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The Leading Voices in Food
E278: Here's how screen time affects our kids' eating, activity, and mental health

The Leading Voices in Food

Play Episode Listen Later Jul 15, 2025 43:13


Interview Summary So, you two, along with a number of other people in the field, wrote a chapter for a recently published book called The Handbook of Children and Screens. We discussed that book in an earlier podcast with its editors, Dmitri Christakis and Kris Perry, the executive director of the Children and Screens organization. And I'd like to emphasize to our listeners that the book can be downloaded at no cost. I'd like to read a quote if I may, from the chapter that the two of you wrote. 'Screen time continues to evolve with the advent of continuous and immersive video reels, voice activated assistance, social media influencers, augmented and virtual reality targeted advertising. Immersive worlds where children can virtually shop for food and beverages, cook or work in a fast-food outlet from a smartphone, a tablet, a computer, or an internet connected tv and more.' So as much as I follow the field, I still read that and I say, holy you know what. I mean that's just an absolutely alarming set of things that are coming at our children. And it really sounds like a tidal wave of digital sophistication that one could have never imagined even a short time ago. Amanda, let's start with you. Can you tell us a little bit more about these methods and how quickly they evolve and how much exposure children have? I think you're right, Kelly, that the world is changing fast. I've been looking at screen media for about 20 years now as a researcher. And in the earlier years, and Tom can attest to this as well, it was all about TV viewing. And you could ask parents how much time does your child spend watching TV? And they could say, well, they watch a couple shows every night and maybe a movie or two on the weekend, and they could come up with a pretty good estimate, 1, 2, 3 hours a day. Now, when we ask parents how much time their children spend with media, they have to stop and think, 'well, they're watching YouTube clips throughout the day. They're on their smartphone, their tablet, they're on social media, texting and playing all these different games.' It really becomes challenging to even get a grasp of the quantity of screen time let alone what kids are doing when they're using those screens. I will say for this book chapter, we found a really great review that summarized over 130 studies and found that kids are spending about three and a half or four hours a day using screens. Yet some of these studies are showing as high as seven or eight hours. I think it's probably under-reported because parents have a hard time really grasping how much time kids spend on screens. I've got a one-year-old and a five-year-old, and I've got some nieces and nephews and I'm constantly looking over their shoulder trying to figure out what games are they playing and where are they going online and what are they doing. Because this is changing really rapidly and we're trying to keep up with it and trying to make sure that screen time is a safe and perhaps healthy place to be. And that's really where a lot of our research is focused. I can only imagine how challenging it must be to work through that landscape. And because the technology advances way more quickly than the policies and legal landscape to control it, it really is pretty much whatever anybody wants to do, they do it and very little can be done about it. It's a really interesting picture, I know. We'll come back later and talk about what might be done about it. Tom, if you will help us understand the impact of all this. What are the effects on the diets of children and adolescents? I'm thinking particularly when Amanda was mentioning how many hours a day children are on it that three to four hours could be an underestimate of how much time they're spending. What did kids used to do with that time? I mean, if I think about when you and I were growing up, we did a lot of different things with that time. But what's it look like now? Well, that's one of the important questions that we don't really know a lot about because even experimental studies that I can talk about that look at reducing screen time have not been very good at being able to measure what else is going on or what substitutes for it. And so, a lot of the day we don't really know exactly what it's displacing and what happens when you reduce screen time. What replaces it? The assumption is that it's something that's more active than screen time. But, you know, it could be reading or homework or other sedentary behaviors that are more productive. But we really don't know. However, we do know that really the general consensus across all these studies that look at the relationship between screen time and nutrition is that the more time children spend using screens in general, the more calories they consume, the lower the nutritional quality of their diets and the greater their risk for obesity. A lot of these studies, as Amanda mentioned, were dominated by studies of television viewing, or looking at television viewing as a form of screen use. And there's much less and much more mixed results linking nutrition and obesity with other screens such as video games, computers, tablets, and smartphones. That doesn't mean those relationships don't exist. Only that the data are too limited at this point. And there's several reasons for that. One is that there just haven't been enough studies that single out one type of screen time versus another. Another is what Amanda brought up around the self-report issue, is that most of these studies depend on asking children or the parents how much time they spend using screens. And we know that children and adults have a very hard time accurately reporting how much time they're using screens. And, in fact when we measure this objectively, we find that they both underestimate and overestimate at times. It's not all in one direction, although our assumption is that they underestimate most of the time, we find it goes in both directions. That means that in addition to sort of not having that answer about exactly what the amount of screen time is, really makes it much tougher to be able to detect relationships because it adds a lot of error into our studies. Now there have been studies, as I mentioned, that have tried to avoid these limitations by doing randomized controlled trials. Including some that we conducted, in which we randomized children, families or schools in some cases to programs that help them reduce their screen time and then measure changes that occur in nutrition, physical activity, and measures of obesity compared to kids who are randomized to not receive those programs. And the randomized trials are really useful because they allow us to make a conclusion about cause-and-effect relationships. Some of these programs also targeted video games and computers as well as television. In fact, many of them do, although almost all of them were done before tablets and smartphones became very common in children. We still don't have a lot of information on those, although things are starting to come out. Most of these studies demonstrated that these interventions to reduce screen use can result in improved nutrition and less weight gain. And the differences seen between the treatment and control groups were sometimes even larger than those commonly observed from programs to improve nutrition and increased physical activity directly. Really, it's the strongest evidence we have of cause-and-effect relationships between screen use and poor nutrition and risk for obesity. Of course, we need a lot more of these studies, particularly more randomized controlled studies. And especially those including smartphones because that's where a lot of kids, especially starting in the preteen age and above, are starting to spend their time. But from what we know about the amount of apparent addictiveness that we see in the sophisticated marketing methods that are being used in today's media, I would predict that the relationships are even larger today than what we're seeing in all these other studies that we reviewed. It's really pretty stunning when one adds up all that science and it looks pretty conclusive that there's some bad things happening, and if you reduce screen time, some good things happen. So, Amanda, if you know the numbers off the top of your head, how many exposures are kids getting to advertisements for unhealthy foods? If I think about my own childhood, you know, we saw ads for sugar cereals during Saturday morning cartoon televisions. And there might have been a smattering if kids watch things that weren't necessarily just directed at kids like baseball games and stuff like that. But, and I'm just making this number up, my exposure to those ads for unhealthy foods might have been 20 a week, 30 a week, something like that. What does it look like now? That is a good question. Kelly. I'm not sure if anyone can give you a totally accurate answer, but I'll try. If you look at YouTube ads that are targeting children, a study found that over half of those ads were promoting foods and beverages, and the majority of those were considered unhealthy, low nutritional value, high calorie. It's hard to answer that question. What we used to do is we'd take, look at all the Saturday morning cartoons, and we'd actually record them and document them and count the number of food ads versus non-food ads. And it was just a much simpler time in a way, in terms of screen exposure. And we found in that case, throughout the '90s and early 2000s, a lot of food ads, a lot of instances of these food ads. And then you can look at food placement too, right? It's not an actual commercial, but these companies are paying to get their food products in the TV show or in the program. And it's just become much more complicated. I think it's hard to capture unless you have a study where you're putting a camera on a child, which some people are doing, to try to really capture everything they see throughout their day. It's really hard to answer, but I think it's very prolific and common and becoming more sophisticated. Okay, thanks. That is very helpful context. Whatever the number is, it's way more