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Adya Saigal

Media and Girls - 0 views

  • North American girl will watch 5,000 hours of television, including 80,000 ads, before she starts kindergarten.
  • there is a long way to go, both in the quantity of media representations of woman and in their quality.
  • female characters make up only 32 per cent of the main characters on TV,
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  • However,almost 70 per cent of the editorial content in teen mags focuses on beauty and fashion, and only 12 per cent talks about school or careers.
  • difficult for girls to negotiate the transition to adulthood.
  • he numbers for girls drop steadily from 72 per cent in Grade Six students to only 55 per cent in Grade Ten.
  • because of the widening gap between girls' self-images and society's messages about what girls should be like.
  • girls are surrounded by images of female beauty that are unrealistic and unattainable.
Aneesh Mysore

Video Games: A Cause of Violence and Aggression | Serendip's Exchange - 0 views

  • when action is taken upon the frustration and stress, and the action is taken out in anger and aggression, the results may be very harmful to both the aggressor and the person being aggressed against, mentally, emotionally, and even physically.
  • , violent video games were considered to be more harmful in increasing aggression than violent movies or television shows due to their interactive and engrossing nature.
  • Although there have been studies that have found video game violence to have little negative effects on their players,
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  • However, violent games do affect children, as the studies show, especially early teens, and I feel that there needs to be a stricter regulation regarding the availability of these games to young children.
Kanika Vaish

Sex on TV Increases Teen Pregnancy, Says Report - TIME - 0 views

  • That's why the American Academy of Pediatrics created the Media Matters campaign more than a decade ago to promote awareness within the industry of how influential its TV shows and movies are to youngsters and to alert parents to the critical role they play in monitoring and mediating what their children watch.
    • Kanika Vaish
       
      Some work is being done to raise awareness.
Ben Walters

The Entertainment Software Association - Industry Facts - 0 views

  • The best-selling video game of 2007, "Halo 3," took in more revenue ($170 million) on its first day of sales than the opening weekend receipts of "Spider Man 3," ($151 million), the highest-grossing movie opening ever.
  • computer and video games to meet the demands and tastes of audiences as diverse as our nation's population.
  • Today's gamers include millions of Americans of all ages and backgrounds.  In fact, more than two-thirds of all American households play games. This vast audience is fueling the growth of this multi-billion dollar industry and bringing jobs to communities across the nation.
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  • U.S. computer and video game software sales generated $10.5 billion in 2009.
  • Sixty-seven percent of American households play computer or video games. 
  • The average game player is 34 years old and has been playing games for 12 years.
  • The average age of the most frequent game purchaser is 40 years old.
  • Forty percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (33 percent) than boys age 17 or younger (20 percent).
  • In 2010, 26 percent of Americans over the age of 50 play video games, an increase from nine percent in 1999.
  • Forty-two percent of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 percent in 2002.
  • Eighty-two percent of all games sold in 2009 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+.
  • Parents who have children under 18 with a gaming console in the home are present when games are purchased or rented 93 percent of the time.
  • Sixty-four percent of parents believe games are a positive part of their children’s lives.
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.
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  • 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.
tuisku kolu

WHEN DOES THE 'GANG' LABEL FIT TEENS? - 2 views

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    Discusses the problem of violent youth gangs in the United States as of July, 1997
Ingrid Sande

Early Drinking - Early Drinking a Warning Sign for Later Problems - 0 views

  • Children who are drinking alcohol by 7th grade are more likely to suffer employment problems, abuse other drugs, and commit criminal and violent acts once they reach young adulthood, according to a RAND Health study.
  • "Early alcohol use is a signal that someone is likely to have more problems as they transition into adulthood."
  • Underage drinking is a major national problem, with estimates suggesting that by the 8th grade one-fourth of all adolescents have consumed alcohol to the point of intoxication.
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    Children who are drinking alcohol by 7th grade are more likely to suffer employment problems, abuse other drugs, and commit criminal and violent acts once they reach young adulthood, according to a RAND Health study.
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