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The Effects of Pathological Gaming on Aggressive Behavior
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Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this purpose, we conducted a two-wave panel study among 851 Dutch adolescents (49% female) of which 540 played games (30% female). Our analyses indicated that higher levels of pathological gaming predicted an increase in time spent playing games 6 months later. Time spent playing violent games specifically, and not just games per se, increased physical aggression. Furthermore, higher levels of pathological gaming, regardless of violent content, predicted an increase in physical aggression among boys. That this effect only applies to boys does not diminish its importance, because adolescent boys are generally the heaviest players of violent games and most susceptible to pathological involvement.
KeywordsPathological gaming Game addiction Video games Aggression Adolescents Longitudinal
Although pathological use of computer or video games is not officially recognized as a clinical disorder, studies have consistently shown that a small group of players spend excessive amounts of time on games and display numerous symptoms of pathological behavior, such as preoccupation, withdrawal, loss of control, and interpersonal or intrapersonal conflicts (e.g., Charlton and Danforth 2007; Gentile 2009; Grüsser et al. 2007). The main difference between excessive and pathological gaming is that excessive gaming reflects behavior that is disproportionate but not necessarily problematic, whereas pathological gaming is defined as the persistent inability to control excessive gaming habits despite associated social or emotional problems (Lemmens et al. 2009). In general, adolescents are more likely to show signs of pathological gaming than any other age group (Griffiths et al. 2004; Griffiths and Wood 2000; Ha et al. 2007). Male adolescents in particular are more likely to play games excessively and are more prone to pathological gaming than adolescent girls are (Chiu et al. 2004; Gentile 2009; Grüsser et al. 2005; Ko et al. 2005). Because of its relatively high prevalence among adolescents, this age group is considered particularly vulnerable to any negative effects that pathological gaming has on players.
If adolescents show signs of pathological involvement with computer or video games, there is an expected increase in the frequency and duration of gaming sessions. Although numerous studies have shown strong correlations between excessive gaming habits and pathological involvement (e.g., Charlton and Danforth 2007; Gentile 2009), to date, no study has examined whether pathological gaming causes gaming binges to exacerbate over time. Therefore, one aim of the current study was to longitudinally examine whether pathological gaming among adolescents predicted an increase in the frequency and duration of gaming sessions. The prolonged inability to control excessive gaming habits coupled with the willingness to sacrifice progressively more in order to continue playing is likely to cause disruptions in the lives of players due to displacement of other important activities, such as educational pursuits or interpersonal contacts (Chiu et al. 2004; Griffiths and Davies 2005).
The occurrence of social and emotional problems is considered a crucial feature in distinguishing addictions from excessive habits (LaRose et al. 2003). Therefore, studies that have applied survey scales to measure pathological gaming have generally included items concerning various problems and conflicts arising from gaming habits (e.g., Charlton and Danforth 2007; Salguero and Moran 2002). This does not mean that all sorts of problematic behavior or negative emotional states are inherently associated with this type of pathological behavior. For instance, lower psychosocial well-being is generally regarded as an antecedent of pathological involvement with (online) games (Lo et al. 2005; Seay and Kraut, 2007), whereas aggressive behavior is generally considered a consequence of pathological gaming (Caplan et al. 2009; Grüsser et al. 2007; Kim et al. 2008). For adolescent gamers and their families, this increase in aggressive outbursts is arguably the most problematic consequence of pathological gaming. Therefore, theoretical explanations of how pathological gaming may cause aggressive behavior warrant further examination.
One possible explanation is grounded in the fact that interpersonal aggression can be a consequence of all sorts of addictive behaviors, such as substance dependence (Giancola et al. 1996), alcohol dependence (Pihl and Peterson 1995), and pathological gambling (Parke and Griffiths 2005). There is mounting evidence that this aggression may be caused by craving and withdrawal symptoms following from abstinence after prolonged use (Hoaken and Stewart 2003). In general, withdrawal symptoms cause deficiencies in self-control that are conducive to all sorts of addictive behaviors and may induce relapse after treatment (Baumeister 2003). Among adolescents, deficits in self-control, lack of reflection and/or insensitivity to consequences can lead to unprovoked and disproportionate acts of physical aggression due to decreased functioning of behavioral inhibition (Atkins and Stoff 1993). Similarly, studies have shown that when parents attempt to restrict their children's pathological use of games, these attempts are often met with hostility and aggression (Young 2009). Therefore, aggressive behavior in adolescent players may be partly caused by symptoms inherent to pathological gaming, such as craving for addiction-related stimuli (i.e., games) and withdrawal symptoms when they are forced not to play.
Another explanation why pathological gaming may cause an increase in aggressive behavior concerns the aggression-inducing long-term effects of pathological involvement with violent games. Several longitudinal survey studies have indicated that time spent on violent games specifically, and not just any games, causes an increase in aggressive behavior (Anderson et al. 2008; Gentile and Gentile 2008; Möller and Krahé 2009). According to the General Aggression Model, use of violent video games can reinforce aggressive scripts, perceptual schemata, aggressive attitudes, and aggression desensitization (e.g., Anderson and Bushman 2002). By constantly rewarding players for violent actions, automated aggressive knowledge structures and emotional desensitization to violent stimuli are learned (Carnagey and Anderson 2005). For instance, when playing a violent game, such as a first person shooter, relentlessly shooting and killing opponents is not only rewarded, it is in fact necessary for a player's virtual survival. The more these aggressive actions are rehearsed, the greater their impact on hostile emotion and aggressive thinking (Carnagey and Anderson 2005). Thus, if adolescents show pathological involvement with violent games specifically, they may start displaying more aggressive behavior because their excessive involvement with these games has taught them that aggressive responses are an acceptable way to resolve conflicts (e.g., Möller and Krahé 2009).
Although previous studies generally assumed that pathological gaming has an effect on aggressive behavior, and not vice versa (e.g., Caplan et al. 2009; Grüsser et al. 2007; Kim et al. 2008), the cross-sectional nature of these studies does not allow for rigorous testing of such causal assumptions. Furthermore, because these previous studies have not taken into account whether players were pathologically involved with violent or non-violent games, we do not know whether aggressive behavior may be caused, or aggravated by, the violent content of games. Considering the effect of time spent playing violent games on physical aggression that was found in previous longitudinal studies (e.g., Anderson et al. 2008; Gentile and Gentile 2008; Möller and Krahé 2009), we assumed that both pathological and non-pathological involvement with violent games would increase physical aggression among adolescent gamers.
Despite the fact that previous studies have consistently shown that girls are much less likely to play violent games than boys (e.g., Gentile et al. 2004; Möller and Krahé 2009), these studies also showed that if girls played violent games, the effects on aggressive behavior were not different from the effects on boys. Because boys are much more likely to play violent games, we expect that boys are also more likely to show pathological involvement with violent games, which makes them more prone to aggression-inducing effects of violent content. Therefore, our final aim was to examine whether the effect of pathological gaming on physical aggression was different between adolescent girls and boys.
The Current Study
This study aims to expand our understanding of adolescents' excessive and pathological involvement with computer or video games and how this behavior is related to physical aggression. Specifically, the current longitudinal study had four main aims. Our first aim was to examine whether pathological gaming among adolescents predicted an increase in the frequency and duration of gaming sessions. Our second aim was to determine if pathological gaming causes an increase in physical aggression. Our third aim was to examine whether the effect of pathological gaming on physical aggression is caused, or aggravated by, violent content of games. Our final aim was to examine whether the possible effects of pathological gaming on physical aggression were different between adolescent girls and boys. For this purpose, we conducted a two-wave panel study among 540 game-playing adolescents from the Netherlands (30% girls).
In December 2008, 1,024 adolescents from four schools of secondary education in both urban and suburban districts in the Netherlands participated in the first wave of a two-wave longitudinal survey study (51% boys). Students were from various socio-economic and cultural backgrounds, with ages ranging between 11 and 17 years, (mean age = 13.9, SD = 1.4). Six months later, in June 2009, we fielded the second wave among 941 adolescents (mean age 14.3, SD = 1.4). In total, 851 respondents (90% from wave 2) were matched between waves (i.e., corresponding names or student numbers, see procedure below). When respondents indicated that they had not played a computer or video game in the past month, they were exempt from filling in any game-related questions. In the first wave, 76% (N = 781) of the respondents played games (37% girls and 63% boys). In the second wave, 68% (N = 639) played games (33% girls and 67% boys). Because the analysis technique we used (see data analysis below) does not accept missing cases, we could only include respondents who played games in both waves (N = 547). Respondents with more than two missing values on a variable were eliminated from further analysis (N = 7). For respondents with one or two missing values, we replaced the missing value by that respondent's mean score on that specific variable. Out of our initial 851 matched respondents (51% boys), 540 game-playing respondents (70% boys) were included in our analyses.
In both waves, a paper-and-pencil survey was distributed during school hours after acquiring consent from the schools, teachers and respondents' parents (i.e., parents were informed about the study and could reply if they refused to have their child participate). Consent rates for participation were 100%. In order to match responses from the two waves, respondents were required to fill in either their name or their personal student number. Respondents were assured that their answers would be analyzed only by the principal investigators, and not shown to their teachers or parents. Most participants completed the survey within 20 min and received a small present for their participation.
Pathological Gaming
To measure respondents' level of pathological gaming, we used a seven-item game addiction scale developed by Lemmens et al. (2009), which is based on the DSM IV-criteria for pathological gambling previously adapted by Griffiths (2005). This scale included one item for each of the seven underlying criteria of pathological gaming: (1) Salience: "Did you spend all day thinking about a game?" (2) Tolerance: "Did you start spending increasing amounts of time on games?" (3) Mood modification: "Have you played games to forget about real life?" (4) Relapse: "Have others unsuccessfully tried to reduce your game use?" (5) Withdrawal: "Did you feel bad when you were unable to play?" (6) Conflict: "Did you have fights with others (e.g., family, friends) over your time spent on games?" (7) Problems: "Have you neglected other important activities (e.g., school or work) to play games?" Every item was preceded by the statement: "During the last 6 months, how often…" Players rated all items on a 5-point scale: 1 (never), 2 (rarely), 3 (sometimes), 4 (often), 5 (very often). Exploratory factor analysis (EFA) indicated that the game addiction scale was unidimensional in both waves, explaining 43% of the variance in wave 1, and 48% in wave 2. The seven-item scale had Cronbach's alphas of .77 (M = 1.82, SD = .64) in the first wave, and .81 (M = 1.68, SD = .62) in the second wave.
Because it is increasingly believed that mental and behavioral disorders can best be understood as scores on a continuum (e.g., Satcher 2000), we conceptualized pathological gaming as a continuum, instead of using an arbitrary cut-off point to determine if someone is addicted or not. Therefore, contrary to earlier studies (e.g., Charlton and Danforth 2007; Gentile 2009), we performed no dichotomous comparisons (i.e., game addicts vs. non-addicts), but used the individual mean score on the seven-item game addiction scale as an indicator of pathological gaming severity (means ranged from 1 through 4.43 across waves). Respondents' mean scores were not distributed normally, as indicated by the Shapiro–Wilk test. In both waves, mean scores on the game addiction scale were positively skewed. Specifically, 25% (N = 138) in wave 1, and 38% (N = 208) in wave 2, had a mean score below 1.3, thereby indicating that a large group of adolescent gamers generally never experienced signs of pathological gaming. Conversely, 6% (N = 34) in wave 1, and 4% (N = 21) in wave 2, had a mean score of 3 or higher on the game addiction scale, which makes it reasonable to assume that a small group of gamers experienced most signs of pathological gaming at least sometimes during the past 6 months.
Time Spent on Games
We asked three sets of questions regarding respondents' time spent playing games on different platforms (PCs, consoles, or handheld gaming devices). First we asked "How many days a week do you play games on a console/pc/handheld". Followed by "On an average day that you play games on a pc/console/handheld, how much time do you spend playing?" The weekly time spent on computer or video games was measured by multiplying the days per week by the number of hours per day spent on these activities. Adolescents generally spent more time playing on a PC (M = 5.7, SD = 7.0) than on game consoles (M = 4.2, SD = 5.4) or handheld gaming devices (M = 1.4, SD = 3.0). Overall time spent on games was calculated by combining the weekly time spent on PCs, consoles, and handheld gaming devices. Weekly time spent on games ranged from 15 min through 77 h per week, with an average of 11.3 h per week (SD = 10.1) across waves. A small group of respondents (4%, N = 22) indicated playing computer or video games every day for at least 5 h or more across waves.
Violent Game Play
Following weighted measures of violent video game play (e.g., Gentile and Gentile 2008; Möller and Krahé 2009), we created a weighted score to determine the relative amount of time spent on violent games. Respondents were asked "Which games have you played the most during the last 6 months?" Respondents could report up to three titles, and indicate whether each game was primarily played online or offline. In wave 1, more than 98% of respondents (97% in wave 2) mentioned at least one game title, 83% mentioned two game titles (84% in wave 2), and 54% named three titles (57% in wave 2). All game titles were analyzed and coded for violent content using the Pan-European Game Information (PEGI) online database. Similar to the Entertainment Software Rating Board in the US, PEGI provides detailed recommendations regarding the age suitability of game content in the form of age labels and content descriptors on game packages for over 10.000 computer and video games in 30 European countries (PEGI 2010).
In the current study, games were considered violent when PEGI had labeled them with a "violence" content descriptor, indicating that the game contains depictions of violence, and an age rating of 12, 16 or 18. Games with a violent descriptor and an age rating lower than 12 (e.g., Bomberman, Ratchet & Clank) were considered fantasy violence and not coded as violent games. In total, approximately 850 unique titles were mentioned, resulting from 2,524 games being played across waves. 16% of these games consisted of so-called "casual games" (81% online-only) not rated by PEGI because these games are not available through retail. Although some of these casual games may contain violence, they were not coded as violent games. Another 2% were non-descriptive platform names (e.g., DS, Wii) also coded as non-violent. In total, more than 2,000 games, totaling approximately 650 unique titles, were examined for violent content and age classification using the PEGI database. Out of the 2,524 games mentioned by participants across waves, 52% (N = 1,301) was coded as non-violent either because they had a PEGI age rating of 12 or lower without a violence descriptor (33%), because they were either casual games or online-only games, and therefore not rated in the PEGI database (16%), or because they were non-descriptive platform names (2%). In total, 1,223 games (48%) were coded as violent games, either because they had a PEGI age rating of 12 with a violence descriptor (16%), a PEGI age rating of 16 (17%), or because they had a PEGI age rating of 18 (15%). All games with an age rating of 16 or 18 had a PEGI violence descriptor.
The number of violent games reported by each respondent (range 0–3) was divided by the total number of games reported (range 0–3), thereby creating a weighted score of the relative number of violent games played (0, .33, .50, .67, or 1). 40% of respondents had a relative score of 0 (N = 214 in wave 1, N = 219 in wave 2), indicating that they generally did not play violent games. In contrast, 23% of respondents had a relative score of 1 (N = 125 in wave 1, N = 127 in wave 2) indicating that they generally only played violent games. In order to create a weighted score of time spent playing violent games, we multiplied the relative amount of violent games by respondents' weekly time spent on games, thereby creating a weighted measure of time spent on violent games for wave 1 (M = 7.03, SD = 9.98) and wave 2 (M = 5.80, SD = 9.83).