than it used to be. Definitely. And it also sounds as if and it's almost all for unhealthy foods, but it sounds like it's changed in other ways. I mean, at some point as I was growing up, I started to realize that these things are advertising and somebody's trying to sell me something. But that's a lot harder to discern now, isn't it with influencers and stuff built in the product placements and all that kind of stuff. So, to the extent we had any safeguards or guardrails in the beginning, it sounds like those are going to be much harder to have these days. That's right. It really takes until a child is 6, 7, 8 years old for them to even identify that this is a commercial. That this is a company that's trying to sell me something, trying to persuade. And then even older children are having to really understand those companies are trying to make money off the products that they sell, right? A lot of kids, they just look at things as face value. They don't discriminate against the commercial versus the non-commercial. And then like you're suggesting with social influencers, that they're getting paid to promote specific products. Or athletes. But to the child that is a character or a person that they've learned to love and trust and don't realize, and as adults, I think we forget sometimes too. That's very true. Amanda, let me ask about one thing that you and Tom had in your chapter. You had a diagram that I thought was very informative and it showed the mechanisms through which social media affects the diet and physical activity of children. Can you describe what you think some of the main pathways of influence might be? That figure was pretty fun to put together because we had a wonderful wealth of knowledge and expertise as authors on this chapter. And people provided different insight from the scientific evidence. I will say the main path we were trying to figure out how does this exposure to screen really explain changes in what children are eating, their risk for obesity, the inactivity and sedentary behavior they're engaging in? In terms of food, really what is I believe the strongest relationship is the exposure to food advertisement and the eating while engaging in screen time. You're getting direct consumption while you're watching screens, but also the taste preferences, the brand loyalty that's being built over time by constantly seeing these different food products consistently emerge as one of the strongest relationships. But we identified some other interesting potential mechanisms too. While kids are watching screens or engaging in screens, there's some evidence to indicate that they're not able to read their body as well. Their feelings of hunger, their feelings of satiety or fullness. That they're getting distracted for long periods of time. Also, this idea of instant gratification, just like the reward process of instant gratification with using the screen. They're so interactive. You can go online and get what you want and reach what you want. And the same thing is happening with food. It becomes habitual as well. Children get off of school and they go home, and they grab a snack, and they watch tv or they watch their YouTube clips or play their games. And it becomes an eating occasion that may not have otherwise existed. But they're just associating screen time with eating. There's some evidence even on screen time impacting inhibition and controlling impulse and memory. And that's more emerging, but it's interesting to just consider how this prolonged screen time where you're not interacting with someone in person, your eyes are focused on the screen, might actually be having other cognitive impacts that we may not even be aware of yet. If we ask the question why Is screen time having a bad impact on children and their diets? It's almost let us count the ways. There are a lot of possible things going on there. And speaking of that, there's one question in particular I'd like to ask you, Tom. Certainly marketing might affect what kids prefer. Like it might make them want to have a cereal or a beverage A or snack food B or whatever it happens to be. But could it also affect hunger? How much kids want to eat? I mean, you think, well, hunger is biological, and the body sends out signals that it's time to eat. How does that all figure in? The research suggests it can. Advertising in particular but even non-advertising references or images of food can trigger hunger and eating whether or not you felt hungry before you saw them. And I'm guessing almost everyone's experienced that themselves, where they see an image of food, and all of a sudden, they're craving it. It can be as simple as Pavlov's dogs, you know, salivating in response to cues about food. In addition, I think one of the mechanisms that Amanda brought up is this idea that when you're distracted with a screen, it actually overruns or overwhelms your normal feelings of fullness or satiety during eating. When distracted, people are less aware of how much they're eating. And when you're eating while using a screen, people tend to eat until they've finished the plate or the bag or the box, you know? And until that's empty, till they get to the bottom, instead of stopping when they start to get full. Well, there's sort of a double biological whammy going on there, isn't there? It is affecting your likelihood of eating in the first place, and how hungry you feel. But then it also is affecting when you stop and your satiety happening. And you put those two together there's a lot going on, isn't there? Exactly. And it's really one of the reasons why a lot of our programs to reduce weight gain and improve nutrition really put a lot of emphasis on not eating in front of screens. Because our studies have shown it accounts for a large proportion of the calories consumed during the day. Oh, that's so interesting. Amanda, you mentioned influencers. Tell us a little bit more about how this works in the food space. These social influencers are everywhere, particularly Instagram, TikTok, et cetera. Kids are seeing these all the time and as I mentioned earlier, you often build this trusting relationship with the influencer. And that becomes who you look to for fads and trends and what you should and shouldn't do. A lot of times these influencers are eating food or cooking or at restaurants, even the ones that are reaching kids. As you analyze that, oftentimes it's the poor nutrition, high calorie foods. And they're often being paid for the ads too, which as we discussed earlier, kids don't always realize. There's also a lot of misinformation about diet and dieting, which is of concern. Misinformation that could be harmful for kids as they're growing and trying to grow in a healthy way and eat healthy foods. But kids who may look to overly restrict their foods, for example, rather than eating in a healthier manner. So that's definitely a problem. And then also, oftentimes these social influencers really have these unattainable beauty standards. Maybe they're using a filter or maybe they are models or whatnot. They're projecting these ideal body images that are very difficult and sometimes inappropriate for children to try to attain. Now, we've seen this in other forms, right? We've seen this in magazines going back. We've seen this on websites. But now as soon as a kid turns on their smartphone or their tablet and they're online, it's in front of them all the time. And, and they're interacting, they're liking it, they're commenting and posting. I think the social influencers have just really become quite pervasive in children's lives. Somebody who's an influencer might be recording something that then goes out to lots and lots of people. They're eating some food or there's some food sitting in the background or something like that. And they're getting paid for it, but not saying they're getting paid for it. Probably very few people realize that money is changing hands in all of that, I'm suspecting, is that right? Yes, I do believe they're supposed to do hashtag ad and there are different indicators, but I'm not sure the accountability behind that. And I'm also not sure that kids are looking for that and really understand what that means or really care what that means. Okay. Because they're looking to sense what's popular. But there's an opportunity to perhaps further regulate, or at least to educate parents and kids in that regard that I think would be helpful. Tom, while we're on this issue of conflicts of interest, there was recent press coverage, and then there were reports by reporters at the Washington Post and The Examination showing that the food industry was paying dieticians to be influencers who then posted things favorable to industry without disclosing their funding. How big of a problem do you think this is sort of overall with professionals being paid and not disclosing the payments or being paid even if they disclose things. What kind of a negative impact that's having? Yes, I find it very concerning as you would guess, knowing me. And I believe one of the investigations found that about half of influencers who were being paid to promote foods, drinks, or supplements, didn't disclose that they were paid. It was quite a large magnitude. It goes throughout all types of health professionals who are supposed to be sources of quality information and professional organizations themselves which take advertising or take sponsorships and then don't necessarily disclose it. And you know in this day when we're already seeing drops in the public's trust in science and in research, I think this type of information, or this type of deception just makes it a lot worse. As you know, Kelly, there's quite a bit of research that suggests that being paid by a company actually changes the way you talk about their products and even conduct research in a way that's more favorable to those products. Whether you think it does or not, whether you're trying to be biased or not. Tom, just to insert one thing in my experience. If you ask people in the field, does taking money from industry affect the way scientists do their work and they'll almost always say yes. But if you say, does it influence your work, they'll almost always say no. There's this unbelievable blind spot. And one might conclude from what you were telling us is that disclosure is going to be the remedy to this. Like for