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	<title>solving &#8211; Fountain Magazine</title>
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		<title>A Mathematical Journey of Thinking</title>
		<link>https://fountainmagazine.com/all-issues/2019/issue-132-nov-dec-2019/a-mathematical-journey-of-thinking/</link>
		
		<dc:creator><![CDATA[Louima Cunningham]]></dc:creator>
		<pubDate>Fri, 01 Nov 2019 15:48:45 +0000</pubDate>
				<category><![CDATA[Issue 132 (Nov - Dec 2019)]]></category>
		<category><![CDATA[2014]]></category>
		<category><![CDATA[constraints]]></category>
		<category><![CDATA[fields]]></category>
		<category><![CDATA[hard]]></category>
		<category><![CDATA[idea]]></category>
		<category><![CDATA[ideas]]></category>
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		<category><![CDATA[math]]></category>
		<category><![CDATA[mathematician]]></category>
		<category><![CDATA[mathematicians]]></category>
		<category><![CDATA[mathematics]]></category>
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					<description><![CDATA[The single biggest problem regarding mathematics and the sciences is motivating younger students to study them. While the United States excels at welcoming people from all over the world to travel to the U.S. and study science and math, the number of aspiring mathematicians at universities is decreasing. About only 2% of all students in [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><img fetchpriority="high" decoding="async" class=" size-full wp-image-6784" src="https://fountainmagazine.com/wp-content/uploads/2019/11/4d-7b5.png" alt="A Mathematical Journey of Thinking" width="1920" height="1200" srcset="https://fountainmagazine.com/wp-content/uploads/2019/11/4d-7b5.png 1920w, https://fountainmagazine.com/wp-content/uploads/2019/11/4d-7b5-300x188.png 300w, https://fountainmagazine.com/wp-content/uploads/2019/11/4d-7b5-1024x640.png 1024w, https://fountainmagazine.com/wp-content/uploads/2019/11/4d-7b5-768x480.png 768w, https://fountainmagazine.com/wp-content/uploads/2019/11/4d-7b5-1536x960.png 1536w" sizes="(max-width: 1920px) 100vw, 1920px" /></p>
<p>The single biggest problem regarding mathematics and the sciences is motivating younger students to study them.</p>
<p>While the United States excels at welcoming people from all over the world to travel to the U.S. and study science and math, the number of aspiring mathematicians at universities is decreasing. About only 2% of all students in America that pursue a bachelor’s degree are in the fields of mathematics or other physical sciences. On top of that, roughly 48% of students studying a STEM field in a bachelor’s program, and 69% of students pursuing an associate’s degree, changed majors or exited college before earning their degree [1]. One possible explanation for this is the reputation that math has for being boring, uninteresting, and complicated. However, there could hardly be a better time to become a mathematician.</p>
<p>I was watching a documentary about deserts with my 2 year old. At first, she found the documentary to be boring because the desert appeared to be bland and void of life. Then, the screen started showing the lively and colorful aspects of a desert including its oases, various cacti, and small creatures. She was shocked that the arid desert could possess so much color, life, and intrigue. It reminded me of my feelings towards mathematics. For some people, mathematics seems like a dry and dull subject that makes little sense. However, it too becomes full of life and color once one looks in the right places and from the correct perspective.</p>
<p>Ten years ago, the <em>Wall Street Journal</em> ranked jobs based upon a number of parameters such as salary, freedom, the possibility of promotion, and ease of employment. It may surprise you to find out that being a mathematician was ranked as the number one job in the world! [2] Career Cast, a company that started as a spin-off for this kind of ranking in 1988, also ranked mathematician as the number one job in 2014 [3].</p>
<p>In job advertisements, the definition of a mathematician is somebody who applies mathematical theories and formulas to teach or solve problems in a business, educational, or industrial setting. In other words, a mathematician is someone who insists on solving problems, which is what mathematics was invented for. However, a crucial point is missing from this description. There are mathematicians who not only teach or apply mathematics but do math, generate math, and change math.</p>
<p>If a mathematician is one of the best jobs in the world, how many mathematicians are there around the world? Thankfully, it is in the hundreds of thousands: almost 250,000, and it is growing every year, particularly in India and China [4]. These countries encourage their children to participate in STEM fields from a young age and place a very high emphasis upon education that can help foster a love for STEM careers at a young age.</p>
