Friday, January 29, 2010
2.7 Trillion Digits of Pi -- With a Desktop Computer!
Saturday, January 23, 2010
Olympic Cash Clash
Friday, January 22, 2010
Racist Cameras
Thursday, January 21, 2010
Migration to Myopia
Wednesday, January 20, 2010
White House Worth Wilts
Saturday, January 16, 2010
Slashing Prices on Space Shuttles
Friday, January 15, 2010
Is Football Action Packed? Maybe Not So Much.
Thursday, January 14, 2010
Where's Your Spam Coming From?
Wednesday, January 13, 2010
Smarter Search Engines?
Tuesday, January 12, 2010
The Physics of Liquid Droplets
Monday, January 11, 2010
American Information Consumption
Friday, January 8, 2010
Mistaken Fortunes (And Not)
Sunday, January 3, 2010
How Violent of an Influence are Video Games?
I was scanning the December 4th issue of Science magazine and came across a short summary entitled "Doom Didn't Make Me Do It." It explained that much study has been expended on the subject of whether or not violent TV programs and video games cause people to be violent. Now, Christopher Ferguson, a psychologist at Texas A&M International University has published a graph showing that video game sales have soared and youth violence has actually decreased. He contends that this demonstrates that lab-based experiments showing increased "aggression" from exposure to violent TV programs or video games may bear little relationship to actual violence. Others contend that this graph does little to dispel their belief that early viewing of violence by children will likely negatively influence later behavior. What makes sense to me is that this is just a piece of a much bigger context. Most people would probably advise avoiding activities which teach young children inappropriate aggression or desensitize them to violence. If TV programs and video games are the major influence in a young person's life, though, I don't think many people would see that as a good situation. It seems to me that, in most real world situations, children are also going to be heavily influenced by the way they are treated by others and how they see adults and their peers around them behave toward each other. It seems to me that these studies cannot adequately factor in variations in this bigger contextual environment. Also, it occurred to me that an increased allotment of time to video games gives people less time to perform real-world violent acts. I'm not saying that this is the best way to keep kids off the streets and out of trouble nor the worst. It may or may not have the positive character building aspects that we often attribute to sports, clubs, or other activities, but like these, video games and TV programs are a time commitment of sorts. My philosophy is that, in many things (not all) moderation is a good approach. With kids, video games, and TV, that is kind of where I fall. I'm not sure that it is necessary or helpful to shelter children from everything bad on TV and/or video games. Neither would I advocate unfiltered access to things such as TV and/or video games. What seems most important to me, however, is to provide them a greater context which teaches them the values that you feel are important.
This is pretty complicated and controversial stuff for a Blind Bambi like me to ponder. I think my New Year's resolution should be to address less weighty issues in future posts.
Friday, January 1, 2010
Some Interesting Movie Factoids
Happy New Year! My personal outlook for 2010 is very bright and I truly hope that we all make this a very good year.
I really enjoy good (and sometimes even not so good) movies. As a somewhat recession proof industry, the movie industry just had a record breaking year. Even at current box office rates, research firm OTX discovered in a survey that consumers ranked moviegoing as the best value for their entertainment dollar and this has apparently been reflected in the marketplace. According to a Los Angeles Times story box-office revenue was up 8.6% for 2009 in the U.S. and Canada and was projected to ultimately top $10 billion, an all-time record. This article also points out that moviegoers in 2009 viewed a broader variety of offerings. Whereas in the past, a few "mega-hits" accounted for most of the ticket sales, in 2009, an unusually large number of pictures, including "The Hangover," "The Proposal," "The Blind Side" and "Paranormal Activity," played for weeks and netted more than $100 million, based more on buzz via via texting, Twitter and Facebook than traditional movie industry marketing.
Today, I came across an article (10 Things Movie Theaters Won't Tell You) on SmartMoney.com that I found very insightful. If you are interested, I would encourage you to read it. I will, however, attempt to highlight some of the facts provided in this story:
- Revenue from the on-screen advertising shown before the previews start has been increasing by roughly 10 to 15 percent a year for the past several years. In 2003, marketing firm Arbitron peformed a survey that found two-thirds of audience members didn't mind them. Recently, however, more than 3,400 moviegoers cared enough to sign an online petition demanding Regal Cinemas stop showing ads before movies.
- Coming digital projection technology may result in major change to the cinema industry. For instance, they may be able to broadcast live events on slow days, when theaters are usually "lucky to fill 10 percent of their seats." If theaters move to an iPod-like movie distribution and projection capability, more opportunities for independent filmmakers to get their work screened could open up.
- Theaters pay somewhere between 35 and 70 percent of box office receipts to the studio as a film-rental fee. In most cases, the studio takes the biggest cut in the first week, and the percentage drops from there. Therefore, from the standpoint of the local theater, they make more money if you don't come on opening night.
- "Premium experience" amenities (e.g., 3-D, IMAX, etc.) are in demand. Regal Cinemas, for example, had 168 digital 3-D screens out of a total 6,782 screens nationwide by the end of 2008, but plans to up that number to 1,500 in the next few years.
- Concessions typically account for about a quarter of total revenue. The amount each customer spends keeps heading steadily upward, from $2.51 in 2004 to $3.09 in 2008.
- Despite all indications to the contrary, theaters are reluctant to crack down too hard on the ringing cell phone or the distracting glow of a text message during a movie. They are afraid of customer backlash from the younger audiences who are primarily responsible for these disruptions. Kerasotes Theatres, a Midwest chain with 94 theaters, has tried to balance this somewhat, however, offering an escape from rowdy crowds with its "enchanted evening" policy. At select locations on Friday and Saturday nights, no one under the age of 17 is permitted without an adult into movies that start after 9 p.m.
- Protect your hearing. Individual theaters' decibel levels vary, but special effects-laden action flicks, for example, can hit the same dangerous territory as a loud rock concert, thus potentially contributing to hearing loss, according to the Center for Hearing and Communication.
- Theaters traditionally bring in 40 percent of their yearly revenue in just three months: May, June and July. The winter holidays are another big period for box office revenue. Things are slowly changing, however, as studios seek to spread their quality releases more evenly throughout the year.
I'm not sure that there is anything shocking or surprising here, but this Blind Bambi found it interesting and wanted to share.