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Moore1


Skylar Moore

English 101

Professor Alicia Bolton

July 17 2012

                                 Perspectives of the Digital World

       Maggie Cutler made it obvious in the 2001 article “Whodunit-The Media” that children

are affected by the worldwide media, but mostly their lives at home in a positive or negative way

depending on position. Cutler uses examples of studies to prove her point, but testifies that said

studies were not reliable as there are too many factors in real life that cannot be duplicated in the

studies. Like Cutler, Jonathan Gruber reviews several studies in the eBook, “Problems Of

Disadvantaged Youth: An Economic Perspective” that define many factors in children’s lives

that do not involve technology as the base of the problem.Based on another study, the abstract of

“Usual And Virtual Reality Video Game-based Physiotherapy For Children And Youth With

Acquired Brain Injuries” speaks of a VR video game that “motivate the children (with brain

injuries) to challenge performance quality and optimize real-life functioning.” Cynical,Steven

Barreto and Sue K. Adams’ “Digital Technology And Youth: A Developmental Approach”

wrotea guide for parents on restricting the technological media. However,Craig Watkins

embraces technological media inThe Young &The Digital; he states the world as we know it is

going digital with social-networking becoming more popular; and available along with other

technology based media such as smart phones and video games.Wired for What? The Dividends

of Universal Accessis an informal video recorded in 1999 based on computer technology

entering an elementary school; however, this information is dated and this isn’t such a big thing

anymore; compared to Craig Watkins The Young & The Digital. Despite what some say, there
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are positives for every negative influence the digital world shares with the real world; and even

though both worlds are similar, we should find a perfect balance between the two.

       There are some positive outlooks on the technology based-media of today. A film-on-

demand Wired For What? The Dividends of Universal Access produced in 1999, shows Hoover

Elementary school’s200 computers on site and how affective they are with the children

academically and socially. The school provides their teaching skills to the low-wealth students,

this is important because it was uncommon for low wealth schools to be able to afford 200

computers and have them installed. Gary Dalton, principal of Hoover Elementary states, “I think

computers havehelpedattendance, for the kids to come, because they love working with

computers.” This shows my ideal that technology is beneficial for the youth because it entertains

them and teaches them at once. An example given by a teacher talking about a student states the

student had very low self-esteem, but he is good with computers, and would help other students

that didn’t understand this new expensive technology he would help that student; this raised his

self-esteem. This example shows computers are beneficial for social life as well. Another

example of beneficial technology is displayed in an abstract of the article “Usual and Virtual

Reality Video Game-based Physiotherapy for Children and Youth Acquired Brain Injuries”; it

mentions a virtual reality video game based therapy that promotes children with acquired brain

injuries learn functional motor skills. The abstract authors state, “Physiotherapists describe using

interventions that motivatechildren to challenge performance quality and optimize real-life

functioning.” This is beneficial because in the future kids with brain injuries could be helped at

home. The VR needs work for it cannot consider the unique characteristics of the child as would

a therapist. However, the example of VR game shows the possibilities for the digital world are
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endless once we perfect them. The examples show how the digital world can be helpful for

people in the real world.

       On the other hand, technology based media has a dark side; therefore, evidence from The

Young & the Digital and other sources for a negative perspective. For example, Craig S. Watkins

mentions Internet addiction which is something we can all obtain. It is caused by spending more

hours on the computer; the digital native cannot do anything else. Internet addiction is a negative

influence on the real world caused by the digital world. Steven Barreto and Sue Adams state

children are susceptible to digital dependence as well as cyber bullying behavior. The digital

dependence is much like addiction; it can consume a child’s life and make them into technology

addicted adults that must have a piece of the digital world and will go through loops to get it.

Cyber bullying is in the digital world from the influences of the real world, the abuse never stops

for the children from bullies at school in the real world. Today’s digital world can allowbullies to

mentally harm their victims through social-network websites. The relentless non-stopping abuse

of the bullies has pushed his or her victims to therapy;and for the less fortunate to suicide.These

examples are just some of the negative influences that the digital world can promote.It is agreed

that these negative influences are from the technology around us but there is evidence of sources

that cause harm to kids that are real rather than digital. Yet, the fact remains technology based-

media has negative influences in our lives.

       However, in the real and digital worlds there remains a likeness between them yet this

likeness should not matter in both worlds. Craig S. Watkins states “despite the utopian view that

the Web provides a place and a way to escape the social burden and divisions of the off-line

world, this has never been true” (76). Truth is both worlds are dependent on social inequalities.

