This blog is looking for wisdom, to have and to share. It is also looking for other rare character traits like good humor, courage, and honor. It is not an easy road, because all of us fall short. But God is love, forgiveness and grace. Those who believe in Him and repent of their sins have the promise of His Holy Spirit to guide us and show us the Way.
Friday, August 28, 2020
"This isn't a video game!"
Wednesday, July 27, 2016
He can see it coming


David Ramsey writes at Oxford American about The Perfect Man. Well, at least he is the perfect Pac-Man player, and perhaps the world's greatest video game player.
h/t American Digest
Tuesday, May 12, 2015
Boys in 2015
In the UK today, a young person is more likely to have a television in their bedroom than a father in their house by the end of their childhood. And even if fathers are around, their sons don’t engage with them much: boys spend 44 hours in front of a TV, smartphone or computer screen for every half hour in conversation with their fathers.Read more here.
Why does any of this really matter, I ask the American psychologist Philip Zimbardo, who cites these figures in his new book Man (Dis)connected: How Technology Has Sabotaged What It Means To Be Male. Why do boys need fathers?
Zimbardo, professor emeritus at Stanford University, replies that everybody needs a mother and father because they give different kinds of love. “Mothers give love unconditionally – because you came out of her body, a mother loves you. You bring home your report card and it’s all Cs? Mom will say, ‘It’s OK. Momma loves you anyway. Try harder.’
“Fathers give love provisionally. If you want your allowance, if you don’t want me to turn off your computer, then you’ve got to perform. That’s always been the deal with fathers and sons – you don’t get a pass just because you exist, just because you got my name on your birth certificate. You’re going to do it because you want your father to love you and admire you. That central source of extrinsic motivation is gone now for almost one out of every two kids.”
...Why are boys more likely to retreat into cyberspace than girls? “Boys have never been self-reflective. Boys are focused on doing and acting, girls are more focused on being and feeling. The new video-game world encourages doing and acting and not really thinking. Video games are not so attractive to girls.”
...Zimbardo reckons that online pornography is much more appealing to boys than girls, in part because it eliminates narratives. “With the old pornography there were typically stories. There was a movie, like Deep Throat, and in the course of some interesting theme people were having sex. Now it’s only about physical sexual contact.”
“It’s always been difficult for boys to talk to girls because you are never sure what they want or what their agenda is. And now without trying or practice it becomes more and more difficult. So it’s a reason to retreat into this virtual world.”
...“The one thing every boy or man fears from girls is being rejected. I don’t want you to kiss me, I don’t want sex, I don’t want you, I don’t want to date. That fear of rejection by women is eliminated in this virtual pornography world.”
“Pornography is being moved to the next level. You’ll put on 3D glasses and the woman or man will proposition you. And in some cases it’ll be interactive – you could say ‘Take off your clothes’. The idea of the film-maker of 3D virtual sex is to make it seem ever more real, just as video games are. Soon they’ll be able to put the face of the viewer on to the leading character. So you’ll be the man the woman wants to have sex with.”
...But there is a grisly paradox, Zimbardo argues. Boys’ retreat into a putatively safe virtual world involves, in fact, a new kind of rejection. “In online porn, the men are incredibly well-endowed – they are paid precisely because they have those attributes. In addition, some of the men take penile injections so they can perform for half an hour non-stop. When you’re a 10 or 15-year-old kid, you say to yourself, ‘I will never, ever look like that or perform like that’.”
As if to clinch the point, Zimbardo tells me about how he recently took part in a documentary about boys called The Mask You Live In. Directed by Jennifer Siebel Newsom, it’s a sequel to her film Miss Representation, about the false depictions of women in the media. In one scene, a US school teacher gives a group of boys each a circular piece of paper. On one side they write what their image is, and on the other what they are feeling. Then they scrunch up the paper and throw it to another kid. “What they said was all the same,” recalls Zimbardo. “On the outside it said: ‘Tough. Fearless. Kick your ass.’ And on the inside: ‘Lonely. Sad. Got no friends.’ Each boy was stunned that the others felt the same way. I think it’s what it’s like for boys now – they’re in a terrible state and I can’t imagine that it’s going to get better any time soon.”
Thursday, May 01, 2014
Legal marijuana use means more marijuana use, and more marijuana use means above all more teen marijuana use.
The 50 states are sometimes called “laboratories of democracy.” Although the expression is intended to highlight in flattering terms how innovative they can be, it also suggests that the states’ political experiments can and do fail. In the event of failure, the hope must be that damage can be stopped at the state line. Today, the experiment of state-by-state marijuana legalization is failing before our eyes—and failing most signally where the experiment has been tried most boldly. The failure is accelerating even as the forces pushing legalization are on what appears to be an inexorable march.
