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Information
Technology
Unit 1 Outcome 3
ICT Issues:
Computer Gaming
ICT Issues

 Even though there are a number of
 benefits in regards to the use of ICT, there
 are also a number of negative effects
 that arise from it‟s use.
ICT Issues
 Atpresent, the five major & most popular
 ICT issues are:
    Computer Gaming
    Social Networking
    Cloud Computing
    Robotics
    e-Commerce
ICT Issues - Stakeholders
A stakeholder, in regards to the use of ICT is anyone
 that has the ability to design, develop, control, use
 or is affected by the use of ICT.

 Stakeholders   have the following responsibilities:
    To investigate the real & potential negative effects of
     the particular ICT issue
    To eliminate or lessen these as much as possible.
ICT Issues
 When  we look at those aspects of ICT
 over the next few weeks, we will be
 looking at them from the following
 perspectives:
    Social
    Ethical
    Legal
    Environmental
ICT Issues - Aspects
 Socialissues arise when the effects of the
 use of the ICT or the actions of one of the
 stakeholders impacts on the daily life of
 another stakeholder.

 Example:inappropriate comments about
 someone or a past event on a social
 networking site can turn into a social issue.
ICT Issues - Aspects
 Ethical
        issues arise when the impact of
 the use of ICT by one stakeholder is
 responsible for „harm‟ to another
 stakeholder.

 Example: small e-commerce companies
 have an ethical obligation to ensure the
 privacy of data that they store about
 customers.
ICT Issues – Aspects
 Legalissues arise when the design or
 implementation of ICT, or the action of a
 stakeholder conflicts with a law enacted by a
 particular government.

A legal issue may also have a social and/or ethical
 implication.

 Example: making copies of music CD‟s for friends is
 against the law in most countries around the world.
ICT Issues - Aspects
   Environmental issues arise when the
    implementation or use of ICT results in a
    conflict between the environment
    stakeholders live in & the natural environment.

   Example: the impact of e-waste & the
    increase in energy generation required to run
    many ICT technologies constitutes a potential
    environmental issue.
Computer gaming
 The playing of computer games, as well
 as the increasing popularity and appeal
 of online gaming has led to a number of
 issues that have a number of stakeholders
 concerned.

 Who   might these stakeholders be?
Computer gaming
 Issueswith computer gaming usually arise
  to due to the often anti-social behaviours
  of a “computer addict” towards other
  stakeholders.

 As stated earlier, these can become legal
  or ethical issues in severe circumstances.
Computer gaming
   Social/Ethical issues generally arise in regards
    to themes or content being unsuitable for
    particular age groups, or for general
    publication to adults, such as racist, sexist or
    violent themes.

   In relation to computer gaming, the
    stakeholders are the designers, developers &
    sellers of the games, as well as consumers.
Computer gaming
 Computer    addiction
    Occurs when a stakeholder becomes
     overly obsessed with computers, gaming or
     the Internet & begins to consume a major
     part of one‟s social life.

