A belated Happy Canada day. A reminder that Canada is the 5th happiest country.
03 July 2015
30 June 2015
Does Beauty Have An Age In The Media?
Maybe the better question is does sex appeal have an age? Or does the media, particular media targeted towards males have an ideal age for attractiveness? Well, either way, the answer is 26... explained below.
I went to a list website and found FHM's Top 100 list, only grabbing the top 10 ages from the past ten years. (Acknowledged shortfall is that this isn't able to be generalized because it is the FHM's readership).
I went back ten years, 2014 to 2005, and tried to see if beauty has an age.
Here are the year by year findings:
Overall:
I went to a list website and found FHM's Top 100 list, only grabbing the top 10 ages from the past ten years. (Acknowledged shortfall is that this isn't able to be generalized because it is the FHM's readership).
I went back ten years, 2014 to 2005, and tried to see if beauty has an age.
Here are the year by year findings:
2005 | ||||||
Average | 24.2 | Top 5 | 24.4 | Bottom 5 | 24 | |
2006 | ||||||
Average | 24.7 | Top 5 | 24.2 | Bottom 5 | 25.2 | |
2007 | ||||||
Average | 25.1 | Top 5 | 25.6 | Bottom 5 | 24.6 | |
2008 | ||||||
Average | 24.2 | Top 5 | 23.2 | Bottom 5 | 25.2 | |
2009 | ||||||
Average | 26.8 | Top 5 | 25.6 | Bottom 5 | 28 | |
2010 | ||||||
Average | 26.1 | Top 5 | 25.6 | Bottom 5 | 26.6 | |
2011 | ||||||
Average | 27.3 | Top 5 | 25.2 | Bottom 5 | 29.4 | |
2012 | ||||||
Average | 25.8 | Top 5 | 25.2 | Bottom 5 | 26.4 | |
2013 | ||||||
Average | 26.7 | Top 5 | 27.6 | Bottom 5 | 25.8 | |
2014 | ||||||
Average | 28.2 | Top 5 | 25.8 | Bottom 5 | 30.6 |
Overall:
The average age of the Top 10 is 26.1; The average age of the Top 5 of the Top 10 is 25.2; and the average age of the Bottom 5 of the Top 10 is 26.9.
Extra Thoughts:
In all the years but 2005, 2007, & 2013; the Bottom 5 on average were older than the Top 5.
What is also interesting, is that the average age of the Top 10 seems to be "ageing" - maybe this is ageing with the readership.
I also noted that some of the female names correlated with recent roles they were cast in; and also if an album/music video came out that year. Such as Kiera Knightly topping the charts in 2006 (She was in Pirates of the Caribbean and Pride & Prejudize); and Megan Fox in 2008 (She was in Transformers); just to name a few.
21 June 2015
Father's Day: 7 Things Amazing Dads Do
This article was originally written in the Meridan Magazine, by Jonathan Decker.
- Be A Good Man
- Love/Respect Their Mother
- Work Hard, But Make Regular Time For Your Children
- Share Your Interests, But Encourage Your Kids In Theirs
- Influence Instead of Control
- Openly Express Affection
- Don't Lose Your Playful Side
09 June 2015
Supporting a child or teen with mental health concerns
Kelty Mental Health has pieced together these two great videos to help families understand what to do, where to start and what to expect when supporting their child/teen with mental health concerns.
20 May 2015
19 May 2015
Using the Mass Effect Trilogy in Psychotherapy
I'll admit that I am a bit of a late joiner to the Mass Effect trilogy, especially since the first game was released in 2007, and the third was released in 2012. But I am sold, and am a huge fan of the game. I actually enjoyed the game so much, that I feel that it can be used as a therapeutic intervention.
If you Google Mass Effect Counselling, or Mass Effect Therapy you will find this in game clip. But I do believe Mass Effect can be used as a part of therapy to help understand social situations and impacts of decisions.
I have started using it with teenage males that are struggling to understand their social impacts, and the hope that using a video game that is appealing will allow them to role play what it is like to interact in different ways socially.
Theoretical Background
The idea spurred from research that is being conducted out of the University of Victoria, by Kathy Sanford. They are finding that there is an upside to playing video games. That is, in game social skills: i.e. trying new roles, working together as a team; are spilling out into the real world.
