that
the player had to meticulously train themselves, these both are gratifying experiences to the
player and weren’t just a result of one sucess. The idea of non lateral thinking is present in many
video games as well, and promoting that inside of a video game itself can do itself wonders.
Teaching indirect problem solving inside of a video game, where the player can be rewarded for
this further promotes thinking like this, even so that it could become second nature and the
“player” wouldn’t even need incentive to think like this in the real world.
I thought the readings for this week all connected well together and I enjoyed that each
piece had a different view on media as a whole. Marie Winn was very scholarly and I had never
thought about the “anesthetic” properties television could have on the family. But as part of
family who actually didn’t have a tv in the household later on in high school (that’s a story for
another time) I began to reflect on how much richer my life at home was without it. I enjoyed
Steve Johnson’s opinions and findings on video games, as so many articles on video games aim
to point out all the supposed harm they do to our brains when it serves a far better to look at what
good something can do first before looking at its bad qualities. I also was haunted with the piece
on smartphones and just how deep the research goes into backing up the theories of what has
been the root of such a huge mental health epidemic in my generation. I’ve struggled with mental
health throughout my life and I can attest that it was certainly at a peak when I was first
maneuvering social media on my new iphone in early high school. I’ve since learned how to
healthily distance myself so that my phone is nothing more than a way to communicate (in the
simplest sense) find information and lift others up. But I think it took me too long to realize that
social media was a huge part of those problems, and I would have greatly benefited from reading