But, what about the kids?
persistent and heavy marijuana use among adolescents has been shown to reduce their IQ as adults by 6 to 8 points. An Australian study of identical twins found that a twin who started using cannabis before age 17 was 3 times more likely to attempt suicide than the twin who did not.People in Colorado had good reason to worry about teen drug use. Colorado voters had approved a limited experiment with medical marijuana in 2000. A complex series of judicial and administrative decisions in the mid-2000s overthrew most restrictions on the dispensing of marijuana. Between 2009 and 2012, the number of dispensaries jumped past 500, and the number of medical cardholders multiplied from roughly 1,000 to more than 108,000.Read more here.
With so many medical-marijuana card-holders walking about, it was simply inevitable that some would re-sell their marijuana to underage users. A 2013 study of Colorado teens in drug treatment found that 74 percent had shared somebody else’s medical marijuana. The number of occasions on which they had shared averaged over 50 times. According to a report by the Rocky Mountain High-Intensy Drug Trafficking Area, Colorado teens, by 2012, were 50 percent more likely to use marijuana than their peers in the rest of the country.
Debates about marijuana tend to travel pretty fast into the domain of libertarian ideology: I’m a consenting adult, why can’t I do what I want? Yet the best customers for the marijuana industry are not adults at all. The majority of people who try marijuana quit by age 30. Adults in their twenties are significantly less likely than high school students to smoke; 14 percent of twentysomethings say they smoke marijuana, while 22.7 percent of 12th-graders smoke at least once a month, and 6.5 percent say they smoke every day.
Why do people quit using marijuana as they mature? Your guess is as good as anybody else’s, but whatever the reason, the trend presents marijuana sellers with a marketing problem. Yet there is promising news from the emerging marijuana industry’s point of view: People who start smoking in their teens are significantly more likely to become dependent than people who start smoking later: about 1 in 6, as opposed to 1 in 10. Start them young; keep them longer. Very rationally, then, the marijuana industry is rolling out products designed to appeal to the youngest consumers: cannabis-infused soda, cannabis-infused chocolate taffy, cannabis-infused jujubes.
The promise that legalization will actually protect teenagers from marijuana is false. So, too, are the other promises of the legalizers. It is false to claim that marijuana legalization will break drug cartels. Those cartels will continue to traffic in harder and more lucrative drugs, such as heroin, cocaine, and methamphetamine. Criminal cartels may well stay in the marijuana business, too, marketing directly to underage users. Public policy is about trade-offs, and marijuana users need to face up to the trade-off they are urging on American society. Legal marijuana use means more marijuana use, and more marijuana use means above all more teen marijuana use.
Since 1996, 20 states and the District of Columbia have approved “medical marijuana” laws, whereby people who obtain a prescription from a doctor can legally use or purchase marijuana. As in Colorado, many of these supposed medical regimes are degenerating into legalization by another name. Oregon, for example: At the end of 2012, it was home to 56,531 medical-marijuana patients. The majority of these 56,000-plus permissions were approved by only nine doctors. One doctor—an 80-year-old retired heart surgeon in Yakima—approved 4,180 medical-marijuana applications in a span of 12 months. Only 4 percent of Oregon’s medical-marijuana patients, as of the end of 2012, suffered from cancer. Only 1 percent were diagnosed with HIV/AIDS. The large majority, 57 percent, cited unspecified “pain” as the ailment for which treatment was sought. Yet none of the nine doctors who wrote the majority of the marijuana prescriptions was a pain specialist.
Marijuana does possess certain medicinal properties. So does opium. But we don’t allow unscrupulous quacks to write raw opium prescriptions for anyone willing to pay $65. And if we did, would anybody be surprised that the vast majority of opium buyers were not recovering from surgery—and that many of them shared or resold some of their opium to underage users?
Some older adults have a hard time crediting the dangers of marijuana use because they imagine the marijuana on sale today is the same low-grade stuff they smoked in college. The marijuana sold in the 1980s averaged between 3 and 4 percent THC, the psychoactive ingredient. Today’s selectively bred marijuana averages over 12 percent THC, with some strains reaching 30 percent. Hundreds of YouTube videos will show you how to combust a marijuana wax with butane, to boost the THC content to 90 percent. As marijuana consumers shift from smoking to ingesting marijuana, they can ingest larger and larger doses of THC at a time. Since 2006, Colorado emergency rooms have seen a steep rise in the number of patients arriving panicked and disoriented from excess THC, including a near doubling of patients ages 13 and 14.