Physical Aggression
Aggression has been defined as physical or nonphysical behavior directed toward harming or injuring another living being who is motivated to avoid such treatment (Baron and Richardson 1994). Since violent games focus almost exclusively on physical acts of violence, effects are expected to show up primarily on physical aggression as an outcome measure. Therefore, in line with previous studies on aggression (e.g., Huesmann and Taylor 2006) we focused on self-reported forms of physical aggression that pose a significant risk of injury to victims. Aggressive behavior was measured using seven items from the Physical Aggression Subscale from Buss and Perry's (1992) Aggression Questionnaire. All seven items measured acts of physical aggression towards others (e.g., fighting, punching). Respondents were asked to reflect on the past 6 months when responding to items, such as: "There are people that pushed me so far that we came to blows" and "Once in a while I can't control the urge to strike another person." Response categories ranged from 1 (totally disagree) to 5 (totally agree). EFA indicated that the scale was unidimensional, explaining 63% of the variance in wave 1 and 65% in wave 2. Cronbach's alpha for this scale was .89 in the first wave (M = 2.11, SD = .95) and .91 in the second wave (M = 2.10, SD = .96). The scale items were averaged to create the measure for physical aggression.
Data Analysis
We tested for causal-correlational relations using autoregressive cross-lagged panel models in structural equation modeling (Amos 7.0). These autoregressive effect models eliminate a considerable proportion of potentially confounding variance and increase the validity of the influence of specific predictors at time 1 on outcomes at time 2 (Schlüter et al. 2006). For the latent constructs aggression and pathological gaming, item parcels served as indicators. Item parcels generally lead to more parsimonious models, reduce the chances for double loadings to occur, diminish the impact of the various sources of sampling error, and are less likely than individual items to violate the assumption of normal distribution (e.g., Little et al. 2002). The items from each construct were distributed over two parcels using the factorial algorithm (see Rogers and Schmitt 2004, for a description of this procedure).
Descriptive Results
Games Played
Across waves, the most popular games were Call of Duty (Modern Warfare and World at War, N = 237, 12% of games), Grand Theft Auto (GTA III, San Andreas, and GTA IV, N = 203, 10% of games), and FIFA (FIFA 2008 and FIFA 2009, N = 194, 10% of games). The most popular games overall were identical to the most popular games among male gamers, and most of these were violent. The most popular games among female gamers (N = 159) were non-violent games, such as online casual games (e.g., GoSupermodel, Bubble Trouble, N = 181, 31% of games mentioned by girls), and The Sims (The Sims 1, 2, and 3, N = 77, 13% of games mentioned by girls). Approximately 58% of all games were predominantly played online. Respondents' age was not related to the PEGI age ratings of their favorite games, and 42% of respondents reported playing at least one game that was over their age limit.
Correlations Within and Between Waves
Correlations within and between waves 1 and 2 (N = 540)
Physical aggression
Time spent on games
Time spent on violent games
Physical aggression
Time spent on games
Time spent on violent games
Pathological gaming
Cross-Lagged Effect of Pathological Gaming on Gaming Habits
Cross-Lagged Effect of Pathological Gaming on Physical Aggression
In order to examine whether pathological involvement with violent or non-violent games influenced the effect of pathological gaming on physical aggression, we first dichotomized the weighted score of the relative number of violent games played in wave 1 (0, .33 = preference non-violent games; .67, 1 = preference violent games). Relative violent scores of .5 indicated that these respondents had reported two favorite games, one violent, and one non-violent. Because these specific scores did not indicate a preference for either violent or non-violent games, respondents with a score of .5 were omitted from this analysis (N = 38). Next, we performed multi-group analysis (Jaccard and Wan 1996) to the model presented in Fig. 2, in order to test whether observed differences in the structural weights for the path between pathological gaming wave 1 and physical aggression wave 2 were statistically significant between players of mostly violent games (N = 215) and players of mostly non-violent games (N = 287).
We estimated a model, in which we did not pose any cross-group constraints, i.e., we allowed the causal path between pathological gaming wave 1 and physical aggression wave 2 to vary between violent gamers and non-violent gamers. In a subsequent model, we constrained this path to be equal across gamers. We tested whether the fit of the constrained model differed from the fit of the unconstrained model. A significant change in the model fit would indicate that the constrained path differed between violent and non-violent gamers, thereby indicating moderation. Multi-group analyses showed no significant chi-square change (Δχ2 (N = 502) = .38, p = .54). These findings indicated that the effect of pathological gaming on physical aggression was not significantly affected by the violent or non-violent content of games.
Cross-Lagged Effect of Violent Game Play on Physical Aggression
As Fig. 3 shows, the causal-correlational effect of time spent on games in wave 1 on physical aggression in wave 2 (β = .06, B = .01, SE = .003, p = .09) was not significant. The causal-correlational effect of aggression in wave 1 on time spent on games in wave 2 (β = .06, B = .75, SE = .462, p = .10) was also not significant. However, time spent on violent games in wave 1 showed a significant causal-correlational effect on physical aggression in wave 2 (β = .09, B = .01, SE = .003, p < .01), but physical aggression in wave 1 did not have a causal-correlational effect on violent game play in wave 2 (β = .06, B = .63, SE = .411, p = .12). These results indicate that time spent on games in general did not increase physical aggression, but playing violent games did cause an increase in self-reported physically aggressive behavior.
Gender Moderator Analyses
The zero-order correlations from Table 1 indicated that gender influenced all game play variables and physical aggression. Across waves, male gamers spent an average of 13.6 h (SD = 10.7) per week on games, which is much more than female gamers, who spent an average of 5.5 h (SD = 5.6) per week on games, t (536) = 9.06, p < .001. Similarly, levels of pathological gaming were lower for girls (M = 1.52, SD = .59) than for boys (M = 1.85, SD = .47), t (536) = 6.18, p < .001. Regarding use of violent games, we found that only 7% of the favorite games reported by girls were coded violent, whereas 57% of the games reported by boys were coded violent games. Similarly, across waves, time spent on violent games was much lower for girls (M = .78, SD = 3.6) than for boys (M = 8.75, SD = 9.33), t (536) = 10.40, p < .001. Gender also influenced self-reported physically aggressive behavior across waves, with boys (M = 2.14, SD = .76) showing more physical aggression than girls (M = 1.61, SD = .62), t (536) = 7.62, p < .001.
Because of these gender differences, our next aim was to examine whether gender moderated the effects on physical aggression found in our models (i.e., the effects of pathological gaming on physical aggression, and the effect of violent game play on physical aggression). To do so, we performed multi-group analysis to test whether observed differences in the structural weights are statistically significant between genders. We examined whether gender moderated the effect of violent game play on physical aggression by constraining the path between violent game play in wave 1 and aggression in wave 2 (Fig. 3). Multi-group analyses indicated no significant chi-square change (Δχ2 (N = 540) = 3.01, p = .08). Similar to previous studies, our findings showed that although girls were much less likely to play violent games, the effect of playing violent games on physical aggression was not significantly different between girls and boys.
Because girls were generally not likely to play violent games, we expected that any pathological involvement among girls would likely be with non-violent games. Thus, respondents' gender could moderate the effect of pathological gaming on physical aggression. We examined whether gender moderated the effect of pathological gaming on physical aggression by constraining the path between pathological gaming in wave 1 and physical aggression in wave 2 (Fig. 2). Multi-group analyses indicated a significant chi-square change (Δχ2 (N = 540) = 15.79, p < .001). Among male gamers, higher levels of pathological gaming predicted an increase in physical aggression 6 months later (β = .13, B = .20, SE = .084, p = .02). However, among female gamers, higher levels of pathological gaming predicted an unexpected decrease in physical aggression 6 months later (β = −.24, B = −.35, SE = .115, p < .01).
Based on the definition for pathological gambling from the DSM (APA 2000), pathological gaming is defined as the persistent and recurrent inability to control excessive gaming habits despite associated social and/or emotional problems (Lemmens et al. 2009). Several cross-sectional studies have shown that a small group of predominantly male adolescent gamers display numerous signs of pathological gaming while spending excessive amounts of time on games (e.g., Charlton and Danforth 2007; Gentile 2009). Although many studies have implicitly assumed that pathological involvement leads to increasingly excessive gaming binges, the cross-sectional nature of these studies cannot decisively demonstrate whether pathological gaming is indeed progressive, causing excessive gaming habits to exacerbate over time. Similarly, cross-sectional studies that have shown a relationship between pathological gaming and aggressive behavior have generally assumed that pathological involvement causes an increase in aggressive behavior (Caplan et al. 2009; Grüsser et al. 2007; Kim et al. 2008). However, because no longitudinal studies on the relation between pathological gaming and aggressive behavior exist, the effect of pathological gaming on aggressive behavior has never been decisively demonstrated. Furthermore, since previous studies have not taken the content of games into account, we do not know whether aggressive behavior is caused, or possibly aggravated by, pathological involvement with violent games. The present study is the first to address these issues by longitudinally examining the causal relations between pathological gaming, excessive gaming, and physical aggression among 540 adolescent gamers.
Our study yielded three main findings. First, we found that higher levels of pathological gaming predicted a substantial increase in the frequency and duration of gaming sessions 6 months later. This indicates that pathological gaming may be considered progressive, and if this behavior is not controlled or reduced, excessive gaming habits could exacerbate over time, which will likely lead to problems by displacing other important activities (e.g., Griffiths and Davies 2005). Conversely, spending time on games did not predict an increase in pathological involvement, which could indicate that playing computer and video games is not inherently addictive. Second, we found that higher levels of pathological gaming predicted an increase in self-reported physical aggression 6 months later, regardless of whether players were involved with violent or non-violent games. However, this effect was found only for adolescent boys. Adolescent boys predominantly played violent games, with the greater part of their favorite games showing realistic violence considered inappropriate for any adolescent under 18. Therefore, pathological involvement among boys was likely to be with violent games, which may have aggravated the effect on physical aggression. Third, in agreement with previous longitudinal studies, we found that time spent playing violent games specifically, and not just time spent playing games, caused an increase in aggressive behavior (Anderson et al. 2008; Gentile and Gentile 2008; Möller and Krahé 2009). This shows that the violent content of games was predictive of future physical aggression. Similar to these studies, we found no support for the reciprocal relation reported by Slater et al. (2003), meaning that individual levels of physical aggression did not predict future time spent on violent games. In sum, these findings underline the negative effects of pathological gaming on adolescent gamers, especially if it involves violent games.
In general, pathological involvement with computer or video games seems mostly restricted to adolescent boys. In line with previous findings, the vast majority of adolescent girls showed neither signs of excessive nor pathological gaming (e.g., Griffiths et al. 2004). Furthermore, only a very small minority of female gamers played violent games, and even if adolescent girls played violent games, they spent much less time on them than boys did. This gender difference in violent game play may have attributed to the gender differences in the effect of pathological gaming on physical aggression. Contrary to boys, pathological gaming among adolescent girls actually predicted a decrease in self-reported physical aggression. Similar to the effects of playing violent games on aggression (e.g., Möller and Krahé 2009) previous research has also shown a parallel effect: playing social games tends to increase pro-social thoughts and behavior (Gentile et al. 2009). Therefore, girls' pathological involvement in distinctively non-violent, arguably social games (e.g., The Sims), could explain the reduction in physical aggression 6 months later.
For male adolescent gamers, pathological involvement with predominantly violent games may explain some of the effect on physical aggression, but our moderation analyses indicated that pathological gaming predicted an increase in physical aggression regardless of violent content. As we previously concluded, high levels of pathological involvement lead to increasingly excessive amounts of time spent on games, which likely leads to displacement of other important activities such as school or homework. These progressive gaming habits may eventually cause problems at school and conflicts with their parents. When attempts are made to stop this excessive behavior, withdrawal symptoms following from abstinence after prolonged use can lead to irritability and aggression (e.g., Young 2009). This could cause adolescents to behave hostile and aggressive in situations where they cannot play, for instance at school, or at home when their parents attempt to restrict them from playing. In turn, this could provide an alternate explanation for the increase in physically aggressive behavior following pathological involvement with games, regardless of the violent content.
The practical implications of these findings may be somewhat disconcerting because they could lead parents to assume that aggressive behavior can be avoided as long as they do not interfere with pathological gaming habits. However, not interfering in order to avoid aggressive reactions and conflicts will exacerbate excessive gaming habits and likely increase associated problems. Furthermore, all addictions and pathological behavior identified in adults commonly start in adolescence or young adulthood (e.g., Wagner and Anthony 2002). Thus, if signs of pathological gaming among adolescents are not handled properly, this progressive condition may cause serious problems as these gamers progress into young adulthood, when they are expected to become independent from their parents, find employment or attend higher education.
The current study expanded on research from previous studies by using a more objective rating system to determine whether a game could be considered violent or non-violent, rather than subjective assessments of violent content (e.g., Anderson et al. 2008; Möller and Krahé 2009). However, this dichotomization of violent or non-violent games may have come at the cost of some variance, thereby possibly limiting our effect sizes. Other limitations of our study include the reliance on self-report measures for physical aggression and pathological gaming, both of which are much more common among adolescent boys. Our focus on physical aggression also limits our understanding of the development of other types of aggressive behavior that were not analyzed in the current study, such as social and relational aggression, which may be more prominent among adolescent girls. Nevertheless, our two-wave panel study of Dutch adolescents has broadened the degree of reasonable generalization for the effects of violent games on physically aggressive behavior. Our study has also provided evidence that pathological gaming causes an increase in physical aggression among adolescent boys. The finding that pathological gaming only affects physical aggression among boys does not diminish its importance because adolescent boys are generally the most devoted group of violent game players and most susceptible to pathological involvement.
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Tuesday, August 24, 2010
Adenia spinosa
Have had this plant for years in a 14in terracotta pot and decided to repot into a container I made 2yrs ago. How knows why I waited till now to combine the two. Pot is 16in wide by 3in deep.
Before you get all psycho about me drastically pruning the roots let me tell you I did not have to. The taproot had rotted some time ago and was sending out new roots so none were harmed in this staging.
Posted by Kitoi at 5:46 AM No comments:
Tuesday, August 17, 2010
Seyrigia humbertii
Purchased this specimen 2yrs ago from a private collector, it was nice but I wanted to something more with it
Last year I decided to add it to my list of 2010 show plants. After some thought and some major pruning this is what I ended up with...a blue ribbon winner at the Inter-City C&S show.
The pot is a 6in oval
Posted by Kitoi at 6:10 AM 1 comment:
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subset: commoncrawl


