For me, that was the laugh-out-loud moment in this clip.
Situation In Nigeria Seems Pretty Complex
Situation In Nigeria Seems Pretty Complex
When students at Colorado State University in Front Collins opened the Sept. 24 issue of the Rocky Mountain Collegian, their student newspaper, an oversized and attention-grabbing headline shouted at them:The editor's statements about wanting to support free speech would hold more weight if some of those arguments had been included in the 596-word lacuna.
"Taser this ... F*** BUSH."
In the space where a 600-word editorial should be, this ambiguous (and asterisk-less) phrase was printed instead. It was recklessly displayed with no accompanying story, no explanation of the editorial board's intentions and no rationale for the gratuitous display of profanity.
I'm sorry that President Ahmadinejad's schedule makes it necessary for him to leave before he's been able to answer many of the questions that we have or even answer some of the ones that we posed to him. (Laughter, applause.) But I think we can all be pleased that his appearance here demonstrates Columbia's deep commitment to free expression and debate. I want to thank you all for coming to participate. (Applause.) Thank you.I understand that by inviting the leader of Iraq to speak in a public forum, Columbia's Bollinger risked fallout that could have affected his career. I was not surprised that he began with a speech that put Ahmadinejad on the defensive. And I was not surprised that Ahmadinejad twisted and dodged so much.
I have never wanted anything in my life as badly as I wanted to get into that college. ... That is not how it should be."
Colorado State University's student newspaper has lost $30,000 in advertising and had to cut pay and other budgets by 10 percent because of fallout from the use of a four-letter word in an editorial about President Bush, the Coloradoan reported Saturday.
In large type, the editorial included the words "Taser this (expletive) Bush." The editorial said it had the support of the Collegian's editorial board. "As local and national media will inevitably jump on this controversy, I strongly urge the university community to try and understand that the intentions of the students on staff, including me, were not to cause harm, but rather to reinforce the importance of free speech at our great institution," Editor-in-Chief J. David
McSwane said in a posting on the paper's Web site Friday. McSwane wrote. "My staff and I are extremely proud to be CSU students and members of this amazing community, and it is my sincere hope that our readers understand our intentions were not malicious."
"While student journalists enjoy all the privileges and protections of the First Amendment, they must also accept full responsibility for the choices they make," said CSU President Larry Penley in a prepared statement.Using shock journalism to attract attention to an unoriginal idea that can fit on a bumper sticker -- no matter how passionately the author feels about the issue -- is pandering to the lowest common denominators, like fear and sleaze. There will always be an audience for stuff like that, so perhaps the Collegian's editor can rest easy knowing his job prospects are secure.
"Members of a university community ought to be expected to communicate civilly and rationally and to make thoughtful arguments in support of even unpopular viewpoints. I am disappointed that the Collegian's recent editorial choices do not reflect the expectations we have of our student journalists nor the standards that are clearly articulated by student media policies. I also have every expectation that the readers of the Collegian will make their viewpoints known to the editor and the Board of Student Communications, which serves as the newspaper's publisher, and that ultimately, the newspaper will answer to its readers." he said.
While I sympathize with the message of the game, it didn't really work for me, for two reasons.
First, the game is irritating to play. It's impossible to undo mistakes (if you accidentally confiscate someone's pants instead of his shoes, for instance, as I did repeatedly) and the list of banned items is posted at the opposite corner of the screen from the passenger luggage list, which means that you have to look back and forth quite a lot. Many of the frustrations that constitute the "message" of the game result from game design decisions, even screen layout decisions, and not from the system being emulated. This is the game-design equivalent of a rhetorical cheap trick.
Second, the game doesn't argue the issues. I agree that TSA guidelines tend to be arbitrary and that they don't make us safer, but this game doesn't really argue that; it takes these facts as read. It felt more like an exercise in whipping up the indignation of people who already agree with the central premise. There's much to be indignant about in the American political environment lately, but I don't think my inconvenience in going through transport security is the most important issue by a long shot.
The document also reflects the tightrope its drafters were walking, leaving ample room for intuition and judgment in identifying disturbing writing and offering a series of questions instructors might find helpful in distinguishing creative and literary explorations of themes like violence, drugs and suicide, from a threat or cry for help. Among the questions, geared for fiction, poetry or playwrighting courses:"The danger," Falco says of the Virginia Tech document (which has received approvals from the university's counseling center, legal counsel and provost's office) "is that written guidelines can be misused....that a situation would come about where you hamper creative freedom because students are afraid to write something because they're afraid it will get them thrown into a system."
- "Is the creative work excessively violent? Do characters respond to everyday events with a level or kind of violence one does not expect, or may even find frightening? If so, does the violence seem more expressive of rage and anger than it does of a literary aesthetic or a thematic purpose?"
- "Are the characters' thoughts as well as actions violent or threatening? Do characters think about or question their violent actions?..In other words, does the text reveal the presence of a literary sensibility mediating and making judgments about the characters' thoughts and actions, or does it suggest unmediated venting of rage and anger? If the literary sensibility is missing, is the student receptive to adding that layer and to learning how to do so?"
- "Is this the student's first piece of violent writing?..Is violence at the center of everything the student has written, or does other writing suggest that violence is something the student is experimenting with for literary effect?"
- "Are the violent actions in the work so disturbing or so extreme as to suggest they go beyond any possible sense of purpose in relation to the larger narrative?"
- "Is the writing full of expressions of hostility toward other racial or ethnic groups? Is the writing threateningly misogynistic, homophobic, racist, or in any way expressive of a mindset that may pose a threat to other students?"
High school and college students on football teams regularly die during practice (1, 2, 3), but their deaths are dealt with by the media with a very holistic perspective. The media questions whether the coach set an unreasonably exhausting regimen. The media questions whether the parents saw warning signs. They ask whether the school reviewed the coach's history thoroughly when the hiring was made. They wonder why the school mandates year-round practice that necessitates training in the hot summers. They ask whether the team physicians condoned the exhausting practices despite the individual's particular health idiosyncrasies. And in no time during all this does anyone suggest that football is addictive and caused the deaths. This is because that statement would be naïve and simplistic. When people die during or after playing an MMO however, it is typically "caused by an online gaming addiction". The wikipedia entry on "game addiction" lists several of these "notable cases". Even in cases where the person suffered from depression and other mood disorders, an "addiction" to the game itself is primarily blamed for the deaths. As another example, Kimberley Young's discussion of Internet Addiction Disorder implies that marital affairs that occur online are primarily the fault of the Internet, rather than having to do with personal choices. Why is it that explanations are complicated and holistic when it comes to football, and so simplistic when we talk about online games? Part of the reason is that football is too mainstream and too low-tech to be a tool for the media to instill paranoia with. No one is afraid of a leather ball.