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The negative impact of media and communication technology involves aspects such as reduced productivity and depreciating mental health in individuals. However, such technology also has a positive impact on human beings. By channeling their energy into online activities, individuals can become more productive and gain knowledge that could change their lives for the better. Media and communication technology form an essential part of human interaction in the digital world today.
Orenstein (2010) states that the fun of Twitter and, I suspect, its draw for millions of people, is its infinite potential for connection, as well as its opportunity for self-expression. I enjoy those things myself (para. 7). This shows the essential role that social media plays in bringing people with shared interests together.
Furthermore, McGonigal (2011) reiterates that games consistently provide us with the four ingredients that make for a happy and meaningful life: satisfying work, real hope for success, strong social connections and the chance to become a part of something bigger than ourselves (para. 5). Under these circumstances, individuals can use their gaming experiences to increase their productivity. Ultimately, by making such positive impacts, media and communication technology forms essential learning experiences.
Consequently, taking cognizance of the positive impacts of technology supports the idea of better usage in improving individual knowledge and capacity. The two authors identify potential areas that can be leveraged in the sector to enhance human interaction with such technologies. This is important because it provides a basis through which technology can be tailored to fit human needs in the evolving world better. As a result, more people can understand how to work better and efficiently by employing such knowledge and tactics.
References
McGonigal, J. (2011). Be a gamer, save the world; Videogames make players feel like their best selves. Why not give them real problems to solve? Wall Street Journal.
Orenstein, P. (2010). I tweet, therefore I am. The New York Times.
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