    Is a significant health problem & can
     sometimes require medical intervention (like
     any other behaviour or drug addiction)
Computer gaming
 Computer      addiction
    Consequences
      Family breakups
      Relationship breakdowns
      Decrease in interaction skills
      Job Loss
      Dropping out of school
Computer gaming
 Computer     addiction
    Symptoms
      Users  crave computer time
      Overjoyed when at the computer
      Unable to stop computer activities
      Irritable when not at the computer
      Neglect of family/friends
      Work/School problems
Computer gaming
 Computer     addiction
    Treatment
     A   number of Internet sites give advice about
       how to prevent addiction however treatment
       is always best undertaken by a medical
       expert.
      Usually involves counselling, open discussions,
       therapy & actions to remove access to the
       source of the addiction.
Discussion Question
 Question   (Class Activity)
    How much time do you spend on the
     Internet or playing video games? (Average
     per week)
    How much time do you spend playing
     sport, completing homework or with family?
     (average per week)
Computer Gaming
 Unsuitable   Games
    Games that are of concern are those
     containing significant amounts of violence
     & offensive depictions of ethnic groups or
     women, or those that allow players to
     manipulate to do acts that would be
     unacceptable in real life.
Computer Gaming
 Unsuitable   Games
    Some games allow players to live in a
     fantasy world that is “fun” (often in a sci-fi or
     medieval setting) and prolonged exposure
     can be a problem.
    Not everyone is affected in the same way
     by the prolonged exposure however for a
     number of reasons, a minority in the
     community are susceptible to a number of
     reactions.
Computer Gaming
   Unsuitable games
       First Person Shooters (FPS)
         These allow the player to “become” the person
          on the screen.
         It is claimed that these types of games are
          particularly dangerous & have contributed to
          the increase in violent crimes over a number of
          years.
         The main power of these games is the players‟
          immersion in particular scenarios, which have
          increased in realism as the graphics power of
          modern computers has increased.
         The popularity of this type of game generally
          comes from the ability to play these games in a
          variety of multiplayer formats across local and
          global networks (Battle.net, Xbox
          Live, PlayStation Network)
Computer Gaming
 Unsuitable    games
    MMORPG’s
      Highlyaddictive due to being a part of an
      online community & having to complete a
      number of tasks/missions, as wellto advance
      player levels to progress through the game.
    Examples
      WoW
      TheSims
      DC Universe
Computer Gaming
   Stakeholders
       Game designers & manufacturers
       Marketing departments
       Classification agencies
       Parents & Guardians
       Educators
       Religious & government authorities
       Game players

   Why are these particular groups stakeholders
    when it comes to gaming?
Discussion Question
   A popular game that is addictive is The Sims.
    In this game, players are in control of an
    humanoid avatar within a community.

   Another addictive & popular game is called
    World of Warcraft (WoW). In this
    game, players are in control of armies from a
    number of different “races” (Humans, Night
    Elves, Blood Elves, Dwarves, etc)

   What might be a reason that being addicted
    to The Sims not be as widely discussed and/or
    debated as a World of Warcraft (WoW)
    addiction?

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110315 itu1 ict_issues_computer_gaming

