Jesus “JC” Christ coming to Comedy Central

New York, May 8 (ANI): American cable and satellite television channel Comedy Central has announced that it is developing a half-hour animated show about a character named Jesus “JC” Christ.

The show will be about “JC” wanting to escape his dad”s considerable shadow to chill out in New York as a regular guy, only to find things have changed on earth over the last 2,000 years, reports the New York Post.

JC quickly discovers that he”s a fish out of water, and gets little sympathy from a “powerful but apathetic” God, who prefers playing video games to listening to junior blabbering about life in the city.

The potential series is being described as a “playful take on religion and society with a sprinkle of dumb”.

The announcement comes less than a month after Comedy Central”s controversial decision to censor an animated image of the Prophet Mohammed during an episode of “South Park”. (ANI)

Teens” blogging shows little risky behaviour

Washington, March 25 (ANI): A new Ohio State University study of 100 teen bloggers from around the US found that a majority used blogs to develop relationships with their peers and build a sense of community, rather than to admit misbehaviour.

The research has appeared in the current issue of the Child and Adolescent Social Work Journal.

According to Dawn Anderson-Butcher, associate professor of social work at Ohio State, the findings suggests that blogging could be used therapeutically to help troubled teens express themselves in positive ways.

Anderson-Butcher and her students analysed blog posts from the public Web site Xanga (http://www.xanga.com/) for a month, to find out whether teens blogged about risky behaviours, such as skipping school, doing drugs, or having sex.

The researchers found most teens in the study blogged about positive behaviours, such as studying, participating in school activities, spending time with family, and going to church.

Anderson-Butcher said: “We looked at every quote, and the kids wrote about very few problem behaviors.

“They showed a lot of creative expression through poetry, lyrics and song. It was very exciting — and for me, positive — to see the typical developmental activities that they were writing about in their blogs.”

While the researchers couldn”t know whether parents were supervising the Xanga blogs used in this study, the teens were clearly writing blog entries as messages to their peers.

Among the most common positive activities the teens described were playing video games (65 percent); watching television (45 percent); doing homework (40 percent); going to lessons, such as music, dance, or martial arts (38 percent); browsing the Internet (29 percent); and participating in faith-based activities (22 percent).

Anderson-Butcher said even the teens” most common complaint – boredom (65 percent) – was not such a bad thing if they were blogging about it instead of engaging in risky behaviours.

She said: “Think about the other things they could be doing. We know that when kids are bored, mostly between the hours of 3:00-6:00 p.m., that”s when they”re most at risk for using alcohol or having sex, for example. It”s the time when their parents are working and they are often unsupervised. But instead these youth sought out social expression via Xanga.

“So that”s definitely a positive. They”re filling their time with this social networking.”

Some teens posted to Xanga every day, while others only posted once or twice during the month used in the study.

Teens also described some negative feelings, such as feeling blue (30 percent); feeling angry (28 percent); and feeling like they don”t fit in (22 percent). They complained that they didn”t want to do their homework (16 percent), and worried about getting bad grades (11 percent).

Very few mentioned cutting class (8 percent); using drugs, alcohol, or cigarettes (6 percent); or having sex (1 percent).

Anderson-Butcher firmly believes parents should supervise their kids” blogs, even making such supervision a condition of blogging. That way, parents can notice problems when they come up in the blog.

The blog data in this study came from 2007. Xanga is less popular with the majority of teens now “micro-blogging” their activities on Facebook.

Anderson-Butcher said she cannot replicate the study on Facebook, however, because unlike Xanga, it offers safety measures to keep strangers from reading kids” profiles.

She said: “That”s a good thing in relation to privacy.

“It just means we aren”t able to access the data as freely.” (ANI)

Videogame addicts may become problem gamblers

Wellington, Aug 21 (ANI): Teenagers who are addicted to video games are more likely to develop obsessive and antisocial tendencies leading to gambling, says a new research.

A survey of 2669 teenagers aged between 13 and 17 by Adelaide University researchers found 56 per cent had gambled in the past year. The study also revealed that 2.4 per cent became pathological gamblers by the age of 18.

The figure was higher than 2.1 per cent in case of adults who were found to be problem gamblers by the Productivity Commission in 1999. However, the level of harm, like losing a house or a relationship was much lower in case of teens.

The research paper will be published in the Journal of Gambling Studies next month, reports Stuff.co.nz.

The study found that a large numbers of teenagers who played video games later participated in some form of gambling – buying scratchies, playing card games, and playing poker machines.

The study established that teenage problem gamblers played arcade games three times more often than those who did not gamble, and on average they played hand-held games and Internet games more than twice as often.

One of the researchers, associate Professor Paul Delfabbro, noted that teenage boys were more likely to play video games and gamble often, and this was one reason for the relationship.

