Thursday, March 26, 2026

Thank You for Smoking: Ethics Beyond Legality

Thank You for Smoking gives the viewer a direct, uncomfortable look at the combination of legality, persuasion, and morality in advertising. Through the lens of Nick Naylor's role as a tobacco lobbyist, one thing is made clear: the ability to argue effectively does not mean the argument itself is ethical. This raises a question that extends beyond just tobacco; just because something is legal, does that make it right? 

If the salary is high enough, I do believe that I could do Nick Naylor's job. Earning $100,000 to $200,000 a year makes it easier to justify the work as simply a career, as opposed to a personal endorsement of the product. The film shoes us that rather than framing his arguments around health risks, Naylor instead frames his arguments around freedom of choice. This perspective makes the job feel more like defending an individual's rights as to promoting health risks. So, while I do acknowledge the ethical grey area, I can see how someone could separate their job from their personal beliefs. 

The same reasoning applies to working with vapes in the vaping industry. Vaping is often marketed as less harmful than traditional cigarettes. To me, and most likely others, this makes the job feel a little more acceptable. If the goal of my job is to provide options for adults who already smoke, then being a member of the marketing team feels more justifiable. However, this still doesn't remove the ethical concerns. Recent evidence shows that vaping has become a growing problem among teens. According to the CDC, millions of middle and high school students have reported using e-cigarettes in recent years, raising concerns about nicotine addiction and long-term health effects. I would most likely still take the job due to the money; however, I would be ever aware of the products effect on the youth.
 

While I do understand the removal of cigarettes in old films through media manipulation, I am opposed to altering classic films. Yes, reducing the glamorization of smoking is a valid goal, however, changing historical works could risk distorting cultural context. I believe a better approach would simply be education. Something like adding disclaimers or discussions rather than rewriting history.

I can think of several arguments as to whether or not the newspaper reporter's actions were in the right or not. I believe that what she did was right, but the way she went about doing it was wrong. Due to the argument that her actions served the general public, one could easily overlook her methods. However, I think it's important to acknowledge that her actions violated privacy and were manipulative.

As for whether the government should ban advertising for harmful products altogether, I believe that it would reduce exposure, especially for younger audiences. However, this would conflict with free speech protections. The First Amendment makes outright bans difficult, and the U.S. prides itself on individual choice. I think that stricter regulations, like limiting ads aimed at minors or requiring clearer health warning, would strike a better balance between ethical responsibility and legal rights. 

Marijuana advertising would add another level of complexity. This is due to it being legal in some states but illegal federally. Advertising exists in a legal grey area. Ads from states where marijuana is legal can easily be seen in states where it isn't legal. Punishing advertisers across state line could be difficult and potentially unfair. I think this inconsistency highlights how outdated some federal policies are. A fix to this would be a clearer unified legal framework to help address these issues.

All in all, Thank You for Smoking shows that legality is only a baseline. Ethical responsibility requires going beyond that. You have to consider the real-world impact of what's being sold and the image associated with it. Just because you can persuade people doesn't mean you should.

Thursday, March 5, 2026

From Oscilloscopes to Online Worlds: The Invention and Impact of Video Games

Throughout modern history, there have been few technologies that have evolved as drastically as video games. What began as small, scientific experiments in labs has transformed into a multi-billion dollar global industry that influences entertainment, communication, education and culture alike. Today, when most people think of video games, they probably think of multiplayer experiences, expansive open worlds or esports tournaments. However, how video games came to be was far more simpler and more experimental too. 

The first known interactive electronic game was created in 1947 by physicist Thomas T. Goldsmith Jr and Estle Ray Mann. Together they created the Cathode Ray Tube Amusement Device, which was inspired by radar technology used during World War II. The device let players control a beam of light on the screen to simulate launching missiles at targets. Despite this being a game, it was never mass produced, nor was it created with the intentions of starting an entertainment revolution. Rather, it simply served as an early demonstration that electronic systems could be entertaining and interactive.

Tennis for Two (1958)


Tennis for Two was created at Brookhaven National Laboratory in 1958 by physicist William Higinbotham. Again, his goal wasn't that of profit or fame. William simply wanted to make the science exhibition more interactive for visitors. The game was simple. It displayed a glowing dot that bounces back and forward across an oscilloscope screen, controlled by two players. Though it was only temporary, it demonstrated that computers could create shared, competitive experiences. 


Spacewar! (1962)


In 1962, Steve Russel along with other MIT students created Spacewar!, which is widely considered to be one of the first "true" computer video games. Unlike previous inventions, Spacewar! actually spread across university networks and eventually inspired programmers around the country. It marked the moment when video games began to shift away from lab experiments and towards a cultural phenomenon.

Pong (1972)

1972 was the real commercial breakthrough. That year Nolan Bushell co-founded Atari and released Pong. Pong was extremely simple. There was two paddles and a bouncing ball. Despite this, the game became a massive success in arcades. For the first time ever, video games proved that they can be profitable. This moment laid the foundation for the global gaming industry we know today.


The impact of video games has long extended past that of entertainment. Economically speaking, the gaming industry alone generates billion of dollars annually. It also provides millions of jobs worldwide. Major companies such as Nintendo, Sony, and Microsoft have built entire divisions around gaming. Competitive esports tournaments also fill arenas and attract global audiences.


Socially speaking, video games have changed how people communicate. Online multiplayer games allow people across different countries to collaborate, compete, and form communities in real time. Things like voice chat, digital teamwork, and online identity have become normalized through gaming spaces. You could say that in many ways, gaming helped prepare society for broader digital interaction.


Educationally and technologically, video games have pushed advancements in graphics processing, artificial intelligence, and simulation design. Things used to train professionals like, flight simulators, military training programs and medical practice software all rely on principles first refined through gaming technology. Some research also suggests that games can help with skills like, problem solving, spatial reasoning and reaction time.


It's amazing to think that something I play everyday originated from a glowing dot on a radar screen. What is now a big form of entertainment was once just experiments in curiosity,

Artificial Intelligence is rapidly shaping up to be one of the most important technologies today and in the near future. So far, it's al...