...Are Video Games Dangerous? Should teens be able to play violent video games? Teens should not be able to play violent video games. Role- playing games with simulated violence are sperilous for kids. If it is study proved that it can cause violence then why are they not illegal, or why do they not have a law that say you have to be a certain age to be able to play violent video games? In the article “Do Games Like ‘Grand Theft Auto V’ Cause Real-World Violence?”. “ In fact numerous studies have been conducted and the results are mixed. Some studies have shown that video games increase aggression.” “ It is possible that someone who plays or buys the violent video game will later go on, to carry out a horrible shooting. Should that happen, it will almost certainly occur in America, which boasts far and away the highest number of mass shootings (and shootings in general) while boasting no higher rate of video game consumption.”...
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...December 2014 Are Gamers Really a Threat? Within the last fifteen years, the video game industry has grown exponentially and is now arguably one of the most robust industries in the entertainment world. Video game sales have more than quadrupled in this time as well, which accounts for this multibillion dollar industry. Inside this enormous industry, hundreds of genres span the base of the industry but a few genres make up the core. Within this core are game categories, such as FPS (First Person Shooters), which have some aspect of violence to it. The popularity of these violent video games has risen greatly within the last 5 years. In 2008, from the age group 12-17 in the United States, 97% of them played video games, and 10 of the top 20 best-selling video games in the United States contained violence (ProCon.com). These violent video games are attributed to the cause of increase in school shootings as well as increases in domestic and youth violence. Critics of these violent video games argue that the because the violence is encouraged to do well in the game through reward, that the player becomes desensitized towards the violence and will teach children that violence is an acceptable way to resolve conflicts (ProCon.com). Video game advocates claim that the research is deeply flawed because there has been no link between video game violence and that of social violence. Many argue that the game actually relieves anger and aggression in a safe outlet (ProCon.com), as well as...
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...Cognitive, Conscious, Energetic and Behavioral Impact of Violent Video Gaming Experiences Gabriel Aaron Dionne Strayer University English 215 December 11th 2011 Cognitive, Conscious, and Behavioral Impact of Violent Video Gaming Experiences “Nonviolence means avoiding not only external physical violence but also internal violence of spirit. You not only refuse to shoot a man, but you refuse to hate him.” Martin Luther King, Jr. Brainy Quote (2011) Identifies Violence as: The quality or state of being violent; highly excited action, whether physical or moral; vehemence; impetuosity; force. Injury done to that which is entitled to respect, reverence, or observance; profanation; infringement; unjust force; outrage; assault. Ravishment; rape; constupration. To assault; to injure; also, to bring by violence; to compel. This statement gives insight to the ideology of violence being compelled or brought about in an individual through excited actions. The level of violence in video games is astounding not to mention the level of realism which can totally encapsulate you in the gaming experience leaving you feel like that experience was real on a conscious, cognitive, and behavioral level. Long gone are my days of Mario bouncing on mushrooms these days it is assault rifles, hand grenades and tactical missile strikes. Entertainment Software Rating Board (n.d.) provides a list of potential violent behaviors that may be found within our children’s gaming experience and it...
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...Exploratory: Do Video Games Have Negative Effects on Users? The form of entertainment is always changing with the shift in culture and advances in technology. One of the most popular forms of entertainment today is the use of video games. Video games have gotten more and more popular over the years. The use of them over a period of time can have a timely effect on the user just like any drug someone uses or any sport someone plays. Can they be positive effects or negative effects? Some people believe that video games are a bad influence and do nothing but harm to the gamer, which is the person who is playing the video game. Media in the news usually focuses on the negatives of video game use, completely leaving out the positives of it. If someone were to go up and ask ten parents if they think video games were bad or good for children or adolescents they would probably say bad, but there is actually some benefits to playing video games that can be determined. In a blog called “10 benefits of Playing Video Games” it shows a list of the ten benefits a person can get from playing video games such as boost cognitive health, improve hand eye coordination, and have sharper image (http://www.tastyhuman.com/10-benefits-of-playing-video-games/). I was very surprised to see such a long convincing list of benefits from video games. The reason why video games help cognitive health is because the majority of games require players to think tactically and make quick decisions. The article...
