Court orders reckless driver to wear ‘idiot’ sign

Instead of a dunce cap in the corner, an Ohio woman will have to wear an “idiot” sign at an intersection as punishment for driving on the sidewalk.

Shena Hardin, 32, was caught on a cellphone camera as her car swerved onto the sidewalk to get around a bus picking up and dropping off children on East 38th Street in Cleveland. The bus driver was recording and police were ready because Hardin allegedly passed the bus on the sidewalk on a regular basis.

She originally pleaded not guilty to charges of not stopping for a school bus, which was picking up a disabled child, and reckless operation of a vehicle but was convicted.

She received a $250 fine and a 30-day licence suspension, according to the report.

The judge also ordered Hardin to stand on a street near where the offence took place for an hour a day for 2 days wearing a sign that reads: Only an idiot drives on the sidewalk to avoid a school bus.”

http://cnews.canoe.ca/CNEWS/WeirdNews/2012/11/06/20335271.html

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On the first day she smoked, listened to music and sent text messages while standing with the sign.

Cleveland Municipal Judge Pinkey Carr, not happy with Hardin’s nonchalant behavior, told Hardin’s attorney Tuesday that she expected better behavior.

The next morning, Hardin was not smoking or texting while holding the 22-inch sign that reads, “Only an idiot would drive on the sidewalk to avoid a school bus.”

And a radio station personality stood beside her with a sign that read, “If she’s an idiot, so am I.” Archie Berwick, who said he is with WLFM FM/87.7, said everyone has made mistakes, and it’s insulting to call someone an idiot.

Dozens of reporters and onlookers milled around the corner, including the mother of a child who rides the bus Hardin drove around.

“She did it every morning, putting my daughter in danger,” Lisa Kelley said. “She’s a fool.”

Hardin refused to talk to reporters and refused to apologize for her behavior.

“I don’t owe these people anything,” she said. “If the kids (who were on the school bus she illegally passed) were here, I would apologize to them.”

The rest of the hour the woman stood holding the sign, as dozens of people stopped their cars and took pictures and videos. Many called her “fool” and cursed at her.

Carr said Tuesday, “I saw television footage of her smoking and texting, and the only time she held that sign up was to use it as a shield to block the wind so she could light up her cigarettes. She was making a mockery of my court order.”

Hardin works as an administrative assistant at the Cleveland State University Police Department.

http://www.cleveland.com/metro/index.ssf/2012/11/hardin.html

Canada deliberately starved malnourished aboriginal people, mostly children, for experimentation during WWII

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Aboriginal children were deliberately starved in the 1940s and ’50s by Canadian government researchers in the name of science.

Milk rations were halved for years at residential schools across the country. Essential vitamins were kept from people who needed them. Dental services were withheld because gum health was a measuring tool for scientists and dental care would distort research.

For over a decade, aboriginal children and adults were unknowingly subjected to nutritional experiments by Canadian government bureaucrats.

This disturbing look into government policy toward aboriginals after World War II comes to light in recently published historical research.

When Canadian researchers went to a number of northern Manitoba reserves in 1942 they found rampant malnourishment. But instead of recommending increased federal support to improve the health of hundreds of aboriginals suffering from a collapsing fur trade and already limited government aid, they decided against it. Nutritionally deprived aboriginals would be the perfect test subjects, researchers thought.

The details come from Ian Mosby, a post-doctorate at the University of Guelph, whose research focused on one of the most horrific aspects of government policy toward aboriginals during a time when rules for research on humans were just being adopted by the scientific community.

Researching the development of health policy for a different research project, Mosby uncovered “vague references to studies conducted on ‘Indians’ ” and began to investigate.

Government documents eventually revealed a long-standing, government-run experiment that came to span the entire country and involved at least 1,300 aboriginals, most of them children.

These experiments aren’t surprising to Justice Murray Sinclair, chair of the Truth and Reconciliation Commission. The commission became aware of the experiments during their collection of documents relating to the treatment and abuse of native children at residential schools across Canada from the 1870s to the 1990s.

It’s a disturbing piece of research, he said, and the experiments are entrenched with the racism of the time.

“This discovery, it’s indicative of the attitude toward aboriginals,” Sinclair said. “They thought aboriginals shouldn’t be consulted and their consent shouldn’t be asked for. They looked at it as a right to do what they wanted then.”

