Skip to main content

Home/ 10th Grade Research Project 2010/ Group items tagged Obsession

Rss Feed Group items tagged

Ben Walters

Ohio teenager Daniel Petric killed mother over Halo 3 video game | News.com.au - 0 views

  • Teen not allowed to play Halo 3 Gets gun, says he "has a surprise" Shoots both of his parents in the head
  • A TEENAGER obsessed with a video game has been found guilty of murdering his mother and injuring his father after they took the game away from him.
  • Daniel Petric, 17, planned to kill his parents because he was angry that his father would not allow him to play Halo 3.
  • ...10 more annotations...
  • On the night of the murder, the Ohio teenager used his father's key to open a box and remove the game, plus a 9mm handgun, the Associated Press reported.
  • "Would you close your eyes? I have a surprise for you."
  • Petric's father, Mark, said he was expecting a nice surprise. Instead, his head went numb from the gunshot, the Associated Press reported.
  • Mark Petric survived the shooting. Petric's mother, Susan, died of a gunshot wound to the head.
  • Petric took the Halo 3 game with him when he fled the scene.
  • udge James Burge said his obsession with Halo 3 may have warped his sense of reality, but rejected the defence lawyer's plea of insanity.
  • I firmly believe that Daniel Petric had no idea at the time he hatched this plot that if he killed his parents they would be dead forever," Judge Burge said.
  • he planned the crime for weeks
  • The teenager was found guilty of aggravated murder, attempted aggravated murder and other charges
  • Petric faces a maximum possible penalty of life in prison without parole as he has been tried as an adult.
Ben Walters

'FarmVille' power user: 'I'm not obsessed' - Technology & science - Games - msnbc.com - 0 views

  • Cathy Hinz is really into “FarmVille.” But she swears she’s not obsessed.  “I can, you know, walk away and say, ‘I’m not going to worry about it.’ I don’t worry about it, but I will plan my farm around my life,” she says.
  • she has time to be online, fiddling with the farm simulation game as much as she wants. And she’s far from the only one.
  • Since its launch in June 2009, “FarmVille” has grown like an invasive weed, with 80 million players
  • ...13 more annotations...
  • It’s absurdly easy to get started:
  • It’s no “World of Warcraft,” but for non-gamers like Hinz, that’s exactly the point.
  • They were either too violent or too complicated or too ‘childish,’” she says.
  • She’s online a lot — spending two to three hours a day on “FarmVille,“ but usually not all at one time. Most of her family plays the game, including her eldest daughter (hooked), her three grandkids (hooked) and her husband, a hard-core gamer who reluctantly allowed his wife to rope him into virtual horticulture. Now, she says, he’s really concerned about his crops.
  • Hinz loves “FarmVille” because it’s something she can control.
  • Hinz loves tweaking her virtual plot of land, and her schedule affords her plenty of time to do that.
  • Some of the “FarmVille” updates are free, and some you have to pay for, but Hinz says the cost is negligible. “I would spend more than $10 to see a movie, and I’d get to sit there for two hours and that would be it. Whereas 10 bucks on this, I can get enjoyment out of it every day.”
  • She likes leveling up, and the competitive nature of the game. But Hinz also really likes the interaction on “FarmVille.”
  • “When I started my Facebook account, I had two friends — my daughters. At one point, while playing “FarmVille,” I had over 200 friends on Facebook,” she says.
  • Zynga dangled a Hot Rod Tractor for “FarmVille” players
  • play “Mafia Wars,” another Zynga game, to level 10.
  • At first, Hinz was indignant. “I’m 50 years old, and I’m not going to do something where you ‘ice’ people, or you rob banks or stuff like that, where that’s the objective.” But then she got to thinking. The Hot Rod Tractor can plow nine plots simultaneously. It’s got flames on it. “I figured, what the hell, I’ll just get to level 10 and do it. And now I’m a level 40 in ‘Mafia Wars’ as well,” she laughs. “It’s a lot funner than I thought it would be. It’s something I can do while I’m waiting for things to harvest.”
  • Still, Hinz says she’s got the games under control, and that they’re not controlling her. “If I started putting things off in order to do ‘FarmVille,’ if it becomes a priority over work, or spending time with my family, that would be an addiction.” Is she there yet? “No. I do it because I can.”
Aneesh Mysore

