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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."
golan elzur

BBC - Ethics - Animal ethics: Experimenting on animals - 1 views

  • eriments are widely used to develop new medicines
  • Animal experiments are widely used to develop new medicines and to test the safety of other products.
  • Two positions on animal experiments In favour of animal experiments: Experimenting on animals is acceptable if (and only if): suffering is minimised in all experiments human benefits are gained which could not be obtained by using other methods
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  • Against animal experiments: Experimenting on animals is always unacceptable because: it causes suffering to animals the benefits to human beings are not proven any benefits to human beings that animal testing does provide could be produced in other ways
  • Are animal experiments useful? Animal experiments only benefit human beings if their results are valid and can be applied to human beings. Not all scientists are convinced that these tests are valid and useful.
  • Animal experiments are widely used to develop new medicines and to test the safety of other products.
  • In November 2008 the European Union put forward proposals to revise the directive for the protection of animals used in scientific experiments
  • The proposals have three aims: to considerably improve the welfare of animals used in scientific procedures
  • to ensure fair competition for industry to boost research activities in the European Union
  • The main changes proposed are:
  • to make it compulsory to carry out ethical reviews and require that experiments where animals are used be subject to authorisation to widen the scope of the directive to include specific invertebrate species and foetuses in their last trimester of development and also larvae and other animals used in basic research, education and training to set minimum housing and care requirements to require that only animals of second or older generations be used, subject to transitional periods, to avoid taking animals from the wild and exhausting wild populations to state that alternatives to testing on animals must be used when available and that the number of animals used in projects be reduced to a minimum to require member states to improve the breeding, accommodation and care measures and methods used in procedures so as to eliminate or reduce to a minimum any possible pain, suffering, distress or lasting harm caused to animals
Anjan Narain

Essay on Euthanasia in America - 0 views

  • Euthanasia is a choice everyone should have, but like all rights, it should not be taken advantage of. By legalizing euthanasia the practice of assisted suicide would be an available choice as well as regulated to see that it does not get abused and used for the wrong reasons.
  • My four primary arguments for legalizing euthanasia are as follows: The mercy argument, which states that the immense pain and indignity of prolonged suffering, cannot be ignored. We are being inhumane to force people to continue suffering this way. The patients right to self-determination.
  • The reality argument. "Let's face it people are already doing it".
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  • Some terminally ill patients who have been denied assistance in dying, have attempted to terminate they're suffering by ending their lives themselves or with the help of loved ones, who are not trained in medicine. Some patients have botched their suicides and brought further suffering to themselves and those around them. Patients should not have to resort to suicide to end their suffering. It is their life, their pain. They should be able to get the treatment they want.
  • " if we so choose, the end of life need not be preceded by intolerable pain, or by senility and loss of bodily functions.” Death with dignity is the right of every person who faces an incurable, painful or degrading future.
  • Caring for terminally ill patients requires a vast amount of money. In 1997, shortly after the senate voted to overturn the Northern Territory's euthanasia law, doctors from both sides of the euthanasia lobby united in calling for more funds for palliative care. There is a requirement for several hundred million dollars extra to really adequately provide for the needs of the dying, particularly in country areas.
  • Why does the government choose to outlaw euthanasia when it is done anyway? Legalizing it would mean that patients would be able to consult doctors, and not resort to taking it into their own hands, making it safer and better. There would be no need for suicide attempts; consequently there would be less tragedies
  • Passive euthanasia is defined as allowing a patient to die by withholding treatment, while active euthanasia is defined as taking measures that directly cause a patient's death
  • Those who argue against active euthanasia understand that there is a demand for active euthanasia as a response "to the fear of entrapment in a technologically sophisticated, seemingly uncaring world of medicine
  • offers several arguments in favor of the moral permissibility of active euthanasia, one of which is an argument from mercy. He begins by describing a classic case where a person named Jack is terminally ill and in unbearable pain and states that Jack's condition alone is a compelling reason for the permissibility of active mercy killing.
  • active euthanasia is morally permissible since it produces the greatest happiness
  • . The categorical imperative supports active euthanasia since no one would willfully universalize a rule, which condemns people to unbearable pain before death. It is also reasoned that it is considered bad to be the cause of someone's death and that death is regarded as a great evil. However, if it has been decided that active or passive euthanasia is desirable in a given case, it has also been decided that in this instance death is no greater an evil than the patient's continued existence
  • A good point is raised here, because death is supposedly inevitable in either case, so according to Rachel, if a doctor allows a patient to die or gives him a lethal injection, then the motives and ends are essentially the same.
  • In conclusion, denying patients the right to die with dignity and lucidity is unfair and cruel. If physician assisted suicide means giving a patient the right to choose between a life without dignity and hope, or ending their pain and suffering with an honorable closure on life, than it should be permitted.
  • When a patient has no desire to go on living and wants to die before their condition gets worse, they should be allowed to decide how their life ends and why. Assisted suicide is known to have been going on without fanfare and without legal support for many years. It is time to give physician-assisted suicide the legal justification that it deserves.
Anjan Narain

