Causal Argument Draft–Cyphercomp2

Innovation and Evolution

In a more practical sense innovation in technology is a sped up means of death biologically. All of innovation’s purposes are to bring pleasure. It doesn’t matter if it is a lollipop a form of dance or a nuclear bomb, someone will always receive some form of pleasure from it. The pleasure can range from a relief or to a gain…but in the end it will still kill them. Innovation in every sense through a ripple effect is meant to bring pleasure which is supposed to both compensate and also endlessly fight the death that it causes for itself. Though this idea which opposes common logic, and rightfully so, can be applied virtually anywhere in history, the 1800s will be where this argument will start. The very first industrialized electrical grid was turned on in the year 1882, this was when american’s started killing themselves at a higher pace via electrically boosted innovation. Electricity has made life awesome, but at a cost. There are six general sectors of life that will be focused on here, entertainment, health, energy, transportation, information processing and cultural/social aspects all having something to do with innovation and it’s theoretical dealing of death. The main avenues for electrical entertainment are video games, movies, music and television shows. As video games get better and better in terms of how immersive and real they are, health begins to deteriorate in the typical american setting and the typical video game playing generations. It is rare that a gamer ever plays video games for less than one half of one hour. The american national average for hours of video games played in a week on the low end was 22 hours in 2014. Video games have proven to cause poor posture in gamers as the usual stance is hunched over for long periods of time. This generational wave of bad posture causes muscle stiffness and shoulder problems that eventually develop into over developed neck muscles which either require surgery or have no true cure to fix and leave players slightly pushed forward. Additionally the over abundance of visual stimulation has caused an increase in seizures in young people. These seizures among other macular problems are also caused by increased stress due to in game social and game play. Alongside stress is a large lack of sleep that contributes to obesity and poor grades in school, anxiety and impulsive behaviors as well. These and many other beginning health problems stem from a repeated use of video games and other electronic visual entertainment avenues. Many of these health problems can eventually lead to family and relationship issues. America being its well medicated self has the answer for the side effects to those issues. Medication should not be the last result of innovation as it pursues the prolonging of life.

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