<![CDATA[Kotaku: Health]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Health]]> http://kotaku.com/tag/health http://kotaku.com/tag/health <![CDATA[ Compulsive Gaming Is A Not An Addiction ]]> The head of Europe's first treatment center for gaming addicts has revealed that 90% of young people who seek counseling for compulsive gaming habits aren't actually addicts at all.

Keith Bakker of The Smith & Jones Centre in Amsterdam explains that while a gamers who show other addictive behaviors such as drinking or taking drugs have been successfully treated using traditional abstinence-based treatment models, the vast majority of compulsive gamers have a social problem, rather than a psychological one.

"This gaming problem is a result of the society we live in today," Mr Bakker told BBC News. "Eighty per cent of the young people we see have been bullied at school and feel isolated. Many of the symptoms they have can be solved by going back to good old fashioned communication."

Responding to this realization, The Smith & Jones Centre is now changing it's treatment plan for compulsive gamers, moving away from substance-abuse type methods in favor of a plan involving activity-based social and communication skills, to help players interact better with the real world.

The BBC article this story originates from goes on to speak to a gamer called "George" who sought help at the center to help overcome his 10 hour-a-day Call of Duty 4 habit.

"I liked gaming because people couldn't see me, they accepted me as my online character - I could be good at something and feel part of a group."

Underlying that new sense of belonging was a young man who felt powerless and neglected in real life.

"I was aware that I played too much but I didn't know what to do. But it helped me because I could be aggressive and get my anger and frustration out online," he says.

Bakker believes that the key to keeping this sort of thing from happening lies with parents communicating with their children, which is the old-fashioned way of preparing them for the real world, back before electronic babysitting was invented.

He also warns of the dangers of continuing to refer to compulsive gaming as an addiction.

"If I continue to call gaming an addiction it takes away the element of choice these people have," he says. "It's a complete shift in my thinking and also a shift in the thinking of my clinic and the way it treats these people."

Compulsive gamers 'not addicts' [BBC News]

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Kotaku-5098680 Tue, 25 Nov 2008 10:20:00 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5098680&view=rss&microfeed=true
<![CDATA[ Italian Boy 'Addicted' To Playstation, Says Actual Doctor ]]> 13 year old Lorenzo Amato was rushed to hospital by his father, where doctors at first thought he may have been suffering from a stroke or brain disorder. But no - after closer examination, the medics diagnosed 'Playstation Addiction'.

Local politician Antonio Buccoliero was quick to comment, "They eventually managed to take care of him once they understood that this was a strange kind of mental detachment connected to his Playstation." It is unknown if this condition could be contracted through rival consoles or if it is a Sony-only disorder. Or indeed if it is an actual medical condition and not something they just made up to make a point about gaming.

The boy had been unable to speak and appeared 'confused' following a marathon gaming session. He reportedly told his father to throw out his console saying, "If I even think about it I want to throw up."

Boy rushed to hospital with Playstation addiction [Ananova]

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Kotaku-5095113 Thu, 20 Nov 2008 16:20:00 MST Stuart Houghton http://kotaku.com/index.php?op=postcommentfeed&postId=5095113&view=rss&microfeed=true
<![CDATA[ WotLK Helps Swedes Join MMO Fainting Craze ]]> How can a European guild have possibly defeated all three of Wrath of the Lich King's major PVE raids in the span of three days? It's simple - dedication. The kind of dedication that leads a 15-year-old Swedish boy to play the game until he goes into convulsions and passes out. That's exactly what a teen in Laholm, Sweden did this past weekend, after getting together with six friends for a marathon gaming session.
The boy is expected to make a full recovery but his father said he plans on limiting the amount of time his son is allowed to play computer games. His father also warned other patents about the dangers of their sons’ extended game playing. “They also think the boys need to reduce the amount of time they play and will themselves be more vigilant,” he said.

Daughters, on the other hand, can game all they want.

Not a bad start, Sweden, but only 24 hours? I could do 24 hours in my sleep. Still a ways to go before you catch up with Korea and China.

Boy collapses after playing World of Warcraft for 24 hours straight [TimesOnline - Thanks Voxynn!]

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Kotaku-5090869 Mon, 17 Nov 2008 11:20:00 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5090869&view=rss&microfeed=true
<![CDATA[ Grants Awarded For Inspiring Health Games Research ]]> The Robert Wood Johnson Foundation has revealed 12 universities that will receive grants to research the use of video games as healthcare tools. Games have shown clear potential to serve healthcare, from helping stroke victims rehabilitate, encouraging seniors to exercise and teaching behavior for therapy. Exhaustive research and hard data will further drive the growth of games as healthcare tools for people of all ages, and the grant recipients aim to support this goal.

It's about taking advantage of the burgeoning video game trend instead of attacking it, said Deborah Lieberman Ph.D., communications researcher at the University of California at Santa Barbara, during the organization's announcement conference today.

"Research has shown you can learn whatever a video game offers. The question is, what are you going to teach?" said Lieberman.

12 universities were awarded $200,000 grants for innovative research concepts that will either develop new games or use existing commercial games to address specific health issues across all areas of the population. An MMO designed to help alcoholics learn relapse prevention and a social mobile game that would teach healthy eating habits to adolescents are just a couple of the winning ideas - one of them even involves Crazy Taxi.

The primary goal of the research, as Lieberman said, is to build a strong evidence base to better understand how games can serve as a springboard to health behavior change, and the Foundation's Chinwe Onyekere said her organization felt it important to invest in these ideas, given the need for evidence to compel the field forward. The Foundation is investing $8.25 million in the Health Games Research national program, for these and additional grants in the future.

"We're a portfolio looking 10 and 20 years down the road, hoping we can really make an impact on the future of health and healthcare. We are keenly aware of how video games are in homes, crossing socioeconomic status backgrounds, with young and old playing games," said Onyekere.

Lieberman said that anecdotal evidence in support of games as health tools abound, from stories of Wii Bowling nights at senior centers to Dance Dance Revolution and the EyeToy being used to help people in physical rehabilitation regain balance and mobility. Lieberman is also enthusiastic about the potential offered by Wii Fit, but the benefit of games reaches beyond body movement "exergaming" — games make useful motivators and behavioral teaching tools, too, she said.

"A game involves a challenge to reach a goal - that's why we love to play them. It makes us want to do better, and we take pleasure in succeeding. Stroke victims work harder and reach further in rehab when they have a game environment in which to try out their skills." They stop thinking about their pain, she said, and think about goals instead, to "tremendous results."

The 12 grantees, chosen from 112 entrants, will lead one- to two-year studies centered on their proposal. The full list is as follows:

Cornell University, Department of Communication (Ithaca, NY) - Mindless Eating Challenge is a mobile phone game for younger adolescents that rewards their good health habits and food choices. The study will investigate how strategies of persuasion in a game can promote healthy behaviors in daily life. The game uses eating tips, mobile phone snapshots of food that players plan to eat, nurturing of virtual characters and feedback from the system and from peers to promote good nutrition and healthy lifestyles.

Indiana University, School of Health, Physical Education and Recreation (Bloomington, IN) - BloomingLife: The Skeleton Chase is an alternative reality game designed to promote physical activity and healthy lifestyles among college freshmen. It involves an interactive fictional story (a mystery that takes eight weeks to solve) unfolding across a variety of media (e-mail, Web sites, phone calls from fictional characters, physiological monitoring) and real-world physical and mental challenges that players must surmount to gather clues. The study will compare the impacts of competitive versus collaborative game versions.

Maine Medical Center (Portland, ME) - Family-Based Exergaming with Dance Dance Revolution (DDR) will identify impacts of the popular dance pad game on families with at least one overweight child, aged 9 to 17. Participating families will be randomly assigned to receive the DDR game or a pedometer. The study will assess, over time, players’ amount, type and enjoyment of physical activity, quality of life, body mass index and body composition. It also will examine family dynamics in the activities they do together and factors that influence their motivation to be physically active.

