Social Professional and Ethical Issues in computer games

Document Type:Coursework

Subject Area:Technology

Document 1

Individuals, businesses, governments, and organization across the globe can easily communicate at the comfort of their offices. Myriads of applications have been developed to entertain, educate, socialize, and inform. In the past, knowledge of information technology was limited. Such deprived potential individuals the opportunity to explore their understanding, hence limiting the existence of fundamental applications that have been of great value presently. However, with the present advancement of technology, multiple people have been able to develop applications that have enhanced the livelihood and the well-being of the people. Different Perspectives on Computer Games Information technology has made it possible to develop computer games of varied types. Such has presented multiple choices to choose from. Playing computer games provides a relaxation and comfort, thus the acceptance from a wider population.

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For many years, video games have been said to belong to the children. However, as Kardefelt-Winther (2014) reports in his research, computer games have been accepted by all ages, the young and the old. When hackers gain access to this personal information, they use them to carry out illegal activities. According to the research undertaken by Lee and Wu, (2013), online games involving war equip the children or players with attributes that make them develop the mentality of war and in most cases tend to be or react violently when provoked. For instance, the game Modern Warfare 2 make the student develop while knowing that the world simply needs war to remain active and keep things going (Beranuy, Carbonell, & Griffiths, 2013). Social Issues in Computer Games Society encompasses diverse generations with distinct backgrounds.

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Computer games for many years have been embraced as a tool for entertainment meant to release boredom. Computer games have been used to enhance religious animosity. Owing to the war faced by different religions, computer games have been used to improve the division among religions. Some games have been configured to put one religion to be much superior to the other, and in most cases, the preferred religion as depicted in the game always defeat the inferior religion (Chang, Liu, & Chen 2014). Such makes the children develop with hatred towards certain religions, which is transferred to real life situation. Additionally, the games have also been used to advance hate in politics. Technological advancement currently experienced globally has seen many people tackle IT related courses because of the enormous demand occasioned by the vast gap of IT experts needed by businesses and organizations.

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Additionally, IT professionals have also been able to venture into other business, making them entrepreneurs because of the array of fields that encompass IT. Many organizations have initiated multiple changes to conform to the present demands dictated by the advancement of information technology. To ensure effective implementation of the commenced technology-related changes, institutions have appointed IT professionals to act as the change management leader (Haagsma et al. The individuals are billed with the responsibility of ensuring that implementation of the technology is a success and faces limited resistance. Computer professionals are also needed to explain and educate the people who do not conceive the computing jargons the meaning of the used terms. Computing professionals are also billed with the responsibility of furthering their education to catch up with the ever-changing technologies (Yuan et al.

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They must have in-depth knowledge of how to search relevant literature and is also expected of them to be at par with the latest development in their fields. Ethical Issues in Computer Games For long, computer gaming has been viewed as one of the activities that eased the boredom from individuals, specifically children and the adolescents. Nevertheless, the enhancement of technology has seen more different types of games suffice (van Rooij, Kuss, Griffiths, Shorter, Schoenmakers, & Van De Mheen, 2014). Additionally, continuous engagement with extreme violent games has an adverse impact on the children. Research has shown that children who spend much time on video games experience some problems in the future. Such include isolation, they prefer being left alone. They fear socializing because of the poor social skills they developed during their early years (Haagsma et al.

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Also, they develop illnesses associated with overweight because they do not do exercise as a result of spending much time playing computer games. Some video games have career lessons that are valuable to the children. Therefore, as they play the games, they can pick best traits that are important for their career applications. On the contrary, computer games distract the students from carrying out their studies. The research conducted by Haagsma, Caplan, Peters, and Pieterse, (2013), involved two segments of students. One section was put in a room containing online games, and the other was in a room with no games. The continuous playing of computer games leads to addictions. Addicted children find it difficult to engage in any other activity since they always think of the games.

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Health reports have indicated that computer game addictions have an array of health complications. For instance, according to Van Rooij e al. (2014), in their study, they involved students in two groups. The regulations are enforced by regulatory compliance bodies that are mandated to ensure adherence to the stipulated laws, guidelines, and regulations. More often than not, violation of the regulations results in legal punishment. Therefore, according to Stim (2017), intellectual property rights include characters, code, designs, and storylines. They are all considered as a commodity. Consequently, Intellectual Property rights are applied to protect inventions, creative expressions, and symbols legally. However, the right does not stop others from developing similar products and selling them under a distinct mark (Bently & Sherman 2014). The legal provision requires that trademarks be distinctive to permit easy identification.

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Limits and Vulnerabilities of Computer Game Systems Computer games have seen an immense increase in development over the recent years owing to the attraction they have put in people. However, despite this great achievement, computer game system face immense threats from hackers. According to Zhu and Basar (2015), popularity of computer games subject them to a plethora of attacks. Organizations, businesses, individuals, and governments have embraced information technology in their everyday operations. Several professions have been generated as a result of the market demand for professionals experienced in diverse fields within information technology. Information technology has seen the development of applications and software that find their relevance in all environments today. The vast knowledge presented y information technology has seen the development of computer games.

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Computer games have been used as a tool of entertainment and in most cases release boredom. , Carbonell, X. and Griffiths, M. D. A qualitative analysis of online gaming addicts in treatment. International Journal of Mental Health and Addiction, 11(2), pp. E. , Peters, O. and Pieterse, M. E. A cognitive-behavioral model of problematic online gaming in adolescents aged 12–22 years. , Nagygyörgy, K. , Griffiths, M. D. and Demetrovics, Z. Problematic online gaming. Journal of medical Internet research, 17(4). Lee, Y. H. and Wu, J. Y. Van Rooij, A. J. , Kuss, D. J. , Griffiths, M. , Dong, T. , Bi, Y. , Xing, L. , Yu, D. , Zhao, L. Game-theoretic methods for robustness, security, and resilience of cyberphysical control systems: games-in-games principle for optimal cross-layer resilient control systems. IEEE control systems, 35(1), 46-65.

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