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Ben Walters

Part 1 - How video games are good for the brain - The Boston Globe - 0 views

  • How video games are good for the brain Concerns about violent programs persist, but researchers are discovering that playing can boost cognitive function and foster positive behavior
  • In his speech to America’s schoolchildren last month, President Obama had a clear directive about video games: Put them away.
  • But the latest science shows that there’s a lot more to video games than their dark reputations suggest.
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  • “There’s still a tendency to think of video games as a big wad of time-wasting content,’’
  • “Games are a medium. They’re not inherently good or bad.’’
  • After years of focusing on the bad - and there are still legitimate concerns, for instance, about the psychological effects of certain violent games - scientists are increasingly examining the potential benefits of video games. Their studies are revealing that a wide variety of games can boost mental function, improving everything from vision to memory. Still unclear is whether these gains are long-lasting and can be applied to non-game tasks. But video games, it seems, might actually be good for the brain.
  • Researchers now know that learning and practicing a challenging task can actually change the brain.
  • games have figured out a way to encourage players to persist at solving challenging problems.’’
  • This adaptive challenge is “stunningly powerful’’ for learning, said John Gabrieli, a neuroscientist at MIT.
  • Most games involve a huge number of mental tasks, and playing can boost any one of them. Fast-paced, action-packed video games have been shown, in separate studies, to boost visual acuity, spatial perception, and the ability to pick out objects in a scene. Complex, strategy-based games can improve other cognitive skills, including working memory and reasoning.
  • The very structure of video games makes them ideal tools for brain training.
  • Richard Haier,a pediatric neurologist and professor emeritus at the School of Medicine at the University of California at Irvine, has shown in a pair of studies that the classic game Tetris, in which players have to rotate and direct rapidly falling blocks, alters the brain. In a paper published last month, Haier and his colleagues showed that after three months of Tetris practice, teenage girls not only played the game better, their brains became more efficient.
Ben Walters

Part 2 - How video games are good for the brain - The Boston Globe - 0 views

  • A type of scan that illuminates brain activity showed that at the end of the three months, the girls’ brains were working less hard to complete the game’s challenges. What’s more, parts of the cortex, the outer layer of their brains responsible for high-level functions, actually got thicker. Several of these regions are associated with visual spatial abilities, planning, and integration of sensory data.
  • Other researchers are hoping to use video games to encourage prosocial behaviors - actions designed to help others.
  • Generalizability to non-game situations is the big question surrounding other emerging games, particularly software that is being marketed explicitly as a way to keep neurons spry as we age. The jury is still out on whether practicing with these games helps people outside of the context of the game. In one promising 2008 study, however, senior citizens who started playing Rise of Nations, a strategic video game devoted to acquiring territory and nation building, improved on a wide range of cognitive abilities, performing better on subsequent tests of memory, reasoning, and multitasking. The tests were administered after eight weeks of training on the game. No follow-up testing was done to assess whether the gains would last.
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  • Now that researchers know these off-the-shelf games can have wide-ranging benefits, they’re trying to home in on the games’ most important aspects, potentially allowing designers to create new games that specifically boost brain power.
  • “Until now, people have been asking can you learn anything from games?’’ MIT’s Klopfer said. “That’s a less interesting question than what aspects of games are important for fostering learning.’’
  • Do students learn more with a more narrative game?
  • is assessing whether games that are novel, include social interaction, and require intense focus are better at boosting cognitive skills. McLaughlin and her colleagues will use the findings to design games geared toward improving mental function among the elderly.
  • Does this mean that Tetris is good for your brain?’’ Haier said. “That is the big question. We don’t know that just because you become better at playing Tetris after practice and your brain changes . . . whether those changes generalize to anything else.’’
  • an international team of researchers, including several from Iowa State University, reported that middle school students in Japan who played games in which characters helped or showed affection for others, later engaged in more of these behaviors themselves.
  • Researchers also found that US college students randomly assigned to play a prosocial game were subsequently kinder to a fellow research subject than students who played violent or neutral games.
  • Unlike, say, movies or books, video games don’t just have content, they also have rules. A game is set up to reward certain actions and to punish others. This means they have immense potential to teach children ethics and values
  • (Of course, this is a double-edged sword. Games could reward negative, antisocial behavior just as easily as positive, prosocial behavior.)
  • Some off-the-shelf games already contain strong prosocial themes
  • he classic Oregon Trail, which make players responsible for the well-being of other characters and feature characters who take care of one another.
  • “Ultimately, the video game needs to be an entertaining experience,’’ Seider said. “The game has to be fun.’’
Mihikaa Naik