Union College, Department of Psychology (Schenectady, NY) - Seniors Cyber-Cycling with a Virtual Team: Effects on Exercise Behavior, Neuropsychological Function and Physiological Outcomes is a randomized, clinical trial designed to identify individual and situational factors that influence exercise behaviors and health outcomes in community-dwelling older adults, aged 50+. The system combines a stationery bicycle with FitClub cardiovascular exergame software, which uses a touch screen to provide individualized feedback to the player and a three-dimensional virtual environment for exercise that can be shared with other players competitively or collaboratively.

University of California, San Diego, School of Medicine (La Jolla, CA) - Behavioral Choice Theory Approach to Testing Exertainment for Adolescent Physical Activity will identify health behavior change principles used in a variety of commercially available exergames and their impact on players’ physical activity levels. The study will use the Xavix system (exergames with sport equipment controllers for tennis, boxing, bowling, cardio-fitness and other sports) to assess the frequency, intensity and duration of physical activity in people aged 11 to 15 that are given a Xavix to use at home for several months. The researchers also will investigate how the social interactions that take place during game play may influence health behavior change.

University of Central Florida, College of Medicine (Orlando, FL) - Practicing Relapse Prevention in Artificial-Reality Environments: [PREPARE]: A Game-Based Therapy Maintenance Tool will investigate role-playing games designed to enable people aged 18 to 65 that are diagnosed with alcohol abuse or dependence to practice skills that can help them prevent real-world relapses. The relapse prevention games are embedded as mini-games within an extensive multiplayer online game. The study will compare behavioral and health impacts of treatment plus access to the game versus treatment without access to the game.

University of Florida, College of Public Health and Health Professions (Gainesville, FL) - Action Video Games to Improve Everyday Cognitive Function in Older Adults will explore the effects of an action-adventure driving video game (Playstation 2’s “Crazy Taxi”) on the visual attention skills of a 3 group of community-dwelling adults, aged 65 and older. The study will compare participants who play “Crazy Taxi,” those who receive a traditional visual attention training program and those who are given no training at all. It will evaluate visual attention performance and cognitive speed and skills, as well as investigate how players’ levels of engagement in the game may influence their motivation to carry out the visual attention training program. University of North Carolina at

Chapel Hill, School of Public Health (Chapel Hill, NC) - Presence: Predicting Sensory and Control Effects of Console Video Games in Young Adults will investigate motivations to expend energy during video game play for people aged 18 to 35. The study will compare physiological measures of energy expenditure while people play traditional video games (those that involve pushing buttons on a standard game controller or on a Wii motion-sensing controller) versus active video games (those that require physical movement, using inputs such as a dance pad, balance board or guitar). It also will explore players’ sense of being present in the game and their intrinsic motivation to play, two factors that are known to increase the amount of time people will spend playing a game. This is the first time that research will identify impacts of these factors on players’ energy expenditure; study results may lead to recommendations for making traditional games more active and active games more compelling.

University of South Carolina Research Foundation (Columbia, SC) - Commercially Available Interactive Video Games for Individuals with Chronic Mobility and Balance Deficits Post-Stroke will investigate the potential of physical activity video games to serve as innovative, cost-effective ways to help people recover motor skills after experiencing a stroke. The study will compare the effects of two video game systems (Wii and EyeToy) on players’ mobility, balance and fear of falling.

University of Southern California, School of Cinematic Arts (Los Angeles, CA) - Effectiveness of Social Mobile Networked Games in Promoting Active Lifestyles for Wellness will use cell phones and the Web to deliver “Wellness Partners,” a character-driven social mobile networked game, to children and adults aged 12 to 44. The game is designed to motivate real-world wellness through a player support system that involves family members and friends, and by incorporating elements from virtual pets, roleplaying games and online social networking. A single-player version provides a fictional game character that offers encouragement, reminders, progress checking and communication with others. The multiplayer version allows players to enlist members of their social network to be partners or helpers. The study will examine how various components of the game may motivate healthy behaviors.

University of Vermont, School of Medicine (Burlington, VT) - Breath Biofeedback Video Game for Children with Cystic Fibrosis will explore whether a breath biofeedback video game can improve cystic fibrosis patients’ self-administration of inhaled medicines, engagement in respiratory exercises and awareness of their respiratory status. The game uses a breath controller and game software developed by the research team in collaboration with patients in the target user group. In addition to potentially helping cystic fibrosis patients self-manage their condition and maintain better health, the game may also be useful for children and adults with asthma and other forms of chronic obstructive pulmonary disease.

University of Washington, School of Medicine (Seattle, WA) - Video Games for Dietary Behavior Change and Improved Glycemic Control in Diabetes will investigate health impacts of online mobile mini-games for people with type 2 diabetes, aged 18 and older. The games are designed to help players attain better blood sugar control by improving their ability to estimate carbohydrates and calories in food portions and by improving their eating habits. In addition to assessing the impact of the games on dietary knowledge and food choices, the study will explore effects of two game design strategies: tailoring and tethering. Tailoring involves customizing a game to meet an individual player’s preferences and goals. Tethering involves embedding a learning task within the strategies that players must use to win a game.

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Kotaku-5011670 Thu, 29 May 2008 14:30:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5011670&view=rss&microfeed=true
<![CDATA[ Ubisoft Brings Easyway To Stop Smoking To DS Months Late ]]> Back on Friday I decided that after over 22 years it was finally time for me to quit smoking. Since then I've made enemies of my cats, yelled at anyone with the gall to call me on the telephone I purchased to stay in touch with those same people, made vicious enemies of my cats, and started repeating myself. Now Ubisoft proudly announces Allen Carr's Easyway To Stop Smoking, due out in November for the Nintendo DS. Really? November?

Allen Carr's Easyway to Stop Smoking book is one of the most highly regarded books on the subject of kicking cancer sticks, published in 50 different countries. Famous folk like Ashton Kutcher, Ellen DeGeneres, and Richard Branson all swear by his program, while I sit in my apartment, sweating and shaking.

"Ubisoft's creative team has worked hard to deliver a game that successfully communicates Allen Carr's Easyway method via play,” said Christian Salomon, vice president of worldwide licensing at Ubisoft. "The player experiences a truly interactive engagement with the game through which he or she learns that it can actually be enjoyable to quit smoking.”

Enjoyable to quit smoking? Scroll up to see how much fun I am having! Do I not look like I am having fun? Over the past 24 hours alone I have fallen asleep and woken up over 15 times. My nose is now running, I have to go to the bathroom every 10 minutes, and I am eating everything that isn't nailed down. FUN! Perhaps you guys could have announced this game last week?

Of course now I am going to have to start up again, simply to test the DS game when it comes out in November. *heads to the store for some cigarettes*

Okay fine, as tempting as it is I wouldn't jeopardize my life any further for a story. We'll just have to get Crecente to start smoking in my stead.

UBISOFT AND ALLEN CARR'S EASYWAY TEAM UP TO HELP SMOKERS QUIT

Ubisoft to Bring Allen Carr's Easyway to Stop Smoking to the Nintendo DS(TM)
system in November 2008

SAN FRANCISCO – May 28, 2008 – Today Ubisoft announced that it will develop
and publish the video game based on the successful Allen Carr's Easyway to
Stop Smoking method. Designed for Nintendo DS(TM), Allen Carr's Easyway to
Stop Smoking is scheduled for release in November 2008.

Published in 50 countries, Allen Carr's Easyway to Stop Smoking book is an
international best seller, and Allen Carr's Easyway network of clinics spans
the globe. Over 10 million smokers worldwide have already turned to Allen
Carr's Easyway books, clinics or DVD in order to stop smoking. The method
removes the smoker's belief that smoking provides them with any genuine
pleasure or crutch, takes away the feeling of deprivation and therefore rids
the smoker of the fear of stopping. The clinics offer a full money-back
guarantee based on which the success rate after 3 months is over 90% and
independent scientific studies confirm a success rate of over 50% after 12
months.

Brought to an exciting interactive platform, Nintendo DS, Allen Carr's
Easyway method will take on a whole new dimension. Players will be actively
participating in the game's content as they input the details of their
smoking habits and even select their own Allen Carr's Easyway coach to take
them through the process of quitting.

