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Ben Walters

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

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

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

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

'Misinterpretation of Islam - root cause of terrorism' - Jihad Watch - 0 views

  • LAHORE: Students from various educational institutions have concluded that misinterpretation of Islam is one of the major root causes of terrorism in Pakistan, which, according to them, has become a label for the country.
  • tudents said that misinterpretation of Islam, poverty and unemployment had been the causes of terrorism in the country. Moreover, most of the students held external forces responsible for it, adding that violence had been nurtured during the Ziaul Haq regime. They said the madrassas (seminaries) that groomed students in the name of jihad (holy war) and ‘promoted’ extremism were also responsible for cultivating this scenario.
  • Sanniya Khan of the Defence Degree College suggested that there were two schools of thought in the country; one was supporting liberalism and supporting the war against terrorism, and the other was promoting extremism, urging people to die in the name of jihad and fight for the spread of Islam.
  •  
    "jihad"
Kanika Vaish

Dueling Teen Pregnancy Tales: Jamie Lynn and Gloucester High - NYTimes.com - 0 views

  • As summer vacation begins, 17 girls at Gloucester High School are expecting babies — more than four times the number of pregnancies the 1,200-student school had last year. [...] All it took was a few simple questions before nearly half the expecting students, none older than 16, confessed to making a pact to get pregnant and raise their babies together. Then the story got worse. “We found out one of the fathers is a 24-year-old homeless guy,” the principal says, shaking his head.
  • a sudden baby boom among students at Gloucester High School in Massachusetts, which Time Magazine says is apparently no coincidence:
Sophie Masse

French Students Should Celebrate Pension Reform - Francois Melese - Mises Daily - 0 views

  • fear job losses
  • if older workers are forced to postpone retirement.
  • France faces limited options. It could postpone retirement; reduce benefits; raise taxes; increase workers (liberalize immigration); or increase productivity and grow the economy.
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  • this would delay a young person's entry into the labor force
  • If an older worker is forced to work an extra couple of years
  • youth unemployment already absurdly high
  • over 20 percent
  • young people need to realize they will live longer
  • reduce benefits.
  • greater job opportunities
  • signals the world that France is committed to more stable and responsible fiscal
  • launch new companies
  • business formation and job creation
Mihikaa Naik

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

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

History of video games - Wikipedia, the free encyclopedia - 0 views

  • The origin of video games lies in early cathode ray tube-based missile defense systems in the late 1940s.
  • the 1960s, more computer games were developed
  • In September 1971, the Galaxy Game was installed at a student union at Stanford University. Based on Spacewar!, this was the first coin-operated video game. Only one was built, using a DEC PDP-11 and vector display terminals. In 1972 it was expanded to be able to handle four to eight consoles.
Ben Walters

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

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

EBSCOhost: Anorexics younger - Eating disorders in children under 13 have quadrupled - 0 views

  • QUEENSLAND primary schools are enlisting body image experts to help students with suspected anorexia as the average age of eating disorder victims continues to get younger.
  • The number of children aged 13 years and under diagnosed with an eating disorder by community mental health services in Queensland has more than quadrupled over the past five years.
  • Experts say nearly one-third of all child and youth mental health beds in the state's public hospitals are now taken up by anorexia nervosa patients.
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  • `I have certainly seen plenty of 11 and 12-year-olds kids in grade 6 and 7 with an eating disorder
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
Mihikaa Naik

The Mozart Effect: A Closer Look - 0 views

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

Music and Memory and Intellegence - 0 views

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

Burger kids putting India on fast track to obesity - Hindustan Times - 0 views

  • Nearly half of the country’s 250 million adolescents are obese and experts blame the marketing muscle of fast food chains and quick-serve restaurants for it.
  • His study on 15,872 students from New Delhi, Mumbai, Agra, Jaipur and Allahabad reveals that 73 per cent children eat junk food because of taste; 68 per cent are tempted by the advertisements and 63 per cent children munch on snacks while viewing television.
  • most parents say they have a tough time getting their children to eat healthy.
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
Ingrid Sande

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

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

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.
krpa savlani

The Zodiac Killer / Zodiac Murders - Full Story - The Zodiac Killer - Crime Library on ... - 0 views

  • This October, 1966 killing began a ghoulish series of murders that panicked the people of the San Francisco area
  • n 18-year-old student named Cheri Jo Bates was brutally murdered
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.
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