Jane McGonigal is the founder of Gameful, and gave a powerful TED Talk about how gamers are solving problems in the digital world and believes that those skills can be harnessed in the real world.
BioWare's Mass Effect trilogy, while it is a mix Role-Playing Game (RPG) and First Person Shooter (FPS), is a game about decisions that impact the story and even the outcome of the game (like a create your own adventure book). The game provides a Good vs Evil or Bad Cop vs Good Cop experience in decisions, choices and conversations via it's Paragon vs Renegade scale. Notice in this review how different conversation choices led to different outcomes (watch for 30 seconds). Such decisions also impact loyalty with squad members, romance, and the game experience.
Process
First, the Empathy Quotient, a 60 question questionnaire, is used as a pre-test to help determine where clients are at presently (Yes I am aware that it was designed to "[assess] the level of social impairment in certain disorders like Autism." But it is also "suitable for use as a casual measure of temperamental empathy by and for the general population.").
Second, play the Mass Effect trilogy. (But Josh, the game is rated M, for Mature, which is for ages 17+. That is true, but if your child/teen plays Borderlands, Call of Duty, Battlefield, and/or Grand Theft Auto V; Mass Effect is suitable). If the rating is questionable, consider reading the reviews on www.commonsensemedia.org for more information. Clients are encouraged to play a Paragon role, if not, notice the outcomes of playing as a Renegade vs Paragon.
Third, the Empathy Quotient is used again as a post test.
Hypothesis
The hope is that by having a slowed down conversation process where players can choose how to respond and decision making, that those skills will spill over to the real world. That noticing how Renegade and Paragon actions influence relationships, game play and outcomes will impact real world relationships. The measurable outcome is a higher score in the post-test than the pre-test.
The intervention is in it's infancy, but I am hopeful.
If you Google Mass Effect Counselling, or Mass Effect Therapy you will find this in game clip. But I do believe Mass Effect can be used as a part of therapy to help understand social situations and impacts of decisions.
I have started using it with teenage males that are struggling to understand their social impacts, and the hope that using a video game that is appealing will allow them to role play what it is like to interact in different ways socially.
Theoretical Background
The idea spurred from research that is being conducted out of the University of Victoria, by Kathy Sanford. They are finding that there is an upside to playing video games. That is, in game social skills: i.e. trying new roles, working together as a team; are spilling out into the real world.
Jane McGonigal is the founder of Gameful, and gave a powerful TED Talk about how gamers are solving problems in the digital world and believes that those skills can be harnessed in the real world.
BioWare's Mass Effect trilogy, while it is a mix Role-Playing Game (RPG) and First Person Shooter (FPS), is a game about decisions that impact the story and even the outcome of the game (like a create your own adventure book). The game provides a Good vs Evil or Bad Cop vs Good Cop experience in decisions, choices and conversations via it's Paragon vs Renegade scale. Notice in this review how different conversation choices led to different outcomes (watch for 30 seconds). Such decisions also impact loyalty with squad members, romance, and the game experience.
Process
First, the Empathy Quotient, a 60 question questionnaire, is used as a pre-test to help determine where clients are at presently (Yes I am aware that it was designed to "[assess] the level of social impairment in certain disorders like Autism." But it is also "suitable for use as a casual measure of temperamental empathy by and for the general population.").
Second, play the Mass Effect trilogy. (But Josh, the game is rated M, for Mature, which is for ages 17+. That is true, but if your child/teen plays Borderlands, Call of Duty, Battlefield, and/or Grand Theft Auto V; Mass Effect is suitable). If the rating is questionable, consider reading the reviews on www.commonsensemedia.org for more information. Clients are encouraged to play a Paragon role, if not, notice the outcomes of playing as a Renegade vs Paragon.
Third, the Empathy Quotient is used again as a post test.
Hypothesis
The hope is that by having a slowed down conversation process where players can choose how to respond and decision making, that those skills will spill over to the real world. That noticing how Renegade and Paragon actions influence relationships, game play and outcomes will impact real world relationships. The measurable outcome is a higher score in the post-test than the pre-test.
The intervention is in it's infancy, but I am hopeful.
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