Developed in conjunction with Allen Carr's top experts, the game echoes the
philosophy of Allen Carr's Easyway method, enabling players to be
entertained, challenged and to stop smoking at the same time.

"Ubisoft's creative team has worked hard to deliver a game that successfully
communicates Allen Carr's Easyway method via play,” said Christian Salomon,
vice president of worldwide licensing at Ubisoft. "The player experiences a
truly interactive engagement with the game through which he or she learns
that it can actually be enjoyable to quit smoking.”

Robin Hayley, managing director of Allen Carr's Easyway to Stop Smoking,
concurs. "There was an amazing synergy between Allen Carr's Easyway team and
Ubisoft as we worked on this project,” he said. "Our experts worked hand in
hand with the Ubisoft team to create an entertaining and illuminating game
that delivers Allen Carr's Easyway method in a new, dynamic and highly
effective way.”

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Kotaku-5011388 Wed, 28 May 2008 12:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5011388&view=rss&microfeed=true
<![CDATA[ Dozen Research Teams Get Games For Health Grants ]]>

More than $2 million in grants is being handed out to teams researching how video games can improve players' health.

While the Robert Wood Johnson Foundation doesn't plan to announce the dozen research teams who will be awarded the grant money until Thursday, they did say that the funded studies will explore topics ranging from how motion-based games may help stroke patients progress faster in physical therapy to how people in substance abuse treatment can practice skills and behaviors in the virtual world to prevent real-world relapses.

I'd like to think that at least one is looking at the WiiFit and how it does at raising awareness of BMI, but maybe it's too soon for it to have soaked into academia.

It's heartening to see that the Robert Wood Johnson Foundation, the nation's largest philanthropy devoted to improving the health of Americans, has decided it's worth investing so much money to "explore how games can increase physical activity and enhance prevention, self-management of health conditions".

Hit the jump for the full release.

VIDEO/ONLINE GAMES FOR HEALTH: 12 RESEARCH TEAMS FROM ACROSS U.S. RECEIVE MAJOR GRANTS

Awards go to researchers in CA, FL, IN, ME, NC, NY, SC, VT and WA; Studies explore how games can increase physical activity and enhance prevention, self-management of health conditions

PRINCETON, NJ. More than $2 million in grants will be awarded to 12 research teams to help strengthen the evidence base that supports the development and use of digital interactive games to improve players’ health behaviors and outcomes. The grantees will be announced during a live, phone-based news event (with full Q&A) at 1:30 p.m. EDT Thursday (May 29, 2008).

This is the first round of grants to be awarded from the Robert Wood Johnson Foundation through its Health Games Research national program, based at the University of California, Santa Barbara (UCSB). Funded studies explore topics ranging from how motion-based games may help stroke patients progress faster in physical therapy to how people in substance abuse treatment can practice skills and behaviors in the virtual world to prevent real-world relapses.

News event speakers will be:

* Debra Lieberman, Ph.D., communication researcher, Institute for Social, Behavioral, and Economic Research, University of California at Santa Barbara; and

* Chinwe Onyekere, program officer, Robert Wood Johnson Foundation’s Pioneer Portfolio.

TO PARTICIPATE: Join this live, phone-based news conference (with full, two-way Q&A) at 1:30 p.m. EDT on May 29, 2008 by dialing 1 (800) 860-2442. Ask for the “health games grants” news event.

CAN’T PARTICIPATE?: A streaming audio replay of this news event will be available as of 6 p.m. EDT on May 29 at http://healthgamesresearch.org/.

About the Robert Wood Johnson Foundation

The Robert Wood Johnson Foundation focuses on the pressing health and health care issues facing our country. As the nation's largest philanthropy devoted exclusively to improving the health and health care of all Americans, the Foundation works with a diverse group of organizations and individuals to identify solutions and achieve comprehensive, meaningful and timely change. The Foundation's Pioneer Portfolio supports innovative ideas and projects that may trigger important breakthroughs in health and health care. Projects in the Pioneer Portfolio are future-oriented and look beyond conventional thinking to explore solutions at the cutting edge of health and health care. When it comes to helping Americans lead healthier lives and get the care they need, the Foundation expects to make a difference in your lifetime. For more information, visit www.rwjf.org/pioneer.

About the University of California, Santa Barbara
The University of California, Santa Barbara (UCSB) is one of 10 universities in the University of California system, and is one of only 62 research-intensive institutions elected to membership in the prestigious Association of American Universities. The distinguished 980-member faculty includes five Nobel Prize winners and scores of elected members or fellows of elite national academies and associations. The campus is also home to 12 national centers and institutes, eight of them sponsored by the National Science Foundation. U.S. News and World Report's guide, "America's Best Colleges," ranks UCSB number 13 among all public universities in the nation. For more information, visit www.ucsb.edu.

UCSB's Institute for Social, Behavioral, and Economic Research (ISBER) brings together researchers from many academic disciplines in order to foster collaboration and span the boundaries between the social and behavioral sciences, the humanities, and the physical and biological sciences. For more information, visit www.isber.ucsb.edu.

The Health Games Research national program office at UCSB conducts and supports research to enhance the quality and impact of interactive games used to improve health. For more information, visit www.healthgamesresearch.org or contact the program at healthgamesresearch@isber.ucsb.edu.

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Kotaku-5011096 Tue, 27 May 2008 11:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5011096&view=rss&microfeed=true
<![CDATA[ Olympic Committee Prez Doesn't See "Real" Success In Video Games ]]> Kids aren't as interested in sports and it's hard to get them involved, says International Olympic Committee (IOC) president Jacques Rogge. Young people like other things! Video games, for instance. Says Rogge:

Kids are attracted to visual, interactive forms of communication. It's not going to be easy for sport to counter that... You won't hear me saying sport is not fun — it is. But it requires austerity and discipline. The answer is achievement. You will never achieve in a video game. It is not really success.

So glad the IOC is headed by an open minded fellow.

London 2012 And The Game Gen [The Times via MCVUK]

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Kotaku-5010650 Fri, 23 May 2008 05:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5010650&view=rss&microfeed=true
<![CDATA[ These Nintendo Pins Could KILL YOU ]]> Between 2004 and 2007, Nintendo were selling some small, character-adorned pins at both their Redmond HQ and Nintendo World Store. Little metal Nintendo characters, little sharp pin, you stick them on your jacket/bag/hat. Standard stuff. Oh, except for the fact they contain unsafe levels of lead. Before you plan a trip to your doctor's/lawyer's office, however, note that they're only dangerous if you swallow them, not wear them, so unless you've been snacking on lapel pins between Smash Bros rounds, you'll probably live to see the morning. If you are snacking on them, though, and would like pins less likely to cause serious health issues, Nintendo are recalling them and offering free replacements. Details below.
Character Lapel Pin Recall [Nintendo, via GameSpot]

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Kotaku-385492 Wed, 30 Apr 2008 06:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=385492&view=rss&microfeed=true
<![CDATA[ Don't Smoke At All With Pokemon ]]> pokemsm-st-dan-apr.jpg Quitting smoking is hard! There are numerous ways to help folks kick the habit. Some of them work, some don't. For DS Fanboy reader and smoker of five years Dan, here's what's working for him:

decided that every time that I wanted a cigarette, I would turn on my DS and play some Pokémon. But the thing about going from two packs a day to cold turkey is that at first, you always want a cigarette. So the first three days, I did nothing but play Poémon non-stop. My routine was to sleep extra late (because if I'm not awake, I'm not craving a smoke), play Pokémon for about 8 hours with breaks to stretch and eat, read Pokémon walkthroughs, F.A.Q.s, strategies, and websites, and then sleep... After the initial push, it just required the willpower to keep playing Pokémon instead of smoking.

