Showing posts with label media. Show all posts
Showing posts with label media. Show all posts

Tuesday, July 18, 2017

Listen Up: Black Media Minute

The Black Media Minute is a podcast that dives into the ins and outs of the media business with Black creatives and industry professionals. The show features interviews and analysis of books, movies and television. It's hosted by Kimberly Foster, who was named one of Forbes' "30 Under 30" last year. Every episode is packed full of probing interviews and insightful conversations with  people who shape the media landscape.

You can follow along at the Black Media Minute with Kimberly Foster website or via itunes.

Listen Up is an ongoing series devoted to shining a spotlight on podcasts by diverse creators. You can check out all the podcasts previously featured here. If you have a podcast you'd like to recommend, post it in the comments or email me at shawnstruck at gmail dot com.

Tuesday, May 30, 2017

Hollywood Still Way Behind LGBT & Racial Representation

Description: Screenshot from GLAAD study that reads: Transgender
representation was merely one character in "Zoolander 2". The
character, played by Bennedict Cumberbatch, was used as the punchline
to a joke.
Two years ago, GLAAD released a video titled "Hollywood Must Do Better" that  was basically a supercut of the most egregious anti-LGBT moments from major Hollywood films from the past few years. It was a companion piece to studies the group releases every year that rate major Hollywood films on a "social responsibility index" that looks at the representation of racial minorities as well as LGBT characters. "Moonlight" won an Oscar this year, so that must mean things are pretty great now, right?

Wrong. As this year's study shows, Hollywood is still way behind when it comes represention people that aren't white, straight, or male. in a study of 125 major film releases from major film studios, only 23 films included LGBT-identifying characters. That's just 18 percent.

Of those 22 films, 19 had a gay male character. Lesbian characters went from 23% in 2015 to 35% in 2016. 3 films had a bi character. Transgender representation in major Hollywood films last here clocked in at exactly one: a character played by a cis male actor as the butt of a transphobic joke.

Racial diversity in onscreen characters declined as well. From the LGBT characters of the last year, 48 of them were white (69%), nine were Black/African American (13%), four were Asian/Pacific Islander (6%) and one character was Latinx. Eight LGBT characters were identified as non-human.

The study also outlines a great thumbnail guide in looking at LGBT characters in films called the Vito Russo Test. A  film passes the Vito Russo test if:


  • The film contains a character that is identifiably lesbian, gay, bisexual, and/or transgender.
  • That character must not be solely or predominantly defined by their sexual orientation or gender identity (i.e. they are comprised of the same sort of unique character traits commonly used to differentiate straight/non-transgender characters from one another).
  • The LGBT character must be tied into the plot in such a way that their removal would have a significant effect, meaning they are not there to simply provide colorful commentary, paint urban authenticity, or (perhaps most commonly) set up a punchline. The character must matter.
Similar to the Bechdel Test, it's a fairly low bar to clear. Sadly, even the above reasonable standards aren't met by most films. As the study says:

Only 8 of the 22 (36%) inclusive major studio films passed the Vito Russo Test this year, the lowest percent­age in this study’s history, compared to 11 of 20 (55%) inclusive films released in 2014, 7 of 17 (41%) in 2013, and 6 out of 14 (43%) inclusive films released in 2012. This is a significant drop from the previous year when just over half of the inclusive films passed. There is clearly much room for industry improvement. More films need to include substantial LGBT characters that pass this simple test.



Friday, April 14, 2017

Marvel Comics Exec Says "Diversity" Is Why Sales Are Down

David Gabriel, Marvel Comics' Vice President of Sales spoke at a recent retailer summit and said that "...people didn’t want any more diversity. They didn’t want female characters out there," and that "Any character that was diverse, any character that was new, our female characters, anything that was not a core Marvel character, people were turning their nose up [at]."