Doctor-Assisted Suicide - 0 views

  • Euthanasia
  • To be acceptable to most Americans, any legislation drafted to legalize doctor-assisted suicide will clearly need to balance the desire to end suffering with the need to protect especially vulnerable patients. Timothy Quill puts forward two conditions for the future of this debate. If we legalize euthanasia, he says, we must ensure that absolutely every treatment and pain-management alternative has been tried before we allow a doctor to assist a patient to die.
  • if assisted suicide remains illegal, we must give doctors some kind of guidance in dealing with this morally and emotionally wrenching issue that presently rests entirely on their shoulders.
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  • Many who oppose the legalization of doctor-assisted suicide acknowledge that the practice goes on every day--and feel that society should tolerate it, but not legalize it
  • Judge Guido Calabresi reasoned, "It may well be that a society may prefer subterfuge and covert practice to trying to draw lines that are extraordinarily difficult to draw." A similar view against legalization was expressed in a Detroit News editorial (May 18, 1995): "Sometimes families and doctors will quietly try to frustrate a ban, but society must err on the side of life by officially declaring the practice off-limits."
  • they must either openly break the law, or explicitly hide what they are doing, neither of which are comfortable options.
  • Hogan argued, "With state sanctioned and physician-assisted death at issue, some 'good results' cannot outweigh other lives lost due to unconstitutional errors and abuses."
  • The Oregon act would have been first in the U.S. to allow doctors to assist patients in dying. The law would have let doctors prescribe (but not administer) a lethal dose of drugs to terminally ill patients who had formally requested to die.
  • The law required that the patient request to die three times, the last time in writing, and that doctors wait 15 days after receiving the final request to prescribe the lethal dose. A minimum of two physicians would have had to determine that the patient had six months or less to live.
  • patients' involvement in treatment decisions has been increased debate over doctor-assisted suicide, in which patients seek help in dying from their physician.
  • A November 1993 Louis Harris Associates poll found that a majority of Americans (58%) approve of Dr. Jack Kevorkian, a controversial retired Michigan pathologist who has made a mission of assisting terminally ill people to die
  • The issue of doctor-assisted suicide has touched off highly publicized dialogue on how to care for the terminally ill, and specifically, how to manage pain.
  • Euthanasia is defined as "the bringing about of a gentle and easy death for a person suffering from a painful incurable disease," while suicide is "the intentional killing of oneself.
  • active euthanasia, which is at the center of the current controversy. Passive euthanasia is defined as "allowing to die," and is used to describe a decision to withhold treatment, or remove life support, from a patient who may be in a coma or vegetative state.
  •  
    "Euthanasia"
Ingrid Sande

