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Pages:
4 pages/β‰ˆ1100 words
Sources:
4 Sources
Style:
MLA
Subject:
Creative Writing
Type:
Essay
Language:
English (U.S.)
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MS Word
Date:
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$ 14.4
Topic:

Virtual Reality as a cause of Mental Problems

Essay Instructions:
Please make it argumentative. The essay will be against the topic due to its negative effect listed below. I have already made some points of my own view about the argument for the topic. Argument: *Thesis statement* -Devoting a great deal of attention to a virtual game causes people mental problems. example a)Trouble in having a good relationship with people in real life. b) Become an introverted person in real life. c) It may cause low self-esteem and self-destructive. d) People would behave differently online and offline. -People would escape from the real life if the virtual reality is more attractive. example a) dehumanization -Those people who learned material in virtual reality would not be as much skillful or much educated as others learned materials in real life(actual experience). example a) Education. Students learning materials in a virtual environment would not be able to think things as creatively as others learning in actual experience. b) Military; soldiers trained through virtual training are more skillful than the one who's trained actual fight.
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Virtual Reality as a cause of Mental Problems
Virtual reality is the use of the computer and related software to present an artificial environment to an individual who suspends belief and accepts it as a dimension of reality. The main ways virtual reality is presented is through the uses of computer-aided software and hardware including speakers and headphones to add to the visual effects from screens. There are two categories of virtual reality, which include the creation of a simulated real environment for education or training functions and the development of interactive gaming environment. The acceleration of the use of virtual reality has been accentuated by augmentation of technological progress and the increased innovation in the electronics and computer industry. This has led to the need of exploring the effects of virtual reality on a person`s wellbeing. The aim of this paper is to show that the devotion of much time virtual reality causes mental problems.
The first way virtual game cause mental problems are that it leads to trouble in having relationships with people in reality. Virtual reality instruments interrupt the channels of communication and interaction by people in real life (Bainbridge 639). Users of virtual game for an extended period lack the effectiveness to communicate and translate their feelings to people in the society. The main reason for this is the mechanical and non-emotional attachment present in the virtual world. Virtual game immerses the individual in a detached world and removes the emotional attachment to living, hurt and attachment hence the individuals are detached from other members of the society. This in the end translates to the interruption of relations and virtual game users get increased troubles in having relationships with people.
Another impact of virtual game on users is that it translates to decrease in self-esteem and may lead to self-destruction. The decrease in self-esteem is due to increased interaction with cyber users in virtual reality and lack of close relations in reality to boost personal development. The lack of mentors in reality due to decreased natural emotion and the lack of personal affection in dealings reduce the overall self-esteem of the users. This leads to a self-destructive path due to lack of clear guidelines for personal development and fulfillment. Virtual reality gives a different sense of reality and gives users a sense of security in whatever they carry out in and outside reality. The users self-destruct through the false sense of security by working on activities gained from the virtual world and end up harming themselves because of their actions.
The other point for the damaging effect of virtual game is the fact that a persons` continued use of virtual game instruments turns them to introverts (Burdea 230). The lack of emotional attachment and mechanical association accentuated by virtual game make...
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