The "Mozart Effect"- Real or just a hoax? - 0 views

  • 1998, Zell Miller, the governor of the state of Georgia, started a new program that distributed free CDs with classical music to the parents of every newborn baby in Georgia.
  • idea came from a new line of research showing a link between listening to classical music and enhanced brain development in infants.
  • mother was convinced that musical ability will not only help us to be more well rounded people, but also that it will help us to be smarter individuals.
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  • music
  • College students were required to listen to ten minutes of Mozart's sonata for two pianos in D major, a relaxation tape, or silence.
  • original experiment was published in 1993
  • Mozart to test for improvements in memory and this idea thus became known as the "Mozart Effect".
  • scientists at the University of California at Irvine.
  • read and write music, keep tempo, memorize pieces
  • results lasted only 10-15 minutes
  • should be a measurable correlation between musically trained minds and their intelligence
  • brain = behavior,
  • brain areas such as the primary motor cortex and the cerebellum,
  • involved in movement and coordination
  • larger in adult musicians than in non-musicians
  • auditory cortex
  • responsible for bringing music and speech into conscious experience, was also larger
  • Few other studies suggest that "music alone does have a modest brain effect
  • rats were able to complete a maze more rapidly
  • The results showed that the students' scores improved after listening to the Mozart selection.
  • brain changes associated with musicians enhance mental functions
  • music lesson
  • after 8 months
  • recognize shapes (
  • improvements in the spatial-temporal test
  • ability to put puzzles together
  • one day after
  • still showed this improvement
  • able to score higher
  • better understand concepts
  • listening to Mozart before this test had no effect on the students
  • chance of musical training becoming a possible treatment of brain damage.
  • depression, autism, and aphasia
  • Melodic Intonation Therapy (MIT
  • recovered speech capabilities, which were thought to be lost.
  • Auditory Integration Training, is showing great potential for benefiting the growth and development of various special children.
  • do not believe that there is conclusive evidence to believe in the Mozart effect.
  • there is some evidence that the brain is affected indeed somehow by music and that music lessons can not hurt the growing stages of a child.
Ben Walters

Does game violence make teens aggressive? - Technology & science - Games - On the Level... - 0 views

  • Can video games make kids more violent? A new study employing state-of-the-art brain-scanning technology says that the answer may be yes.
  • brain scans of kids who played a violent video game showed an increase in emotional arousal – and a corresponding decrease of activity in brain areas involved in self-control, inhibition and attention.
  • he does think that the study should encourage parents to look more closely at the types of games their kids are playing.
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  • “Based on our results, I think parents should be aware of the relationship between violent video-game playing and brain function.”
  • he scans showed a negative effect on the brains of the teens who played “Medal of Honor” for 30 minutes. That same effect was not present in the kids who played “Need for Speed.”
  • And it’s also not known what effect longer play times might have. The scope of this study was 30 minutes of play, and one brain scan per kid
  • But what about violent TV shows? Or violent films? Has anyone ever done a brain scan of kids that have just watched a violent movie?
  • Kids in his study experienced increased emotional arousal when watching short clips from the boxing movie “Rocky IV.”
  • Larry Ley, the director and coordinator of research for the Center for Successful Parenting, which funded Mathews’ study, says the purpose of the research was to help parents make informed decisions. “There’s enough data that clearly indicates that [game violence] is a problem,” he says. “And it’s not just a problem for kids with behavior disorders.”
  • But not everyone is convinced that this latest research adds much to the debate – particularly the game development community. One such naysayer is Doug Lowenstein, president of the Entertainment Software Association.
  • “We've seen other studies in this field that have made dramatic claims but turn out to be less persuasive when objectively analyzed.”
  • And they’ve got plenty of answers at the ready for the critics who want to lay school shootings or teen aggression at the feet of the game industry. Several studies cited by the ESA point to games’ potential benefits for developing decision-making skills or bettering reaction times. Ley, however, argues such studies aren’t credible because they were produced by “hired guns” funded by the multi-billion-dollar game industry.
  • Increasingly parents are more accepting of video game violence, chalking it up to being a part of growing up. “I was dead-set against violent video games,” says Kelley Windfield, a Sammamish, Wa.-based mother of two. “But my husband told me I had to start loosening up.” Laura Best, a mother of three from Clovis, Calif., says she looks for age-appropriate games for her 14 year-old son, Kyle. And although he doesn’t play a lot of games, he does tend to gravitate towards shooters like “Medal of Honor.”  But she isn’t concerned that Kyle will become aggressive as a result. “That’s like saying a soccer game or a football game will make a kid more aggressive,” she says. “It’s about self-control, and you’ve got to learn it.”
  • “Let’s quit using various Xboxes as babysitters instead of doing healthful activities,” says Ley, citing the growing epidemic of childhood obesity in the United States. And who, really, can argue with that?
Mihikaa Naik