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County commissioners have canceled a scheduled report on Osceola County's ambulance fleet.
Kissimmee Fire Chief Ken Kemp, at the request of Commissioner Randy Sheive, was scheduled to report Monday on the status of the county's ambulance system. The request came after persistent complaints about the use of ambulances for non-emergency transportation of patients.


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In short: I think they should open it up and evolve it into an airplay competitor.
When you stream a song form itunes in the cloud to airplay it from an iphone to an apple TV, you actually stream the song to your phone, then upload it to your wifi router, which then sends it to the TV. In its current form, Nexus Q skips the step where your phone downloads then uploads the file at the same time. I think this is fundamentally better from a technical standpoint.
Just about everything worth sharing on an android device is in the cloud, be it on youtube, netflix, amazon or google music, I've never sent photos to a TV, and if your on-device video is worth sharing, its worth putting on youtube. If you have huge amounts of movies and TV on your tablet, its probably not there legally anyway. This system could even work to stream a google docs presentation using your phone to send commands through the cloud.
Requiring a network connection isn't as restrictive as you might think, DLNA and Airplay both require that both devices be connected to the same network, requiring that that network also be connected to the internet is not a big stretch, and it might not even be necessary to have the controlling device be on the same network since this is all being done in the cloud anyway.
It wouldn't be easy, but I think google can come up with an acceptable standard for streaming audio and video to 'made for android' docks and boxes. I think devices that do audio only should be called google Radios and that video devices ought to be the new google TV.
In its current form, Nexus Q works with gingerbread or higher, which is the better part of half a billion devices. The market is huge, the potential is there. Would you buy a google Radio/TV?