He said: ”The other reason is that the sorts of kids who are playing video games probably do so because they’ve got less parental supervision…They’re probably bored; they probably don’t have a lot of structured activity in their life.

”So the physical act of playing video games doesn’t increase the risk of gambling but it is indicative of a pattern of leisure activity, which probably means you’re going to find gambling an entertaining activity.” (ANI)

1 in 10 youth gamers ‘addicted to video games’

Washington, April 21 (ANI): Nearly one in 10 kids and teens who play video games show behavioral signs that may indicate addiction, a new study has found.

The findings are based on a Harris Poll survey of 1,178 American youths (ages 8-18).

Researchers at Iowa State University (ISU) and the National Institute on Media and the Family found that some gamers show at least six symptoms of gambling addiction such as lying to family and friends about how much they play games, using the games to escape their problems and becoming restless or irritable when they stop playing.

They may also skip homework to play videogames or spend too much time playing the games and do poorly in school.

“Although the general public uses the word ‘addiction,’ clinicians often report it as pathological use. This is the first study to tell us the national prevalence of pathological play among youth gamers, and it is almost 1 in 10,” said Gentile, who is also director of research for the Minneapolis-based National Institute on Media and the Family.

“What we mean by pathological use is that something someone is doing — in this case, playing video games — is damaging to their functioning. It’s not simply doing it a lot. It has to harm functioning in multiple ways,” Gentile said.

Gentile analyzed data collected in a January 2007 Harris Poll survey. He compared respondents’ video game play habits to the symptoms established in The Diagnostic and Statistical Manual of Mental Disorders for pathological gambling. Gamers were classified as “pathological” if they exhibited at least six of 11 symptoms.

The pathological gamers in the study played video games 24 hours per week, about twice as much as non-pathological gamers.

They also were more likely to have video game systems in their bedrooms, reported having more trouble paying attention in school, received poorer grades in school, had more health problems, were more likely to feel “addicted,” and even stole to support their habit.

The study also found that pathological gamers were twice as likely to have been diagnosed with attention problems such as Attention Deficit Disorder or Attention Deficit Hyperactivity Disorder. (ANI)

Malaysians set world record for non-stop gaming

Cyberjaya, Apr. 13 (ANI): Malaysian gamers have achieved world record by playing video games for 40 hours non-stop.

It took more than 1,500 cans of energy drink and 274 people to beat their sleep at Cyberfusion 2009 on Sunday to get Malaysia’s name into the Guinness Book of World Records, the New Straits Times reports.

The previous record of 36 hours by 203 gamers set in California last year, was broken when organizers Cyberview and Advanced Micro Devices added two more hours to the original 38, and the players agreed to it.

Cyberview managing director Redza Rafiq said when the gamers breached the 38-hour playtime, they were excited and one could feel the expectancy in the air when they continued playing for the additional two hours.

“We continued to supply them with food and drink as well as making sure the venue remained conducive for them,” he said, laughing.

Redza said 291 people from as far as Penang had signed up for the event, but 17 dropped out due to fatigue.

“Hopefully, Malaysia’s achievement can be listed in the Guinness Book next year since we can only have 4,000 records in the book,” Guinness World Records adjudication executive Talal Omar said, adding that Guinness received some 1,000 applications for records every week.

Almost every player brought along a good-luck charm, such as figurines and dolls, and pillows to drive them to complete their mission.

“After 40 hours without sleep and shower, I have to attend to these basic needs fast,” gamer Irman Mohd Nawawi, 36, said.

Another player, Elaine Tan, 18, said she also could not wait to hit the shower. (ANI)

Co-creator of Dungeons and Dragons game dies

Los Angeles – Dave Arneson, who co-created the Dungeons and Dragons game, which pioneered the format for role-playing video games has died aged 61 after a two-year battle with cancer. Wizards of the Coast, the company that produces Dungeons and Dragons, said Friday that Arneson died in a hospice in Minnesota on Tuesday.

Arneson developed the game in 1974 together with Gary Gygax, who died in March 2008. The game was one of the first to allow players to assume and develop an individual character while embarking on complex quests, and has inspired countless computer games.

“(Arneson) developed many of the fundamental ideas of role- playing: That each player controls just one hero, that heroes gain power through adventures and that personality is as important as combat prowess,” Wizards of the Coast said in a statement.

Reading ‘can help cut stress’

London, Mar 31 (ANI): Even six minutes of reading can reduce stress levels by more than two thirds, according to a new study.
The study, conducted on a group of volunteers by consultancy Mindlab International at the University of Sussex, also found that it works better and faster than other methods to calm frazzled nerves, such as listening to music, going for a walk or settling down with a cup of tea.

