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Technology and Children

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Technology and Children

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Surname 1

Student Name

Professor

Course

25 May 2020

Heavy Use of Technology in Children is Bad for Them

There is a growing body of evidence which proves that not all effects of technology use in

children is positive. Broadly categorized into brain/cognitive and health-behavior effects, there

is a wide array of negative impacts of too much interaction with various technologies like the

Internet, smartphones, personal computers, video games, social media, television, among many

other types of modern technologies. Negative effects range from addiction, sleep disruption,

poor social skills, inability to stay focused on one particular task, emotional and psychological

problems, depression, and many other issues associated with too much screen time among

children and adolescents. The aim of this essay is to highlight some of the most common

negative effects of technology on children so as to encourage appropriate discourse among

stakeholders to come up with effective policy and behavior interventions.

The first major negative impact of heavy use of ICT is the ability to significantly alter the neural

circuitry in the brain of children . Scientists have long established that the brain of children

below 10 years is still developing, with millions of new connections established every second. It

has also been determined that these neural networks are created and reinforced via repeated

mental tasks, with far-reaching implications for learning and memory in children. This has
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contributed to the creation of the concept of experience-dependent change or brain plastici.

Brain plasticity means that our brains are continuously transformed by our routine experiences,

and childhood is a time with characteristically very high brain plasticity. "The developing brain

is more malleable in response to experience than is the adult brain" (Bavelier et al., 2010, p.

692). Heavy use of technology has been shown to have a direct relationship with temporal

changes like mood changes and arousal as well as longer term changes in brain structure and

behavior. 'Current research indicates that children may be wired, but also as a result they may

also be more violent, addicted, and distracted" ( (Bavelier et al., 2010, p. 696). Granted that

available evidence firmly supports the hypothesis that technology use can lead to brain

plasticity in children, this rewiring has also been associated with increased aggressiveness,

addiction, and distraction.

The entertainment industry is full of technologies which purport to provide constant recreation

for people of all age groups, but the sector is driven by what sales quickly rather than improving

the lives of technology consumers. Aggression or Violence is one of the most studied and

documented negative effects of technology. The potential for media to induce violent conduct

and behavioral aggression is arguably one of the biggest concerns about the influence of

technology among children and the general public (Bavelier et al., 2010, p. 698). Children are

constantly exposed to violent media content, be it through action video games or television

shows, with Baveller and colleagues observe that in 1997 more than 60% of television shows

featured violent behaviors and that 94% of video games rated as child friendly had some

instances of violent conduct. The researchers note that young children acquire beliefs about

what are socially acceptable behaviors and social norms from the details of their daily
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experiences, and any activity that appears to encourage violence increases the chances of that

child developing violent tendencies later in life. So, violence scenes in media work alongside

other predispositing factors of aggressive conduct such as substance abuse, poor academic

performance, and abusive family backgrounds to increase the risk of children developing

aggressive behavior in adulthood. Repeated media portrayal of violent behaviors serves to

normalize such conduct in young children who actively model their behavior and worldviews

from their experiences, whether such experiences are in real life or come from virtual worlds

and realities.

Addiction is a big issue when it comes to the topic of technology and young children. While

experts are reluctant to classify compulsive internet use and video gaming as mental health

issues, there is currently an emerging consensus among scientists regarding the potential of

excessive video gaming and internet use to become a pathological problem because these

activities can severely limit an individual's ability to function normally in the society. Research

evidence has documented how social media usage and video gaming has the ability to stimulate

the same brain centres that are in control of pleasure and excitement. The adrenaline rush that

video gamers receive from a challenging milestone or competitiion against other online users

can shut off all other regions of the brain, making a person to play for many hours without a

break. This is the same case with being angeged in online chatrooms and social media. The net

effect of these compulsive behaviors are diminished social interactions, limited Physical activity,

poor eating habits, chronic absenteeism from work or school, and many other problems as

virtual worlds take up much of an individual's time. "Entertainment technology (TV, Internet,

video games, iPads, cell phones) has advanced so rapidly, that families have scarcely noticed
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the significant impact and changes to their family structure and lifestyles" (Rowan, 2017, para

2). The overall effect of these various entertainment technologies is the absence of touch and

face to face interactions, important factors that are important in child development. Social

media and video game addiction have significant social, physical, and psychological problems.

Many young children today are spending a lot of time online, and this leaves them little time to

hold face to face conversations with their families and friends. The result is a general lack of

important social skills and emotional intelligence, leading to people who are socially awkward

and emotionally flat. In addition, excessive video gaming and online presence leads to eating

disorders such as excessive consumption of unhealthy foods as users have no time to attend to

their basix necessities like eating and personal hygiene. Heavy use of technology has been

associated with weight issues like obesity due to extended periods of inactivity as social media

users and video gamers sit in front of their screens for long periods of time.

There are many health problems that emanate from technology use among people of all age

groups. The first health problem directly resulting from heavy use of technology is sleep

disruption. The use of various technological devices such as as computers, tablets, and

smartphones at night has been linked to problems of falling and staying asleep because these

gadgets emit plenty of blue light. A link has been identified between the use of these light

emitting devices in the evening and diminished production of melatonin, a very important

neurochemical that helps us to fall asleep quickly. Young children are particularly sensitive to

blue light than older people. Spending time in front of screens interferes with the natural sleep

cycle, leading to insomnia and chronic fatigue. Recent studies have linked extended use of

digital screens such as computers and television to obesity in children. This happens when
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people eat while also watching TV or playing video games, activities which might delay their

feelings of satiation because the users are usually distracted. People interacting and

entertainment technologies also have very limited physical activity due to the nature of these

recreational activities, limiting their opportunities for burning excess calories through exercises.

Muscle and skeletol injuries are also common effects of technology use among children and

adults alike. Staying online or video gaming for long hours requires that people assume certain

body postures for extended periods of time. This rigid sitting postures, coupled with limited

physical activity, leads to issues of postural and musculoskeletal strains and discomforts such as

back and kneck pains, writ injuries, among other problems associated with prolonged

immobility.

Conclusion

As Clinton and James, 2017 put it, "We need legislation, educational efforts and norms that

reflect 21st-century realities to maximize the opportunities and minimize the risks for our

kids"while we can't deny the many benefits and conveniences brought about by advances in

modern technology, parents, teachers, and policy makers need to start a conversation about

the potential detrimental effects of unregulated technology use among society's most valued

demographic, its young children. Entertainment companies need to be closely regulated to

ensure that their commercial interestes do not overshadow safety and privacy considerations,

especially for young children and adolescents. Parents and teachers need to step up efforts to

educate their children on the negative effects of heavy use of entertainment technologies such

as sleeping problems, eating disorders, mental health issues, lack of social interactions, mood
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swings, violence, addiction, among other problems associated with the use of technology

among children.

Works Cited
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Bavelier, Daphne, C. Shawn Green, and Matthew WG Dye. "Children, wired: For better and for

worse." Neuron 67.5 (2010): 692-701.

Clinton, Chelsea, and James P. Steyer. “Is the Internet Hurting Children?” CNN, Cable News

Network, 21 May 2012,

edition.cnn.com/2012/05/21/opinion/clinton-steyer-internet-kids/index.html.

Rowan, Cris. “The Impact of Technology on the Developing Child.” HuffPost, HuffPost, 7 Dec.

2017, www.huffpost.com/entry/technology-children-negative-impact_b_3343245?

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