the half of people who didn't disclose it, it would be okay if they took the money as long as they disclosed it. But you're saying that's obviously not the case. That there's still all kinds of bias going on and people who are hearing some disclosure don't necessarily discount what they're hearing because of it. And it's still a pretty bad kettle of fish, even if disclosure occurs. It's especially pernicious when it doesn't, but it seems even when disclosure happens, it's not much of a remedy to anything. But you may not agree. No, I definitely agree with that. And that's only, you know, part of it too because there's the other side of the audience that Amanda brought up as well. And in particular what kids, but also adults, how they react to disclosures. And, while it's been possible to teach people to recognize potential bias, you know, when there's a disclosure. And to make people aware, which is a good thing, we want disclosure, I guess, so people are aware to be more vigilant in terms of thinking about what biases may be in the messages. There's not much evidence that teaching people that or making them aware of that changes their behavior. They still believe the advertising. Right. They still act in the same way. It's still just as persuasive to them. One more little editorial insertion. The thing that has always puzzled me about disclosure is that it implies that there's something bad going on or else, why would you have to disclose it? And the solution seems not to disclose it, but not to do the bad thing. And it's like, I could come up and kick you in the leg, but it's okay if I disclose that I kick you in the leg. I mean, it just makes no sense to me. But let me move on to something different. Amanda, I'd like to ask you this. I assume the food industry gets a lot more impact and reach per dollar they spend from when the only option was to run ads on national television and now, they're doing things at much less expense, I think, that can have, you know, orders of magnitude more impact and things. But is my perception correct? And how do you think through that? I think of it like the Tupperware model, right? You're building these trusted local or national celebrities, spokespeople for kids. Oftentimes these young adults or teenagers who are doing funny things and they're engaging, and so you're building this trust like you did with the Tupperware. Where you go and train people to go out to people's homes and their neighbors and their friends and their church and sell the product. It's really similar just in an online space. I think you're right; the cost is likely much less. And yet the reach and even the way these influencers are paid is all about the interaction, the likes, the comments, that sort of thing. The reposts. It's become quite sophisticated, and clearly, it's effective because companies are doing this. And one other thing to mention we haven't talked about yet is the food companies themselves have hired young people who use humor as a way to create a following for the different brands or products. It's not a person now, it's either the branded character or the actual company itself. And I think that has great influence of building some loyalty to the brand early in life. So that child is growing up and not only persuading their parents to purchase these products, but as they have more disposable income, they're going to continue purchasing the product. I wonder if Edward Tupper or I don't know if I remember his first name right, but I wonder if you could have ever imagined the how his plastic invention would permeate more of society than he ever thought? Tom, what about the argument that it's up to parents to decide and to monitor what their children are exposed to and the government needs to back off. Oh, it would be so nice if they were that easy, wouldn't it? If we could depend on parents. And I think every parent would love to be able to do that. But we're talking about individual parents and their kids who are being asked to stand up against billions, literally billions and billions of dollars spent every year to get them to stay on their screens as long as possible. To pay attention to their marketing, as Amanda was talking about the techniques they use. And to really want their products even more. If you could think of a parent with endless knowledge and time and resources, even they are really unable to stand up to such powerful forces working against them. Unfortunately, and this is not unique to the issues of screens in children's health, but really many of the issues around health, that in the absence of government regulation and really lack of any oversight, this really difficult job is dumped on parents. You know, not their choice, but it's sort of in their lap. We still try and help them to be better at this. While we're waiting for our elected representatives to stand up to lobbyists and do their jobs, we still in a lot of our interventions we develop, we still try and help parents as well as schools, afterschool programs, teachers, health professionals, develop the skills to really help families resist this pool of media and marketing. But that shouldn't be the way it is. You know, most parents are really already doing the best they can. But it's drastically unfair. It's really an unfair playing field. That all makes good sense. We've been talking thus far about the negative impacts of media, but Amanda, you've done some work on putting this technology to good use. Tell us about that if you will. I do enjoy trying to flip the script because technology is meant to help us, not harm us. It's meant to make our lives more efficient, to provide entertainment. Now with video chatting, to provide some social connection. A lot of my work over the past 20 years has been looking at what's commercially available, what kids are using, and then seeing let's test these products or these programs and can we flip them around to promote healthier eating? To promote physical activity? Can we integrate them for kids who are in a weight management program? Can we integrate the technology to really help them be successful? It doesn't always work, and we certainly aren't looking to increase screen time, but we also need to recognize that achieving zero hours of screen time is really unattainable pretty much universally. Let's try to evaluate the screen time that is being used and see if we can make it healthier. A few examples of that include when the Nintendo Wii came out about 18 years ago now. I was part of a group that was one of the first to test that video game console system because up until that point, most of the games you sat down to play, you held a remote in your hand. There were Dance Dance Revolution games and arcade halls so you could do a little bit of movement with games. But pretty much they were sedentary. Nintendo Wii came out and really changed a lot because now you had to get up off the couch, move your body, move your arms and legs to control the game. And we found it cut across all demographics. Men, women, boys, girls, different age groups. There was content available for a lot of different groups. These types of games became really popular. And I did some of the earlier studies to show that at least in a structured program that kids can engage in what we call moderate levels of physical activity. They're actually moving their bodies when they play these games. And over time, I and others have integrated these games into programs as a way to be an in with kids who may not be involved in sports, may not go outside to play, but they're willing to put on a video game and move in their living room at home. Building from that, we've developed and tested various apps. Some of these apps directly reach the parents, for example, teaching the parents. These are strategies to get your child to eat healthier. Prepare healthier meals, grocery shop, be more physically active as a family. We've looked at different wearables, wristwatches that can help kids and parents. Maybe they'll compete against each other to try to get the most steps of a day and that sort of thing. And then some of my recent work is now integrating chatbots and artificial intelligence as ways to provide some tailored feedback and support to kids and families who are looking to be more physically active, eat healthier. And then one study I'm really excited about uses mixed reality. This is virtual reality where you're putting on a headset. And for that study we are integrating children's homework that they would otherwise do on their Chromebook. And we're removing the keyboard and computer mouse so that they now have to use their body to click and point and drag and move the screen. And these are just a few examples. I do not think this is the magical solution. I think as Tom alluded to, there are different levels of government regulation, educating parents, working with schools. There's working with the food industry. There's a lot that we need to do to make this a healthier media space for kids. But I think this is something we should be open to, is figuring out if people are going to spend a lot of time using screens, what can we do to try to make those screens healthier? You make me smile when I'm hearing that because all these things sound really exciting and like there's plenty of potential. And you're right, I mean, if they're going to be on there anyway, maybe there can be some positive way to harness that time. And those all sound really important and really good. And let's hope that they spread enough to really touch lots and lots of children and their families. Tom, you and I keep caught up. We see each other at professional meetings or we just have periodic phone calls where we tell each other what we're up to. And you've been telling me over the past couple years about this really amazing project you're heading up tracking screen usage. Could you tell us a little bit about that? I'd love to. Really it addresses the problem that came up before, which is really how we measure what people are doing and seeing on their screens. Basically all the studies of media effects for the past a hundred plus years that the field has been studying media, has been dependent on people telling us what they do and what they saw. When in fact, we know that's not particularly accurate. So now we have technology that allows us to track