When I explained why I will not buy Grand Theft Auto 5 for my son and why he is not allowed to buy it even with his own money, he replied, "but it's just a game." I can't get angry at him for wanting a game that nearly all his friends have. But I cannot, and will not, give in. There is no place for this content in a video game.
I'm not sure whether to let my son play or drastically limit his playing time. But one thing is for sure: now that school is back in session, there have to be rules around how long my boys are allowed to play and when. I recently began polling parents about their rules, and my kids have listened intently to these discussions.
Don't call "Pokémon GO" a comeback, Pikachu's been here for years. Twenty years, to be exact, an anniversary celebrated this past February. The viral launch of the augmented reality game on smartphones on July 6 has pushed this enduring Japanese pop cultural property into a previously unexplored region: the real world.
I first meet Ryan North, creator of Dinosaur Comics, co-editor of the Machine of Death series, and author of To Be or Not To Be: That is the Adventure, at a recent Toronto reading. North was presenting the sequel to TBoNTB: TitA, a second choose-your-path Shakespeare novel titled Romeo and/or Juliet.
If Canada is to remain a leader in innovation, more must be done to focus our efforts on building up the resource that is responsible for innovation -- talent. There already exists a global race to acquire the best and brightest talent to drive innovation and create the products and services that change the way we live, work and play.
What fascinates me as a clinician is the emergence of new, and dare I say, fun tools, to combat a traditionally difficult and solitary set of symptoms. While cognitive behavioural therapy and other forms of mental health interventions are important clinical considerations, so too is the potential role of games
Businesses have successfully used game-like experiences to increase loyalty and engagement long before the term gamification was coined. However, the rapid rise of gamification can be attributed to several factors: the quest to get a reaction, the pervasiveness of social media, web-based and mobile technologies, and the growth of the video game industry.
Nothing can really prepare you for the small humiliations and the nagging sense of being an outsider that comes with having dark skin in North America. But I wanted to fit in; how hard could it be? I went about figuring the best way to get ahead in life, while Black. As I began to pay attention to how I was treated in comparison to others, I became mindful of myself, of my actions. It became a social dance. Or more accurately, for a kid who grew up playing Nintendo and never stopped, it became a game. And if you want to win any game, you'd best acquaint yourself with the rules. So I started to keep track of how I was doing.
Despite our fretting, technology isn't going away, and simply cloistering our children from it is neither beneficial nor practical. To succeed in the modern world, children will need to embrace technology without being consumed by it. And the difference between these two fates lies in the hands of parents.