This contrasts with the experience of one retailer who spoke with ICv2 on the first day of the retailer summit who said a more diverse cast of characters were helping bring new customers to his store. The latest iteration of Ms. Marvel, which has Muslima teenager Khamala Khan taking up the title role, was nominated for a Hugo Award this year. In a detailed post on CBR.com that did some serious number crunching of Marvel Comics' sales for the past year, Charles Paul Hoffman wrote:
Just to be clear, “diversity” has very little to do with the drop in sales in Marvel’s top 10 books. Only three (“The Mighty Thor,” “Invincible Iron Man” and “Black Panther”) can be considered “diverse,” in that they star a lead character who is a woman or a person of color. The rest are series starring white male heroes or teams made up predominantly of white male heroes. These are Marvel’s traditional A-list heroes, being written and drawn by A-list writers and artists (almost all of whom are themselves white men), and yet they are floundering... 
While Marvel has admittedly had some misses among its “diverse” titles, it has also had some genuine hits. “The Mighty Thor” remains Marvel’s No. 2=selling ongoing superhero series. “Black Panther” has been a solid hit as well, selling enough single issues to be in Marvel’s top 10, and enough trades to make the bestseller lists. “Invincible Iron Man” (starring Riri Williams) is also in the top 10, showing very little attrition from writer Brian Micahel Bendis’ pre-“Civil War II” series. “Spider-Man” is close behind, selling about 5,000 more copies than Miles Morales’ pre-“Secret Wars” series.”Spider-Gwen” and “All-New Wolverine” are also both doing well, with more than 29,000 copies sold in February for both titles. And then there’s “Ms. Marvel” and “The Unbeatable Squirrel Girl,” two series whose trades have also made the bestsellers lists. 
Having dug into the data, it’s become clear that diversity is not hurting Marvel. The truth is, Marvel’s “diverse” titles actually sell decently. 
So if Marvel's more diverse offerings are actually selling decently, bringing in newer clintele and winning awards... then what's up with declining sales? Professionals and fans on twitter have a few ideas:

Other industry analyses have pointed out stumbling blocks that Marvel has seemed to put in its own way, like trying to make its Inhumans line-up replace the X-Men series while X-Men hemorrhages sales and the Inhumans branding repeats many of the same mistakes of the X-Men before them. The Nerdist has an excellent take-down of how diverse casts written by the same ol' roster of white men leads to a lot of tone-deaf bullcrap that can end up alienating readers old AND new:
When Brian Michael Bendis writes Miles Morales as being upset with a fan who mentions his black heritage, or when Nick Spencer has Sam Wilson apologize to Steve Rogers for any activism-fueled anger he may have displayed in the past, it comes off as tone-deaf and leaves readers understandably less than thrilled. The same comic features multi-ethnic villains who are parodies of the “Social Justice Warrior” stereotype, who shout phrases like “You should be an ally, not helping to defend oppression culture!” and “Consider this your trigger warning!” as they throw grenades at Sam... 
Let’s also remember SHIELD #8 (2015), written by Mark Waid, where a black woman viewing her young son’s corpse remarks, “He was no angel“—the same phrase used to vindicate Michael Brown’s murder.
G. Williow Wilson, the lead behind the currently Hugo-nominated Ms. Marvel points out a few things about authenticity, new audiences, changing markets and industry expectations:
What I didn’t realize was that the anxieties felt by young Muslims are also felt by young Mormons, evangelicals, orthodox Jews, and others. A h-u-g-e reason Ms Marvel has struck the chord it has is because it deals with the role of traditionalist faith in the context of social justice, and there was–apparently–an untapped audience of people from a wide variety of faith backgrounds who were eager for a story like this... Diversity as a form of performative guilt doesn’t work. Let’s scrap the word diversity entirely and replace it with authenticity and realism. This is not a new world. This is the world... 
Never try to be the next whoever. Be the first and only you. People smell BS a mile away. 
The direct market and the book market have diverged. Never the twain shall meet. We need to accept this and move on, and market accordingly.
That last point is something important to remember as far as sales. The relaunched Moon Girl and Devil Dinosaur (which I covered here back in 2015) only sells a few thousand issues a month... but its trade paperbacks and graphic novel collections sells like hotcakes to little kids via Scholastic Book Fairs. The market is changing, how comics are sold are changing, and the audience is changing. As Alex Brown puts it on Tor.com:
Blaming readers for not buying diverse comics despite the clamor for more is a false narrative. Many of the fans attracted to “diverse” titles are newbies and engage in comics very differently from longtime fans. For a variety of reasons, they tend to wait for the trades or buy digital issues rather than print. The latter is especially true for young adults who generally share digital (and yes, often pirated) issues. Yet the comics industry derives all of its value from how many print issues Diamond Distributors shipped to stores, not from how many issues, trades, or digital copies were actually purchased by readers. Every comics publisher is struggling to walk that customer-centric tightrope, but only Marvel is dumb enough to shoot themselves in the foot, then blame the rope for their fall.
Looking at a diversity initiative as the beginning and end of what's needed to help improve the state of comics is short-sighted and wrong-headed. Instead of just having the same white men tell stories with some characters of color here and there, there should be structure in place for minority writers and artists and creators to tell the stories they want to a mainstream audience. Diversity as the final and only goal is a hollow act that does nothing but reinforce whiteness and the status quo as the default. That's not the world we live in, so why so worlds we get to make up have to be that way? Free your mind, and the audience will follow.