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This post mainly target to give you the process of deploying web services in WSO2 Application Server. We will use WSO2 Developer Studio 3.8.0 and WSO2 Application server 5.3.0 for this tutorial.
Create a simple Web Service
Create a simple JAX-RS service following the post "Develop JAX-RS Web Service Easily Using WSO2 Developer Studio"
Create a C-APP Project
Go to Developer Studio Dashboard and click Composite Application Project listed in Distribution section. And create a CAPP project named
CAPP_Application_server and select check button of the Web service project you want to host in Application Server.
Developer Studio will create you a CAPP project which can be deploy directly into WSO2 Application server. Isn't that great!!!
Add and Start WSO2 Application Server from Developer Studio
There are two ways to do this.
Application server can be add to Developer Studio as a server and then you can do every server operation through Developer Studio.
- Go to Server tab in Developer Studio. This window can be found in bottom section or by following
- Right click inside window and go for New->Server Menu. Select
- Go to Next page of wizard add AS server distribution home folder location as CARBON_HOME section.
- Next page shows port configurations and other useful information. Then finish the configuration and start server.
Application server can be started externally and add to Developer Studio as a remote server.
- Start Application Server externally https://192.168.1.4:9443/carbon/ will be the default server url.
- Go to server tab and New-> Server menu. Select
Add CAPP to Application Server
Now WSO2 server is up and running in our system. You can now deploy the your web service.
- Right click on Developer Studio server tab we created in previous step and goto command Add and Remove
- Then Dialog will pop-up listing available CAPP's in the workspace. Select your CAPP created in previous step and finish the configuration.
- Your service will deploy in to Application server and up and running.
- You can go to Application Server management console from browser and see your service


