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ugg sale Video game inspires help for h

Video game inspires help for homeless

Questions about hunger and homelessness. About how young people can need shelter in this town of big back yards, SUVs and shopping malls. How he, an average kid in a suburban elementary school, can do anything about it.

And then he found the answers in the pastime he loves most.

Knowing his fondness for video games, Vivek uncle, Rishi Anand, gave him a one week stint at a computer programming camp for his eighth birthday.

Vivek asked lots of questions about game programming and created one himself, called Sheep in the Desert.

He explains it this way:

don want to hit the bad guys because you lose a life, but if you get a pickax ugg sale e, you can hit the rocks. They block the oasis, which teleports you to the next level. sounds more complicated than it is.

At the same time, he was asking his parents about what he was learning from his Grade 3 teacher at Silver Pines Public School. Was it true? Were there really children without homes in Richmond Hill?

His dad, a Toronto community support worker, invited him to help distribute bags of food to school children. It was an eye opener.

More questio ugg sale ns led Vivek to an organization called Youth Without Shelter, a Toronto emergency residence and referral agency providing shelter and support programs for homeless youth.

He asked his parents what he could he do. They came up with the idea of cooking a meal for the kids and delivering it to the shelter.

A tour of the residence spurred more questions from Vivek. He readily rattles off what he learned.

you know there are 10,000 homeless youth a year in Toronto? And if you think of the world as a global village with 100 people, 50 don have reliable source of food, 20 do sometimes, and 30 do all the time. also learned Youth Without Shelter budgets $2 a day for each client to pay for three meals and snacks. That fact stuck with him. Standing in line at Tim Horton waiting for his doughnut, he had more questions.

come they just get $2? For ugg sale all their meals? This doughnut cost $1.90! That just leave you 10 cents! What can you buy with a that?

he asked. you sell my video game at work so we can raise their meal budget? Uncle Rishi came up with a better idea. Vivek could create a blog and sell the game there, with a link to Youth Without Sh ugg sale elter online donation system.

So far, he has raised more than $1,000.

Now, he has a new question: I can make that much, why can I get to $4,000? pretty impressive that someone at such a young age could be so aware of the issue, development assistant Poonam Saini said.

Vivek, now a student in the gifted program at Crosby Heights Public School, created a PowerPoint presentation to explain the issue to his classmates. He clicks past the Transformers background on his laptop to show a visitor two pictures he uses to blast through stereotypes: one with a person huddled on a blanket on the sidewalk, another with a group of average teenagers. Both represent the homeless.

not just dirty and yucky, he says.

think they don have perseverance and courage and other stereotypes and biases . but that not right. Maybe your mom and dad lose their job and you can pay the mortgage. You could become homeless, too.

came up with this idea: everybody in the community plays a role to help each other and if you have people in your community who are homeless, then you not playing a role.

ugg sale Video game controversyThis

Video game controversy

This editable Main Article is under development and not meant to be cited; by editing it you can help to improve it towards a future approved, citable version. These unapproved articles are subject to a disclaimer. [edit intro]

Video games have been a subject of debate and controversy in much the same way as other media forms have been. The rise of home video systems in the 1980s led to scares about “video nasties” and the institution of censorship regimes for video. The concern and controversy about video games comes from many sources: public opinion, the popular press, politicians and even some academics. Some of the controversies regarding video games can be categorised as moral panics.

The controversy around video games concerns a number of factors. Firstly, violent content and depictions of criminality in video game has been thought by some to be dangerous in that it might make players more prone to commit violent, criminal, anti social or undesirable activities. This is exarcabated by the fact that players of games, unlike those watching a movie, are actively participating in the violence. Many more are concerned by the addictive nature of video games and the extended time that many take to play. This has been blamed for physical inactivity and obesity amongst video game players. In South Korea, some players of online games like StarCraft and World of Warcraft have died after playing for extended periods.[1] Some video games depict sexual scenarios, which some find concerning for the same reason they find them concerning in other forms of media. Finally, some are concerned by the possibility of a drop in attention span amongst video gamers and those who consume large quantities of electronic media.

Early video games often had little that people might find concerning in the same way that later games do. Pong, Space Invaders, Galaga and Pacman. As the power of computers and gaming systems has advanced, it has been possible to produce much higher quality of video graphics and to have a music and sound effects that are the same quality as the audio used in movies. As 3D graphical realism has been perfected, the critique of video games by those concerned about depictions of violence has become more relevant, in the same way that a Quentin Tarantino movie might concern people more than a silent movie.

Unlike movies, there is a perception that video games are primarily for younger players. This was once true, but doesn’t hold in current times. During the 8 bit and 16 bit era of video games the time of Nintendo’s NES and SNES and Sega’s Genesis and Master System gaming was primarily the preserve of under eighteens, but with the arrival of 32 bit consoles and since, gaming became more popular with those over eighteen. The teenagers playing on 8 bit and 16 bit consoles also grew up and didn’t stop playing games. The terminology ‘game’ also makes it seem like video games are made for a younger audience. A movie can be aimed at adults pornography specifically, but violent and sexual themed movies can also be intended for a mature audience. Games struggle with this because of the perception that games are played by and intended for children and teenagers rather than adults. According to the Entertainment Software Association, the industry body representing game manufacturers in the United States, the average age of game players is thirty five.[2]

This perception considered fallacious by many that video games are for children has prompted many into finding controversy in video games where none would be found for the exact same message being depicted in any other media or art form. For some, this f ugg sale eeling that games are only for children and entertainment has been blamed for the fact that games have yet to reach the status of art. This feeling is described well in the Artist’s Statement that accompanies Super Columbine Massacre RPG!:

Thus far, video games have been relegated to escapist entertainment an industry known best for little blue hedgehogs and plucky mustached plumbers bouncing about in fantasy worlds. There is little in the realm of socially conscious gaming software that does more than merely amuse for a few idle hours. Yet while some low selling games offer pedagogical education (in geography, math, etc.), games that genuinely challenge social taboos or confront real cultural issues are nearly non existent.[3]1

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3 Sex

4 ReferencesA number of different models of media consumption have been proposed and have direct bearing on the controversies regarding video games. These include:

the hypodermic needle model which proposes that violent (or sexual, political etc.) content directly affects the consumer of the media in question. Under this model, people consume the media in question which triggers them to copy the acts depicted.

the use and gratification model which proposes that consumers of media seek out that media and use it to serve and gratify their own needs.

reception theory posits that meaning is not an inherent component in the media texts but is dep ugg sale endent in some sense on the viewer, listener or player of the media and their personal background. As in movies, violence can be used for both positive and negative ends. In the stealth game Metal Gear Solid violence is used, but it is used for a noble military aim: to prevent a group of terrorists from taking charge of a high tech robotic machine capable of launching nuclear weapons. The Grand Theft Auto series uses violence for quite the opposite role: as part of criminal actions, and often just to cause havoc for fun. The Between these two extremes lie a great deal of violence in games violence for neither good nor bad reasons. This may mean shooters like the Doom franchise or fighting games like Street Fighter franchise. Many video games often depict a wholesome and budding romantic relationships untainted by ugg sale sexuality. Many do quite ugg sale the opposite, but the number of games which have sexuality as a primary element is quite small. Critics of video games have pointed to the unhealthy relationship the player of the Grand Theft Auto games has with prostitutes during the game: indeed, pointing out that one can have sex with a prostitute and then run her down to retrieve the cash you paid for sex.

John Anderson, Spot On: Korea reacts to increase in game addiction Matthew Moore, Rapelay virtual rape game banned by Amazon, Daily Telegraph.