Watkins interprets the words of a blogger to explain this point more precisely:
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                Drawing from some of the more familiar social cliques among young people,

                Boyd equates the “preps” and the “jocks” with Facebook. MySpace kids, in

                contrast, come from the other side of the cultural divide. According to Boyd, they

                are the “kids whose parents didn’t go to college, who are expected to get a job

                when they finish high school. (76)

Watkins prove that the social inequalities of the rich and poor in real-life matter in the digital

world by using the words of a peer amongst all digital users. Watkins asked college students,

“Which social-network site do you visit most often?” 84 percent of white students preferred

Facebook; while Latino students preferred MySpace. With my own eyes, I have seen classrooms

split apart by races; however the students picked their own seats and sat accordingly with their

friends. Social inequalities happen generally happen because it is human nature to cling on to

what you know. These social inequalities are in the real world as well as the digital and they are

both negative influences; but the fact of social inequalities is they will be infinite because it is

human nature and no one is equal. This is the ugly similarity of real-life and the digital.

        Not all agree the digital world is the best for the future of generations to come, but those

who object the digital world miss the fact that it is not technology causing the problems; it’s a

bad life. As I mentioned previously The Brown University Child and Adolescent Behavior Letter

clearly has a negative outlook on the digital world, and created a parental guide for this

technology use amongst children. Remember the negative perspectives of the digital world; now

how can children become addicted to the internet or becoming a cyber-bully or becoming a

victim? Answer: Only if we let them. The Brown University states “Internet access was available

in 84% of subjects (children) homes” (4) and played ona computer for an hour and half, but the

authors do not say that the parents bought the computer and let the kids play on this technology
Moore5


unsupervised. Jonathan Gruber author of “Problems of Disadvantaged Youth: An Economic

Perspective” speaks of a study with two teams. One team mission was to prove “there is little to

suggest that changing the school environment will improve the outcomes of these disadvantaged

children” (4).Meanwhile, another teams study was to prove “better school quality leads to better

outcomes” (4). However, the outcome of this study was no change in the disadvantaged children.

The reason why is because the real world means more to kids than the digital world and are not

affected by technology negatively unless allowed to. Even the Brown University Child and

Adolescent Behavior Letter stated a question “Do your parents know about all the things you do

on the Internet?” This very question shows proof that some parents do not take the responsibility

of the limiting the digital world from children. So it is true that technology can negatively

influence our entire live but less likely if we put a foot down on the situation.

        My proposal is for those seeking a balance between the digital and real world are like

those in the Brown University letter but with a difference. Take my 8 year-old cousin for

example; she says she has only played on the computer for an hour to an hour and half, but she

really means 3 hours. She plays on the computer under supervision, so instead of blocking

everything off the computer; we advise he on what sites she is allowed to use and ones that are

not safe. With me sitting next to her or just glancing by at the screen when I walk by keeps her

safe from cyber bullies. Including trip to the park never hurts, kids love to play with the ones

they love most, this keeps them safe from addiction and dependence on the digital world. This

balance of real-life events and surveyed digital use can help the kids find balance the worlds of

real and digital.

        The positive, negative and similar effects the digital world has on the real world thanks to

my sources; which inspired my proposal for balance between both worlds. The digital world
Moore6


much like real-life is exciting and dangerous for us all. Balance between the real worldand digital

world is possible; we just have to find it.
Moore7


                                        Works Cited

Barreto, Steven, and Sue K. Adams. “Digital Technology And Youth: A Developmental

       Approach.” Brown University Child & Adolescent Behavior Letter 27.6 (2011): 1-6.

       Academic Search Premier.Web. 15 July 2012.

Cutler, Maggie. “Whodunit- The Media?”.The Norton Field Guide of Writing with

       Readings and Handbook.2nd ed. Richard Bullock, Maureen Daly Goggin, and Francine

       Weinberg. New York: W.W. Norton & Company, 2010. 684-689. Print.

Gruber, Jonathan. Problems Of Disadvantaged Youth : An Economic Perspective.University of

       Chicago Press, 2009.eBook Collection (EBSCOhost). Web. 15 July 2012.

Levac Danielle, Patricia Miller, and Cheryl Missiuna. “Usual And Virtual Reality Video Game-

       Based Physiotherapy For Children And Youth With Acquired Brain Injuries.” Physical &

       Occupational Therapy In Pediatrics 32.2 (2012): npag. Academic Search Premier. Web.

       15 July 2012.

Watkins, S. Craig. The Young & The Digital What the Migration to Social-Network Sites,

Games, and Anytime, Anywhere Media Means for Our Future. Boston: Beacon

       Press, 2009. Print.

Wired for What? The Dividends of Universal Access. Films Media Group, 1999. Films On

       Demand. Web.15 July 2012.