Thursday, January 21, 2016

Libraries Have Reference Books, So Where's The D&D?

In theory, Dungeons & Dragons and local libraries are a perfect fit. Both libraries and D&D attract people who love reading, imagining new vistas, poring through books, reading and creating stories, and looking up lore. In fact, the earliest D&D game books directed readers to libraries for research and recommended reading. Many libraries even have extensive graphic novel sections, comic book clubs, or provide meeting space for tabletop gaming groups. In practice, finding D&D rulebooks-- or any sort of tabletop gaming resource is well-nigh impossible, even though Dungeons and Dragons have influenced an entire generation of today's writers. Why is that?

Edward Schneider is a professor who studies how media and information is used and how it's organized. Brian Hutchison is not only a lifelong Dungeons & Dragons player, but also an librarian and information specialist. They were fascinated by the disconnect between the potential fit between D&D in libraries and how thin on the ground the availability was, and decided to conduct a study tracking role playing gamebooks in libraries around the country. The study, entitled "Referencing the Imaginary: An Analysis of Library Collection of Role-Playing Game Materials" was recently published in the journal The Reference Librarian and Schneider explained a little bit about the study in an article for Gizmodo:
The most commonly held book was the 2008 edition of the Dungeons & Dragons Player’s Handbook, with 327 copies worldwide — almost 50 fewer copies than the sequel to Snooki’s opus! If you like irony, there are 70 copies of the world’s most depressing cookbook,Microwave Cooking for One, on library shelves, and 21 copies of Heroes of Horror.Heroes of Horror is the Dungeons & Dragons book that allows you to play as an Archivist — a magical librarian. 
...There is no sign that popular interest in fantasy and science fiction is subsiding. Game of Thrones, Lord of the Rings, HP Lovecraft, and Star Wars all have direct links to the role playing game genre. An increasing number of universities offer video game design and development programs, and Dungeons & Dragons has been extremely influential in the history of video games, especially in Japanese RPG’s. D&D games are natural tools for libraries to use in community building in public libraries, but they also belong in academic libraries; the academic study of games has steadily increased.

We heard many different reasons why libraries might not stock these materials widely, but none of them made much sense.
The materials were not more prone to theft, not more or less checked out or circulated then comparable volumes, and had plenty of positive reviews from a variety of sources. So why the scarcity? The author theorized anti-D&D hysteria from the 80s and 90s, as a possible idea that has taken hold. What does this mean for the future of these resources and local libraries, though? Schneider is hopeful, concluding that there was
...a huge opportunity for librarians to connect with a different part of their community. Librarians seek to serve their patron communities, and it is time they considered adding more from the RPG genre to collections... I encourage genre fans to talk to their local librarians. A few vocal patrons can make a big difference, give your local library an excuse to collect and display these materials. Give them some friendly guidance, and make sure to speak up for your favorite publishers!