In the research paper, published in May, Mosby wrote, “the experiment seems to have been driven, at least in part, by the nutrition experts’ desire to test their theories on a ready-made ‘laboratory’ populated with already malnourished human experimental subjects.”

Researchers visited The Pas and Norway House in northern Manitoba in 1942 and found a demoralized population marked by, in their words, “shiftlessness, indolence, improvidence and inertia.”

They decided that isolated, dependent, hungry people would be ideal subjects for tests on the effects of different diets.

“In the 1940s, there were a lot of questions about what are human requirements for vitamins,” Mosby said. “Malnourished aboriginal people became viewed as possible means of testing these theories.”

These experiments are “abhorrent and completely unacceptable,” said Andrea Richer, spokesperson for Aboriginal Affairs and Northern Development Minister Bernard Valcourt.

The first experiment began in 1942 on 300 Norway House Cree. Of that group, 125 were selected to receive vitamin supplements, which were withheld from the rest.

At the time, researchers calculated the local people were living on less than 1,500 calories a day. Normal, healthy adults generally require at least 2,000.

In 1947, plans were developed for research on about 1,000 hungry aboriginal children in six residential schools in Port Alberni, B.C., Kenora, Ont., Schubenacadie, N.S., and Lethbridge, Alta.

One school for two years deliberately held milk rations to less than half the recommended amount to get a ‘baseline’ reading for when the allowance was increased. At another school, children were divided into one group that received vitamin, iron and iodine supplements and one that didn’t.

One school depressed levels of vitamin B1 to create another baseline before levels were boosted.

And, so that all the results could be properly measured, one school was allowed none of those supplements.

The experiments, repugnant today, would probably have been considered ethically dubious even at the time, said Mosby.

“I think they really did think they were helping people. Whether they thought they were helping the people that were actually involved in the studies — that’s a different question.”

http://www.thestar.com/news/canada/2013/07/16/hungry_aboriginal_kids_used_unwittingly_in_nutrition_experiments_researcher_says.html

Tea Party leader Ken Crow speaks about breeding, bloodlines and DNA at Tea Party rally in Washington D.C.

Last week, Tea Party activist and lawmakers within the GOP gathered near the Capitol to express their feelings against the immigration reform bill passed by the Senate.

Members of the Republican Party, including Rep. Steve King (Iowa), and Senatores Jeff Sessions (Ala.) and Ted Cruz (Texas) showed up to the rally, which spoke against a pathway to citizenship for undocumented immigrants.

But it was the remarks from Ken Crow, one of the Tea Party community’s co-founders, that alarmed George Zornick of The Nation.

Zornick uploaded the clip of Crow’s remarks onto YouTube that same day, with the caption: “At a rally against immigration reform on Capitol Hill on July 15, 2013, Tea Party leader Ken Crow has some really ugly things to day about “well-bred” Americans and supposedly inferior cultures. Why won’t the media be honest about what some people opposed to immigration reform think?”

Some of Crow’s remarks during the rally are as follows:

“From those incredible blood lines of Thomas Jefferson and George Washington and John Smith. And all these great Americans, Martin Luther King. These great Americans who built this country. You came from them.”

“And the unique thing about being from that part of the world, when you learn about breeding, you learn that you cannot breed Secretariat to a donkey and expect to win the Kentucky Derby,” he said. “You guys have incredible DNA and don’t forget it.”

Indonesian province bans female secretaries

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The governor of an Indonesian province on Saturday said he had ordered his top staff to replace their female secretaries with men following a string of extra-marital affairs.

“I received inputs that many government office heads here are involved in extra-marital affairs with their female secretaries,” Rusli Habibie, the governor of Gorontalo province on northern Sulawesi island told AFP.

“They treat them much better than their own wives. They bring them presents from official trips like perfumes or branded bags while their poor wives get nothing,” he said.

“For these reasons, I ordered them to replace their female secretaries with male assistants or with old women who are no longer attractive,” he added.

Habibie is convinced that his subordinates will follow his instructions, though there won’t be any punishment for those who don’t comply.

“This is a moral sanction. I’m pretty sure they will follow my order, and all of them will get a male secretary soon,” he said, adding that there were about 50 senior officials in the province who had hired female secretaries.