The Mozart Effect: A Closer Look - 0 views

  • most mysterious and complex object known to man: the brain
  • Neuroscientists were interested in how the brain develops and functions.
  • Mozart's music increases I.Q.
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  • music does have a impact on cognitive ability.
  • If brain activity can sound like music, might it be possible to begin to understand the neural activity by working in reverse and observing how the brain responds to music?
  • Mozart selection showed an increase in spatial IQ test scores. A further test showed that listening to other types of music (non-specified "dance" musis) did not have the same effect.
  • listener's preference--to either music or the narration of a story, and not particularly listening to Mozart, made for improved test performance.
  • "There's nothing wrong with having young people listen to classical music, but it's not going to make them smarter."
  • the experiments that compared listening to Mozart to silence, and which had not included listening to other compositions.
  • Music is aural stimulation. The "successful" Mozart effect studies at best indicated that one area of cognitive processing increased only for a very short time, after listening to music for a short period of time.
Ben Walters

Six Wonderful Things About Games - 0 views

  • Research is mounting that playing games can make you smarter.
  • At the 2009 MI6 conference, he pointed out that games engage the same brain machinery that’s used when one is learning.
  • Is it a coincidence that “nerds” often possess an interest in computer games, as well as have an aptitude for subjects like maths and science?
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  • A huge number of engineers, designers and artists have taken up their careers because of the excitement they gained from their exposure to games. Games challenge the imagination, and designing them is a fun and rewarding experience.
  • Part of this includes challenging kids to design games
  • This hasn’t been lost on the Obama Administration, which is including educational games in a $260mm program
  • It is often said that playing video games improves one’s hand-eye coordination.  This is a very important skill to have outside the realm of video games
  • playing games could help someone become a better surgeon (it does—a lot).
  • games have gotten people excited about learning something new.
  • eople do learn new things they might never have, just by playing these games.
  • Academic research has shown that games can increase the feelings that lead to creativity
  • laying WoW directly intersects with the study of applied mathematics.
  • ophisticated spreadsheets and statistical models to reach their conclusions
  • their first exposure to formal applied mathematics
  • well-researched tables, proofs and statistics.
  • If only my gradeschool teachers had come up with something this engaging to get me interested in in the almost impenetrable world of mathematics!
  • Furthermore, games themselves are becoming an increasingly creative medium
  • video and computer games
  • an be quite influential in fostering creative expression
  • Games even inspire creativity outside of the game
  • games as creative catalysts
  • we’re still at the very beginning of games as a means of artistic and creative expression
  • games provide a venue for expression
  • Furthermore, the study found that teens who are exposed to civics within games (e.g., city-simulators like SimCity, or running a guild/clan in other games) are more likely than other teens to be interested in political and civics activities.
  • players are learning real economics and business skills
  • Such claims have been repeatedly debunked after extensive research,
  • Unlike any other medium, games gets different people from different countries, political views and religions all playing together. Not because they are elite; not because they’re spectators, but because you must work together to solve problems.
  • I’m convinced that the more we play together, the more we’ll learn to live with each other
  • Games are fun, and that’s enough for me. Maybe it isn’t enough for you—or for your friends or for your family. I hope you the information I’ve presented is helpful to you in explaining many of the other positives about games.  Not only are games fun, but they’re also healthy, and can promote positive brain development, career opportunity and social behavior.
Mihikaa Naik