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text:
Kelly Hannon 540-374-3344
LaTina W. Bundy 540-899-4560
Sept. 17, 2015
Commonwealth Transportation Board hears presentation on project to add parallel lanes to I-95, reducing congestion in Fredericksburg
BRISTOL–Results of a draft environmental study on the proposed Interstate 95 Rappahannock River Crossing project in Fredericksburg were presented to the Commonwealth Transportation Board (CTB) this week.
Study details were shared in advance of an upcoming CTB decision on the project's preferred alternative at its October meeting.
The I-95 Rappahannock River Crossing would add collector-distributor lanes parallel to I-95 between Route 17 in Stafford and Route 3 in Fredericksburg.
Two northbound and two southbound lanes would be built for local traffic to travel between these exits. Removing vehicles from the interstate's general purpose lanes would also reduce congestion for motorists traveling through the Fredericksburg area.
Work would include improvements to the Route 3 and Route 17 interstate interchanges and access ramps at the Virginia Welcome Center and Safety Rest Area.
More traffic travels I-95 between Route 3 and Route 17 than any other section of I-95 in the Fredericksburg area, with an average of 152,600 vehicles per day. Traffic is projected to increase up to 52 percent at this location by 2040.
Additional project goals include:
• Enhancing safety and reducing crashes in a section of I-95 that exceeds the statewide average crash rate
• Improving accessibility and mobility between residential areas and employment centers
• Accommodating current and planned growth in the Fredericksburg region
A public hearing was held on the project's draft environmental assessment on June 24 at James Monroe High School. An Environmental Assessment examines the potential impact of a project on natural resources, historic and archeological resources, air, and noise.
Once a preferred alternative is identified, the Virginia Department of Transportation (VDOT) can submit a final package of information to the Federal Highway Administration for a decision on this federally-required Environmental Assessment.
This project is not funded for construction. The project will be scored under the new prioritization process as outlined in House Bill Two, or HB2.
Information in VDOT news releases was accurate at the time the release was published. For the most current information about projects or programs, please visit the project or program Web pages. You may find those by searching by keyword in the search Virginia DOT box above.


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With four starters returning from a team that went 26-7 and earned a berth in the National Collegiate Athletic Association tournament, Coppin State began play this season as perhaps the state's best bet to make the NCAAs.
But the Eagles were the last state team to win a game and started the season with a 1-4 record (2-4 now, after a 78-60 win over Charleston Saturday). Despite that, Coppin coach Ron "Fang" Mitchell said there is no need to sound an alarm.
"We're coming along just fine," Mitchell said. "I think we're in really good shape, and I'm real happy about how the team has played with confidence."


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- Where's My IRS Refund
- Where's My Nebraska Refund
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These websites are not created by or endorsed by H. Beck, Inc. These websites are maintained by unaffiliated third parties. Outside third party material may not be regulated under the same standards as Registered Securities Firms / Broker-Dealers / Registered Investment Advisors. H. Beck, Inc. makes no representation as to the completeness or accuracy of the information provided, and disclaims any responsibility for or endorsement of, the recommendations made at or content included on these websites.


text:
Welcome to Fan Fiction Tuesday. Every Tuesday I will share the next part to a fan fiction story I am writing.
They had been in the car for hours, but this was nothing new. Dean enjoyed the peace of the open road; being in 'Baby' was home. Something felt strange about this case, and Dean didn't like it. A text came in on one of Bobby's old phones, nothing but a city and state, Carson, Iowa.
Sam ran a search and found a series of deaths in the small town, each eerily similar. Based on description, Sam and Dean suspected a nest of Vampires, but why would a hunter request their help if it were so simple? Sam tried to trace the phone number of the text, but it had come from a burner phone. For all they knew, they could be walking into a trap.
"Where is this place again?" Dean asked, turning down the radio.
"We should be about an hour out." Sam replied, pointing to the town on the map.
"I don't like this." Dean admitted. "Something just feels off about the whole thing. It's too easy."
"We know the text probably came from another hunter. Why else would someone text Bobby?"
"Or maybe a hunter got ganked and the vamps used his phone to get us here."
Sam sighed and ran his hand through his hair. "I don't think that's it, but there's only one way to find out." He replied.
"Yeah, that's the problem."
The Impala pulled into the small motel in town and Sam and Dean checked into their room that looked like it had not been updated since the Sixties.
"We can grab a bite first, or do you." Sam started.
"Let's just get started." Dean said, cutting Sam off.
The two donned this suits and grabbed their FBI badges and made way to the small Sherriff's office. The jail literally had three cells and two officers.
"Good Afternoon, gentlemen." The Sherriff stood from behind his desk. "What can I do for you?"
"Good Afternoon." Said Dean. "I'm Agent Dobbs, this is my partner, Agent Harris. We're here investigating a series of murders."
"Murders? No." The Sheriff corrected. "What we have is a wolf or something big roaming the town at night."
"A wolf?" Asked Sam. "What makes you say that?"
The Sherriff walked over to a file cabinet and laid pictures of the deceased on his desk for Sam and Dean to see.
"The throats have all been ripped out, you see?" The Sherriff pointed to the bloody necks. "A person couldn't do that. We have assembled a group of townfolk to help track down the beast to make the town safe again."
"All do respect." Sam interjected. "These deaths have the same markings as others we have been following. Could we see the bodies and have a look ourselves?"
"Be my guest, but you're not going to find anything."
After visiting the morgue Sam and Dean had all the information they needed to confirm the deaths were definitely vampire related. All there was to do now was to find the nest and take care of business. Sam and Dean headed to the diner.
"Aren't you boys dressed mighty nice?" Asked a busty brunette with a sweet smile.
"FBI." Dean replied with a twinkle in his eye. "Suit is part of the job."
"Lucky suit." The waitress replied with a wink.
The boys sat down at a table for two and looked over the menus.
"Now, I will tell you. No matter what you order, you better leave room for dessert, because we have the best pie in all the mid-west."
"Well I never could turn down a good piece of pie." Dean laughed.
After the boys dined and the waitress brought the check, Sam noticed something written on the back.
Barn on Colfer road. ~Mickey
Dean looked around, for anyone who appeared to be a hunter, but there was no one. Most of the guests were older or overweight.
"I guess we better check it out."
The boys made a quick run back to the hotel to change. If they could get to the barn before the sunset, it would make the fight much easier by keeping the vampires contained.
The entire thing was entirely too easy. When Sam and Dean arrived at the barn, it was not a nest of vampires at all; it was two new vampires who had not learned yet to control themselves. Sam and Dean were in and out in five minutes.
"This doesn't make any sense." Dean said chucking his bloody machete into Baby's trunk. "Why would a hunter call us in to help with that? It was like shooting fish in a barrel. Anyone could have solved this."
"Maybe the waitress knows who this 'Mickey' is." Sam suggested.
"Well I can go for another piece of that pie, but if she doesn't know anything, we're out of this town. Something isn't right."
As the waitress set down the two slices of pie, Sam pulled bill from his pocket and slid her direction.
"I'm sorry, I don't want to bother you. We were hoping you might be able to tell us who is 'Mickey'?"
"Good, I'm glad you saw the message." The waitress whispered and leaned in close to the table. "You took care of the vamps, right?"
"Excuse me?" Dean asked, puzzled. "Oh, please. FBI doesn't come around here to investigate some murders. You're Sam and Dean Winchester, right?"
"Now, how did you?"
"Look, I get off shift at the end of the hour. I can meet you at the motel after then and we can talk. Alright?"
Sam and Dean looked at one another. There were certainly questions to be answered, but for now, that would have to wait. Sam and Dean finished dessert and made their way back across the street to the motel.
"What do you think?" Sam asked as they walked into the room.
"Sister, daughter maybe, of someone who got killed. Still doesn't explain what this has to do with us."
Sam passed Dean and Beer from the mini fridge and they waited and drank. Sure enough, at five past the waitress appeared at their door.
"Look, I don't know what you think you know." Dean began.
"I brought a fresh pie. You can take it with you tomorrow." She replied placing the pie in Dean's hands and sliding past him into the room.
"Wait a minute, why don't we start with who you are first." Sam said.
"Mickey." The waitress laughed and rolled her eyes. The boys stared at her like she had three eyes. So Mickey leaned forwards so her nametag could be read 'M'Ky'. "My name is actually McKayla, Mickey is just a nickname." The waitress said with a smile and helped herself to the rest of Dean's beer.
"Okay." Dean said with a drawn out pause. "So, Mickey, if you knew there were vampires and where they were, why didn't you take them out yourself?"
McKayla laughed. "Wow, no." She said with a shake of her head. "I am NOT a hunter, like at all."
Sam and Dean looked at McKayla, the uncomfortable silence made her squirm in the chair.
"I needed you to come into town. I caught wind of a case and I hoped if I sent it your way, you would come." Mickey admitted.
"But that still doesn't explain why. If you're not a hunter, then how do you know us and why do you need us?"
McKayla stood from the chair and ran her hands across her face nervously.
"This is not coming across how I thought it would at all. Now you guys just think I'm some weird hunter groupie and."
"Wait, is that a thing?" Dean asked half-seriously.
"Let me try to be as clear as possible." McKayla said with a wave of her hand. "My name is McKayla Greenspan; my father was Sean Greenspan, he was a hunter. My father partnered with your father on several jobs. I know most people in the hunter community; that is why I had Bobby's number. Of course, with Bobby being dead. I was not sure which phone of his you had and which one's went to Garth and so it took me a few tries to even reach you."
McKayla looked to Sam and Dean, they both were listening intently.
"A while back, before your father died, he had told my Dad that if he couldn't be reached, to contact Dean. We heard later on after he died that Sam and Dean could solve almost any case. My Dad told me that if shit ever hit the fan, to get in touch with you boys right away. Well, shit has hit the fan."
Sam leaned in toward McKayla. "Okay, and we might be able to help. You need to tell us what happened."
"My father was killed by Hell Hounds, and I think I'm next."
Comments and critiques are always welcomed. If you have a fan fiction of your own you would like featured, send me an email. If I like what I see, I'll share it with my readers.


