Wednesday, June 3. 2009Video Recorders Use and Abuse
A newcomer to the world of TV is the videotape recorder. The electronics industry is moving into high gear to produce millions of such recorder units. Rival firms with differing recording systems are engaged in a fierce marketing battle in order to cash in on this new bonanza. What effect will this new gadget have on the good and bad aspects of television?
On the good side, a videotape recorder enables people to record a TV program (with the use of a timer) even when they are otherwise occupied, and thus they can see what they want when they want. They can also buy tape recordings of favorite movies and look at them over and over again, as many times as they wish. Or they can borrow films from videotape libraries. On the negative side, if allowed to get out of hand, such recorders can bring out the worst in people, allowing them to see and resee films that would be better left unseen. A recent headline in the French daily Le Figaro stated: “U.S.A.: TV AND PORNOVISION.” The article showed that the most sought-after videotapes in the United States are sex films. In France seven out of ten VCD/DVD sold in supermarkets are of pornographic films. Of course, such recorders can be used in a wholesome way. But they obviously compound what TV can do FOR you and TO you. Wednesday, June 3. 2009TV Family Life and Education
AMONG the nicknames given to the television set is “the childminder.” Apparently, many parents have found that the easiest and cheapest way to keep the children quiet is to set them down in front of what has also been called “the one-eyed hypnotist.”
A report published in the Australia Sun stated: “A major survey in Britain has just revealed that most parents find it [TV] indispensable as a baby-sitter. In fact, a staggering seven out of every 10 parents use television to get the children off their hands, despite the fact that they are vaguely concerned about the ‘bad language and violence’ on the box. What’s more, nine out of 10 parents allow their children to view indiscriminately.” A Very Demanding Member of the Family Yes, TV has gate-crashed into millions of homes throughout the world and has become a very obtrusive member of the family, often monopolizing the conversation. In many families it commands more respect than husband or wife, father or mother. A husband who does not hesitate to bury his head in a newspaper or magazine while his wife is speaking to him is all eyes and ears when the “childminder” talks. Children who talk back to their parents sit in silence, goggle-eyed, when Mr. TV talks to them. Timewise, also, TV has become very demanding. Average televiewing time is increasing in most countries. In the United States the use of television rose from five hours and fifty minutes a day in 1969 to seven hours and twenty-five minutes per day in 1980. In Japan the total number of households is lower than the number of TV sets, and, in 1978, these were turned on for over five hours a day, as compared with three hours in Canada and two hours in France. Does TV Make for Family Togetherness? Whether it is for seven hours a day or for two, all this televiewing cannot fail to have a profound effect on the life of the average family. British child psychologist Penelope Leach “reckons that television is one of the biggest threats to family life, a gadget which stops parents and children from communicating. ‘People simply stop talking to each other,’ she says.”—The Sun (Australia), March 18, 1980. True, some people claim that television has drawn families together because the children go out less. But, while watching a TV show in silence, are family members really “together”? Does televiewing promote togetherness, defined as “the spending of much time together, as in social and leisure-time activities . . . esp[ecially] when regarded as resulting in a more unified, stable relationship”? Rather, does not excessive TV viewing prevent proper communication between husband and wife, parents and children, and even between the children themselves? Not only has television greatly limited or even completely replaced family recreation—games, hobbies, hikes, and so forth—but it often prevents children from helping around the home. This is the stuff “togetherness” is made of, and insofar as TV has replaced these things it must share the responsibility for the breakdown of family life. History shows that when the family breaks down, soon society itself and whole governments crumble and disappear. Effect on Children The effect of television on children is incalculable. Most of them take to it like a duck to water. They will watch almost anything. The TV screen seems to hypnotize them. According to one survey, children in the United States spend, on an average, from four to five hours a day looking at TV. The average is lower in other countries, but two hours a day seems to be the minimum in most developed countries. While doing research on child development at the University of Michigan, Professor John Murray stated: “When children spend up to five or six hours a day watching television the first thing you wonder is what activities are they missing.” Yes, what are they missing in the way of good reading, school homework being properly done, developing a hobby, healthy exercise, relaxing games and learning to share pleasure and playthings with others? And the question is not only, What are they missing? but, more importantly, What are they learning? It would be unjust to say they learn nothing good. TV can be very educational; it can widen out children’s knowledge of the world around them and arouse their interest in geography, natural science and history. But it would be equally unjust to deny that TV also teaches them violence and gives them a warped view of sex and a twisted standard of conduct. So the question remains: Is TV a bane or a boon? Sunday, February 15. 2009Are Game Players at Risk?
The 12-year-old boy "cornered an unarmed opponent and held the gun to his head at point-blank range. 'You can't get away!' the boy said with a maniacal sneer, taunting the character on the screen. 'You're mine!' The boy pushed the button and shot the character in the face. Blood splattered the lab coat of the character as he whirled and fell. 'You're down!' the boy said, laughing."
