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The twentieth and twenty-first centuries have seen the creation and growth of new forms
corporations and companies such as Apple and Google have grown exponentially in the past
several decades thanks to their innovation of the digital world. These companies were able to
create and build upon the Internet and the World Wide Web, the massive and complex system
which we use today to simplify communication around the planet. With the appearance of this
new system, corporations such as Facebook and Twitter have expanded this foundation by
designing social media platforms, websites that help connect users to one single program. Just to
describe how broad and extensive social media has become, about 68% of all American adults
use Facebook according to Pew Research Center, a nonprofit and nonpartisan data center. (Smith
and Anderson). Also, thousands of companies and developers in countries around the world have
inadvertently and collectively built a new industry: video gaming. Modern video games act as
“middlemen” to players by connecting them towards a common goal. These games have become
extremely widespread, as Jane McGonigal, an author and advocate of the use of digital
technology, reported that over 183 million Americans play video games (McGonigal).
Finally, many corporations, such as ABB and IDC, have worked and expanded on the physical
change of technology through its development of specialized machinery and equipment. These
machines have led to a major economic adaptation through automation. Automation allows
factories and companies to use special machines to complete a process that a worker could do.
The developments in the new technological age, specifically social media, video gaming, and
First, social media has had a positive result on society through its effect on its users’
social health. Monica Anderson and Jingjing Jiang, two research analysts at Pew Research
Center, saw that about 31% of American teens say that social media has had a positive effect on
people their own age (Anderson and Jiang). Continuing, in a report from Victoria Rideout from
Common Sense Media, an independent and non-profit organization dedicated to promoting safe
technology in education, the association detailed that about 29% of teens that use social media
feel less shy and more outgoing, and similarly one in five or 20% of those surveyed said using
their social networking sites make them more confident (Rideout). These two sources support the
notion that social media is effective positively by displaying that these social networking sites
end up helping its users by improving their emotional well-being. Overall, social media use
communication. Social networking sites allows everyday users to voice their own concerns and
opinions, but most of all other users have the ability to respond with their own beliefs. Social
media has allowed its users to be connected to thousands of sources of information in less than a
minute, whether these sources are family members or massive global corporations. In an article
written by Aaron Smith, an associate director of research on technology issues, he outlined that
over three-fifths or 60% of all online adults use social media platforms to stay in touch with
current friends or family members (Smith). Likewise, in a report published by Lars Willnat and
David Hugh Weaver, the representatives of the School of Journalism and Media at the University
of Kentucky and The Media School at Indiana University (respectively), the two professors
found that 78.5% of journalists check social media for breaking news, which in turn allows news
and information to spread to millions of people (Willnat and Weaver). The two reports shows
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that social media enhances communication by platforms’ ability to quickly disperse information
around the country. Communication is, in short, enhanced by the introduced on social media
One problem that comes with this massive influx of social media platforms is the spread
of false information. Over the past few years, a new wave of inaccurate information has been
taking advantage of how accessible social networking sites are. However, many of these
companies and corporations have not only identified this problem, but have created a plan as
well as a solution. For example, Facebook has implemented its own third-party fact-checking
program in the spring of 2018. In an article by Lulu Chang and Eric Brackett, two writers for
Digital Trends, wrote that Facebook has revealed that the company has started to expand its
program, already appearing in 14 countries (Chang and Brackett). Instagram as well has
implemented its own software to fight the same issue. The company has introduced three new
tools, including allowing users to log into third-party authenticating apps, verifying safe
accounts, and letting users see detailed information of large accounts, similar to Facebook with
the identical problem (Axelrod). The spread of inaccurate information is one problem threatening
the effectiveness of social media, but with the implementation of new software and programs,
Second, video gaming causes a beneficial effect in society through its ability to assist
growth of human capabilities. Researchers and colleagues representing the Department of Brain
and Cognitive Sciences and Center for Visual Science at the University of Rochester found that
perceptual, and cognitive tasks…faster visual search rate, a reduction in the size of the
attentional blink, better change detection, and an increase in the number of items that can be
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simultaneously tracked” (Bejjanki et al.). This article supports the claim that video games
improve physical abilities by describing that group who play these games had faster and better