Minimum Drinking Age - 0 views

  • The U.S.
  • has one of the world's highest minimum drinking ages.
  • is illegal for anyone under the age of 21 to possess alcoholic beverages of any kind.
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  • Search Story and Title Text Search Title Text Only Sort Option For Results List By Relevance Rank By Story Date Optional Date Range &nbsp;&nbsp;(reset) From:&nbsp; Jan. Feb. Mar. Apr. May Jun. Jul. Aug. Sep. Oct. Nov. Dec. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 2010 2009 2008 2007 2006 2005 2004 2003 2002 2001 2000 1999 1998 1997 1996 1995 1994 1993 1992 1991 1990 1989 1988 1987 1986 1985 1984 1983 1982 1981 1980 1979 1978 1977 1976 1975 1974 1973 1972 1971 1970 1969 1968 1967 1966 1965 1964 1963 1962 1961 1960 1959 1958 1957 1956 1955 1954 1953 1952 1951 1950 1949 1948 1947 1946 1945 1944 1943 1942 1941 1940 1900 1850 1800 1700 1600 To:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Jan. Feb. Mar. Apr. May Jun. Jul. Aug. Sep. Oct. Nov. Dec. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 2010 2009 <
  • n many
  • laces, it was legal for people as young as 18 to purchase and drink alcohol.
  • The in
  • roduction of a
  • constitutional amendment lowering the U.S.'s voting age to 18 in 1971 ushered in a further wave of lowered
  • drinking ages in many states.
  • However, that tide was swiftly reversed beginning in the late 1970s.
  • federal law was passed in
  • 984 that effectively established a national minimum drinking age of 21
  • Is the current minimum drinking age of 21 a good idea, promoting safety and responsibility among American teenagers? Or has it backfired, causing an increasingly dangerous drinking culture among U.S. youth?
  • Critics, however, argue that the 21-and-over drinking laws have actually made for a more dangerous environment for American teenagers by prompting them to do their drinking in private, unsupervised environments
  • Supporters of the current minimum drinking age say that the higher age limit has reduced drunk driving deaths substantially, and generally makes for a safer environment. Teenagers and alcohol make for a potentially hazardous mix, supporters maintain, and any steps taken to separate those two elements should be welcomed. Additionally, the human body does not fully develop until around the age of 21, proponents say; the intake of alcohol can cause grave mental and physical damage to a still-developing body.
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

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.’’
Shumona Raha

Should Euthanasia be legalized in India? - 0 views

  • A painful disease is one in which the patient suffers unbearable and excruciating pain. A chronic disease is a long lasting one and an incurable disease is one whose cure has not been found till date.
  • The individual should have at least the right to choose a graceful death for himself. Why should he be allowed to keep suffering day and night?
  • a patient should be allowed to decide when he has suffered enough.
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  • After all as an individual, you decide where to marry, you decide where to work, and at the last hurdle of your life, you should be allowed to choose how do you want to end your life.
  • What if the patient is in coma and is unable to make a decision, should the relatives be allowed to make it?
  • Legalising voluntary Euthanasia would lead to involuntary euthanasia. In this society, full of greed and corruption anything is possible.
  • The Bible says, “Thou shalt not kill” And even Islam does not allow anyone to take away life.
  • We have cases, where doctors are often beaten up if the patient was not treated properly, what would happen to a doctor if he merely suggested Euthanasia to the relatives? Will the relatives be able to understand the suffering of the patient?
  • Some people feel we don’t choose when to be born and we should not be given the right to choose when to die.
  • On the contrary, others feel that a life of pain is not a life but an imposition and we should be at least allowed to end it in a dignified peaceful manner.
Yasmin Tandon

Foreign Aid for Development Assistance - Global Issues - 0 views

  • both the quantity and quality of aid have been poor and donor nations have not been held to account.
  • 1970,
  • world’s rich countries agreed to give 0.7% of their gross national income as official international development aid, annually
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  • Furthermore, aid has often come with a price of its own for the developing nations:Aid is often wasted on conditions that the recipient must use overpriced goods and services from donor countriesMost aid does not actually go to the poorest who would need it the mostAid amounts are dwarfed by rich country protectionism that denies market access for poor country products, while rich nations use aid as a lever to open poor country markets to their productsLarge projects or massive grand strategies often fail to help the vulnerable; money can often be embezzled away.
  • This web page has the following sub-sections:
  • “Trade, not aid”
  • excuse for rich countries to cut back aid that has been agreed and promised at the United Nations.
  • This target was codified in a United Nations General Assembly Resolution, and a key paragraph says:
  • The donor governments promised to spend 0.7% of GNP on ODA (Official Development Assistance) at the UN General Assembly in 1970—some 40 years ago
  • developed countries will rapidly and progressively take what measures they can … to reduce the extent of tying of assistance and to mitigate any harmful effects
  • make loans tied
  • Developed countries will provide, to the greatest extent possible, an increased flow of aid on a long-term and continuing basis.
  • almost all rich nations have constantly failed to reach their agreed obligations of the 0.7% target. Instead of 0.7%, the amount of aid has been around 0.2 to 0.4%, some $100 billion short.
  • the quality of the aid has been poor.
  • USA’s aid, in terms of percentage of their GNP has almost always been lower than any other industrialized nation in the world, though paradoxically since 2000, their dollar amount has been the highest.Between 1992 and 2000, Japan had been the largest donor of aid, in terms of raw dollars. From 2001 the United States claimed that position, a year that also saw Japan’s amount of aid drop by nearly 4 billion dollars.
  • Aid beginning to increase but still way below obligations
  • In 2009, the OCED and many others feared official aid would decline due to the global financial crisis. They urged donor nations to make aid “countercyclical”; not to reduce it when it is needed most, but those who didn’t cause the crisis.
  • And indeed, for 2009, aid did increase as official stats from the OECD shows. It rose 0.7% from just under $123 bn in 2008 to just over $123 bn in 2009 (at constant 2008 prices).
Puja DeGamia