THIS example of a certain computer game situation, quoted from the article "Computer Violence: Are Your Kids at Risk?" by Stephen Barr, raises the question in our title. There are over 5,000 different computer and video games on the market. A segment of them are considered to be both educational and harmlessly entertaining. One such game teaches geography; and another, how to fly an airplane. Others train the player in logical thinking and problem solving. There are even games that are intended to have a therapeutic effect on the player. For example, one is designed to help those with a reading disorder. Some games may also help young people to become more computer literate, which is increasingly important in this technology-driven era. Experts Point Out the Dark Side "A segment of games features antisocial themes of violence, sex and crude language," says David Walsh, president of the National Institute on Media and the Family. "Unfortunately, it's a segment that seems particularly popular with kids ages eight to 15." One study in the United States showed that almost 80 percent of the video games young people preferred contained violence. Rick Dyer, president of Virtual Image Productions, says: "These are not just games anymore. These are learning machines. We're teaching kids in the most incredible manner what it's like to pull the trigger. . . . What they're not learning are the real-life consequences." Some say there is a connection between game violence and aggressiveness in the players Public outcry against violent games was made as early as 1976 in response to the arcade game Death Race. The idea of the game was to run over pedestrians walking back and forth across the screen. The player who ran over the most pedestrians won. The new, more sophisticated games have better graphics and allow the player to participate in even more realistic violent acts. In the game Carmageddon, for example, the player will have driven over and killed up to 33,000 people by the time all levels are completed. A description of the sequel to the game says: "Your victims not only squish under your tires and splatter blood on the windshield, they also get on their knees and beg for mercy, or commit suicide. If you like, you can also dismember them." Is all this simulated violence harmful? Approximately 3,000 different studies have been conducted on this subject. Many have suggested that there is a connection between violence in games and increased aggressiveness in the players. Incidents of violence among youths are often seen as evidence of a connection. Some specialists downplay the influence of the games, saying that other factors must be taken into consideration, such as the possibility that kids who already have violent tendencies are choosing such games. But could it be that violent games still play a contributing role? It seems unrealistic to insist that people are not influenced by what they see. If that were true, why would the corporate world spend billions of dollars annually for television advertising? "The Skill and the Will to Kill" Military psychologist David Grossman, author of the book On Killing, claims that violence in computer games trains children in the same way that military training teaches soldiers to overcome their inborn resistance to killing. For example, the military discovered that it was possible to break down this reluctance in a large percentage of people in the infantry simply by replacing the normal bull's-eye targets with man-shaped targets during shooting practice. In a similar fashion, claims Grossman, violent games teach children "the skill and the will to kill." According to research appearing in the Journal of Personality and Social Psychology, video- and computer-game violence may be even more dangerous than violence shown on television or in films, since the player identifies himself with the characters carrying out the violence. Television can make us spectators of violence; computer games can make us feel like participants. Furthermore, a movie may take a child only a couple of hours to watch, but a child may spend up to 100 hours mastering a typical video game. Some countries have implemented a classification system designed to point out that brutally violent games are only for adults. But such a system is useful only to the extent that it is enforced. One study in the United States showed that 66 percent of the parents surveyed were not even familiar with the rating system. The director of the Entertainment Software Rating Board says that the system is not primarily designed to prevent children from getting certain games. He explains: "Our role is not to dictate taste. We give parents the tools to determine what they do or don't want for their children." Addictive Games? The new on-line games, played on the Internet with people around the globe, let each player choose to play the role of a certain character, which can advance through various challenges, making the player feel increasingly successful. The time that a player spends on his character becomes an investment and gives the player a sense of reward that draws him back for more. For some, playing can seem almost addictive—perhaps this is one reason why an on-line game can continue for months or even years. Time magazine reported that lately in South Korea there has been great interest in the on-line game called Lineage. In this game the participants fight for victory in a medieval environment. The player progresses through various levels, seeking to achieve special rank. Some youths play all night long and have trouble staying awake during school the next day. Parents worry but do not always know how to handle the problem. One young player explained in an interview: "When people meet me online they think I'm sharp, but when they meet me off-line, they advise me to lose weight." The Korean psychologist Joonmo Kwon offers his explanation of why Lineage has won such popularity: "In the real world, in Korea, you have to repress your drives and hidden desires. In the game they come out." Young people thus flee from reality into a fantasy world. One astute commentator describes game players this way: "For the gamer, the game world is much more attractive than reality. Reality is only a space in which he makes a small amount of necessary money for continuing the game." Effects on Health Statistics from the United States show that the average sixth-grade student watches four hours of television per day—and that does not even include the time he spends playing games while staring at a computer or a TV screen. In a 1995 survey, more than 60 percent of the children admitted that they often played longer than they intended. Neglect of schoolwork can easily result. A Japanese study showed that computer games stimulate only a limited part of a child's brain. According to the study, children need more reading, writing, and arithmetic. But for their brains to develop fully, they also need the stimulation of playing outside with other children and interacting with others. Reportedly, some 40 percent of U.S. children between five and eight years of age are clinically obese. Likely contributing to the problem is a lack of exercise because of too much time spent in front of the TV or computer screen. One company has even developed exercise equipment that can be used while playing computer games. Obviously, though, it would be far better to limit the time spent playing such games, leaving ample time for other activities that help a child to develop a well-rounded personality. Another health issue: Eye problems may result from staring at a screen for great lengths of time. Surveys show that at least a quarter of all computer users experience visual problems. One reason is that the blink rate may slow down, causing dryness and irritation of the eye. Blinking clears the eye, stimulating tear production and washing out contaminants. With their limited measure of self-awareness, children can play computer games for hours on end, with few breaks. This may cause eyestrain and focusing problems. Experts suggest taking regular breaks of several minutes after each hour of computer use.* read more articles @ free high quality articles directory Sunday, February 15. 2009
ELECTRONIC GAMES Is There a Dark Side? Posted by Ruel
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"Last year's best-selling videogame," according to Newsweek magazine, "was Grand Theft Auto 3." The object of the game is to advance in a criminal organization by taking part in various crimes, such as prostitution and murder. "Each of your actions has consequences," notes Newsweek. If you kill pedestrians in your stolen car, police officers chase you. If you shoot one of them, the FBI gets involved. Kill an FBI agent, and the military seek to destroy you. Although the game is intended for those 17 and older, stores have been known to sell the game to younger children. Reportedly, even 12-year-olds are expressing interest in playing.
