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	<title>playing &#8211; Fountain Magazine</title>
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		<title>Children and Violent Computer Games</title>
		<link>https://fountainmagazine.com/all-issues/2004/issue-48-october-december-2004/children-and-violent-computer-games/</link>
		
		<dc:creator><![CDATA[Louima Cunningham]]></dc:creator>
		<pubDate>Fri, 01 Oct 2004 00:00:00 +0000</pubDate>
				<category><![CDATA[Issue 48 (October - December 2004)]]></category>
		<category><![CDATA[abilities]]></category>
		<category><![CDATA[activities]]></category>
		<category><![CDATA[age]]></category>
		<category><![CDATA[child]]></category>
		<category><![CDATA[children]]></category>
		<category><![CDATA[computer]]></category>
		<category><![CDATA[Computer Games]]></category>
		<category><![CDATA[computers]]></category>
		<category><![CDATA[cultural]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[imagination]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[parents]]></category>
		<category><![CDATA[playing]]></category>
		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[scenes]]></category>
		<category><![CDATA[time]]></category>
		<category><![CDATA[violent]]></category>
		<guid isPermaLink="false">http://107.21.79.195/all-issues/2004/issue-48-october-december-2004/children-and-violent-computer-games/</guid>

					<description><![CDATA[Suddenly he got up from where he was sitting and started to shout. He was furious just because he couldn’t kill the man who was firing at him. He sat down and tried again. He was hopping mad just to get rid of the man opposite him. He gave great damages to his rival. When [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Suddenly he got up from where he was sitting and started to shout. He was furious just because he couldn’t kill the man who was firing at him. He sat down and tried again. He was hopping mad just to get rid of the man opposite him. He gave great damages to his rival. When the man opposite him was lying in a pool of blood, he mercilessly laughed. He repeated all these actions again and again. He was violently fighting and was trying all he can to harm his enemies. Although his mother called him a few times for dinner, he didn’t move from his desk. He was so much plunged into the game, he was not able to think anything else.”</p>
<p>Such sceneries are very common now in many houses and internet cafes. Children and youth are spending most of their times playing computer games. While parents favor computers as necessities of modern age and as assistants for their children’s homework, children mostly consider them as toy boxes. They initially start with innocent intentions, but in time they lose their original purpose. “Uncontrolled use of computers,” the common problem of many parents, is also a matter very difficult to solve for the experts.</p>
<p>How do computer games affect the children’s subconscious and their future lives? Do games with positive effects have an appealing presentation?</p>
<p>Computer games can be grouped under two categories. First are the games that help developing talents, understanding the life experiments and ethical values by using an entertaining method; Second are the games that do not contribute anything to the child’s imagination and thinking abilities and inciting violent and immoral behavior. For the game to positively affect the child’s intellectual, physical and spiritual development depends upon both the content and the duration of the game. This period of playing time should neither be too short, nor too long. To be able to obtain a proper balance in this matter, we should first equip the child with an education of using the time wisely. Children wasting their time for useless activities, can also be insensitive to effective use of time when they grow up. Concisely, children must acquire the consciousness of valuing time. Wasted time in front of computers cause children and youth to get passive. This increases the stress experienced by the children. Especially in active boys, this inactiveness causes an energy accumulation which negatively affects the child’s behaviors. The use of excessive energy by ways of different sports is very useful for the physical and mental development and raising of a social conscious. Moreover, spending time in front of computers, deprives children and youth from cultural activities like playing group games, studying together and engaging with a sports activity.</p>
<p>Many of us complain that our children cannot express themselves properly and are not clear at communicating with their environment. When we ask a question to our child, either we get a very brief or a routine answer. Times elapsed aimlessly in front of computers have a significant effect on this.</p>
