Introduction
Technology is an aspect that has improved many things today. It has made life easier in many ways. Use of some technological devices such as phones, computers, laptops, televisions has given life a whole new meaning. In the past, there was no technology. Though the people then did survive, it was not through reliable means. For example, communication was done by the use of sounds, smoke or by use of messengers. Sometimes a message had to be received in a very far place, and this became difficult for the messengers. In recent times, there is technology, so the difficulties perceived back then have now been dealt with accordingly. All in all, we cannot overlook the several adverse effects of technology. In this regard, this piece of work focuses on discussing adverse effects brought by technology.
It has led to time wastage. With access to the internet, there are so many exciting things we are exposed to. Some of which include funny videos, photos, and articles. People tend to invest most of their time on these temporary pleasures instead of engaging in other more resourceful activities. The current generation is the most affected by technology. For example, students opt to spend their time on their time smartphones chatting, or on the internet. This reduces their productivity in school or other areas (Markus, 2015). This in return has led to adverse effects in their lives. For example, they are not able to tackle their assignments in time which may lead to suspension or other punishments, they also do not have time to revise, and this makes them get a rough time during their exams.
Technology has proved to be a threat to human health. Use of technological devices such as laptops and phones is a passive activity; hence users don’t get to do exercises which can lead to obesity and depression (Rosen et al., 2014). The constant use of these technological devices also exposes users to other problems such as reduced eyesight due to continual staring at the screen of these devices. Users are also presented to hearing problems which are caused by the use of Headphones and earphones. Users of these devices may even end up suffering from back pains and neck pains due to continuing use of fixed strenuous postures while using the tools. The desire to always be on the internet to keep up with the current affairs may lead to stress. Some people, for example, have complained of hearing nonexistent phones ringing when they haven’t used the phone for some time.
Cyberbullying is another negative impact of technology. The internet allows people to share information with the whole world. Cyberbullies use social media platform such as Facebook Instagram and snap chat to torment their victims by spreading their secrets or false information about them.The victims sometimes isolate themselves from society to avoid stigmatization. In some cases range builds up in the victims and they try to find ways to get back to the people who caused emotional distress to them (Mitchell et al., 2016). They may end up being violent while some may opt to deal with their pain through suicide.
In conclusion, it’s important to note that it’s a collective responsibility to society to curb cyberbullying. Parent and teachers should be more observant to notice any signs of distress in the kids. In case they see anything, they should introduce these kids to counseling so that they can be able to deal with this problem.
References
Markus, M. L. (2015). Finding a happy medium: Explaining the adverse effects of electronic communication on social life at work. ACM Transactions on Information Systems (TOIS), 12(2), 119-149.
Mitchell, K. J., Jones, L. M., Turner, H. A., Shattuck, A., &Wolak, J. (2016). The role of technology in peer harassment: Does it amplify harm for youth? Psychology of Violence, 6(2), 193-204.
Rosen, L. D., Lim, A. F., Felt, J., Carrier, L. M., Cheever, N. A., Lara-Ruiz, J. M., &Rokkum, J. (2014). Media and technology use predicts ill-being among children, preteens, and teenagers independent of the negative health impacts of exercise and eating habits. Computers in human behavior, 35, 364-375.
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