exactly what people are doing and seeing on their screens. We call this screenomics, like genomics, except instead of studying how genes affect us, it's studying how screens affect us and how the screens we experience in our lives really are a reflection of our lives. The way we are doing this is we put software on your phone or your laptop, and it can be on other screens as well, and it runs in the background and takes a screenshot every five seconds. And it covers everything on the screen because it's just taking a picture of the screen. All the words, all the images. Then we use AI to help us decipher [00:34:00] what was on those screens. And so far, we've collected over 350 million screenshots from several hundred adults and teenagers who've participated in our studies for periods of six months to a year. Some of our most interesting findings, I think, is how much idiosyncrasy there is in people's screen use. And this has a huge impact on how we do research on the effects of screens, I believe. Because no two people really have the same screenomes, which is what we call the sequence of screenshots that people experience. And even for the same person, no two hours or days or weeks are the same. We're looking at both how different people differ in their screen use, and how that's related to their mental health, for example. But also how changes over time in a single person's screenome is related to their mental health, for example. Comparing your screen use this afternoon to your screen use this morning or yesterday, or last week or last month. And how that changes your health or is at least associated with changes in your health at this point. Eventually, we hope to move this into very precise interventions that would be able to monitor what your screen experience is and give you an appropriate either change in your screen or help you change your behavior appropriate to what you're feeling. One of our current studies is to learn really the details of what, when, how, why, and where foods and beverages appear in adolescent screenomes. And how these factors relate to foods and beverages they consume and their health. In fact, we're currently recruiting 13- to 17-year-olds all over the US who can participate in this study for six months of screenome collection and weekly surveys we do with them. Including detailed surveys of what they're eating. But this sort of goes back to an issue that came up before that you had asked us about how much is advertising? I can tell you that at least some of our preliminary data, looking at a small number of kids, suggests that food, it varies greatly across kids and what they're experiencing, especially on their phones. And, we found, for example, one young girl who 37% of all her screens had food on them. About a third, or more than a third of her entire screenome, had food in it. And it wasn't just through advertising and it wasn't just through social media or influencers. It was everywhere. It was pictures she was taking of food. It was influencers she was following who had food. It was games she was playing that were around food. There are games, they're all about running a restaurant or making food and serving and kitchen work. And then there were also videos that people watched that are actually fairly popular among where you watch other people eat. Apparently it's a phenomenon that came out of Korea first. And it's grown to be quite popular here over the last several years in which people just put on their camera and show themselves eating. I mean, nothing special, nothing staged, just people eating. There's all kinds of food exists everywhere throughout the screenome, not just in one place or another, and not just in advertising. Tom, a study with a hundred data points can be a lot. You've got 350 million, so I wish you the best of luck in sorting all that out. And boy, whatever you find is going to be really informative and important. Thanks for telling us about this. I'd like to end with kind of a basic question to each of you, and that is, is there any reason for hope. Amanda, let's, let's start with you. Do you see any reason to be optimistic about all this? We must be optimistic. No matter how we're facing. We have no choice. I think there's greater awareness. I think parents, policy makers, civic leaders are really recognizing this pervasive effective screen use on mental health, eating, obesity risk, even just the ability to have social interactions and talk to people face to face. And I think that's a good sign. I've seen even in my own state legislature in Louisiana, bills going through about appropriately restricting screens from schools and offering guidance to pediatricians on counseling related to screen use. The American Academy of Pediatrics changed their guidelines a number of years ago. Instead of just saying, no screens for the really little ones, and then limit to fewer than two hours a day for the older ones. They recognized and tried to be more practical and pragmatic with family. Sit down as a family, create some rules, create some boundaries. Make sure you're being healthy with your screen use. Put the screens away during mealtime. Get the screens out of the bedroom. And I think going towards those more practical strategies that families can actually do and sustain is really positive. I'd like to remain optimistic and let's just keep our eyes wide open and talk to the kids too. And ask the kids what they're doing and get them part of this because it's so hard to stay up to date on the technology. Thanks. I appreciate that positive note. Tom, what do you think? Yeah, I agree with Amanda. I can be positive about several things. First of all, I think last year, there were two bills, one to protect child privacy and the other to regulate technology aimed at children. COPPA 2.0 (Children's Online Private Protection Act) and KOSA (Kid's Online Safety Act). And they passed the Senate overwhelmingly. I mean, almost unanimously, or as close as you can get in our current senate. Unfortunately, they were never acted upon by the house, but in the absence of federal legislature regulation, we've had, as Amanda mentioned, a lot of states and also communities where they have actually started to pass bills or regulate social media. Things like prohibiting use under a certain age. For example, social media warning labels is another one. Limiting smartphone use in schools has become popular. However, a lot of these are being challenged in the courts by tech and media industries. And sadly, you know, that's a strategy they've borrowed, as you know well, Kelly, from tobacco and food industry. There also have been attempts that I think we need to fight against. For the federal legislature or the federal government, congress, to pass legislation to preempt state and local efforts, that would not allow states and local communities to make their own laws in this area. I think that's an important thing. But it's positive in that we're hearing advocacy against that, and people are getting involved. I'm also glad to hear people talking about efforts to promote alternative business models for media. I believe that technology itself is not inherently good or bad, as Amanda mentioned, but the advertising business models that are linked to this powerful technology has inevitably led to a lot of these problems we're seeing. Not just in nutrition and health, but many problems. Finally, I see a lot more parent advocacy to protect children and teens, especially around tech in schools and around the potential harms of social media. And more recently around AI even. As more people start to understand what the implications of AI are. I get the feeling these efforts are really starting to make a difference. Organizations, like Fair Play, for example, are doing a lot of organizing and advocacy with parents. And, we're starting to see advocacy in organizing among teens themselves. I think that's all really super positive that the public awareness is there, and people are starting to act. And hopefully, we'll start to see some more action to help children and families. Bios Developmental psychologist Dr. Amanda Staiano is an associate professor and Director of the Pediatric Obesity & Health Behavior Laboratory at Pennington Biomedical Research Center at Louisiana State University. She also holds an adjunct appointment in LSU's Department of Psychology. Dr. Staiano earned her PhD in developmental psychology and Master of Public Policy at Georgetown University, followed by a Master of Science in clinical research at Tulane University. Her primary interest is developing and testing family-based healthy lifestyle interventions that utilize innovative technology to decrease pediatric obesity and its comorbidities. Her research has involved over 2500 children and adolescents, including randomized controlled trials and prospective cohorts, to examine the influence of physical activity and sedentary behavior on body composition and cardiometabolic risk factors. Thomas N. Robinson, MD, MPH is the Irving Schulman, MD Endowed Professor in Child Health, Professor of Pediatrics and of Medicine, in the Division of General Pediatrics and the Stanford Prevention Research Center at Stanford University School of Medicine, and Director of the Center for Healthy Weight at Stanford University and Lucile Packard Children's Hospital at Stanford. Dr. Robinson focuses on "solution-oriented" research, developing and evaluating health promotion and disease prevention interventions for children, adolescents and their families to directly inform medical and public health practice and policy. His research is largely experimental in design, conducting school-, family- and community-based randomized controlled trials to test the efficacy and/or effectiveness of theory-driven behavioral, social and environmental interventions to prevent and reduce obesity, improve nutrition, increase physical activity and decrease inactivity, reduce smoking, reduce children's television and media use, and demonstrate causal relationships between hypothesized risk factors and health outcomes. Robinson's research is grounded in social cognitive models of human behavior, uses rigorous methods, and is performed in generalizable settings with diverse populations, making the results of his research more relevant for clinical and public health practice and policy.

