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Politics : Formerly About Advanced Micro Devices -- Ignore unavailable to you. Want to Upgrade?


To: Tenchusatsu who wrote (485792)6/4/2009 5:19:02 PM
From: Steve Dietrich2 Recommendations  Respond to of 1573988
 
A world where Satan is real and evolution is not, is alien to me...

SD



To: Tenchusatsu who wrote (485792)6/5/2009 2:08:50 AM
From: bentway  Respond to of 1573988
 
9 Video Games That Went Too Far

Games About Religion, Sex and Violence Cross the Line

By KI MAE HEUSSNER
abcnews.go.com
June 4, 2009—

In the realm of entertainment media, video games are known for pushing the envelope.

But some  usually those wrapped in sex, violence and religion  court more controversy than others.

"Rendition: Guantanamo" is the latest game to find itself the center of attention the game's makers would rather do without.

Launched by the Glasgow, Scotland-based T-Enterprise, the game was supposed to let players assume the role of a falsely-accused Guantanamo detainee trying to escape from the camp.

But after a storm of media coverage linking the company's name to Al Qaeda, the company announced Tuesday that it would no longer pursue the game.

In a statement on its Web site, T-Enterprise said, "Unfortunately, much of the speculation regarding the game itself made by various publications and websites has been inaccurate and ill informed. .. It was never designed to be 'propaganda' or 'a recruiting tool for terrorism.' Neither was it designed to glamorize terrorism as has been reported."

After reports started to fly that an ex-Guantanamo detainee, Moazzam Begg, had been a consultant on the project, earlier this week, conservative pundits like the Weekly Standard's Tom Joscelyn and radio host Rush Limbaugh attacked the game and the company.

Zarrar Chishti, a spokesman for the company, told ABCNews.com that they worked with Begg to mirror "the look and feel of the place" but that he had no connection to Al Qaeda and was not profiting from the project.

Still, after a slew of e-mail messages from Americans expressing disappointment and outrage at the game, the company decided to stop development.

"Ultimately, the mere fact that our company name was in the same sentence as the name Al Qaeda  that was unacceptable," Chishti said. The game would have been the company's first venture from Web games to mainstream games, he said.

But T-Enterprise is not the only video game maker to come under attack by the press and general public. Here are eight other games that have been embroiled in controversy.

'Six Days in Fallujah' Dropped by Game Publisher

In April, the company behind "Six Days in Fallujah" was criticized for developing a game that lets players virtually experience a 2004 Iraq battle.

Developed by the Raleigh, N.C.-based Atomic Games, the game was supposed to go on sale in early 2010. But this spring, the Japanese publisher, Konami Corp., announced it had dropped the game amid protests from war veterans, victims' families and others.

"The game's premise is a historically accurate re-creation of the battle to re-take Fallujah in the current Iraq war," said Jeremy Zoss, communications manager for Destineer, Atomic's sister company.

Zoss said the company worked with marines who had been stationed in Iraq and thought it was an important story to be told.

"There are few other mediums than video games that you could get the kind of experience that you could get in this game," he added.

But John Davison, co-founder of What They Like, an online resource that gives parents insight into the video games their kids want to play, said there was a bit of a "too soon" vibe to the game.

"Games can do things that movies can't. They can put you there as part of it," he said. "There are many ways to put you in the role of the soldier. ... You do it the wrong way and it can give the wrong message."

He said a game that was more tactical -- about the "decisions being made more than the triggers being pulled" -- might have met a different reaction.

Although Konami is no longer pursuing the game, Zoss said other publishers have expressed interest in the project.

'Faith Fighter' Gets Pulled

The satirical religious game "Faith Fighter" was reportedly played millions of times by players around the world before it was removed from the Internet.

In April, after the game had been online for about a year, the Saudi-based Organization of the Islamic Conference, which represents most Muslim nations, said the game had no place online.

"The computer game was incendiary in its content and offensive to Muslims and Christians. ... The game would serve no other purpose than to incite intolerance," the OIC said, according to The Associated Press.

In the online game, cartoon representations of Jesus, the Prophet Muhammad, Buddha, God and the Hindu God Ganesh engage in combat as buildings burn behind them.

