
We live in a world where the media has become a part of our lives. Everyday brings forth new technology which perpetuates our overuse of the media by allowing us to consume media anywhere and any time. Michael Bugeja in his article “Habits of a High-Tech age” argues that the over consumption of media and technology can lead to poorer interpersonal skills and can accelerate our biological clocks. I would like to note how much his theory is relevant today. More specifically his theory can be now further expanded to argue in light of new stories (a man dying from playing Starcraft) and instances that the overuse of the media and technology (focusing on computer games) will not only lead to a decrease in our interpersonal skills but now even personal skills.
One of the factors of losing interpersonal skills because of the overuse of the media has to do with the simple association of more media interaction = less people interaction. Time spent consuming the media could have been used to go out and socialize with your friends and or interact out in the real world with strangers. One could argue that computer games and especially the genre of MMORPG’s (Massive Multiplayer On-line Role Playing Games) does offer the individuals a setting to interact with other individuals and rightfully so but this virtual interaction can not apply to the real world. Interacting as the Commander of one of three races (two of which are not even human) does not allow you to use those skills in real life. In Starcraft there are unwritten rules about how one should interact with other individuals. There exists even language that players are expected to know and follow like GG= good game, GL= good luck, HF=have fun NR15= no rush 15 minutes. Starcraft does provide a setting for individuals to socially interact during games and when forming clans, but the individual who is immersed in the Starcraft world will have a harder time interacting in the real world. The acronyms gg, gl or ^^ (happy face?) ~~ does not apply to real life interactions.
Bugeja also notes in his article about how media and technology have blurred the boundaries between work and home. For some individuals in Korea (pro-gamers) their home is literally their work. Starcraft in Korea is like a sport, and like in any other sports their exists star players whom attract legions of die hard fans, can be seen as sex symbols and can earn as much (upwards of $500,000/year) as those playing your traditional sport. Following the sports analogies, these so called athletes must also train, just like any other athlete who makes a living from playing sports. The Starcraft athlete trains by being signed onto a Sponsor that assembles players with noteworthy skills and places them in a house similar to a fraternity. These players live in these houses and are expected to practice a good 6 hours a day, and when they are not playing they could be tuned into one of many gaming channels that are available in Korea. It is easy to see how a moderate use of media and technology like playing a computer game, can turn into a hobby, then it could turn into work and finally it turns into your life where it permeates everything from your social life, to how you live. In Canada they would be known as hardcore computer nerds but in Korea, they are in an entire different league. Not bad for playing a decade old computer game.
These gaming channels also add to the problem of overusing media and technology. Where the game offers limited amount of interaction, these gaming channels have eliminated that aspect of Starcraft. The gaming channels are broadcasted 24/7 and employ commentators as well as experts who analyze the game as it happens. The channels allow the individual who is immersed in the World of Starcraft to never leave the virtual community. Instead of going out with friends or interacting with the world after you have finished playing, the channels have the ability to pull the individual right back in, overusing media and technology even further.
Bugeja warns of the accelerating of the biological clock caused by the overuse of media and technology. The link provided below is an article that mentions a man in South Korea who died while playing Starcraft. The overuse of media and technology today no longer only impedes just your interpersonal skills but it can also cause you to neglect your personal skills. It is a scary thought that something as simple like Starcraft can be a direct cause of the death for an individual. This unfortunate soul was recently fired from his job (because he was playing Starcraft) and decided to visit an internet café where he could play Starcraft. He went on to play for 50 hours straight before collapsing due to heart failure. The overuse of media and technology caused this individual to neglect even the most powerful of biological needs. It fought off our evolutionary instinct to survive. These stories must make us realize and fear how much pull media and technology can have on our lives. It can accelerate our biological clock until it runs out and causes our death. Bugeja laments that the further we get carried away into using media and technology; there will be no turning back. Unfortunately I think we have reached that point.
One of the factors of losing interpersonal skills because of the overuse of the media has to do with the simple association of more media interaction = less people interaction. Time spent consuming the media could have been used to go out and socialize with your friends and or interact out in the real world with strangers. One could argue that computer games and especially the genre of MMORPG’s (Massive Multiplayer On-line Role Playing Games) does offer the individuals a setting to interact with other individuals and rightfully so but this virtual interaction can not apply to the real world. Interacting as the Commander of one of three races (two of which are not even human) does not allow you to use those skills in real life. In Starcraft there are unwritten rules about how one should interact with other individuals. There exists even language that players are expected to know and follow like GG= good game, GL= good luck, HF=have fun NR15= no rush 15 minutes. Starcraft does provide a setting for individuals to socially interact during games and when forming clans, but the individual who is immersed in the Starcraft world will have a harder time interacting in the real world. The acronyms gg, gl or ^^ (happy face?) ~~ does not apply to real life interactions.
Bugeja also notes in his article about how media and technology have blurred the boundaries between work and home. For some individuals in Korea (pro-gamers) their home is literally their work. Starcraft in Korea is like a sport, and like in any other sports their exists star players whom attract legions of die hard fans, can be seen as sex symbols and can earn as much (upwards of $500,000/year) as those playing your traditional sport. Following the sports analogies, these so called athletes must also train, just like any other athlete who makes a living from playing sports. The Starcraft athlete trains by being signed onto a Sponsor that assembles players with noteworthy skills and places them in a house similar to a fraternity. These players live in these houses and are expected to practice a good 6 hours a day, and when they are not playing they could be tuned into one of many gaming channels that are available in Korea. It is easy to see how a moderate use of media and technology like playing a computer game, can turn into a hobby, then it could turn into work and finally it turns into your life where it permeates everything from your social life, to how you live. In Canada they would be known as hardcore computer nerds but in Korea, they are in an entire different league. Not bad for playing a decade old computer game.
These gaming channels also add to the problem of overusing media and technology. Where the game offers limited amount of interaction, these gaming channels have eliminated that aspect of Starcraft. The gaming channels are broadcasted 24/7 and employ commentators as well as experts who analyze the game as it happens. The channels allow the individual who is immersed in the World of Starcraft to never leave the virtual community. Instead of going out with friends or interacting with the world after you have finished playing, the channels have the ability to pull the individual right back in, overusing media and technology even further.
Bugeja warns of the accelerating of the biological clock caused by the overuse of media and technology. The link provided below is an article that mentions a man in South Korea who died while playing Starcraft. The overuse of media and technology today no longer only impedes just your interpersonal skills but it can also cause you to neglect your personal skills. It is a scary thought that something as simple like Starcraft can be a direct cause of the death for an individual. This unfortunate soul was recently fired from his job (because he was playing Starcraft) and decided to visit an internet café where he could play Starcraft. He went on to play for 50 hours straight before collapsing due to heart failure. The overuse of media and technology caused this individual to neglect even the most powerful of biological needs. It fought off our evolutionary instinct to survive. These stories must make us realize and fear how much pull media and technology can have on our lives. It can accelerate our biological clock until it runs out and causes our death. Bugeja laments that the further we get carried away into using media and technology; there will be no turning back. Unfortunately I think we have reached that point.
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