<p>We see that violence increase in each level of any new computer game. The game producers consider every type of method as permissible just to be able to attract children to the screen. Scenes which are not suitable for the age form the subconscious of a child. Children who have been exposed to several violent scenes are mostly inclined to aggression, anxiety and panic and they are generally furious and quick-tempered and consider violence as an ordinary matter. Reactions of children who watch violent films and play fierce and crimson computer games change in time and start applying more and more force to people and children around them. They tend to hit and kick others even after a slight disagreement. Being affected from destructive violent scenes, children reveal problems like over anxiety, sleep disturbances and behavioral disorders. Since the causes and effects of behaviors affected by the five senses are not questioned so much in pre-school children, abnormalities mentioned earlier can be seen more on them. We can give these as example: “A three year old child who watched violent films, applied what he watched on TV and stabbed and killed his little brother with a knife. Another child who thought himself to be a pokemon (a cartoon character), threw himself from the seventh floor with the intention of flying. And another child in France who could not win any computer games became epileptic because of having too frequent and excessive anger fits due to the unsuccessful playing sessions.” Unfortunately we often hear such news. In order to illuminate the subconscious of our children with beauties, favors, affection, and altruism, we should offer them alternative useful and educational games.</p>
<p>Harmful games also prevent children to learn their own culture, thus cause a cultural corrosion. Such games take our children to a world of weird clothes and hairstyles, weapons being the accessories. In this virtual world, no values exist except for “might is right.” Furthermore, in most of these games Islam is shown as a boogeyman and Muslims are shown as terrorists deserved to be killed. Children who are seized by the computer games become alienated to their environment. Having difficulty to make friends around them, children become enslaved by the computer and isolate themselves from the society. The only friend of the child is the computer, and in spite of elapsing the time, child still feels great loneliness inside. Hence, parents should provide suitable activities for their children and reasonably arrange the time spent for computer games.</p>
<p>Many bad characters shown on computer games also have perverse effects upon the child’s personal development. It is definite that messages given by these games like being strong and unchallengeable, inconsideration of other people’s lives, killing for the sake of living, disdaining ethical values, despising other people’s feelings, disrespecting the person addressed, categorizing the people, negatively affect the child’s personal development. Such games also impose unfavorable impacts upon learning abilities and awareness of the child. Scenes that are rapidly changing on computer screen distract the child greatly, make him confused and disturb his mind. This triggers a difficulty in concentrating when learning. Besides, excessive light changes may cause epileptic fits for some children.</p>
<p>Conclusively, computer games inspire children that the life is only a game and lead children to think too much about the characters in the game and mentally and physically to be with them all the time. Children playing too much computer games, carry the same concepts in the game to their relations with their family and friends, cause the child to confuse between the reality and imagination and eventually, the time spent together decreases and unsocial behaviors settle in the child’s personality.</p>
<p>Surely, we cannot underestimate the beneficial sides of the computer which is a must in modern age. But the ideal is to benefit from the positive services of the computer and to ensure a protection against its harmful usage. The playing time which is essential for the child’s healthy growth, should be distributed fairly between virtual games and real group games. For this, we must prefer games;</p>
<p>• in which they can play an active role,</p>
<p>• that are suggested by specialists and other experts,</p>
<p>• which can provide national awareness and cultural identity,</p>
<p>• which support comprehension and intelligence of the child,</p>
<p>• which contribute to virtues like sharing, team spirit, caring for others, honesty, and diligence,</p>
<p>• which instigate curiosity and make learning fun,</p>
<p>• which include parents into the game,</p>
<p>• which infuse consciousness of performing duties and responsibility,</p>
<p>• which help developing imagination, thinking ability, exploring and inventing capability.</p>
<p>If eyes, ears and other organs that are bestowed upon us by the All-Compassionate Creator are engaged with only entertaining computer games, then they are being used out of their innate purposes. Therefore, the vital responsibility of parents is to be very careful for guiding their children to use their sight, hearing, feeling, judging faculties in the right direction and to prepare an environment that provides the child a rich learning background and to bloom his mental abilities.</p>
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			</item>
		<item>
		<title>Computer And Video Games And Violence</title>
		<link>https://fountainmagazine.com/all-issues/2000/issue-31-july-september-2000/computer-and-video-games-and-violence/</link>
		
		<dc:creator><![CDATA[Louima Cunningham]]></dc:creator>
		<pubDate>Sat, 01 Jul 2000 00:00:00 +0000</pubDate>
