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Politics : Sharks in the Septic Tank -- Ignore unavailable to you. Want to Upgrade?


To: TimF who wrote (20945)8/8/2001 1:02:30 PM
From: TimF  Respond to of 82486
 
Another quote from the article -

"But what about the boys who played Doom and then killed
their classmates at Columbine High School? What about
the Mortal Kombat player who shot his classmates in
Kentucky? The makers of those games were blamed for
the tragedies and sued by the parents of victims. But while
this was happening, the news media all but ignored a
larger trend that has been evident since those two
graphically violent games were introduced -- Mortal
Kombat in September 1993, Doom four months later. Up
until that point, the national rate of youth violence, as
measured by arrests of juveniles for homicide, had been
rising for nearly a decade. Then the trend promptly
reversed.

''Just as violent video games were pouring into American
homes on the crest of the personal computer wave,
juvenile violence began to plummet,'' said Lawrence
Sherman, a criminologist at the University of
Pennsylvania. ''Juvenile murder charges dropped by about
two-thirds from 1993 to the end of the decade and show
no signs of going back up. The rate of violence in schools
hasn't increased, either -- it just gets more media
coverage. If video games are so deadly, why has their
widespread use been followed by reductions in murder?''

In an adult's ideal playground, there would be no violent
fantasies, no aggression, no hierarchies or cliques, no
sexual segregation. By playing with girls, boys would pick
up some of their verbal gifts and emotional savvy. Girls
would pick up boys' techniques for competing and
working in large groups. But in a real playground, most
boys and girls don't do that. On my last afternoon in
Chicago, I accompanied Angel to a playground near his
home, and it was no different from the scene described by
social scientists decades ago. The boys were running
around in a large group playing dodge ball (still legal in
this park); the girls were standing around or using the
swings, chatting with one or two friends.

Both sexes were still ignoring grown-ups' advice to play
together, and maybe they knew best. Certainly they had
been right about computers. Grown-ups' angst over the
digital gender gap looks quaintly irrelevant now that
teenage girls are addicted to instant messaging and the
majority of Internet users in the States are female. Girls
had no trouble adapting to computers once the machines
did something that interested them. While academics
plotted to get boys and girls playing together on
computers, the kids seemed to recognize all along that it
was a lame idea. "



To: TimF who wrote (20945)8/8/2001 1:17:36 PM
From: Lane3  Respond to of 82486
 
It calls the "coolest" or most popular kids "alpha-pups" and talks about how a company is trying to find them and get them to promote games.

I had heard the term "alpha-pups" quite a while ago. I haven't read the article yet, but I know that that technique is common to marketing and change management. I used to use it all the time as a manager when I wanted to make a cultural change--get the leaders on the staff on board and then watch it spread. It's hard, though, to see merchandisers being so cynical about selling product to kids.

Karen