Dan has made it forty days without a cig. Years back, I used to smoke like one or two packs of Nat Shermans a day. But I quit cold turkey, which was insanely hard, and I physically felt ill — like I was going through withdraw. (Probably was!) Actually, it was Mrs. Bashcraft telling me this that made me quit: "When people who don't smoke leave a movie theater, have dinner or get off an airplane, they don't want a cigarette." Obvious and simple, but something about how smoking controlled what I did rang true and got me to quit.
Trading Pokemon for Smokes [DS Fanboy via Boing Boing]

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Kotaku-381220 Thu, 17 Apr 2008 22:00:57 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=381220&view=rss&microfeed=true
<![CDATA[ Sonic Candy... Cigarettes? (Smoke If You Got 'Em!) ]]> Cigarettes are bad. They cause cancer. Cancer kills you. But candy cigarettes? Harmless! They only inspire impressionable children to smoke. And who better to rope 'em in young than Sonic the Hedgehog? The "New Tasty 100 percent Stick Candy Cigarettes" were found in the Philippines. Surgeon General warns of serious Sonic attitude!
You Wanna Run Really Fast [UK:R]

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Kotaku-380247 Wed, 16 Apr 2008 06:40:10 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=380247&view=rss&microfeed=true
<![CDATA[ Health Supplements for Japanese Gamers ]]> Some Japanese gamers eat pretty healthy. Some don't and live on a steady diet of canned coffee, cup ramen and crap. For them, there are these "Game Suppli" from Japanese game peripheral company Cyber Gadget. There are two types of Game Suppli supplements: Blueberry for those who play video games for long periods of time and DHA for people who play brain games. They sound like regular supplements, just slapped with a different label. Game Suppli goes on sale April 8th in Japan.
Game Suppli [Cyber Gadget via Famitsu via Canned Dogs]

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Kotaku-374890 Tue, 01 Apr 2008 23:00:01 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=374890&view=rss&microfeed=true
<![CDATA[ Gamer Risks Death To Save Nephew ]]> babysaved.jpgOn September 4th of last year, firefighter Jeff Diederich came home from work to discover his year-old son Aiden lying strangely still in his crib, grey and yellowed from Jaundice. He and his wife Heather rushed to the hospital only to discover that Aiden needed a liver transplant, and was no way the always crowded National Donor List route would save him in time. Their only option was a living transplant, where a portion of a living donor's liver is transplanted into the recipient. The father offered to undergo the procedure, but his family changed his mind. The 40% risk of donor death meant that Heather would be left alone with two children, so they had to look elsewhere. Enter Aiden's Uncle, Jeff Shoemaker.
Jeff, the uncle, recalls, "after seeing him laying there with all the tubes and hoses, cables and wires I think all my fears went away. My life was worth giving to save his, and if that's what it took, I was fine with that."

Six months later both Aiden and Jeff have recovered, with Shoemaker giving his nephew a gift that the child will never forget for as long as he lives.

Jeff Shoemaker is a gamer. He posted the story over on the SeasonGamers.com forums, understandably proud of his actions. In the midst of all of the negative press gaming has been getting recently from the likes of JC, Fox News, and the New York Post, a story like this comes along and none of those articles and accusations matter anymore.

Sure, it could have been anyone donating that liver, but this time it was a gamer. If the other media outlets want to focus on gaming in negative stories, I see no reason why we can't do it on the positive ones.

Baby gets first emergency living donor liver transplant at Cleveland Clinic [WKCY NBC - Thanks Brett]

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Kotaku-359664 Fri, 22 Feb 2008 09:40:09 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=359664&view=rss&microfeed=true
<![CDATA[ Ubisoft Helps You Lose Weight ]]> We know the Wii can make you healthier, but what about the DS? Ubisoft is putting Nnitendo's handheld to the test this summer with My Weight Loss Coach, a nutrition and fitness application aimed at making you more portable with your portable. The applications, developed under the guidance of a fitness coach and nutritionist, allows you to create a personal profile, evaluate your improvement potential, and set up objectives towards a healthier you. To aid in tracking your daily exercise, My Weight Loss Coach will come packaged with a pedometer peripheral that interfaces with the DS, which you can then shake all day long to make yourself feel better about sitting on the couch eating donuts for twelve hours. Mmmm, donuts.

UBISOFT ANNOUNCES MY WEIGHT LOSS COACH

New Game to Join "My Coach" Self-Improvement Line

SAN FRANCISCO — February 11, 2008 — Today Ubisoft, one of the world's largest video game publishers, announced that it will publish My Weight Loss Coach for the Nintendo DS(TM) system. Developed in Ubisoft's Montreal studio under the guidance of both a fitness coach and a nutritionist, My Weight Loss Coach is a program designed to focus on taking positive steps to maintain a healthy lifestyle.

"My Weight Loss Coach allows us to approach casual gamers with something innovative," said Tony Key, senior vice president of sales and marketing at Ubisoft. "The game creates customized coaching sessions based on skill
level, and, for the first time on DS, includes a pedometer. My Weight Loss Coach not only allows users to take control of their physical well-being, but it does so in a fun and engaging manner."

My Weight Loss Coach features include:
• Personal Profiles: Create your personal profile and evaluate your improvement potential, then set up your objectives following the recommendations based on your personal profile

• Input Reward System: Log your progress on a daily or weekly basis, tracking your physical activity and nutrition habits

• The Pedometer: A peripheral device that comes with the game and can be easily updated through your DS, it's the best way to control your daily physical effort, challenge yourself and balance your food intake

• Real-Life Landmark Checkpoints: As a reward, all the physical activities you achieve and good nutrition habits you acquire are converted into measurable distances based on real examples

My Weight Loss Coach is rated E for Everyone by the ERSB and will be available this summer.

The "My Coach" brand, part of Ubisoft's Games for Everyone division, is made up of a series of games that encourages players to improve themselves while being entertained at the same time. Other titles in the brand include: My Word Coach for a stronger vocabulary, and My Spanish Coach and My French Coach for foreign language development.

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Kotaku-355014 Mon, 11 Feb 2008 11:20:43 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=355014&view=rss&microfeed=true
<![CDATA[ Wii Is An Exercise "Gimmick"? ]]> The waggle, some say, won't help chunky UK kids get in shape. The British Department of Health's plans to introduce the Wii in schools to prevent childhood obesity has been labeled a "gimmick." A plan by the Droitwich and Worcester City School Sport Partnership to have children play Wii games to improve health and attendance has been endorsed by the DoH, but derided by the Campaign for Real Education. Says the campaign's chairman Nick Seaton:


It looks like another gimmick. It's pandering to the views of the physically idle... Pupils would be far better doing serious competitive sports and games than this sort of thing.

Nick Seaton, Wii Sports hater. Meanwhile, the British government is more optimistic, stating: "We welcome the positive impact that innovations like these can have as a first step towards getting people to participate in a broader range of physical activities and to enjoy the many benefits of a physically active lifestyle."
Games Scheme is "Gimmick" [Channel 4 via GamesIndustry] [Pic] ]]>
Kotaku-349545 Mon, 28 Jan 2008 07:00:21 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=349545&view=rss&microfeed=true
<![CDATA[ Wii-mote Makes Better Surgeons ]]> Before your doctor puts you under the knife, it might be good for him or her to put the Wii under it. A US study showed that surgeons in training who warmed up with Wii games like Marble Mania scored higher on virtual surgeries than those who didn't. American doctors at the Banner Good Samaritan Medical Center in Arizona are now creating software that will allow surgeons to practice using the Wii-mote. Says Dr. Kanav Kohel, one of the physicians involved with the project:


The whole point about surgery is to execute small, finely controlled movements with your hands, and that is exactly what you get playing... But you don't gain a lot from swinging an imaginary tennis racket.

Tell us about it.
Surgeons Are Better [Telegraph via Next Generation] [Pic] ]]>
Kotaku-345917 Thu, 17 Jan 2008 06:40:02 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=345917&view=rss&microfeed=true
<![CDATA[ UK McDonald's Boss Blames Games For Obesity ]]> fatkidsmcd.jpgWhile I am positive that at least 15 of the extra pounds on my frame at the moment can be directly attributed to my recent string of afternoon visits to the McDonald's drive-thru down the street from my apartment, but McDonald's UK CEO Steve Easterbrook sees it somewhat differently. Who is to blame for the obesity epidemic?
"I don't know who is to blame," Mr Easterbrook says. "The issue of obesity is complex and is absolutely one our society is facing, there's no denial about that, but if you break it down I think there's an education piece: how can we better communicate to individuals the importance of a balanced diet and taking care of themselves? Then there's a lifestyle element: there's fewer green spaces and kids are sat home playing computer games on the TV when in the past they'd have been burning off energy outside.

