Contemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptx
Technology creates social isolation and neurosis
1.
2. Technology?
Social Isolation?
Neurosis?
Intro
Social Media
Video Games
Television
Example of society change
› Japan
Pros and Cons
Conclusion
Citations
3. Technology is a system created by humans
that uses knowledge and organization to
produce objects and techniques.
4. Social Isolation is the virtual absence of
interaction with others, outside of that
required to perform basic life functions, such
as food shopping, transportation, work and
entertainment.
5. Neurosis is a functional disorder in which
feelings of anxiety, obsessional thoughts,
compulsive acts, and physical complaints
without objective evidence of disease, in
various degrees and patterns, dominate the
personality.
6. As technology continues to advance and
become an integral part of this age of
society, people have started to become
disconnected with society. While also
becoming more connected with social media.
7. The gathering of online communications
channels dedicated to community-based
input, interaction, content-sharing and
collaboration.
Grants the ability to communicate with
everyone in the world.
› Introduces more cyber bullies
› People ideal life posts can negatively affect self
image.
8. A virtual reality made to temporally escape
reality and enjoy a different life.
Can be socially played with friends locally or
online.
Other times played alone, secluded
Too much leads to social isolation
9. Entertainment that can be enjoyed with
friends and family
Continues discussions with friends who
enjoy the same shows.
Keeps you updated with the latest news
Always watching leaves you isolated
10. Due to the over stress of
In 2016; 541,000 15 to 39-year-olds were living
in isolation for six or more months.
Those who have shut themselves in their
homes for at least seven years account for
35%.
Another 29% have lived as recluses for three to
five years.
First emerged as a mass behaviour in the
1990s.(Around the time Video game home
consoles like, Play station, SNES, and Nintendo
64 released).
11. The phenomenon, called “hikikomori”, is defined
by the Japanese Health, Labor and Welfare
Ministry as people who have stayed in their home
for six months or more without going to school,
work or venturing out to socialise.
"I just stayed in my room playing video games,
watching films and sports programs," (Iwai, 2016).
The numbers of male hikikomori were higher than
women owing to the higher expectations that
Japanese society placed on men.
12. Jozuka, E. (2016, September 12). Why won't 541,000
young Japanese leave the house? Retrieved August 01,
2017, from http://www.cnn.com/2016/09/11/asia/japanese-
millennials-hikikomori-social-recluse/index.html
Agerholm, H. (2016, September 25). Half a million young
people in Japan barely leave their homes. Retrieved
August 01, 2017, from
http://www.independent.co.uk/news/world/asia/young-
people-japan-hikikomori-anxiety-a7329396.html
Social isolation. (n.d.). Retrieved August 01, 2017, from
http://medical-dictionary.thefreedictionary.com/social
isolation
Neurosis. (n.d.). Retrieved August 01, 2017, from
http://www.dictionary.com/browse/neurosis
13. Rouse, M. (n.d.). What is social media? - Definition from
WhatIs.com. Retrieved August 01, 2017, from
http://whatis.techtarget.com/definition/social-media
McGauran , %. (2016, September 16). 5 Ways Social
Media Contributes to Social Isolation. Retrieved August
01, 2017, from http://www.activebeat.com/your-
health/women/5-ways-social-media-contributes-to-social-
isolation/5/
Poh, M. (n.d.). Evolution of Home Video Game Consoles:
1967 – 2011. Retrieved August 01, 2017, from
http://www.hongkiat.com/blog/evolution-of-home-video-
game-consoles-1967-2011/