Why video games are good for kids - 0 views

  • There is a lot of controversy about how bad video games are for children, in regards to violence, and general obsession with playing, so much so that nothing else matters to them. Having been quite involved in more than one video game in my time, I can attest to the fact that they can become quite addicting and there is a kind of obsession that drives you to keep playing until you’ve won the game
  • Video games have many benefits to children which most of us never even think of. Video games promote good eye-hand coordination, problem solving skills, critical thinking and competition.
Simran Fabiani

Eating Disorders and the Media | Media Influence on Eating Disorders | Anorexia | Bulim... - 0 views

  • Okay, so we all want to hear how Calvin Klein is the culprit and that the emaciated waif look has caused women to tale-spin into the world of Eating Disorders. While the images of child-like women has obviously contributed to an increased obsession to be thin, and we can't deny the media influence on eating disorders, there's a lot more to it than that.
  • Images on T.V. spend countless hours telling us to lose weight, be thin and beautiful, buy more stuff because people will like us and we'll be better people for it. Programming on the tube rarely depicts men and women with "average" body-types or crappy clothes, ingraining in the back of all our minds that this is the type of life we want. O
  • characters are typically portrayed as lazy
  • ...20 more annotations...
  • while thin women and pumped-up men are the successful, popular, sexy and powerful ones. How can we tell our children that it's what's inside that counts, when the media continuously contradicts this message?
  • Super models in all the popular magazines have continued to get thinner and thinner.
  • Modeling agencies have been reported to actively pursue Anorexic models.
  • he average woman model weighs up to 25% less
  • han the typical woman and maintains a weight at about 15 to 20 percent below what is considered healthy for her age and height.
  • By far, these body types and images are not the norm and unobtainable
  • Diet advertisements are another problem.
  • hese images are fake.
  • the ideal body" combined with the diet industry's drive to make more money, creates a never-ending cycle of ad upon ad that try to convince us
  • Pop-culture's imposed definition of
  • Barbie-type dolls have often been blamed on playing a role in the development of body-image problems and Eating Disorders.
  • Not only do these dolls have fictionally proportioned, small body sizes, but they lean towards escalating the belief that materialistic possessions, beauty and thinness equate happiness.
  • Barbie has more accessories available to purchase than can be believed, including Ken, her attractive boyfriend.
  • personally do NOT believe every girl that has a Barbie-type doll is at risk of disordered eating,
  • We need to remind ourselves and each other constantly (especially children) that
  • With an increased population of children who spend a lot of time in front of television, there are more of them coming up with a superficial sense of who they are.
  • we are continually exposed to the notion that losing weight will make us happier and it will be through "THIS diet plan".
  • if you lose weight, your life will be good."
  • These images may not help, and for those already open to the possibility of negative coping mechanisms and/or mental illness, the media may play a small contributing role -- but ultimately, if a young man or woman's life situation, environment, and/or genetics leave them open to an Eating Disorder (or alcoholism, drug abuse, depression, OCD, etc.), they will still end up in the same place regardless of television or magazines.
  • it helps to perpetuate an ideal of materialism, beauty, and being thin as important elements to happiness in one's life.
Puja DeGamia

Eating Disorders: Body Image and Advertising - HealthyPlace - 0 views

  • Advertisers often emphasize
  • he importance of physical attractiveness in an attempt to sell products
  • In recent survey by Teen People magazine, 27% of the girls felt that the media pressures them to have a perfect body
  • ...24 more annotations...
  • Researchers suggest advertising media may adversely impact women's body image,
  • ads made women fear being unattractive
    • Puja DeGamia
       
      this can lead to unhealthy behavior as girls strive for the ultra-thin body idealized by the media
  • he average woman sees 400 to 600 advertisements per day
  • and by the time she is 17 years old, she has received over 250,000 commercial messages through the media.
    • Puja DeGamia
       
      Shows the average amount of media exposure girls have targeted towards them
  • Only 9% of commercials have a direct statement about beauty,
  • but many more implicitly emphasize the importance of beauty--particularly those that target women and girls.
  • This constant exposure to female-oriented advertisements may influence girls to become self-conscious about their bodies and to obsess over their physical appearance as a measure of their worth
  • ty, and the bodies idealized in the media are frequently atypical of normal, healthy women. In fact,
  • Advertisements emphasize thinness as a standard for female beau
  • today's fashion models weigh 23% less than the average female
    • Puja DeGamia
       
      a young woman between the ages of 18-34 has a 7% chance of being as slim as a catwalk model
  • Women frequently compare their bodies to those they see around them, and researchers have found that exposure to idealized body images lowers women's satisfaction with their own attractiveness.
  • girls reported in a
  • Body Image Survey that "very thin" models made them
  • feel insecure about themselves.
  • Dissatisfaction with their bodies causes many women and girls to strive for the thin ideal. The number one wish for girls ages 11 to 17 is to be thinner
  • Eighty percent (80%) of 10-year-old girls have dieted,
    • Puja DeGamia
       