text: Video games reduce stress because if you play a game you are being serious on playing the game. Your problems are behind you if you play a game. Every time you play a game, it entertains you to play more games. Every year people or game designers are making video games more and more exciting than ever. Video games can reduce stress.But if you play a online game, you might rage quit or cry like a baby. It makes you have more headache, so one thing, for those rage quitters or a cry baby DON'T PLAY ONLINE GAMES.


text:
How To Trust Bathroom Shower SellersGetting a good bathroom shower seller like Showermania should be top priority for one wanting to buy a home or even renovating the bathroom shower in the house.
The following are tips to ensure that the one selling you the bathroom shower does not sell something that may not be functional.
Make sure everything is functional-this means that one should not be in a hurry when looking at a new home to buy ,go through each and every item in the house and in the bathroom shower more time than ever should be spent as a small lapse could signal a worse problem later, Taps should not be leaking as leaking taps will mean an increase in water bill, the tiles should not be cracked as cracked tiles are a reflection of low quality tiles having been fixed hurriedly and these same cracks will be health hazards in the long run, shower heads should not be rusty as any rusty ones will imply low quality shower heads.
Check if the bathroom has a wow effect, this is an effect that makes the bathroom shower stand out from any other that has been viewed as this implies that the seller went an extra mile to make sure that the bathroom is out of this world
Ensure majority of items needed are there for example if one wants a toilet near the shower bath, ensure also that the accessories are functional and in the correct places, the colors should also be good and any other decorative items.
Last but not least the bathroom sellers must have warranty terms and conditions and the longer the warranty the better for the buyer.


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New Delhi, July 31 :
If he turned into a barber to promote "Ghajini", superstar Aamir Khan's next movie titled "P.K." will also be promoted in a unique way. Talking standees will be used to build up interest in the Rajkumar Hirani directorial.
The standees, which will be kept in theatres, have the actor's photo and his voice installed in them. When you go close to it, Aamir will talk back to you.
"It is for the first time any Bollywood film will have a talking standee. It adds an interesting element to a static marketing tool," a spokesperson of the film said in a statement.
It was Aamir and Hirani who came up with this idea to reveal the first look of their film.
"P.K." also features actor Sanjay Dutt, Anushka Sharma and Sushant Singh Rajput.


text:
My daily commute to the CBD is not complete without drooling at food billboards. One specific billboard caught my eye for almost a week and it's about Gurts. Pancake House has joined the fro-yo craze so they came up with Gurts. Said billboard tortured me everyday with this line: Gurts. Creamy and cool. 98% fat-free frozen yogurt. Finally, when the chance to visit Pancake House came, I immediately tried the fro-yo.
A replica of the billboard faced me.
While the BF was giving me a puzzled look at my current craving, he's happy with his order.
Country Style Medley: classic pancakes with country sausage with coffee (not in the pic)
I hope against hope that billboard cravings will stop ASAP. No more space for extra calories.


text:
Are You a True Shepherd?
Therefore I remind you to stir up the gift of God which is in you through the laying on of my hands. For God has not given us a spirit of fear, but of power and of love and of a sound mind. --2 Timothy 1:6-7
It is doubtful whether we can be Christian in anything unless we are Christian in everything. To obey Christ in one or two or ten instances and then in fear of consequences to back away and refuse to obey in another is to cloud our life with the suspicion that we are only fair-weather followers and not true believers at all. To obey when it costs us nothing and refuse when the results are costly is to convict ourselves of moral trifling and gross insincerity....
Again, the pastor when facing his congregation on Sunday morning, dare not think of the effect his sermon may have on his job, his salary or his future relation to the church. Let him but worry about tomorrow and he becomes a hireling and no true shepherd of the sheep.
No man is a good preacher who is not willing to lay his future on the line every time he expounds the Word. He must let his job and his reputation ride on each and every sermon or he has no right to think that he stands in the prophetic tradition. The Size of the Soul, 146-147 by A.W. Tozer


text:
I think [the Democrats are making a mistake] in the attempt to paint the Palin family as if it were Arkansas on ice or Tobacco Road with igloos and Inuit. Very well, she possibly has had her Troopergate and even trailer-park moments. But whom exactly did the Democrats drown in moist applause, for two nights running, in Denver? The most dysfunctional family ever to occupy not the vice-presidential mansion but the executive one. It's hard to imagine that there will be any more unwanted pregnancies or shotgun weddings when or if the Palins move to the Naval Observatory on Massachusetts Avenue, whereas with the Clintons, the very thing that made all Bill's friends turn white and pee green was that they made him the president, and he still wouldn't stop.
Aristotle-to-Ricardo-to-Hayek turn the double play way better than Plato-to-Rousseau-to-Rawls
Wednesday, September 10, 2008
5 comments:
- Anonymous said...
It's the hypocrisy thing, e.g., "don't teach sex ed," "abstinence only" while she and daughter are doing sex outside the "Christian" tradition.
- 2:21 PM, September 10, 2008
- Anonymous said...
A Wrinkle in Time by Madeleine L'Engle
Brave New World by Aldous Huxley
Catch-22 by Joseph Heller
Clockwork Orange, by Anthony Burgess
As I Lay Dying, by William Faulkner
The Canterbury Tales, by Geoffrey Chaucer
Confession, by Jean Jacques Rousseau
Death of a Salesman, by Arthur Miller
Flowers for Algernon, by Daniel Keyes
Lady Chatterley's Lover, by D.H. Lawrence
Leaves of Grass, by Walt Whitman
Little Red Riding Hood, by the Grimm Brothers
Lord of the Flies, by William Golding
Lysistrata, by Aristophanes
Of Mice and Men, by John Steinbeck
To Kill a Mocking Bird, by Harper Lee
One Flew Over the Cuckoo's Nest, by Ken Kesey
The Chocolate War, by Robert Cormier
Pigman, by Paul Zindel
What do these books have in common?
Does Palin read books?
- 3:07 PM, September 10, 2008
- Carl said...
You're an idiot--see numbers 41-43.
- 4:53 PM, September 10, 2008
- OBloodyHell said...
> You're an idiot--see numbers 41-43.
I think that's been incredibly obvious from the rest of the Genyus's posts.
Some people just need someone beside them ready to provide a necessary bitch-slapping upside the head on a constant basis. S/He's a prime candidate.
- 4:18 AM, September 11, 2008
- Anonymous said...
When your mind is inadequate, turn to physical violence, obloody. Obviously, looking at the history of civilization, physical violence is the best way to make your point.
You might want to consider turning your physical violence against yourself where it belongs. Sorry you did not get your fair share of brain cells.
- 12:18 PM, September 12, 2008