In response to the rebuke, Molleindustria issued a statement of its own: "Faith Fighter was meant to be a game against intolerance that used over the top irony and a cartoonish style to express the instrumental use of religions. & If a [sic] established organization didn't understand the irony and the message of the game and is claiming it is inciting intolerance, we simply failed."

The company went back to the drawing board and recently launched an updated version that it says is "a positive, nonviolent education game that teaches the universal values of tolerance and respect."

Still, What They Like's Davison emphasizes that flash or Web-based games like "Faith Fighter" and others "don't represent the whole body of games that are out there."

These games that are not available on PCs or game consoles like PlayStation and Xbox are considered by the industry to be on the "fringe" and are not subject to ratings from the Entertainment Software Ratings Board (ESRB),

Anti-Violence Activists Rebuke 'RapeLay'

In February, anti-violence advocates condemned a video game in which players direct a character to stalk and rape a mother and her daughters. Developed by the Japanese company Illusion, Rapelay was banned by Amazon and eBay, according to The Associated Press.

The company's Web site said the game is not available to those outside Japan but it had been available to international players through third-party sites. New York City Council Speaker Christine Quinn and the New York City Alliance Against Sexual Assault called on all video game distributors in the U.S. to refrain from selling RapeLay.

Later this Spring, the New York-based anti-violence group Equality Now launched a campaign against the game, saying "Computer games such as RapeLay condone gender-based discriminatory attitudes and stereotypes, which perpetuate violence against women. Rather than allowing them to flourish, the Japanese government should be taking effective measures to overcome these attitudes and practices, which hinder women's equality."

According to Equality Now, players of the graphic game manipulate onscreen hands and penises that sexually assault women. The company did not immediately respond to an e-mail request from ABCNews.com for comment.

'Miss Bimbo' Criticized by Body Image Experts

Inviting users to join a "virtual fashion game," the creators of "Miss Bimbo" thought they had a hit. But soon after launching the online game in early 2008, the creators were blitzed with criticism from body image experts who said it sends a bad message to young girls about what it means to be attractive and sexy.

Developed by business partners Chris Evans and French entrepreneur Nicholas Jacquart, the game let players create virtual characters known as bimbos, dress them, groom them and even surgically enhance them.

Described by Evans as a cross between "Barbie" and "Tamagotchi," the virtual pet game created in Japan, "Miss Bimbo" hinges on users creating bimbos and then making sure they're taken care of.

"[Users] create a bimbo, buy her clothes, send her to university and love her and nurture her," Evans told ABCNews.com after the site's 2008 launch.

But critic Leslie Goldman, American author of "Locker Room Diaries: The Naked Truth About Women, Body Image," said, "The fact that the game is encouraging girls to get boob jobs or go to the tanning salon or nab a rich boyfriend to make them more attractive or happier is just a sad awful message. It's a horrible example to set for girls in terms of what is fun and cool and what it means to be a woman."

Still, despite the initial storm of controversy, the site is still running with the following response to critics: "We feel the press criticism was unjustified and poorly researched. We know that the site is a positive fun safe place for players to be. People can have fun and learn a lot on our site and we are very proud of our community."

'Grand Theft Auto IV' Ads Pulled From Buses

If you know nothing else about video games, you know that the Grand Theft Auto franchise practically synonymous with controversy.

But Grand Theft Auto IV, released by Take-Two Interactive and Rockstar Games, for the Playstation 3 and Xbox 360 last April, raised even more eyebrows than its predecessors.

In advance of the game's release, Mothers Against Drunk Driving (MADD), criticizing a sequence in the game that allows players to drive drunk, asked the Entertainment Software Ratings Board (ESRB), which sets the ratings for video games, to change the rating from M for "Mature" to AO for "Adults Only."

(An AO rating is generally considered a kiss of death for games, as major electronics retailers refuse to carry AO-rated games.)

The Chicago Transit Authority removed "GTA IV" ads from its buses. And several politicians, including New York Mayor Michael Bloomberg, and parent groups that haven't even played the game voiced concern.

Despite the firestorm, the game went on to record-breaking sales. Guinness World Records announced in May 2008 that the game's launch was the entertainment industry's best-ever for one day ($310 million in sales) and one week ($500 million).