Tropenhaus
Folge 70: Die offizielle Lizenz zum Spaßhaben (Computerspiele)

Tropenhaus

Play Episode Listen Later Jul 1, 2025 103:59


Jacob ist zu Gast im Tropenhaus. Wir sprechen über zentrale und dezentrale Computerspiele - und was das überhaupt ist, ein Spiel. Ob ihr bei Soulslikes schwitzt oder bei Bejewelled chillt, ihr habt jetzt die Lizenz zum Spaßhaben.Spiele, die wir erwähnenEverything, Ingress, Bejewelled, Elden Ring und Soulslikes, Sims, Animal Crossing, Gacha JRPGs, Infinity Nicky, Baldur's Gate 3, Minecraft, Old Skies, The Witcher, Pokemon, Ace Attorney, Daran Rongpa, Zero Espace, Gran Blu Fantasy, Uncharted, Rule of Rose, Dragon Age: Veilguard, 1000 x Resist, Okami, Sim City, Grand Theft Auto, Guitar Hero, Dance Dance Revolution, Ring Fit Adventures, Rock Smith, Typing of the Dead, Crypt of the Necrodancer, Eurotruck Simulator 2, Visceral Cleanup Detail, VA-11 Hall-A: Cyberpunk Bartender Action, Tools Up, Unpacking, Tale of two Brothers, One Shot, Stardew Valley, It Takes Two, Unravelled 2Wir bedanken uns beim Transcript-Verlag für die Bereitstellung eines Rezensionsexemplars. Shownotes:Jacob Birken Computerspiele - 50 zentrale Titel.Tropenhaus-Folgen mit Bezug zu GamesA Minecraft Movie (2025) – IMDbWindstorm: The Legend of Khiimori – Artikel bei PolygonWalking Simulator / Environmental Narrative Game – TV TropesVisual Novel – TV Tropes

The SDR Show (Sex, Drugs, & Rock-n-Roll Show) w/Ralph Sutton & Big Jay Oakerson

Dina Hashem joins Ralph Sutton and James Mattern and they discuss Dina Hashem's parents not teaching her Arabic so she wouldn't have an accent, Dina joining a comedy competition because of a crush and winning after never doing comedy before, her appreciation of Japanese culture including learning the language and mastering Dance Dance Revolution, writing an angry letter to an audience member after bombing, writing for The Daily Show, Dina's prank call podcast, playing guitar, drums and saxophone, a silly game of Arab Food or Arab Dude, Dina Hashem's first concert, first drug and first sexual experience and so much more!(Air Date: June 21st, 2025)To advertise your product or service on GaS Digital podcasts please go to TheADSide.com and click on "Advertisers" for more information!You can watch The SDR Show LIVE for FREE every Wednesday and Saturday at 9pm ET at GaSDigitalNetwork.com/LIVEOnce you're there you can sign up at GaSDigitalNetwork.com with promo code: SDR for discount on your subscription which will give you access to every SDR show ever recorded! On top of that you'll also have the same access to ALL the shows that GaS Digital Network has to offer!Follow the whole show on social media!Dina HashemTwitter: https://twitter.com/DinaHashem_Instagram: https://instagram.com/DinaHashem_Ralph SuttonTwitter: https://twitter.com/iamralphsuttonInstagram: https://www.instagram.com/iamralphsutton/James L. MatternTwitter: https://twitter.com/jameslmatternInstagram: https://instagram.com/thejamesmatternShannon LeeTwitter: https://twitter.com/IMShannonLeeInstagram: https://instagram.com/ShannonLee6982The SDR ShowTwitter: https://twitter.com/theSDRshowInstagram: https://www.instagram.com/thesdrshow/See Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.

The Joe Show
Instant 'POD'ification (Dance Dance Revolution Heist)

The Joe Show

Play Episode Listen Later Jun 13, 2025 20:42


Giving you the best moments hand picked by our staff for you to listen to in just about 20 minutes. Check out THEjoeSHOW's Instant 'POD'ification now on our new and improved iHeart Radio App! Happy Friday! See omnystudio.com/listener for privacy information.

The Joe Show
Instant 'POD'ification (Dance Dance Revolution Heist)

The Joe Show

Play Episode Listen Later Jun 13, 2025 20:42


Giving you the best moments hand picked by our staff for you to listen to in just about 20 minutes. Check out THEjoeSHOW's Instant 'POD'ification now on our new and improved iHeart Radio App! Happy Friday!