Plus the people are eating complete shit. Added that last bit myself. Of course he does have a point. I haven't participated in any organized outdoor activities since I learned to forge my mother's name back in high school. Eating completely worthless McDonald's crap constantly can only be countered by arduous physical activity, and despite reports to the contrary, playing with your Wii doesn't count.

When it comes to the question of obesity, here is my opinion. You can eat right and play video games all day long and still be relatively slim. You can eat horrible, grease-soaked garbage and exercise regularly and still maintain a nice figure. You can't do both.

Big Macs and healthy profits - how the fast food giant fought back [Times Online via MCV]

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Kotaku-342206 Tue, 08 Jan 2008 10:40:15 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=342206&view=rss&microfeed=true
<![CDATA[ Pepsi-Sponsored Game Fights Mexican Obesity ]]> chubbysortamexican.jpgMexico is one of the world's leading producers of fat children, thanks to the nation's propensity for friend foods and the overwhelming popularity of soft drinks - the country is second only to the United States in soda consumption. Now one brave soft drink company has risen above the rest to combat Mexico's growing childhood obesity epidemic. Are they pulling their product? Making it healthier? No! They're making a video game. A tamagotchi-style game to be exact, where children must guide a character called a Nutrin through everyday choices involving healthy and well-balanced eating. Will it work?
"It's great," Cesar shouted above the din of digital yeehahs, boings, burps and jingles as his class wallowed in their weekly session. "It teaches you what you should eat." The 10-year old's ample frame spilling over his chair belied his claim that he already eats mostly fruit and vegetables and drinks only water, but he was certainly having fun. The conversation was cut short when his nutrin began demanding attention: "I'm hungry," it said.

The game is a part of the company's Live Healthily school program, aimed at teaching children the proper way to eat healthy food and enjoy regular delicious and refreshing Pepsi products. This will of course be as successful as a Smith & Wesson "Don't Shoot At Rival Gangs" campaign, or Columbia's "The Drugs Are For Other Countries" initiative.

Don't worry though, Pepsi isn't using the Live Healthily program for self-promotion. Just ask Jorge Meyer, vice president of corporate affairs of PepsiCo in Mexico.

"We are already producing nutritional products. . .The problem is that Mexicans haven't wanted to buy them."
*finishes his third can of Mountain Dew this morning and sighs* Just sad.


Pepsi tackles childhood obesity with videogames in Mexico [Guardian Unlimited via GEMAGA]

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Kotaku-339518 Wed, 02 Jan 2008 09:20:36 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=339518&view=rss&microfeed=true
<![CDATA[ The Xbox 360 And The Killer Sofa ]]> I really love it when you guys do all the research for us. DC area Kotakuite Billkwando saw a version of the above advertisement on the side of a bus while making his way around town, only in Spanish with the heading, "El Sofa Asesino", which of course translates into "Awesome name for a luchador." While I understand that The Health Care System Foundation, who created this advertisement, would have to go to the trouble of photoshopping the Xbox 360 into a more nondescript form and have the child holding a wired controller that isn't technically plugged into anything, there are a few things I don't understand. For instance, why pick such an overweight child for a model, and Killer Sofa?Come on. I mean, it certainly is a nice sofa, and it looks comfortable, but I wouldn't call it a Killer Sofa. Nice sofa maybe. Not killer.

Download The Killer Sofa In PDF Form [The HCS Foundation - Thanks Billkwando!]

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Kotaku-328456 Fri, 30 Nov 2007 11:20:30 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=328456&view=rss&microfeed=true
<![CDATA[ Drug Stores Now Selling... DS Game? ]]> dssegami.jpg If you can buy video games in Japanese convenience stores, why not Japanese drug stores? Soon, you can! Beginning November 15th, DS title Kenko Kentei will go on sale at retail druggist Drug Segami nationwide. The game tracks your health data and recommends healthy diets and work-up regimes. The game was developed by Yudo, a company created by the folks behind Dance Dance Revolution and Beatmania. Curious to see how this will do.
DS Game at Segami [IT Media via Tokyo Mango]

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Kotaku-312211 Wed, 17 Oct 2007 22:00:32 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=312211&view=rss&microfeed=true
<![CDATA[ LA Kids Learning Via Video Games ]]> kidsddr.jpgNow I have another reason to want to go back to school besides really cheap little rectangular pizzas. Starting today, children in schools across Los Angeles County will be playing video games in class...or more specifically as class. PlaySmart is a unique education program created by non-profit organization Star Inc. that uses video games to teach children skills like problem solving, objective thinking, literacy, and jumping on turtles. The program takes games like DDR, Mario Kart, and the Pokemon card game and twists them into tools for teaching PE, team building, and positive gamesmanship, whatever that means, noobs. Hell, if I had DDR in gym class I wouldn't have had to wear that fake cast every day. Check out the program's website for more details on this innovative merging of games and education.

PlaySmart

Commencing Oct. 1, 2007, PlaySmart rolls into schools all over Los Angeles County. Billed as a unique educational program from STAR Inc., PlaySmart uses existing and popular games as a means of teaching school age children skills such as problem solving, technological familiarity, objective thinking, literacy and other right and left brain exercises.

PlaySmart employs games such as Dance Dance Revolution™, Pokémon™ TCG and various other video games to enhance instruction in physical education, literacy, group dynamics, team building and positive gamesmanship.

STAR Inc., a 501 (c )(3), charitable non-profit organization's mission is to offer extended educational, recreational and enrichment programs to students; support and enhance school curriculum; improve student achievement; and expand the cultural base of young people through innovative, quality programs offered by highly qualified instructors.

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Kotaku-305632 Mon, 01 Oct 2007 10:20:06 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=305632&view=rss&microfeed=true
<![CDATA[ Bungie Level Designer Diagnosed with Cancer ]]> 109_bungielogo_jpg_200x64.jpg Sometimes blockquotes say it better. This is one of those times:

Peter Marks has been a part of the Bungie community, both inside and out, for more than ten years. Myth players knew him as BNA Mordia. Halo PC players knew him as Lud. Bungie fans of Halo know Peter's work, Hang Em High and other popular levels. Unfortunately, Peter has been diagnosed with an aggressive form of cancer. He is doing what he can to fight it, with doctors pulling every trick in the book to defeat it. With his physical being in the care of professionals, close friends and family have been giving him much love and support to give him a much needed lift in spirits.

Bungie has an open letter to Peter Marks where people can show support, which is something he cannot get enough of right now. Hang in there Peter, stay strong and finish the fight.
An Open Letter to Peter Marks [Bungie]

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Kotaku-296892 Thu, 06 Sep 2007 06:00:43 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=296892&view=rss&microfeed=true
<![CDATA[ DSes Can Screw Up Kid's Vision ]]> Little dudes, DSes fuck up your eyes. Don't believe me, believe Bill Nye "The Science Guy." This public service announcement alerts us all about Computer Vision Syndrome, AKA "CVS." As Bill Nye explains, this occurs when children hold video game systems too close to their eyes. It makes them "tired," makes their brain "tired" and "can lead to long term vision problems." To prevent this, children should keep handhelds an elbow length away. Laptop users, you're not off the hook either! Keep your notebook computer an arm's length away. Not only does CVS melt your eyeballs or something, but it call also lead to scary behavioral problems. Bill Nye points out that since kids are working so hard to get all that information off that little screen, they get worn out and unable to do anything else. Just watch as a gaggle of kids stare glassy eyed at their Nintendo DSes. There's not a single PSP in sight. Yes, that must mean PSPs are TOTALLY SAFE.

Five Tips for Preventing CVS [VSP, Thanks Matt!]