Wednesday, August 5, 2015

Why "I Don't See An Author's Race" Is BS

DescriptionL A young white man and a young black woman are facing one another, with the white man covering the black woman's eyes and the black woman covering the white man's eyes, preventing them from seeing each other.

Tumblr user theawesomersace (whom you might also know as part of The Awesome Sauce on BookRiot) discovered something interesting recently after two similar tweets were responded to in very different ways. The first tweet simply asked their followers to name their favorite science fiction or fantasy author of color. Later in the afternoon, they asked twitter to name their favorite white science fiction and fantasy authors, and the responses she got this time were altogether different and unexpected:
Some people thought I was being sarcastic. Others said that is was a terrible way to label an author. "I hope I’m never labeled that way"... “I don’t see color," "I just read good books," "I don’t know what color my favorite authors are," "What does an author’s race have to do with anything?...  people either didn’t like me labeling white authors as white or they thought race was unimportant when discussing authors or they didn’t like having to admit that they had a favorite white author.
I remember a bunch of similar responses a few years ago, when during the usual pre-game banter in my gaming group, I mentioned I noticed I hadn't been reading any authors of color without even realizing it, so I went looking for some and found some really great fantasy and sci-fi! Before I could even begin to talk about books themselves, others in my group (all white) had pretty much the same reaction. I see it all too often in discussing race in creative works, and I used to believe it too: "Oh, I just read stuff. I don't notice race. I'm colorblind."

They put forth the idea that this ideal that isn't really ideal is present in society at large which is why it "... so heavily influences our current publishing climate, is the belief that by default an author is white unless otherwise specified [and] why authors of color are shunted off to imprints and shelves marked "Certain Marginalized Group" Literature and why discussions of “quality” and “taste” center around a white, masculine narrative.  This is the key to why representation within publishing is so dismal: there are (white) authors and then there are all of the other special categories. And when we’ve checked a box in one of those other special categories, we’re done.

To be colorblind at this moment means that you aren’t willing to take any of that background into account when choosing something to read... White is not the default. And we all need to work better to make sure that is reflected in the media we consume. "

So, readers, what are your thoughts? What are you doing in your nedia and reading habits to change things, even if just for yourselves?

Thursday, June 11, 2015

Austin Walker On Video Game Critics & Influence

Description: The word JUDGE looms over a stick figure drawing
of a person frowning at a computer monitor, hands steepled.
Austin Walker has been a hot new hire for video game website Giant Bomb,and with his latest essay for the site, it's not hard to see why. In his latest editorial in the "Why We Write Series", he tackles the importance of critique, the reasons behind it and the influence of games criticism and games as entertainment.

First of all, he wants to dispel the notion of critics trying to "force changes" on unwary developers:
So, what if instead of thinking about all of this in terms of a binary relationship (either a critic forces someone to do something or they don’t), we thought about this on a spectrum. On one end of the spectrum is absolute disconnect from influence: A writer pens long form essays about how developers should always do whatever they want. On the other end of the spectrum is critical work demanding that devs actually be “forced” to do things. But most critique exists in between those two extremes. 
He also puts the boots to two other ideas behind pulling punches when it comes to criticism of games-- targeting and timing:

When we note that a game is filled with slurs and offensive caricatures, we’re told that we should be less offended because, hey, it's just satire. When we point out how a game leverages a history of racialized, coded imagery to elicit fear, people link us to wiki articles and explain the deep lore as justification. When a game made me spend a half hour of my real time every day just to keep my skin color on point, I was told that, no no, of course games have a problem with race, but why did I have to go after Animal Crossing...
Yes, writing about diversity and The Witcher 3 is especially complicated because of the perspectives involved. Polish history is filled with outsider groups minimizing, controlling, ignoring, and erasing the nation's unique ethnic and cultural character. At the same time, people of color in white-dominant spaces have struggled to develop the vocabularies of critical race studies and post-colonialism only to then be told to mind their tone. These things mix here in an especially volatile way. But this doesn't mean that we should shy away from addressing it, afraid of stepping on toes, afraid of what we don't know. It means we step forward in good faith, with sympathy for the other perspective, and with a willingness to incorporate the complexities of someone else's view.