				<category><![CDATA[Issue 31 (July - September 2000)]]></category>
		<category><![CDATA[children]]></category>
		<category><![CDATA[computer]]></category>
		<category><![CDATA[effects]]></category>
		<category><![CDATA[entertainment]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[media]]></category>
		<category><![CDATA[play]]></category>
		<category><![CDATA[playing]]></category>
		<category><![CDATA[problems]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[Science]]></category>
		<category><![CDATA[society]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[solving]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[violence]]></category>
		<category><![CDATA[violent]]></category>
		<guid isPermaLink="false">http://107.21.79.195/all-issues/2000/issue-31-july-september-2000/computer-and-video-games-and-violence/</guid>

					<description><![CDATA[Our world continues to advance rapidly, especially when it concerns technology. As computerization has many aspects, and since everyday routines revolve around computers, we must study its effects on people. Electronic and video games are one of the most important branches of technology entertainment. During the last several decades, interactive video games have emerged as [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Our world continues to advance rapidly, especially when it concerns technology. As computerization has many aspects, and since everyday routines revolve around computers, we must study its effects on people.</p>
<p>Electronic and video games are one of the most important branches of technology entertainment. During the last several decades, interactive video games have emerged as one of the most popular forms of entertainment, particularly among adolescents. Video game content is extremely varied. In addition to their entertainment value, reflected in their enormous popularity, video game proponents point to their constructive uses in education, medicine, and other fields.</p>
<p>However, some observers find certain game-playing trends disturbing. For example, newer generations of video games often feature graphic depictions of violence. This has intensified public concern of potential harmful effects.</p>
<h3><b>Video Game Violence</b></h3>
<p>Video games first appeared during the 1970s. In the last 3 decades, they have gone from bouncing a little white ball from side to side on a screen to virtual reality games in which one is a character in the game itself. Newly emerging on-line games enable a person to play and compete with many others in cyberspace. The majority of games developed with this evolving technology are entertaining, engaging, and appropriate for children.</p>
<p>One segment of the market, however, features violence as a theme. Its depiction of violence has evolved from early shooting games blasting mostly spaceships out of the sky to gory violence, where characters literally tear each other apart with all the realistic details accompanying the act. Many of these games often require the use of increasing levels and intensities of violence to advance through the levels. Thus, violence is used as a problem-solving technique.</p>
<h3><b>Toys and Children</b></h3>
<p>Toys are commonly associated with children. Technology has produced many electronic toys, more specifically, computer and video games. Since there is no extensive body of research on the effects of video game violence, some people state that it does not harm children. The same argument was used to defend television violence for more than 3 decades.</p>
<p>Others assert, theoretically, that video violence actually may benefit children, because it gives them an outlet for aggression. This “catharsis” hypothesis was advanced in the earliest days of the television violence debate, and even compared to the violent elements in literature and art. After many years of research, however, it was abandoned. In Shakespeare the violence is offstage; we see the effects and learn the evil of violence without seeing the act. Classic mystery dramas focus on crime solving, not crime commission; the chief weapon against the villain is intellect, not brute force; and a hero is selected for his or her strength of character, not his or her physical power to dominate. Today’s video game “heroes” often show a violent response as the only effective-and frequently first-response to any conflict.</p>
<h3><b>Is There Any Impact?</b></h3>
<p>There are a few reasons why the games are violent. One is economics: violent games really bring in the quarters for an arcade. Many modern games are designed to let a player fight for a certain amount of time, then compulsively buy more coins to continue. Another reason is that they let you do something that, in real life, is impossible, which is the whole idea of virtual reality and simulation anyway. If you want to unwind after a tough day at work, you cannot take your AK-47 and destroy McDonald’s. However, you can go to an arcade, sit down at an X-Men console, fight a few hundred bad guys and then leave thinking about your game instead of your worries.</p>
<p>Games are just that-games. But when applying these concepts to children, the picture changes, for young children are in immediate danger of copying antisocial behavior. Values are formed very early, and antisocial programming negatively impacts one’s respect for authority, for others, and for self. Given this, parents are asking what effect video violence has on their most frequent players: children 8 to 14 years old and younger.</p>