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Kotaku-289171 Tue, 14 Aug 2007 06:00:46 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=289171&view=rss&microfeed=true
<![CDATA[ Crash Bandicoot Fights Leukemia ]]> crashlymphoma.jpgThe Leukemia & Lymphoma Society's School and Youth Programs stands on the brink of a golden age, as a new champion has been named teach kids about community service and help children leukemia and other cancers of the blood. A champion known and loved by millions across the globe...eight years ago. Vivendi Games and the Leukemia & Lymphoma Society proudly present you with this proud champion - Crash Bandicoot.

Yeah well at least it wasn't Bubsy.

"The Society and Vivendi Games anticipate that Crash's involvement will help attract more students to the Society's various youth programs due to his popularity with kids of all ages. More than 35 million Crash Bandicoot games have been sold worldwide since 1996, making Crash one of the most recognizable gaming and entertainment characters in the world."

Sure he is recognizable to an extent, in much the same way a failed prizefighter is recognized as he ducks into the local bar to drown his dreams of fame and fortune in booze like some 3rd-rate Rocky knockoff. We just shake our heads sadly and move along, remembering the good times.

Still, I applaud Vivendi for lending their character's image to such a worthy cause. Crash will be appearing on posters, pamphlets, clothing, and even the Society's website. Show your support for our plucky fallen icon by downloading some of the wallpapers and icons found at http://www.schoolandyouth.org.


Video Game Hero Crash Bandicoot Urges Kids to Join the Fight Against Leukemia

Crash is the New National Champion of The Leukemia & Lymphoma Society's School & Youth Programs

WHITE PLAINS, N.Y., Aug. 6 /PRNewswire/ — The Leukemia & Lymphoma Society and Vivendi Games today announced that Crash Bandicoot, the valiant, action hero of the highly popular video game series, is the new national champion for the Society's School & Youth programs.

The partnership comes as Sierra Entertainment, a division of Vivendi Games prepares for the launch of the latest incarnation of the top-selling Crash Bandicoot game franchise, "Crash of the Titans", available this October on the Xbox(TM) 360, PlayStation(R)2, Wii(TM), NintendoDS(TM), PSP(R), Game Boy(R) Advance and mobile phone platforms.

Throughout his video game adventures, Crash must battle the evil Dr. Neo Cortex and his no good ways. In joining forces with the Society, Crash now helps in the fight against leukemia, lymphoma and myeloma. Crash, the fun-loving, adventure seeking marsupial is always ready for a good fight and is a natural fit for the School & Youth programs, which are geared towards teaching kids about community service and helping kids with leukemia and other blood cancers. In the 2006-2007 school year, more than 21,000 schools participated in the program, raising more than $18 million for blood cancer research and patient services.

The Society and Vivendi Games anticipate that Crash's involvement will help attract more students to the Society's various youth programs due to his popularity with kids of all ages. More than 35 million Crash Bandicoot games have been sold worldwide since 1996, making Crash one of the most recognizable gaming and entertainment characters in the world.

"We are extremely honored to be partnering with the Society and in joining the battle against Leukemia, Lymphoma and Myeloma," said Mark Halacy, executive vice president of Human Resources for Vivendi Games. "Crash is a bandicoot with a big heart; he's brave, he's loyal and he's always ready for a good fight and a great cause. We feel this is a winning combination for a tremendous cause."

Crash Bandicoot will appear on the School & Youth recruitment posters and other printed materials as well as on the School & Youth Web site, newsletters, apparel and other items. Free downloads of Crash wallpaper and icons are available at http://www.schoolandyouth.org.

"The Society is extremely excited about introducing Crash Bandicoot as the new national champion of School & Youth programs," said Nancy Klein, the Society's Senior Vice President of Marketing and Communications. "Crash is a fun, energetic character with tremendous appeal among kids and will help attract even wider interest in this life-saving campaign which has raised more than $100 million since its inception."

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Kotaku-286360 Mon, 06 Aug 2007 10:20:22 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=286360&view=rss&microfeed=true
<![CDATA[ Game Gear Back on TV ]]> SEGA Game Gear dead? No! The handheld still lives in a public service announcement starring characters from cartoon Shrek. The spot encourages children to go outside and play instead of sitting around watching TV and playing video games. This coming from a movie franchise that a). said it was okay to be fat and ugly as long as you're a good person b). is selling every kind of nasty junk food on the market c). has video game versions of itself. The irony, we're drowning in it. The inclusion of the Game Gear does help ground the wtf factor.

Since I live in Japan, I haven't seen this [YouTube via Insert Credit]

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Kotaku-274089 Mon, 02 Jul 2007 03:00:53 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=274089&view=rss&microfeed=true
<![CDATA[ Playboy Says Games Are Good For You (Boobs, Too) ]]> playboyrabbitlogo.jpg With all the negative mainstream press games get, it's nice to see someone not blindly follow the herd. Playboy Magazine has short article in the July issue about how games are good for you. Here's how they back it up: University of Rochester researchers state that gaming helps "sharpen visual acuity," researchers at Ontario McMaster University state that gaming improves short-term memory and the International Sports Science Association recognizes the Nintendo Wii as a legitimate fitness tool. Sure, this kinda stuff we knew, but it's still nice to see. With all this positive data, why ever do some continue picking on video games?

Playboy Says Games Are Good [The Wiicast]

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Kotaku-273401 Fri, 29 Jun 2007 00:00:28 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=273401&view=rss&microfeed=true
<![CDATA[ AMA Finally Takes Action, Orders Research ]]> amalogo.JPG

The American Medical Association's look at video game violence has been muddled and confused since the onset. So it's no wonder that after much ado, the association decided to essentially table the idea of classifying video game addiction in the upcoming revision of the Diagnostic and Statistical Manual of Mental Disorders and order more studies.

The group said more research needs to be donw on the "long-term beneficial and detrimental effects" of video games and the Internet. Oddly, they also called for a review of the video game ratings system, saying that they'd like to see a rating system in place that "better alerts parents to the content of the video game and recommended age of the player, so they can decide whether or not their child should be playing it."

Yeah, I agree. We need some sort of committee or organization, perhaps a board, that could look at games when they come out and put some sort of rating on them. Maybe something like a movie rating, but instead of just a rating, they also really need to explain the rating. Yeah, something like that would be great.

Hit the jump to escape my sarcasm and delve straight into the press release, which comes straight from Dean's blog.

AMA NEWS RELEASE

FOR IMMEDIATE RELEASE

June 27, 2007

AMA TAKES ACTION ON VIDEO GAMES

Nation's physicians call for more research on the appropriate use of video games and increased monitoring by parents.

CHICAGO - Given that approximately 70 to 90 percent of U.S. youths play video games, the American Medical Association (AMA) today called for more research on the long-term beneficial and detrimental effects of video game and Internet use, as well as a review of the current video game ratings system.

To spur additional study, the AMA will submit the full report and recommendations to the American Psychiatric Association and other appropriate medical specialty societies for review and consideration in conjunction with the upcoming revision of the Diagnostic and Statistical Manual of Mental Disorders.

"While more study is needed on the addictive potential of video games, the AMA remains concerned about the behavioral, health and societal effects of video game and Internet overuse," said Ronald M. Davis, M.D., AMA President. "We urge parents to closely monitor their children's use of video games and the Internet."

The AMA also called for a review of the current video game ratings systems. The current ratings system for video games has been in place since 1994. Research from a variety of sources, including the U.S. Surgeon General, links children's exposure to media violence with increases in aggressive and violent behavior. Concern about this system's effectiveness in alerting parents to violence and age appropriate content has led to attempts at both the federal and state levels to enact regulation of video game content and to better control the sale of inappropriate video games to minors.

"We would like to see a ratings system that better alerts parents to the content of the video game and recommended age of the player, so they can decide whether or not their child should be playing it," said Dr. Davis. "Parents need to more closely monitor and restrict the types of video games their children are playing and buying, and a clear rating system would help them do that."

