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Simran Fabiani

Does the Media Influence Anorexia on Teenagers? - 1 views

  • When the media is constantly bombarding children and teens alike with messages about the "ideal" or "perfect" beauty, and uses underweight movie stars, singers, etc- then it's not hard to ask the question "Does the media influence Anorexia on teenagers?"
  • Instead of blaming themselves, the media and others- it's im
  • portant to remember that some teenagers are more susceptible to eating disorders than others, and some are going to develop Anorexia or another eating disorder with or without outside influences such as media or peers.
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  • The latest example of this trend, is the recent come-back of Britney Spears- after she'd given birth to two children, she was ridiculed for wearing a skimpier outfit, due to being "fat." The problem is, although she'd had two children, she was far from fat- yet the media criticized her for daring to show her "less than perfect" body on national television. With issues like this, it's no wonder that children and teenagers are being bombarded with messages of what perfection is and how to "be" perfect.
  • to encourage a healthy body image.
  • it's extremely unusual- rare even- for an actor, actress, or other star to be "over-weight"- or even of a normal weight.
  • The media influences teens' self-esteem and self-worth when it constantly bombards them with what society now considers ideal, and a distorted perception of what's "perfect." To stop the negative influence that the media has on children and teenagers, it's a good idea to limit exposure of body-image damaging programs, magazines and it's good
  • now unless an actress or model is thin to the point of practically being able to see bones, she is criticized as being "fat."
  • When children see these images on television, in magazines, in songs, movies, etc- then it's no wonder that the rate of eating disorders among teenagers is rising rapidly, and now parents are feverishly searching for an answer.
  • If Marilyn Monroe or Rita Hayworth were around today, they'd be labeled as "fat." What a twist, and a shocking example of how our society has misplaced standards of beauty and "perfection!"
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?
Adya Saigal

Body Image in Advertising: How Women Get Hurtful Messages - 0 views

  • We live in a world of stick thin models and emaciated celebrities
  • The idea that thin is in is everywhere, and is hardly escapable from the advertising industry. And although the messages are damaging and often untrue, women everywhere are suffering the consequences of constant exposure to overly thin models and movie stars.
  • The average woman has a 7 percent chance that she will be as slim as a catwalk model and a 1 percent chance of being as thin as a supermodel,
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  • progressively worse in fashion advertising over the past several years.
  • These ads do not encourage women to embrace their own shapes, but rather to work hard to attain a low weight and toned body.
  • ads women see everyday that basically tell them they are not good enough.
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

EBSCOhost: The Truth About Teen Girls - 0 views

  • essarily support one. Despite a minor increase in 2006, the rate of pregnancies among teen girls has been on a downward trend since 1991. Another indicator, the incidence of sexually transmitted diseases, is alarmingly high: nearly 1 in 4 girls ages 14 to 19 and nearly 1 in 2 African-American girls, according to the Centers for Disease Control and Prevention. But this is the first year such a study has been completed, and the study doesn't separate 14-to-16-year-olds from 17-to-19-year-olds, so it's still unclear which way that trend is heading.
  • Other studies imply that girls, while not exactly chaste, are not behaving in ways that media reports about the hookup culture might lead us to believe. According to the Guttmacher Institute, one-third of surveyed teenagers 15 to 17 had had oral sex, and most of those were not virgins. Of teens ages 15 to 19 who had had oral sex only, two-thirds reported having had only one partner.
  • They don't want to be like the characters in Gossip Girl (only 16% of whose viewers are actually teen girls) or America's Next Top Model; they just want to look like them, to try on that identity.
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  • "They think, If I have a baby, I'll be someone. It gives them an identity." How can Ireland be so sure? She gave birth to daughter Haley, now 3, when she was 15.
  • Once the idea has taken hold, it's hard to shake off, and the fact that the presidential campaign features a pregnant 17-year-old means that the debate about teenage sexuality is growing only more heated. Girlhood sexiness seems to be everywhere: on TV shows and in movies, in advertising, in teen magazines and all over the Internet.
Kanika Vaish

Warning: Watching Teen Pregnancy Shows Could Impregnate You - Sara Libby - Ill Communic... - 0 views

  • With TV fare like MTV’s “Teen Mom,” Lifetime’s new movie “The Pregnancy Pact” and ABC Family’s “The Secret Life of the American Teenager,” maybe we’re just feeding young girls ideas! While she does admit that these shows do not make teen pregnancy out to be much of a treat, it worries her that they depict pregnancy as “in some ways an enhancement of the teen mom’s social life.”
    • Kanika Vaish
       