According to psychologists, this is because the human mind has to concentrate on reading and the distraction of being taken into a literary world eases the tensions in muscles and the heart.

For the study, researchers increased the subjects’ stress levels and heart rate through a range of tests and exercises before they were tested with a variety of traditional methods of relaxation.

Cognitive neuropsychologist Dr David Lewis, who conducted the test, said that reading worked best, reducing stress levels by 68 per cent.

He found that subjects only needed to read, silently, for six minutes to slow down the heart rate and ease tension in the muscles. In fact it got subjects to stress levels lower than before they started.

Listening to music reduced the levels by 61 per cent, have a cup of tea of coffee lowered them by 54 per cent and taking a walk by 42 per cent.

Lewis found that playing video games brought them down by 21 per cent from their highest level but still left the volunteers with heart rates above their starting point.

“Losing yourself in a book is the ultimate relaxation,” the Telegraph quoted Lewis, as saying.

“This is particularly poignant in uncertain economic times when we are all craving a certain amount of escapism.

“It really doesn’t matter what book you read, by losing yourself in a thoroughly engrossing book you can escape from the worries and stresses of the everyday world and spend a while exploring the domain of the author’s imagination.

“This is more than merely a distraction but an active engaging of the imagination as the words on the printed page stimulate your creativity and cause you to enter what is essentially an altered state of consciousness,” Lewis added. (ANI)

Anna Faris ‘buys’ strict mum’s acceptance with posh gifts!

Washington, March 30 (ANI): Anna Faris confessed she often tempts her strict mum with posh gifts to buy her acceptance.

The “Hot Chick” star jokingly dreads that she might have “created a monster” by enticing her mum too much to make up for her raunchy roles in films like Scary Movie and The House Bunny.

“I still have my parents sort of haunting me to ‘Act appropriate!’ and ‘Have good manners!’ Contactmusic quoted her as telling Self magazine.

“I buy my mom off. With the Scary Movies (films), I started giving her Louis Vuitton handbags. Then, it was like, ‘How am I going to top this?’ Now she wants a villa in Tuscany,” she added.

The 32-year-old further revealed the rules under which she was raised, which included a ban on watching TV, reading magazines and playing video games, even her clothes were not spared from scrutiny.

She added: “Anything with a V-neck was forbidden. Stirrup pants? That was a huge issue.” (ANI)

‘Cell phones, video games don’t harm kids’ academic performance’

Washington, Mar 25 (ANI): Cell phones and video games have no detrimental effects on students’ academic performance, says a new study.

Lead researcher Linda Jackson, Michigan State University professor of psychology revealed that video games did not appear to affect math skills and had a positive relationship with visual-spatial skills.

These skills – in which a child learns visually, by thinking in pictures and images – are considered the “training wheels” for performance in science, technology, engineering and math.

“And these are the areas where we want to see improvements in our children’s academic performance,” Jackson added.

During the study, the research team surveyed students from 20 middle schools and an after-school centre in Michigan.

They asked how often the children used cell phones and played video games, both online and offline, and measured the children’s grades, visual-spatial skills and performance on standardized tests in math and reading.

When it comes to cell phones, Jackson said she saw no harmful effects to the students’ academic performance. However, further research is needed on older students who are more apt to engage in “devious behaviour” such as text-messaging test answers to each other, she said.

While the researchers found a strong link between video games and lower grade point averages, it did not affect kids’ math skills.

The study showed that females used cell phones more frequently than did males, while males played video games far more frequently than did females.

Jackson suggests that it’s unrealistic to think kids will stop playing video games, so video game developers should focus more on the elements that develop visual-spatial skills and less on themes such as violence.

Also, more games should be developed that appeal to girls to better develop their visual-spatial skills, which are essential in professions such as surgery, she said. (ANI)

Zeebo’s $199 video game console for “emerging” markets to be launched next month

Packed with Qualcomm’s cell phone technology, start-up Zeebo’s first video game console for “the next billion” will be launched next month. Priced at $199, the console will specifically target the “emerging” BRIC – Brazil, Russia, India and China – markets.

Given the fact that Zeebo’s console is developing world-specific, it is not intended to offer any direct competition whatsoever to the “big three” namely – Sony’s PS 3, Microsoft’s Xbox 360, or Nintendo’s Wii.

Rather, the launch of a console for the emerging markets is apparently a viable alternative for thwarting game piracy in these markets. Flaunting the biggest advantage of its upcoming console on its website, Zeebo said it would be “Selling titles for only a slight premium over the gray market prices of the original titles, so consumers have no reason to leave home to shop.”

The fairly light Zeebo unit will make use of digitally-downloaded games, rather than playing video games on disks. The Zeebo games will be distributed via the cell phone networks, without any compulsion on the players to subscribe for them.