Eating Disorders: Body Image and Advertising - HealthyPlace - 0 views

  • Advertisers often emphasize
  • he importance of physical attractiveness in an attempt to sell products
  • In recent survey by Teen People magazine, 27% of the girls felt that the media pressures them to have a perfect body
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  • Researchers suggest advertising media may adversely impact women's body image,
  • ads made women fear being unattractive
    • Puja DeGamia
       
      this can lead to unhealthy behavior as girls strive for the ultra-thin body idealized by the media
  • he average woman sees 400 to 600 advertisements per day
  • and by the time she is 17 years old, she has received over 250,000 commercial messages through the media.
    • Puja DeGamia
       
      Shows the average amount of media exposure girls have targeted towards them
  • Only 9% of commercials have a direct statement about beauty,
  • but many more implicitly emphasize the importance of beauty--particularly those that target women and girls.
  • This constant exposure to female-oriented advertisements may influence girls to become self-conscious about their bodies and to obsess over their physical appearance as a measure of their worth
  • ty, and the bodies idealized in the media are frequently atypical of normal, healthy women. In fact,
  • Advertisements emphasize thinness as a standard for female beau
  • today's fashion models weigh 23% less than the average female
    • Puja DeGamia
       
      a young woman between the ages of 18-34 has a 7% chance of being as slim as a catwalk model
  • Women frequently compare their bodies to those they see around them, and researchers have found that exposure to idealized body images lowers women's satisfaction with their own attractiveness.
  • girls reported in a
  • Body Image Survey that "very thin" models made them
  • feel insecure about themselves.
  • Dissatisfaction with their bodies causes many women and girls to strive for the thin ideal. The number one wish for girls ages 11 to 17 is to be thinner
  • Eighty percent (80%) of 10-year-old girls have dieted,
    • Puja DeGamia
       
      The media is not only being exposed to girls who are well into their teens but young girls aged 10 or younger.  - media impact has started spreading through age groups making little girls conscious about their weight as well.
  • One study found that 47% of the girls were influenced by magazine pictures to want to lose weight, but only 29% were actually overweight
  • Research has also found that stringent dieting to achieve an ideal figure can play a key role in triggering eating disorders.
  • Girls who were already dissatisfied with their bodies showed more dieting, anxiety, and bulimic symptoms after prolonged exposure to fashion and advertising images
  • in a teen girl magazine.
Dillon Patel

