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Monday, April 22, 2013

China, U.S. trade barbs on human rights

Americans do not enjoy a genuinely equal right to vote

China slammed the human rights record of the United States in response to Washington's report on rights around the world, saying that U.S. military operations have infringed on rights abroad and that political donations at home have thwarted the country's democracy.

The report released Sunday in China — which defines human rights primarily in terms of improving living conditions for its 1.3 billion people- also cited gun violence in the U.S. among its examples of human rights violations, saying it was a serious threat to the lives and safety of America's citizens.

The Human Rights Record of the United States in 2012 said the U.S. government continues to strengthen the monitoring of its people and that political donations to election campaigns have undue influence on U.S. policy.

"American citizens do not enjoy a genuinely equal right to vote," the report said, citing a decreased turnout in the 2012 presidential election and a voting rate of 57.5 percent.

The report from the information office of the State Council, or China's Cabinet, which mostly cited media reports, said there was serious sex, racial and religious discrimination in the U.S. and that the country had seriously infringed on the human rights of other nations through its military operations in Afghanistan, Pakistan and Yemen.

The U.S.'s annual global human rights report issued Friday by the State Department said China had imposed new registration requirements to prevent groups from emerging that might challenge government authority. It said Chinese government efforts to silence and intimidate political activists and public interest lawyers continued to increase, and that authorities use extralegal measures such as enforced disappearance to prevent the public voicing of independent opinions.

It also said there was discrimination against women, minorities and people with disabilities, and people trafficking, the use of forced labor, forced sterilization and widespread corruption.

China's government maintains strict controls over free speech, religion and political activity — restrictions that the U.S. considers human rights violations.- AP

Sunday, April 21, 2013

Danger of the single story

SOMETIMES (most of the time) it’s probably wiser to resist commenting on Facebook posts.

In the last week or two there have been posts, written by two Facebook friends, about women who admit to regretting having children. You can imagine the responses, including to my comments saying that I can relate to such feelings. It’s just not the done thing to admit that parenthood may not be the smartest choice you’ve made.

We go on about how it’s OK to make mistakes, but heaven forbid that the mistakes should be baby-shaped. I may be wrong but it also feels like that it’s especially shocking if a woman says that she’s doesn’t like being or doesn’t want to be a mother.

Why, she might as well be admitting to infanticide.

Why am I bringing this up in a column about books for children and teens? It’s because I think books play a part in shaping the way society views girls and the women they grow up to be. For girls, it’s hard to avoid the traditional stereotypes of women as mothers and wives.

Look, even kick-ass Katniss in The Hunger Games Trilogy ends up with a partner and a child. And most of my favourite fictional female characters become wives, or at very least, fall in love by the final page of their stories.

Now I’m not saying there’s anything wrong with falling in love, marrying and having children, but I am saying that authors should portray alternative routes to a happy and fulfilled life. I’m trying hard to think of fictional heroines who skip happily into the sunset, alone and joyful, but right now I can only think of Tove Jansson’s Little My, Astrid Lindgren’s Pippi Longstocking, and two nannies: Mary Poppins, the titular character from P.L. Travers’ books, and Nurse Matilda from the trilogy by Christianna Brand.

All four are decidedly unconventional females, but My and Pippi are just children, while Mary and Matilda, although unmarried and childless, are still given the traditionally female role of care-giver.

Even my beloved harum scarum Jo March (from Little Women) becomes totally domesticated, marrying an older man (in Good Wives), running a school and playing mother to a whole brood of children (in Little Men and Jo’s Boys) and committing the unforgivable sin of keeping an ex-student and her niece, Bess, apart because she feels the working-class lad is not a suitable match for the prissy young lady.

There is Nan, a young girl in Little Men, who remains unmarried and goes to medical school, but characters like her are rare and don’t get much space on the page.

New fiction continues to be full of female characters who spend a great deal of time wondering when their prince will come. Codename Verity is a recent exception, but the girls in that book seemed more interested in one another than in men. It’s as if lesbians are the only women who might safely avoid being married with children.

In fact, as I’ve mentioned earlier, young women who don’t desire motherhood and marriage are often viewed as freaks. It’s unlikely the authors of young adult and children’s fiction think this way, but they are, by and large, products of a world still very much fixed in its ideas of gender and gender roles. Also, romance (and sex) sells.

The problem is, of course, what Nigerian novelist Chimamanda Adichie calls the “danger of the single story”: if just one version of something – a people, a culture, a religion, etc – is portrayed then it soon becomes the only version that is believed and accepted and taken for granted as the truth. The “danger of the single story” is that it creates and reinforces stereotypes.

So, in terms of describing what girls want, it just supports the already firm belief that we are naturally maternal creatures who crave the love of a good man (or any man, really) and the cosy feeling of a child at our breast ... or simply being asked to the prom and being kissed by the time we’re 16.