performances in inherent functions. This study is extremely important, as it proves that those
who play video games experience an expansion of their efficiency simple, everyday tasks, which
could revolutionize human growth. Video gaming has a positive effect through its ability to
In addition to video gaming impact physical traits of players, it has also been proven that
video games help enhance mental capacity. Psychologists Brian Glass and Bradley Love and
cognitive researcher Todd Maddox found in their study of video games’ impact on the human
mind that “as a result of [real time strategy] game experience, an underlying dimension of
cognitive flexibility emerged…we have shown that it is possible to alter cognitive flexibility, a
core component with broad influence on the psychological abilities and well-being of an
individual” (Glass et al.). Similarly, researchers at the Max Planck Institute for Human
Development confirmed these results, finding that video gamers showed increases of gray
matter, matter which carries neuronal bodies between the nervous system, in parts of the brain
responsible for spatial navigation and memory formation (Kühn et al.). These studies show that
video games not only have the capacity to be able to alter cognitive function, but these games
improve and positively influence the human brain. Video games grow the limits of the mind by
changing how we are able to perceive the world around us. Video gaming has an overall positive
Video games can also facilitate in the development of global friendships. Jane
McGonigal attributes this to urgent optimism, which is “the desire to act immediately to tackle
an obstacle” (McGonigal). The researcher believes that this eagerness builds trust and
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cooperation even if the two players do not know each other. Other studies and research has
corroborated McGonigal’s beliefs. Amanda Lenhart, the director of teens and technology
research at the Pew Research Center’s Internet and American Life Project, reported that 78% of
teens who played online with others felt more connected to friends (Lenhart). Lenhart’s study
supports the conjecture that gaming enhances relationships by supporting how players trusted in
one another. Video gaming is a positive influence on society because of its ability to connect and
Opposition to video games have cited that video games have influenced a recent rise in
violence. These opponents cite how the Columbine High School Shooting was influenced by the
recent release of violent video games. However, recent research proves that this belief is
unsubstantiated, instead advocating that these claims were from paranoia and confusion rather
than logic. Whitney DeCamp, a sociology professor at Western Michigan University, found no
relationship between violence and video gaming, instead detailing that other factors were much
more significant (Schwerin). Likewise, Christopher Ferguson, associate professor and co-
even expanding on her study and suggesting that violent video games reduce societal violence
(Scutti). These two reports heavily refute the early notion of video games encouraging violence.
The belief that video games cause violence is an outrageous claim which undermines video
Third, automation of labor would have a positive effect on society through its
Technology Council, observes that automation can improve efficiency by removing human error
from processes to ensure accuracy (Long). These machines are able to follow specific processes
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to precisely ensure that no two items or objects are different from one another. Also, European
Ashish Shrivastava wrote in their report that “with proper implementation of [the] automation
process…can be applied…to get long lasting results along with improved productivity as well as
profit margin” (Nimawat and Shrivastava). These two sources both confirm the notion of
automation being beneficial to labor industries because it increases efficiency in the workforce
by removing human error as well as creating capital. Automation has an overall positive effect
One massive misconception with automation is its impact on jobs. Those who are against
the implementation of automation believe that machines will replace rather than improve
automation solutions to companies, states that automation impacts jobs by allowing companies to
hire in other areas of manufacturing, increase their existing employees’ wages, or start new
companies, which in turn creates more opportunity and money flowing through the economy
independent study that although automation did remove about 800,000 jobs, over 3.5 million
new jobs have been created (Sproul et al.). Although automation does remove some jobs, the
technology actually creates more jobs than what was removed and even improves on existing
jobs, which sequentially adds more to the economy. Automation has a strong positive effect on
technological age, specifically social media, video gaming, and automation, has had a positive
effect on the overall status of society. Social media allows thousands of sources of information to
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be spread like a wildfire. Also, although inaccurate information takes advantage of social media,
massive corporations have implemented programs and checks to quickly and quietly confront
this problem. Video games influence the growth of the players both socially and mentally. Plus,
gaming doesn’t actually change players’ dispositions or beliefs. Automation increases efficiency
while sustaining and improve the status of jobs. Even though technology is changing the way we
live, its impact is undeniably tremendous which will shape the future for centuries.
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