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...are playing these computer games said that they are playing these games just for fun, to keep away from the heat of the sun, without knowing that there are a lot of effects of playing these games that are more than what they think. In 2006, Luke Ahearn stated that “Game development is booming! In the past few years many books have been written, more information than ever is available on the internet, and many colleges are offering courses – even degrees – in game development.” In addition, Adams & Rolling (2007) stated that games are created to serve a purpose and they are related to the human desire for play and our capacity to pretend. Also video games are forms of art, thus aesthetics are part of their design. It’s also shown in some studies that computer gaming helps the brain, especially to the young at age, to develop their logic skills. “Computer-based video games can clearly facilitate students’ learning performance. This finding indicated that computer-based video game playing not only can improve participants’ fact differentiation/recall processes, but also promotes problem-solving skills by recognizing multiple solutions for problems.” (Chuang & Chen, 2009, p.7). In addition, playing computer games according to some research is beneficial. It enables the mind of the players to be more active, especially those puzzle-based games. It helps the player to come up with decisions in tight situations, especially those adventure games that keep the players to...
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...Are Video Games Educational? (based on 27 ratings) By Jayel Gibson Video games. While they may seem like the bane of every parent's existence, they don't have to be—many of them offer unique learning features. And with increased requirements in schools placing unprecedented demands on children and parents, it may be time to start thinking about video games as teaching tools. The learning component of gaming can be optimized with parent involvement. That means understanding what makes a game both fun and educational. What makes a game fun? * Challenge and strategy – this is the core of the game. It includes the objective, the play and the scoring. The game should provide a challenge for its players and allow them to use different strategies to gain a level or win. This is what determines the age group or skill level. * Element of surprise – this is the variation of the game. The element of surprise must be built into the game to provide laughter, excitement, regret or risk. * Replay ability – this is the ability to play the game over and over with different outcomes each time. This is measured by the ‘boring’ factor. If the child gets bored fast, the game lacks replay ability. What makes a game educational? * New information – this is the educational information provided. It may be text or graphics, and is normally unknown by the age group or skill level for which the game is made. * Memorization – this is the part of the game that rewards good memory...
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...What about Violence in Movies? Manabu Ozawa from Japan |[pic] | | |PHOTO BY THOMAS PETERS | | |"Action movies with violence take heat from adults who blame | | |them for real life violence because they are closer to reality | | |than other movies." | | "The question whether movie violence should be regulated or not is a difficult and complicated matter." Although many people criticize violent movies, if there is a movie which does not contain sex and violence, who will go to see that movie? Most major movies, such as "Lethal Weapon", "Die Hard", and "Independence Day", were really popular in spite of the fact that the "good guy" killed more people than the "bad guy" did. In my opinion, Hollywood tends to produce few kinds of movies--action, panic, love story, and comedy. Whenever I watch a movie or a video, there is at least one murder in each movie. The biggest number of deaths are in the panic movies, in my opinion. Action movies with violence take heat from adults who blame them for real life violence because they are closer to reality than other movies. For example, in "Natural Born Killers" we can see around 50 deaths, whereas in "Independence Day" thousands of people die. In both movies, tons of people are killed, though the ways to kill are different. The big difference between them is about reality. |[pic] ...
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...animal Books by Elliot Aronson Theories of Cognitive Consistency (with R. Abelson et al.), 1968 Voices of Modern Psychology, 1969 The Social Animal, 1972, 1976, 1980, 1984, 1988, 1992, 1995, 1999, 2004; (with J. Aronson), 2008 Readings About the Social Animal, 1973, 1977, 1981, 1984, 1988, 1992, 1995, 1999, 2004; (with J. Aronson), 2008 Social Psychology (with R. Helmreich), 1973 Research Methods in Social Psychology (with J. M. Carlsmith & P. Ellsworth), 1976 The Jigsaw Classroom (with C. Stephan et al.), 1978 Burnout: From Tedium to Personal Growth (with A. Pines & D. Kafry), 1981 Energy Use: The Human Dimension (with P. C. Stern), 1984 The Handbook of Social Psychology (with G. Lindzey), 3rd ed., 1985 Career Burnout (with A. Pines), 1988 Methods of Research in Social Psychology (with P. Ellsworth, J. M. Carlsmith, & M. H. Gonzales), 1990 Age of Propaganda (with A. R. Pratkanis), 1992, 2000 Social Psychology, Vols. 1–3 (with A. R. Pratkanis), 1992 Social Psychology: The Heart and the Mind (with T. D. Wilson & R. M. Akert), 1994 Cooperation in the Classroom: The Jigsaw Method (with S. Patnoe), 1997 Nobody Left to Hate: Teaching Compassion After Columbine, 2000 Social Psychology: An Introduction (with T. D. Wilson & R. M. Akert), 2002, 2005, 2007 The Adventures of Ruthie and a Little Boy Named Grandpa (with R. Aronson), 2006 Mistakes Were Made (But Not By Me) (with C. Tavris), 2007 Books by Joshua Aronson Improving Academic Achievement, 2002 The Social Animal To...