      Too many shows about teenage pregnancy are resulting in these lives being glamorized in real life.
  • The Guttmacher Institute report that actually revealed the increase did not show that teen pregnancies went up five minutes after Lifetime aired “The Pregnancy Pact,” rather, they went up in 2006 – the most recent year for which current statistics on teenage pregnancies, births and abortions are available.
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.
Kanika Vaish

LET'S TALK ABOUT TEEN PREGNANCY - 0 views

  • It is unlikely that cultural depictions of teen pregnancy - most notably the movie "Juno" and the pregnancy of Jamie Lynn Spears, which have been said to glamorize teenage pregnancy - can explain the racial disparity in teenage pregnancy rates. Only when we begin to move away from simplistic explanations for complicated situations can the problem of teen pregnancy be accurately discussed and properly solved for all our communities.
    • Kanika Vaish
       
      It was considerably one of the first famous teen pregnancies to spark of the rising rate of teenage pregnancies since then.
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

'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
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  • 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.”
krpa savlani

The Arthur Leigh Allen File | Zodiac Killer | Zodiac Murders | The Zodiac Movie - 0 views

  • The typewriter was identified as being a Royal model, with either Elite or Pica type.
  • Allen later hinted it was true, first claiming to have been "in the area" at the time, then telling people he was in nearby Pomona when he first heard of the Bates murder.
  • seized a Royal typewriter with Elite type from the home of Allen.
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  • At the time Bates was killed, Allen was 32 years old, and his permanent residence was 32 Fresno St. in Vallejo, Calif. (In 1970, Zodiac would create a cipher that contained 32 symbols.)
  • Allen was given a Zodiac watch as a Christmas gift from their mother in 1967. (Allen's estimation of when he received the watch was July or August 1969.)
  • call himself "Zodiac."
  • Allen is alleged to have made these claims to his friend
  • people would be more challenging to hunt than animals, since they "have intelligence."
  • ithin days it was solved and stated that killing man was "(sic) more fun than killing wild game in the forrest because man is the most dangeroue anamal of all to kill."
  • hunting a man "like an animal."
  • Additionally, Allen was known to use the same unusual spelling and phrasing as Zodiac later used, such as spelling "Mery Xmass" instead of Merry Xmas and saying "trigger mech" instead of trigger mechanism. Allen would intentionally misspell words to be funny.
  • "bussy work," which is jargon used by elementary-school teachers.
  • Allen wore size 10.5.
  • On Oct. 13, two days after killing Stine, Zodiac mailed a letter threatening school children.
  • Amazingly, the address Stine was headed when he encountered Zodiac was 500 9th Ave., the Allen Arms Apartments.)
  • he might have noticed that the issue date was Oct. 13.
  • n his basement, handwritten diagrams for bombs comprised of ammonium nitrate, fertilizer and gravel. Also found were mail-order catalogs for bombs, guns and booby traps.
Ben Walters

The gaming-violence connection: why society finds it comforting - 0 views

  • the attempts to legislate restrictions on violent video games and the ambiguous science that supports those efforts.
  • why these legislative efforts gain so much traction despite their lack of a solid scientific foundation.
  • in the journal Contexts, USC sociology lecturer Karen Sternheimer analyzes these efforts in terms of ongoing societal fears regarding the influence of media on children.
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  • despite the proliferation of violent, first-person shooters in the wake of Doom, juvenile homicide rates have fallen in the decade since its release. Random school shootings remain incredibly rare; for all forms of homicide, students face a seven in 10 million chance of being a victim.
  • Random school shootings remain so rare, in fact, that Sternheimer reports that the FBI found it impossible to generate a profile of a "typical" shooter.
  • society doesn't really understand its youth. As a result, adults fear their loss of control over the factors that influence childhood development in an increasingly connected world.
  • Far from being a new danger, the Sternheimer report suggests that gaming is simply the latest in a long series of media influences to take the blame. "Over the past century, politicians have complained that cars, radio, movies, rock music, and even comic books caused youth immorality and crime, calling for control and sometimes censorship." She terms the targets of such efforts "folk devils," items branded dangerous and immoral that serve to focus blame and fear.
  • These folk devils can be used for political advancement or financial gain via lawsuits such as those that have targeted game makers. But, based on Sternheimer's description, their primary function appears to be to distract people from identifying the real causes underlying our discomfort with youth culture. It also may distract people from getting to know their kids.
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. 
    • 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.
  • 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.
  • Microsoft did not create "Counter Strike" but did publish a version of it for the Xbox.
  • 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.
  • "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."
  • 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."
  • 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."
  • 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."
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.
  • 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.’’
  • 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.
  • Other researchers are hoping to use video games to encourage prosocial behaviors - actions designed to help others.
  • 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.’’
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