Last year, the Gorontalo administration demanded 3,200 male civil servants to transfer their monthly pay to their wives’ bank accounts in order to limit the number of affairs.

http://www.google.com/hostednews/afp/article/ALeqM5hkavDGNrcbneY8gTy2YdEurJgX4w?docId=CNG.b53b41d86d76651582a424aa0515be61.481

Breast milk drinking by rich adults provokes outrage in China

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Rich adults in south China’s Shenzhen city hiring wet nurses to drink breast milk has provoked disgust and outrage over the Chinese internet with thousands of micro blog users lashing out at this “latest game” of people who came to wealth overnight. The wet nurses are provided by an agency, which scouts for poor women who have recently given birth and would be happy with some financial support. The new mothers offer their services for a few days to weeks in a month with prices varying from $2,000 to $4,000.

“Adults (clients) can drink it directly through breastfeeding, or they can always drink it from a breast pump if they feel embarrassed,” Lin Jun, owner of a wet nurse supplying agency, Xinxinyu, was quoted in the local media as saying.

Some Chinese believe that human breast milk has some special nutritional qualities that are good for health, particularly for those who have undergone surgeries. Many Chinese web users are saying it is not just unethical but also shows the arrogance and neglect of women by the country’s wealthy.

“This adds to China’s problem of treating women as consumer goods and the moral degradation of China’s rich,” wrote Cao Baoyin, a writer and regular commentator in Chinese media, on his blog.

Reports in the media had pushed the local government in Shenzhen to suspend the business license of Xinxinyu. But this is no solution as there may be many agencies operating in the field but have not been exposed in the media, web users said.

http://articles.timesofindia.indiatimes.com/2013-07-07/china/40420509_1_wet-nurses-chinese-media-breast

Research shows that just thinking about money can make you more evil

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By Simone Foxman — June 14, 2013

Money may not be everything, but it’s probably more than you think. In fact, the effects of moolah on the mind are so strong that money can make you a bad person without realizing it.
That’s the conclusion drawn by new research from Maryam Kouchaki at Harvard University and Kristin Smith-Crowe of the University of Utah. In four separate studies, they found that people who were first primed with money-related words or images were more likely to make unethical decisions or lie than those who had seen neutral ones. Thoughts about money made the study’s participants more likely to agree to things like hiring a candidate because he had confidential information that could benefit the company, or stealing a ream of paper from their employer for their home printer.

“It’s pretty amazing to us that these subtle cues, environmental cues have this big of an effect,” Smith-Crowe told Quartz in an interview. “[Participants] were conscious that they were seeing words related to money but they were not conscious that these things were actually affecting their decisions and behavior.”

The study was prompted by a desire to figure out what prompts humans to forsake social bonds in favor of personal interest, Smith-Crowe explains. “When you’re engaged in business, you’re often making decisions based on cost-benefit analysis and you’re thinking about self-interest, which may be the company’s interest. But you’re not really thinking about other things.”

Kouchaki and Smith-Crowe found that money words prompted subjects to adopt a “business decision frame,” a mentality in which individuals conducted a kind of cost-benefit analysis to decide whether to pursue self-interest at the expense of social interest. The lens informs the decision; primed with money thoughts, individuals were twice as likely to lie about the results of a test for a small prize.

“Of course, we cannot suggest eliminating money, since money is a necessary feature of business organizations,” the authors write. “Yet, this research suggests that organizations should be aware of the potential of environmental or contextual cues for influencing employees’ unconscious unethical behavior.”

This money-mind mess can, however, be mitigated by what Smith-Crowe calls an “ethical infrastructure.” ”Our point is that you really have to pay a lot of attention, and really even more attention, to the informal systems,” she says—in other words, getting people to behave ethically is more about creating the right culture, environment and cues than it is about setting formal ethical standards. ”If you have a culture of people that feel that cutting corners, doing things unethically is acceptable, you’re going to have a hard time with that in a formal system. [Ethics standards are] sort-of attacking the wrong problem.”

http://qz.com/94189/just-thinking-about-money-can-make-you-more-evil-researchers-say/#