  • 1. Information Technology Unit 1 Outcome 3 ICT Issues: Computer Gaming
  • 2. ICT Issues  Even though there are a number of benefits in regards to the use of ICT, there are also a number of negative effects that arise from it‟s use.
  • 3. ICT Issues  Atpresent, the five major & most popular ICT issues are:  Computer Gaming  Social Networking  Cloud Computing  Robotics  e-Commerce
  • 4. ICT Issues - Stakeholders A stakeholder, in regards to the use of ICT is anyone that has the ability to design, develop, control, use or is affected by the use of ICT.  Stakeholders have the following responsibilities:  To investigate the real & potential negative effects of the particular ICT issue  To eliminate or lessen these as much as possible.
  • 5. ICT Issues  When we look at those aspects of ICT over the next few weeks, we will be looking at them from the following perspectives:  Social  Ethical  Legal  Environmental
  • 6. ICT Issues - Aspects  Socialissues arise when the effects of the use of the ICT or the actions of one of the stakeholders impacts on the daily life of another stakeholder.  Example:inappropriate comments about someone or a past event on a social networking site can turn into a social issue.
  • 7. ICT Issues - Aspects  Ethical issues arise when the impact of the use of ICT by one stakeholder is responsible for „harm‟ to another stakeholder.  Example: small e-commerce companies have an ethical obligation to ensure the privacy of data that they store about customers.
  • 8. ICT Issues – Aspects  Legalissues arise when the design or implementation of ICT, or the action of a stakeholder conflicts with a law enacted by a particular government. A legal issue may also have a social and/or ethical implication.  Example: making copies of music CD‟s for friends is against the law in most countries around the world.
  • 9. ICT Issues - Aspects  Environmental issues arise when the implementation or use of ICT results in a conflict between the environment stakeholders live in & the natural environment.  Example: the impact of e-waste & the increase in energy generation required to run many ICT technologies constitutes a potential environmental issue.
  • 10. Computer gaming  The playing of computer games, as well as the increasing popularity and appeal of online gaming has led to a number of issues that have a number of stakeholders concerned.  Who might these stakeholders be?
  • 11. Computer gaming  Issueswith computer gaming usually arise to due to the often anti-social behaviours of a “computer addict” towards other stakeholders.  As stated earlier, these can become legal or ethical issues in severe circumstances.
  • 12. Computer gaming  Social/Ethical issues generally arise in regards to themes or content being unsuitable for particular age groups, or for general publication to adults, such as racist, sexist or violent themes.  In relation to computer gaming, the stakeholders are the designers, developers & sellers of the games, as well as consumers.
  • 13. Computer gaming  Computer addiction  Occurs when a stakeholder becomes overly obsessed with computers, gaming or the Internet & begins to consume a major part of one‟s social life.  Is a significant health problem & can sometimes require medical intervention (like any other behaviour or drug addiction)
  • 14. Computer gaming  Computer addiction  Consequences  Family breakups  Relationship breakdowns  Decrease in interaction skills  Job Loss  Dropping out of school
  • 15. Computer gaming  Computer addiction  Symptoms  Users crave computer time  Overjoyed when at the computer  Unable to stop computer activities  Irritable when not at the computer  Neglect of family/friends  Work/School problems
  • 16. Computer gaming  Computer addiction  Treatment A number of Internet sites give advice about how to prevent addiction however treatment is always best undertaken by a medical expert.  Usually involves counselling, open discussions, therapy & actions to remove access to the source of the addiction.
  • 17. Discussion Question  Question (Class Activity)  How much time do you spend on the Internet or playing video games? (Average per week)  How much time do you spend playing sport, completing homework or with family? (average per week)
  • 18. Computer Gaming  Unsuitable Games  Games that are of concern are those containing significant amounts of violence & offensive depictions of ethnic groups or women, or those that allow players to manipulate to do acts that would be unacceptable in real life.
  • 19. Computer Gaming  Unsuitable Games  Some games allow players to live in a fantasy world that is “fun” (often in a sci-fi or medieval setting) and prolonged exposure can be a problem.  Not everyone is affected in the same way by the prolonged exposure however for a number of reasons, a minority in the community are susceptible to a number of reactions.
  • 20. Computer Gaming  Unsuitable games  First Person Shooters (FPS)  These allow the player to “become” the person on the screen.  It is claimed that these types of games are particularly dangerous & have contributed to the increase in violent crimes over a number of years.  The main power of these games is the players‟ immersion in particular scenarios, which have increased in realism as the graphics power of modern computers has increased.  The popularity of this type of game generally comes from the ability to play these games in a variety of multiplayer formats across local and global networks (Battle.net, Xbox Live, PlayStation Network)
  • 21. Computer Gaming  Unsuitable games  MMORPG’s  Highlyaddictive due to being a part of an online community & having to complete a number of tasks/missions, as wellto advance player levels to progress through the game.  Examples  WoW  TheSims  DC Universe
  • 22. Computer Gaming  Stakeholders  Game designers & manufacturers  Marketing departments  Classification agencies  Parents & Guardians  Educators  Religious & government authorities  Game players  Why are these particular groups stakeholders when it comes to gaming?
  • 23. Discussion Question  A popular game that is addictive is The Sims. In this game, players are in control of an humanoid avatar within a community.  Another addictive & popular game is called World of Warcraft (WoW). In this game, players are in control of armies from a number of different “races” (Humans, Night Elves, Blood Elves, Dwarves, etc)  What might be a reason that being addicted to The Sims not be as widely discussed and/or debated as a World of Warcraft (WoW) addiction?