      The media is not only being exposed to girls who are well into their teens but young girls aged 10 or younger.  - media impact has started spreading through age groups making little girls conscious about their weight as well.
  • One study found that 47% of the girls were influenced by magazine pictures to want to lose weight, but only 29% were actually overweight
  • Research has also found that stringent dieting to achieve an ideal figure can play a key role in triggering eating disorders.
  • Girls who were already dissatisfied with their bodies showed more dieting, anxiety, and bulimic symptoms after prolonged exposure to fashion and advertising images
  • in a teen girl magazine.
Simran Fabiani

Bulimia nervosa - Wikipedia, the free encyclopedia - 0 views

  • Television, magazines and all forms of advertisement have left men and women obsessed with how they look and feel about themselves
Simran Fabiani

The Psychology Behind Anorexia Nervosa - 0 views

  • Anorexics see themselves as obese no matter how much they weigh or how thin they look in the mirror.
  • This obsession or focus on constant monitoring of calories and weighing themselves helps them block out unwanted feelings and emotions. So it can be seen as a symptom of possible mental health problems, especially around self-esteem or what I prefer to refer to as self-acceptance.
Shaakya Vembar

You Say Potato, I Say Cassava: Language, Culture and Perception: Scientific American Po... - 0 views

  • "Do you think its just a coincidence that the same culture that uses this kind of indeterminate word is the culture that came up with the uncertainty principle
  • we are obsessed with time, we talk about time all the time and in fact time is the number one noun in terms of usage according to the Oxford [English] Dictionary.
  • So we are talking about time all the time, but if you actually ask someone to define what time is, [they] really can't do it.
  • ...3 more annotations...
  • So how do we talk about time? We talk about it metaphorically, and for the most part and this not just in English, but across the world in many different languages.
  • So the metaphors we have like time being a landscape that we are moving across; so we talk about "coming up to Thanksgiving," as though Thanksgiving is a location that we are moving towards, but we also sometimes talk about time as something that's moving while we are static.
  • Kuuk Thaayorre, the language of Pormpuraaw, is that time moves for them from east to west, so they don't talk about it as moving from east to west, but in terms of nonlinguistic cognition—we've tested this in various ways—they seem to depict it as moving from east to west
Aneesh Mysore

Video game controversy - Wikipedia, the free encyclopedia - 0 views

  • There are three types of aggression, measured along a mild-to-violent severity continuum: physical, verbal, and relational. Violence refers to physical aggression of which the victim is likely to suffer serious physical injury.
  • One study did find an increase in reports of bullying, noting, "Our research found that certain patterns of video game play were much more likely to be associated with these types of behavioral problems than with major violent crime such as school shooting
  • On April 20, 1999, 18-year-old Eric Harris and 17-year-old Dylan Klebold killed 12 students and a teacher in the Columbine High School massacre. The two were allegedly obsessed with the video game Doom.
  • ...1 more annotation...
  • a 19-year-old Thai teenager, stabbed a Bangkok taxi driver to death during an attempt to steal the driver's cab in order to obtain money to buy a copy of Grand Theft Auto IV.
Ben Walters

Jail for couple whose baby died while they raised online child - CNN.com - 0 views