He also covers ideas of American standards, media influencers, and the emotional core that drives him to write. A great read.

Wednesday, May 27, 2015

"Other" Histories of Fantasy: Legend of the Rest of the World

Photo via yahoo.com
Phenderson Djèlí Clark, an Afro-Carribean-American spec fiction author (with my personal favorite work being the amazing short story "Skin Magic" feature in the sword and soul anthology Griotts) has long been a force in the speculative fiction market in general and sci-fi and fantasy in particular advocating for a richer representation in the genre of history and milieus from all over the world, not just the most often-seen "America in space" or "medieval Europe with dragons and magic". As a fan of the genre, it has been frustrating to see that on a planet with such a rich tapestry of histories and governments and cultural perspectives that so many settings are under-represented, or not even represented at all. With that in mind, I think it's a good idea to revisit his post "The 'Other' Histories of Fantasy":
From the clothing, to the weapons to the names, to the folklore, fantasy is dominated by a fascination with medieval Europe. When I was a kid, I would often place myself into my favorite fantasy realms from literature–the lone PoC, complete with knight’s gear, somehow sucked into a medieval European-based world. As I got older, and a bit more cognizant on the issues, I’d actually root for the swarthy bad guys–because at least the Haradrim and their giant mûmakil came from someplace that veered away from the Eurocentric norm. Yet even then, as I tried to create my own fledgling fantasy tales early on, I found my mind sometimes unable to imagine beyond broadswords, armor, medieval castles, dwarves and lots and lots of SNOW...
...[other writers] have mostly asked if the genre can perhaps spare a glance at the Earth’s other five habitable continents. Just a smidge. Medieval Africa sees the rise and fall of large Western Sudanic Empires like Ghana, Songhai and Mali. There’s the Fatamid Caliphate in the North, not to mention other polities like Kanem-Bornu and the Swahili States, or the Kongo Kingdoms further South and those of Zimbabwe. We have Axum/Abyssinia in the Northeast, along with the Nubian Christian kingdoms. All of these feature “fascinating, dynamic, cataclysmic and downright exciting events” for which any fantasy writer should salivate. Abyssinia even has a castle called Gondar–no kidding! Gondar!

The whole post is a great read, and there's some pretty fascinating discussion in the comments, so by all means-- read the whole thing!

Wednesday, August 27, 2014

Responsible Fans & Thinking Critically

Image from Battle ROyale courtesy of J-Flim Pow-wow

In light of the recent discussions on entertainment's approach to the militarization of the police in the wake of Ferguson, Anita Sarkeesian getting a death threat today that involved law enforcement and having to leave her house, I wanted to revisit (friend of the blog's) Jenn Frank and her essay entitled "On Consuming Media Responsibly". In it, she delves deep into how one can still enjoy both an entire genre and specific works that also have problematic parts:
In the right context I’m not even slightly offended by gross-out stuff, tits-and-ass, or sexualized violence. I tend to accept these things as classic horror staples, staples that—especially in the case of the best North American slasher ever made, Black Christmas (1974)—can be used to chilling, humorous, and otherwise surprising effect... it’s less important what a movie says and more important that you, the viewer, understand why you’re enjoying it. I believe in judicious self-awareness; a director like Nicolas Winding Refn knows exactly why he makes the directorial choices he makes, and he works those kinks right out onscreen. Or, if you aren’t enjoying a piece of work—if ultraviolence isn’t your thing, or if you’re suffering a visceral reaction—it’s every bit as important that you identify what about the piece is making you uncomfortable.

