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Bhavya Puri

Shark fin soup alters an ecosystem - Page 2 - CNN - 0 views

  • Shark finning is not illegal. Taiwan has no law against fins taken from international waters coming into its ports. However, Taiwan does have what it calls a "plan of action" that requires the bodies of the sharks the fins came from to be accounted for and not dumped into the sea.
  • but identifying them and monitoring them and having a regulated fishery is virtually impossible."
  • Taiwan is not alone. Shark finning thrives off weak regulations around the world and only a few countries demand that sharks arrive in port with fins attached.
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  • The fin is one of the most expensive pound-for-pound item from the sea. And the beauty about the fin is that it's very compact ... it doesn't take up your hull and you can make a lot of money from it,"
  • ins can sell for $500 per pound, according to WildAid, which is campaigning for a global ban on shark finning.In recent years, Cocos Island has become another battleground in the fight to save the shark. Ads by GoogleShark Breaching and DivesGreat White Shark Breaching and Cage Diving Trips Gansbaai www.sharkdivingunlimited.com<<<123>>> We recommend You might like: Push begins to halt Pacific shark finning - CNN CNN.comSharks endangered by a bowl of soup CNN OpinionShark researchers study oil impact CNN USMan saves Australian woman during shark attack CNN World onmousedo
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

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."
anouska khambatta

The chief tenets and composition of the Indian Economic Policy - 0 views

  • the government of India initiates various actions including preparing budget, setting interest rates
  • ational ownership, labor market, and several other economic areas where government intervention is required
  • internal factors like political beliefs and policies of the parties etc. that play pivotal roles in determining the economic policy of India
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  • influenced by various international institutions like the World Bank and the International Monetary Fund
  • Five-Year Plans came into existence,
  • Milton Friedman later criticized their policy which concentrates on capital and technology-intensive heavy industry as well as subsidizing manual, low-skill cottage industry at the same time. According to Friedman, it would waste capital and labor and would slow down the growth of small manufacturers.
  • easing restrictions on capacity expansion, reduced corporate taxes and removed price controls
  • These led to enhancement in growth rate, which in turn led to high fiscal deficits and aggravating current account.
  • compelled India to face a major balance-of-payments crisis.
  • Foreign direct investments in a number of sectors started pouring in.
  • domestic and foreign investment import and export trade controls tax structure public and financial activities
Adya Saigal

Media and Girls - 0 views

  • North American girl will watch 5,000 hours of television, including 80,000 ads, before she starts kindergarten.
  • there is a long way to go, both in the quantity of media representations of woman and in their quality.
  • female characters make up only 32 per cent of the main characters on TV,
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  • However,almost 70 per cent of the editorial content in teen mags focuses on beauty and fashion, and only 12 per cent talks about school or careers.
  • difficult for girls to negotiate the transition to adulthood.
  • he numbers for girls drop steadily from 72 per cent in Grade Six students to only 55 per cent in Grade Ten.
  • because of the widening gap between girls' self-images and society's messages about what girls should be like.
  • girls are surrounded by images of female beauty that are unrealistic and unattainable.
Harshil Asnani

Should fast food restaurants be forced to serve healthier food? - Yahoo! Answers - 0 views

  • It seems to me that the fast food industry should be blamed for most if not all of the obesity in America. People want to eat healthy but the fast food industry has taken over. There are no other alternatives. Sure they claim to have healthy alternatives but when you look at their version of a healthy alternative in most cases you are back where you began. For instance the salad that they offer has the same deep fried chicken loaded with sodium that they put on the sandwich and the salad dressing is loaded with empty calories. Shouldn't the fast food industry be held more accountable for the products they serve. One sandwich can have the entire days worth of fat and calories. Like it or not fast food is a way of life and the industry should bear some of the blame. We should start a campaign to reduce calories across the board.
Mihikaa Naik