Tomberry Musical
Une histoire de Dance Dance Revolution

Tomberry Musical

Play Episode Listen Later Jun 9, 2025 26:55


Dans ce nouvel épisode, je vous raconte l'histoire de Dance Dance Revolution, des jeux qui ont préparé le terrain pour sa réussite, de son aura, de sa musique. Ceci est la version audio de mon article pour The Pixel Post : https://thepixelpost.com/chroniques/une-histoire-de-dance-dance-revolution/

The Wayback with Ryan Sickler
72: The Wayback #72 | Gianmarco Soresi

The Wayback with Ryan Sickler

Play Episode Listen Later May 15, 2025 32:41


Gianmarco Soresi takes a seat in The Wayback as we head to 1990s Potomac, Maryland! (check out his podcast "The Downside"). With two Maryland natives in the wayback, we reminisce about what it was like living through two of the craziest events in Maryland history: the Air Florida Flight 90 disaster and the D.C. Sniper. Then Gianmarco gets nostalgic about theater camp, and 90s toys and video games like Power Rangers, Mario Paint, and Dance Dance Revolution.  We also get into some of the great late 90s pro wrestling characters, like D-Generation X, The Undertaker, Mankind and Mr. Socko.  Lastly, we do a deep dive on 90s home fitness crazes, like P90x , the Ab Roller, Abflex, 8-minute Abs, and Tony Little.   BALTIMORE! I'm coming home! Catch me at the Horseshoe Casino on Saturday, June 28—one night only with special guest Justin Schlegel! Grab your tickets now! http://tixr.com/pr/ryan-sickler/142608 SUBSCRIBE to my YouTube & turn notifications ON! https://youtube.com/@rsickler SUBSCRIBE TO MY PATREON - The HoneyDew with Y'all, where I Highlight the Lowlights with Y'all! Get audio and video of The HoneyDew a day early, ad-free at no additional cost! It's only $5/month!  AND we just added a second tier. For a total of $8/month, you get everything from the first tier, PLUS The Wayback a day early, ad-free AND censor free AND extra bonus content you won't see anywhere else! https://www.patreon.com/TheHoneyDew If you or someone you know has a story that has to be heard, please submit it to honeydewpodcast@gmail.com GET YOUR MERCH! https://shop.ryansickler.com/ http://ryansickler.com/ https://thehoneydewpodcast.com/ SUBSCRIBE TO THE CRABFEAST PODCAST https://podcasts.apple.com/us/podcast/the-crabfeast-with-ryan-sickler-and-jay-larson/id1452403187 Sponsors: HIMS: Go to https://hims.com/WAYBACK and start your free online visit today!

New Books in History
Ross Benes, "1999: The Year Low Culture Conquered America and Kickstarted Our Bizarre Times" (UP of Kansas, 2025)

New Books in History

Play Episode Listen Later Apr 27, 2025 48:47


In 1999: The Year Low Culture Conquered America and Kickstarted our Bizarre Times (2025, University of Kansas Press) journalist Ross Benes examines low culture in the late 1990s. From pro wrestling and Pokémon to Vince McMahon and Jerry Springer, Benes reveals its profound impact and how it continues to affect our culture and society today.  The year 1999 was a high-water mark for popular culture. According to one measure, it was the "best movie year ever." But as Benes shows, the end of the '90s was also a banner year for low culture. This was the heyday of Jerry Springer, Jenna Jameson, and Vince McMahon, among many others. Low culture had come into its own and was poised for world domination. The reverberations of this takeover continue to shape American society. During its New Year's Eve countdown, MTV entered 1999 with Limp Bizkit covering Prince's famous anthem to the new year. The highlights of the lowlights continued when WCW and WWE drew 35 million American viewers each week with sex appeal and stories about insurrections. Insane Clown Posse emerged from the underground with a Woodstock set and platinum records about magic and murder. Later that year, Dance Dance Revolution debuted in North America and Grand Theft Auto emerged as a major video game franchise. Beanie Babies and Pokemon so thoroughly seized the wallets and imagination of collectors that they created speculative investment bubbles that anticipated the faddish obsession over nonfungible tokens (NFTs). The trashy talk show Jerry Springer became daytime TV's most-watched program and grew so mainstream that Austin Powers, Sabrina the Teenage Witch, The Wayans Bros., The Simpsons, and The X-Files incorporated Springer into their own plots during the late '90s. Donald Trump even explored a potential presidential nomination with the Reform Party in 1999 and wanted his running mate to be Oprah Winfrey, whose own talk show would make Dr. Oz a household name. Among Springer's many guests were porn stars who, at the end of the millennium, were pursuing sex records in a bid for stardom as the pornography industry exploded, aided by sex scandals, new technology, and the drug Viagra, which marked its first full year on the US market in 1999.  According to Benes, there are many lessons to learn from the year that low culture conquered the world. Talk shows and reality TV foreshadowed the way political movements grab power by capturing our attention. Pro wrestling mastered the art of "kayfabe"--the agreement to treat something as real and genuine when it is not--before it spread throughout American society, as political contests, corporate public relations campaigns, and nonprofit fundraising schemes have become their own wrestling matches that require a suspension of disbelief. Beanie Babies and Pokémon demonstrate capitalism's resiliency as well as its vulnerabilities. Legal and technological victories obtained by early internet pornographers show how the things people are ashamed of have the ability to influence the world. Insane Clown Posse's creation of loyal Juggalos illustrates the way religious and political leaders are able to generate faithful followers by selling themselves as persecuted outsiders. And the controversy over video game violence reveals how every generation finds new scapegoats. 1999 is not just a nostalgic look at the past. It is also a window into our contentious present. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/history

New Books in Film
Ross Benes, "1999: The Year Low Culture Conquered America and Kickstarted Our Bizarre Times" (UP of Kansas, 2025)

New Books in Film

Play Episode Listen Later Apr 23, 2025 48:47


In 1999: The Year Low Culture Conquered America and Kickstarted our Bizarre Times (2025, University of Kansas Press) journalist Ross Benes examines low culture in the late 1990s. From pro wrestling and Pokémon to Vince McMahon and Jerry Springer, Benes reveals its profound impact and how it continues to affect our culture and society today.  The year 1999 was a high-water mark for popular culture. According to one measure, it was the "best movie year ever." But as Benes shows, the end of the '90s was also a banner year for low culture. This was the heyday of Jerry Springer, Jenna Jameson, and Vince McMahon, among many others. Low culture had come into its own and was poised for world domination. The reverberations of this takeover continue to shape American society. During its New Year's Eve countdown, MTV entered 1999 with Limp Bizkit covering Prince's famous anthem to the new year. The highlights of the lowlights continued when WCW and WWE drew 35 million American viewers each week with sex appeal and stories about insurrections. Insane Clown Posse emerged from the underground with a Woodstock set and platinum records about magic and murder. Later that year, Dance Dance Revolution debuted in North America and Grand Theft Auto emerged as a major video game franchise. Beanie Babies and Pokemon so thoroughly seized the wallets and imagination of collectors that they created speculative investment bubbles that anticipated the faddish obsession over nonfungible tokens (NFTs). The trashy talk show Jerry Springer became daytime TV's most-watched program and grew so mainstream that Austin Powers, Sabrina the Teenage Witch, The Wayans Bros., The Simpsons, and The X-Files incorporated Springer into their own plots during the late '90s. Donald Trump even explored a potential presidential nomination with the Reform Party in 1999 and wanted his running mate to be Oprah Winfrey, whose own talk show would make Dr. Oz a household name. Among Springer's many guests were porn stars who, at the end of the millennium, were pursuing sex records in a bid for stardom as the pornography industry exploded, aided by sex scandals, new technology, and the drug Viagra, which marked its first full year on the US market in 1999.  According to Benes, there are many lessons to learn from the year that low culture conquered the world. Talk shows and reality TV foreshadowed the way political movements grab power by capturing our attention. Pro wrestling mastered the art of "kayfabe"--the agreement to treat something as real and genuine when it is not--before it spread throughout American society, as political contests, corporate public relations campaigns, and nonprofit fundraising schemes have become their own wrestling matches that require a suspension of disbelief. Beanie Babies and Pokémon demonstrate capitalism's resiliency as well as its vulnerabilities. Legal and technological victories obtained by early internet pornographers show how the things people are ashamed of have the ability to influence the world. Insane Clown Posse's creation of loyal Juggalos illustrates the way religious and political leaders are able to generate faithful followers by selling themselves as persecuted outsiders. And the controversy over video game violence reveals how every generation finds new scapegoats. 1999 is not just a nostalgic look at the past. It is also a window into our contentious present. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/film