What exactly defines marijuana impairment remains fiercely contested by an increasingly assertive marijuana industry. It took Colorado four tries to enact a legal definition of marijuana impairment: five nanograms of THC per milliliter of blood. Yet even once enacted, the standard remains very difficult to enforce. Alcohol impairment can be detected with a Breathalyzer. Marijuana impairment is revealed only by a blood test, and long-established law requires police to obtain a search warrant before a blood test is administered.
More important than catching impaired drivers after the fact is deterring them before they get behind the wheel. In the absence of a blood-testing kit, marijuana users themselves will find it difficult to know how much is too much. Time recently quoted a spokesperson for the Colorado Department of Transportation: “It’s not like alcohol. People metabolize it differently. There are different potencies,” the official said. “So there’s really no solution in terms of saying ‘you’re now at the limit.’ I just don’t think there’s enough research that we can say, ‘Wait x amount of hours before getting on the road.’ I don’t know whether it’s five hours or 10 hours or the next day. We just don’t know.”
The United States is currently recovering feebly from the gravest economic crisis since the Great Depression. Prospects for young people especially have narrowed. Are we really going to say to them: “Look, we haven’t got jobs for you, your chances at marriage are dwindling, you may be 30 before you can move out of your parents’ place into a home of your own, but we’ll make it up to you with pot, video games, and online porn”? They want to start life, but they are being offered instead only narcotic dreams.
As human beings, our judgment is not only imperfect, but is prone to fail in highly predictable ways. Insert a recurring charge onto our phone bill, and we will soon cease to notice it. We evolved under conditions where sugars and salt were scarce, and so we will eat far more than we need if given the chance. We overestimate our luck and will gamble our money in ways that make no mathematical sense. Our brains are wired for addictions. If a substance can trigger that addiction, it can overthrow all the reasoning and moral faculties of the mind.
Lucrative industries have arisen to exploit these weaknesses in ways highly harmful to their customers. And the bold irony is that when their practices are challenged, they’ll invoke the very principles of individual choice and self-mastery that their industry is based on negating and defeating. So it was with tobacco. So it is with casino gambling. So it will be with marijuana.
The resistance will be all the weaker since the costs of marijuana legalization will be borne by people to whom American legislatures pay scant attention anyway. Marijuana retailers will be located most densely in America’s poorest neighborhoods, just as liquor and cigarette retailing is now. Out of whose pockets will the marijuana taxes of the future be paid? Whose addiction and recovery services will be least well funded? In a society in which it is already sufficiently difficult for people to rise from the bottom, who’ll find that their rise has become harder still?
Saturday, February 15, 2014
Benefits of video games
Saturday, December 28, 2013
Might video games actually be good for us?
Jane McGonigal summarizes some research here about video gaming. She links to the research on each of the points below.
Gamers of all ages perform better than non-gamers on tests of attention, speed, accuracy, and multi-tasking.Children who spend more time playing videogames score higher on tests of creativity.
Massively-multiplayer online role-playing games improve cognitive function among elderly players, and can help stave off age-related dementia.
Scary or violent videogames improve children’s ability to manage difficult emotions, such as fear and anger.
Parents who spend more time playing games with their kids have better relationships with them – and the kids have better moods, higher grades and less behavior problems.
First-person shooter games improve our vision – so much so, that they can effectively treat cataracts.
Playing videogames gives us the ability to control our dreams and stop our own nightmares – and therefore are being used to treat post-traumatic stress.
Videogame technology can increase physical activity in children by 60% and decrease physiological risk factors for heart disease and diabetes.
Jane also points to research that shows prominent emotions gamers experience. They range
from bliss, to relief, to personal pride, to feeling emotionally close to another player, to surprise, to curiosity, to excitement, to awe and wonder.What’s extraordinary about these ten positive emotions is that gamers have figured out how to spark and feel them whenever they want, no matter where they are, or what kind of day they’re having. It doesn’t matter if they’re bored or stressed or lonely or frustrated or anxious – gamers can change how they feel, just by starting to play. We know that this is true even for gamers in incredibly difficult conditions. For example, children in hospitals prior to surgery are able to control their anxiety by playing a handheld videogame (see the research), while soldiers in Afghanistan are able to reduce psychological stress by nearly 75% by playing videogames for three to four hours a day (see the research, specifically pages 33-34). In fact, recent clinical trials have demonstrated that online games can outperform pharmaceuticals for treating mild to moderate depression and anxiety.
The last point she makes in her article is that
There is something transcendent about playing games that lifts us up and out of the tedium and pain of everyday life.