Turkish Man Dons Wire Head Cage To Quit Smoking

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42-year-old Ibrahim Yucel has smoked for more than two-and-a-half decades, but he’s trying to give up the habit for his family’s sake. It hasn’t proven an easy task, though, so Yucel has developed a rather extreme way to help him kick the habit — every day, he dons a wire helmet that makes it impossible for him to smoke a cigarette. The Saw-style head cage doesn’t prevent Yucel from wanting a cigarette at work, but since the Turkish father of three leaves the keys to the locked helmet with his wife and kids every day, it does prevent him from following through on the craving.

http://www.geekosystem.com/smoking-head-cage/

Feces sandwich led to cop’s arrest for leaking information to Hell’s Angels

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A police officer accused of leaking sensitive information to Hells Angels associates first raised suspicions after human feces was found in a colleague’s sandwich.

Alex Therrien, 37, faces eight charges including breach of trust after information from the province’s police database was allegedly given to a group close to the Hells Angels.

The internal probe at the Sherbrooke, Que., police department initially had nothing to do with the alleged leak, a source tells QMI Agency.

The investigation began after two officers refused to ticket a colleague stopped on a speeding motorcycle in July 2012.

Someone reported the preferential treatment to management and the patrollers were forced to issue the ticket, QMI was told.

The identity of the speeding cop isn’t known, but one of the charges against Therrien is for obstruction of justice for allegedly destroying a ticket issued by a colleague.

The two patrollers who pulled over the motorbike were later targeted for harassment, says QMI’s source.

Last October, one of the victims opened the police precinct fridge to get his submarine sandwich, only to find excrement inside the bun.

The stomach-churning discovery prompted investigators to seek and obtain search warrants for the text messages of 10 suspected officers.

Detectives found that Alex Therrien’s cellphone included texts to a steroid dealer linked to the Hells Angels, says a source.

The content of the text messages led to Therrien’s arrest in early April.

He is currently suspended without pay.

http://cnews.canoe.ca/CNEWS/WeirdNews/2013/06/14/20901066.html

What 3 decades of research tells us about whether brutally violent video games lead to mass shootings

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It was one of the most brutal video games imaginable—players used cars to murder people in broad daylight. Parents were outraged, and behavioral experts warned of real-world carnage. “In this game a player takes the first step to creating violence,” a psychologist from the National Safety Council told the New York Times. “And I shudder to think what will come next if this is encouraged. It’ll be pretty gory.”

To earn points, Death Race encouraged players to mow down pedestrians. Given that it was 1976, those pedestrians were little pixel-gremlins in a 2-D black-and-white universe that bore almost no recognizable likeness to real people.

Indeed, the debate about whether violent video games lead to violent acts by those who play them goes way back. The public reaction to Death Race can be seen as an early predecessor to the controversial Grand Theft Auto three decades later and the many other graphically violent and hyper-real games of today, including the slew of new titles debuting at the E3 gaming summit this week in Los Angeles.

In the wake of the Newtown massacre and numerous other recent mass shootings, familiar condemnations of and questions about these games have reemerged. Here are some answers.

Who’s claiming video games cause violence in the real world?
Though conservatives tend to raise it more frequently, this bogeyman plays across the political spectrum, with regular calls for more research, more regulations, and more censorship. The tragedy in Newtown set off a fresh wave:

Donald Trump tweeted: “Video game violence & glorification must be stopped—it’s creating monsters!” Ralph Nader likened violent video games to “electronic child molesters.” (His outlandish rhetoric was meant to suggest that parents need to be involved in the media their kids consume.) MSNBC’s Joe Scarborough asserted that the government has a right to regulate video games, despite a Supreme Court ruling to the contrary.

Unsurprisingly, the most over-the-top talk came from the National Rifle Association:

“Guns don’t kill people. Video games, the media, and Obama’s budget kill people,” NRA Executive Vice President Wayne LaPierre said at a press conference one week after the mass shooting at Sandy Hook Elementary. He continued without irony: “There exists in this country, sadly, a callous, corrupt and corrupting shadow industry that sells and stows violence against its own people through vicious, violent video games with names like Bulletstorm, Grand Theft Auto, Mortal Kombat, and Splatterhouse.”

