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Vol. 5, No.

5, May 2014 ISSN 2079-8407


Journal of Emerging Trends in Computing and Information Sciences
©2009-2014 CIS Journal. All rights reserved.

http://www.cisjournal.org

Survey of Possible Negative Consequences of Use of


Computer to Humanity
1
Ahmed Aliyu, 2 Abubakar Ado, 3 Abdulaziz Bello, 4 Sani Danjuma,
5
Abdulra’uf Garba, 6Abubakar Sadiq Gezawa
1
Mathematical Science Department, Bauchi State University Gadau, Itas/Gadau, Bauchi State, Nigeria.
2
Computer Science Department, Liaoning University of Technology, Jinzhou, Liaoning Province, P. R China.
3
Electrical Electronic Engineering Department, Liaoning University of Technology, Jinzhou, Liaoning Province, P. R China.
4,5,6
Computer Science Department, Liaoning University of Technology, Jinzhou, Liaoning Province, P. R China.

ABSTRACT
Computer has become one of the most important tools in human life, in-fact it has become an integral part of human life,
because of its relevance in learning, communication and information, multimedia, business and entertainments. Despite all
its advantages it has posed some negative effects on humanity. This paper shows the survey conducted to actually unveil
some possible effects that users of computer encountered, and the result analysis has shown a great significance in
educational research and the study.

Keywords: computer, humanity, effect, survey, questionnaire, Society.

1. INTRODUCTION access to a home computer in emerging Eastern European


The use of computer gadgets has emphatically countries such as Poland, Latvia and Serbia. Among 15
becomes an important part of human life ranging from the year olds in the bottom SES quartile within these
use of computers for Business, communication and countries, fewer than a quarter have access to a home
information, education and entertainment, in-fact computer. (OECD, 2005)
computers has become an integral part of humanity, But
despite all it importance it has posed some several 2. RELATED WORK
negative effect to humans, this has call for several
attention of researchers to research into the possible 2.1 Displacement of Other Activities
effects of computer to the society whether positive or When children use home computers instead of
negative. The prolonged use of computers, use of watching television, it is generally viewed as positive; but
sophisticated computer games, too much illicit when children use computers instead of participating in
information ranging from crime, sexual abuse/sexual sports and social activities, it raises concerns about the
material (Rape), massacre and weapon handling on the possible effect on their physical and psychological well-
internet, has actually create several negative effect of being. Results from a national survey suggest that in
computer to humanity. 1999, children between ages 2 to 17 were spending
approximately 1 hour 37 minutes per day using the
The use of computer in human life cannot be computer and/or playing video games [1], about 24
overlooked the development of the personal computer in minutes more than in 1998 [2]. Yet little research exist on
the late 1970s enabled households to purchase a computer how children’s growing use of computers may be
for the home, and children to gain access to an important displacing activities other than television viewing, and the
new technology. At present, over three-quarters of all few findings that exist are ambiguous. Some evidence
American children aged 3 to 17 years live in a household indicates that children who use home computers may
with a computer. (U.S. Census Bureau, 2005) However, watch less television than nonusers, but other evidence
large disparities in computer ownership by race and suggests that television viewing remains the same or
family income remain. Data from the 2003 Current might even increase with the use of home computers.
Population Survey (CPS) indicate that less than half of
children with family incomes under $25,000 lived in a 2.2 Links to Violent Behavior Raise Concerns
household with a computer, compared to 92 percent of Although educational software for home
those with family incomes over $100,000. Furthermore, computer use includes many games that encourage
access to computer technology is far less common among positive, pro-social behaviors by rewarding players who
children in developing countries, and the disparities cooperate or share, the most popular entertainment
between the rich and poor are often much greater. software often involves games with competition and
Estimate from the OECDís 2003 Programme for aggression, [3] and the amount of aggression and violence
International Student Assessment (PISA) show that most has increased with each new generation of games [4]. A
15 year old students in developed countries have access to content analysis of recent popular Nintendo and Sega
a computer at home (91 percent in the United States). In Genesis computer games found that nearly 80% of the
contrast, only about half of 15 year old students have games had aggression or violence as an objective [5]. One
survey of seventh- and eighth-grade students found that

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Vol. 5, No. 5, May 2014 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences
©2009-2014 CIS Journal. All rights reserved.

http://www.cisjournal.org
half of their favorite games had violent themes [6]. Yet (containing animated blood, gore, and violence and strong
parents often are unaware of even the most popular sexual content), but fewer than 5% of parents had heard of
violent titles, despite the rating system from the it [7].
Entertainment Software Ratings Board in place since
September 1994 (see Box 3). In a 1998 survey, 80% of
junior high school students said they were familiar with
Duke Nukem—a violent computer game rated “mature”