This also applies to video games as well, as she points out:

But for better or worse, video games and their themes consistently alienate broad swathes of game players—and often for the very reasons other demographics of player enjoy them. As critics, players, and creators, it becomes important to identify and acknowledge both what is happening and why...
Feminist Frequency videos aren’t fearful or phobic; instead, they extend hope that video games and other media live up to their promise. But that hasn’t stopped some video game fans and men’s rights advocacy collectives from repeatedly decrying (and possibly even sabotaging) Sarkeesian’s work. Tellingly, Sarkeesian’s game videos themselves go into little depth at all. Their arguments are radically nonconfrontational, and also limited by time constraints. They’re basically “supercuts” themselves, demonstrating a medium’s laziest trait—this is the humor and value in any good supercut, really—so there is barely anything about Sarkeesian’s takeaway message to cause real affront to anybody. The disproportionately angry reaction to the Feminist Frequency videos, however, is due cause for alarm. If people, especially female people, can literally say nothing in criticism of lazy game narratives, what hope do we have? Nobody should become absolute arbiter of what we consume; that’s a private responsibility for adults or parents. We ourselves are our own gatekeepers.
Seriously, just liking something with problems in it doesn't make you a bad person. Similarly, someone pointing out why something is harmful or problematic isn't an attack on you. If we are to be responsible fans, let alone responsible people, it's important to think about what we like and why. We don't all have to agree, but there's a galaxy-wide gulf between disagreeing with someone's interpretation and declaring that they want to destroy something you love-- and by extension, you.

Wednesday, September 14, 2011

5 Shocking But Real Medical Conditions Linked To Video Games (Retro Repost)

Note: This article was originally published as part of my time as an Associated Content Featured Contributor to the Video Games Section. Associated Content was later bought by Yahoo! and renamed Yahoo! Voices. Yahoo Voices shut down in July of 2014. This article is being republished here on The Code, backdated to its original date of publication to remain as a record of my writing.

From your parents scolding you not to play video games so close to the television, to opinion and editorial pieces in newspapers across the country calling video games the next harbinger of a violent society, video games are blamed for a host of maladies, both social and physical. Video game players might be forgiven as dismissing old wives' tales, or ignoring talking-head pundits blustering about video games. When medical experts begin to weigh in with conditions they have seen in patients, it might do well for even the most hardcore gamer to sit up and take notice. Here are 5 shocking but true medical conditions that have been linked to playing video games.

5. Acute Wiiitis 

Dr. Julio Bonis, a practitioner of family medicine in Madrid, diagnosed and named a muscle injury he called "Acute wiiitis" in June 2007. He first noticed the condition, pronounced "wee-eye-tiss", when he awoke after a playing a few rounds of the Wii Tennis game the night before. While the injury was similar to the strain tennis players are at risk of, appropriately named "Tennis Elbow", his injury was in the wrist and forearm area. He noted that his colleagues had made similar observations or complaints of injury and muscle fatigue after playing Wii Sports. Luckily, the treatment, as outlined in the New England Journal of Medicine was fairly simple: take ibuprofen for one week, and abstain completely from playing any Wii video games.

Of course, this wasn't the first time playing games for a Nintendo console had sparked diagnosis of an injury. If one looks back a few generations to the heyday of the Nintendo Entertainment System, one will find doctors talking about a malaise affecting hardcore gamers of the 1980s called...

4. Nintendinitis

First discussed by Dr. Brazington in the May 17th 1990 issue of the New England Journal of Medicine, Nintendinitis (also called “Nintendo Thumb”) is a repetitive strain injury caused by overuse of the directional pad on the NES controller. The main symptoms of Nintendinitis are blistering, swelling and acute numbness of the digits. The extremity most commonly afflicted with Nintendinitis was the thumb, but any finger used to operate an NES controller was diagnosed as at risk for the affliction. Nintendinitis can also be a precursor to other repetitive strain injuries like carpal tunnel syndrome. The recommended treatment for Nintendinitis was usually a short regimen of anti-inflammatory medication, an over the counter pain reliever and strict time limits on the length of video game play sessions.