text:
From Library of Congress Name Authority File
Barlow, Joel, 1754-1812
Instance Of
Scheme Membership(s)
Collection Membership(s)
- Citizen of New-York, 1754-1812
Additional Information
Birth Date
- 17540324
Death Date
- 18121224
Has Affiliation
- Organization: Yale University
Birth Place
- Redding, Conn.
Death Place
- Poland
Exact Matching Concepts from Other Schemes
- found: Strictures on Bishop Watson's "Apology for the Bible," 1796t.p. (by a Citizen of New-York)
- found: Evans, C. Amer. bibl., 1929:(attributes to Barlow)
- found: Joel Barlow, 2011:ECIP t.p. (b. March 24, 1754; d. Dec. 24, 1812), American poet and politician, born in Redding, Fairfield County, Conn.; graduated from Yale Univ. in 1778, was a post-graduate student there for two years, and from September 1780 until the close of the Revolutionary War was chaplain in a Massachusetts brigade; in 1783, removed to Hartford, Conn., established there in July 1784 a weekly paper, the American Mercury, with which he was connected for a year, and in 1786 was admitted to the bar; author of poetry and satirical political essays; the poem for which he is now best known is his mock heroic Hasty Pudding (1793); his activity in his career included serving as the American consul at Algiers in 1795-1797, securing the release of American prisoners held for ransom, and negotiating a treaty with Tripoli (1796); d. 1812 in Poland, where he is buried)
LC Classification
Change Notes
- 1980-08-19: new
- 2012-04-05: revised
Alternate Formats


text:
Dead Island dives in headfirst, delivering one of the most important multiplayer experiences in the current generation
Officially the highest score i've seen so far.
- never mind. SFX is a 9.6. :P
I personally feel like someone FINALLY got the review of this game right, spot on.
The game has a terrific resonance, when your not playing it your thinking about playing it and what mission you want to do next.
This is also the best game I've played to date that has near perfect drop-in drop-out co-op.
My personal game of the year so far. The atmosphere, gameplay, RPG elements, horror factor, setting - everything is spot on. Only thing this game could have used is a better story. But when everything else works so perfectly, I can let it slide. It's just fun to play, and you really do think about it all the time when you're not playing. It's quite a testament to the game.
Oh yeach. I am playin with my friends all the time. Loved borderlands but this game with auto lobbing - is far more better ( i thought i'll never gona said that)


text:
The Gilcrease Council
The Gilcrease Council is made up of friends who have created a stronger Museum with five-year commitments starting at $5,000 annually.
Founders Council
The Mervin Bovaird Foundation
H.A. and Mary K. Chapman Charitable Trust
The Helmerich Trust
George Kaiser Family Foundation
The Anne and Henry Zarrow Foundation
The Maxine and Jack Zarrow Family Foundation
Benefactors Council
Phyllis N. and George S. Dotson
Charles and Peggy Stephenson Family Foundation
Patrons Council
Margery Mayo Bird Foundation
J.A. Chapman and Leta M. Chapman Charitable Trust
Cheryl and Richard Groenendyke, Jr.
Bonnie Klein
Helen G. and Andrew D. MacKay
Marcia and Ron MacLeod
Ralph and Frances McGill Foundation
Sherman E. Smith Family Charitable Foundation
Harold A. and Edna L. White Foundation
Leaders Council
Joanie and Tom Atkinson
Max N. Berry
Irene Burnstein
Diane K. and K. Wiley Cox
Elizabeth Griot Hagans
Shelley and Steve Jackson
Susan B. and Robert W. Jackson
Tom and Judy King
Jane and Thomas A. Petrie
Brenda and Wilson Pipestem
John and Rebecca Porter
C.W. Titus Foundation
Friends Council
Carol and David Adelson
Ellen and Stephen Adelson
Phyllis Bryce and Steven R. Anderson
Kathryn V. and James F. Arens – The Trust Company of Oklahoma
Robin Ballenger
Barnett Family Foundation
Virginia B. and Robert L. Bayless Jr.
Rhonda and Robert S. Boswell
John Brock
Doug Campbell
Sharon Coffman
Janet and Frederick Drummond
Wendy and Gentner Drummond
Ruthie and Steve Duenner
David and Donna Dutton
Dr. Alan Feen
Jean M. and Randy A. Foutch
Susan and Richard R. Frazier
Sandra K. and Kent J. Harrell
William P. Healey
Pam and Steve Holton
Judy and Robert S. James
Mr. and Mrs. Edward C. Lawson, Jr.
Holbrook Lawson and Rick Holder
Patsy Lyon
Teri and Marc Maun
Marcia V. Mayo
James D. and Cathryn M. Moore Foundation
Ruth Nelson and Tom Murphy
Mia Mascarin Oven and Herbert C. Oven Jr.
Patricia Savage
Karen and Bill Scoggins
Milann H. Siegfried
Dee Dee and Jon Stuart
Susan and William F. Thomas
The Robert S. and Helen Grey Trippet Foundation, Inc.
Peggy Upham
Patricia W. Wheeler
Randi and Fred Wightman
Helen L. and L. Duane Wilson
Gilcrease on Wheels Donors
Pam and Steve Holton
Frank Family Foundation
Windgate Charitable Foundation
Kirkpatrick Foundation
Sylvia Ewing Hill
Sam Viersen Family Foundation
WPX Energy
Marcia and Ron MacLeod
Ener West Trading Company
Jennie Smith Trust
Williams Companies Foundation
Raymond and Bessie Kravis Foundation
Carol and Frank Mulhern
Kathleen P. Westby Foundation
GE Foundation


text:
LEVA Global Marketing Ad Program
We've created four uniquely themed advertising resources to help you market electric bikes!
The NEW DATE NIGHT (Click to download)
Showcases the sexy sophistication of e-bikes as well as the sweat-free travel e-bikes provide.
The NEW FAMILY OUTING (Click to download)
Targeted to everyone who wants to exercise, have fun, and use less effort climbing hills.
The NEW TOWN CAR (Click to download)
Created to target the green commuter who wants to save time and money on gas.
The NEW WAY TO FITNESS AND FUN (Click to download)
Targeted to everyone who wants a light, low impact work out and leisurely ride.
Each of these ads is created in various formats (vertical, horizontal, etc.) to meet your specific needs. There is a dealer example (sample) of each and a blank version where you can add your specific business information and call to action points for your customers.
How Can I Use These Ads?
Can be used in many different formats such as poster size, 11" x 17" poster, flyers in both vertical and horizontal pdf formats for you to customize.
Can be used as a note card at your point of sale, invitation for a test ride (4 up on a page) for customizing your own text, vertical or horizontal pdf formats.
Can be used in many formats such as an 8 x 2 foot banner, header for a document, or bumper sticker in a vertical pdf format.
Can be used "as is" by just dropping onto your website's home page to link directly to your e-bike product pages as a web banner, vertical or horizontal jpeg file format.
How Do I Get Started?
- Choose the ad you want to print
- Click on the graphic ad above to download the files
- Send the file to your local printer (cut and paste the link)
- Ask them to add your content in the specific locations as shown on the Samples
- Print and post!
Any Helpful Hints?
- Check Office Depot, Staples, Costco or your local printer for best prices; just email the file to them for a quotation.
- Online printers are available as well as www.bannersonthecheap.com which allows you to add a text box of your own content.
- The artwork has extra bleed around the edges so your printer can crop as needed.
- The ads are set to adapt to European formats as well.
- The ads are in a high resolution format and can be expanded or reduced in size, although standard sizes are suggested.
How Much is This Going to Cost Me?
Well, since LEVA (so graciously) covered those pesky design costs of the campaigns, it's really not going to cost you much at all! Below is a sample package we put together and you can get all of this for right around $150! Not bad, right?
- Full color poster about $20 each from your local printer
- 2' x 3' poster board ads at Costco for about $15
- Posting web ads on your website—free
- 2' x 8' vinyl banner with grommets about $20-25
- 8.5" x 11" shop flyers – run off your printer
What if I Want to Customize Beyond Just Adding My Name and Contact Info?
For resizing ads or special format requests contact firstname.lastname@example.com or for general questions, please contact firstname.lastname@example.com.