THE first modern computer game, Spacewar, was created in 1962. The game's objective: fight off asteroids and enemy spaceships. Countless similar games eventually followed. When more powerful personal computers became widespread in the 1970's and 1980's, computer games became increasingly common. There were adventure games, quiz games, strategy games, and action games. One type of strategy game, for example, requires the player to plan and manage the growth of cities or civilizations. Many games simulate sports, such as ice hockey and golf. There are games that are praised for being educational and entertaining. In some, you can try to land a jumbo jet, drive a race car or a steam engine, ride a snowboard, or travel around the world. However, some action games, such as those called shoot-em-up games, are often criticized because of their violent content. A common objective for the player is to choose a weapon and then shoot and kill different human or nonhuman enemies. On-Line Games—A New Trend The land of Britannia has about 230,000 citizens. They are people of all sorts—soldiers, tailors, blacksmiths, and musicians. They wage war, build cities, open shops, get married, and die. Yet, this particular Britannia does not exist in reality. It is a virtual medieval world, a place where network players compete and interact with one another simultaneously—a form of computer game, called an on-line game, that has become increasingly popular and is expected to be the "next big thing" in computer gaming. Launched in 1997, Ultima Online—which includes the fantasyland Britannia—was the first Internet-based game. Since then, many other Internet games have arisen, and more are in the works. What is different about this type of game? The various characters you meet in the game are controlled, not by a computer, but by other players acting simultaneously over the Internet. Thousands of people can participate in the same game. For example, Ultima Online is said to have had players from 114 countries participating at the same time. The popularity of these games may depend a lot on the social contact involved. Players can chat with each other and thus feel that they are part of a global community. Big Business The electronic-game industry is very optimistic about its future. By 1997 the annual income from the American computer- and video-game industry reached $5.3 billion, and the worldwide sales were at least $10 billion. This trend shows no signs of losing momentum. The market is expected to increase by 50 to 75 percent during the coming five years. Every day, according to Forrester Research, over a million people log on to different Internet-based games, and it is said that interest in on-line games will increase with the spread of broadband, a type of high-speed Internet connection. Children who have grown up playing computer games show no sign of stopping when they get older. One long-time player says: "Playing computer games has become a way of associating with friends from all over the world." Are all such games harmless entertainment, or are there risks involved? Sunday, February 15. 2009
CHILDREN'S SPORTS The New Epidemic ... Posted by Ruel
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CHILLING reports like these have become alarmingly commonplace. On playing fields, basketball courts, ice rinks, and playgrounds, a new epidemic of violence seems to be spreading. It is the violence of parents and coaches who would rather fight than lose. Says Jeffrey Leslie, president of the Jupiter-Tequesta (Florida) Athletic Association: "I've seen parents screaming at their kids, pushing them too hard to perform; children fighting in games, incited by their parents; kids crying on the mound because their parents embarrassed . . . them." He adds: "There is nothing like youth sports to bring out the worst in parents." To protect children from such violence, some communities have had to take the drastic action of banning some parents from attending their children's sporting events.
What has resulted from this epidemic of rage? "These disgraceful behaviors of a growing number of adults," says Fred Engh, founder and president of the Florida-based National Alliance for Youth Sports, "are polluting youth sports, poisoning the fun, and sending ugly messages to millions of children." Win at Any Cost At the root of this problem appears to be a desire on the part of some parents to see their children outdo other children and win at any cost. Says a representative of the Institute for the Prevention of Child Abuse, in Canada: "When winning is everything, when power is everything, this creates an environment where vulnerable people suffer. In these sports, the children are the vulnerable people." An official of the Ontario (Canada) Physical and Health Education Association notes that children subjected to such pressures "may develop psychological problems at a young age. And when they get older, they [may] have a hard time coping with failure." Not surprisingly, the rage of parents and overzealous coaches often filters down to the young athletes themselves. During one girls' volleyball game, players made seven attacks on the referees. A girl kicked out of a tennis match responded by vandalizing an official's car. After being called for a foul, a high-school wrestler smashed his forehead into a referee's forehead, knocking the referee out. "It used to be that youth sports [were] the one haven for good sportsmanship," says Darrell Burnett, a clinical child psychologist and youth sports psychologist. "Not anymore. It's not just a game anymore." What Parents Can DoParents do well to remember that fun and exercise are the reasons why children enjoy sporting activities. Turning children's sports into a high-stress activity and subjecting them to verbal abuse is therefore counterproductive—and unloving. Says the Bible: "Parents, never drive your children to resentment."—Ephesians 6:4, The Jerusalem Bible. What can help a parent to keep his or her balance in this regard? First of all, it may help if you try to keep in mind what it was like for you when you were young. Were you really able to perform at near-professional levels? Is it reasonable to expect your son or daughter to do so? After all, "children are delicate." Also, try to maintain a healthy view of winning and losing. The Bible calls unbridled rivalry "vanity and a striving after the wind."—Ecclesiastes 4:4. Interestingly, a former major league baseball player encourages parents to keep winning and losing in perspective, neither getting angry when a child doesn't play well nor getting too excited when he or she wins. Instead of hinging everything on winning, parents should focus on the children's enjoyment and the benefit of their staying in shape. Some parents have thus concluded that organized children's sports tend to fuel an unhealthy spirit of competition. This does not mean, however, that their children do not get to enjoy playing with others. Many Christian parents, for example, have found that their children enjoy playing with fellow believers in a backyard or at a local park. This way the parents have more control over their children's association. Family outings may provide further opportunities for wholesome play. Granted, a backyard game will probably not give the same thrill as being on a winning team. Never forget, though, that at best "bodily training is beneficial [only] for a little; but godly devotion is beneficial for all things." (1 Timothy 4:8) By maintaining this balanced view of sports, you can prevent your child from being a victim of the new epidemic of violence. Wednesday, December 31. 2008
Should I Play Computer or Video Games? Posted by Ruel
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They have surrounded you! But you are far from helpless. You fire your laser cannons, mowing down your enemy like wheat. The problem is, the more you shoot, the more enemies appear. You therefore have but one option if you are to survive—kill everything in sight. As you fire, the enemies perish in a cascade of blood . . .
