# data[].attributes.body
" I know the amount of time our children spend in front of digital screens has increased tremendously over the years, and it's harming their health in many ways. I also think it's stealing a precious resource: the chance for children to be bored, and then dream up creative ways to have fun"(Desler 81). -expert quote

# data[].attributes.body
"I asked my 17-year-old son this the other night. At first he said “no way.” Then he thought about it and said “yes, because it is Friday night to Saturday night and I don’t need to go on the Internet for school.” But when I said it meant texting too, he balked. “I could never do that!” (Sinclair 79) -anecdote

# data[].attributes.headline
No - Children, Adolescents, and the Media

# data[].attributes.subject
No - Children, Adolescents, and the Media

# data[].attributes.body
"Shows like “Sesame Street” can help children learn numbers and letters, and the media can also teach empathy, racial and ethnic tolerance, and a whole variety of interpersonal skills.19 Prosocial media may also influence teenagers." (Strasburger 47). - Fact

# data[].attributes.body
"Over time, video games have become increasingly complex and multifaceted. Perhaps the most interesting games today are the so-called Massively Multiplayer Online Role Playing Games (MMORPGs), such as World of Warcraft, which are even more social than were previous video games and offer endless opportunities for creativity and problem solving.[12]

# data[].attributes.body
Correcting A Misconception: "The most common complaints about video games are that they (1) are socially isolating, (2) reduce opportunities for outdoor activities and thereby lead to obesity and poor physical health, and (3) promote violence in kids, if the games have violent content. On the face of it, of course, the first two of these claims should be truer of book reading than of video gaming. Concerning the third claim, I don't see any obvious reason why pretend murder of animated characters in video games should be any more likely to provoke real murder than, say, reading Shakespeare's account of Hamlet's murder of his stepfather. Yet we make kids read Hamlet in school." (Gray 58)

# data[].attributes.body
"When writing came about and became technically easier, and was enthusiastically seized upon by the young, some of their elders warned that this would rot their minds; they would no longer have to exercise their memories." (Gray 58)

# data[].attributes.body
"Why do we keep hearing warnings from "authorities"--including the American Academy of Pediatricians--that we must limit kids' computer play? Some of the fear mongering comes, I think, from a general tendency on the part of us older folks to distrust any new media. Plato, in The Republic, argued that plays and poetry should be banned because of their harmful effects on the young." (Gray 58)

# data[].attributes.body
"Why do we worry about a kid's spending maybe 4 or 5 hours a day at a computer screen, doing what he wants to do, but don't worry about the same kid sitting at school for 6 hours a day and then doing homework for another couple of hours--doing what others are forcing him to do? I ask you to consider the possibility that the kid is learning more valuable lessons at the computer than at school, in part because the computer activity is self-chosen and the school activity is not." (Gray 57)

# data[].attributes.headline
No: The Many Benefits, for Kids, of Playing Video Games 

# data[].attributes.subject
No: The Many Benefits, for Kids, of Playing Video Games 

# data[].attributes.body
Evidence:
"I've also known kids who spent huge amounts of time reading--just sitting and reading, "doing nothing!" for maybe 10 hours a day. There were always some kids like that, even when I was a kid. I could never understand why they would want to just sit and read when they could go fishing with me instead. What a waste of time. However, I've never known a parent to limit their kids' reading time. Why is it any better to limit TV or computer time than to limit book-reading time?" (Gray 57

# data[].attributes.headline
Yes - Children, Adolescents, and the Media

# data[].attributes.subject
Yes - Children, Adolescents, and the Media

# data[].attributes.body
"Few parents have rules about cell phone use for their children or adolescents. More than 60% of teenagers send and/or receive text messages after “lights out,” and they report increased levels of tiredness, including at school." (Strasburger 46) - Fact

# data[].attributes.body
"Concerning the third claim, I don't see any obvious reason why pretend murder of animated characters in video games should be any more likely to provoke real murder than, say, reading Shakespeare's account of Hamlet's murder of his stepfather. Yet we make kids read Hamlet in school"(Gray 56) -anecdote

# data[].attributes.body
"Urgent optimism is the desire to act immediately to tackle an obstacle, combined with the belief that we have a reasonable hope of success. Gamers always believe that an epic win is possible, and that it's always worth trying, and trying now. Gamers don't sit around. Gamers are virtuosos at weaving a tight social fabric."(McGonical 8:52) -expert quote

# data[].attributes.body
"Clearly, certain forms of media such as violent video games are not appropriate for children, and games should be played in moderation," she said." (Queensland University of Technology pg 65) analogy

# data[].attributes.body
"Emerging research has shown that active video games such as Nintendo Wii, Sony PlayStation Move, and the XBOX Kinect can be used to motivate young children to exercise and be more active outside of the game setting." (Queensland University of Technology pg 56) Evidence

# data[].attributes.body
"There is a lot of negative press about gaming and that's not well-supported. Where there is a negative effect, research shows it's on the minority of people," he said. (Queensland University of Technology pg 64) Anecdote

# data[].attributes.body
"Dr Johnson said while watching television was a 'passive' experience, video and computer games were interactive, with research showing it boosted children's self-esteem, cognitive skills such as problem-solving and, in some cases, physical activity levels." (Queensland University of Technologypg 64) Expert Quote

# data[].attributes.body
"On You Tube, “you can get a whole story in six minutes,” he explains. “A book takes so long. I prefer the immediate gratification.” Students have always faced distractions. But computers and cellphones, and the constant stream of stimuli they offer, are a new challenge to focusing and learning."(Richtel 37) (Interview)

# data[].attributes.body
"The research found active screen time involved cognitively or physically engaging screen-based activities, such as playing video games or completing homework on a computer." pg 56 Anecdote

# data[].attributes.body
"Is it also possible, though, that the gadgets that are connecting us to the internet are themselves evolving perhaps in ways that might help us in the future? I’ve seen some suggestions, for example, that on the iPad people are spending more time on a particular application rather than flitting around, as you worry. So is there a chance that gadgets will perhaps help us?" (Brown 11).

""

# data[].attributes.body
Jane Mcgonical/Ted Talks           "Apparently, there was such a severe famine that the king of Lydia decided they had to do something crazy....So, according to Herodotus, they invented dice games, and they set up a kingdom-wide policy:On one day, everybody would eat, and on the next day, everybody would play games. And they would be so immersed in playing the dice games, because games are so engaging, and immerse us in such satisfying, blissful productivity, they would ignore the fact that they had no food to eat"(McGonical 12:43).  -fact

# data[].attributes.body
"What she discovered is that by letting technology into our lives in an unbounded fashion, we are not only losing the art of conversation and the ability to truly relate to one another, we are losing our emotional lives. Sherry says the answer is in putting the technology in its place: to unplug, to use it to facilitate intimacy, not replace it" (Sinclair 79). - Anecdote

# data[].attributes.headline
Yes - Children, Adolescents, and the Media 

# data[].attributes.subject
Yes - Children, Adolescents, and the Media 

# data[].attributes.body
"Nearly all teenagers (88%) use text messaging. Teenagers actually talk less on their phones than any other age group except for senior citizens  but in the first 3 months of 2011, teenagers 13 through 17 years of age sent an average of 3364 texts per month. Half of teenagers send 50 or more text messages per day, and one-third send more than 100 per day" (Strasburger 46). - Statistic