Monday, 24 October 2016

When video games become an addiction

Summary
According to research, roughly 8.5% percent of children who play video games in the United States are addicted. He found similar numbers across the world.about 4 and 10 percent: that's the amount of gamers I would classify as addicted."This is why we're seeing Internet Gaming Disorder becoming a bigger problem because now, not only has almost everyone got a computer, and almost everyone has a video game system in their home ... but now you've got a cell phone and you've got games on it and you can access games pretty much everywhere."

opinion
i agree with what the research have said.As now a days children tend to be addicted to video games or handphone games. for example, when i was going to school. i will see school mates walking and playing their handphone, they cannot leave thier handphone game aside while walking into the school gate. this show us that video games are making people become addicted and risking their own life.

Gamer at risk

Summary:
According to the news, four in 10 gamers at risk of addiction. people are gaming for long hours, without any rest. This will lead to health problems for gaming a long time, as they are addicted to the game. Gamming also leads to more hostility and financial problems.

Opinion:
I agree with gamers at risk of addicition as more people are addicted to play games longer.As a video games are fun and interesting, therefore once a player get addicted to the game, the player will play the game for a longer period. For example, when my friend introduce me to fifa online 3, i got addicted to it. the game was so fun that i played it for more than three hours without any rest, but when i was tired and trying to get up from my seat i could not do so. I felt pain in my legs and hands, as i had sat for a long period. Hence, i agree that gamers at risk of addicition.

New words:
obsessing: engrass
indulge: give in
oddity:strangeness
plonk: dump
manifest:illustrate

Mass media by Ryan

http://abcnews.go.com/Health/story?id=2727587

Mass media exposure

Summary:

Adults and teens has committed to spend the next five months enjoying themselves
and not going to work at all,according to the 2007 U.S. Census Bureau's Statistical Abstract of the United States.This shows that media is also harming people besides being convenient.The worst part is that parents are influencing young kids to take on media,affecting their future.Researchers have to start looking into the problem and solve the problem.


Opinion:

From my opinion,I totally agree with the researchers.Mass media has taken to extreme harm and we have to prevent that from happening .If not,it might affect the future of our society and people might be addicted to social media.So it is best to find out the problem and try to solve it.For example,my friend confessed that he always surf the internet 2 to 3 hours everyday.Hence,this shows that mass media is a danger to us.

New words:

census:head count
interwoven;knit
antisocial:nonparticipating
enriching:improve
docile:compliant



Mass Media Stereotypes by Saajid

https://sites.google.com/site/eltuitionsite/home

Friday, 21 October 2016

Gamer At Risk

Summary:
Four in ten gamers face addiction,getting addicted could lead to conflicts with families and the need to play more to relieve stress. Gaming addiction is something which is only starting to be common many still do not know how to deal with these patients. Although limiting the amount of time they spend on games limiting them too much may also not be good as playing too little thus they may have pent up frustration.

Opinion:
I think we should not limit the amount of time spent on games too much. Controlling teens excessively could lead to aggression. "Those who played for under an hour daily were more aggressive than those who played for one to five hours." This shoes that even though we limit them it might not be good as they may feel as if they are unable to get sufficient game satisfaction and would want to play more. It is better to have an agreed time or target to accomplish before stopping. Hence, I feel that although we should try to limit the time spent on games we should not limit them too much.

5 new words:
Obsessing - preoccupy
Most wired nation - most connected community
Strong correlation - Strong interrelationship
Increased hostility - more aggressive
Hardcore gamers - dedicated gamers

Friday, 22 May 2015

GENDER ROLES AND MEDIA

SUMMARY:

(1)Media as entertainment also has a subtle influence on society’s way of thinking
(2)Every message you see or hear will have some impact on you, however small
(3)By including more and more important female roles, the media, including books, movies, television series, and video games can avoid portraying gender stereotypes that ultimately form society’s perception of gender roles
(4) People are constantly exposed to various forms of media. Possibly the greatest influence is the television. The television has become a central part of the American lifestyle. It is an easily accessible, relaxing source of entertainment.
(5)People are constantly subject to the media, whether it be via television programs, newspapers, billboards, or other advertisements. All of this media, intentionally or not, subtly promotes certain beliefs and opinions.
(6)Women contrary to this description are seen as bad,rebellious,submissive, sensitive, and domesticated
(7)Men, on the other hand, are shown as “fearless, tough, decisive, a man of action” (Martin). Men are often portrayed as commanding and authoritative. They have no fear, and never show any weakness.
(8)The fact that the country is predominantly run by males helps “to confirm the image of men as people who make decisions; people with authority who can command respect” 
(9)The media has improved greatly in the past few years. Women are slowly gaining leading roles, and it is not uncommon to see men and women depicted as equals, working along side each other in equally challenging settings
(10)this stereotype becomes embedded in the human mind, and is passed on from generation to generation as an acceptable view of male and female gender roles.

OPINION:

The television influence the minds of the young by filming many more action shows like superman and batman in which the male looks stronger and that he have more control. This makes the children think that man are relatively stronger than females and that the female is the weaker one and the follower of the man. This makes them think that man have the higher authority. The past few years, television have now improved by including woman as the lead roles and depicts the scene of woman and man as equals and that they work together.

VIRAL VENGEANCE

SUMMARY:

(1) Justine Sacco, 30 years old and the senior director of corporate communications at IAC, began tweeting acerbic little jokes about the indignities of travel.
(2)This is an outrageous, offensive comment.
(3)The furor over Sacco’s tweet had become not just an ideological crusade against her perceived bigotry but also a form of idle entertainment
(4)By the time Sacco had touched down, tens of thousands of angry tweets had been sent in response to her joke.
(5)Within minutes, the news was everywhere.
(6) started to wonder about the recipients of our shamings, the real humans who were the virtual targets of these campaigns
(7)those people that were shamed publicly were mostly unemployed, fired for their transgressions, and they seemed broken somehow — deeply confused and traumatized.
(8)simple disturbing jokes can sometimes lead to a backlash from the other end of the political spectrum
(9)people have been publicly shamed as a result of messages they posted on social media
(10)

OPINION:

I think that although it is very easy and accesible to talk bad about people online, i think that it is wrong. These digital platforms make it easy for the public to see and comment and snare the picture. The public shaming can be done in a different way, or a less harmful way that leads the person that posted the picture or video to feel ashamed and that their life would be ruined.