Innovation conventionally reduces the work required to accomplish tasks. As the power of convenience makes life easier, what was once considered easy can become difficult. Easy is addicting, and addictions create dependencies that lead to demise. Strength that comes from convenience only comes after a struggle. The integration of innovative forces, particularly electricity, has and will continue to degrade our physical ability, work ethic and decisiveness as the human race. The ripple effects are intricate.
The physical capabilities of the human body have largely been altered by innovative, well meaning electrical devices. Nearly every commodity that could ever come to mind is now gained with a considerable decrease in physical output. Moving between floors in a building on stairs has been replaced by elevators. The physical labor once required to produce heat in a home for warmth and cooking has been replaced by buttons. Do not take this to mean that innovative devices are bad, they are extremely beneficial, however, using everything in moderation couldn’t hurt. While furthering preexisting efficiency, innovation kills anywhere it is not simply adding a boost to productivity.
While over the decades the younger generations grow less acquainted with physical labor and simple muscular output, work ethic has grown in demand. The easier things normally worked for are to acquire, the faster a standard of living can rise further than is willing to be worked for. It is not uncommon for procrastination to hinder work in the millennial generation. This is not the procrastination that is perceived of someone who is overworked, rather, someone who is the polar opposite. “Innovation” in entertainment can create ecosystems of ever flowing, ever numbing pleasure that are difficult for a young generation to extract themselves from. The addiction to consistent entertainment causes the simple chores of life to go undone, and eventually the work required to sustain it. Innovation, while good, kills from behind the screens.
Intelligence is, almost by paradox or counter intuition, destroyed by innovation. Skills that are usually built upon through the generations are lost to a technological piggy back ride. While it is true that every generation technically stands on the shoulders of the previous one, this is not true entirely in terms of electronics. At one point in time, when math was taught, it was taught without calculators and everything calculated was done so with the mind. Every new level of mathematical knowledge was layered over the last one, while all parts were chronologically used while systematically finding the answer. The first thing placed in a millennial elementary school student’s hand is a calculator. From the very start, the mental muscles are almost given a rite of passage into a no work zone, what was once considered a relief in great difficulty, is now the level at which great difficulty in comprehension starts. If intelligence is not destroyed by innovation, the middle class society is.
In every sector, deficiencies are creating sinkholes in life due to deep integration and reliance on technological innovation. While it would be difficult to suddenly stop using wireless internet devices or calculators, the instant realization of reliance would be noticed as lives crumbled under the weight of lost skills and uncertainty. Manufactured convenience kills as it provides. The ripple effect of innovation is almost as fascinating as considering the ripple effects of every single action made in life, both greatly influence each other. Choice is powerful when it is still available.
Works Cited
http://www.ncbi.nlm.nih.gov/pubmed/11737743
K, Okada, and Tazawa Y. “Result Filters.” National Center for Biotechnology Information. U.S. National Library of Medicine, Dec.-Jan. 2001. Web. This is a cross comparative study developed to understand health complaints by video game players and avid television watchers. 1143 children ages 6-11 including the parents were studied. Intended use: I intend to use this as a subtle fall back support for the repercussions of technology abuse.
Soraya, Daymon. “Top 5 Consequences to Bad Posture.” – LA Sentinel. – LA Sentinel, Feb.-Mar. 2009. Web. Tension, breathing problems, unnatural fatigue among countless other difficulties arise from the poor posture created by addicted technology use. It makes one wonder if all of the back pain on tv commercials is from the commercials themselves. Intended use: I intend on using this a support for degenerative issues caused by technology in its addicting forms.
http://www.telegraph.co.uk/news/health/news/9558615/Got-back-pain-It-could-be-your-genes.html
Adams, Stephen. “Got Back Pain? It Could Be Your Genes.” Telegraph.co.uk. Telegraph.co.uk, Aug.-Sept. 2012. Web. The poor posture mentioned in some other citations can cause an issue mentioned here. The disks in the back can begin bulging from abnormal pressure angles and herniate. If this occurs the only true help comes from surgery. While chronic back pain disorders and body functions cannot always be treated as they are passed down, some can be treated just by how we think. Intended use: support for the debilitating effects of human addiction to technology.
http://www.ncbi.nlm.nih.gov/pubmed/8057115
Authors, Multiple. “Result Filters.” National Center for Biotechnology Information. U.S. National Library of Medicine, n.d. Web. This article written from a study goes into basic detail of seizures induced by video game playing. The lighting changes and intense focus on specific frequencies of light and sound can cause major issues for already health deprived people. Intended use: Continued support for the effects technological entertainment and pleasure have on the human body.
http://www.ncbi.nlm.nih.gov/pubmed/23097053
Y, Hasan. “Violent Video Games Stress People out and Make Them More Aggressive.” National Center for Biotechnology Information. U.S. National Library of Medicine, 24 Oct. 2012. Web. Violent video games are proven to induce overly large amounts of unnecessary stress on young individuals. The ripple effects move right into the daily lives of these people and cause abnormal amounts of violence to be present in their actions. Intended use: Understanding that we can be controlled by what we feel we are in control of, in this case, violent scenarios. This shows the scarcity of human control via technology.
