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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.
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.
  •  
    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.
Aneesh Mysore

Grand Theft Auto: Do Video Games Cause Behavior Problems? - 0 views

  • “You play as a thug with problems you must steal and shoot your way out of, but the problems this time are disconcertingly more realistic.
  • (ie: of the level that shoots and steals his way out of problems?? Wouldn’t this indicate some psychopathic tendencies? Do parents actually buy this game for kids?)
  • The killing and stealing bothers this writer not at all, just the curse words. And, there is this comment, barely literate and disturbing: “dis game is tight the graphocs rock one thing i enjoy is that you get to kill people and take peoples nice cars and in one mission u can buy a big plane like ones at the airports”.
Harshil Asnani

Fast Food Problems - 0 views

  • Fast food is a concept that originated in 19th century, as a response to the growing food demands
  • The major ingredients that are used in fast food, basically have a large quantity of what is known as trans fats in them
  • huge proportion of meat and less fibers
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  • bread, which is made up of large amounts of pure flour
  • high concentration of fats
  • Unfortunately, the nutrients that are derived from fast food are not balanced and have large concentration of fats and proteins.
  • Health problems caused by fast food include obesity, diabetes and hypertension
  • lacks a good amount of fiber, it not easy to digest fast food
  • gets deposited on the abdominal tissues
  • The abnormal consumption timings and unequal intervals result into indigestion. The body is not able to digest the calorie heavy food, which results into fat deposition on the tissues.
  •  
    "Fast food is a concept that originated in 19th century, as a response to the growing food demands"
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.
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
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  • 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.
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?
anouska khambatta

Indian Economic Policies - The Role - 0 views

  • Since 1991 more "new economic policies" or reforms have been introduced.
  • Reforms include currency devaluations and making currency partially convertible, reduced quantitative restrictions on imports, reduced import duties on capital goods, decreases in subsidies, liberalized interest rates, abolition of licenses for most industries, the sale of shares in selected public enterprises, and tax reforms.
  • faster growth rate of the economy
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  • these changes would create more problems than they solved
    • anouska khambatta
       
      This is important as it states that when it changed more problems were to be created.
  • The pace of liberalization increased after 1991
  • In early 1995, official charges of serving adulterated products were made against a KFC outlet in Bangalore, and Pepsi-Cola products were smashed and advertisements defaced in New Delhi. The most serious backlash occurred in Maharashtra in August 1995 when the Bharatiya Janata Party (BJP--Indian People's Party)-led state government halted construction of a US$2.8 million 2,015-megawatt gas-fired electric-power plant being built near Bombay (Mumbai in the Marathi language) by another United States company, Enron Corporation.
    • anouska khambatta
       
      This is a negative point of view. It shows how things were stopped due to policies.
  • Early Policy Developments India
    • anouska khambatta
       
      The first few paragrapghs are about the early years in which the economic policy was being developed.
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.
Ari Kewalramani

Abortion, Infanticide Foeticide India - 1 views

  • According to a recent report
    • Ari Kewalramani
       
      50 million females have been omitted from the population in India because of discrimination against women.
  • (UNICEF)
  • up to 50 million girls and women are missing from India' s population as a result of systematic gender discrimination in India.
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  • most countries
  • 105 female births for every 100 males.
  • less than 93 women for every 100 men
  • Much of the discrimination is to do with cultural beliefs and social norms
  • norms
  • be challenged if this practice is to stop.
  • ultrasound scanners
  • advertise
  • spend 600 rupees now and save 50,000 rupees later.
  • avoiding a girl,
  • ing a large dowry on the marriage of her daughte
  • a family will avoid pay
  • According to UNICEF
  • the problem is getting worse
  • scientific methods of detecting the sex of a baby and of performing abortions are improving.
  • increasing available in rural areas of India
  • fuelling fears
  • abortion of female foetuses is on the increase
Harshil Asnani

Fast Food and Obesity - Fast Food, Health and Obesity in America - HealthTree - 0 views

  • The link between fast food and obesity seems simple enough: Fast food is notoriously high in fats, sugar, salt and calories.
  • A survey by the Pew Research Center (2006) reports that almost 20 percent of Americans eat at fast food restaurants at least twice a week
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.
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!"
Puja DeGamia

anorexia and the media Essay - 0 views

  • Two main eating disorders pertain to thinness they are Anorexia nervosa and Bulimia nervosa
  • A National survey revealed that up to seventy five percent of women consider themselves too fat when in reality they are below the ideal weight standards that are established.
  • In America fifty six percent of all women are on diets.
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  • Women of ages eleven years of age to seventeen years old number one wish is to lose weight and keep it off.
  • By the time these girls reach the age of eighteen eighty percent of them have dieted.
  • with young women
  • This is not only a problem
  • The advertisement for this product displays a thin, beautiful model dressed in a short, low-cut dress lounging on a bar stool. They have her long thin legs that take up most of the page with not a trace of cellulite on them. The caption for this advertisement is written across her tiny waist and it reads "Everybody could use a little less fat"
  • Lite Cheese portrays that a women cannot be thin enough an even every women who is thin must worry that their bodies are "too fat".
  • The ideal thin appears in television and magazines especially for women.
  • standard in television is slimmer for female then it is for males.
  • Popular women's magazines contain approximately ten times as many dieting articles
  • These students will gain weight and then diet. This triggers eating disorders
  • Suddenly they are on their own with food, usually for the first time in their lives
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.
Shawn Shin