Technically, the Zeebo console is somewhat of a cross between the PS 1 and PS 2. Not a big deal, but then, as Zeebo CEO John F. Rizzo said an ultra-modern video game would not be practical for Zeebo’s target markets of the developing world!

Car gizmos are making a zip entry into Punjab

Ludhiana, Mar 21 (ANI): With million of new cars hitting Indian roads every year, high-end car gizmos are making a zipping entry into Punjab, where people are extremely enthusiastic about using sophisticated gadgets.

The trend is gaining momentum as Punjabis get interested in devices that allow not just listening to music but also watching TV, playing video games, charging laptops and talk effortlessly on the phone while driving.

Devices like central locking, leather upholstery and paint protection systems have become the order of the day. GPS navigation systems, multimedia systems and car PCs are gaining popularity as well.

“Now we are getting a lot of varieties. Ladies are more, interested in car accessories then the men. They want their cars well maintained. It has become a status symbol,” said Mandeep Chaddha, a car accessory distributor.

The car accessory market is estimated to be worth 250 million dollars, and is expected to double by 2010 witnessing around 25 per cent growth year-on-year.

“Twelve years back in 1998 Hyundai Motors started it. After that Maruti started manufacturing. The accessories market has a growing path. Every year sales are increasing 20 to 30 per cent,” claimed Babal K Gupta, vice president- marketing, Diviniti.

To provide genuine accessories to clients auto-manufacturers are tying up with manufacturers of car accessories.

MapmyIndia Navigator, the recently launched in-car GPS navigation device now comes as a standard accessory in all variants of General Motors’s premium cars in India.

Such collaborations ensure that there is exchange of technical know how and market knowledge between the foreign companies and their Indian partners.

“Car accessories market is really a huge market and from the last five years. People are getting more aware of the product.

Accessories is a booming industry for the years to come,” said Gurdeep Singh, distributor, Mapmy India, GPS navigation systemsAs per the Automotive Mission Plan 2006-2016, the total turnover of the Indian automotive industry is expected to be somewhere between 122 to 159 billion dollar by 2016. A substantial increase from 34 billion dollar in 2006. By Karan Kapoor (ANI)

Video games are good for kids, says EU report

London, Feb 12 (ANI): Playstation or Xbox video consoles are good for children and teach them essential life skills, that’s the conclusion of a European report.

The report from the European parliament has concluded that kids who spend hours every day playing video games may not be damaging their brains, as many parents fear.
oine Manders, the Dutch liberal MEP who drafted the report, said: “Video games are in most cases not dangerous. We heard evidence from experts on computer games and psychologists from France, the US, Germany and the Netherlands and they told us that video games have a positive contribution to make to the education of minors.”

The study was meant for schools across Europe to consider using games for educational purposes.

“Schools should pay attention to video games and inform children and parents about benefits and disadvantages that video games can have,” the Guardian quoted the report, as stating. (ANI)

Brits dying to have old traditions back

London, January 31 (ANI): People in Britain are craving for the return of their old traditions, with most of them being desperate to buy fuel in gallons and get letters and postcards again, instead of the present-day e-mails.

The finding results from a survey, which has also shown that Brits would love to see classic sweets like Marathon bars and Opal Fruits revert to those names instead of modern Snickers and Starburst.

Seventy-two per cent of those surveyed said that what the country needed was the good old-fashioned British bobby back on the neighbourhood beat, like Nick Berry’s character in Heartbeat.

Furthermore, there were 52 per cent people who said that they would love to see more and more children playing out on the streets, instead of playing video games or sitting before the idiot box.

Many television fans even reported that they would want programmes like Top Of The Pops and Only Fools And Horses to return, but with new episodes, not repeats.

“Sometimes there is just a good feeling about older products,” the Daily Star quoted a spokesman for OnlineOpinions, which carried out the research, as saying.

What Brits miss:

1 Bobbies on beat 72 per cent

2 Snow at Christmas 59 per cent

3 Top Of The Pops 53 per cent

4 Kids playing in street 52 per cent

5 Opal Fruits 44 per cent

6 Apprenticeships 44 per cent

7 Only Fools And Horses 44 per cent

8 Red phone boxes 43 per cent

9 C and A 42 per cent

10 Steam trains 40 per cent

11 Postcards 38 per cent

12 Ask Jeeves 37 per cent

13 Fuel in gallons 37 per cent

14 Letter writing 35 per cent

15 Local bank managers 33 per cent

16 Outdoor pools/lidos 31 per cent

17 It’s A Knockout 31 per cent

18 Marathon bars 30 per cent

19 Spangles 29 per cent

20 Old Grey Whistle Test 24 per cent (ANI)