<p>Although mathematics is the science in which theorems last for a long time, it is also a field that is being renewed constantly. There are not many other subjects in which knowledge can last thousands of years and always remain both correct and relevant. For instance, the theorems of Euclid, a Greek mathematician who lived in the third century BC, are still accurate today. If we look at the modern applications of computer science and mathematics we see that people are still applying the contributions of Laplace about the central limit theorem, using the contributions of Shannon in sampling, and applying Fourier’s ideas about signal analysis and signal processing. Paradoxically, mathematics is ancient and contemporary at the same time.</p>
<p>In 2014, Emmanuel Candes of Stanford University gave a short speech about how he had collaborated with medical doctors and mathematicians, and used Fourier’s ideas in analysis and data processing, to drastically reduce the time needed to develop a scan [5]. His machine was a significant evolution for the medical field. In experiments, it was shown that to reconstruct images with the best accuracy, they need to have only 2% of the Fourier transform. Candes managed to reduce this time by a factor of eight by knowing only a very small portion of the Fourier transform. Netflix also uses this technology for reconstructing missing information and predicting the preferences of users for movies.</p>
<p>However, the life of a mathematician is not always full of success. The field is full of uncertainty, intense problem solving that can often take weeks or even months, and waiting. Most of a mathematician’s time as a researcher is spent in failure. That is an objective fact. A common motto is, “Every day is a failure. This is our life.” But when we look back on the amount of time that is spent solving these problems, everything pays off. Every year, the number of new theorems added in mathematics runs into the thousands. Failures are not actually failures, but merely bumps along the path of progress.</p>
<p>Another common problem that befalls mathematicians is that they will be expected to perfectly predict what will happen should their discovery work as intended. This is especially true of work done under the auspices of government agencies, since they will often not grant money without a very clear path towards a desired outcome. Things do not always go as planned, and thus it can be challenging to argue that a desired result will occur 100% of the time.</p>
<p>Despite these drawbacks, one of the most exciting aspects of mathematics is the potential to discover something revolutionary and groundbreaking. History has shown that the ideas and discoveries of one individual can make a tremendous difference in the world. By encouraging and enabling more and more students to study math and science, we thus increase the odds that more discoveries, be they groundbreaking or not, will continue to be made in the future.</p>
<p>Alan Turing was a mathematician who had an outsized impact on human history. He was instrumental in cracking the secret codes that were used by the Nazis during the Second World War. Some have argued that World War II would have lasted at least two more years without Turing’s intervention. In particular, the Normandy operation would have been impossible. What was Turing’s motivation? It was not patriotism, honor, or a strong duty to his country. It was simple: his main motivation was solving riddles and difficult problems. He lived for the thrill of solving his next big challenge.</p>
<p>Paul Erdos, a Hungarian, was the most productive mathematician of the 20th century. Erdos had no home, no car, no bank account, and no salary. He lived with just one suitcase and his ideas. He worked on theorems his entire life. When he got some money from some reward, he would always use part of it to put a reward on another theorem.</p>
<p>Leo Szilard was another revolutionary mathematician. He was the first person to understand the concept of chain reactions between atoms. His inspiration came from a public lecture, in which famed physicist Ernest Rutherford said, “It would be moonshine talking if you are willing to extract energy from the atom.” Rutherford acknowledged that energy existed within atoms but thought it was impossible to do anything with it. Szilard felt that Rutherford was wrong and decided to prove it. He worked and thought for days. And one day, while he was crossing a street in London, he was struck with an idea about the principle of chain reaction and exponential growth of atomic energy. This lead to him eventually meeting with Albert Einstein and the subsequent development of the Manhattan Project.</p>