New Books Network
Ross Benes, "1999: The Year Low Culture Conquered America and Kickstarted Our Bizarre Times" (UP of Kansas, 2025)

New Books Network

Play Episode Listen Later Apr 22, 2025 48:47


In 1999: The Year Low Culture Conquered America and Kickstarted our Bizarre Times (2025, University of Kansas Press) journalist Ross Benes examines low culture in the late 1990s. From pro wrestling and Pokémon to Vince McMahon and Jerry Springer, Benes reveals its profound impact and how it continues to affect our culture and society today.  The year 1999 was a high-water mark for popular culture. According to one measure, it was the "best movie year ever." But as Benes shows, the end of the '90s was also a banner year for low culture. This was the heyday of Jerry Springer, Jenna Jameson, and Vince McMahon, among many others. Low culture had come into its own and was poised for world domination. The reverberations of this takeover continue to shape American society. During its New Year's Eve countdown, MTV entered 1999 with Limp Bizkit covering Prince's famous anthem to the new year. The highlights of the lowlights continued when WCW and WWE drew 35 million American viewers each week with sex appeal and stories about insurrections. Insane Clown Posse emerged from the underground with a Woodstock set and platinum records about magic and murder. Later that year, Dance Dance Revolution debuted in North America and Grand Theft Auto emerged as a major video game franchise. Beanie Babies and Pokemon so thoroughly seized the wallets and imagination of collectors that they created speculative investment bubbles that anticipated the faddish obsession over nonfungible tokens (NFTs). The trashy talk show Jerry Springer became daytime TV's most-watched program and grew so mainstream that Austin Powers, Sabrina the Teenage Witch, The Wayans Bros., The Simpsons, and The X-Files incorporated Springer into their own plots during the late '90s. Donald Trump even explored a potential presidential nomination with the Reform Party in 1999 and wanted his running mate to be Oprah Winfrey, whose own talk show would make Dr. Oz a household name. Among Springer's many guests were porn stars who, at the end of the millennium, were pursuing sex records in a bid for stardom as the pornography industry exploded, aided by sex scandals, new technology, and the drug Viagra, which marked its first full year on the US market in 1999.  According to Benes, there are many lessons to learn from the year that low culture conquered the world. Talk shows and reality TV foreshadowed the way political movements grab power by capturing our attention. Pro wrestling mastered the art of "kayfabe"--the agreement to treat something as real and genuine when it is not--before it spread throughout American society, as political contests, corporate public relations campaigns, and nonprofit fundraising schemes have become their own wrestling matches that require a suspension of disbelief. Beanie Babies and Pokémon demonstrate capitalism's resiliency as well as its vulnerabilities. Legal and technological victories obtained by early internet pornographers show how the things people are ashamed of have the ability to influence the world. Insane Clown Posse's creation of loyal Juggalos illustrates the way religious and political leaders are able to generate faithful followers by selling themselves as persecuted outsiders. And the controversy over video game violence reveals how every generation finds new scapegoats. 1999 is not just a nostalgic look at the past. It is also a window into our contentious present. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books in American Studies
Ross Benes, "1999: The Year Low Culture Conquered America and Kickstarted Our Bizarre Times" (UP of Kansas, 2025)

New Books in American Studies

Play Episode Listen Later Apr 22, 2025 48:47


In 1999: The Year Low Culture Conquered America and Kickstarted our Bizarre Times (2025, University of Kansas Press) journalist Ross Benes examines low culture in the late 1990s. From pro wrestling and Pokémon to Vince McMahon and Jerry Springer, Benes reveals its profound impact and how it continues to affect our culture and society today.  The year 1999 was a high-water mark for popular culture. According to one measure, it was the "best movie year ever." But as Benes shows, the end of the '90s was also a banner year for low culture. This was the heyday of Jerry Springer, Jenna Jameson, and Vince McMahon, among many others. Low culture had come into its own and was poised for world domination. The reverberations of this takeover continue to shape American society. During its New Year's Eve countdown, MTV entered 1999 with Limp Bizkit covering Prince's famous anthem to the new year. The highlights of the lowlights continued when WCW and WWE drew 35 million American viewers each week with sex appeal and stories about insurrections. Insane Clown Posse emerged from the underground with a Woodstock set and platinum records about magic and murder. Later that year, Dance Dance Revolution debuted in North America and Grand Theft Auto emerged as a major video game franchise. Beanie Babies and Pokemon so thoroughly seized the wallets and imagination of collectors that they created speculative investment bubbles that anticipated the faddish obsession over nonfungible tokens (NFTs). The trashy talk show Jerry Springer became daytime TV's most-watched program and grew so mainstream that Austin Powers, Sabrina the Teenage Witch, The Wayans Bros., The Simpsons, and The X-Files incorporated Springer into their own plots during the late '90s. Donald Trump even explored a potential presidential nomination with the Reform Party in 1999 and wanted his running mate to be Oprah Winfrey, whose own talk show would make Dr. Oz a household name. Among Springer's many guests were porn stars who, at the end of the millennium, were pursuing sex records in a bid for stardom as the pornography industry exploded, aided by sex scandals, new technology, and the drug Viagra, which marked its first full year on the US market in 1999.  According to Benes, there are many lessons to learn from the year that low culture conquered the world. Talk shows and reality TV foreshadowed the way political movements grab power by capturing our attention. Pro wrestling mastered the art of "kayfabe"--the agreement to treat something as real and genuine when it is not--before it spread throughout American society, as political contests, corporate public relations campaigns, and nonprofit fundraising schemes have become their own wrestling matches that require a suspension of disbelief. Beanie Babies and Pokémon demonstrate capitalism's resiliency as well as its vulnerabilities. Legal and technological victories obtained by early internet pornographers show how the things people are ashamed of have the ability to influence the world. Insane Clown Posse's creation of loyal Juggalos illustrates the way religious and political leaders are able to generate faithful followers by selling themselves as persecuted outsiders. And the controversy over video game violence reveals how every generation finds new scapegoats. 1999 is not just a nostalgic look at the past. It is also a window into our contentious present. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/american-studies

New Books in Communications
Ross Benes, "1999: The Year Low Culture Conquered America and Kickstarted Our Bizarre Times" (UP of Kansas, 2025)