Fig 1

2.3 Effects on Physical Well-Being


Systematic research on the physical effects of
children’s computer use is lacking thus far, but insights
can be gained from several sources. Results from the
numerous studies on the physical effects of watching
television are informative, given the similarities between
these media. In addition, research focusing on the physical
risks of playing computer games is important, given that
games remain the most frequent home computer activity
for children across most age groups, despite the
proliferation of other software and applications. These
studies suggest that children’s extended computer use
may be linked to an increased risk of obesity, seizures,
and hand injuries [3]. Figure 2.0 [8].

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Vol. 5, No. 5, May 2014 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences
©2009-2014 CIS Journal. All rights reserved.

http://www.cisjournal.org
on children’s eyes, backs, and wrists; however, given
children’s increasing use of computers, sometimes for
prolonged periods, it is likely that children will begin to
experience the same kinds of injuries frequently reported
by adult computer users [15]. To reduce the possibilities of
such injuries, children should be given similar instructions
as adults regarding safe computer use, including such
precautions as taking frequent breaks and positioning
equipment properly. In addition, game manufacturers
should avoid producing games with flicker frequencies
known from clinical experience to induce seizures in
epilepsy-prone patients.

2.5 Effects of Greater Access to Information


As the Internet puts an increasing amount of
information at children’s fingertips, adults have begun to
question whether such information encourages violent and
sexually promiscuous behavior. For instance, information
about building bombs is freely available on the Internet,
and one of the Columbine students responsible for the
massacre in April 1999 had detailed bomb making
instructions on his Web site. In a poll immediately
following the incident, 76% of adults said they wanted
Internet service providers to do more to monitor Web sites
to identify potentially dangerous individuals, and 68%
said they thought the federal government should do more
[16]
. Yet the extent to which increased availability of
information over the Internet contributes to violent
behavior has not been systematically studied. Similarly,
Fig 2: Children’s daily screen time the prevalence of sexually explicit material available on
the Internet, including sexually explicit dialogue and the
2.4 Other Physical Effects use of imagery to simulate sexual activity (or “cybersex”)
Since the early years of computer game by children and teens, is also a major concern that has
technology—beginning with video games in the 1970s, attracted little study. Some online communications about
followed by the growing popularity of stand-alone game sex are educational and informative, such as public
systems like Nintendo in the 1980s [9] and the rise of the listservs, message boards, and Web sites that offer teens
personal computer in the 1990s—playing games has been the opportunity to share questions, concerns, and
the predominant computer activity for children overall. experiences regarding sex [17] at the same time, some
Studies indicate, however, that playing computer games adults are concerned that these discussions, along with the
exposes children to a number of physical risks, including preponderance of online flirting and cybersex among
seizures, hand injuries, and changes in heart rate [10]. For young people, will induce premature sexual activity. It is
example, some research suggests that playing computer difficult to assess the extent or impact of these
games may trigger epileptic seizures in certain users [11]. interactions because they often occur, not in the public
One research team reviewed 35 reported cases of video space of MUDs, but in private conversations either in
game–related seizures and found that abstinence from instant messages or private or restricted chat rooms.
video games was the preferred treatment, compared to Interviews with girls who participate in such online
anticonvulsant medication [12]. It appears that the “flicker activity, however, indicate that the information about sex
frequencies” or quickly flashing images, in some video gleaned from the Internet, including online sexual
games can trigger seizures in patients with photosensitive experiences, may actually encourage greater caution and
epilepsy. After studying 115 French subjects ages 7 to 30, patience when making sexual choices in real life [17].
another research team recommended using a 100Hz Thus, it is important to examine both the informative and
television screen (with twice the resolution as a standard social role of online interaction.
television screen) and sitting at least one meter away from
the screen to reduce the likelihood of video game–induced
seizures [13]. Excessive computer game playing also has
3. SURVEY DESIGN AND
been associated with a form of tendinitis, called METHODOLOGY
Nintendinitis, which is a sports injury characterized by
severe pain in the extensor tendon of the right thumb as a 3.1 Methodology
result of the repeated pressing of buttons during game Survey instruments have been identified as being
play [14]. Currently there is no systematic research on this the most popular data collection tools in outcomes
type of injury or on the impact of computer use in general measurement and evaluation [18] [19]. For this study, we

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Vol. 5, No. 5, May 2014 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences
©2009-2014 CIS Journal. All rights reserved.