<h3>Steps in developing ideas</h3>
<p>But how do scientists find those perfect ideas? What are the steps? Henri Poincare gives us some hints about how the ideas were coming to him. Poincare, who was always considered a genius, experienced many discoveries after working very hard on the problem and he had a lot of failures. He said: “Disgusted from my failure, I went to spend a few days near the sea thinking anything else. And one day, while walking on the cliff, the idea came to me. And as before, it was very brief, sudden, with immediate certainty, that arithmetic transforms of indefinite ternary quadratic forms are identical to those of non-Euclidean geometry.”</p>
<p>So, under which circumstances does a big idea come? In popular culture, we have those myths like Newton saw an apple falling down and changed the world. But in real life, it’s not the way it happens. For Poincare’s example, the cliff has nothing to do with quadratic forms. Poincare was saying that he worked very hard and then he decided to rest a little bit, and finally, he had the enlightening moment. What is important here is if the brain had not been prepared by hard work, the illuminating idea wouldn’t have struck.</p>
<h3>So what is the process of discovery?</h3>
<p>Of course, a publication will be the last step for the discovery of an idea. Because publication means that the idea is out and going to be seen and read by the world. But before that, we have many steps or ingredients which make our idea stand up on its feet.</p>
<h4>1. Fecundation</h4>
<p>The first step is fecundation. In other words, conversations and discussions you have with your colleagues. Your interaction has a potential to bring about a new phase, a new idea out of different projects. It may take months or years to decide what you want to prove.</p>
<h4>2. Documentation</h4>
<p>Documentation is built upon previous research and insights. We may need to document things from several centuries ago or from recent times. Nowadays, all information is stored in computers and the internet, which makes this step easier than before.</p>
<h4>3. Motivation</h4>
<p>Motivation is the most important ingredient when we pursue a discovery. Psychologists believe that childhood experiences play a big role. For instance, both Szilard and Turing’s lives were strongly influenced by a book they read before they found their ideas. In the case of Turing, the book <em>Natural Wonders Every Child Should Know</em> was his inspiration. When I was a child, I watched “Donald in Mathmagic Land” and thought it was fascinating. It might have played a big role in my choice to become a mathematician.</p>
<h4>4. Ecosystem</h4>
<p>A discovery or an idea never arrives on its own. A scientist is never alone and there is a whole ecosystem around them. For instance, at one point in history, Persepolis was the most innovative city in the world. Then it was Paris, and then Budapest. Today, we have the well-known Silicon Valley.</p>
<p>If you are working in a lab, you need to have an atmosphere where people can meet, discuss, and be creative. A good idea comes from teamwork.</p>
<h4>5. Constraints</h4>
<p>The next ingredient that you need for a good idea is constraints. Without constraints, discovering new ideas is not as likely as when there are. Rigorous findings come about mostly with constraints. One of the most famous problems in mathematics is the Riemann hypothesis, which was tested in thousands of experiments. After those experiments, the proof was only a set of logical rules with constraints. Constraints usually help generate authentic results and artistic quality as in rhyming poems.</p>
<h4>6. Intuition</h4>
<p>Intuition usually comes together with hard work, yet it is not easy to understand its process.</p>
<p>In addition to these six ingredients, whether one has good fortune or not also plays an important role. It is human condition that things may not come out as we like although we might have done everything necessary.</p>
<p>Henri Poincare says, “Thought is only a flash between two long nights, but this flash is everything.” Yet, a big idea might take years of work. Still, even after working so hard, our knowledge is like a tiny island in an ocean of unknown. We know almost nothing, but this is such a precious nothing, because that that knowledge came out of the richness of the thought of many people and their efforts. There are still so many ideas just waiting for us to discover them.</p>
<p>Mathematics, like many scientific fields, is an infinite universe with an infinite amount of problems waiting to be discovered and solved. Their applications within our world are endless, and the possibilities to use these results to create real change in our world are also endless. One tends to ask, is math a stand-alone, abstract concept while its vast horizons of knowledge explains the intricacies of our universe, or does it imply an infinitely bigger wisdom from which this abstract knowledge rises from and that relates to our existence?  We must continue to motivate students to study math so that they may fall in love with it and continue to develop humanity. </p>
