Eng Lang 4 - Virtual Existence
Eng Lang 4 - Virtual Existence
2) Enslaved – Imprisoned
Enthralled – Captivated
Infantilised – Coddled
Stupedied – Dazed
Jeopardised – Sabotaged
The emboldened words are all examples of emotive language which emphasize the
negative effects of technology on our lives. Words like "enslaved," and "infantilised,"
suggest a loss of independence and agency in our daily lives. While "stupefied" and
“enthralled” creates an idea of a dangerously captivating amusement, that consumes
us entirely. “Jeopardised” is a very strong verb that creates a sense of finality and
doom, to show how this has sabotaged and ruined our lives.
3)
Addiction to online life can lead to neglect of basic duties, like that couple
prioritizing a virtual child over their real one
Constant usage of social media and the idea of browsing on it makes us less
intelligent and further distancing us from reality.
Social media helps creates insecurities and feelings of inadequacy and exclusion,
especially among young people, which could lead to depression and anxiety
Increased screen time, eats away the time we would otherwise spend, going
outside, and exercising and inactivity contribute to issues like obesity.
Violent video games and trolling culture encourages violent behaviors#
4) While majority of teenagers do live online, and there may be some who are not
entirely addicted and are just simply conducting various forms of socialising and
activities online, there is an unhealthy amount of teenagers that are severely
addicted and require intense training to be able to break the habit, before it
consumes them and ruins their lives any further than it already has.
5) Point of view 1
Older generations often misunderstand their usage of technologies, and social
media.
Teens can lead a balanced life, despite having an active online life, which consists
of both excelling in academics and extra-curriculars, while also gaming online,
texting and posting on social media.
Teens often multi-task with different forms of technologies at once.
Being an avid user of social media doesn’t mean equate to being actively
addicted to it
Point of view 2
Gaming addiction can lead to serious health issues, mental illnesses and
psychological defects.
Excessive gaming can lead a person to being more violent
Gaming addiction consumes
Strict military discipline can help in breaking this addictive habit
6) The arguments presented in both 4A and 4B, present a continuous theme. The
theme which suggests that to be digital is negative, and as a result damaging.
While it is true, that life is becoming heavily digital, where everything is
removed, much like text 4A states that ‘life is happening”. Money, a concept
which has been physical, dating back to 5000 years, has now also become digital.
For example, in India having physical cash is a thing of the past, no one carries
any cash on them, no store keeps change or a physical cashier. What does exist
now, is a phenomenon called ‘UPI transactions’, allowing you to transfer money
from your digital wallet to another person’s or business’ within seconds, all with
the use of a smartphone.
A massive amount of our day has become non-physical, but it has enhanced the
quality of life in many ways, which we often forget to account. Before mobile
phones existed, the only way of contacting a relative was by sending mail by
post, which could take far longer than sending a quick text message nowadays.
7A)
The son of text 4A’s writer believes older generations misjudge modern
technology use, confusing productivity with addiction. He portrays himself as a
well-rounded person, who is successfully balancing gaming, social media, and
academics while excelling in sports and having an active social life. He states that
his use of technology has nothing to do with dependency, and everything to do
with using technology like tools to enhance his daily life.
However, that is not to say that addicts don’t exist. Severe gaming addiction has
taken China with storm, where millions of teenagers reportedly spend up to 20
hours a day gaming. Such an inflammatory use of online games could lead to
significant health issues which could include issues with eyesight and backpain,
potential eating disorders, and a staggering 8% reduction in cognition. Many
suffer from depression and display aggression, sometimes even committing
crimes. Rehabilitation centres, run with military discipline, aim to address this
addiction, though long-term success isn’t confirmed.
(159 words)
7B)
Hello,
Good day!
I recently read your article on teenage gaming addicts, and found your
exploration of the topic our virtual existence both intriguing and grim.