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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.
Shawn Shin

Source 5 : Obama's Opinion about Nuclear Weapon - 0 views

  • Mr. Obama argued for a slower course, saying, “We are going to want to make sure that we can continue to move towards less emphasis on nuclear weapons,” and, he added, to “make sure that our conventional weapons capability is an effective deterrent in all but the most extreme circumstances.”
  • “I’m not going to parse that right now,” he said, sitting in his office as children played on the South Lawn of the White House at a daylong Easter egg roll. But he cited the example of North Korea, whose nuclear capabilities were unclear until it conducted a test in 2006, which it followed with a second shortly after Mr. Obama took office.
  • “I think it’s safe to say that there was a time when North Korea was said to be simply a nuclear-capable state until it kicked out the I.A.E.A. and become a self-professed nuclear state,” he said, referring to the International Atomic Energy Agency. “And so rather than splitting hairs on this, I think that the international community has a strong sense of what it means to pursue civilian nuclear energy for peaceful purposes versus a weaponizing capability.”
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    This article is a great source! I have higlighted the part where obama's opinion about the Nuclear Weapon is well shown.
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?
Shumona Raha

Euthanasia - Described and Debated - 0 views

  • active and passive
  • the elimination of the old, weak, and disabled.
  • People who are "not useful" could be exterminated simply for that reason
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  • request death for the sick because of questionable reasons. Someone might only be thinking of their own gain, knowing that they are mentioned in a will.
  • Many believe that "only God can give life and only God should take it away" (Cundiff, 64). There is also the question to consider of the fallibility of physicians. Many lives could be ended too hastily as a result of incorrect prognosis or diagnosis.
  • While the pain should be treated (for example, with painkillers), the person should not be forced to live through methods like life-support,
  • In most cases, people who request assisted suicide or euthanasia are actually crying for help
  • Euthanasia could easily become a way to minimize health care costs.
  • physicians are being offered cash bonuses if they fail to provide care for their patients. Doctors could face financial risks for actually doing their jobs.
  • Medical care is something that must be provided. We cannot walk out on people who are suffering
  • No person is entitled to consent to have death inflicted on him, and such consent does not affect the criminal responsibility of any person by whom death may be inflicted on the person by whom consent is given.
  • it is called passive
  • "the government [does] not have the right to [allow] one group of people . . . to kill another group of people"
  • The government also does not intend to make anyone suffer
  • The allowance of euthanasia would open up doors of undesirable practices.
Anjan Narain

Before I Die: Opinions - 0 views

  • The two most common reasons that lead people to think about or to commit suicide, whether they are terminally ill or not, are untreated pain or depression
  • should be a lawful medical procedure for competent, terminally ill adults, because it is a compassionate response to relieve the suffering of dying patients.
  • physicians are not trained to offer adequate treatment for pain or depression
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  • But good medical care can give patients relief from pain and control over their medical destiny without creating the severe risks posed by assisted suicide.
  • In a workable system, the option of physician-assisted suicide would arise only after all treatment options are exhausted, the best of hospice and palliative care has failed to relieve unbearable suffering
  • Legalizing assisted suicide would be profoundly dangerous. The risks would extend to all who are ill, but would be greatest for patients who lack access to high quality medical care.
  • Then, with outside opinion concurring, a physician would be permitted to prescribe medication that the patient could use to hasten death at a time of the patient's choice.
  • who are not ill-intentioned but hurried or insensitive;
  • Patient and family anxiety about future suffering and death would be reduced; care and comfort at the end of life would be improved.
  • A request for suicide is often a plea for help. How many doctors know their patients well enough to hear that plea
  • we must commit ourselves to caring better for patients at life's end.
  • A more rational law than the current ban on assisting a terminally ill patient who requests help in dying will extend the length of lives of those who are dying by preventing the suicide of those who will benefit from relieved suffering.
Bhavya Puri

Shark fin soup alters an ecosystem - Page 3 - CNN - 0 views

  • Located 300 miles off the coast of Costa Rica, the only way to get to this uninhabited islet in the eastern Pacific is by boat. Cocos Island, recently declared a national park, is a nearly pristine and richly preserved ecosystem where thousands of sharks have roamed for centuries. Scientists think there are more sharks there than any other place on Earth
  • "Can you imagine if it was Yellowstone Park and people were shooting up grizzlies? No one would ever get away with it. But this ocean, because it's out of sight, out of mind, [shark finning] carries on," said Knights.
Shaakya Vembar