<h3>References</h3>
<ol>
<li>United States, Congress, Chen, Xianglei, and Matthew Soldner. “STEM Attrition: College Students’ Paths Into and Out of STEM Fields.” <em>STEM Attrition: College Students’ Paths Into and Out of STEM Fields</em>, National Center for Education Statistics, Nov. 2013. <a href="nces.ed.gov/pubs2014/2014001rev.pdf">nces.ed.gov/pubs2014/2014001rev.pdf</a>.</li>
<li>Needleman, Sarah E. “Doing the Math to Find the Good Jobs.” <em>The Wall Street Journal</em>, Dow Jones &amp; Company, 7 Jan. 2009, <a href="http://www.wsj.com/articles/SB123119236117055127">www.wsj.com/articles/SB123119236117055127</a>.</li>
<li>“Jobs Rated 2014: Ranking 200 Jobs from Best To Worst.” <em>CareerCast.com</em>, CareerCast.com, 9 Mar. 2017, <a href="http://www.careercast.com/jobs-rated/jobs-rated-2014-ranking-200-jobs-best-worst">www.careercast.com/jobs-rated/jobs-rated-2014-ranking-200-jobs-best-worst</a>.</li>
<li>“Mathematics Genealogy Project.” <em>Welcome! &#8211; The Mathematics Genealogy Project</em>, <a href="genealogy.math.ndsu.nodak.edu/">genealogy.math.ndsu.nodak.edu/</a></li>
<li>Emmanuel J. Candes. “Mathematics of sparsity (and a few other things), August 14, 2014, Seoul. ICM2014 VideoSeries PL3. <a href="https://www.youtube.com/watch?v=W-b4aDGsbJk">https://www.youtube.com/watch?v=W-b4aDGsbJk</a></li>
</ol>
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		<title>What Algorithms Imply for Us</title>
		<link>https://fountainmagazine.com/all-issues/2009/issue-69-may-june-2009/what-algorithms-imply-for-us/</link>
		
		<dc:creator><![CDATA[Louima Cunningham]]></dc:creator>
		<pubDate>Fri, 01 May 2009 00:00:00 +0000</pubDate>
				<category><![CDATA[Issue 69 (May - June 2009)]]></category>
		<category><![CDATA[algorithm]]></category>
		<category><![CDATA[algorithms]]></category>
		<category><![CDATA[brain]]></category>
		<category><![CDATA[computer]]></category>
		<category><![CDATA[data]]></category>
		<category><![CDATA[developed]]></category>
		<category><![CDATA[human]]></category>
		<category><![CDATA[imply]]></category>
		<category><![CDATA[medical]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[number]]></category>
		<category><![CDATA[numbers]]></category>
		<category><![CDATA[patient]]></category>
		<category><![CDATA[problem]]></category>
		<category><![CDATA[problems]]></category>
		<category><![CDATA[Science]]></category>
		<category><![CDATA[set]]></category>
		<category><![CDATA[solving]]></category>
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					<description><![CDATA[Different people have different styles of handling situations; as the proverb says “Different strokes for different folks.” Another proverb “Two heads are better than one,” on the other hand, invites us to ask for the opinions of others. God has created mankind with diverse temperaments and talents. One of the advantages to this is that [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Different people have different styles of handling situations; as the proverb says “Different strokes for different folks.” Another proverb “Two heads are better than one,” on the other hand, invites us to ask for the opinions of others. God has created mankind with diverse temperaments and talents. One of the advantages to this is that people are capable of approaching matters from different angles and finding different solutions to the same problems. An ability to act in accordance with this wisdom allows for intelligent co-operation among human beings, resulting in many positive attributes.</p>
<p><span id="more-1017"></span></p>
<p>As is the case in many scientific arenas, the first studies in the field of algorithms were conducted by Muslim scientists. The concept of algorithm was used for the first time by the worldwide renowned Muslim scientist Al-Khwarizmi, who lived between 780–850 AD in Baghdad. Al Khwarizmi put his name to historic studies in the fields of mathematics, astronomy, and geography. His work entitled His&amp;#257;b al-jabr wa-l-muq&amp;#257;bala (Calculation by Completion and Balancing) constitutes the first collection of algorithms. The Latin translation attracted great attention in Europe. The Europeans used the term algoritmi, rendered from “Khwarizmi,” to refer to rules for solving arithmetical problems by using Arabic numerals.</p>