       <http://digital.films.com/PortalPlaylists.aspx?aid=3503&xtid=9328>.

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Essay 4

  • 1. Moore1 Skylar Moore English 101 Professor Alicia Bolton July 17 2012 Perspectives of the Digital World Maggie Cutler made it obvious in the 2001 article “Whodunit-The Media” that children are affected by the worldwide media, but mostly their lives at home in a positive or negative way depending on position. Cutler uses examples of studies to prove her point, but testifies that said studies were not reliable as there are too many factors in real life that cannot be duplicated in the studies. Like Cutler, Jonathan Gruber reviews several studies in the eBook, “Problems Of Disadvantaged Youth: An Economic Perspective” that define many factors in children’s lives that do not involve technology as the base of the problem.Based on another study, the abstract of “Usual And Virtual Reality Video Game-based Physiotherapy For Children And Youth With Acquired Brain Injuries” speaks of a VR video game that “motivate the children (with brain injuries) to challenge performance quality and optimize real-life functioning.” Cynical,Steven Barreto and Sue K. Adams’ “Digital Technology And Youth: A Developmental Approach” wrotea guide for parents on restricting the technological media. However,Craig Watkins embraces technological media inThe Young &The Digital; he states the world as we know it is going digital with social-networking becoming more popular; and available along with other technology based media such as smart phones and video games.Wired for What? The Dividends of Universal Accessis an informal video recorded in 1999 based on computer technology entering an elementary school; however, this information is dated and this isn’t such a big thing anymore; compared to Craig Watkins The Young & The Digital. Despite what some say, there
  • 2. Moore2 are positives for every negative influence the digital world shares with the real world; and even though both worlds are similar, we should find a perfect balance between the two. There are some positive outlooks on the technology based-media of today. A film-on- demand Wired For What? The Dividends of Universal Access produced in 1999, shows Hoover Elementary school’s200 computers on site and how affective they are with the children academically and socially. The school provides their teaching skills to the low-wealth students, this is important because it was uncommon for low wealth schools to be able to afford 200 computers and have them installed. Gary Dalton, principal of Hoover Elementary states, “I think computers havehelpedattendance, for the kids to come, because they love working with computers.” This shows my ideal that technology is beneficial for the youth because it entertains them and teaches them at once. An example given by a teacher talking about a student states the student had very low self-esteem, but he is good with computers, and would help other students that didn’t understand this new expensive technology he would help that student; this raised his self-esteem. This example shows computers are beneficial for social life as well. Another example of beneficial technology is displayed in an abstract of the article “Usual and Virtual Reality Video Game-based Physiotherapy for Children and Youth Acquired Brain Injuries”; it mentions a virtual reality video game based therapy that promotes children with acquired brain injuries learn functional motor skills. The abstract authors state, “Physiotherapists describe using interventions that motivatechildren to challenge performance quality and optimize real-life functioning.” This is beneficial because in the future kids with brain injuries could be helped at home. The VR needs work for it cannot consider the unique characteristics of the child as would a therapist. However, the example of VR game shows the possibilities for the digital world are
  • 3. Moore3 endless once we perfect them. The examples show how the digital world can be helpful for people in the real world. On the other hand, technology based media has a dark side; therefore, evidence from The Young & the Digital and other sources for a negative perspective. For example, Craig S. Watkins mentions Internet addiction which is something we can all obtain. It is caused by spending more hours on the computer; the digital native cannot do anything else. Internet addiction is a negative influence on the real world caused by the digital world. Steven Barreto and Sue Adams state children are susceptible to digital dependence as well as cyber bullying behavior. The digital dependence is much like addiction; it can consume a child’s life and make them into technology addicted adults that must have a piece of the digital world and will go through loops to get it. Cyber bullying is in the digital world from the influences of the real world, the abuse never stops for the children from bullies at school in the real world. Today’s digital world can allowbullies to mentally harm their victims through social-network websites. The relentless non-stopping abuse of the bullies has pushed his or her victims to therapy;and for the less fortunate to suicide.These examples are just some of the negative influences that the digital world can promote.It is agreed that these negative influences are from the technology around us but there is evidence of sources that cause harm to kids that are real rather than digital. Yet, the fact remains technology based- media has negative influences in our lives. However, in the real and digital worlds there remains a likeness between them yet this likeness should not matter in both worlds. Craig S. Watkins states “despite the utopian view that the Web provides a place and a way to escape the social burden and divisions of the off-line world, this has never been true” (76). Truth is both worlds are dependent on social inequalities. Watkins interprets the words of a blogger to explain this point more precisely:
  • 4. Moore4 Drawing from some of the more familiar social cliques among young people, Boyd equates the “preps” and the “jocks” with Facebook. MySpace kids, in contrast, come from the other side of the cultural divide. According to Boyd, they are the “kids whose parents didn’t go to college, who are expected to get a job when they finish high school. (76) Watkins prove that the social inequalities of the rich and poor in real-life matter in the digital world by using the words of a peer amongst all digital users. Watkins asked college students, “Which social-network site do you visit most often?” 84 percent of white students preferred Facebook; while Latino students preferred MySpace. With my own eyes, I have seen classrooms split apart by races; however the students picked their own seats and sat accordingly with their friends. Social inequalities happen generally happen because it is human nature to cling on to what you know. These social inequalities are in the real world as well as the digital and they are both negative influences; but the fact of social inequalities is they will be infinite because it is human nature and no one is equal. This is the ugly similarity of real-life and the digital. Not all agree the digital world is the best for the future of generations to come, but those who object the digital world miss the fact that it is not technology causing the problems; it’s a bad life. As I mentioned previously The Brown University Child and Adolescent Behavior Letter clearly has a negative outlook on the digital world, and created a parental guide for this technology use amongst children. Remember the negative perspectives of the digital world; now how can children become addicted to the internet or becoming a cyber-bully or becoming a victim? Answer: Only if we let them. The Brown University states “Internet access was available in 84% of subjects (children) homes” (4) and played ona computer for an hour and half, but the authors do not say that the parents bought the computer and let the kids play on this technology
  • 5. Moore5 unsupervised. Jonathan Gruber author of “Problems of Disadvantaged Youth: An Economic Perspective” speaks of a study with two teams. One team mission was to prove “there is little to suggest that changing the school environment will improve the outcomes of these disadvantaged children” (4).Meanwhile, another teams study was to prove “better school quality leads to better outcomes” (4). However, the outcome of this study was no change in the disadvantaged children. The reason why is because the real world means more to kids than the digital world and are not affected by technology negatively unless allowed to. Even the Brown University Child and Adolescent Behavior Letter stated a question “Do your parents know about all the things you do on the Internet?” This very question shows proof that some parents do not take the responsibility of the limiting the digital world from children. So it is true that technology can negatively influence our entire live but less likely if we put a foot down on the situation. My proposal is for those seeking a balance between the digital and real world are like those in the Brown University letter but with a difference. Take my 8 year-old cousin for example; she says she has only played on the computer for an hour to an hour and half, but she really means 3 hours. She plays on the computer under supervision, so instead of blocking everything off the computer; we advise he on what sites she is allowed to use and ones that are not safe. With me sitting next to her or just glancing by at the screen when I walk by keeps her safe from cyber bullies. Including trip to the park never hurts, kids love to play with the ones they love most, this keeps them safe from addiction and dependence on the digital world. This balance of real-life events and surveyed digital use can help the kids find balance the worlds of real and digital. The positive, negative and similar effects the digital world has on the real world thanks to my sources; which inspired my proposal for balance between both worlds. The digital world
  • 6. Moore6 much like real-life is exciting and dangerous for us all. Balance between the real worldand digital world is possible; we just have to find it.
  • 7. Moore7 Works Cited Barreto, Steven, and Sue K. Adams. “Digital Technology And Youth: A Developmental Approach.” Brown University Child & Adolescent Behavior Letter 27.6 (2011): 1-6. Academic Search Premier.Web. 15 July 2012. Cutler, Maggie. “Whodunit- The Media?”.The Norton Field Guide of Writing with Readings and Handbook.2nd ed. Richard Bullock, Maureen Daly Goggin, and Francine Weinberg. New York: W.W. Norton & Company, 2010. 684-689. Print. Gruber, Jonathan. Problems Of Disadvantaged Youth : An Economic Perspective.University of Chicago Press, 2009.eBook Collection (EBSCOhost). Web. 15 July 2012. Levac Danielle, Patricia Miller, and Cheryl Missiuna. “Usual And Virtual Reality Video Game- Based Physiotherapy For Children And Youth With Acquired Brain Injuries.” Physical & Occupational Therapy In Pediatrics 32.2 (2012): npag. Academic Search Premier. Web. 15 July 2012. Watkins, S. Craig. The Young & The Digital What the Migration to Social-Network Sites, Games, and Anytime, Anywhere Media Means for Our Future. Boston: Beacon Press, 2009. Print. Wired for What? The Dividends of Universal Access. Films Media Group, 1999. Films On Demand. Web.15 July 2012. <http://digital.films.com/PortalPlaylists.aspx?aid=3503&xtid=9328>.