Nuclear Weapons Program - North Korea - 0 views

shared by Shawn Shin on 15 Nov 10 - Cached
  • Report on North Korean Nuclear Program by Siegfried S. Hecker, November 15, 2006 Richard L. Garwin and Frank N. von Hippel, "A Technical Analysis of North Korea’s Oct. 9 Nuclear Test," Arms Control Today, November 2006. North Korea’s Bomb: A technical assessment, FAS Strategic Security blog, October 16, 2006 Statement by the Office of the Director of National Intelligence on the North Korea Nuclear Test, ODNI news release, October 16, 2006 Korea and US Nuclear Weapons, FAS Nuclear Information Project, September 28, 2005 North Korea's Nuclear Program, 2005, Nuclear Notebook, Bulletin of the Atomic Scientists, May/June 2005. Visit to the Yongbyon Nuclear Scientific Research Center in North Korea, Testimony of Siegfried S. Hecker, Los Alamos National Laboratory, before the Senate Foreign Relations Committee, January 21, 2004
  • The Nuclear Threat Initative's North Korea nuclear profile Report of U.S. Congressional Delegation Visit to North and South Korea, May 30 - June 2, 2003 led by Rep. Curt Weldon North Korea's Nuclear Program, 2003, Nuclear Notebook, Bulletin of the Atomic Scientists, March/April 2003 North Korean Nuclear Weapons, CIA Estimate for Congress, November 19, 2002 North Korea's Nuclear Weapons Program, Congressional Research Service North Korean Nuclear Program, U.S. State Department release, October 16, 2002 Text of the Treaty on the Non-Proliferation of Nuclear Weapons Text of the Agreed Framework
  • North Korea's Nuclear Weapons Program Larry A. Niksch, Foreign Affairs and Trade Division, Congressional Research Service, October 9, 2002 STRATEGIC IMPLICATIONS OF THE U.S.-DPRK FRAMEWORK AGREEMENT Thomas L. Wilborn, Strategic Studies Institute, US Army War College -- April 3, 1995 [40 pages, 125 kb PDF] Assessing the U.S.-North Korea Agreement Masao Okonogi Joint Forces Quarterly Spring 1995 [215 kb PDF] The North Korean leadership is attempting to sell its outmoded baggage of the Cold War. Democratic People's Republic of Korea (DPRK) The Nuclear Potential of Individual Countries Treaty on Nonproliferation of Nuclear Weapons Problems of Extension Appendix 2 Russian Federation Foreign Intelligence Service 6 April 1995 Nuclear Nonproliferation: Implications of the U.S./North Korean Agreement on Nuclear Issues (Letter Report, 10/01/96, GAO/RCED/NSIAD-97-8). N Korean Nuclear Arsenal By Lee Wha Rang, April 27, 1996 Joseph S. Bermudez, Jr., "Exposing North Korea's Nuclear Infrastructure--Part One," Jane's Intelligence Review, 1 February 1999, p. 38 Joseph S. Bermudez, Jr., "Exposing North Korea's Secret Nuclear Infrastructure, Part II," Jane's Intelligence Review, 1 August 1999 Joseph S. Bermudez, Jr., "North Korea's Nuclear Infrastructure" Jane's Intelligence Review, 1 February 1994, 74-79
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  • The Agreed Framework signed by the United States and North Korea on October 21, 1994 in Geneva agreed that: North Korea would freeze its existing nuclear program and agree to enhanced International Atomic Energy Agency (IAEA) safeguards Both sides would cooperate to replace the D.P.R.K.'s graphite-moderated reactors for related facilities with light-water (LWR) power plants. Both countries would move toward full normalization of political and economic relations. Both sides will work together for peace and security on a nuclear-free Korean peninsula. And that both sides would work to strengthen the international nuclear non-proliferation regime.
  •  
    This site have a long well defined history of North Korea's Nuclear Weapon, and this has a lot of Resources that you can use for this Project.
Ingrid Sande

Underage Drinking & Alcohol Abuse - 0 views

  • Alcohol abuse is a significant problem among young people and a solution needs to be found.
  • On national television programs, Califano reported horror stories of alcohol abuse among college students, associating it with assault, rape, and even murder
  • "60 percent of college women who have acquired sexually transmitted diseases, including AIDS and genital herpes, were under the influence of alcohol at the time they had intercourse" "90 percent of all reported campus rapes occur when alcohol is being used by either the assailant or the victim" "The number of women who reported drinking to get drunk more than tripled between 1977 and 1993" "95 percent of violent crime on campus is alcohol-related"
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  • 98% have never been in trouble with a college administrator because of behavior resulting from drinking too much 93% have never received a lower grade because of drinking too much 93% have never come to class after having had several drinks 90% have never damaged property, pulled a false alarm, or engaged in similar inappropriate behavior because of drinking
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.
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  • 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.
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