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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?
Harshil Asnani

Obesity statistics for India show rising obesity among kids, obese kids and adults in India NFHS survey | DWS Pill Scribe - 0 views

  • As many as 30 million Indians are overweight, and obesity continues rise, says statistics revealed by the National Family Health Survey (NFHS).
  • Around 20 per cent of school-going children are overweight,
  • Overweight or obesity is the leading cause of type 2 diabetes
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  • hypertension, osteoarthritis, various types of cancers in women like breast cancer and uterus cancer, menstrual disorder and infertility and many more diseases, according to experts.
  • Of the diabetic population in New Delhi already aware of their condition
Harshil Asnani

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

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

Grand Theft Auto: Do Video Games Cause Behavior Problems? - 0 views

  • “You play as a thug with problems you must steal and shoot your way out of, but the problems this time are disconcertingly more realistic.
  • (ie: of the level that shoots and steals his way out of problems?? Wouldn’t this indicate some psychopathic tendencies? Do parents actually buy this game for kids?)
  • The killing and stealing bothers this writer not at all, just the curse words. And, there is this comment, barely literate and disturbing: “dis game is tight the graphocs rock one thing i enjoy is that you get to kill people and take peoples nice cars and in one mission u can buy a big plane like ones at the airports”.
Aneesh Mysore

Why video games are good for kids - 0 views

  • There is a lot of controversy about how bad video games are for children, in regards to violence, and general obsession with playing, so much so that nothing else matters to them. Having been quite involved in more than one video game in my time, I can attest to the fact that they can become quite addicting and there is a kind of obsession that drives you to keep playing until you’ve won the game
  • Video games have many benefits to children which most of us never even think of. Video games promote good eye-hand coordination, problem solving skills, critical thinking and competition.
Ben Walters

Manhunt blamed for UK murder - News at GameSpot - 0 views

  • n the UK, the parents of a teenage murder victim have blamed the crime on the Rockstar game Manhunt.
  • The parents of Stefan Pakeerah, 14, said their son was lured to a park by a 17-year-old player of the game, who stabbed and beat their son to death with a knife and claw hammer.
  • "When one looks at what Warren did to Stephan and looks at the brutality and viciousness of the game, one can see links,"
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  • "Stefan's murder compares to how the game is set out, using weapons like hammers and knives. If games like this influence kids, they should be taken off the shelves."
  • The uproar has prompted the UK's biggest retailer to do exactly that.
  • Rockstar also defended itself by stating, "We reject any suggestion or association between the tragic events and the sale of Manhunt." However, the publisher/developer did offer its condolences to the victim's family.
  • As was to be expected, erroneous news reports in the wake of the murder have reignited the controversy that surrounded Manhunt when it was first released.
  • However, the madman/snuff-filmmaker who has kidnapped the convict does offer him rewards based on the grisliness of his killings, albeit in a very unglamorous fashion.
  • the BBC also talked to a child psychologist about whether or not there is a link between violent games and violent behavior in children. "There's been no longitudinal research, following adolescents over a long period, looking at how gaming violence might affect their behavior," said Professor Mark Griffiths of Nottingham Trent University, who called for more research.
  • The BBC also pointed out that Manhunt has an 18 certificate--the equivalent of an "M" rating--and shouldn't be played by minors at all.
Ben Walters

Six Wonderful Things About Games - 0 views

  • Research is mounting that playing games can make you smarter.
  • At the 2009 MI6 conference, he pointed out that games engage the same brain machinery that’s used when one is learning.
  • Is it a coincidence that “nerds” often possess an interest in computer games, as well as have an aptitude for subjects like maths and science?
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  • A huge number of engineers, designers and artists have taken up their careers because of the excitement they gained from their exposure to games. Games challenge the imagination, and designing them is a fun and rewarding experience.
  • Part of this includes challenging kids to design games
  • This hasn’t been lost on the Obama Administration, which is including educational games in a $260mm program
  • It is often said that playing video games improves one’s hand-eye coordination.  This is a very important skill to have outside the realm of video games
  • playing games could help someone become a better surgeon (it does—a lot).
  • games have gotten people excited about learning something new.
  • eople do learn new things they might never have, just by playing these games.
  • Academic research has shown that games can increase the feelings that lead to creativity
  • laying WoW directly intersects with the study of applied mathematics.
  • ophisticated spreadsheets and statistical models to reach their conclusions
  • their first exposure to formal applied mathematics
  • well-researched tables, proofs and statistics.
  • If only my gradeschool teachers had come up with something this engaging to get me interested in in the almost impenetrable world of mathematics!
  • Furthermore, games themselves are becoming an increasingly creative medium
  • video and computer games
  • an be quite influential in fostering creative expression
  • Games even inspire creativity outside of the game
  • games as creative catalysts
  • we’re still at the very beginning of games as a means of artistic and creative expression
  • games provide a venue for expression
  • Furthermore, the study found that teens who are exposed to civics within games (e.g., city-simulators like SimCity, or running a guild/clan in other games) are more likely than other teens to be interested in political and civics activities.
  • players are learning real economics and business skills
  • Such claims have been repeatedly debunked after extensive research,
  • Unlike any other medium, games gets different people from different countries, political views and religions all playing together. Not because they are elite; not because they’re spectators, but because you must work together to solve problems.
  • I’m convinced that the more we play together, the more we’ll learn to live with each other
  • Games are fun, and that’s enough for me. Maybe it isn’t enough for you—or for your friends or for your family. I hope you the information I’ve presented is helpful to you in explaining many of the other positives about games.  Not only are games fun, but they’re also healthy, and can promote positive brain development, career opportunity and social behavior.
Puja DeGamia