Has the rhetoric led to any government action?
Yes. Amid a flurry of broader legislative activity on gun violence since Newtown there have been proposals specifically focused on video games. Among them:

State Rep. Diane Franklin, a Republican in Missouri, sponsored a state bill that would impose a 1 percent tax on violent games, the revenues of which would go toward “the treatment of mental-health conditions associated with exposure to violent video games.” (The bill has since been withdrawn.) Vice President Joe Biden has also promoted this idea.

Rep. Jim Matheson (D-Utah) proposed a federal bill that would give the Entertainment Software Rating Board’s ratings system the weight of the law, making it illegal to sell Mature-rated games to minors, something Gov. Chris Christie (R-N.J.) has also proposed for his home state.

A bill introduced in the Senate by Sen. Jay Rockefeller (D-W.Va.) proposed studying the impact of violent video games on children.

So who actually plays these games and how popular are they?
While many of the top selling games in history have been various Mario and Pokemon titles, games from the the first-person-shooter genre, which appeal in particular to teen boys and young men, are also huge sellers.

The new king of the hill is Activision’s Call of Duty: Black Ops II, which surpassed Wii Play as the No. 1 grossing game in 2012. Call of Duty is now one of the most successful franchises in video game history, topping charts year over year and boasting around 40 million active monthly users playing one of the franchise’s games over the internet. (Which doesn’t even include people playing the game offline.) There is already much anticipation for the release later this year of Call of Duty: Ghosts.

The Battlefield games from Electronic Arts also sell millions of units with each release. Irrational Games’ BioShock Infinite, released in March, has sold nearly 4 million units and is one of the most violent games to date.

What research has been done on the link between video games and violence, and what does it really tell us?
Studies on how violent video games affect behavior date to the mid 1980s, with conflicting results. Since then there have been at least two dozen studies conducted on the subject.

“Video Games, Television, and Aggression in Teenagers,” published by the University of Georgia in 1984, found that playing arcade games was linked to increases in physical aggression. But a study published a year later by the Albert Einstein College of Medicine, “Personality, Psychopathology, and Developmental Issues in Male Adolescent Video Game Use,” found that arcade games have a “calming effect” and that boys use them to blow off steam. Both studies relied on surveys and interviews asking boys and young men about their media consumption.

Studies grew more sophisticated over the years, but their findings continued to point in different directions. A 2011 study found that people who had played competitive games, regardless of whether they were violent or not, exhibited increased aggression. In 2012, a different study found that cooperative playing in the graphically violent Halo II made the test subjects more cooperative even outside of video game playing.

Metastudies—comparing the results and the methodologies of prior research on the subject—have also been problematic. One published in 2010 by the American Psychological Association, analyzing data from multiple studies and more than 130,000 subjects, concluded that “violent video games increase aggressive thoughts, angry feelings, and aggressive behaviors and decrease empathic feelings and pro-social behaviors.” But results from another metastudy showed that most studies of violent video games over the years suffered from publication biases that tilted the results toward foregone correlative conclusions.

Why is it so hard to get good research on this subject?
“I think that the discussion of media forms—particularly games—as some kind of serious social problem is often an attempt to kind of corral and solve what is a much broader social issue,” says Carly Kocurek, a professor of Digital Humanities at the Illinois Institute of Technology. “Games aren’t developed in a vacuum, and they reflect the cultural milieu that produces them. So of course we have violent games.”

There is also the fundamental problem of measuring violent outcomes ethically and effectively.

“I think anybody who tells you that there’s any kind of consistency to the aggression research is lying to you,” Christopher J. Ferguson, associate professor of psychology and criminal justice at Texas A&M International University, told Kotaku. “There’s no consistency in the aggression literature, and my impression is that at this point it is not strong enough to draw any kind of causal, or even really correlational links between video game violence and aggression, no matter how weakly we may define aggression.”

Moreover, determining why somebody carries out a violent act like a school shooting can be very complex; underlying mental-health issues are almost always present. More than half of mass shooters over the last 30 years had mental-health problems.

But America’s consumption of violent video games must help explain our inordinate rate of gun violence, right?
Actually, no. A look at global video game spending per capita in relation to gun death statistics reveals that gun deaths in the United States far outpace those in other countries—including countries with higher per capita video game spending.

A 10-country comparison from the Washington Post shows the United States as the clear outlier in this regard. Countries with the highest per capita spending on video games, such as the Netherlands and South Korea, are among the safest countries in the world when it comes to guns. In other words, America plays about the same number of violent video games per capita as the rest of the industrialized world, despite that we far outpace every other nation in terms of gun deaths.

