youth and cyberspace
Monday, September 28, 2009 by EunJin
Media interactivity has been publicized as a positive development, not only in its entertainment value but educationally as well. The cyberspace of the Internet can be like a playground for the youth. Cyberspace can be a training ground for young entrepreneurs and visions of teens becoming rich abound. For an example, Youngbiz.com provides interactive content information on stock options, careers and money matters. If used appropriately, it can be a space where anyone can try out other points of view, explore other parts of ourselves. At the same time, the exploration is reasonably freely permitted and usually with high anonymity.
However, on the other hand, globally and nationally speaking, there are a number of serious concerns that need to be addressed with interactive video games and youth interaction with the cyberspace. According to Mary Frances Fitzgerald, youth are the first generation in cyberspace and sometimes, it is shocking what the vulnerable youth capable of doing online. These issues include concerns about youth identity and dangers of video game addiction that have emerged to the society. With regard to the effects of Internet human rights violations, the highest rate of respondent victims indicated psychological shock, such as, anger, depression, and anxiety as the consequences of these violations. For technological control, youth addiction problems related to Internet games and chatting have to be prevented by adopting a ‘usage time limit system’. Also, to regulate the inflow of harmful content, filtering programs for youth needs to be widely distributed and appropriately adopted. Thus in the populations of wired youth can be saved in the modern reality.
However, on the other hand, globally and nationally speaking, there are a number of serious concerns that need to be addressed with interactive video games and youth interaction with the cyberspace. According to Mary Frances Fitzgerald, youth are the first generation in cyberspace and sometimes, it is shocking what the vulnerable youth capable of doing online. These issues include concerns about youth identity and dangers of video game addiction that have emerged to the society. With regard to the effects of Internet human rights violations, the highest rate of respondent victims indicated psychological shock, such as, anger, depression, and anxiety as the consequences of these violations. For technological control, youth addiction problems related to Internet games and chatting have to be prevented by adopting a ‘usage time limit system’. Also, to regulate the inflow of harmful content, filtering programs for youth needs to be widely distributed and appropriately adopted. Thus in the populations of wired youth can be saved in the modern reality.