I’ve just thought of a female character who resists the conventions of marriage and motherhood to go to university: Mattie Gorkey from Jennifer Donelly’s A Gathering Light is more interested in reading than dating. For Mattie, words are the key to a new life and to freedom. I wish there were more female characters like Mattie.

Also, more female characters who have more interesting things to think about than romance; female characters who grow up and don’t get married and are happy; female characters who choose to be childless and never regret it. These women exist, we know they do, they just need to appear more in books, that’s all.

Tots to Teens
By DAPHNE LEE

>Daphne Lee is a writer, editor, book reviewer and teacher. She runs a Facebook group, called The Places You Will Go, for lovers of all kinds of literature. Write to her at star2@thestar.com.my.

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Life like video games?

Video games may be considered adolescent, but imagine if our lives were like video games where you constantly get rewarded for small accomplishments? Great, no?

ALWAYS looking to validate my gaming addiction, I checked out TED talks – everyone’s go-to source for out-of-the-box, forward-thinking smart talk to drop at dinner parties – to see if I could find any ammunition.

As usual TED talks didn’t disappoint.

A speaker named Jane McGonigal, an American game designer (and a woman as well, meaning she gets her choice of gaming geeks), not only argues that video games are good, but goes as far as to advocate spending more hours playing video games because that will make the world a better place.

That’s definitely an argument that I can get behind.

McGonigal argues that games like World Of Warcraft encourage users to tackle seemingly insurmountable tasks, and not only do players accept these epic mission but they work hard to achieve it. She then hits us with the crazy-sounding stat that collectively we have (some of us more than others) spent 5.93 million years playing World Of Warcraft.

Did you know that homo sapiens have spent a total of 5.93 million years alone playing World of Warcraft? Makes you wonder what Darwin would have thought of this feat

McGonigal then puts that in perspective by saying 5.93 million years ago, humans stood on two legs for the first time.

Playing video games for the same amount of time that it takes a species of primate to go from dwelling in trees and dining on insects to building metal mega-cities and flirting with space travel really does put things into perspective. Yeah, suddenly that seems like a heck of a lot of wasted time on gaming.

But McGonigal is undaunted, saying the amount of time a person spends on video games by the time they are 20 years old is 10,000 hours, the same amount of time that that person will have spent in school – and also, incidentally, the same amount of time author Malcolm Gladwell cites as necessary for someone to become really good at something. To quote rapper Macklemore, who was basically quoting Gladwell, “The greats weren’t great because at birth they could paint; the greats were great because they painted a lot.”

Well, McGonigal is saying we’re playing a lot of games, but what is it exactly that we’re getting good at?

She’s not quite sure but she knows gamers are Super Empowered Hopeful Individuals. Yeah, SEHI is the acronym for that. That doesn’t really roll off the tongue.

She then goes on to conclude, somewhat uninspiringly, that if we could only create educational games we could start to harness some of the millions of years we’ve wasted on games.

Yeah. Except McGonigal forgot that educational games are pretty much terrible across the board.

It may seem like I’m denigrating McGonigal’s talk but what I really found interesting was the idea that we are in a period of mass exodus into gaming. There are 500 million gamers in the world, and this number is only growing.

McGonigal talks a bit on why games are so inviting, basically saying that it’s because reality sucks. She’s right.

In games, at any moment you could gain any number of seemingly random achievements.

Your characters can gain in skills any time. Maybe you’re attacking zombies, and suddenly get a +1 strength. Jumping over barrels, +1 agility. Read a science book, +1 science. Basically video games give us a ton of positive feedback. What if life was like that, McGonigal quips. The crowd laughs.

But seriously, what if life was like that?

What if when I submitted this article, I received the 60th Article Submitted but only 4th prior to the Official Deadline Achievement? What if we could get the Constant Bus Rider achievement for taking the bus for the 100th time? What if at work we didn’t get rewarded for huge seemingly unachievable goals but for small daily completed tasks?

Wouldn’t it feel great to field a call from an irate customer, hang up, and get the 50th Complainer Customer Achievement? At least it’d put a positive spin on an experience that is otherwise fairly unpleasant.

With smartphones and their ability to track our movements and activities, it’s not very far-fetched to think that this sort of reward system could become possible sometime in the near future, while employers would probably be able to implement some sort of reward system right now. Not that I want this kind of reward system to be used by corporations to manipulate people into work, but it’s sort of inevitable, isn’t it?

It works so well in video games to hook people.

The entire idea of “gamifying” life may sound nuts but if we’ve spent 5.93 million years playing video games, games are doing something right. Maybe it’s time for life to imitate art.

And if this idea sounds like something that would come from a Super Empowered Hopeful Individual, then maybe McGonigal is on to something.

Big Smile No Teeth
By JASON GODFREY
> Jason Godfrey can be seen hosting The Link on Life Inspired (Astro B.yond Ch 728). Write to him at star2@thestar.com.my.

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