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

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

EBSCOhost: Starvation on the Web - 0 views

  • adolescent anorexics and their parents conducted by researchers at the Stanford University School of Medicine found that 39% of the kids were visiting pro-ana forums.
  • The adolescents in Peebles' and Wilson's study who entered pro-ana websites tended to do so without their parents' knowledge and, compared with their peers who didn't visit the sites, to spend less time on homework, more time on the Internet and more time in the hospital. But the study did not find major differences in body weight, duration of eating disorders, number of missed periods or bone density between anorexics who visited the sites and those who didn't.
Mihikaa Naik

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

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

The gaming-violence connection: why society finds it comforting - 0 views

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

Terrorist Kiddies Brainwashing | Newsflavor - 0 views

  • Even easier for Taliban, they kidnap many children from the places they raid and recruit them, willing or not
  • How do they develop this mentality? It is a very common war tactic, which is basically premature brainwashing.
  • children can easily be persuaded and once they are past the point of being naive there is no saving them. 
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  • he children who were kidnapped, they’re basically brainwashed in what they are told is “school”, but is really a training camp for future Taliban terrorists.
  • Some of these kids weren’t even captured, their parents sent them off with a Taliban representative who misleads the masses promising a place of education and stability, but they were really manipulating the masses and taking their children off to die,
  • . To the average person it just looks like a luscious landscape, with a lot of forest. To children from a desert that offers little to no creativity to thought, it looks almost like heaven. They want to be t
  • advantage
  • but to a child from this 3rd world country and terrain, it seems like something they can’t live without, which is why they are convinced to die for this cause Taliban instills into their heads.
  • tell the children that their lives are worthless, that if they serve the holy prophet and fight for the cause, en
  • dless things will be given to them after they die.  That the real life will only begin after they have died for the cause, the prophet, the extremist Muslim ways.
Ben Walters

Stress over teen's 'addiction' | Perth Now - 0 views

  • THE father of a 15-year-old Perth computer-game addict has described the family's extraordinary nightmare - comparing it to heroin addiction.
  • his son's life had spiralled out of control in the past 14 months.
  • The Year 11 Ballajura Community College student has not attended classes for two months. He spends his time alone in a dark room playing the RuneScape game for up to 16 hours a day.
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  • The son used to dress in his school uniform each morning, but after his mother left for work he would change out of the uniform and spend the day playing the interactive game.
  • She would return home each night none the wiser.
  • The family is struggling to find help for him, and a succession of psychologists and counsellors have not yet made any progress with him.
  • The boy's parents are divorced, and he lives with his mother. His sister moved out because she couldn't cope with his bizarre addiction.
  • His son had been transformed from a typically bright, sports-mad teenager to being reclusive and aggressive.
  • "It just got worse and worse,'' he said. ``He just wouldn't come off it at night. He'd play until two or three o'clock in the morning.
  • "If his mother tried to shut it off or whatever, he'd become violent.
  • "He displayed the characteristics of a heroin addict. You haven't got someone putting a needle in their arm and having a high, but you've got all the telltale collateral damage of a heroin addict _ withdrawal from his family, withdrawal from his friends, lies to cover his addiction. He'll do anything.
  • "He was an outdoor kid. Every sport you could name, he was playing. Now he's white, doesn't go outside. He was very bright, he was going to be a forensic scientist.
  • "Recently he has admitted it, before he was in denial. He wants to get back to what he was like. He wants to get better. He wants to go to school. He can't -- it won't let him. It's like any addiction.''
Ben Walters

Chinese suicide shows addiction dangers - News - play.tm - 0 views

  • The suicide of a young Chinese boy in the Tianjin province has highlighted once more the growing dangers of game addiction, when those responsible don't understand or notice the risks of unhealthy play. Xiao Yi was thirteen when he threw himself from the top of a twenty-four story tower block in his home town, leaving notes that spoke of his addiction and his hope of being reunited with fellow cyber-players in heaven. The suicide notes were written through the eyes of a gaming character, so reports the China Daily, and stated that he hoped to meet three gaming friends in the after life. His parents, who had noticed with growing concern his affliction, were not mentioned in the letters.
  • My kid was like someone taking drugs who could not control himself,"
  • "His mother and I were very worried about him. But we knew little about the Internet and we did not know how to save him." Previously, Xiao's parents had found him starving after two days and nights in an internet cafe playing online role-playing games. When questioned about his bizarre behaviour, his father said that a tearful Xiao had told him that he had been poisoned by games and could no longer control himself.
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  • "In the hypothetical world created by such games, they become confident and gain satisfaction, which they cannot get in the real world."
  • Foreign influences in games played by Chinese youngsters (most of which are imported) were accused of having a negative influence, of promoting 'demon worlds', to their impressionable audiences
  • it seems more likely that it was issues in the victims own life which drew him to seek such extreme escapism.
Aneesh Mysore

Overweight and Obesity - 0 views

  • Many kids are spending less time exercising and more time in front of the TV, computer, or video-game console.
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