<p>Research is beginning to give us a picture of what these effects might be. Due to the recent arrival of ultra-violent video games, few studies are available. Research done by the Mediascope Nonprofit Organization shows that heavy exposure to entertainment violence negatively affects children.</p>
<p>Research done by the Media Analysis Laboratory in Simon Fraser University shows that 95 percent of teens surveyed had access to either a video game machine or a home computer, and a similar proportion (90 percent) said they owned at least some video games. The majority said that playing computer games produced a pleasant, exciting, challenging, and interesting experience. Many also felt gaming to be involving (77 percent) and sometimes frustrating (63 percent). Boys and girls experienced games differently, with boys more likely to associate positive emotions with play (e.g., pleasing, exciting, and involving) and girls more likely to associate negative emotions with play (e.g., frustrating, boring, and stressful).</p>
<p>Jeanne B. Funk and her colleagues surveyed the video game habits of more than 900 teenagers, primarily fourth through eighth graders. They found that almost half of the favorite games chosen were of the fantasy violence or human violence type. Girls more often chose games with fantasy violence; boys preferred games with human violence.</p>
<p>A 1998 study examined thirty-three popular video games, and found that almost in 80 percent of them, kids preferred to have violence or aggression as part of the play. Almost half of this violence was directed toward other characters. Twenty-one percent of the games had violence toward women.</p>
<p>There seems to be an imitative effect of playing and observing video game violence, especially among young children. For example, researchers found that in a group of 5 to 7 year olds, children imitated during free play what they had just been exposed to on video games. Children playing active but nonviolent games reflected that in their play, while children playing games with violent themes showed more aggression. The followings facts are taken from Screen Smarts:A Family Guide to Media Literacy by Gloria DeGaetano and Kathleen Bander:</p>
<p><b>Violent video games send the following messages:</b></p>
<p>• Problems can be resolved quickly and with little personal investment.</p>
<p>• The best way to solve a problem is to eliminate its source.</p>
<p>• Problems are basically black or white, right or wrong.</p>
<p>• It is acceptable to immerse oneself in the video game’s rule-driven reality without questioning the rules.</p>
<p>• It is better to use instinctual, rather than thoughtful, responsible behaviors to react to problems.</p>
<p>• Personal imagination is not an important problem-solving skill.</p>
<p>In contrast, playing maze games, puzzles, and simulation or treasure hunt video games teaches children that:</p>
<p>• Problems are solved through patience, personal initiative, perseverance, tolerance, and flexibility.</p>
<p>• Gathering information requires work, and information must be analyzed carefully so that informed decisions can be made.</p>
<p>• Problem definition and solving require the use of complex skills.</p>
<p>• A solution in one instance might not be suitable in another one.</p>
<p>• It is important to use such critical and creative mental skills as planning actions, organizing information, predicting outcomes, experimenting with trial solutions, evaluating ideas, and analyzing solutions and their consequences.</p>
<p>• Use imagination and thinking abilities to cocreate, with the game’s writer, inventive situations.</p>
<p>• Use personally-generated, thoughtful responses to solve problems.</p>
<p>In Time magazine’s cyberguide, video games were classified according to their educational value and violence. The authors write that the most child-appropriate hardware is that which encourages them to think and formulate ideas. Games like Carmen San Diego and Where in the USA? make learning fun. Even though the battles are bloody, children learn fast with strategy games like Age of Empires and Warcraft, because looking ahead, plotting strategy, and husbanding resources are the only ways to win.</p>
<p>In any computer hardware store, you also will find a lot of so-called splatter games. Unfortunately, there is a huge diversity in choice for such games. Games like Doom and Quake put guns in the hands of players and reward them for blasting everything that moves. Residential Evil is nothing less than blowing off a zombie’s head and hacking off its limbs. Home computer games can be even more disturbing: I once saw a 14-year-old kid playing a game in which the winning creature actually urinates over its victim’s body.</p>
<h3><b>Rating Systems and Other Alternatives</b></h3>