http://www.cisjournal.org
carried-out data collection with a focused/target group 3.3 Target Groups and Sampling
using questionnaire. This section starts first with We designed a questionnaire to source for data
methodology of the research design; Data collection (information) so as to ascertain the possible effect of use
method, survey target group and sampling. The survey of computers, sourcing of the data (survey) was carried
was carried-out in five universities/colleges of different out in five (5) different universities/colleges of five
countries across the world, namely; (1) United Kingdom different countries namely are; University of Southwales,
(2) Nigeria (3) Turkey (4) China and (5) Jordan. This is Cardiff Pontypridd City, United Kingdom, Liaoning
because, to get the present real situation of effect of use of University Of Technology Jinzhou Liaoning Province
computer from different part of the world. After which, China, Sa’adatu Rimi College of Education Kano Nigeria,
the survey graph of the result of the survey are designed Yaser University of Izmir, Turkey, and Jordan University
and with possible tables and diagrams, which depict the of Science and Technology Irbid, Jordan, all the five
current trends of effect of computer to humanity. higher institutions and locations (countries) were choosing
because of their peculiarity in the region/continent, and
3.2 Data Questionnaire Design the questionnaire gathering of information (data) was
The questionnaire was designed with three scale target at youths ranging from the age of 16-45 years of
option for respondent to choose the scale suited by him, age. Special preference was not given in-terms of gender.
the questionnaire consist of 12 questions and three scale Universities/Colleges were choosing because of their high
of option for respondent to select, this is to make the numbers of computer users. Table 3.1 shows the
questionnaire easier for response from respondent and for instruments used, the response scale, and the areas of
data analysis. Questionnaire has three scales of options as focus included for each instrument.
follows; strongly agree, fairly agree or do not agree. Instruments Used in the Study

Table 3.1: Instrument Used in the Study (Questionnaire)

S/N Questions Asked Choose Answer Percentage%


1 The prolong use of computer causes the eye to soar, itching or Strongly Agree 88
reddish?
Fairly Agree 27
Do Not Agree 17
2 The use of sophisticated computer games affects our physical, Strongly Agree 78
psychological, human posture or mental being? Fairly Agree 42
Do Not Agree 12
3 Use of computer affects backbone, and the neck, thereby causing Strongly Agree 56
back and neck pain? Fairly Agree 60
Do Not Agree 16
4 The exposure of teenagers to the use of computer, can make them Strongly Agree 94
to have access to explicit dangerous materials, such as death
massacre, pornography, display of violence and weapons on the
internet?
Fairly Agree 36
Do not Agree 2
5 The use of computer by student has also brings about laziness in Strongly Agree 58
student process of learning. Fairly Agree 46
Do Not Agree 28
6 The use of computer affects the way we use time, for example if Strongly Agree 62
we have no computer system we tend to sleep earlier in the night Fairly Agree 58
and do our house chores properly, but with the possession of Do Not Agree 12
computer we tend to sleep late and affects our daily life
schedules.
7 Through use of computer we can make or associate our self with Strongly Agree 90
bad friends (that is through social network) Fairly Agree 32
Do Not Agree 10
8 The use of computers in classroom often leads to students Strongly Agree 48
becoming distracted.
Fairly Agree 58
Do Not Agree 26
9 By the use of computer people can ask medical questions to Strongly Agree 74
individuals who have no clue about medicine instead of going to Fairly Agree 40
the doctor for a proper diagnosis. “That self diagnosis” which can Do Not Agree 18

402
Vol. 5, No. 5, May 2014 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences
©2009-2014 CIS Journal. All rights reserved.

http://www.cisjournal.org
lead to a serious problem concerning our health.
10 Through the use of computer we put our self out for the world to Strongly Agree 80
see on sites like e.g. facebook and which is easier for some bad Fairly Agree 46
people to fine out our information. Do Not Agree 6
11 Kids who spend a very high amount of time on computers are less Strongly Agree 64
likely to exercise. Fairly Agree 46
Do Not Agree 22
12 The use of computer can make children engage In browsing social Strongly Agree 88
media websites and chat rooms which exposes them to the risk of Fairly Agree 32
potentially dangerous child predators who seek to deceive them. Do Not Agree 12

The above Table 3.1: represents the complete institutions of 5 different countries during the survey.
questions asked, choice of answers and total percentage of Total of 671 students were questioned and total of 660
answers given by the respondent from 5 different higher students responded by filling and returned back their filled
questionnaire form.

Table 3.2: Aggregate of Respondents on a scale of (Strongly, fairly and Do not agree) with respect to Various
University/Colleges.

