Are modern gadgets beneficial to the youths?

The question is a double sided coin, with both sides equally relevant. “Heads I win and tails you lose” would be the perfect phrase to describe the final outcome of any discussion on this topic. Everyone has own perception, and the two sides of the coin merely represents the varied perceptions depending on who views this text. To start with we have to form a description of modern gadget.
What is a modern gadget?
Modern gadget would range from the equipment that hospitals use for scanning the brain cells of a human to the watch that we wear. While the scanning equipment at the hospital is not associated with the youth in direct sense, the watch does. So we are therefore going to confine the term of modern gadgets in this text to those audio and visual gadgets that the youth are directly associated with. The watch in this case is a gadget that today gives not only time but capable of doing multifarious tasks like gaming and direction finding. Similarly, all other modern gadgets that we would be including in the ambit of this text would all have multifarious abilities.
The power of modern gadget
Necessity is the mother of invention which holds true when it comes to the invention of modern gadgets. Human beings found they were running short of time. Especially the youth who had the world to conquer and one life time was being considered to less a time to complete the conquering process. Their demand was for gadgets which would take over the mundane task of daily life and do it for them in quick time. Giving them free time to do other important tasks. The base elements like the computing devices came into being under such demands and desires. A single device was not to be locked to just one task and thus came the next progressive step of one device undertaking many tasks. The power of such devices therefore made them extremely popular and youth inherited them at double time. The power of computing, analyzing, storing and quick retrieval was all added to one single device placed in the hand of the people at large specially the youth.
Utilizing the free time
The modern gadget now provided that free time to its users to be utilized for other higher thinking. Strategies to conquer the world could now be pondered upon. The youth however felt the mind required relaxation to be able to use it for conquering contests thereafter. Entertainment was therefore demanded to be added on to the modern gadget. Thus started the era of games, video and audio capability additions to the modern gadget. A tiger who tastes meat would never ever take vegetables for food. The youth glued on to these add on frills and their thrills.
Conquering the world
The main focus of the youth that of conquering the world however had not been forgotten. The issue however was that the platform of the conquest had now changed. From the mind to the real world, the conquering forces have been let loose in the gaming field that these same gadgets offer in their virtual world. The audio and video accompaniments of these games directly penetrate the youth’s sensory organs and provide them the feel of a victorious conqueror. Such mesmerizing effect the virtual world holds that the youth slowly gets addicted to it and detached from the real world around them. The computing prowess of the modern gadget is being used by the youth, albeit to guide that virtual king in the game to open the next door to gain his ultimate kingdom. There is no need for the youth to interact with real humans anymore with the real world in total anymore. The storage and retrieval prowess of the modern gadget too has similar virtual utility. Finding and making virtual friends and acquaintances. Learning and discussing issues of real life importance without being aware of the real competence of the other party. Portraying a dream image of self hidden behind the shield created by the modern gadget.

The bottom line
It therefore is very evident that the modern gadget in reality is a very powerful product that the youth benefits greatly by, “IF” they utilize that original purpose for the creation of the gadget.