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Kotaku-272785 Wed, 27 Jun 2007 11:00:28 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=272785&view=rss&microfeed=true
<![CDATA[ Play Game Boy, Lose Weight ]]>

For gamers looking to drop a few pounds, the Wii is the go to console. But, what about the Game Boy? Can it help you lose weight? It's not just pressing buttons as fast as possible to burn calories. Oh, no. It's about portable gaming acting as an appetite suppressant — much in the same way smoking does. A Weight Watchers online tip explains:


Pick up a Game Boy: Playing a handheld video game can squash a food craving, says Cynthia Sass, RD, a Tampa nutritionist and spokesperson for the American Dietetic Association. "When you start to visualize your craving you've already lost half the battle," she says. "A video game occupies your eyes, your hands and your mind," she explains.

Makes sense! Now, if only I could trade my DS Lite in for a Game Boy...

Beat Urge To Overeat [Weight Watchers via Infendo]

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Kotaku-266241 Wed, 06 Jun 2007 02:00:47 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=266241&view=rss&microfeed=true
<![CDATA[ Fight Cancer With Gaming ]]>

Nonprofit organization HopeLab joined forces with game developers, cancer experts, psychologists, cell biologists and patients to create a game that could education and entertain young cancer patients. The result? Re-Mission, a shooting game starring Roxxi the nanobot who destroys cancerous cells and deals with treatment side effects. While young patients might be old enough to be responsible for their treatment says Reuters, they might not fully understand how deadly it is to skip medications — which often make them feel ill, cause their hair to fall out or lead to acne.

A controlled trial tested had 375 cancer patients aged 13 to 29 played the game in medical centers in the US, Canada and Australia. The results? The game seems to be working. Playing it has apparently increased patients' quality of life, knowledge of cancer and even encourage players to stick with their therapy. Says pediatric oncologist at Stanford University's Dr. Gary Dahl,

The Re-Mission video game is an important tool to help improve their understanding of cancer, its treatments and effects, which can result in more confidence in their ability to deal with the disease and more consistent compliance with their treatment.

Next up, HopeLab plans to take on obesity through gaming. Hope they look to Burgertime for inspiration!

Fighting Cancer With Gaming [Reuters]

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Kotaku-264630 Thu, 31 May 2007 01:00:05 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=264630&view=rss&microfeed=true
<![CDATA[ Wii Used In Rehab ]]> albertboxing.jpg

Boxer Albert Liaw got hit a few too many times. After suffering a stroke and brain injury, 34 year-old Liaw was left in a wheelchair with slowed speech and little movement in his left arm. The Glenrose Rehabilitation Hospital is using the Nintendo Wii to help patients like Liaw recover. Instead of real world rehabilitation like throwing a ball or stretching putty, patients are guided through rounds of Wii Sports with help from therapists. They forget about their pain and simply enjoy playing the games — Sometimes for hours at a time! Virtual reality rehab expert and Rutgers University professor Dr. Griogore Burdea remarks:

This is pioneering work. ... Bill Gates (of Microsoft) would be wise to sponsor this kind of research.

Snap! There's even talk of having therapists monitoring remotely via Nintendo's online service and presumably using, err, Friend Codes. Heh.

Wii Helps People Get Better [Edmonton Journal via VGB]

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Kotaku-263104 Wed, 23 May 2007 23:00:10 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=263104&view=rss&microfeed=true
<![CDATA[ Blizzard Makes Boy's Dream Come True ]]>

Fifth-grader Ezra Chatteron was diagnosed with a life-threatening brain tumor. While in the hospital, he only wanted to play World of Warcraft. It's his escape. Last fall, his father's house burned down, and insurance money was used to purchase a computer and internet access. Father-and-son bonded over WoW. When charitable organization Make-A-Wish Foundation asked Ezra what wish he wanted, he knew exactly. Says Ezra:

I wished for a trip to Blizzard because I'd like to see if they could make a character and do some things for us.

Blizzard invited him and his father out to its Irvine, California headquarters, provided an office tour, let him create new weapons and characters, made a new quest and recorded his voice for a new character, Ahab Wheathoof, the Old Rancher. Ezra adds:

If Blizzard is listening, I'd like to say thank you for everything you've done for my character to make him so good. I want to thank them for making the quest of the lost dog and the Old Rancher and all the stuff they gave us.

They're listening Ezra, they're listening.

Blizzards Makes Wish Come True [OC Register Thanks, Dennise!]

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Kotaku-262693 Wed, 23 May 2007 05:00:16 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=262693&view=rss&microfeed=true
<![CDATA[ Clip: Subway Fights Obesity With Retro Gaming ]]> Since I spent great gobs of the weekend playing Puzzle Quest on the DS, I actually got a chance to catch some television, which is an odd sort of game that seems to be one giant, non-interactive cut scene. Lame, I know, but you can't beat the in-game advertising. Take this Subway ad, which I caught while secretly watching the Food Network Chefography marathon.

I know what you're thinking here. The child isn't old enough to be into retro gaming, which means this crappy Atari knockoff is all his parent (guessing single mom) could afford. So how can a welfare family afford enough junk food for him to worry about getting fat? I'm guessing his mother is turning tricks to make ends meet, which he copes with by overeating and playing video games. It's a vicious cycle.

TV is so much better in my head.

This commercial is exactly why I decided against creating a series of intricate moving platforms that lead to my pantry. That and my general gaming laziness, which leads me to sit in front of the television munching on sugary snacks while playing...oh hey! I see what they did there. Gaming makes you fat!


Subway video game commercial
[YouTube - Thanks Jamie![

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Kotaku-247043 Mon, 26 Mar 2007 14:20:09 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=247043&view=rss&microfeed=true
<![CDATA[ Keep A Smoke-Free PS3 ]]> ps3smoking.jpgAs a smoker, I often worry about how my appliances feel about my nasty habit. Nevermind that my cat gets the shakes when I'm out of town and one of the hamsters is in an iron lung, I didn't pay $600 for them. What can I do to protect my PS3 from the evil nicotine goblins?

Thank goodness for Dan from Thebbps, who directed us to the Hori Dust and Nicotine Guard 3, available this April through Play-Asia. Several plastic pieces snap over your PS3 vents, filtering out dust and cigarette smoke while hopefully still letting the good air in and out. I love that the product is numbered, as if there were two before it that just didn't make the grade.

"Johnson, get in here! What is this? The Dust and Nicotine Guard 2? This is complete shit. Come back when you've got something to show me!"

Of course it is a Japanese product, and the Japanese don't have Johnsons.

Um.

Anyway, interesting product idea, though I'm not sure how much I care if my PS3 inhales a little second hand smoke. If only they made a version of this for my lungs.

Protect your PS3 from getting smokers cough [bits, bytes, pixels & sprites]

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Kotaku-245277 Mon, 19 Mar 2007 12:40:06 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=245277&view=rss&microfeed=true
<![CDATA[ Better Fitness Through Gaming ]]>

Ben Kuchera has an excellent article posted over at Ars Technica, in which he tackles a subject that has been on everyone's mind since the release of the Wii, that being gaming and fitness. Unlike the Wii Sports Experiment, Kuchera avoids the Wii itself, opting for more fitness oriented games like Dance Dance Revolution, Yourself Fitness, and to a lesser extent, Eyetoy Kinetic. He adjusted his diet and worked out using the games for 45 minutes a day, 4 days a week, for two months. I don't want to spoil the result, but let's just say he did not gain weight.

I'd suspect the adjusted diet has a great deal more to do with the weight loss than anything. You'd be amazed at home many calories some of things we eat and drink. I myself lost nearly 50 pounds earlier this year simply by taking a walk every day and switching to diet soda. Of course I gained half of it back after I started writing for Kotaku, but the extra weight just makes e that much more cuddly.


Gaming your way into better shape
[Ars Technica]

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Kotaku-229395 Wed, 17 Jan 2007 12:45:26 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=229395&view=rss&microfeed=true
<![CDATA[ Lose Weight With Wii Sports ]]>

Playing Wii Sports not only helps you lose weight, but makes you shorter and your pants bigger. Suburbia at WiiNintendo.net began what he calls the "Wii Sports Experiment" in December. He blogs:

I outlined a 6 week game plan for myself, the idea being that I would continue ALL normal activity and eating habits, and simply add 30 minutes of Wii Sports to my day. For the past month and a half, I've stuck to these guidelines very strictly.

