The Clackamas print. (Oregon City, Oregon) 1989-2019, October 19, 2005, Page 5, Image 5

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    rts Entertainment
Clackamas Print
Wednesday. Oct. 19, 2005
I
rama department
uts on fashion show
or college donors
dam J. Manley
Ictata® Print
1st shy of two dozen women
|ded file Clackamas Community
|ege Foundation’s first women’s
I tea on Oct 13 in gratitude for
■contribution to the college. The
[event consisted of several speak-
L d a special fashion show put on
[e theater department.
ftVe just wanted to do something
[thanked them,” said organizer
[n Martini, director of develop-
| “This is kind of a girly event,
(don’t think we’re girly girls. We
pe the world, and we do it from
[wn perspective.”
[he fashion show displayed a
lion of costumes designed by
(Bradford, the theater depart-
p’s costume designer, and her
pts. The costumes came from a
[ty of shows spanning Bradford’s
[ears here at Clackamas. “[Even]
I the very first show that I was
just sewing on as a seamstress,” said
Bradford.
Cynthia Smith-English narrated
lhe fashion show, giving brief expla­
nations of each play and the inspi­
ration behind each costume design,
as the models mingled through die
tables. Current and former students
of the theater department modeled the
costumes, many of whom appeared
in costumes they once wore on
stage. Some of these actors assumed
their old characters as well Jayson
Shanafelt going so far as to swipe
some food, and some laughs, while
in costume as Sir Andrew Aguecheek
from ‘Twelfth Night”
The function was accentuated by
pianist Mike Van Liew, playing on
a 9 ft Yamaha. During lhe fashion
show, each grouping of costumes
was accompanied by music from die
respective show. Much of this music
was originally composed for the col­
lege shows by Van Liew himself
Close to 70 women were initially
invited to the tea. “We looked at a list
of donors,” said Martini. “And we
looked at all of the women who had
started scholarship funds here, or were
part of a family that has started a fund,
or have just contributed in some fairly
significant way.”
Though the final count was small­
er, Martini remained hopeful forfuture
teas. “We knew the first one would be
fairly small ... Every single person
who said they were coming came,
which is kind of amazing.”
Attendees included not only
donors and volunteers, but also their
friends. The Foundation hopes to gain
friends and funds for the college, and
to introduce the college in a way that
might encourage them to become
involved.
“I think it did exactly what we
wanted it to do, I’m really pleased
with it,” said Martini. “I think it was
exactly what we had in mind. We
wanted people to leam a little bit
about the college, to have a good time,
to connect with each other [and] to
want to come back.
Adam J. Manley Clackamas Print
F lefil: Meagan KoDaleski, Mann Morrison and Jennifer Creel onlel characner onnfind
p Dhe nheanre deparnmenns pasn for nhe fasion shon pnuaoh ctiilege donors.
5
isl;.
Jeff Sorensen
The Clackamas Print
As video game companies
continue to thrive, and games
themselves make the shift from
playground banter to household
conversation, one force in the
lives of gamers everywhere con­
tinues to threaten their evolution:
parents.
What concerns (and frank­
ly scares) me is that so many
parents hatbor xcry little under­
standing of what their kids are
really doing when they 'zone
out” in front of their games.
Some parents use their kids'
video games as a stand-in baby­
sitter, while others forbid then-
children to play them at aft. These
are examples of what I call “bad
parenting,” something I’m not
licensed to deal with. For the rest
of you who are making the effort
to understand video gaming (the
good parents), I’d like to offer
some simple thoughts that might
make gaming a bit less scary.
First, video games alone do
not make kids violent I believe
most people remember and still
cringe at the name “Columbine”
and the tragic shootings that
occurred there. An irresponsible
journalist heard a rumor (which
remains unconfirmed now six
years later) that the shooters
were desensitized to their own
violence by a video game. What
legal anti-video game activists
and most of the mainstream
media neglected was the journal
of Eric David Harris, one of
the two shooters responsible for
what happened that day.
In October 1998, about seven
months before the shooting in
April 1999, Harris spoke about
choices and the fact that he made
his own choice to kill. The vio­
lence awareness site knowgangs.
com quoted the entry where he
wrote: “It’s my fault! Not my
parents, not my brothers, not my
friends, not my favorite bands,
not computer games, not the
media, it’s mine.” Harris was
just a very angry teen. Parents
that blame video games for the
actions of those boys are either
misinformed or too lazy to inves­
tigate the truth.
Next, your kid is not a zom­
bie. It sounds stupid, but so
many parents believe that video
games are like microwave ovens
for the human brain. What they
don’t realize is what kind of
mental stimuli games can pro­
vide. Strategic and puzzle
games (Tetris, Meteos, Age of
Empires, etc.) exercise critical
thinking and problem solving
for children, while multi-player
and online games (Mario Party,
Halo, City of Heroes, etc.) pro­
mote concepts of sharing and
fair-play as well as offer gamers
opportunities for a healthy diet of
competition; a chance for social
interaction instead of antisocial
and introverted behavior.
It’s important to note, of
course, that different games
stimulate different parts of gam­
ers’ psyches, and there are some
games that involve little more
than repetitive button smashing.
Personally, I believe that games
like “Shrek 2” and “That’s So
Raven,” which are targeted for
a very young demographic and
based on children’s television
and movies, are even worse for
kids to play because they don’t
stimulate the brain, effectively
making them dumber!
I realize children don’t come
with a manual, but parents need
to take responsibility for what
they teach their kids. Ironically,
the games the media named as
being responsible for Columbine4
are the same ones that I and
many thousands of gamers like
me grew up on. I can’t speak
for everyone, but in my case
my coaches, my counselors, and
especially my parents taught me
the difference between the video
game world and the real world.
They all taught me that violence
always comes with responsibil­
ity, and I’m thankful evety day
that they were smart enough to
know having kids does too.
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