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REAL WORLD EVENT DISCUSSIONS
This is a perfect example of why video games are MOSTLY a bad thing.
Monday, August 8, 2016 3:47 PM
1KIKI
Goodbye, kind world (George Monbiot) - In common with all those generations which have contemplated catastrophe, we appear to be incapable of understanding what confronts us.
Monday, August 8, 2016 5:34 PM
WISHIMAY
Quote:Originally posted by NAVYSEILS: I maintain that you have failed to show that they're mostly a bad thing. You've just shown that you don't like them very much.
Monday, August 8, 2016 5:38 PM
OONJERAH
Monday, August 8, 2016 5:57 PM
Quote:Originally posted by Oonjerah: Oonj likes ComPuter Games very much. But ... I did Not neglect my Cats!
Monday, August 8, 2016 6:32 PM
NAVYSEILS
Quote:Originally posted by Wishimay: Quote:Originally posted by NAVYSEILS: I maintain that you have failed to show that they're mostly a bad thing. You've just shown that you don't like them very much. You saying it over and over doesn't make it true. I have more than proven that video games can be very harmful and addictive. I mean, they've done Jack a world of good, right? Or me? By and by, don't let the dead or intellectually dead kids mean anything because....FUN. We wouldn't wanna get in the way of millions of 12 yr olds pretending to kill millions of people. But that doesn't mean ANYTHING... right? I'd love to revisit this issue with you in thirty years when we see where it leads though. PS You also don't know video games wouldn't be a problem for you with children or relationships, as I'm sure many people didn't think they would stomp or starve a kid to death because of their addiction.
Tuesday, August 9, 2016 7:32 AM
SIGNYM
I believe in solving problems, not sharing them.
Quote:Internet addiction (IA) has emerged as a universal issue, but its international estimates vary vastly. This multinational meta-analysis fills this gap by providing estimates of its global prevalence. Two hypotheses were formulated to explain the cross-national variations. The accessibility hypothesis predicts that IA prevalence is positively related to Internet penetration rate and GDP per capita, whereas the quality of (real) life hypothesis predicts that IA prevalence is inversely related to a global national index of life satisfaction and specific national indices of environmental quality. Multiple search strategies were used in an attempt to retrieve all empirical reports from 1996 to 2012 that adopted the Young Diagnostic Questionnaire or Internet Addiction Test for assessing generalized IA. The data set comprised 164 prevalence figures derived from 80 reports, including 89,281 participants from 31 nations across seven world regions. A random effects meta-analysis showed a global prevalence estimate of 6.0% [95% CI 5.1–6.9], with moderate heterogeneity (I2=44%, p<0.0001). The highest prevalence was in the Middle East with 10.9% [95% CI 5.4–16.3], and the lowest was in Northern and Western Europe with 2.6% [95% CI 1.0–4.1]. Moreover, IA prevalence was higher for nations with greater traffic time consumption, pollution, and dissatisfaction with life in general. The prevalence rate of IA varies across world regions. IA prevalence is inversely associated with the quality of life, as reflected by both subjective (life satisfaction) and objective (quality of environmental conditions) indicators.
Tuesday, August 9, 2016 1:28 PM
Saturday, September 24, 2016 2:37 PM
Monday, March 27, 2017 11:17 AM
Monday, March 27, 2017 12:09 PM
Tuesday, March 28, 2017 1:08 AM
Tuesday, March 28, 2017 9:45 PM
Tuesday, March 28, 2017 10:57 PM
Quote:Originally posted by Oonjerah: To Blame the Game
Tuesday, March 28, 2017 11:16 PM
Quote:Originally posted by Oonjerah: It's called Escapism. We had it back in the 1940's when I was a kid: comic books, pulp fiction, the occassional movie, & one's own fantasyland. Puzzle books are great. Television became common place in the 50's. I guess writing fiction or building models can be considered escapism, eventho one has something to show for it. Now we have computer games. Grreate for escapism, but they didn't invent it. To Blame the Game totally avoids the root cause: the need to run away.
Wednesday, March 29, 2017 12:27 AM
Wednesday, March 29, 2017 12:48 AM
Quote:Originally posted by SIGNYM: Hey OONJ, thanks for your insight. It set me along a certain path, and I wonder what you think of it. Escapism has always been part of our evolutionary makeup. You have to escape the predator, and when life becomes just too hard in one area, you move to another. We have been "escaping" pain and trouble all of our evolutionary history ... escaping work through exploiting the energy of animals, escaping famine and uncertainty through religion and the storage of food, escaping boredom though storytelling, escaping frustration/ disorder through social memes, escaping pain with opium etc. When archaeologists and forensic anthropologists study human and pre-human remains, they see evidence of near-continuous toil and trouble. Kennewick man, we are told, grimaced so persistently with pain that it remodeled his facial bones. I think our modern problem is twofold 1) Our technology has advanced to the point where we can escape from life altogether .... even minor inconveniences and trivial discomforts. 2) Our society tells us that personal happiness is the ONLY life-goal and if we're unhappy it must be our fault. Our society tells us we SHOULD run away from anything frightening or uncomfortable!
Wednesday, March 29, 2017 1:08 AM
Quote:Originally posted by Oonjerah: I do not associate beating toddlers to death with computer gaming. I believe it has more to do with: These folks enjoy their anger! They've given themselves permission to take it out on others. If they do finally get into Therapy, if it's good therapy that could work when applied to their own-inner lives, they will quit! They will not look in the mirror and say, "I am the problem. I'm what needs to change." Rigid Angry Ego is the Killer.
Wednesday, March 29, 2017 1:40 AM
6STRINGJOKER
Wednesday, March 29, 2017 7:33 AM
Quote:Hey OONJ, thanks for your insight. It set me along a certain path, and I wonder what you think of it. Escapism has always been part of our evolutionary makeup. You have to escape the predator, and when life becomes just too hard in one area, you move to another. We have been "escaping" pain and trouble all of our evolutionary history ... escaping work through exploiting the energy of animals, escaping famine and uncertainty through religion and the storage of food, escaping boredom though storytelling, escaping frustration/ disorder through social memes, escaping pain with opium etc. When archaeologists and forensic anthropologists study human and pre-human remains, they see evidence of near-continuous toil and trouble. Kennewick man, we are told, grimaced so persistently with pain that it remodeled his facial bones. I think our modern problem is twofold 1) Our technology has advanced to the point where we can escape from life altogether .... even minor inconveniences and trivial discomforts. 2) Our society tells us that personal happiness is the ONLY life-goal and if we're unhappy it must be our fault. Our society tells us we SHOULD run away from anything frightening or uncomfortable! - SIGNY Signy, I'm so olde, I missed that whole trend. I'm from the Old School Self-help. Read a few excellent self-help books; go to therapy. Learn to meditate. Look in the mirror. "OK, Self. I'm going to re-Parent Me with honesty, wisdom & nurturing." As for "anything frightening or uncomfortable!" couldn't we just clean up our personal space? = OONJ
Quote:AND YET, GAMERS ADDICTS ARE KILLING TODDLERS.... which means there is a direct link. They are so hyper-focused that a child interrupts them with a need and the reaction is rage. The game itself inflates the behaviors, and it doesn't matter that that isn't the intent, it is what happens.- WISH
Wednesday, March 29, 2017 12:49 PM
Wednesday, March 29, 2017 11:32 PM
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