In general, we can say that addiction involves a strong dependence on something that can be substances or not, it takes too much time in your life and still continues to practice Despite its negative effects. All these new technologies that follow have a number of common characteristics such as: the users they become passive spectators can be consumed alone, are interactive, comfortable.
T elevisión: is the most popular pastime. No matter the content but the way that content is offered. The receivers are passive. Watching television has a numbing effect and acts before the body as a tranquilizer Children and adolescents are at risk groups to the messages released by the television, because they have no ability to discern between reality and fiction. The TV offers a more content stronger than the work they can do both educators and psychologists.
Mobile: started in 1980 by empresaa use as a working tool. Generalize the use subsequently augmenting the number of mobile users as well as the original function that was to make calls, currently used as a tool for entertainment. In 1998 he introduced the widespread use of SMS as a communication at any time and place later appear mms. The relations of dependency or addiction to mobile phones may have a physiological basis.
The first mobile phone was purchased by children at 10 or 11 years. Juveniles accounted
the main consumers of services such as short messages, photos, music downloads and games, etc. these being again the most vulnerable.
Games: Video games are an important source of entertainment among young people has different font formats which has resulted in cheaper product and thus reach all social and economic strata of society.
This type of addiction is very dangerous because the subject is completely isolated from their environment and limit their interaction which leads to psychological and social problems.
Video games can positively affect motor development, coordination, sensory development capacity to solve problems.
· Criticism on video games.
glorification of violence.
different values \u200b\u200bto those of a child.
social roles. Stereotypes
.
The end justifies the means.
Children can not distinguish between real and imaginary.
The role of parents and educators
- Monitor. Check
-time use.
- Provide entertainment options.
-Do minors partakers of the activity.
Internet: COLLECT ALL INTERNET ADDICTION (games, shopping, relationships, information)
-Interactivity, demassification and asynchronism
- Entertainment and communication
- New term to designate poisoning the relentless pursuit of information.
-space where each person is what he wants to be
-Digital Divide and ciberanalfabetos
Entities that treat addiction ICT
man
§ § Association Project of the raven
Gibalbín Aptai
§ § §
Drug Agency Advocate Paper
Prevention Educator at different levels and applied to contexts such as social
Education: special education, adult education and socio-cultural.
• NFE.
• school context.
• Work context.
• Media.
• Neighborhood associations, civic ...
• Youth centers.
• Seniors.
• Adults. • Youth
What can we do to prevent addiction to new technologies?
Regarding the TV:
· Limit the hours of trash TV broadcast.
· Educate for use, not consumption.
• Education for parents in order to reduce the consumption of their children.
· Alternatives to leisure.
• Create awareness of what we're seeing.
• The size matters "dimensions of the TV."
· raise awareness about the value of television.
For Videogames:
• Information on damages and benefits.
• Development of social skills, self-critical spirit.
· Alternatives leisure-free time in relation to the collective.
· awareness and involvement of parents and guardians.
Phone:
Sensitization. Cannon
· purchase.
· Limit of age.
· Prevention education.
· Limit of use.
• Prohibition in public places.
· Educate parents.
• To promote responsible consumption and alternatives.
Internet:
· Educate for responsible consumption.
· Alternatives / social skills (one can relate socially through other avenues than the chat)
· Training parents.
• Prevention, care and treatment.
• Information and awareness.
· Scope school.
Design of socio-educational programs.
We are in the information age where access to it and being informed is considered basic. As a result despite the new technologies encourage the emergence of new inequalities such as digital illiteracy and digital divide. Difficulties should be taking the government to promote social policies increasingly allow access to them and their usage.
Today we can say that we as members of the third revolution, the technological revolution which is affecting society in general, in all groups, in all spheres and at all levels.
Thus, new technologies have caused among others:
who live in an information society, which prevails at all times to keep up to the minute of everything that happens anywhere in the country or world (programs such as Andalucía Directo or retransmission of the Gulf War)
Changes in family structures: couples who could not have children now and in vitro fertilization are, for example.
Changes in interpersonal and social relations: I can fashion their chats, instant messaging programs that facilitate meeting people from all over the world without leaving your home or see that person. New technologies are very comfortable. In addition, programs have been facilitators of social networks, which have an overwhelming success with millions of users online every day, examples are Facebook, and Twitter Tuenti.
has redefined new spaces, since the same virtual space can be shared by multiple users or for thousands of users
Reconciling family and working life through teleworking, increasingly used by the female sector.
Improved quality of life for people with disabilities, with the automation of homes, communication through computers, etc.
Thus, new technologies have caused among others:
who live in an information society, which prevails at all times to keep up to the minute of everything that happens anywhere in the country or world (programs such as Andalucía Directo or retransmission of the Gulf War)
Changes in family structures: couples who could not have children now and in vitro fertilization are, for example.
Changes in interpersonal and social relations: I can fashion their chats, instant messaging programs that facilitate meeting people from all over the world without leaving your home or see that person. New technologies are very comfortable. In addition, programs have been facilitators of social networks, which have an overwhelming success with millions of users online every day, examples are Facebook, and Twitter Tuenti.
has redefined new spaces, since the same virtual space can be shared by multiple users or for thousands of users
Reconciling family and working life through teleworking, increasingly used by the female sector.
Improved quality of life for people with disabilities, with the automation of homes, communication through computers, etc.
All these changes are quite positive but the network of networks, as already discussed in his work colleagues, has created negative changes especially in the most vulnerable groups such as childhood, adolescence and youth. And although they try to find new consumers of new technologies in the adult population.
The influence of new technologies in these levels is harmful, but I think it is particularly complicated and would be a mistake to fight them, because advertising is very strong, and in the case of minors, is word of mouth lethal to the parents because if the friend of my son has this, how is not going to be mine? However it is necessary to promote the responsible use and not abuse of new technologies. As children, I believe that the first promoters of responsible consumption are the parents, as children, to be in the process of socialization and maturation, they have the capacity to discern whether the use can become abuse.
The partners have commented that the first phone I usually acquire under 11 years, and indeed, parents buy their children mobile phone use and control they give a utility of leisure, which, if not control can become an addiction, in this sense, parents can control the use of limited mobile only on weekends, limiting the balance by restricting calls, etc.
As Internet use, and no house in which there exist at least two computers either desktop or laptop, these computers are used by working parents as a tool primarily for children become entertainment tools, but if there is no sharing of parents with children in the use of this tool, if left alone with the computer, plus they learn to use it in moderation, we run the risk of visiting pages with harmful content or software used improperly.
As for the game, this is the tool of leisure has become widespread, a tool that is specifically prescribed for children with various types of machines, with millions of games of all kinds, one of the most recurring gifts for birthdays or Christmas. This tool can be wonderful entertainment when shared with adults or other children, but as above, if used individually for many hours, the game may alienate the child. In this case I propose that the choice of games that can be shared by the whole family, games that require strategies to promote team play, no war-themed games, etc.
However, I consider any new technology would replace the parents, the interaction with them or sharing leisure spaces, but there is also another reality is much different, and currently, both partners work, making it difficult for parents, sharing time with their children.
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