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The Entertainment Software Association - Industry Facts - 0 views

  • The best-selling video game of 2007, "Halo 3," took in more revenue ($170 million) on its first day of sales than the opening weekend receipts of "Spider Man 3," ($151 million), the highest-grossing movie opening ever.
  • computer and video games to meet the demands and tastes of audiences as diverse as our nation's population.
  • Today's gamers include millions of Americans of all ages and backgrounds.  In fact, more than two-thirds of all American households play games. This vast audience is fueling the growth of this multi-billion dollar industry and bringing jobs to communities across the nation.
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  • U.S. computer and video game software sales generated $10.5 billion in 2009.
  • Sixty-seven percent of American households play computer or video games. 
  • The average game player is 34 years old and has been playing games for 12 years.
  • The average age of the most frequent game purchaser is 40 years old.
  • Forty percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (33 percent) than boys age 17 or younger (20 percent).
  • In 2010, 26 percent of Americans over the age of 50 play video games, an increase from nine percent in 1999.
  • Forty-two percent of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 percent in 2002.
  • Eighty-two percent of all games sold in 2009 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+.
  • Parents who have children under 18 with a gaming console in the home are present when games are purchased or rented 93 percent of the time.
  • Sixty-four percent of parents believe games are a positive part of their children’s lives.
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The gaming-violence connection: why society finds it comforting - 0 views

  • the attempts to legislate restrictions on violent video games and the ambiguous science that supports those efforts.
  • why these legislative efforts gain so much traction despite their lack of a solid scientific foundation.
  • in the journal Contexts, USC sociology lecturer Karen Sternheimer analyzes these efforts in terms of ongoing societal fears regarding the influence of media on children.
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  • despite the proliferation of violent, first-person shooters in the wake of Doom, juvenile homicide rates have fallen in the decade since its release. Random school shootings remain incredibly rare; for all forms of homicide, students face a seven in 10 million chance of being a victim.
  • Random school shootings remain so rare, in fact, that Sternheimer reports that the FBI found it impossible to generate a profile of a "typical" shooter.
  • society doesn't really understand its youth. As a result, adults fear their loss of control over the factors that influence childhood development in an increasingly connected world.
  • Far from being a new danger, the Sternheimer report suggests that gaming is simply the latest in a long series of media influences to take the blame. "Over the past century, politicians have complained that cars, radio, movies, rock music, and even comic books caused youth immorality and crime, calling for control and sometimes censorship." She terms the targets of such efforts "folk devils," items branded dangerous and immoral that serve to focus blame and fear.
  • These folk devils can be used for political advancement or financial gain via lawsuits such as those that have targeted game makers. But, based on Sternheimer's description, their primary function appears to be to distract people from identifying the real causes underlying our discomfort with youth culture. It also may distract people from getting to know their kids.
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A national survey of physician-assisted suicide an... [N Engl J Med. 1998] - PubMed result - 0 views

  • Although there have been many studies of physician-assisted suicide and euthanasia in the United States, national data are lacking.
  • we mailed questionnaires to a stratified probability sample of 3102 physicians in the 10 specialties in which doctors are most likely to receive requests from patients for assistance with suicide or euthanasia
  • 1902 completed questionnaires (response rate, 61 percent). Eleven percent of the physicians said that under current legal constraints, there were circumstances in which they would be willing to hasten a patient's death by prescribing medication, and 7 percent said that they would provide a lethal injection; 36 percent and 24 percent, respectively, said that they would do so if it were lega
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  • A substantial proportion of physicians in the United States report that they receive requests for physician-assisted suicide and euthanasia, and about 7 percent of those who responded to our survey have complied with such requests at least once.
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