Mozart's Legacy: Early music lessons may help children later in life - 0 views

  • music instruction stimulates general intelligence.
  • Kindermusik is an early childhood program that introduces children as young as 1 to music, with the intent of stimulating a variety of abilities.
  • music and math relationship
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  • interact with other kids, and learn to appreciate music, hopefully stimulate the brain…
  • coordination and movement, with social skills, and it's some one-on-one time with your child
  • strong foundation for language development.
  • music instruction has much longer-term benefits than listening to music
  • can learn a lot about how music works just by hearing it
  • you're an adult, don't count on a piece of music to work magic on your brain.
  • teachers who play Mozart to their students in the hopes their test scores will improve. "And for a lot of students it's not going to work simply because Mozart is weird to them. They're not used to it. They don't like it, and so nobody performs well under stress."
Mihikaa Naik

The Mozart Effect: Fact or Fiction? - 0 views

  • music can positively affect human beings, yet they believe that these positive effects are not limited simply to the music of Mozart or other classical composers
  • music stimulates certain areas of the brain that are crucial to its performance in intuitive and logical matters
  • babies
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  • music has helped their brains to develop at a faster rate
  • autism, attention deficit disorder and epilepsy showed that while they are exposed to music
  • ocial skills and concentration improved dramatically i
  • our own voices can help ease pain and heal our bodies. T
  • music can lower or increase a person's heart rate and blood pressure, depending on the type of music.
  • The auditory nerve in the inner ear can strongly affect many muscles in the body.
  • some others have had no significant response at all, or even worse, negative responses.
  • exposure to such music actually decreased their subjects' capacity to concentrate.
  • may not be so for everyone
Mihikaa Naik

New evidence for the Mozart Effect? - 0 views

  • enriched sound environment -exposing rats to piano music- helps the recovery from neural damage
  • Compared to rats that also had brain damage, but that did not listen to music, they performed significantly better in a spatial memory task (finding their way in a maze) and in their emotional reactivity (using a marble burying task).
  • music has a larger role in shaping the brain than previously thought.
Aneesh Mysore

The Effect of Video Games on the Brain | Serendip's Exchange - 0 views

  • When the younger brother won, the older brother got up and started kicking him and yelling insults
  • Mario Cart," which is really not a very violent game; the object is to win a car race by coming in first while maneuvering through different courses.
  • "Beta wave activity in people in the [highest amount of video game playing] was constantly near zero,
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  • even when they weren't playing, showing that they hardly used the prefrontal regions of their brains. Many of the people in this group told researchers that they got angry easily, couldn't concentrate, and had trouble associating with friends"
Mihikaa Naik

"The Mozart Effect": A Small Part of the Big Picture - 0 views

  • the Mozart Effect actually does not increase general intelligence and lasts only a few minutes, it does not provide a substitute for music study and practice.
  • Studies have shown that music education and music-making have positive effects on many mental and behavioral factors that are themselves not part of music.
  • mass media have played a major role in starting and maintaining public excitement about the Mozart Effect.
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  • This story began in 1993 when Frances Rauscher, Gordon Shaw and Katherine Ky published a brief paper in the prestigious journal Nature
  • . The report by Rauscher, Shaw and Ky suggested that listening to music actually caused the brain to perform better in spatial reasoning, at least for a few minutes.
  • Mozart Effect was born as the idea that listening to Mozart increases intelligence
  • In short, they argue that the Mozart Effect is caused by a more pleasant mood.
  • Mozart Effect described here applies to children
  • long term involvement in music lessons
  • the question is whether or not brief exposure to certain music can produce long term improvements in intelligence, either limited to spatial/temporal abilities or to more general intelligence, then the answer is no.
  • Understanding and appreciating musical forms, genres, meanings and performances in historical, social and cultural context
  • Educated Listening in music classes for one or more school years
  • Reading musical notation, integrating sight, sound, touch and movements to perform and express self musically, solo, in cooperative group or both
  • Instrumental or vocal lessons and regular practice for several years
  • Mozart Effect requires only 10 minutes of exposure (not necessarily even attentive listening) to music.
Mihikaa Naik

CNN - Georgia program bringing classics to newborns - June 24, 1998 - 0 views

  • The governor's initiative comes on the heels of new research showing a link between listening to classical music and enhanced brain development in infants.
  • "We know that it improves the quality of life. We know that it improves the quality of life from an aesthetic standpoint. And we're at the place we can say it helps intelligence, we know it helps health, and it can help us orchestrate a better mind and body," he said.
Mihikaa Naik