Nintendo isn’t the only video game console manufacturer to have its own ailment. The Sony Playstation alarmed some dentists with one malady dubbed…

3. Playstation Lip

First noted in the June 10th, 2000 issue of the British Dental Journal, “Playstation Lip” had two dentists, R. L. M. Inglis and R. R. Welbury quite concerned. They noted two separate patients that came to their office with severe lower lip trauma. When further questioned, the patients admitted to intensely chewing and sucking on their lower lips while concentrating on playing Playstation games. Other symptoms included jaw muscle fatigue and bleeding of the inside of the lower lip.

While the usual treatment recommended for Playstation Lip is a matter of relaxation techniques and learning to modify one’s beahavoir when concentrating, in these patients’ case the lowerlip trauma was so severe that they required to use of soft splints and mouthguard-like shields for the gums. Of course, while the conditions outlined so far are injurious but not life threatening, there can be more severe consequences.

2. Video Game Induced Epileptiform Seizures

The first case of an epileptiform seizure that was linked to playing video games was reported in 1981. Over the past 30 decades, hundreds of cases of eliptiform seizures triggered by video games were reported. Further study has shown that the risk of seizures are not for younger children with photosensitive epilepsy (where seizures are triggered by light), but also in children and adolescents with epilepsy that are not photosensitive at all. This increased risk is why most video game published place warnings about an epilepsy risk in video game manuals, and sometimes in the video games or console startup sequences themselves.

There currently is no known cure for photosensitive epileptic seizures, so most of the treament methods treat symptoms, along with a healthy dose of risk prevention. The most important steps for prevention of these seizures when playing video games: take a 15 minute break every hour, play in a well-lighted area, and to make sure you’re at least 6 to ten feet away from the television when playing video games.

One curious case went even further than the possibility of triggering seizures, when a teenager came down with a case of…

1. Traumatic Mental Detachment

In late 2008, 13 year old Lorenzo Amato was found by his father, curled up in a state of shock, and appearing as if in a stupor. Lorenzo did not talk, respond to questions, or even seem to know where he was. When he was rushed to the emergency room, doctors thought Lorenzo might have suffered a stroke or aneurysm. Later, they determined that this had happened after a marathon session in front of the Playstation. Antonio Buccoliero, a local politician, told reports that “…once [the doctors] understood that this was a strange kind of mental detachment connected to his PlayStation,” they were able to successfully treat Lorenzo. Lorenzo later told reporters that he asked his father to throw out his Playstation, saying “If I even think about it I want to throw up.”

While these conditions are strange but true, the key to continuing to enjoy playing video games without tying your muscles up in knots, harming your lips, or placing yourself at risk for light-induced seizures and eyestrain is moderation. According to the Mayo Clinic, taking breaks after every half hour, stopping when you get tired or feel fatigued, and resting your eyes if you feel sore, dizzy or nauseous will go a long way towards making sure you enjoy your favorite video games without taxing your body.

Sources:

http://www.reuters.com/article/idUSN0616721120070606

http://www.sportsscientists.com/2008/01/computer-games-continued.html

http://www.wired.com/culture/lifestyle/news/1998/12/16579

http://www.ncbi.nlm.nih.gov/pubmed/2330022

http://www.mja.com.au/public/issues/173_11_041200/koh/koh.html

http://www.ncbi.nlm.nih.gov/pubmed/14706041

http://iospress.metapress.com/content/nlw6et6ub0r13tmj/

http://www.qj.net/qjnet/playstation-3/playstation-addict-diagnosed-with-mental-detachment.html

http://www.mayoclinic.org/medical-edge-newspaper-2009/mar-13c.html

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