<p>With the progress of technology and consequently video games, society began to express concern about growing violence. Funk et al’s report stated that in late 1993, video game and software manufacturers began discussing a rating system. Two eventually emerged: the video game system sponsored by the Interactive Digital Software Association (including Nintendo and Sega) and a set of age-based categories developed by Entertainment Software Ratings Board (ESRB) (formerly the Interactive Digital Software Ratings Board). They developed joint content-based guidelines for video games through the Recreational Software Advisory Council (RSAC).</p>
<p>The ESRB initially proposed four rating categories: Universal (appropriate for all ages), Teen (13 and older), Mature (17 and older), and Adults Only. The board then responded to the concerns of professionals, including the first author, that the categories were too broad at the lower age levels by adding an Early Childhood (ages 3 and older) category. The ESRB also changed Universal to K-A (Kids to Adult, suitable for 6 and older), and added content descriptors that give a general indication of the level of violence, sexual themes, and crude language.</p>
<p>Although such ranking and debating appears to be designed to stop producing violent games, their main purpose should be to let parents know exactly what they are buying. Parents usually purchase the software and decide what games their children will play. Many video games are toxic and inappropriate for children. The best antidote is to teach children to find such games repugnant.</p>
<p>It also is crucial to teach them nonaggressive problem solving techniques through discussions with adults about the consequences of using violence to solve problems. While living in Japan, I noticed that Japan has almost as much entertainment violence as the United States. However, Japanese society is far less violent. The key may be that Japanese films, television programs, and society as a whole tend to show the consequences of violent acts, whereas their American counterparts do not. Finally, trying to keep children from seeing violence in the home, community, and media is the most effective method of ensuring that they grow up mentally normal.</p>
<h3><b>Conclusion</b></h3>
<p>This article points out how much our lives revolve around computerization. Computers dominate the lives of adults, children, and adolescents. At the same time, American youth have become increasingly involved in extremely violent crime, both as victims and offenders. Every aspect of our society, starting with parents, schools, and organizations to the mass media, the entertainment and software industries, and the federal government should be involved in controlling, rating and, if necessary, prohibiting interactive violent video and computer games. Not to sound too clichÃ©, but it is our children who will have to adapt, live, and survive in this automated world. The “game medium” may be an obstacle in achieving their survival.</p>
<h3><em><b>References</b></em></h3>
<ul>
<li>DeGaetano, Gloria and Kathleen Bander. Screen Smarts: A Family Guide to Media Literacy. Boston: Honghton, 1996. (Taken from: Media Awareness Network. March 1999 ).</li>
<li>Funk, Jeanne B., et. al. “Rating Electronic Games” Youth &amp; Society (March 1999). (Taken from: Masterfile Premier. 24 May 1999 &lt;http://gw11.epnet. com/st.asp?key=ehbeuwg&amp;site= ehost&gt;).</li>
<li>Qnittner, Joshua. “Are Video Games Really So Bad?” Time (10 May 1999): 50-59.</li>
<li>“The Social Effects of Electronic Interactive Games: An Annotated</li>
<li>Bibliography.” Oct. 1998. (Taken from: Medioscope Network 25 May 1999 &lt;http://www.mediaecope.org/vidbib.htm#Excerpts&gt;.</li>
<li>“Video Game Culture: Leisure and Play Preferences of B.C. Teens.” (Oct. 1998). Simon Fraser University. (Taken from: Media Awareness Network. 25 May 1999. http://www. media-awareness.ca/eng/issues/violence/resource/reports vgames.htm).</li>
</ul>
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		<item>
		<title>Barred Window</title>
		<link>https://fountainmagazine.com/all-issues/1995/issue-11-july-september-1995/barred-window/</link>
		
		<dc:creator><![CDATA[Louima Cunningham]]></dc:creator>
		<pubDate>Sat, 01 Jul 1995 00:00:00 +0000</pubDate>
				<category><![CDATA[Issue 11 (July - September 1995)]]></category>
		<category><![CDATA[A Moment for Reflection]]></category>
		<category><![CDATA[age]]></category>
		<category><![CDATA[birds]]></category>
		<category><![CDATA[children]]></category>
		<category><![CDATA[clouds]]></category>
		<category><![CDATA[days]]></category>
		<category><![CDATA[eyes]]></category>
		<category><![CDATA[frame]]></category>
		<category><![CDATA[heart]]></category>
		<category><![CDATA[leaves]]></category>
		<category><![CDATA[light]]></category>
		<category><![CDATA[man]]></category>
		<category><![CDATA[mood]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[playing]]></category>
		<category><![CDATA[prison]]></category>
		<category><![CDATA[school]]></category>
		<category><![CDATA[spring]]></category>
		<category><![CDATA[window]]></category>
		<category><![CDATA[yard]]></category>
		<guid isPermaLink="false">http://107.21.79.195/all-issues/1995/issue-11-july-september-1995/barred-window/</guid>