Music and Memory and Intellegence - 0 views

  • these researchers believed that memory was improved because music and spatial abilities shared the same pathways in the brain.
  • laboratories have tried to use the music of Mozart to improve memory, but have failed.
  • original work on the Mozart Effect was flawed because: only a few students were tested it was possible that listening to Mozart really did not improve memory. Rather, it was possible that the relaxation test and silence IMPAIRED memory
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  • another attempt to demonstrate the Mozart Effect
  • unable to show that listening to the music of Mozart had any effect on spatial-reasoning performance. They conclude by stating: "...there is little evidence to support basing intellectual intervention on the existence of the Mozart effect."
  • monkeys listened to Mozart piano music for 15 minutes before they had to do a memory test. The researchers found that listening to Mozart music did NOT improve the monkeys' performance compared to when the monkeys listened to rhythms or white noise. They also found that listening to Mozart during the test impaired memory and while white noise during the test improved memory slightly.
  • governor of the state of Georgia (Zell Miller)
  • There have been no studies that have looked at the effects of music on the intelligence of babies.
  • , there is no evidence that music enhances memory permanently.
Mihikaa Naik

Frequently Asked Questions - 0 views

  • Mozart Effect® is an inclusive term signifying the transformational powers of music in health, education, and well-being.
  • Research with Mozart's music began in France in the late 1950s when Dr. Alfred Tomatis began his experiments in auditory stimulation for children with speech and communication disorders.
  • 1990, there were hundreds of centers throughout the world using Mozart's music containing high frequencies, especially the violin concertos and symphonies, to help children with dyslexia, speech disorders, and autism.
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  • Mozart's music is the most popular and researched music for helping modify attentiveness and alertness.
  • The time of day, the sounds in the environment such as air conditioners, and outside sounds all modify the way we can concentrate
  • ). Dr. Georgi Lozanov suggests slow Baroque music for optimal learning
  • When rhythm, melody, and harmony are organized into beautiful forms, the mind, body, spirit, and emotions are brought toward harmony.
  • Music reaches multiple areas of the brain, more than just language and therefore can be quite effective in a clinical environment
  • Studies show that playing music early in life helps build the neural pathways that allow language, memory, and spatial development to take place.
Ingrid Sande

CDC - Fact Sheets-Underage Drinking - Alcohol - 0 views

  • Alcohol use by persons under age 21 years is a major public health problem.1 Alcohol is the most commonly used and abused drug among youth in the United States, more than tobacco and illicit drugs.
  • Although drinking by persons under the age of 21 is illegal, people aged 12 to 20 years drink 11% of all alcohol consumed in the United States.2 More than 90% of this alcohol is consumed in the form of binge drinks.2 On average, underage drinkers consume more drinks per drinking occasion than adult drinkers.3 In 2008, there were approximately 190,000 emergency rooms visits by persons under age 21 for injuries and other conditions linked to alcohol.4
  • The 2009 Youth Risk Behavior Survey5 found that among high school students, during the past 30 days 42% drank some amount of alcohol. 24% binge drank. 10% drove after drinking alcohol. 28% rode with a driver who had been drinking alcohol.
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  • Consequences of Underage Drinking Youth who drink alcohol1, 3, 8 are more likely to experience School problems, such as higher absence and poor or failing grades. Social problems, such as fighting and lack of participation in youth activities. Legal problems, such as arrest for driving or physically hurting someone while drunk. Physical problems, such as hangovers or illnesses. Unwanted, unplanned, and unprotected sexual activity. Disruption of normal growth and sexual development. Physical and sexual assault. Higher risk for suicide and homicide. Alcohol-related car crashes and other unintentional injuries, such as burns, falls, and drowning. Memory problems. Abuse of other drugs. Changes in brain development that may have life-long effects. Death from alcohol poisoning. In general, the risk of youth experiencing these problems is greater for those who binge drink than for those who do not binge drink.8 Youth who start drinking before age 15 years are five times more likely to develop alcohol dependence or abuse later in life than those who begin drinking at or after age 21 years.9, 10
  • Prevention of Underage Drinking Reducing underage drinking will require community-based efforts to monitor the activities of youth and decrease youth access to alcohol.
  • reducing youth exposure to alcohol advertising, and development of comprehensive community-based programs. These efforts will require continued research and evaluation to determine their success and to improve their effectiveness.
Aneesh Mysore