  • Jail for couple whose baby died while they raised online child
  • Seoul, South Korea
  • sought a five-year sentence for negligent homicide, but the court handed out a two-year sentence.
  • ...10 more annotations...
  • A couple whose baby starved to death while they raised a virtual child in an online fantasy game
  • "This is the first legal case regarding Internet addiction in Korea,"
  • Three-month-old Kim Sa-rang died of malnutrition in September while her parents were engaged in 12-hour sessions of Prius Online. In the 3-D fantasy game, players nurture an online girl who gains magical powers as she grows.
  • During their trial, the court heard that the toddler weighed 6.4 pounds (2.9 kgs) when she was born, but was only 5.5 pounds (2.5 kgs) at the time of her death.
  • Internet gaming is hugely popular in South Korea, with some 21,500 'PC Bangs' -- or Internet cafes -- offering ultra-high speed Internet connections nationwide.
  • The case has highlighted the dark side of the nation's Internet, an industry touted by South Korean officials as cutting edge. A public debate is under way in the nation over online privacy and regulating Internet rumors.
  • There is particular concern about gaming addiction and its effects on teenagers and those estranged from mainstream society.
  • "Consequently, it comes as no surprise to me that two people who were disconnected from society in general found a common psychological space that kept them physically and socially divorced from reality,"
  • Suwon, the satellite town south of Seoul where the tragedy occurred, was named "Intelligent City of the Year" this month by a New York-based think-tank Intelligent Community Forum.
  • The honor was awarded because of the town's investment in broadband infrastructure and its push to increase connection speeds to 1 gigabyte per second, according to reports.
Ben Walters

When Escape Seems Just a Mouse-Click Away - washingtonpost.com - 0 views

  • "I guess I knew I was becoming addicted, but I couldn't stop myself," Kim recalled from a clinic where he was undergoing counseling. "I stopped changing my clothes. I didn't go out. And I began to see myself as the character in my games."
  • Last month, the government -- which opened a treatment center in 2002 -- launched a game addiction hotline. Hundreds of private hospitals and psychiatric clinics have opened units to treat the problem.
  • An estimated 2.4 percent of the population from 9 to 39 are believed to be suffering from game addiction, according to a government-funded survey. Another 10.2 percent were found to be "borderline cases" at risk of addiction -- defined as an obsession with playing electronic games to the point of sleep deprivation, disruption of daily life and a loosening grip on reality. Such feelings are typically coupled with depression and a sense of withdrawal when not playing, counselors say.
  • ...6 more annotations...
  • The situation has grown so acute that 10 South Koreans -- mostly teenagers and people in their twenties -- died in 2005 from game addiction-related causes, up from only two known deaths from 2001 to 2004, according to government officials. Most of the deaths were attributed to a disruption in blood circulation caused by sitting in a single, cramped position for too long -- a problem known as "economy class syndrome," a reference to sitting in an airplane's smallest seats on long flights.
  • In one instance, a 28-year-old man died in the central city of Taegu last year after reportedly playing an online computer game for 50 hours with few breaks. He finally collapsed in a "PC baang " -- one of the tens of thousands of Internet game cafes that have become as common as convenience stores across South Korea. Users can pop in to these small, smoky dens -- with walls covered in gothic game posters -- for about $1 an hour, day or night.
  • "Game addiction has become one of our newest societal ills," said Son Yeongi, president of the Korea Agency for Digital Opportunity, which offers government-funded counseling. "Gaming itself is not the problem. Like anything, this is about excessive use."
  • Experts are seeing more cases of game addiction in many industrialized nations -- particularly the United States and Japan. But sociologists and psychiatrists have identified South Korea as the epicenter of the problem.
  • That is in part because young people here suffer from acute stress as they face educational pressures said to far exceed those endured by their peers in other countries. It is not uncommon, for instance, for South Korean students to be forced by their parents into four to five hours of daily after-school tutoring. With drug abuse and teenage sex considered rare in the socially conservative country, escape through electronic games can be a hugely attractive outlet.
  • At the same time, South Korea boasts an unparalleled gaming culture. In 2000 in Seoul, the capital, South Koreans inaugurated the World Cyber Games -- a sort of gaming Olympics that now draws players from 67 nations. Professional South Korean gamers can earn more than $100,000 a year in domestic and international competitions.
Simran Fabiani

Is the Fashion Industry Taking Action to Fight Eating Disorders? | Women's Rights | Cha... - 0 views

  • he conference offered some hope that the fashion industry's disastrous obsession with the uber-thin and its cavalier disregard for the consequences of eating disorders may be coming to an end.
  • Anna Wintour admitted that models' attitudes towards food have long been hush-hush subjects for modeling agencies and designers, who prefer to shove the topic under the rug and continue subtly reminding the models to keep off the pounds.
  • 5'10 model who's a size 4 is told she's too fat,
  • ...3 more annotations...
  • and said designers need to embrace "real women."
  • Some fashion shoots and shows are failures because she is not as skinny as the other models (at 5'10 and 125 lbs!).
  • epresent the norm in the life of many models.
1 - 12 of 12
Showing 20 items per page