“SPINE-RIPPING, flesh-clawing, head-exploding fun”! This was the way one magazine writer enthusiastically described the latest version of a popular computer game. Actually, this is just one of a new generation of computer and video games that allow players to act out thrilling fantasies. Previous releases seem rather tame in comparison with these bloody, often sadistically violent games. Even so, violent video and computer games are enormously popular among young people. And with an estimated one third of all households in the United States having some sort of electronic game system, millions of youths have access to them. For youths whose homes are not so equipped, it may take little more than a walk to a friend’s home or the local video arcade to play these games. What about you? Have you been tempted to purchase—or at least to try out—some of these new games yourself? Well, after examining all the facts, you may have second thoughts about doing so. Not All Games Are the Same! First, let’s make it clear that not all video or computer games are objectionable or violent. Many games are educational; they teach such subjects as geography, math, and typing in a lively and entertaining way. Other games challenge the reflexes by simulating such sports as basketball and hockey. There are also high-tech puzzles that intrigue and challenge the mind. Granted, even the best of games can consume a lot of time. And the Bible urges Christians to ‘buy out time,’ that is, use time wisely in spiritual pursuits. (Ephesians 5:16) However, the Bible does not require that every waking moment be spent working or studying. On the contrary, it reminds us that there is “a time to laugh . . . and a time to skip about.” (Ecclesiastes 3:4) Kept in moderation, play activities can be refreshing and wholesome. We should be aware, though, that many of these games seem designed to make players waste excessive amounts of time. In some of them, hours are spent in mastering the play at a certain level, before the player discovers that several more levels—inevitably more intricate and more complicated—must be negotiated before the finish! There are also games that seem to give little in return for much effort. Dan and Sam, two Christian fleshly brothers, enthusiastically played a certain game that promised to help them solve math problems. However, they soon realized that it was quicker for them to do the math on paper than on the screen! So, even with computer and video games that are reasonably wholesome, there is a need to be selective. Say Dan and Sam: “If you shop carefully enough, you can usually find a good game.” It only makes sense, though, to avoid spending a lot of money on games that only result in a person quickly becoming bored. One parent encourages his sons to limit themselves to games that will help them with subjects they are studying in school. Their Darker Side Unfortunately, not all computer and video games are harmless fun—much less educational. A lot of today’s entertainment software focuses on what the Bible calls “the works of the flesh”—unclean practices that God condemns. Among such condemned “works” is the “practice of spiritism.” (Galatians 5:19-21) Indeed, to Jehovah God the practice of magic is “detestable.”—Deuteronomy 18:10-12. Many of today’s games, however, are steeped in spiritism and magic! In one game “magic spells” must be used in order to win. Players are instructed: “When you’re ready to cast the spell, click on the lightning bolt at the bottom-right corner of the menu, then click on the creature you want to fry.” Could not such games cultivate an unhealthy curiosity about demonic forces? And what about exposing oneself to large doses of hideous violence? U.S.News & World Report tells of two popular games that display “ripping out an opponent’s heart” and “vampires drilling holes in scantily clad teenage girls.” While some may brush off the computerized bloodletting as harmless fantasy, the Bible cautions at Psalm 11:5: “Jehovah himself examines the righteous one as well as the wicked one, and anyone loving violence His soul certainly hates.”—Compare Isaiah 2:4. It is also possible to call up cheap pornography on the computer screen. Nudity and graphic sex have become such common fare that U.S. game manufacturers produced a rating system to warn purchasers of offensive games. Few retailers, though, seem willing to curb sales to youngsters. “Our only obligation is to give customers what they want,” says one store clerk. Yet ask yourself, ‘Will exposure to sexually arousing images help me keep my mind on things that are “righteous, chaste, lovable, and virtuous”?’—Philippians 4:8. Hooked! True, experts debate how computerized play really affects youths. One study, reported in the magazine New Scientist, optimistically concluded that such games “are not a root cause of bad behaviour.” Nevertheless, 97 percent of the youngsters surveyed in that study “thought it was possible to become addicted to the games.” The youths said that arcade games were particularly harmful because “they encourage players to spend more money.” Can these games really be addictive? Apparently so, for some players. One youth told Awake!: “All you can think about is getting to the end and winning.” A young man similarly recalls: “I spent hours trying to figure out how to kill everybody and get to the next level of the game.” You may think that you could never get so caught up in a game. But consider the way TV shows and movies manipulate people’s emotions—moving them to tears, rage, or cheers of excitement. Imagine, then, a program that not only has an exciting plot, unique characters, and dazzling special effects but that lets you be the superhero. Would it be easy to resist getting thoroughly involved in it? So, it is not surprising that some players have difficulty separating fantasy from reality. One youth recalls: “The effect of playing violent games was so bad I even imagined that my hand was a gun and pointed it at people.” Choose Wisely In the event parents do not restrict the use of computer or video games, youths should consider the advice at Ecclesiastes 2:14: “As regards anyone wise, his eyes are in his head.” That means the wise one watches where he is going and sees what lies ahead. Really, the world of computer entertainment already contains much in opposition to the knowledge of God. (Compare 2 Corinthians 10:5.) And who knows what the software magicians will come up with next? So before any youth purchases, plays, or rents a game, he should ask himself, ‘What is it about? Does its name suggest occult leanings? Does the cover art portray gruesome violence?’ At their very best, electronic games can provide some wholesome enjoyment and learning. But are they really worth tying up a lot of your precious time? Fourteen-year-old Sam, mentioned earlier, relates: “Our dad has never said in so many words that we can’t have video games. But he has asked, ‘What is so interesting about pushing a button and seeing someone run or jump across a screen?’” “And now that’s our way of thinking,” adds his brother Dan. Yes, don’t forget that there are other—perhaps more productive—ways of enjoying yourself, such as reading, doing arts and crafts, participating in healthful sports, singing, or learning to play a musical instrument. It is so much more beneficial to spend time “training yourself with godly devotion as your aim.” (1 Timothy 4:7) Doing so will be of far more value than playing any electronic game. Wednesday, December 17. 2008Lotteries—Why So Popular?
WHY do people play the lottery? “It’s entertaining, it’s fun,” said a lottery-board spokeswoman. Maybe so, but the main appeal surely is the prize money. Just about everybody could use a little extra money. And lotteries promise a lot of money. In today’s uncertain world of escalating prices, stock-market crashes, and dead-end jobs, millions of people believe that winning the lottery is the only imaginable way for them to become fabulously rich.