Given such success, some experts think the company doesn't mind the negative attention.

"Any of the major Grand Theft Auto [games] are always controversial," said Dennis McCauley, editor of the gaming blog GamePolitics.com. "I think the company enjoys that because it helps their sales."

Mental Health, Childrens' Advocates Take Aim at 'Manhunt 2'

Rockstar Games and Take-Two Interactive also found themselves ducking attacks when they launched Manhunt 2 in 2007. The action-adventure sequel to 2003's Manhunt was released in North America in October 2007 for the PlayStation 2, PlayStation Portable and Nintendo Wii.

The game was originally given an Adult-Only rating by the ESRB for the level of violence. But since retailers won't sell games with that rating, the game makers modified the game to get a more palatable "Mature" rating.

In the game, players assume to role of a psychiatric patient who will stop at nothing to escape the ward, drawing criticism from mental health and children's advocacy groups.

'Super Columbine Massacre RPG' Attempts to Explore Tragedy

To the independent filmmaker and developer behind it, "Super Columbine Massacre RPG" was a way to explore tragedy and cultural issues through gaming. But many others didn't see it that way.

Launched in 2005, on the sixth anniversary of the shootings at Colorado's Columbine High School, the video game lets players assume the role of the two teens responsible for the tragedy.

With semiautomatic weapons in their hand, the players walk the school hallways deciding whom to kill. News footage and photos of Eric Harris and Dylan Klebold, the teens behind the attack, are interspersed throughout the game.

Danny Ledonne, the game's developer, grew up near Littleton, Colo., and in an "artist's statement" on the game's Web site, says he created the game to spark discussion not perpetuate violence.

Ledonne did not immediately respond to e-mail messages from ABCNews.com requesting comment but on the game's Web site writes, "Games that genuinely challenge social taboos or confront real cultural issues are nearly non-existent. I wanted to make something that mattered. This game asks more of its audience than rudimentary button-pushing and map navigation; it implores introspection.

"At the end of the day, the understanding of the Columbine school shooting is deepened and redefined. That is the real object of the game," Ledonne continues.

In 2008, Ledonne release a film, "Playing Columbine," about the game and its aftermath. It was also met with controversy but has been screened at film festivals across the country.

JFK Reloaded Draws Ire From Politicians

Movies and television shows about the 1963 assassination of President John F. Kennedy are accustomed to drawing fire from all sides.

But in 2004, it was a video game that was the center of controversy.

Developed by the Scottish game company Traffic Management Limited, "JFK Reloaded" asked players to re-create the tragic moment when the President was shot in Dallas, Texas.

The game let players take the role of assassin Lee Harvey Oswald and attempt to fire bullets at the presidential limo. According to PC World magazine, Senator Edward Kennedy, D-Mass., brother of the late president, condemned the game at the time, calling it "despicable" through a spokesperson.

In a press release distributed in 2004, the company said the "docu-game" was intended to disprove conspiracy theories surrounding the event.

"This new form of interactive entertainment brings history to life and will stimulate a younger generation of players to take an interest in this fascinating episode of American history. We've created the game in the belief that Oswald was the only person that fired the shots on that day, although this recreation proves how immensely difficult his task was," said Kirk Ewing, managing director of Traffic, in a press release.

Copyright © 2009 ABC News Internet Ventures



To: Tenchusatsu who wrote (485792)6/5/2009 11:38:17 AM
From: tejek  Respond to of 1573988
 
Analysis

California is its own worst enemy

The Golden State's dysfunctional fiscal policies and past economic neglect are hobbling efforts to solve its recent budget problems.

By Evan Halper
Los Angeles Times

SACRAMENTO, Calif. — In this economy, every state is hurting. Unemployment is in double digits, tax receipts are diving and deficits are piling up. But California seems to be in a class of its own when it comes to financial dysfunction. Its problems eclipse those of other states.

California has the distinction of being the only state constantly running out of cash. It is the only one pleading with the federal government to backstop an emergency-borrowing plan. It is the only state that never closed its deficit from the last economic downturn — the one that began in the beginning of the decade — with the hangover from that neglect hobbling efforts to solve the most recent crisis.