					<description><![CDATA[An elderly man gazed out of his cell window in Eskisehir prison. Spring-green poplar leaves moved in the brisk wind and, above the trees, small birds flapped and twittered as if to answer and amplify the leaves’ sunlit applause. The sight was like a reviving drink, and his thoughts plunged into images of the country [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>An elderly man gazed out of his cell window in Eskisehir prison. Spring-green poplar leaves moved in the brisk wind and, above the trees, small birds flapped and twittered as if to answer and amplify the leaves’ sunlit applause. The sight was like a reviving drink, and his thoughts plunged into images of the country he loved until, suddenly, homesickness came over him and the solitude of his imprisonment.</p>
<p>‘My Lord!’ he said, ‘Do not leave me solitary in this strange place. Comfort my people, and relieve them. Give us perseverance and strong resolve, and preserve our young ones in faith.’</p>
<p>But the scene outside would not imitate his mood. Feather-soft clouds and sunlight dazzled his eyes like gold and silver lace-work, urging him to an altogether different mood, as if to draw him to somewhere full of lively hope. The barred window of his prison allowed him only a narrow prospect. He scanned through the bars, this way and that, all that he could see. Beyond blocks of houses and shops, a school wall cast a broad shadow across the school yard, leaving only a corner in the light. He watched that bright corner and saw the shadows of little children traversing it, in and out of the light, as if they were playing in a ring, skipping and dancing. Yet, however he tried, he could not see the children themselves. He imagined he heard their voices, the sound of their feet. The words of childhood jingles rushed into his head. How many times children played such games as these, how often chanted the same words, over and over! Rehearsing. But for what celebration were these children practising so diligently? What great festival were they preparing?</p>
<p>Again the mood of the prison came over him. His mind’s eye pictured the children he imagined in the yard. And he watched them age before him, as though on a film screen, frame by frame, through adolescence and youth, through maturity and old age. Some disappeared from the frame before they attained old age. But the greater number remained. He scrutinized the wrinkled faces, the darkened eyes, exhausted flesh sagging upon weak bones, bodies buckled and bent. Here were, how many disappointed hopes? And dreams not realized? How few are capable of the trial of their old age! Some were sunk in pitiful nostalgia, some wretched with remorse for what they had done or not done. Some still trying, in vain, not to know the truth about themselves.</p>
<p>Their death brought to life, in the bitter torments of the grave, memories of the sins and errors they might have avoided in their younger days. Their corpses became skeletons, frame by frame, and their skeletons little heaps of grey dust amid which they lay, helpless, desolated, ashamed.</p>
<p>The old man’s heart brimmed over with the sorrow and suffering his mind pictured to him. Tears flowed as if from fountain deep within him, inwards to his heart, and out through his eyes and down his cheeks. He wept for the anguish of his people, for the wretchedness that they had stored up for themselves.</p>
<p>‘We must of necessity become old. Snow will-.fall on drip heads. Wrinkles will be stamped on our faces and dark rings etched under our eyes. This is so, so that we may recognize that we are old. So that we may be impressed, as our bodies are impressed, with the understanding that our time is limited. Our coming to the grave is a certainty.</p>
<p>Again, the old man looked out of his cell window. His thoughts turned again to ‘his homeland far away, to his people and, most tenderly of all, to the young. (‘O Lord, let their belief be preserved!’ Still the spring-green poplar leaves applauded the bright day and the birds sang and rejoiced. The clouds, likewise, moved briskly on with the winds, unresisting, graceful, content. He thought:</p>
<p>‘Man too is a traveller. His journey’s end is not the grave, but through resurrection, an eternal life. How unresistingly, how lightly the clouds travel, how sweetly the leaves and birds move through their allotted days! Man, only man, carries the burden of his freedom and so may be caught en route, unprepared, malcontent, fretful, offering vain excuses for his delays and deviations.’</p>
<p>He looked out to the school yard. He stood on tiptoe, but as before he could not quite catch sight of the children, only of their shadows playing. Still playing. Still preparing for some great celebration ahead. ‘Rehearse well, little ones! May He who created you, keep you upon His path. May you grow to a youth that is cheerful but never undisciplined. May you mature with a taste for virtue and for the service of others. Thereby you will be prepared for standing the journey you can by no means avoid. You will then travel the roads ahead of you &#8211; as, in the old days of the silk trade, the caravans used to go, if wisely stocked with goods acceptable at their journey’s end at a graceful pace and in modest hope of profitable trade..</p>
<p>And when he had prayed this prayer, the old man’s heart was lightened, and he could look out at the spring light on the other side of his window, without fear of ambush by homesickness or by a desire to complain of his imprisonment.</p>
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