Adding to the appeal, lotteries are uncomplicated and easy to play. There are many variations, such as Lotto, numbers, and games where you scratch the paper to reveal hidden numbers, but all of these share two features. The first is that players win when the numbers on their ticket match those drawn by the organizers. Second, unlike other forms of gambling, no special skill or knowledge is required to win. Winning or losing is a matter of sheer chance. People also play lotteries because it’s easy to buy tickets. Most Americans can buy them at the local grocery store. Elsewhere, if a lottery booth is not nearby, players can place bets by mail, telephone, telex, or fax. What’s New About Lotteries? Are lotteries new? Not at all. At festivities in ancient Rome, emperors Nero and Augustus gave away slaves and property as prizes. One of the first recorded cash prizes was probably paid in 1530 by a lottery in Florence, Italy. In the centuries that followed, lotteries flourished in Europe. Lotteries thrived in early America too, bringing in money that helped finance Jamestown, the Continental Army, and the building of prestigious universities, such as Harvard, Dartmouth, Yale, and Columbia. In the 19th century, however, the business ran into trouble. Opposers railed against mass gambling and charged that drawings were rigged. Lotteries were riddled with bribery, corruption, and criminal involvement. Private promoters raked in enormous profits. As a result, lotteries in the United States, France, and Britain were banned. End of story? Obviously not. Lotteries continued to thrive elsewhere—Italy, for example, and Australia. Spain’s Carlos III created a lottery in 1763; its modern version was established by law in 1812. Country after country leaped aboard the lottery bandwagon. In 1933, France lifted its ban and established the Loterie nationale. Also in the 1930’s, Ireland set up its famous Irish Hospitals’ Sweepstake. Japan’s Takarakuji got started in 1945. Britain OK’d football pools and premium bond drawings, lotteries in fact if not in name. And in 1964 the United States got back into the business. Then in the 1970’s, two developments transformed the lottery operation. The first was the introduction of computers linked to retail terminals. Now it was possible to organize high-volume, high-frequency games in which players could choose their own numbers. No longer was it necessary to wait weeks or months to see if they’d won; players could find out in days, hours, or even minutes. The second development was the introduction of Lotto, a game where the odds against winning are high. In Lotto, when the jackpot isn’t won, it is carried over into succeeding games. Consequently, the prize money can build to millions of dollars. With Lotto, sales soared, and business became big, really big. Appeal to Promoters Why do governments promote gambling? Because it’s an easy way to bring in money without raising taxes. Whereas slot machines and roulette give back in prize money as much as 95 percent of what they take in, lotteries pay back less than 50 percent. For example, in the United States in 1988, about 48 cents of every lottery dollar was paid back in prizes and 15 cents went for promotion, sales, and administration. The remaining 37 cents was used to fund public improvements, education, health care, and aid to the elderly. Nationwide, that amounted to $7.2 thousand million. But governments do not organize lotteries just to make money. If they do not get into the business, they may lose money. Their citizens might play elsewhere. So when one country or state starts a lottery, its neighbors come under pressure to do the same. This snowballing effect is evident in the United States. In 1964 there was one State lottery; in 1989 there were 30. Dreams of Wealth Of course, there are plenty of people who are trying to get a piece of the consumer dollar. So how do promoters convince the public to spend money on lotteries? Advertising! Call in the professionals of persuasion! Do advertisements stress that a portion (albeit small) of the proceeds will help fund education or provide care for the elderly? Far from it! That’s rarely mentioned. Instead, ads stress how much fun it would be to win millions of dollars. Here are a few examples: ? “The Fabulous Lifestyle of the Rich & Famous Could be Yours Instantly . . . When You Play Canada’s Celebrated, Multi-Million Dollar LOTTO 6/49.” ? “THE FLORIDA LOTTERY . . . Get Rich in America’s Greatest Lottery.” ? “Money Made in Germany—STRIKE IT RICH and become a Millionaire overnight.” Hard sell? It certainly is! Efforts to tone down advertising usually end when tickets don’t sell. In fact, promoters turn to ever more intense games and marketing to entice new players and to keep the old ones interested. Promoters must constantly offer something that looks new. Oregon’s lottery director James Davey said: “We have gambling themes, we do Olympics. At Christmas we do Holiday Cash. With Lucky Stars we play on people’s astrological signs. We find that if you run two or three, four or five games at the same time, you’ll sell more tickets.” But the biggest attraction by far is a gigantic jackpot. In Lotto, when the prize money soars, as it did when it reached $115 million in Pennsylvania in 1989, it becomes big news. People stampede to buy tickets in what one author called a “gambler’s feeding frenzy.” Amid the hysteria, even those who don’t normally play the lottery reach for their money. Wednesday, December 17. 2008
Making Get-Togethers Enjoyable yet ... Posted by Ruel
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WHAT a challenge this presents to persons who entertain guests! No doubt you have faced it. How did you meet it? You probably found that the refreshments were not much of a problem. But what about the matter of keeping your guests entertained, yes, seeing that everybody had a good time? What did you do to make your get-togethers enjoyable and interesting? Were they beneficial to your guests?
It is good to remember that when you arrange to entertain guests you take on the responsibility for their diversion during the time they are with you. The persons you invite come to relax and spend some hours in refreshing fellowship with you and your other guests. They will look to you for direction. Hosts who have some type of program in mind usually succeed in delighting and entertaining their invited friends in a beneficial way. Pitfalls to Avoid Some hosts feel that purchasing some ready-made game will help to keep their guests entertained. It may and it may not. Also, there are pitfalls. If a person is not selective, he might inadvertently obtain a game that may be detrimental rather than beneficial to his friends, much to his regret. For example, consider this description of a game that was advertised in a brochure listing various simulation games: “The best element of the game is the diplomatic interplay between the players as they try to come out on top. This is usually accomplished by double-dealing, trickery, fraud, lies and all the other things that make life worth living.” Would your guests be benefited playing this game? Looking over the components and instructions of another game on the market today, one finds that its players “can make book, engage in extortion, be a loan shark, or hijack goods without any fear of punishment for these illegal acts.” The cards indulge the participants in mugging, fixing races, liquor hijacking and extortion. And there are games that are designed to pander to prurient interests. Of course, some will contend that these are just harmless games, that they are all in fun. But there are those who take a very dim view of this kind of entertainment. They strongly object to these games because they stimulate unwholesome desires. What do you think? In view of the great variety of games available today, many of which can relax and benefit guests, one can be selective. However, one should not feel that one has to purchase games in order to entertain friends. With a little ingenuity, you can make up games that are most entertaining and interesting to all involved. But as in the case of ready-made games, those you invent may have pitfalls too. Games that stimulate a spirit of competition may interest some but can cause discomfort to those who do not think as quickly or remember as well as others. No one enjoys playing a game in which he keeps losing or failing to get the right answer. Rather than being entertained he most likely will be embarrassed or irritated. Wise hosts avoid this. They want all their guests