Can Video Games Help Reduce Stress? - Associated Content from Yahoo! - associatedconten... - 0 views

  • The mindless activity of punching buttons and watching the screen can effectively take the mind away from stressors and focus energy in a positive direction. Although video games are reportedly addictive, they can also help reduce stress and therefore increase levels of health.
  • , the best games for this type of stress relief are repetitive games that are easy to master but which have a goal that can be difficult to achieve.
  • Video games can also reduce stress by giving the hands and the mind something active in which to partake. It doesn't take a significant amount of energy to play a video game, but it is a constructive use of the hands and involves hand-eye coordination.
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  • release certain chemicals in the brain, such as what happens during exercise.
Ben Walters

Were video games to blame for massacre? - Technology & science - Games - msnbc.com - 0 views

  • The shooting on the Virginia Tech campus was only hours old, police hadn't even identified the gunman, and yet already the perpetrator had been fingered and was in the midst of being skewered in the media.
  • Video games. They were to blame for the dozens dead and wounded. They were behind the bloodiest massacre in U.S. history. Or so Jack Thompson told Fox News and, in the days that followed, would continue to tell anyone who'd listen.
  • But whether Seung-Hui Cho, the student who opened fire Monday, was an avid player of video games and whether he was a fan of "Counter-Strike" in particular remains, even now, uncertain at best.
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  • Meanwhile, in the aftermath of the school shootings and the finger-pointing that followed, game players and industry advocates say they're outraged that the brutal acts of a deeply disturbed and depressed loner with a history of mental illness would be blamed so quickly on video and computer games. They say this is perhaps the most flagrant case of anti-game crusaders using a tragedy to promote their own personal causes.
  • "It's so sad. These massacre chasers — they're worse than ambulance chasers — they're waiting for these things to happen so they can jump on their soapbox," said Jason Della Rocca,
    • Ben Walters
       
      'common sense tells me'
  • When Jack Thompson gets worked up, he refers to gamers as "knuckleheads." He calls video games "mental masturbation." When he's talking about himself and his crusade against violent games, he calls himself an "educator." He likes to use the word "pioneer."
  • On those rare occasions when a student opens fire on a school campus, Thompson is frequently the first and the loudest to declare games responsible. In recent years he's blamed games such as "Counter-Strike," "Doom" and "Grand Theft Auto III" for school shootings in Littleton, Colo., Red Lake, Minn. and Paducah, Ky.
  • He's blamed them for shootings beyond school grounds as well. In an attempt to hold game developers and publishers responsible for these spasms of violence, Thompson has launched several unsuccessful lawsuits.
  • "It disgusts me," said Isaiah Triforce Johnson, a longtime gamer and founder of a New York-based gaming advocacy group that, in response to the accusations, is now planning what is the first ever gamer-driven peace rally. 
  • Microsoft did not create "Counter Strike" but did publish a version of it for the Xbox.
  • authorities released a search warrant listing the items found in Cho's dorm room. Not a single video game, console or gaming gadget was on the list, though a computer was confiscated. And in an interview with Chris Matthews of "Hardball," Cho's university suite-mate said he had never seen Cho play video games.
  • "This is not rocket science. When a kid who has never killed anyone in his life goes on a rampage and looks like the Terminator, he's a video gamer,"
  • And in a letter sent to Bill Gates Wednesday, he wrote: "Mr. Gates, your company is potentially legally liable (for) the harm done at Virginia Tech. Your game, a killing simulator, according to the news that used to be in the Post, trained him to enjoy killing and how to kill."
    • Ben Walters
       
      See how bad his research is, the only possibility of him ever playing a game was on his computer, yet he blames Microsoft, who created a game for the Xbox (which would be incompatible for a PC) for directly and massively influencing these events.
    • Ben Walters
       
