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Student Life

Are you afraid of the dark?

Sleep deprivation has increased in the last 50 years. Aside from an the abundance of caffeine in our daily diets, the likely offenders are

Graphic by Jennifer Kwan

the technological advancements since this date. The exponential increase of electronic technology is exciting yet simultaneously disturbing. With smartphones, computers, video games, high definition televisions and iPods, access to stimulation is overwhelming. Current studies are focusing on the addiction to media and this obsession can lead to a decrease in time set aside for sleep and exercise.

Douglas Cane, a psychologist at the outpatient rehabilitation clinic in Halifax, N.S., suggests that, besides the possible risk of cancer, electronic technology itself does not cause health problems. It does however influence a person’s behaviour which, in turn, affects their health.

Sleep deprivation is a major factor in maintaining good health. Cane told The Concordian that the fixation on cell phone use, gaming and other tech habits extends people’s waking hours, and decreases the allotted time for sleep.

“This is an extension of an ongoing problem where technological advances, electric lights, television, cell phones, [and the] Internet, have reduced the amount of time we are willing to devote to sleep,” says Cane. “Since our biological need for sleep has not changed, we are left with a society that is chronically sleep deprived.”

According to the National Sleep Foundation’s 2011 Sleep in America poll, there is a clear correlation between sleeping problems and the use of electronics during, what is meant to be, your downtime.

After surveying a random sample of 1,508 Americans between the ages of 13 and 64, 63 per cent of the participants stated they were not getting a good night’s sleep on weeknights, while a whopping 95 per cent admitted to using technology in the hours before bedtime most nights during the week. These nightly habits of surfing the web, texting, emailing and vegging in the front of the television are robbing us of our sleep.

According to Dr. Charles Czeisler of the Division of Sleep Medicine at Harvard Medical School, the brain needs about two to three hours of downtime before sleep in order to be prepared. Artificial light affects the production of melatonin which is the sleep hormone. Light-emitting screens from gaming, texting, and television enhances alertness, which can contribute not only to the lack of sleep, but the quality of bedtime rest as well.

Cane suggests that mood disturbances, difficulties regulating weight, suppressed immune responses, difficulties learning and processing new information, and increased rates of accidents have all been linked to sleep deprivation. A recent study by the AAA Foundation for Traffic Safety found that one in seven American licensed drivers between the ages of 16 and 24 admitted to falling asleep on the road at least once in the past year.

“It’s all about making sleep a priority by devoting a period of time for sleep and respecting that period of time by eliminating competing activities,” advises Cane.

With exams around the corner, it can be tempting to fall asleep on our laptop and coat our keyboard with drool. It is necessary to make effort for the sake of our health and take the occasional nightly break from our technological buddies.

Categories
Arts

ARTiculate: A blank canvas; an empty screen

In recent memory, the advancement of technology has increased the popularity of video games and their production. As the home-based video game turns forty, an argument has been raised as to whether or not video games can be considered art and whether the practice of gaming is an art form.

Beginning with The Odyssey video game console (manufactured by Magnavox and released in August 1972) popularity, accessibility and advancement in home-based video game consoles has grown exponentially with companies such as Microsoft, Sony and Nintendo leading the way into the 21st century.

Video games have gone from simple graphics of a ball bouncing from one side of the screen to the other to three-dimensional, extremely detailed games such as Halo IV and Assassin’s Creed III. In recent years the production of video games has taken on new levels of complexity. Real actors are sometimes used for the characters in the games; historians are needed for the accuracy of the time periods; costume designers and architects for the clothing and building designs; as well as musicians and composers for the background music.

Furthermore, the storyline of a game takes as much creativity and is as complex as an author’s plot for a novel. Inevitably, video games take just as much research, creativity, imagination and development as movies, novels and other popular culture art forms.

Thomas Felix, an employee at Ubisoft in Montreal argues that for numerous years, video games have been an art form in its entirety, with the use of history, codes and techniques. “Even if they borrow and nourish many art forms … I think that at the final stage a video game in itself is art, but also each part that goes into the whole, i.e. the music, acting, painting, etc.”

William Robinson, professor at Concordia University, teaches the class Video Games and/as Literature and has written over eighty pages for his dissertation on the subject of whether video games can be considered art. He explains that there are more than one competing definitions of art; the most influential definition of art in art history, English and sociology is called the institutional position. The institutional position claims that art is the product of a network of artists, museums, scholars, patrons and spectators. It is a discourse between artists through their creations or performances.

John Sharp, an art historian from Georgia Tech University holds the institutional position, believing that because game designers are not in a dialogue with art historians or other artists they are not making art.

Berys Gaut, a philosophy professor at the University of St. Andrews, in Scotland, offers ten definitions for the cluster definition of art in his book Interpreting the Arts: the Patchwork Theory varying from possessing positive aesthetic properties to being the product of an intention to make a work of art.

In Robinson’s thesis he argues that game playing can also be artistic: “games are like scores and scripts which are played and performed for ourselves and our audience. If a performance of a game of chess is creative (i.e. it is original, valuable and produced without following a recipe) and if that performance is viewed for aesthetic reasons, for instance if it is conceptually worth looking at for the sake of looking at, then, bam!, you have reason to believe that it is worth calling such a performance artistic.”

All arguments are sound and make for interesting discussion but give no straight cut path for deciding with which to agree. It depends on personal opinion. In any case, whether video games are considered a form of art or not, it is indisputable that they are not achieved without much precision, time, research, creativity and imagination, and therefore a product to be appreciated in its own respect.

Categories
Sports

Stingers cross-country teams battle wet weather at the Rouge et Or invitational

A 7 a.m. wake-up call to torrential rain hammering against the window was how Concordia’s men and women’s cross-country teams woke up on the morning prior to their race in Quebec City on Saturday, Oct. 6.

The three hour drive to the province’s capital was not any more uplifting. However, by 1 p.m., the intensity of the rain had calmed to a drizzle.

The course was soft and wet. It started with a tight curve with some back and forth on the flat. This was an easy way to scatter the runners early on. A steep downhill followed with a quick turn and the monster hill to the top.

The men’s side repeated this loop four times for a total of eight kilometres, while the women’s team totaled four kilometres.

Ryan Noel-Hodge was the first Concordia man to cross the finish line. He finished second out of 55 runners with a time of 25:12. Noel-

Hodge was three seconds behind the leader. Simon Driver was the second best Concordia runner. He finished in 12th place with a time of 27:07. Francis Dumoulin and James Coulton finished 29th and 31st respectively. Ryan Ruffner was in 52nd spot.

Noel-Hodge felt confident, followed his plan and executed it near-perfectly.

“It went well,” he said. “There was good competition up front. I know what I have to work on to win provincials now.”

As for the women’s side, Elizabeth Mokrusa was the first Stinger to finish the run. She came in 16th place and posted a time of 15:52. Val Sicard-Thibodeau, Molly Howes and Chloé Rochette finished within minutes of Mokrusa. Andriana Farias was the last Stingers runner to cross the line with a time of 19:41.

“Prior to the race, I wasn’t feeling as fresh as I have for the previous races this season,” said Howes. “It may have affected me in the last kilometre, but otherwise I felt relatively strong.”

Farias felt the weather didn’t affect her negatively. She was however, unable to attain her goal of beating her time from the previous race.
“Every race is different so I guess I shouldn’t compare times between races,” she said. “I still feel accomplished, and motivated to keep training.”

The Stingers’ next event will be Saturday, Oct. 13 at the AUS Interlock in Fredericton, New Brunswick. The men’s team will complete another eight kilometre race, while the women’s side will participate in a five kilometre race.

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