Or, consider it this way: With violent video game sales almost always at the top of the charts, why do so few gamers turn into homicidal shooters? In fact, the number of violent youth offenders in the United States fell by more than half between 1994 and 2010—while video game sales more than doubled since 1996. A working paper from economists on violence and video game sales published in 2011 found that higher rates of violent video game sales in fact correlated with a decrease in crimes, especially violent crimes.

I’m still not convinced. A bunch of mass shooters were gamers, right?
Some mass shooters over the last couple of decades have had a history with violent video games. The Newtown shooter, Adam Lanza, was reportedly “obsessed” with video games. Norway shooter Anders Behring Breivik was said to have played World of Warcraft for 16 hours a day until he gave up the game in favor of Call of Duty: Modern Warfare, which he claimed he used to train with a rifle. Aurora theater shooter James Holmes was reportedly a fan of violent video games and movies such as The Dark Knight. (Holmes reportedly went so far as to mimic the Joker by dying his hair prior to carrying out his attack.)

Jerald Block, a researcher and psychiatrist in Portland, Oregon, stirred controversy when he concluded that Columbine shooters Eric Harris and Dylan Klebold carried out their rampage after their parents took away their video games. According to the Denver Post, Block said that the two had relied on the virtual world of computer games to express their rage, and that cutting them off in 1998 had sent them into crisis.

But that’s clearly an oversimplification. The age and gender of many mass shooters, including Columbine’s, places them right in the target demographic for first-person-shooter (and most other) video games. And people between ages 18 and 25 also tend to report the highest rates of mental-health issues. Harris and Klebold’s complex mental-health problems have been well documented.

To hold up a few sensational examples as causal evidence between violent games and violent acts ignores the millions of other young men and women who play violent video games and never go on a shooting spree in real life. Furthermore, it’s very difficult to determine empirically whether violent kids are simply drawn to violent forms of entertainment, or if the entertainment somehow makes them violent. Without solid scientific data to go on, it’s easier to draw conclusions that confirm our own biases.
How is the industry reacting to the latest outcry over violent games?
Moral panic over the effects of violent video games on young people has had an impact on the industry over the years, says Kocurek, noting that “public and government pressure has driven the industry’s efforts to self regulate.”

In fact, it is among the best when it comes to abiding by its own voluntary ratings system, with self-regulated retail sales of Mature-rated games to minors lower than in any other entertainment field.

But is that enough? Even conservative judges think there should be stronger laws regulating these games, right?
There have been two major Supreme Court cases involving video games and attempts by the state to regulate access to video games. Aladdin’s Castle, Inc. v. City of Mesquite in 1983 and Brown v. Entertainment Merchants Association in 2011.

“Both cases addressed attempts to regulate youth access to games, and in both cases, the court held that youth access can’t be curtailed,” Kocurek says.

In Brown v. EMA, the Supreme Court found that the research simply wasn’t compelling enough to spark government action, and that video games, like books and film, were protected by the First Amendment.

“Parents who care about the matter can readily evaluate the games their children bring home,” Justice Antonin Scalia wrote when the Supreme Court deemed California’s video game censorship bill unconstitutional in Brown v. EMA. “Filling the remaining modest gap in concerned-parents’ control can hardly be a compelling state interest.”

So how can we explain the violent acts of some kids who play these games?
For her part, Kocurek wonders if the focus on video games is mostly a distraction from more important issues. “When we talk about violent games,” she says, “we are too often talking about something else and looking for a scapegoat.”

In other words, violent video games are an easy thing to blame for a more complex problem. Public policy debates, she says, need to focus on serious research into the myriad factors that may contribute to gun violence. This may include video games—but a serious debate needs to look at the dearth of mental-health care in America, our abundance of easily accessible weapons, our highly flawed background-check system, and other factors.

There is at least one practical approach to violent video games, however, that most people would agree on: Parents should think deliberately about purchasing these games for their kids. Better still, they should be involved in the games their kids play as much as possible so that they can know firsthand whether the actions and images they’re allowing their children to consume are appropriate or not.

Thanks to SRW for bringing this to the attention of the It’s Interesting community.

The Truth About Video Games and Gun Violence