"The Mozart Effect": A Small Part of the Big Picture - 0 views

  • the Mozart Effect actually does not increase general intelligence and lasts only a few minutes, it does not provide a substitute for music study and practice.
  • Studies have shown that music education and music-making have positive effects on many mental and behavioral factors that are themselves not part of music.
  • mass media have played a major role in starting and maintaining public excitement about the Mozart Effect.
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  • This story began in 1993 when Frances Rauscher, Gordon Shaw and Katherine Ky published a brief paper in the prestigious journal Nature
  • . The report by Rauscher, Shaw and Ky suggested that listening to music actually caused the brain to perform better in spatial reasoning, at least for a few minutes.
  • Mozart Effect was born as the idea that listening to Mozart increases intelligence
  • In short, they argue that the Mozart Effect is caused by a more pleasant mood.
  • Mozart Effect described here applies to children
  • long term involvement in music lessons
  • the question is whether or not brief exposure to certain music can produce long term improvements in intelligence, either limited to spatial/temporal abilities or to more general intelligence, then the answer is no.
  • Understanding and appreciating musical forms, genres, meanings and performances in historical, social and cultural context
  • Educated Listening in music classes for one or more school years
  • Reading musical notation, integrating sight, sound, touch and movements to perform and express self musically, solo, in cooperative group or both
  • Instrumental or vocal lessons and regular practice for several years
  • Mozart Effect requires only 10 minutes of exposure (not necessarily even attentive listening) to music.
Ari Kewalramani

Preimplantation sex selection for family balancing in India - Hum Reprod - 0 views

  • Preimplantation genetic diagnosis (PGD) enables the identification of genetic diseases in the embryo before pregnancy is established, and eliminates the need for possible pregnancy termination after prenatal diagnosis of a genetically affected fetus.
  • Some couples underwent more than one treatment cycle and a total of 42 sex selection cycles was started. All couples already had at least one daughter.
  • the poor survival of non-transferred embryos following cryopreservation and the limited amount of cellular material available for diagnosis.
Bhavya Puri

Shark fin soup alters an ecosystem - CNN - 0 views

  • There is however, a creature far more predacious than the shark: Humans.
  • Yet, in a relatively short period of time, humans and their technological arsenal have driven most shark populations to the verge of extinction.
  • These are ecosystems that have evolved over millions and millions of years," said Knights. "As soon as you start to take out an important part of it, it's like a brick wall, you take out bricks [and] eventually it's going to collapse."
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  • What is rarely reported is that worldwide, sharks kill an average of 10 people every year. It's usually when people venture into a shark's habitat and not the other way around. By contrast, humans kill around 100 million sharks every year - a number that has ballooned in recent years because of the enormous demand for shark fins to make shark fin soup.
  • Shark fin soup is a delicacy reserved for the wealthy on special occasions and it has been part of Chinese culture for centuries. For years, only rich Chinese mostly in Hong Kong, Taiwan and Singapore consumed it, so the impact on the overall shark population was negligible
  • Over the last decade, the exploding middle class in China has changed the fate of the shark.
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
  • 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
  • but many more implicitly emphasize the importance of beauty--particularly those that target women and girls.
  • Only 9% of commercials have a direct statement about beauty,
  • ty, and the bodies idealized in the media are frequently atypical of normal, healthy women. In fact,
    • 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.
  • 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,
  • Advertisements emphasize thinness as a standard for female beau
  • 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.
Shawn Shin

Source 6 - It is safe to keep the nuclear weapon! - 0 views

  • g similar noises since the Eisenhower administration, and halting the spread of nukes (if not elimin
  • The argument that nuclear weapons can be agents of peace as well as destruction rests on two deceptively simple observations.
  • First, nuclear weapons have not been used since 1945. Second, there's never been a nuclear, or even a nonnuclear, war between two states that possess them.
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  • "We now have 64 years of experience since Hiroshima. It's striking and against all historical precedent that for that substantial period, there has not been any war among nuclear states.
  • Take war: a country will start a fight only when it's almost certain it can get what it wants at an acceptable price
  •  
    First source to find that shows the different perspective!\nGod i'm happy! :)
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.
Mihikaa Naik

CNN - Georgia program bringing classics to newborns - June 24, 1998 - 0 views

  • The governor's initiative comes on the heels of new research showing a link between listening to classical music and enhanced brain development in infants.
  • "We know that it improves the quality of life. We know that it improves the quality of life from an aesthetic standpoint. And we're at the place we can say it helps intelligence, we know it helps health, and it can help us orchestrate a better mind and body," he said.
Ingrid Sande