One stray Wii-mote swing and six weeks later, Suburbia ended up nine pounds lighter, lost 2 percent of his body fat and lowered his heart rate! Which games dropped the most blubber? He burned an average of 92 calories during a 15 minute round of Wii Tennis and an impressive 125 calories with Wii BoxingZ in the same period. He also achieved "Pro" status in Tennis, Bowling, and Boxing. Well done.

Wii Diet [WiiNintendo]

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Kotaku-228883 Tue, 16 Jan 2007 06:22:51 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=228883&view=rss&microfeed=true
<![CDATA[ Gamer: Guitar Hero Broke My Knee ]]>

Guitar Hero addict Jimmy Winter was rocking out against a friend recently when he managed to snap his knee during a particularly exuberant rock-out.

We were neck in neck in points... I had to do something special. I needed STYLE points. I breathed deep, my rock meter was maxed out and I was going to make this audience feel it. I twisted to the right and threw my guitar in the air! Instead of a roaring audience I heard a loud snap! My knee slid to the outside of my leg and my leg bent sideways as I fell to the ground.

After a couple of misread MRIs (gotta love our crap health system), a doctor told Winters that he had managed to knock an inch and a half piece of bone off of his femur and that he needed knee surgery.

Ouch!

Hit the jump for Winter's heartfelt letter to Red Octane Games.

Dear Red Octane Games,

I have terrible news. While I am in love with your game, it has caused me great harm. Guitar Hero broke my knee. Its true, while playing your game on July 3rd and shredding a massive lick I pivoted into a great thrashing stance and my knee gave way. After several doctor visits and x-rays it later turned out my rocking had knocked an inch and a half piece of bone off of my knee and it was now floating about the inside of my leg.

I ended up going under the knife to reattach the smaller piece of bone back to my leg and now, more than a month later, I am still unable to walk. I am however gearing up from a triumphant comeback in early September to show others on my block I can still rock twice as hard as them.

This is a story that must be told. Imagine being able to tell your customers that a young man in Omaha, NE rocked Guitar Hero so hard his own bones crumbled. Boys would cheer and mothers would cringe.

Maybe an endorsement deal? I would be like Subway's Jared. Maybe we could do something as simple as Red Octane supporting the local Guitar Hero championship my friends and I are setting up. You could send some banners and an advanced copy of Guitar Hero 2 our finalists could play.... kind of like in the Wizard when they played Mario Brothers 3.

Well I've attached 2 photos of me suffering after my surgery to really tug your heartstrings. I think we should talk about this. You can reach me at jimmy@guitarherobrokemyknee.com or by phone at 402-XXX-XXXX.

Yours in Rock,

Jimmy Winter

GuitarHeroBrokeMyKnee [Thanks Bits, Bytes, Pixels, Sprites]

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Kotaku-195532 Mon, 21 Aug 2006 15:00:12 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=195532&view=rss&microfeed=true
<![CDATA[ Wii Not So Great For The Fat Man ]]>

Although spritely Adonises such as myself love the Wii, those of us who perhaps do not let our bouncing pectorals hypnotise passing women into seduction may be excused for being skeptical about a device that takes the lard out of their asses and their asses out of a collapsed couch.

For those fatties amongst us like Eliza, the Wii looks like a punishment, because it will actually require the burning of calories to use. In fact, Greg Howson has tried the Wii and finds it exhausting:

Wii will get a lot of positive press between now and launch, mainly because it offers a new story - gaming is for everyone - and is easily accessible to even the most cack-handed journalist. Criticism will be thin on the ground as any issues - such as aching wrists or control frustrations- are only likely to come to light after a lengthier play then is possible at a press bash. Or so you'd think... I was quite tired after 10 mins, so length Wii sessions could be a real workout.

Just wear your 'My Heart ASPLODE' t-shirt while you're gaming on the Wii and you'll be fine.

Wii Rule [Guardian Gamesblog]

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Kotaku-188347 Wed, 19 Jul 2006 11:40:51 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=188347&view=rss&microfeed=true
<![CDATA[ Gaming Leads to Crazy Thumbs ]]> thumbbend.jpg

According to CNET News, mother Mitali Perkins worries that gaming is ruining her children's hands. "The boys can bend their thumbs all the way back to their forearms, and they constantly stretch and crack their knuckles with ease," reports CNET. "For tasks like ringing a doorbell, dialing a phone number and changing the remote, they use their thumbs." The lucky bastards children own three computers, two Sony PlayStations, a Nintendo GameCube and a Microsoft Xbox. And now, the mother is worried about arthritis, not to mention crazy thumbs.

Geez...

The article is actually about repetitive stress injuries in children (a worthy topic). And certainly, using tech can physically effect someone's body (just ask Crecente). However, the article's intro seems poised to blame video games for yet something else. It doesn't really do that per se, and maybe I'm just being defensive. Maybe.

Is Tech Injuring Children? [CNET] Thanks, DanZ!

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Kotaku-177242 Wed, 31 May 2006 05:00:41 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=177242&view=rss&microfeed=true
<![CDATA[ James Sokolove Feels Out Epilepsy Lawsuit Against Game Industry ]]> epilepsy.jpgIf you've ever felt a molten explosion in your brain while playing a video game and found yourself on the floor, your spine whipping about like an unleashed firehose, you may very well be in luck. James Sokolove is interested in your story. More importantly, he's interested in suing the game industry for you.

Although the words 'class', 'action' and/or 'lawsuit' are never mentioned, Sokolove has posted up a page on his website clearly testing the waters for a potential class-action lawsuit against the gaming industry for triggering epileptic seizures.

Sokolove writes:

If your child or the child of someone you love has suffered an epileptic seizure during or shortly after playing video games or computer games, please fill out this form for a free evaluation of your case - or call us at 1-800-275-0192 for an immediate response regarding your rights and information about compensation for injuries.

We can help you understand your rights and options, and seek compensation for your injuries.

Sokolove likes to use the Pokemon epilepsy fiasco as an example of epileptic seizures triggered by video games... ignoring the fact that the seizures in question were generated by a television show. Not that facts ever stopped anyone from suing, prosecuting or legislating the games industry. Thanks to William F. for the heads up!

James Sokolove's Video Games and Seizures Page

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Kotaku-172864 Wed, 10 May 2006 16:40:16 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=172864&view=rss&microfeed=true
<![CDATA[ TV & In-Game Ads Lead To Overweight, Nagging Kiddos ]]> Lucile Packard Children's Hospital and Standford's School of Medicine don the Captain Obvious hat and point out what everyone already knew: ads make kids want to buy crap. The interesting bit is that the study examined the effect of game adverts and also pointed out that the effects of advertising can linger in youngsters brains for up to 20 months.

The study surveyed 800 third graders in California and found that on average, they spend 12 hours playing video games and 10 hours watching TV each week. Kids asked their parents for a new toy once a week and food/drink two or three times a week. The concern is that the ads promote fatty foods, leading to increasingly overweight children.

"Younger children aren't even able to understand that ads, which are now cropping up in video games and movies, online and even in cell phones, are intended to sell them things," said Thomas Robinson, MD. "Marketers need to be part of the solution for the obesity epidemic by helping parents, not making it harder for them."

Ideally marketers would be part of the solution, but with advertising dollars driving the industry, it doesn't seem likely. Potato chips, cookies and soft drinks are were the money's at. Healthy in-game advertising? Fat chance. Literally.

Full Story Here [Gamasutra] Thanks, David!

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Kotaku-165726 Fri, 07 Apr 2006 12:22:15 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=165726&view=rss&microfeed=true
<![CDATA[ <cite>DDR</cite> Finger Pad ]]>

Just as Dance Dance game pads are being rolled out at American schools, this DDR pad for extremely lazy people gets its fifteen minutes of blogosphere fame. What exactly is the point of playing the game if you can't even drag yer arse off the sofa? And no, fellow gamers, a "finger workout" is not an acceptable answer.

DDR Finger Pad [Tesco] via ShinyShiny

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Kotaku-151936 Wed, 01 Feb 2006 07:22:15 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=151936&view=rss&microfeed=true