Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Tuesday, July 03, 2007

TOPIC: Store Video Shows Customers Stepping Over Stabbing Victim
Article from FOXNews.com
WICHITA, Kansas — As stabbing victim LaShanda Calloway lay dying on the floor of a convenience store, five shoppers, including one who stopped to take a picture of her with a cell phone, stepped over the woman, police said. The June 23 situation, captured on the store's surveillance video, got scant news coverage until a columnist for The Wichita Eagle disclosed the existence of the video and its contents Tuesday. The video showed the 27-year-old Calloway struggling to her feet and collapsing three times without anyone helping her. Worse, one woman who stepped over Calloway four times while shopping eventually paused to snap a photo of her with a cell phone.
"It was tragic to watch," police spokesman Gordon Bassham said Tuesday. "The fact that people were more interested in taking a picture with a cell phone and shopping for snacks rather than helping this innocent young woman is, frankly, revolting." It took about two minutes for someone to call 911, he said. "This is one of the most disgusting examples of disregard for life I've ever seen," Bassham said of the video. "It is a very, very tragic video to watch. It was revolting to see this lack of humanity."
Calloway, 27, died later at a hospital. Two people -- Cherish M. McCullough and George R. Brown -- turned themselves in to police and were arrested in connection with the death. The district attorney's office will have to decide whether any of the shoppers could be charged, Bassham said. It was uncertain what law, if any, would be applicable. A state statute for failure to render aid refers only to victims of a car accident.
Eagle columnist Mark McCormick told The Associated Press he learned about the video when he called Wichita Police Chief Norman Williams to inquire about a phone call he had received from a reader complaining about a Police Department policy that requires emergency medical personnel to wait until police secure a crime scene before rendering aid. McCormick said Williams then unloaded on him about the shoppers in the stabbing case. Williams told the newspaper. "I could continue shopping and not render aid and then take time out to take a picture? That's crazy. What happened to our respect for life?"

SopeBocks: This is an example of the LACK of compassion we have for each other in this country. The violence we see no longer bothers us. We don't want to "get involved", so we step over victims and go about our business. As I've said many times before, we will reap what we sow -- and this is a prime example of what has been sewn through TV, movies, video games, music and the violence of the hip-hop culture. If you think I'm wrong, think about this -- even in countries where terrorist bombings are "regular" occurrence, citizens don't step over dying victims to buy a candy bar. They HELP those victims. In those cultures, there are NO Manhunt or GTA video games, Die Hard movies, hip-hop gangstas nor any The Shield style TV shows. If we do not cherish life, it will not have any value.
When is America going to wake up?!? Compassion is a basic tenant of civilized society. IF we lose it (and we're well on the way to that end), anarchy WILL follow.

Wednesday, April 25, 2007

TOPIC: Stop Glamorizing Guns and Their Use in Popular Culture
Article from christiansunite.com
Morality in Media President Robert Peters had the following comments in response to the many news stories pointing a finger at the availability of guns as the underlying cause of the Virginia Tech and similar senseless shootings:
  • "Growing up in the 1950s and 1960s in North Central Illinois I often felt left out when friends went hunting for rabbits, squirrels, pheasants, deer and more.
  • "My dad never took us hunting, even though his father had hunted and even though we had a rifle in the home that he taught us how to use when I was in grade school. After my grandfather passed away when I was in college, we also had a shotgun and handgun in the home.
  • "Fist fighting among kids was common, but never once did any of us (or our parents) use a gun to shoot someone else. To my knowledge, the community I grew up in was not atypical.
  • "Not surprising, my own growing up experience makes me wary of those that point a finger at the availability of guns as the underlying cause of the dramatic increase in gun-related murders.
  • "The depiction of guns back then in films and TV also had an impact on us. I still have a picture of my older brother and I with our cowboy six guns and holsters; and I still have fond memories of playing war in the woods with our toy rifles and my favorite gun, a plastic carbine.
  • "But I think I am on safe ground in saying that we didn't grow up fantasizing about shooting other human beings in real life just for the sake of shooting them or for exacting revenge.
  • "How then do we explain why so many young people today use guns unlawfully?
  • "One obvious part of the explanation is the decline of religion and, along with that, the decline of morality. There is nothing more basic to morality than, 'You shall not kill.'
  • "I think another part of the explanation was the abandonment in the 1960s of the Hays Code that governed the film industry for three decades. Among the Code provisions was one that regulated the depiction of murder. Murder was to be presented in a way that would not inspire imitation. Brutal killings were not to be presented in detail. Revenge was not to be justified.
  • "Broadcast television helped further desensitize youth to criminal violence; and the advent of cable TV and home videos brought the unedited, amoral deadly violence of Hollywood directly into home. Hardcore rap lyrics also extol criminal violence, including use of guns.
  • "And today, video games provide youth with on-hands instruction in how to kill.
  • "Without question, the increased availability of weapons designed to take human life has contributed to the increase in mayhem, but typically supply follows demand, and what has helped create the demand for such weapons is a popular culture that glamorizes their use.
  • "All this is not to say that society shouldn't restrict the sale of guns and perhaps prohibit the sale of some guns altogether. Even assuming that the 2nd Amendment protects the right of citizens to keep weapons (as I believe it does), reasonable regulation should still be permissible.
  • "It is to say that we would have much less to fear from the availability of guns, if we would stop glamorizing their use in popular culture. On the latter point, I recall seeing a statistic that less than 5% of New York City police officers ever fire their guns. You'd never know that from popular culture depictions of life as a major city law enforcement officer."
Based in New York City, Morality in Media works to promote standards of decency in media.