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

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

The Effect of Video Games on the Brain | Serendip's Exchange - 0 views

  • When the younger brother won, the older brother got up and started kicking him and yelling insults
  • Mario Cart," which is really not a very violent game; the object is to win a car race by coming in first while maneuvering through different courses.
  • "Beta wave activity in people in the [highest amount of video game playing] was constantly near zero,
  • ...1 more annotation...
  • even when they weren't playing, showing that they hardly used the prefrontal regions of their brains. Many of the people in this group told researchers that they got angry easily, couldn't concentrate, and had trouble associating with friends"
Aditi Buti

Is Poverty Linked to Terrorism? | Global Envision - 0 views

  • starting with the fact that the 9/11 attacks were carried out by middle-to-upper-class men. (A 2003 paper suggests that terrorist groups may recruit well-educated, well-off members because they can blend into their Western targets.)
  • Poverty can surely lead to a sense of societal alienation, which could make people more likely to join a terrorist group
  • A prime example is American Greg Mortenson's efforts to build dozens of schools in remote areas of Afghanistan and Pakistan, which are documented in the book Three Cups of Tea. According to Mortenson, "Education in general is a powerful tool to provide alternatives to the illiterate, impoverished areas that are the recruiting grounds for terror."
Ben Walters

Does game violence make teens aggressive? - Technology & science - Games - On the Level - msnbc.com - 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?
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.’’
Anushka Gandhi

The World; Why America Still Can't Find Osama bin Laden - New York Times - 0 views

  • Osama bin Laden flickered across the world's television screens casually strolling down a boulder-strewn hillside. He looked calm, peaceful and, worst of all, safe.
    • Anushka Gandhi
       
      This informs us that the US weren't as alert as they should have been.
  • He said the reason the Arabs have not been caught is simple: the local populace reveres them.
  • ''Everybody knows them,'' the official said. ''Everybody supports them.''
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  • Simply put, people are eagerly helping him because they still accept his view of the world.
    • Anushka Gandhi
       
      Supporters of bin Laden and his world view might be helping him hide.
  • ''They don't see anything wrong with it.''
    • Anushka Gandhi
       
      Supporters seem to believe in violence and also very strongly support the ideas, world views and cause of bin Laden
  • ''They don't see that as a crime or a sin''
  • Jews, they often insist, control America.
  • Those beliefs come from what continues to be one of Islamic militancy's most effective weapons: sophisticated propaganda.
Anushka Gandhi

Al-Qaeda - Wikipedia, the free encyclopedia - 0 views

  • Reported beliefs include that a Christian-Jewish alliance is conspiring to destroy Islam,[12] which is largely embodied in the U.S.-Israel alliance, and that the killing of bystanders and civilians is religiously justified in jihad.
    • Anushka Gandhi
       
      An example for Western world (in this case: Christian-Jewish alliance) versus Islamic World
  • Al-Qaeda's management philosophy has been described as "centralization of decision and decentralization of execution."
  • "emergence of decentralized leadership"
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  • Marc Sageman, a psychiatrist and former CIA officer, said that Al-Qaeda would now just be a "loose label for a movement that seems to target the West". "There is no umbrella organisation. We like to create a mythical entity called [al-Qaeda] in our minds, but that is not the reality we are dealing with."[16]
    • Anushka Gandhi
       
      Individual views about Al-Qaeda
  • Osama bin Laden is the emir, and was the Senior Operations Chief of al-Qaeda (though originally this role may have been filled by Abu Ayoub al-Iraqi).
  • Researchers have described five distinct phases in the development of al-Qaeda: the beginning in the late 1980s, the "wilderness" period in 1990–96, its "heyday" in 1996–2001, the network period of 2001–05, and a period of fragmentation from 2005 to today.
  • Gulf War and the start of U.S. enmity
    • Anushka Gandhi
       
      Beginning of anti-Americanism and Western world versus Islamic world
  • Fatwas
    • Anushka Gandhi
       
      Osama bin Laden, along with the Al-Qaeda, introduced 'Fatwas' (binding religious edict) which portrays the hatred towards the US and also the strong beliefs in the members' respect towards their cause, organization/movement.
  • Al-Qaeda has been designated a terrorist organization by the following countries and international organizations:
    • Anushka Gandhi
       
      These countries and organizations have referred to Al-Qaeda as a "Terrorist Organization"
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