<p>Having first developed as a branch of mathematics, algorithms have been described as a sequence of instructions that is used to solve a certain problem. These finite number of steps,begin at a certain point and come to an end with a result. But, today when we talk about algorithms, what comes to mind are the methods pursued in the operations of sequencing in computer programming; though algorithms are used in many fields, including physics, chemistry, biology, and music.</p>
<p>When different algorithms are used for solving the same problem, this enables us to reach the same solution through different means. There are, for instance, a great number of sorting algorithms (selection sorting, merge sorting, quick sorting) that have been developed for the purpose of incrementally sorting a given set of numbers. The same also applies to the search algorithms which find a given number in a set of numbers. What does this imply for us? Different people can attempt to solve the same problem with different algorithms or approaches that are better, truer or more “beautiful”. Thus, it is always important not to reject an idea without a prior examination or understanding, to welcome proposals of different opinions and to try to benefit from better alternatives or solutions. Thus, we can understand from an algorithmic approach that establishing dialogue and showing mutual respect are essential moral virtues in transforming differences into wealth.</p>
<p>Computer algorithms solve certain problems according to pre-defined parameters. Thus, we should never forget that computers cannot carry out a spontaneous operation, but can only carry out functions that have previously been programmed into them by human beings. Although some researchers, by relying too much on recent developments in computer sciences, and particularly in fields like artificial intelligence, attribute human characteristics to computers. They even estimate that they can produce human-like things in the near future, which seems rather unfeasible when we consider countless physical and spiritual features of humans. What does this imply for us? Pursuing a systematic method when solving problems in both computer sciences and daily life would considerably increase one’s success rate in solving any problems encountered. The most critical stages in problem solving are obviously a correct diagnosis and full description of the problem. The algorithms are developed and the most coherent and suitable are then chosen.</p>
<p>After an algorithm is designed in a flowchart, it is translated into software and tested against verifiable data prior to its usage in real operations. This test is necessary to prevent probable flaws in the software. What does this imply for us? By utilizing all the talents and especially the intelligence granted to us, human beings are always able to find what is better or truer. Research has been conducted in scientific studies by keeping in mind that there is always a next step in any development that has been achieved; the experience of the history of mankind demonstrates that a method that has been developed today might prove to be inadequate tomorrow.</p>
<p>When analyzing a number of different algorithms that are used to solve the same problem, the cost is assessed, with the least costly and most suitable one being selected. The cost of an algorithm is determined according to the number of operations carried out in solving any problem. An algorithm which solves the same problem with a greater number of steps has a lesser efficiency and a lesser performance.</p>
<h3><b>Sorting algorithm by insertion</b></h3>
<p>Sorting algorithms are one of the most frequently used algorithms in computers. As sorted data is more easily processed and used, data are usually sorted first with a sorting algorithm before it is processed within more costly operations.</p>
<p>In insertion sort (i.e., sorting by insertion), numbers to be sorted are inserted into a new “sorted” set. The new sorted set is empty at the beginning, and the numbers are inserted one by one into the right position of this set. During each insertion, the number at hand is compared to the numbers of the new set from the smallest to the largest. During a comparison, if the term (number) at hand is smaller than the term in the new sorted set, then the term is inserted right before the term in the sorted set. As each term is generally compared with all the terms which precede it, sorting of n numbers is done by about n2 comparisons. Thus, the cost of such a sorting algorithm is O(n2).</p>
<h3><b>The quick-sort algorithm</b></h3>
<p>This algorithm is used to find the shortest way between two points. Let us suppose that we have a limited number of points, some of which are inter-related. During this type of calculation, the shortest way is systematically found by checking all the combinations that have been able to be established among given points. The web sources that are provided for planning routes and mapping services with PNDs (Portable Navigation Devices) for travelers can be given as examples; here the minutest details of every highway and road have been recorded to the virtual media. In accordance with certain criteria, by taking into consideration all the probable routes between the two addresses provided by the user, the optimum driving route, including road and street names, is suggested.</p>