to enjoy themselves. Furthermore, some people get so carried away in a competitive game that they lose sight of what it is—just a game. They take it too seriously. Illustrating this is the experience one couple had with a new couple that they had befriended. When they went to play bridge with them, they were shocked to see how seriously their newfound friends took the game. The wife reported that “they nearly came to blows with each other! All evening long they were making sarcastic remarks to each other.” And the second time they played together it was even worse. Needless to say, this couple did not enjoy these get-togethers. Sad to say, some friendships have been severely strained over a game. A personal friend of the late Helena Rubinstein, the cosmetician, noted that she and Somerset Maugham, the author, “once fell to hating each other over a bridge game when he called her over-impulsive and she labeled him mean.” So balance and discernment are needed in connection with what one uses as a means of entertainment. Upbuilding conversation is surely beneficial at social gatherings. Hearing the life experiences of others broadens one’s viewpoint. It enhances appreciation of other people and helps to stimulate empathy. However, with a large number of guests, conversation is usually not enough for an entire evening. Invariably, they will form groups and talk about different things while others may sit and politely wait for something to happen or for the time to leave. But if one has something organized to hold the attention of all in an engaging way, this pitfall of all too many gatherings can also be avoided. Games Testing Bible Knowledge Upbuild Christian witnesses of Jehovah know that the Holy Bible has a most wholesome and beneficial influence on the lives of people. Games built around it are fascinating as well as educational. But here again one has to consider one’s guests and their abilities. To play complicated Bible games with persons who are just starting to study God’s Word could make them feel out of place, ignorant and may even discourage them. If youngsters are in the gathering, their limitations should also be taken into consideration in the games that are organized. One game that some Witnesses and their friends enjoy involves discussing outstanding Bible characters. After one person selects the name of a Bible figure, then each guest is given opportunity to tell one thing he knows about the person. Any interesting biographical detail can be mentioned: birthplace, relatives, friends, experiences, faithfulness or unfaithfulness. After a number of details have been highlighted by the group, the person who selected the name asks how this individual’s record in the Bible benefits us today. Each one present may now be given opportunity to relate one point showing how this Bible person’s life illuminates principles of conduct, has prophetic significance, and so forth. After this, a second person selects a Bible name and the same procedure is followed. Groups that are traveling can also enjoy this game. It is not competitive. Everyone benefits by it, for it imparts knowledge and stimulates thinking ability. And it develops understanding by showing the interrelationship of things. Naming Bible characters in alphabetical order is another engaging game. As one person calls out the letters, each one in order answers with a Bible name that begins with that letter: A, Aaron, B, Bathsheba, C, Cain, D, David, E, Elijah, and so forth. A different version is to call out one letter and have each person name a Bible character beginning with the same letter: A, Abel, Asa, Amasa, Absalom, Aaron, and so forth; B, Barak, Benjamin, Bartholomew, Ben-hadad, Baasha, and so forth. Another thought-provoking game is having someone announce that he is thinking of a Bible character whose name begins with J. Then the others ask him probing questions for clues to identify whom he is thinking about. A variation of this is to have the individual being questioned identify the person the questioner has in mind. For example, if he is asked if the one he is thinking of had ten brothers who were jealous of him, he replies, “No, it is not Joseph.” If it is Joseph or if he fails to identify the questioner’s Bible character, then the questioner takes his place and calls out the first letter of a name he is thinking of. The one who lost his place need not tell who he had in mind. He may wish to use the name again, later. Bible maps can be used in an interesting geographical game. The participants should each have a book open to the map that will be used. One person will describe a certain event. Who can name the place where it happened and find it on the map? Each one can take a turn in selecting an event, but, of course, he ought to know where it took place. Other Beneficial and Enjoyable Games Another game that is most enjoyable and beneficial to young and old teaches the spelling of Bible names. Each one needs a pencil and paper. The first person declares that the name he is thinking of has seven letters. Each one now draws seven blanks on his paper: — — — — — — —. Then the questions begin. Does your name have an E in it? (The name he chose is Jezebel. It has three E’s in it, but he does not say this when he answers this question.) “Yes,” he replies, “it is in the fourth blank.” Everyone writes that letter down in the proper blank. As the letters get filled in, someone may say that he knows who it is. If it is not his turn he is not allowed to give his answer. He must wait until his turn. The one who figures out the name may be given the privilege of selecting the next name. Or you may simply prefer to give each one present the opportunity to select a name, regardless of who may guess the answer. This game can also be played with the names of geographical places mentioned in the Bible as well as other Bible words. As the above example shows, if a person has chosen a name or another word that has two or three of the same letters in it, he can make the game more challenging if he reveals those that appear in the middle of the name first or those places where it would be hard to guess the answer. Bible reading is also very enjoyable and beneficial to guests. To make it interesting, assign each person to read the spoken dialogue or words of a certain character in a Bible account. The number of persons used depends on how many characters are in the account. Also someone is needed to read the narrative portions. Another way is to assign each one to read a number of verses or paragraphs, and then invite the group to comment on the value of the information. Care must be exercised not to embarrass those who are poor readers in the group. Charades is another game that taxes the ingenuity of a group. Pantomiming certain actions that identify Bible characters is instructive and amusing. Others present may guess who the character is and what he is doing. Of course, some may be bashful and might feel out of place acting something out before a group. None should feel compelled. Balance in these matters is vital. Too much of a good thing can soon wear out its welcome. An alert and discerning host quickly senses when a certain entertainment is starting to lose its interest-holding power. And he discreetly changes to something else, knowing that variety delights. On occasion relatives and friends who are not Witnesses are present at the gatherings of Witnesses and they observe the proceedings. If all is upbuilding, it can make a fine impression, as an experience in Oregon shows. A few years ago, a Baptist couple attended a gathering where a number of Witnesses began playing a Bible game. The wife, observing it, could see that she did not know as much of the Bible as she thought she did. She said to her husband that she had studied the Bible for years and, compared with the Witnesses, she knew nothing. So impressed were they that after the gathering was over she and her husband asked the Witnesses to conduct a home Bible study with them. Yes, upbuilding entertainment can be enjoyable and be a blessing to all. You will find that the get-togethers you arrange will be something your friends will thoroughly enjoy if you plan to do things that entertain them in a beneficial way. Wednesday, December 17. 2008Watch Out for This Deceiver!
SUPPOSE you encountered someone who seemed quite friendly. You might be inclined to invite him into your home because he appeared to be good company. But then you discovered that he was a notorious criminal who was secretly corrupting the neighborhood. How would you react?