Aggregate of Aggregate of Aggregate of


S/N Countries
SA FA DA
1 Liaoning University of Technology Jinzhou, China. (LUTJ 66.7 35.8 17.5
China)
2 Jordan University of Science and Technology Irbid, Jordan. 65.0 49.2 15.8
(JUSTI Jordan)
3 Sa’adatu Rimi College of Education Kano, Nigeria. (SRCOEK 60.8 51.3 17.9
Nigeria)
4 University of Southwales, Cardiff Pontypridd City, United 63.3 41.7 15.0
Kingdom. (USCP United Kingdom)
5 Yaser University Izmir, Turkey. (YUI Turkey) 110.8 40.0 9.2

From the above table 3.2 shows the aggregate of responded by filling and returned back their filled
respondents with respect to scale of (strongly, fairly and questionnaire form. Total of 120 questionnaires from
Do not agree). That is, it shows the total number of LUTJ China, 130 from SRCOEK Nigeria, 160 from YUI
respondent who select base on the three scales of the Turkey, 130 from JUSTI Jordan and 120 questionnaires
entire questions for each university/colleges. from USCP United Kingdom.

3.4 Data Collection Strategies 3.6 Major Findings of the Study


The survey instruments were first piloted on a The major findings of the study are reported
sample of participants (19 students) from Liaoning below, based on feedback from survey using
Province Jinzhou where the university students were questionnaire
given questionnaire to fill and return, this is done in
order to enable quicker responses. The pilot process
enabled us to improve some questions, which appeared
to be ambiguous, before the final design of the
questionnaire which was later sent to different
universities/colleges in different countries for data
collection, with purpose of the study explained and
requested voluntary participation of the targeted
groups.

3.5 Data and Result Analysis


The following figures below shows the pictorial
representation of the result obtained. The above table 3.1
represents the complete questions asked, choice of
answers and total percentage of answers given by the
respondent from 5 different higher institutions of 5
different countries during the survey. Total of 671
students were questioned and total of 660 students

403
Vol. 5, No. 5, May 2014 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences
©2009-2014 CIS Journal. All rights reserved.

http://www.cisjournal.org

100

90

80

70

60

SA
50
FA
40 DA

30

20

10
Fig 3: Pie Chat Representation of Data Collected.
0
Q1
Q2
Q3
Q4
Q5
Q6
Q7
Q8
Q9
Q10
Q11
Q12
120

100
Fig 3.2: Respondent on a scale of (Strongly agree (SA),
80 fairly agree (FA) and Do not agree (DA)) with respect to
various Questions
60
SA The graph in figure 3.2 represents the total
number of respondents with respect to total aggregate of
40 FA 
questions answered in the five different
DA universities/college of five different countries; This shows
20 that out of the twelve questions in the instrument
(questionnaire) ten questions have greater percentage of
0 50% and above of strongly agree, while only two
questions has fairly agree, this show that most of the
computer users have the believe or understanding that
almost all the questions asked have negative effects on
humanity and the society at large.

3.7 Limitation of the Study


This research study focuses on only student of
Fig 3.1: Respondent on a scale of (Strongly agree (SA), university/colleges computer users to have a well
fairly agree (FA) and Do not agree (DA)) with respect to comprehensive and well ascertained negative impact of
Various University/Colleges computer to humanity, it is recommended that further
research can also focus on collecting data from medical
practitioners and expert in psychology, since these are
expert who must have handle so many issues regarding
health, psychological and mental effect with respect to
use of computer.

4. CONCLUSION
Findings from this study strongly suggest and
show that despite the widely use and importance of
computer to the society it also pose some negative effect

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Vol. 5, No. 5, May 2014 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences
©2009-2014 CIS Journal. All rights reserved.

http://www.cisjournal.org
to humanity which cannot be overlooked or ignored. This [9] Provenzo, E.F. Jr. The video generation. The
study has demonstrated that use of computer and American School Board Journal (March 1992)
technological equipment has posed many threats to human 179:29–32.
health, life and security. Also based on these findings, one
could posit that most of the brutal, criminal, sexual and [10] Whether electronic games are played on a stand-
deadly behaviors demonstrated by both Adult and alone game set (for example, Nintendo or Sega), an
Children could be from free access to information which arcade console, or a computer, they all share
is dangerous from computer, computer games and the essentially the same capabilities and interactive
internet. Finally, we conclude that the use of computer nature, and thus are also likely to share the same
could either impact negatively or positively to humanity risks.
except we try to regulate the way we use this technology.
[11] Glista, G.G., Frank, H.G., and Tracy, W.F. Video
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