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Creating an information society:
The ethical dimensions and proper usage
The Information Society should
respect peace and uphold the fundamental values of equality,
solidarity, tolerance, shared responsibility and respect for nature
and acknowledge the importance of ethics for the Information Society,
which should foster justice and the dignity and worth of the human
person.
All actors in the Information Society
should take appropriate actions and preventive measures, as determined
by law, against abusive uses of ICTs, such as illegal and other acts
motivated by racism, racial discrimination, xenophobia and related
intolerance, hatred, violence, all forms of child abuse, including
paedophilia and child pornography and trafficking in, and exploitation
of, human beings.
In the sobering aftermath of the
telecommunication boom of the end of the 1990s, perhaps the positive
lesson being drawn by the industry and governments is that they both
have a responsibility to ensure that the benefits of the information
and communication technologies (ICT) are economic and social.
But the ICT revolution also brings
with it a number of hazards, which can pose a serious danger to those
most at risk. Therefore, the widest possible protection should be
accorded to the family and to enable it to play its crucial role in
society.
This article is adapted from an
International Telecommunications Union (ITU) case study on broadband
in the Republic of Korea, which, as one of the world's groundbreaking
information societies offers a privileged view of what the information
society of the future might look like.
The Republic of Korea has already
been grappling with some of the adverse effects of intensive ICT
penetration, particularly among its youth, and has already mounted
measures to counteract these effects and help those affected. Insights
provided from its example may not only prove interesting to
specialists elsewhere, but may hopefully help others minimise the
risks to their own societies.
While the Republic of Korea's ICT
developments have brought economic and social progress, it is not all
a bed of roses: thorns of different shapes and sizes have surfaced.
One example is online game addiction, which has become a major
problem. The excessive use of online games is particularly noticeable
among teenagers and young adults, who play at home or at one of the
25,000 personal computer (PC) "bangs" (online game rooms).
The dangers of cyberculture
One user died in a PC bang after
three days of continuous games playing, so engrossed in the game that
he forgot to eat, drink, or sleep. This illustrates how cyberlife can
sometimes be more gripping than real life, and that even when
surrounded by other people, isolation and vulnerability present real
risks. In recognition of this kind of problem, the Ministry of
Information and Communication (MIC) of Korea has established a "Centre
of Internet Addiction Prevention and Counselling" to help combat the
problem.
The centre is equipped with group and
individual counselling rooms and provides free advice to addicts. It
also has plans to focus its programme on the prevention of addiction.
Parents and teenagers alike will be addressed and will be able to
attend lectures on the topic.
While this example may be an extreme
one, the cybercafé and games culture has other less flagrant, but
potentially harmful consequences for children. Who knows how unhealthy
it is for young people to spend several hours a day in front of a PC
screen? The strain put on the eyes, the brain and ears have not yet
been fully studied.
And the growing propensity for young
people to remain sedentary for long periods of time may entail
long-term health risks, the repercussions of which may become more
apparent in the future.
Is cyberculture sowing the seeds of a
society in which people may become detached from their psychological
and physical well-being, or may become socially dysfunctional?
The signs are that PC bangs and
online games are indeed modifying social interaction. They allow
people to pretend to be someone completely different. Although just a
game, how much will real life become a pale shadow of the exciting
virtual world? In such cases, the temptation to escape into another
world is not helping young people adapt to their real-life
circumstances.
Content-related issues
Content-related problems are not a
uniquely Korean phenomenon. Stories about paedophile or racist sites
have appeared in many countries. But a country like the Republic of
Korea, with ubiquitous access, is probably even more vulnerable to
harmful sites.
A Korean children's portal carried
out a survey and found that more and more youngsters were affected by
adult content websites. The survey (which addressed children under 13
years of age) revealed that 28 per cent of the respondents had access
to adult websites. Some 53 per cent accidentally came across these
sites and 32 per cent accessed them through spam or unsolicited
e-mails. Some 85 per cent of those youngsters surveyed said that spam
was a serious problem.
The Korean Government has also
organised several campaigns on ethical awareness.
Conclusion
The particular situation of the
Republic of Korea as a leading and groundbreaking Internet-connected
population means that it has very few countries it can look to for
advice. Conversely, as it is already grappling with the issue, other
countries that are starting to experiment with broadband access will
be able to learn from its experience and, hopefully, to forestall many
of the adverse social effects.
Source: All materials contained in
this article are protected by copyright laws, and may not be
reproduced, republished, distributed, transmitted, displayed,
broadcast or otherwise exploited in any manner without acknowledging
the source of the information as ITU Newsroom, ITU News (www.itu.int/itunews)
Courtesy
of Borneo Bulletin
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