Well, you may not have realized it, but there is such a deceptive criminal who endangers all of us. He is Satan the Devil, and the Bible tells us he has been ‘hurled down to the earth along with his angels.’ (Revelation 12:9) That makes them dangerously close. Moreover, Satan often acts as if he wants nothing more than to give us a good time. So we need to watch out for this Deceiver. If we let him in, as it were, we lay ourselves open to all kinds of destructive influences, even as the apostle Paul indicates in saying: “Satan himself keeps transforming himself into an angel of light.”—2 Corinthians 11:14. Now please consider some of the seemingly innocent ways people amuse themselves today. However, note how these give evidence of satanic influence. The Games People Play On a rainy Saturday afternoon many people enjoy getting together in a friend’s home, sitting around a table and playing games. Many such games are harmless, but at least two are far from harmless. One of these is the Ouija (pronounced “wee-ja”) board. Invented about 1890, this is a board with an alphabet and other signs on it. Friends sit around the board, place their fingers on a pointer and ask questions. The pointer moves from one letter to another on the board, spelling out answers. What kind of answers does it give? One purchaser of a Ouija board wrote to the manufacturer: “It was with great distress that we finally decided the total inaccuracy of the answers means only one thing—the Ouija board we own lies.” Another wrote: “I have one of your Ouija boards and use it with my friends. It gives very good answers early in the day and very dirty answers at night.” Selena used to own a Ouija board and she reports that on one occasion the board spelled out that it liked her. When she asked why, the answer was: “Because you are a woman, and that makes all the difference.” There are many similar reports of lies, immorality and obscenity coming from the Ouija board. What makes the board answer questions? An English newspaper noted: “The game, Ouija, is based on a Spiritualist method of ‘communicating’ with the dead, and is played with a board like those used at seances.” Consistent with this, many who use the board speak of getting in touch with spirits. Denise wrote to a newspaper and said that through a Ouija board she contacted a spirit that called itself Bob. She complained: “Bob has turned mean. He says he’s not a good spirit, but a demon in hell. He tells me I’m going insane and that soon he will take over my spirit and give me to the devil.” If the Ouija board is made to work by spirits, what spirits are they? Certainly not spirits of the dead, because “the dead, they are conscious of nothing at all.” (Ecclesiastes 9:5) It is unthinkable that any spirit from God would be responsible for giving out lies or immoral messages. So we can only conclude that the Ouija board is activated by demonic forces, the foremost of whom, Satan, is “the father of the lie.” (John 8:44) Clearly, the Ouija board, as well as all other forms of spiritism, should be shunned by those who wish to avoid Satan’s unclean influence.—Deuteronomy 18:10-12. Another popular game is called Dungeons and Dragons. In this, players assume the roles of monsters, demons and demigods, as well as of murderers, arsonists, rapists and torturers. Pleasant company to have in your living room? It often involves players’ acting out spiritism and magic. Does that sound healthy to you? It certainly is not, for uncleanness and the practice of spiritism are among “the works of the flesh” that will bar a person from inheriting God’s Kingdom.—Galatians 5:19-21. One “Dungeon Master,” John Holmes, writing in the magazine Psychology Today, said: “I don’t think this imaginary violence is any more likely to warp the minds of the participants than is the endless stream of violence in TV, movies, or literature.” Well, many feel that “the endless stream of violence” in modern entertainment does warp the minds of those exposed to it. What do you think? Does it not sound as though the Deceiver, Satan the Devil, is trying to use this game to get us to think like him? The Movies They Watch What sort of entertainment are people seeking today for relaxation at the movies? Millions choose immorality or luridly detailed violence. Or they are intrigued by horror and demonistic movies. These latter ones are dangerous because they cater to an unhealthy fascination with uncanny things, which ultimately are harmful. (2 Chronicles 33:6) And they can have serious immediate effects on susceptible persons. Some years ago Roxanne went to see the movie The Exorcist, which spawned a host of imitations. She says: “The movie had a terrifying effect on me. I had to leave before it was over because I was afraid I would be sick to my stomach and felt like fainting. For about two months after seeing the movie, I continued to be terrified and would have nightmares. I wouldn’t go anywhere alone, would watch over my shoulder all the time and was even afraid to wash my hair for fear something would be hovering over me.” Another woman, who saw the same movie on television, later cut out her four-year-old daughter’s heart because she believed the girl was demonized. Satan is called “the god of this system of things,” and “the ruler of the authority of the air, the spirit that now operates in the sons of disobedience.” (2 Corinthians 4:4; Ephesians 2:2) Can anyone doubt that the widespread demonism, violence and immorality in movies today is a result of his influence? The Music They Listen To Many complain at the loudness of some modern music. Those who take the trouble to read the lyrics are often horrified by the words. Former disc jockey Cal Walker says that in much modern music there are five basic themes: “Sex, drugs, violence, occult and rebellion.” Some music groups are reported as being deeply involved in the occult. Certainly, the design of many of the album covers has an uncanny or occult appearance. And often the lyrics appear to promote occult themes. Can you discern the Deceiver’s influence in this? Immorality, occultism, and so forth, are certainly not godly influences. The Bible warns: “But as for . . . those who are disgusting in their filth and murderers and fornicators and those practicing spiritism and idolaters and all the liars, their portion will be . . . the second death.” (Revelation 21:8) Music may be basically good and wholesome. But wise persons will be careful to avoid allowing a pleasant diversion to become an opening for demonic influence. The Exercise They Do In many parts of the world people are jogging, doing aerobic exercises, engaging in sports, swimming and in other ways trying to make themselves more fit. Is there anything wrong in that? Not when it is done in moderation. “Bodily training is beneficial for a little,” said the apostle Paul. (1 Timothy 4:8) But there is a form of exercise that could cause unexpected problems: yoga. Yoga (a Sanskrit word signifying “union of the individual soul with the Supreme Spirit”) consists of physical and mental exercises, postures, breathing exercises and intense meditation and concentration. Originating in India, it has been westernized and used to reduce tension, lose weight and gain energy. Books on the market such as Practical Yoga for Businessmen and Yoga for Parents indicate its popularity. Would you practice yoga? If so, consider this fact: real yoga is not merely a form of exercise. It is a Hindu religious practice. “The chief aim of the Yoga philosophy is to teach the means by which the human soul may be completely united with the Supreme Spirit,” according to Dr. B. S. Surti. That seems a long way from Yoga for Businessmen, but it is what yoga exercises were originally designed to achieve. Particularly problematical is yoga-type meditation. Some may point to the fact that the Bible, too, encourages meditation. However, Christian meditation is an active meditation, pondering on upbuilding and beneficial matters. (Psalm 63:6; Proverbs 15:28; Philippians 4:8) Yoga-style meditation is something else. “The soul’s essence, pure intelligence, is obscured by mental activities, whose suppression is the main purpose of Yoga. The mind is to be controlled by constant practice of meditation and nonattachment to material objects. The ultimate result is the suppression of all mental tendencies, conscious or latent.”