The main cause of global warming | Time for change - 0 views

  • It took more than 20 years to broadly accept that mankind is causing global warming with the emission of greenhouse gases.
  • More than 80% of the world-wide energy demand is currently supplied by the fossil fuels coal, oil or gas.
  • energy demand is simply too high.
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  • Why have warnings about climate change been ignored for more than 20 years?
  • The true cause of global warming is our thoughtless attitude to Nature.
  • Why were ever more scientific evidence demanded to find the coherence of man-made CO2 emissions as cause of global warming? Why wasn't common sense reason enough to act?
  • Why can one still today find people who stick their head in the sand and don't want to understand what's going on in the earth's atmosphere?
  • Why do most people refuse to change their personal behavior voluntary in order to reduce CO2 emissions caused by their activities?
  • The answer to all these questions is a rather simple one:
  • In our technology and scientific minded world, we seem to have forgotten that mankind is only a relatively minor part of Nature. We ignore being part of a larger whole.
  • It's your personal decision whether you want to be the cause of global warming
  • In this context the question is whether global warming and its effects will eventually wake up mankind and spark off a change of paradigm. Will we understand this hint of Nature to follow the true meaning of life or will we continue to let us manipulate by media and advertisement as sheer and willing consumers in the economic cycle? Will we continue to strive for power, prestige and possessions following the concept „the more the better "? Shall economic growth and an ever increasing personal income continue to be the reason for being here, beyond everything else?
  •  
    This website looks very reliable, and it mentions that humans need to realize that it's time for for a change, because global warming is becoming more visible, and scientists have said that global warmings' main cause are humans... With my argument.
Shumona Raha

Euthanasia and Human Rights - 0 views

  • Euthanasia literally means “good death”. It is basically to bring about the death of a terminally ill patient or a disabled. It is resorted to so that the last days of a patient who has been suffering from such an illness which is terminal in nature or which has disabled him can peacefully end up his life and which can also prove to be less painful for him.
  • Active euthanasia means putting an end to the life of an individual for merciful reason by a medical practitioner by giving a lethal dose of medication to the patient. Passive euthanasia takes place where methods such as removing artificial life support systems such as ventilators, hydration, etc are resorted to.
  • On the other hand voluntary euthanasia means where a patient who is suffering a lot asks a medical practitioner to end his life whereas involuntary euthanasia is just the opposite of voluntary euthanasia that is where there is no consent of the patient but for it there can be many reasons such as if he is not mentally competent to give his consent and other such reasons.
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  • A person has a right to live a life with at least minimum dignity and if that standard is falling below that minimum level then a person should be given a right to end his life.
  • Supporters of euthanasia also point out to the fact that as passive euthanasia has been allowed, similarly active euthanasia must also be allowed.
  • A patient will wish to end his life only in cases of excessive agony and would prefer to die a painless death rather than living a miserable life with that agony and suffering.
  • According to them its not granting ‘right to die’ rather it should be called ‘right to kill’.
  • Opponents also point out that when suicide is not allowed then euthanasia should also not be allowed.
Ben Walters

Violence and Video Games - 0 views

  • As the level of violence in video games has increased, so has concern for the effects on those who play - especially those who play a lot. Many are quick to point out that most school shootings in recent years have been carried out by avid gamers, and their games of choice were always dark and violent.
  • But it begs the question: Which comes first? Can aggressive and violent behavior be attributed to violence in video games? Or do those who play already have violent tendencies which draw them to violent games? It's a type of "chicken or the egg" debate that has strong advocates on both sides.
  • The more lifelike they've become, the more interest there has been in the correlation between violent games and violent behavior.
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  • In order to play and win, the player has to be the aggressor. Rather than watching violence, as he might do on television, he's committing the violent acts. Most researchers acknowledge that this kind of active participation affects a person's thought patterns, at least in the short term.
  • Another factor that concerns both researchers and parents is that violence in video games is often rewarded rather than punished.
  • If played frequently enough, games like this can skew a young person's perception of violence and its consequences.
  • In 2002, researchers Anderson and Bushman developed the General Aggression Model (GAM). Often considered one of the greatest contributions to the study of violence and video games, the GAM helps explain the complex relationship between violent video games and aggressive gamers.
  • The GAM takes some (though not all) of the heat off video games by acknowledging that a gamer's personality plays into how he is affected by violence. Anderson and Bushman refer to three internal facets - thoughts, feelings, and physiological responses - that determine how a person interprets aggressive behavior. Some people's responses are naturally more hostile, making them predisposed to respond more aggressively to violent video games.
  • Short-term effects were easily identified in the GAM; the most prominent being that violent games change the way gamers interpret and respond to aggressive acts. Even those who aren't predisposed to aggression respond with increased hostility after playing a violent video game. The game becomes what's called a "situational variable" which changes the perception of and reaction to aggressive behavior.
  • No long-term studies have been conducted to date, so there are only hypotheses.
  • Anderson and Bushman theorized that excessive exposure to violent video games causes the formation of aggressive beliefs and attitudes, while also desensitizing gamers to violent behaviors.
  • Parents would be wise to monitor the amount of time their kids spend gaming and watch closely for any negative effects.
Aditi Buti