The state has become a laboratory for what not to do when it comes to managing finances. The online news journal Stateline.org, which state government wonks look to for news on the latest policy trends, recently published a guide for bureaucrats and analysts who want to keep their state from becoming another California. Rest assured, the piece advised, most states are not likely to find themselves as troubled as the Golden State any time soon.

Size is a factor. "You are talking about the eighth-largest economy in the world, so the numbers involved are just so monumental," said Sujit CanagaRetna, a senior fiscal analyst with the Council of State Governments in Atlanta. "The largeness of the problem makes it more intense."

But there is much more.

The oft-cited waste and abuse are problems, but the deficit is bigger than the state bureaucracy. California could fire every state employee — including those well-paid prison guards and university professors — close every government office, stop all travel and cease the purchase of paper clips without closing the $24 billion budget gap. The government would be gone, but the deficit wouldn't.


"When you have a budget gap of $20 billion plus, cleaning up waste and abuse just isn't going to fix it," said Susan Urahn, managing director of the nonprofit Pew Center on the States.

The runaway spending is caused largely by a growing group of Californians making use of basic state services as the cost of those services escalates.

Since Gov. Arnold Schwarzenegger took office, for example, the amount the state spends on Medi-Cal health insurance for the poor has grown more than 40 percent, from less than $10 billion annually to more than $14.4 billion. Spending on community mental-health services has nearly tripled, and the state's program that provides services for the disabled grew from a $1.6 billion annual expense to nearly $2.4 billion.

This has happened despite efforts by the state to contain costs. Primary-care doctors, for example, are paid $26 for an office visit with a Medi-Cal patient. There is no simple way to seriously limit these health-care costs short of eliminating the benefits for hundreds of thousands of Californians.

Prison scenario

The same scenario holds true for prisons, where state spending jumped from $6.5 billion to nearly $10.5 billion under Schwarzenegger. The federal courts mandated much of that spending after ruling that the state's prisoners had been widely mistreated. The alternative to spending the money is releasing tens of thousands of inmates and parolees.

Similar challenges confront other big states. Yet few of them have plunged into the same financial despair. They move quicker to identify and confront financial problems as they arise. In California, problems mount fast and are left to fester as political leaders bicker.

The backbone of this inertia is a patchwork of state policies that works against good fiscal management. That these underlying mechanical issues with state government are fueling the problem is no secret. Legions of blue-ribbon commissions, nonpartisan think tanks and elder statesmen and stateswomen have provided blueprints for fixing them.

Among the likely recommendations are the following:

Update the tax structure

California is extremely reliant on personal income taxes to pay for government. It is a source of cash that is unpredictable and subject to huge swings. When the stock market is soaring, it is great for the state. California's millionaires and billionaires contribute wads of capital-gains taxes in those good years, and the state has consistently used that money to expand programs.

The richest 1 percent of residents contribute half of all the personal income tax the state collects. As soon as the economy takes a dip and the stock market stalls, the money stops flowing and the state plunges into a crisis.

End the two-thirds rule

Only two other states require two-thirds of the Legislature to approve a state budget. The rule was enacted as part of Proposition 13 during the tax revolt of 1978.

The idea was to make it exceedingly difficult for the Legislature to raise taxes. And it is. But it also has become exceedingly difficult for lawmakers to merely do their job and get any spending plan in place, with or without new taxes.


GOP lawmakers, a minority in the Legislature, tend to use the influence they have over the budget to renew policy demands that had been neglected for much of the year.

Democrats charge that they are being extorted for budget votes.

Gridlock follows. Nothing happens until the state stops paying its bills or comes close to it.

Lawmakers rush a budget onto the governor's desk that uses borrowing and other gimmicks to paper over much of the problem.

The cycle repeats itself.

Rein in initiatives

Voters have created a complicated and conflicting web of spending requirements and tax limitations.

They have told the state to borrow billions for new programs without any plan for repaying the loans.

Last week's special election embodied the problem.


Voters refused to reallocate money they previously had ordered spent on mental-health and children's programs, but they also refused to raise revenues with tax increases and a plan to borrow against the lottery.

Build rainy-day fund

The rainy-day fund California has is full of escape hatches.

It is regularly raided, leaving nothing to tap when the state finds itself in a jam.

seattletimes.nwsource.com