text:
Kitchen hacks: every homeowner can appreciate them. With these genius kitchen hacks, you won't have to invest a whole lot of elbow grease cleaning up the hub of your DFW home. Let's take a look at some handy hacks.
The post 4 Kitchen Hacks to Make Cleaning a Cinch appeared first on Coldwell Banker Blue Matter.
Via:: CB United


text:
In a New York Times Magazine article ["Jumper Cables for the Mind," 3 November] science journalist Dan Hurley writes about his experience with low-dose electrical stimulation to his brain to test if it makes the mind sharper. Studies have shown that transcranial direct-current stimulation (tDCS) enhances intellect, memory, creativity, and focus. It has even been found to make people better at math and playing piano, and the results can last for months.
The procedure, conducted by a senior research associate at Harvard's Laboratory of Neuromodulation, places one electrode on the scalp above the left prefrontal cortex and another above the right eye socket, and requires a handful of 10-minute sessions for the stimulation of nerve cells. The lab claims tDCS is safe, but U.S. Food and Drug Administration approval is required before it could be used on the general public. According to Hurley, the process was pain-free and the side effects, such as slight reddening or tingling of the skin, minimal. The lab's director, Felipe Fregni, says, "tDCS will not make you superhuman, but it may allow you to work at your maximum capacity."
Would you be willing to undergo this procedure to improve your intellect and work performance? Weigh in on the comments section below.


text:
A PROJECT which encourages Southport residents to eat more healthily opens a new outlet in Woodvale today (Friday, May 23).
The fruit and vegetable co-operative, run by the WRVS and the Brighter Living Partnership, will now operate every Friday at Woodvale Community Centre on Meadow Lane.
The co-operative offers residents the chance to buy large bags of fruit, vegetables and salad at special discount prices.
Every effort is made to source the produce locally and it comes in as little packaging as possible, reducing harm to the environment.
Any bags that are used are made from biodegradable material and customers are encouraged to re-use them as long as they can.
Ian Mitchell, development worker with the Brighter Living Partnership, said: "We're hoping that a large number of Southport and Formby residents will want to come along and take advantage of the scheme which is designed to help people achieve their five-a-day targets for fruit and vegetable consumption."
For more details phone Ian Mitchell on 01704 501024 extension 205.


text:
Follow us on:
Ann Tracy Mueller is a communications professional and former co-editor for Health Care Communication News. She's smitten with social media and loves using it to connect with people and share information.
It's not that different from what Ann did previously—building bonds with supermarket customers who became like family and writing about insurance and financial services so others could understand them.
She's most proud of the award she won for her Abraham Lincoln Bicentennial social media campaign. She just hopes Lincoln forgives her for falling more in love with social media than with him.
You can follow Ann on Twitter as @LincolnBuff2.
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text:
Something different for this post?
No, we still lost.
But I'm going to do a little something I don't do much of around here anymore, and that's write. It's been hard to do much posting... I mean, it's always hard to write about losses. But this season's string of losses (the last time we won one was 11/11 and I was out of the country that night) has gotten even the most faithful of Duck fans frustrated.
Is it the players?
Is it the coaching staff?
Is it the head coach?
Is it the GM?
Or any combination of the above? The answers are probably in the locker room, at every intermission, at every practice, after every game. But we fans are pretty much in the dark, with only our own speculations and rumors to go off of.
And the rumors have been kinda nasty. Maybe a key player will get traded off. Maybe a bunch of young talent will go with him. Maybe a majority of the team will be disassembled before the coaching staff is touched.
I've heard rumors that Bobby Ryan may be on the trading block, with Toronto and Buffalo interested. Ugh. If that happens, either Toronto or Buffalo will be getting a new fan, much the same as I've followed center Matthew Lombardi from Calgary to Phoenix to Nashville, and now to Toronto.
But who's to say?
All I know is that I've seen too many games where the same tired, unconfident team takes the ice. I've seen too many dump and chase maneuvers fall flat. Too many leads lost when the offense disappears and the defense fails to achieve. Too many players waste their skills on plays and styles that don't suit them.
And it's so hard to see this happen.
I feel so horrible for Teemu Selanne, who came back for one more year but might not even see a postseason. This is no way for Selanne to end his career. I feel horrible for the goalies, who might put in a perfect game save the fact that they cannot score all of the team's goals in addition to protecting their nets. I feel horrible for the young guys who are trying so hard, but whose development is undoubtedly being stunted by everything going on around them.
And I feel horrible for us fans who paid to helplessly watch this happen night in and night out.
Please, comments are welcomed.
Ellis: "Dude, you don't EVEN know the half of it..."
"The biggest thing is just his poise and his hands are unbelievable. I played with [Evgeni] Malkin and [Sidney] Crosby, and those guys are probably the two best in the league. Bobby's hands are right with those guys... He's a superstar in the making, it seems."
---Ryan Whitney, former Ducks defenseman
Saturday, November 26, 2011
Ducks vs Chicago Blackhawks
Something different for this post?
Labels: Andrew Cogliano, Bobby Ryan, Chicago Blackhawks, Corey Perry, Teemu Selanne
3 comments:
- Jonathan S said...
Its the players just not playing a full game we get caught standing around and we stop the fore check the coaches are getting the right plan to players they are just not executing there game plan
- November 26, 2011 at 1:26 AM
- Denise said...
"And if you've never heard that silence, it's a God awful sound"- Matchbox 20, "Kody".
I put that quote there because I think it's extremely relevant to how we, the fans, feel right now. We are, as you say, left in the dark right now, and the silence from Murray et al. is deafening, to say the least. Silence is acceptance, and that, to me, is disheartening.
That said, the more I watch this team play, the more I think it's a result of a system that just isn't working, especially with the how this team is built. The "dump and chase", while it worked during the Stanley Cup run, doesn't work for a team that has smaller, speedier, more skilled players. Other teams have figured it out, and make sure they take away any potential chances the team has. The Ducks play their best against teams that don't play a puck possession style, nor a trap style- see Chicago, Vancouver, and even (as much as this pains me to say) LA for styles that work with the Ducks' abilities. Those have been the most exciting games to watch, as of late, the losing notwithstanding.
The players can only shoulder so much of the blame. Are they playing lazy? Yes. Are they playing not to lose? Yes. But is that entirely their fault? They can give the same standard lines in the post-game comments: "We need to play a full 60 minutes," or "It's up to the guys in this room," because, publicly, they aren't going to disparage the coaching staff or upper management when it appears that it's the players who will go before the coach, as has been seen time and again. But I can't help but wonder if the players are playing the way they are to effect change, one way or another; that is, I can't help if they secretly are playing this way to prove that the system (and the message) just isn't working anymore. Players are wasting their skills on plays and styles that don't suit them simply because they are told to play a certain way.
Historically under Carlyle, the team has had slow starts to the season, but it has never been this bad. Carlyle never seems to shoulder any responsibility for the teams woes, placing the responsibility squarely on the players. Look at other, more successful coaches, and you'll see that in times of desperation, they redirect the blame onto themselves, and try to come up with another plan to fix some of the problems (In my mind, I'm thinking specifically of Bruce Boudreau). Carlyle takes no responisbility, and instead, forces a system that just isn't working anymore. I may sound redundant here, but that's only because it's a common thread when examining all the issues.
I also believe that the loss of some people in the locker room (Todd Marchant, he of Destiny is Heart, Sacrifice, Passion) and Jason Blake, to a degree, have hurt the team chemistry tremendously. Sometimes, it's not a player's contribution on the ice that's the most important.
I think blowing up the team or trading key players at this point, while is probably the most likely scenario, is, at best, short-sighted. I say it's time for Carlyle to go, install Foligno as head coach for the remainder of the season, and see how the team responds. If that doesn't work, THEN start the process of reworking the team structure.
But it has to be sooner rather than later, if for no other reason than for Teemu Selanne. That man gives his heart, sweat, blood, tears, and soul every night, and he is deserving of a much better send-off than what is happening right now.
- November 26, 2011 at 2:35 PM
- Chris (aka Ducks54) said...
Beautifully said, Denise! I agree with many of the points you've made here. The loss of veteran leadership in the locker room is glaringly apparent and, while Getzlaf might be the captain, I'm sure he's no Todd Marchant in the locker room (we couldn't expect him to be, he's too young).
I also wonder how Foligno would handle matters if he were head coach, especially considering how effectively he improved our PK. Or having a coach who teaches and encourages rather than barks orders (a la Bylsma or Tippett). With a young group lacking in veteran leadership, a little nurturing would go a long way.
Whatever the explanation, the future looks bleak. One thing is for certain, the roster is going to be very different by the end of the season. I don't see veterans like Koivu or Blake or Lydman staying with the Ducks, nor do I see Murray keeping many of the younger talent (ie. Sbisa, DSP, Bonino, etc) safe from being made as examples and traded/waived.
- November 27, 2011 at 2:01 AM