EFFECTS OF COMPUTERS GOOD AND BAD.

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Computers can be considered good as they have brought up the invention of automated machinery where they control a variety of machines, for instance, by improving the convenience safety and productivity of these machines. They are considered crucial as they are involved, for example to the antilock brakes of vehicles as it pumps the break rapidly restoring proper motion to the wheels thereby preventing the vehicle from skidding.

Computers may also be considered good and reliable as they process data fast and accurately. This is evident as they are being used in processing millions of data input in seconds where they increase reliability and accuracy, which help in reducing costs. Today’s scientists enjoy this advantage where they input mathematical chores which are solved in no times where it helps in saving time hence more room for renovation ( Hackbarth, et al. 2003) as an outcome of this research finds its ways into the mysteries of nature at a higher and accurate speed that was previously impossible.

On the other hand, computers may be considered bad as they gave rise to a sedentary lifestyle. This being influenced by the creation of video games and web surfing leading to the evolvement of new industries seducing people into excessive sedentary habits which may have a great influence, for example, on their behaviours. It may also cause long term consequences as a result of enthusiasm such as obesity, social isolation and also poor eating habits which affects one’s health.

On the other hand, computers may be considered bad as they have a great influence over families as is it is a major influence on their leisure interruptions. A laptop, for instance, allows on to work from home or attend to calls the whole day, making it hard to separate work and home activities. As a result, work-related activities may interfere with family time at times. This may cause a strain in relationships, making it hard to rest when you’re away from the office.

References.

Hackbarth, G., Grover, V., & Mun, Y. Y. (2003). Computer playfulness and anxiety: positive and negative mediators of the system experience effect on perceived ease of use. Information & management, 40(3), 221-232.

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