Tuesday, April 17, 2007

TOPIC: Mass Murders at Virginia Tech ... the Blood is on Our Hands
Editorial by Greg Stier of Dare2Share
What do you get when you add easy access to weapons and a culture that increasingly devalues life and glorifies violence from video games to slasher films? A growing, almost exclusively American, problem. The mass murders by a lone gunman at Virginia Tech are the latest in a string of school shootings that are proof of this. As this week marks the eighth anniversary of the massacre at Columbine High School we couldn’t find a worse way to remember that tragedy than through an even worse one. Our hearts break for the friends and families of the victims of this senselessness [act].
Eight years ago this week, I was sitting in a youth room with six youth pastors promoting Dare 2 Share Ministries, an organisation committed to training and equipping Christian teenagers to know, live, share and own their faith in Jesus. At 11:30 or so the pastor of the church we were at popped in and said, “You guys had better pray. Something bad is going down at Columbine.”
Over the hours and days to follow, all of us discovered the extent of these slayings at the hands of two disillusioned teenagers. Columbine is twenty minutes down the road from Dare 2 Share and I couldn’t help but feel that some of the blood of the victims was on my hands. While I didn’t pull the trigger I hadn’t done all I could do to prevent school shootings. Have you?
I had that same sinking feeling today at 10:45am Mountain Standard Time as I saw on msn.com that another school shooting of even greater magnitude had unfolded at Virginia Tech. To be honest, I feel like the blood is on my hands once again. Do you? I think we all do.
And, just how degrading and violent do video games and movies need to get before moms and dads put their feet down with their own kids and “just say no” to their teenagers?
Movies and video games are getting bloodier and bloodier. And we just hide under the banter that “kids will be kids”. But, ultimately, it is not just a media thing or a gun thing, but a God thing.
America has forsaken her roots as a Christian nation and is embracing a cultural of secularism that devalues life. Without God we only have “survival of the fittest”. In pre-historic days it was those with the biggest claws and jaws that won the day. Today it is those with the biggest guns.
If there is no God then why not pull the trigger, on everyone else and then yourself? If there is no God then there is no heaven and no hope, just the hell and hopelessness of everyday living in a pain-stained world. But if there is a God then people matter, for they were made in His image. If there is a God then there is hope, there is a reason to value life.
Let’s share the good news of Jesus with a culture that has forgotten or forsaken the true value of life. And let’s pray for the family and friends of the victims of another senseless tragedy. Because if we don’t, the blood is on our hands.

Thursday, April 05, 2007

TOPIC: Violent Video Games And Hostile Personalities Go Together
Source: Science Daily
Credit: Photo by Bob Elbert

New research by Iowa State University psychologists provides more concrete evidence of the adverse effects of violent video game exposure on the behavior of children and adolescents.
ISU Distinguished Professor of Psychology Craig Anderson, Assistant Professor of Psychology Douglas Gentile, and doctoral student Katherine Buckley share the results of three new studies in their book, "Violent Video Game Effects on Children and Adolescents" (Oxford University Press, 2007). It is the first book to unite empirical research and public policy related to violent video games.