http://aspeneducation.crchealth.com/article-teen-sleeping/
Aspen. “Technology Takes Its Toll on Teen Sleep.” Aspen Education Programs. Aspen Education Programs, 2006. Web. Sleep deprivation and insomnia are not uncommon among avid technology users. The habit forming need to continue using devices can infiltrate healthy regular sleeping patterns, thus causing a myriad of side effects that could eventually lead to things like suicide. Intended use: Showing technological addictions to be extremely unstable human phenomenon.
http://www.ncbi.nlm.nih.gov/pubmed/15013261
EA, Vaneawater. “Linking Obesity and Activity Level with Children’s Television and Video Game Use.” National Center for Biotechnology Information. U.S. National Library of Medicine, 27 Feb. 2004. Web. Jan. 2015. Obesity is almost exclusively started through a life based around technological functions. The sleep deprivation and lack of social fulfillment bring about many eating disorders. Intended use: show the disconnect between health and technology social and physically.
http://www.nih.gov/news/radio/nov2010/20101109nindstv.htm
“Watching Violent TV or Video Games May Promote More Aggressive Behavior in Teens – National Institutes of Health (NIH).” U.S National Library of Medicine. U.S. National Library of Medicine, n.d. Web. 06 May 2015. Repeatedly watching violent images such as tv shows and movies will cause many real social problems down the line. Intended use: further support for the infliction of violence on culture by means of the infliction of violent imagery on the mind.
http://www.ncbi.nlm.nih.gov/pubmed/19742374
“Young Children’s Video/computer Game Use: Relations with School Performance and Behavior.” National Center for Biotechnology Information. U.S. National Library of Medicine, n.d. Web. Jan. 2015. Children who play video games are closer to bad grades in their future than those that do not. Video games are more instantly gratifying than grades. Intended use: To show the social decline via education that video games and innovative technology have.
http://pediatrics.aappublications.org/content/122/2/398.abstract
Http://pediatrics.aappublications.org/. “Vitamin D Deficiency in Children and Its Management: Review of Current Knowledge and Recommendations.” Vitamin D Deficiency in Children and Its Management: Review of Current Knowledge and Recommendations. Rowan University, n.d. Web. Jan. 2015. Vitamin D is not something that is produce or entirely processed by the body. Humans need sunlight to perform the radiative processes that naturally convert the vitamin D that we ingest into a useable form. Pills need sun just as much as food does to work in the body. Intended use: The sunlight deprivation caused by almost all of innovative technology can cause serious vitamin lowering symptoms. No sunlight no health.
http://www.ncbi.nlm.nih.gov/pubmed/11737743
“Physical Signs Associated with Excessive Television-game Playing and Sleep Deprivation.” National Center for Biotechnology Information. U.S. National Library of Medicine, n.d. Web. Jan. 2015. Furthering the understanding we have of the sleep deprivation caused by the effects of video game playing and how the body is hurt immensely by these habits is not uncommon. Intended use: Further proof that the most influencing aspects of pleasurable technology are actually quite deadly in the long run.
• http://www.video-game-addiction.org/physical-consequences.html
“Video Game Addiction.” Physical Consequences of Gaming Addiction. Video-game-addiction.org, n.d. Web. Jan. 2015. This site is dedicated to educating the general public on the disadvantages that video game addiction has on the human population as a whole. Intended use: A site dedicated to an aspect of my research paper is a useful sidekick, however I intend to only use this as a basis of sound source material and not so much as a quotable medium.
“Video Gaming Can Lead to Mental Health Problems.” Video Gaming Can Lead to Mental Health Problems. Www.aap.org, n.d. Web. Jan. 2015. The lack of nourishment that truly addicted gamers achieve is astonishing to say the least, without adequate sunlight and social activity, routine abnormalities in mental health can begin to become an individual normality. Intended use: This is yet another example of how simple gaming addiction, or presence in daily life can lead to serious issues down the road.
http://www.video-game-addiction.org/social-consequences.html
“Video Game Addiction.” Social Consequences of Gaming Addiction. http://www.video-game-addiction.org/social-consequences.html, n.d. Web. Jan. 2015. The body is not the only thing brutally marred by video game addiction, the social aspects of one’s mental health are also altered by social norms of online gaming rhetoric and so on. Intended use: To show the predetermining sequences of events that cause major depression and death in those addicted or raised in a technologically reliant culture who seek mostly if not only, pleasure.
http://www.addictionrecov.org/Addictions/?AID=45
“What Is Video-game Addiction?” Video Games Addiction. Addictionrecov.org, n.d. Web. Mar. 2015. An over view of video game addiction and a brief outline of how many different approaches there are in terms of healing after the fact. Addiction is a major product of video games. Intended use: To show that there are literally millions of dollars being poured into the recovery process resulting from video games alone, not including the countless other technological innovations that exist and are being produced. Technology kills.