—The Encyclopedia Americana. Is such emptying of the mind healthy? One practicer reports that during one extended period of exercise and meditation, he felt frequent attacks by invisible forces. The demons can take advantage of a mind that is empty and fill it with their own thoughts. (Luke 11:24-26) So beware! This practice could make you their prey. The Video-Game Craze In recent years, a new fad has swept the world: video games. Each year, billions of dollars are poured into arcade machines, and billions more are spent on home video games. Are the games harmful? ‘No,’ say some. ‘They may even be beneficial.’ But they are banned in some lands, and local communities in other lands have tried to keep them out. Is this an overreaction? Well, consider the kind of games that are played. Some are based on sports, but most are not. “The ultimate object of virtually all video games,” says the magazine Natural History, “is survival. In the space games you must shoot them before they shoot you. In the Pac ‘person’ genre, you eat them before they eat you. And in the comic character games, you assault the creature . . . before it assaults you.” Why is it the violent games that have caught the imagination? Historian Jack Colhoun feels: “These games are a product of our times.” We live in a violent world, and young people are trained to view violence as exciting rather than repugnant. Yet the Bible says: “Jehovah himself examines the righteous one as well as the wicked one, and anyone loving violence His soul certainly hates.”—Psalm 11:5. The magazine Psychology Today indicates the harmful effect these games may have: “The video games . . . may not only be socially isolating but may actually encourage violence between people.” Young people can be especially harmed by such an influence. Hence, columnist John Rosemund insists: “Video games are junk food for the mind. The younger the mind, the more detrimental their effects.” Video games may even be addictive. A university professor explained that addiction to video games is both physical and psychological. He said: “Players experience adrenaline rushes, elation and, finally, despair, as well as whole ranges of aggression and violent reactions.” A mother in England says this about the addiction of her 14-year-old son: “It is like having a teenage alcoholic in the house. These machines have corrupted him . . . He is like a caged animal if he can’t get to them.” An extreme case? Perhaps. But the widespread occurrence of “Pacman finger,” “Space Invader wrist tendinitis” and other game-related physical problems shows that addiction is not uncommon. Youths naturally crave excitement and are fascinated by novelties. But how wise it is for Christian youths to be careful to let nothing prevent them from living “with soundness of mind and righteousness and godly devotion amid this present system of things”! (Titus 2:12) They thus will not allow the Deceiver to rob them of their time, or their mental and emotional energy, by getting them addicted to video games. Some physical exercise, certain music, many games and various movies are entertaining and relaxing. But remember: Such things can also be a vehicle for unwholesome influences. Be alert and on guard against these. The Great Deceiver, Satan, may seem interested in your having a good time. But in the end, his influence will harm you. Do not let him into your home or into your life. “Oppose the Devil, and he will flee from you.”—James 4:7. Wednesday, December 17. 2008
The Changing World of Electronic Games Posted by Ruel
in Technology at
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Comments (0) Trackbacks (0) The Changing World of Electronic Games
“Last year’s best-selling videogame,” according to “Newsweek” magazine, “was Grand Theft Auto 3.” The object of the game is to advance in a criminal organization by taking part in various crimes, such as prostitution and murder. “Each of your actions has consequences,” notes “Newsweek.” If you kill pedestrians in your stolen car, police officers chase you. If you shoot one of them, the FBI gets involved. Kill an FBI agent, and the military seek to destroy you. Although the game is intended for those 17 and older, stores have been known to sell the game to younger children. Reportedly, even 12-year-olds are expressing interest in playing.
THE first modern computer game, Spacewar, was created in 1962. The game’s objective: fight off asteroids and enemy spaceships. Countless similar games eventually followed. When more powerful personal computers became widespread in the 1970’s and 1980’s, computer games became increasingly common. There were adventure games, quiz games, strategy games, and action games. One type of strategy game, for example, requires the player to plan and manage the growth of cities or civilizations. Many games simulate sports, such as ice hockey and golf. There are games that are praised for being educational and entertaining. In some, you can try to land a jumbo jet, drive a race car or a steam engine, ride a snowboard, or travel around the world. However, some action games, such as those called shoot-em-up games, are often criticized because of their violent content. A common objective for the player is to choose a weapon and then shoot and kill different human or nonhuman enemies. On-Line Games—A New Trend The land of Britannia has about 230,000 citizens. They are people of all sorts—soldiers, tailors, blacksmiths, and musicians. They wage war, build cities, open shops, get married, and die. Yet, this particular Britannia does not exist in reality. It is a virtual medieval world, a place where network players compete and interact with one another simultaneously—a form of computer game, called an on-line game, that has become increasingly popular and is expected to be the “next big thing” in computer gaming. Launched in 1997, Ultima Online—which includes the fantasyland Britannia—was the first Internet-based game. Since then, many other Internet games have arisen, and more are in the works. What is different about this type of game? The various characters you meet in the game are controlled, not by a computer, but by other players acting simultaneously over the Internet. Thousands of people can participate in the same game. For example, Ultima Online is said to have had players from 114 countries participating at the same time. The popularity of these games may depend a lot on the social contact involved. Players can chat with each other and thus feel that they are part of a global community. Big Business The electronic-game industry is very optimistic about its future. By 1997 the annual income from the American computer- and video-game industry reached $5.3 billion, and the worldwide sales were at least $10 billion. This trend shows no signs of losing momentum. The market is expected to increase by 50 to 75 percent during the coming five years. Every day, according to Forrester Research, over a million people log on to different Internet-based games, and it is said that interest in on-line games will increase with the spread of broadband, a type of high-speed Internet connection. Children who have grown up playing computer games show no sign of stopping when they get older. One long-time player says: “Playing computer games has become a way of associating with friends from all over the world.” |
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