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In May 2014, a U.S. Special Operations team in a Black Hawk helicopter landed in the hills of Afghanistan. Waiting for them were more than a dozen Taliban fighters and a tall American, who looked pale and out of sorts: Bowe Bergdahl.
Bergdahl, a U.S. Soldier, had been a prisoner of the Taliban for nearly five years, and now he was going home. President Obama announced Bergdahl’s return in the Rose Garden, with the soldier's parents at his side. Bergdahl's hometown of Hailey, Idaho, planned a big celebration to welcome him back. But then, within days—within hours of his rescue, in fact—public reaction to his return flipped.
People started saying Bergdahl shouldn’t be celebrated. Some of the soldiers from his unit called him a deserter, a traitor. They said he had deliberately walked off their small outpost in eastern Afghanistan and into hostile territory.
Hailey canceled its celebration. The army launched an investigation. Finally, in March, the military charged Bergdahl with two crimes, one of which carries the possibility of a life sentence. Through all of this, Bergdahl has been quiet. He hasn’t spoken to the press or done any interviews on TV. He’s been like a ghost at the center of a raucous fight. Now, in Season Two, we get to hear what he has to say.
For this season, Sarah Koenig teams up with filmmaker to find out why one idiosyncratic guy decided to walk away, into Afghanistan, and how the consequences of that decision have spun out wider and wider. It’s a story that has played out in unexpected ways from the start. And it’s a story that’s still going on. Season Two aired in the winter of 2015-6 and is now complete. Listen again from the beginning.
Examined the psycho- logical effect of games on pain suf ferers. Six genres of games—action, puzzle, arcade, fighting, sport, and boxing—were used in the study, where participants played games of each type for five minutes for prac- tice, then a longer session for 10 minutes.
Rauden- bush concluded that playing games increased players’ pulses, as well as their tolerance for pain. Some of us might have read that news bi t and rub- bished it as yet another piece of quirky research—by, possibly, a gaming evangelist—or even as an industry- sponsored study determined to project the positive effects of gaming. So much has been written about the ill-effects—the negative psychological and physiolog- ical impact of games — on kids, that we look with sus- picion upon any positive news on this front. Band In A Box 2009 Free For Windows. But it turns out that a piece of news from Reuters corroborates Dr Raudenbush’s study. It highlights the use of video games to help sick children manage pain and anxiety during hospital stays. Nine-year-old Ethan Myers was declared brain dead as a result of a car acci- dent in 2002. Doctors had said at the time that Ethan would never again eat on his own, walk or talk.
Now, due to neuro-feedback training on the Cyber- Learning Technology LLC system, often used to play car racing video games, Myers has caught up with his peers in school, and can even read out a speech to a large group of students. He has also re-learnt to walk, and his memory now allows him to remember peoples’ names. More importantly, Myers can now also fully open his right hand, which paralysis had curled closed. “In the last year, we’ve seen the Ethan we knew before the acci- dent,” says Howard Myers, the teenager’s happy father.
CyberLearning’s SMART BrainGames system, which was used by Myers, targets symptoms arising from brain injuries, attention-deficit hyperactivity disorder (ADHD) and learning disabilities. Neuro-feedback treatment has been around for decades, but its use of video games is a new develop- ment that tries to capitalise on the younger genera- tion’s fascination with animation and electronics to sweeten often frightening, lengthy and tedious med- ical treatments. Some schools in the US are even using video games to combat obesity and have made it part of their curriculum. All this research, I’m sure, has brought cheer to gaming enthusiasts—and also the gaming industry.
Young gamers will now cite this research to their par- ents and justify their never-ending gaming sessions and the endless hours spent in front of the computer or gaming consoles. Sceptics, however, still question the efficacy and cost rationale behind this treatment. Despite the demonstrated benefits of neuro-feedback, paediatrics demand better-designed studies to help par- ents of children with ADHD make informed decisions.
It all does seem intuitive, though. Laughter is the best medicine because it’s a stress buster—it’s a momen- tary burst of release, so to speak. The gaming experi- ence is similar: it’s a brief period of escapism, of total release from the shackles of t he world; it’s “re-creation” in the true sense. And that is, naturally, good for you.
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