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... PLAYER Good game design is player-centric. That means that above all else, the player and her desires are truly considered. Rather than demanding that she do something via the rules, the gameplay itself should inherently motivate the player in the direction the designer wants her to go. Telling players they must travel around the board or advance to the next level is one thing. If they don’t have a reason and a desire to do it, then it becomes torture. In creating a game, designers take a step back and think from the player’s viewpoint: What’s this game about? How do I play? How do I win? Why do I want to play? What things do I need to do? MEANINGFUL DECISIONS Distilled down to its essence, game design is about creating opportunities for players to make meaningful decisions that affect the outcome of the game. Consider a game like a boxing match. So many decisions lead up to the ultimate victory. How long will I train? Will I block or will I swing? What is my opponent going to do? Where is his weakness? Jab left or right? Even those few, brief questions don’t come close to the myriad decisions a fighter must make as he progresses through a match. Games invite players into similar mental spaces. Games like Tetris and Chess keep our minds busy by forcing us to consider which one of several possible moves we want to take next. In taking these paths, we know that we may be prolonging or completely screwing up our entire game. The Sims games and those in Sid...
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...of Computer Game Design by Chris Crawford Preface to the Electronic Version: This text was originally composed by computer game designer Chris Crawford in 1982. When searching for literature on the nature of gaming and its relationship to narrative in 1997, Prof. Sue Peabody learned of The Art of Computer Game Design, which was then long out of print. Prof. Peabody requested Mr. Crawford's permission to publish an electronic version of the text on the World Wide Web so that it would be available to her students and to others interested in game design. Washington State University Vancouver generously made resources available to hire graphic artist Donna Loper to produce this electronic version. WSUV currently houses and maintains the site. Correspondence regarding this site should be addressed to Prof. Sue Peabody, Department of History, Washington State University Vancouver, peabody@vancouver.wsu.edu. If you are interested in more recent writings by Chris Crawford, see the Reflections interview at the end of The Art of Computer Game Design; the Virtools Swap-meet interview with Chris Crawford; and Chris Crawford's webpage, Erasmatazz. A PDF version of this text is available HERE. To download Adobe Reader, follow THIS link. Table of Contents • • • • • • • • • • • • Acknowledgement Preface Chapter 1 - What is a Game? Chapter 2 - Why Do People Play Games? Chapter 3 - A Taxonomy of Computer Games Chapter 4 - The Computer as a Game Technology Chapter 5 - The Game Design Sequence...
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...Chapter Overview 16.1 Social Thought and Behavior Groups Core Social Motives CONCEPT LEARNING CHECK 16.1 Describing 16.3 Attribution: The Person or the Situation? Fundamental Attribution Error Actor-Observer Bias Defensive Attribution Self-Serving Bias Social Roles 16.2 Person Perception Social Categorization Physical Appearance Stereotypes Subjectivity Culture and Person Perception CONCEPT LEARNING CHECK 16.3 Explaining Attributional Biases 16.4 Attitudes and Social Judgments Components of Attitudes Relieving Cognitive Dissonance Influencing Attitudes: Persuasion The Foot-in-the-Door Technique Role Playing Affects Attitudes CONCEPT LEARNING CHECK 16.2 Person Perception and Musical Tastes Culture and Attitudes CONCEPT LEARNING CHECK 16.4 Explaining Persuasion 16 Learning Objectives Social Psychology 16.1 16.2 16.3 16.4 16.5 16.6 16.7 Define social psychology. Compare and contrast social cognition, social influence, and social norms. Describe the core social motives. Illustrate social categorization. Discuss how stereotypes and subjectivity impact personal perception. Explain the various types of attribution. Describe the components of attitudes. Illustrate the different ways to influence attitudes. Differentiate between conformity, obedience, and compliance. Describe the biological, psychological, and sociocultural aspects of prejudice, aggression, and attraction. Discuss the pros and cons of group influence on an individual...