<h3><b>Use of algorithm in medicine</b></h3>
<p>Any research or inquiry used in the diagnosis and treatment/curing of a disease is defined as a medical algorithm. The logic of a decision tree is used in diagnosing, curing and following up diseases with these algorithms. Guiding algorithms, for example, “if symptoms A, B, C are observed in patient, then, the patient is probably suffering from the disease D, so, use the treatment E” are used in medical expert systems. The purpose of such algorithms is to standardize the medical services provided and thus minimize potential uncertainties and errors that likely to arise. Moreover, such algorithms are also used for educational and training purposes and as a guide to approaching the patients, diagnosing and curing diseases and towards solving their problems with greater ease. A great number of medical information that has been published has been transformed into numerous algorithms, ranging from those that use simple calculations to those that make highly complicated decisions. For instance, in the algorithm that was developed to measure the Body Mass Index (BMI), age, sex, height and weight are among the questions that are asked of the patient. The data obtained from the patient is later applied to a formula developed from the experiences of medical science, and the said index can thus be calculated. However, doctors should compare the results obtained from such algorithms with their existing knowledge, for even such simple algorithms as BMI become undependable in different cases, for example an athlete or an expectant mother. Algorithms only provide guidance for physicians, but the final decision should be taken by the physician after having individually assessed the status of each and every patient.</p>
<h3><b>Algorithms and music</b></h3>
<p>The algorithmic composition has been used in music for centuries to produce music with a methodological approach. Canon, for example, is a form of music produced with an algorithm in which a melody is replicated by one or more imitations of it played after a given duration.</p>
<h3><b>Human brain, nature, and algorithms </b></h3>
<p>Although the secrets of brain have not yet been fully explained, vital information has been compiled about its biological structure and functioning, thus proving that different sections of the brain fulfill different roles. Such sophisticated tasks as controlling the bodily organs, mental discernment, functions corresponding to the use of tongue and other sensory activities, the perception of colors, calculation of actions and the perception of physical conditions, are all carried out by use of brain mechanisms and faculties. All these tasks are accomplished by algorithmic processes which have not yet been fully explained. The issue of the unification of the data or images received by the eyes is, for instance, one of the matters that scientists do not yet fully understand. Although many have tried to imitate the human brain, such simple cerebral functions as walking and communicating have, to date, not been convincingly imitated.</p>
<h3><b>What algorithms imply for us</b></h3>
<p>As science and technology develop more and more, new inventions are being made, algorithms are being proposed for unsolved problems, while algorithms of already solved problems are being further developed. For example, many ciphers, which in the 1970s were believed to be unsolvable within an acceptable span of time, are being easily solved today thanks to the algorithms that have been developed and the ever-increasing operational power of computers. Consequently, developments in algorithms suggest to us that we should always search for that which is better and more effective; also we should remember that there are a number of different ways that lead to the very same target. Thus, we should always be open to the ideas of others and willing to consult with them before making a decision about any subject.</p>
<p><em>Ahmet Isik has a PhD in mathematics and is a freelance writer.</em></p>
<h3><b>References</b></h3>
<ul>
<li>Cormen, T. H., C. E. Leiserson, R. L. Rivest, Clifford Stein. Introduction to Algorithms, MIT Press, 24th Edition, 2000.</li>
<li>http://www.nist.gov/dads/termsType.html#P</li>
</ul>
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		<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>
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					<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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