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

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

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

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

'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.”
Ben Walters

Part 1 - How video games are good for the brain - The Boston Globe - 0 views

  • How video games are good for the brain Concerns about violent programs persist, but researchers are discovering that playing can boost cognitive function and foster positive behavior
  • In his speech to America’s schoolchildren last month, President Obama had a clear directive about video games: Put them away.
  • But the latest science shows that there’s a lot more to video games than their dark reputations suggest.
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  • “There’s still a tendency to think of video games as a big wad of time-wasting content,’’
  • “Games are a medium. They’re not inherently good or bad.’’
  • After years of focusing on the bad - and there are still legitimate concerns, for instance, about the psychological effects of certain violent games - scientists are increasingly examining the potential benefits of video games. Their studies are revealing that a wide variety of games can boost mental function, improving everything from vision to memory. Still unclear is whether these gains are long-lasting and can be applied to non-game tasks. But video games, it seems, might actually be good for the brain.
  • The very structure of video games makes them ideal tools for brain training.
  • games have figured out a way to encourage players to persist at solving challenging problems.’’
  • This adaptive challenge is “stunningly powerful’’ for learning, said John Gabrieli, a neuroscientist at MIT.
  • Most games involve a huge number of mental tasks, and playing can boost any one of them. Fast-paced, action-packed video games have been shown, in separate studies, to boost visual acuity, spatial perception, and the ability to pick out objects in a scene. Complex, strategy-based games can improve other cognitive skills, including working memory and reasoning.
  • Researchers now know that learning and practicing a challenging task can actually change the brain.
  • Richard Haier,a pediatric neurologist and professor emeritus at the School of Medicine at the University of California at Irvine, has shown in a pair of studies that the classic game Tetris, in which players have to rotate and direct rapidly falling blocks, alters the brain. In a paper published last month, Haier and his colleagues showed that after three months of Tetris practice, teenage girls not only played the game better, their brains became more efficient.
Shumona Raha

Euthanasia- Is mercy killing justified? - 0 views

  • On June 14 2005 , the newspaper headlines sprang the news that the central Government in India was mulling over the idea of legalising euthanasia
  • There are many religious and humanistic societies which protest against this mercy killing.
  • That can be done by a drug overdose, a lethal injection, or the withdrawal of medical support.
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  • Voluntary euthanasia is when the person who is killed requests to be killed. On the other hand, non voluntary euthanasia is when a person made no request and gave no consent.
  • When it is a doctor who helps another person to kill themselves it is called "physician assisted suicide."
  • Why keep a burden around? All you are doing is justifying your self seeking nature by getting rid of a problem.
  • Supporters of euthanasia argue that "mercy-killing" is necessary because patients, particularly those with terminal illness, experience uncontrollable pain. They argue that the only way to alleviate the pain is to eliminate the patient. What else can we do? They ask.
  • The medical expenses are so high when lifesaving medicines from good companies cost the earth.
  • In the west, nobody bothers much about old people because they are bundled up into old people's homes whenever the children think them a burden, physical, emotional and financial. But in India, grandparents are still a power in the house and the family.
  • Remember that the old and elderly are a valuable fabric of the Indian society
  • A terminally ill patient is suffering physically. But he's also suffering from mental and social pain. The social pain is that he is a financial burden upon his family. His children have to take time off their busy lives to take him to the doctor. Sometimes patients are reluctant to report that they are feeling any pain, because it will be a trouble to their family members.
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."
Bhavya Puri

Sharks are more important to us alive - 0 views

  • The fact is only 5 people in the entire world will die from a shark wound in an average year, whereas many millions of people swim in the oceans where sharks live. Can you think of any way to die that is as rare than that? Death from bicycle accidents, dog bites, snake bites, or other accidents are many times more common.
  • They tend to eat very efficiently, going after the old, sick, or slower fish in a population that they prey upon, keeping that population healthier. Sharks groom many populations of marine life to the right size so that those prey species don’t cause harm to the ecosystem by becoming too populous.
  • Of the 14 species of marine life that those sharks used to eat, 12 became more plentiful and caused great damage to the ecosystem.
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  • But, people like bay scallops, too! The scallop fishery, which had been thriving for over 100 years, was virtually gone, with scallop catch dropping to only 13% of its high point2. And, scallops were also no longer there to perform their function of filtering and cleaning the ocean water.
  • Life within the oceans, covering 2/3rds of our planet, has enjoyed a relationship with sharks for about 450 million years.
  • They may be all gone within only 10 or 20 years.
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