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      <title>Chambliss.Topic by Candy Chambliss</title>
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      <pubDate>2025-09-25 17:12:29 UTC</pubDate>
      <lastBuildDate>2025-09-30 16:58:46 UTC</lastBuildDate>
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         <title></title>
         <author>candychamblisssail</author>
         <link>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610169453</link>
         <description><![CDATA[<p>“The Pew Research Cneter reported in 2015 showed that 87% of teens had access to a desktop or laptop computer, 81% had access to a gaming console.” (Florence, 216)<br><br></p>]]></description>
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         <pubDate>2025-09-30 00:06:02 UTC</pubDate>
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         <title></title>
         <author>candychamblisssail</author>
         <link>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610170564</link>
         <description><![CDATA[<p>“In other words, game-addicted players are less likely to be thinking rationally. They are consumed by a desire to be stimulated by games.” (Hile, 51)<br><br></p>]]></description>
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         <pubDate>2025-09-30 00:07:00 UTC</pubDate>
         <guid>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610170564</guid>
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         <title></title>
         <author>candychamblisssail</author>
         <link>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610173591</link>
         <description><![CDATA[<p>The Pew Research Center confirms that at least 87% of teens have some sort of device capable of running games. Teens and children who are addicted to games are proven to think irrationally and consumed by a desire to be stimulated by the games they play. 87% of teens having access to something that can play games heightens the chances of a percentage of that 87% to be game addicted and suffer the consequences.</p>]]></description>
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         <pubDate>2025-09-30 00:09:17 UTC</pubDate>
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         <title></title>
         <author>candychamblisssail</author>
         <link>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610177706</link>
         <description><![CDATA[<p><br>“The law also places several limitations on user tracking and requires platforms to apply strict privacy settings to users identified as minors by default. These settings allow platforms to only collect the “minimum” amount of data from young users, block targeted advertising, <a rel="noopener noreferrer nofollow" href="https://www.vox.com/recode/22351108/dark-patterns-ui-web-design-privacy">and limit the use of dark patterns</a>. “(Roth, 1) <br><br></p>]]></description>
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         <pubDate>2025-09-30 00:12:00 UTC</pubDate>
         <guid>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610177706</guid>
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         <title></title>
         <author>candychamblisssail</author>
         <link>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610178135</link>
         <description><![CDATA[<p>“roughly, 40% of both boys and girls reported having encountered sexually inappropriate material on the Internet.” (Florence, 213)</p>]]></description>
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         <pubDate>2025-09-30 00:12:17 UTC</pubDate>
         <guid>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610178135</guid>
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         <title></title>
         <author>candychamblisssail</author>
         <link>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610180242</link>
         <description><![CDATA[<p>If there was a law that blocked targeted advertising and limited dark patterns for youth on social media platforms, it would prevent a lot of the higher numbers of children that encounter inappropriate material on the Internet. </p>]]></description>
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         <pubDate>2025-09-30 00:13:31 UTC</pubDate>
         <guid>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610180242</guid>
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         <title></title>
         <author>candychamblisssail</author>
         <link>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610182881</link>
         <description><![CDATA[<p>“One systematic review of studies conducted during the COVID pandemic found that video game use sometimes mitigated feelings of loneliness in the short run, but it put some users into a vicious cycle because they used gaming to distract themselves from feelings of loneliness. Over time they developed a reliance on the games instead of forming long-term friendships and this resulted in long-term stress, anxiety and depression symptoms.” (Haidt, 196)<br><br></p>]]></description>
         <enclosure url="" />
         <pubDate>2025-09-30 00:15:13 UTC</pubDate>
         <guid>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610182881</guid>
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         <title></title>
         <author>candychamblisssail</author>
         <link>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610183574</link>
         <description><![CDATA[<p>“While game addiction can cause video-game players to withdraw from friends and family, another factor leading to social isolation has to do with the player. Many kids, teens, and even adults who suffer from depression or anxiety, hide from the real world by playing video games” (Hile, 51) <br><br></p>]]></description>
         <enclosure url="" />
         <pubDate>2025-09-30 00:15:34 UTC</pubDate>
         <guid>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610183574</guid>
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         <title></title>
         <author>candychamblisssail</author>
         <link>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610185675</link>
         <description><![CDATA[<p>Both sources talk about video games were being used to mitigate feelings of loneliness and mental illness, hiding behind the screen and using the video games as escapism. The people using the games as escapism develop into dependency on the games and caused long term mental illness. </p>]]></description>
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         <pubDate>2025-09-30 00:16:55 UTC</pubDate>
         <guid>https://padlet.com/candychamblisssail/k79e1zg690wpwfme/wish/3610185675</guid>
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