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...Contents Preface Acknowledgments Introduction 1 BRAIN POWER Myth #1 Most People Use Only 10% of Their Brain Power Myth #2 Some People Are Left-Brained, Others Are Right-Brained Myth #3 Extrasensory Perception (ESP) Is a Well-Established Scientific Phenomenon Myth #4 Visual Perceptions Are Accompanied by Tiny Emissions from the Eyes Myth #5 Subliminal Messages Can Persuade People to Purchase Products 2 FROM WOMB TO TOMB Myth #6 Playing Mozart’s Music to Infants Boosts Their Intelligence Myth #7 Adolescence Is Inevitably a Time of Psychological Turmoil Myth #8 Most People Experience a Midlife Crisis in | 8 Their 40s or Early 50s Myth #9 Old Age Is Typically Associated with Increased Dissatisfaction and Senility Myth #10 When Dying, People Pass through a Universal Series of Psychological Stages 3 A REMEMBRANCE OF THINGS PAST Myth #11 Human Memory Works like a Tape Recorder or Video Camera, and Accurate Events We’ve Experienced Myth #12 Hypnosis Is Useful for Retrieving Memories of Forgotten Events Myth #13 Individuals Commonly Repress the Memories of Traumatic Experiences Myth #14 Most People with Amnesia Forget All Details of Their Earlier Lives 4 TEACHING OLD DOGS NEW TRICKS Myth #15 Intelligence (IQ) Tests Are Biased against Certain Groups of People My th #16 If You’re Unsure of Your Answer When Taking a Test, It’s Best to Stick with Your Initial Hunch Myth #17 The Defining Feature of Dyslexia Is Reversing Letters Myth #18 Students Learn Best When Teaching Styles Are Matched to...
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...YE AR S CE L EB RA TIN G6 HISTORY HISTORY A World Transformed II: World in Flux E D I TOR PW AA -TA ST IC Y EA R S! RESOURCE Tania Asnes A L PACA-IN-CHIEF 2 0 1 2 Daniel Berdichevsky the World Scholar’s Cup® ® HISTORY | 1 History Resource 2012: A World in Flux Table of Contents Preface: A Swiftly Texting Planet ................................................................. 2 I. The Determinators....................................................................................... 4 Toward a model for technological change............................................. 5 I’m on Team IDUAR ................................................................................ 6 Disruptive technologies..............................................................................8 Classic Technologies ...................................................................................9 The time of wheels ..................................................................................9 How the stirrup stirred things up ......................................................10 Print all about it: the printing press ................................................... 11 II. Transformations in Everyday Life .......................................................... 13 Turning on the lights ................................................................................. 13 Picking up the telephone .......................................
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...AD OLE SCE N T Research Report S L E E P N E E DS and Resource Guide AND PATTERNS P U B L I S H ED B Y T H E N AT I O N AL S L E E P F O U N D AT I O N AD OLE SCE N T Research Report S L E E P N E E DS and Resource Guide AND PATTERNS P U B L I S HE D B Y T H E N AT IO N A L S L E E P F O U N D AT I O N w w w. s l e e p f o u n d a t i o n . o r g Table of Contents Preface .............................................................................................................................................................i PART ONE: Research Report ........................................................................................................................1 Introduction .............................................................................................................................................1 Physiological Patterns ........................................................................................................................2 Behavioral and Psychosocial Patterns................................................................................................2 Consequences of Poor Sleep in Adolescents .........................................................................................3 What Can Be Done ..................................................................................................................................4 Reference s................................................................
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...HUMAN DEVELOPMENT REPORT 2004 Cultural Liberty in Today’s Diverse World Accommodating people’s growing demands for their inclusion in society, for respect of their ethnicity, religion, and language, takes more than democracy and equitable growth. Also needed are multicultural policies that recognize differences, champion diversity and promote cultural freedoms, so that all people can choose to speak their language, practice their religion, and participate in shaping their culture— so that all people can choose to be who they are. 65 108 166 55 34 82 3 14 91 51 40 138 29 62 6 99 161 134 114 66 128 72 33 56 175 173 130 141 4 105 169 167 43 94 73 136 144 168 45 163 48 52 30 32 Albania Algeria Angola Antigua and Barbuda Argentina Armenia Australia Austria Azerbaijan Bahamas Bahrain Bangladesh Barbados Belarus Belgium Belize Benin Bhutan Bolivia Bosnia and Herzegovina Botswana Brazil Brunei Darussalam Bulgaria Burkina Faso Burundi Cambodia Cameroon Canada Cape Verde Central African Republic Chad Chile China Colombia Comoros Congo Congo, Dem. Rep. of the Costa Rica Côte d'Ivoire Croatia Cuba Cyprus Czech Republic 17 154 95 98 100 120 103 109 156 36 170 81 13 16 122 155 97 19 131 24 93 121 160 172 104 153 115 23 38 7 127 111 101 10 22 21 79 9 90 78 148 28 44 110 135 50 80 Denmark Djibouti Dominica Dominican Republic Ecuador Egypt El Salvador Equatorial Guinea Eritrea Estonia Ethiopia Fiji Finland France Gabon Gambia Georgia Germany Ghana Greece Grenada Guatemala Guinea...
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