EBSCOhost: Will Media Ever Tell Truth About Jihad? - 0 views

  • Militant Islamist groups that were originally recruited, trained and armed by Pakistan's Inter-Services Intelligence agency (ISI) have since become Islamabad's deadliest enemies. Twice they have nearly succeeded in assassinating Musharraf, who was once among their strongest supporters. In the last six years extremists have killed more than 1,000 Pakistani troops.
  • Today no other country on earth
  • is arguably more dangerous than Pakistan. It has everything Osama bin Laden could ask for: political instability, a trusted network of radical Islamists, an abundance of angry young anti-Western recruits, secluded training areas, access to state-of-the-art electronic technology, regular air service to the West and security services that don't always do what they're supposed to do.
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  • The conventional story about Pakistan has been that it is an unstable nuclear power, with distant tribal areas in terrorist hands. What is new, and more frightening, is the extent to which Taliban and Qaeda elements have now turned much of the country, including some cities, into a base that gives jihadists more room to maneuver, both in Pakistan and beyond.
  • homegrown militants who have hidden Al Qaeda's leaders since the end of 2001 are no longer restricted to untamed mountain villages along the border. These Islamist fighters now operate relatively freely in cities like Karachi--a process the U.S. and Pakistani governments call "Talibanization."
  • Dozens of Taliban commanders have moved their wives and children to Pakistan, where they live in the suburbs of cities like Peshawar and Islamabad. This keeps them out of the reach of Afghan authorities, who have been known to arrest relatives in order to track down guerrilla fighters.
  • Those forces, all working together, have brought the Afghan jihad home to Pakistan. Within the tribes' ancient mud-walled fortresses they run training courses for insurgent recruits and suicide bombers. Some graduates travel to Afghanistan to fight beside the Taliban. Others will stay in the tribal area to fight the Pakistani Army, while others are sent out to hit targets in places like Karachi. Several terrorist plots in Britain have been traced back to the tribal areas.
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.&nbsp; “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

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

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!"
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.
Puja DeGamia

media influence on anorexia - 0 views

  • connection between the increasing thinness of so many celebrities and the alarmingly rapid rise in eating disorders such as anorexia nervosa?
  • much debate still centers around the extent of media influence on anorexia.
  • despite the evidence
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  • accept that extreme thinness is anorexia.
  • norexia is the desire to maintain a lower body weight than is normal and healthy.
  • If a little girl sees a variety of thin/anorexic celebrities on TV, in magazines, decides with her friends that they are beautiful, that she'd like to look like them and, in an attempt to do so, she proceeds to lose 20 kilos, she's anorexic!
  • The danger is that the numbers of women who have uncomfortable thoughts about their bodies are far, far higher than those suffering from full blown anorexia
  • once these thoughts have first sprung into existence, all they need is a little nourishment to make them sprout roots...and grow.
  • First into a diet, often into an eating disorder such as anorexia.
  • she just feels inadequate and guilty because she can't bring herself to starve her body to the same extent as the models and celebrities do.
  • it's impossible to find a magazine without at least one spread on some amazing diet and exercise regime, always with the implicit message that we are 'wrong/lazy' if we don't follow it.
  • not only does media influence on anorexia exist, anorexia is deliberately being perpetuated by the media and the mixed messages it portrays
  • he media, especially ads and commercials for appearance-related items, suggest that we can avoid the hard character work by making our bodies into copies of the icons of success.
  • ads reveals a not-so-subtle message ? ‘You are not acceptable the way you are. The only way you can become acceptable is to buy our product and try to look like our model, who is six feet tall and wears size four jeans - and is probably anorexic’
  • In 1995, before television came to their island, the people of Fiji thought the ideal body was round, plump, and soft. After 38 months of Melrose Place, Beverly Hills 90210 and similar Western shows being beamed into their homes, Fijian teenage girls showed serious signs of eating disorders.
  • To underestimate media influence on anorexia is to underestimate the power it has to influence the self esteem of us all.
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.
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