Study One: Kids' games still have behavioral effect
The book's first study found that even exposure to cartoonish children's violent video games had the same short-term effects on increasing aggressive behavior as the more graphic teen (T-rated) violent games. The study tested 161 9- to 12-year-olds, and 354 college students. Each participant was randomly assigned to play either a violent or non-violent video game. "Violent" games were defined as those in which intentional harm is done to a character motivated to avoid that harm. The definition was not an indication of the graphic or gory nature of any violence depicted in a game.
The researchers selected one children's non-violent game ("Oh No! More Lemmings!"), two children's violent video games with happy music and cartoonish game characters ("Captain Bumper" and "Otto Matic"), and two violent T-rated video games ("Future Cop" and "Street Fighter"). For ethical reasons, the T-rated games were played only by the college-aged participants. The participants subsequently played another computer game designed to measure aggressive behavior in which they set punishment levels in the form of noise blasts to be delivered to another person participating in the study. Additional information was also gathered on each participant's history of violent behavior and previous violent media viewing habits.
The researchers found that participants who played the violent video games -- even if they were children's games -- punished their opponents with significantly more high-noise blasts than those who played the non-violent games. They also found that habitual exposure to violent media was associated with higher levels of recent violent behavior -- with the newer interactive form of media violence found in video games more strongly related to violent behavior than exposure to non-interactive media violence found in television and movies. "Even the children's violent video games -- which are more cartoonish and often show no blood -- had the same size effect on children and college students as the much more graphic games have on college students," said Gentile. "What seems to matter is whether the players are practicing intentional harm to another character in the game. That's what increases immediate aggression -- more than how graphic or gory the game is."

Study Two: The violent video game effect
Another study detailed in the book surveyed 189 high school students. The authors found that respondents who had more exposure to violent video games held more pro-violent attitudes, had more hostile personalities, were less forgiving, believed violence to be more typical, and behaved more aggressively in their everyday lives. The survey measured students' violent TV, movie and video game exposure; attitudes toward violence; personality trait hostility; personality trait forgiveness; beliefs about the normality of violence; and the frequency of various verbally and physically aggressive behaviors.
The researchers were surprised that the relation to violent video games was so strong. "We were surprised to find that exposure to violent video games was a better predictor of the students' own violent behavior than their gender or their beliefs about violence," said Anderson. "Although gender aggressive personality and beliefs about violence all predict aggressive and violent behavior, violent video game play still made an additional difference. We were also somewhat surprised that there was no apparent difference in the video game violence effect between boys and girls or adolescents with already aggressive attitudes," he said.
The study found that one variable -- trait forgiveness -- appeared to make that person less affected by exposure to violent video games in terms of subsequent violent behavior, but this protective effect did not occur for less extreme forms of physical aggression.

Study Three: Violent video games and school
A third new study in the book assessed 430 third-, fourth- and fifth-graders, their peers, and their teachers twice during a five-month period in the school year. It found that children who played more violent video games early in the school year changed to see the world in a more aggressive way, and became more verbally and physically aggressive later in the school year -- even after controlling for how aggressive they were at the beginning of the study. Higher aggression and lower pro-social behavior were in turn related to those children being more rejected by their peers. "I was startled to find those changes in such a short amount of time," said Gentile. "Children's aggression in school did increase with greater exposure to violent video games, and this effect was big enough to be noticed by their teachers and peers within five months."
The study additionally found an apparent lack of "immunity" to the effects of media violence exposure. TV and video game screen time was also found to be a significant negative predictor of grades.
The book's final chapter offers "Helpful Advice for Parents and Other Caregivers on Choosing and Using Video Games." The authors say that providing clear, science-based information to parents and caregivers about the harmful effects of exposure to violent video games is the first step in helping educate the people who are best able to use the information.

The Sope-Bocks: I've been preaching this message for years now. Hopefully, people are starting to hear the voices of reason and force the marketplace to change. Specifically, parents should NOT allow their children to play such garbage. Remember, GIGO - Garbage IN, Garbage OUT. What we take into our eyes, mind and brain WILL come out -- in one way or another. Simple, but 100% true.
BTW, the same outcome would be probable regarding exposure to violent music, movies and television (though these studies show less violent behavior from non-interactive exposure).