      Counter Strike, the game he blamed for these killings, has two objectives. Protect an objective from a bomb that the team of terrorists are going to try to plant, or to plant this bomb. Neither of these objectives have to include murder, or solo missions.
  • Fed up with the scapegoating and lack of understanding, gamer groups have begun to get increasingly organized in their attempts to change public perception of their favorite hobby.
  • While Thompson concedes that there are many elements that must have driven Cho to commit such a brutal act, he insists that without video games Cho wouldn't have had the skills to do what he did. "He might have killed somebody but he wouldn't have killed 32 if he hadn't rehearsed it and trained himself like a warrior on virtual reality. It can't be done. It just doesn't happen."
  • Dr. Karen Sternheimer, a sociologist at the University of Southern Calfornia and author of the book " Kids These Days: Facts and Fictions About Today's Youth," disagrees. She believes that it didn't require much skill for Cho to shoot as many people as he did. After all, eye witness accounts indicate many of the victims were shot at point-blank range.
  • And for all of Thompson's claims that violent video games are the cause of school shootings, Sternheimer points out that before this week's Virginia Tech massacre, the most deadly school shooting in history took place at the University of Texas in Austin… in 1966. Not even "Pong" had been invented at that time.
  • Sternheimer says the rush to blame video games in these situations is disingenuous for yet another reason. Although it remains unclear whether Cho played games, it seems nobody will be surprised if it turns out he did. After all, what 23-year-old man living in America hasn't played video games?
  • "Especially if you're talking about young males, the odds are pretty good that any young male in any context will have played video games at some point,"
  • "I think in our search to find some kind of answer as to why this happened, the video game explanation seems easy," she says. "It seems like there's an easy answer to preventing this from happening again and that feels good on some level."
  • The blame game
  • Jason Della Rocca agrees. "Everyone wants a simple solution for a massively complex problem. We want to get on with our lives."
  • As the leader of an organization that represents video game creators from all over the world, Della Rocca knows the routine all too well.
  • Someone opens fire on a school campus. Someone blames video games. His phone starts ringing. People start asking him questions like, "So how bad are these games anyway?"
  • Of course, he also knows that this is far from the first time in history that a young form of pop culture has been blamed for any number of society's ills. Rock and roll was the bad guy in the 1950s. Jazz was the bad guy in the 1930s. Movies, paintings, comic books, works of literature…they've all been there.
  • Still, Della Rocca believes that people like Thompson are "essentially feeding off the fears of those who don't understand games."
  • For those who didn't grow up playing video games, the appeal of a game like "Counter-Strike" can be hard to comprehend. It can be difficult to understand that the game promotes communication and team work. It can be hard fathom how players who love to run around gunning down their virtual enemies do not have even the slightest desire to shoot a person in real life.
  • "It's the thing they don't understand," Della Rocca says. "It's a thing that's scary."
  • "You cannot tell me — common sense tells you that if these kids are playing video games, where they're on a mass killing spree in a video game, it's glamorized on the big screen, it's become part of the fiber of our society. You take that and mix it with a psychopath, a sociopath or someone suffering from mental illness and add in a dose of rage, the suggestibility is too high. And we're going to have to start dealing with that."
  • the members of Empire Arcadia — a grassroots group dedicated to supporting the gaming community and culture — have been so incensed by the recent attempts to blame video games for the Virginia Tech shootings that they've begun planning a rally in New York City with the assistance of the ECA.
  • "There we will protest, mourn and show how real gamers play video games peacefully and responsibly," organizer Johnson wrote on the group's Web site. "This demonstration is to show that gamers will not take the blame of this tragic matter but we will do what we can to help put an end to terrible events like this." Johnson says that, ultimately, he hopes the rally — scheduled for May 5 — will help people better understand video game enthusiasts like him. "We are normal people," he says. "We just play games."
Ingrid Sande

Long-term effects of alcohol - Wikipedia, the free encyclopedia - 0 views

  • The long term effects of alcohol range from possible health benefits for low levels of alcohol consumption to severe detrimental effects in cases of chronic alcohol abuse. High levels of alcohol consumption are correlated with an increased risk of developing alcoholism, cardiovascular disease, malabsorption, chronic pancreatitis, alcoholic liver disease, and cancer. Damage to the central nervous system and peripheral nervous system can occur from sustained alcohol consumption.[2][3] Long-term use of alcohol in excessive quantities is capable of damaging nearly every organ and system in the body.[4] The developing adolescent brain is particularly vulnerable to the toxic effects of alcohol.[5]
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