New Books in Communications

Play Episode Listen Later Apr 22, 2025 48:47


In 1999: The Year Low Culture Conquered America and Kickstarted our Bizarre Times (2025, University of Kansas Press) journalist Ross Benes examines low culture in the late 1990s. From pro wrestling and Pokémon to Vince McMahon and Jerry Springer, Benes reveals its profound impact and how it continues to affect our culture and society today.  The year 1999 was a high-water mark for popular culture. According to one measure, it was the "best movie year ever." But as Benes shows, the end of the '90s was also a banner year for low culture. This was the heyday of Jerry Springer, Jenna Jameson, and Vince McMahon, among many others. Low culture had come into its own and was poised for world domination. The reverberations of this takeover continue to shape American society. During its New Year's Eve countdown, MTV entered 1999 with Limp Bizkit covering Prince's famous anthem to the new year. The highlights of the lowlights continued when WCW and WWE drew 35 million American viewers each week with sex appeal and stories about insurrections. Insane Clown Posse emerged from the underground with a Woodstock set and platinum records about magic and murder. Later that year, Dance Dance Revolution debuted in North America and Grand Theft Auto emerged as a major video game franchise. Beanie Babies and Pokemon so thoroughly seized the wallets and imagination of collectors that they created speculative investment bubbles that anticipated the faddish obsession over nonfungible tokens (NFTs). The trashy talk show Jerry Springer became daytime TV's most-watched program and grew so mainstream that Austin Powers, Sabrina the Teenage Witch, The Wayans Bros., The Simpsons, and The X-Files incorporated Springer into their own plots during the late '90s. Donald Trump even explored a potential presidential nomination with the Reform Party in 1999 and wanted his running mate to be Oprah Winfrey, whose own talk show would make Dr. Oz a household name. Among Springer's many guests were porn stars who, at the end of the millennium, were pursuing sex records in a bid for stardom as the pornography industry exploded, aided by sex scandals, new technology, and the drug Viagra, which marked its first full year on the US market in 1999.  According to Benes, there are many lessons to learn from the year that low culture conquered the world. Talk shows and reality TV foreshadowed the way political movements grab power by capturing our attention. Pro wrestling mastered the art of "kayfabe"--the agreement to treat something as real and genuine when it is not--before it spread throughout American society, as political contests, corporate public relations campaigns, and nonprofit fundraising schemes have become their own wrestling matches that require a suspension of disbelief. Beanie Babies and Pokémon demonstrate capitalism's resiliency as well as its vulnerabilities. Legal and technological victories obtained by early internet pornographers show how the things people are ashamed of have the ability to influence the world. Insane Clown Posse's creation of loyal Juggalos illustrates the way religious and political leaders are able to generate faithful followers by selling themselves as persecuted outsiders. And the controversy over video game violence reveals how every generation finds new scapegoats. 1999 is not just a nostalgic look at the past. It is also a window into our contentious present. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications

New Books in Popular Culture
Ross Benes, "1999: The Year Low Culture Conquered America and Kickstarted Our Bizarre Times" (UP of Kansas, 2025)

New Books in Popular Culture

Play Episode Listen Later Apr 22, 2025 48:47


In 1999: The Year Low Culture Conquered America and Kickstarted our Bizarre Times (2025, University of Kansas Press) journalist Ross Benes examines low culture in the late 1990s. From pro wrestling and Pokémon to Vince McMahon and Jerry Springer, Benes reveals its profound impact and how it continues to affect our culture and society today.  The year 1999 was a high-water mark for popular culture. According to one measure, it was the "best movie year ever." But as Benes shows, the end of the '90s was also a banner year for low culture. This was the heyday of Jerry Springer, Jenna Jameson, and Vince McMahon, among many others. Low culture had come into its own and was poised for world domination. The reverberations of this takeover continue to shape American society. During its New Year's Eve countdown, MTV entered 1999 with Limp Bizkit covering Prince's famous anthem to the new year. The highlights of the lowlights continued when WCW and WWE drew 35 million American viewers each week with sex appeal and stories about insurrections. Insane Clown Posse emerged from the underground with a Woodstock set and platinum records about magic and murder. Later that year, Dance Dance Revolution debuted in North America and Grand Theft Auto emerged as a major video game franchise. Beanie Babies and Pokemon so thoroughly seized the wallets and imagination of collectors that they created speculative investment bubbles that anticipated the faddish obsession over nonfungible tokens (NFTs). The trashy talk show Jerry Springer became daytime TV's most-watched program and grew so mainstream that Austin Powers, Sabrina the Teenage Witch, The Wayans Bros., The Simpsons, and The X-Files incorporated Springer into their own plots during the late '90s. Donald Trump even explored a potential presidential nomination with the Reform Party in 1999 and wanted his running mate to be Oprah Winfrey, whose own talk show would make Dr. Oz a household name. Among Springer's many guests were porn stars who, at the end of the millennium, were pursuing sex records in a bid for stardom as the pornography industry exploded, aided by sex scandals, new technology, and the drug Viagra, which marked its first full year on the US market in 1999.  According to Benes, there are many lessons to learn from the year that low culture conquered the world. Talk shows and reality TV foreshadowed the way political movements grab power by capturing our attention. Pro wrestling mastered the art of "kayfabe"--the agreement to treat something as real and genuine when it is not--before it spread throughout American society, as political contests, corporate public relations campaigns, and nonprofit fundraising schemes have become their own wrestling matches that require a suspension of disbelief. Beanie Babies and Pokémon demonstrate capitalism's resiliency as well as its vulnerabilities. Legal and technological victories obtained by early internet pornographers show how the things people are ashamed of have the ability to influence the world. Insane Clown Posse's creation of loyal Juggalos illustrates the way religious and political leaders are able to generate faithful followers by selling themselves as persecuted outsiders. And the controversy over video game violence reveals how every generation finds new scapegoats. 1999 is not just a nostalgic look at the past. It is also a window into our contentious present. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture

Commute | The Podcast
The Dance Dance Revolution | How Do Astronauts Bathe (or pee..) | The Rise, Fall, And Rise Again of Little Caesars

Commute | The Podcast

Play Episode Listen Later Mar 17, 2025 22:36


It transformed arcades into performance halls by asking people to dance in public. We'll explore the cultural impact of Dance Dance Revolution.Just because you're an astronaut doesn't mean you still don't need to shower - so how does one do it outside the Earth's atmosphere?Little Caesars is the go-to meal for social gatherings everywhere. This week how a small Michigan pizza parlor rose to fame, nearly went bankrupt, and somehow emerged even stronger.http://www.commutethepodcast.comFollow Commute:Instagram - instagram.com/commutethepodcast/Twitter - @PodcastCommuteFacebook - facebook.com/commutethepodcast

Galinha Viajante
GV#177: PaRappa The Rapper e Um Jammer Lammy - Hip Hop, Rock'n'Roll e Cuscuz Paulista

Galinha Viajante

Play Episode Listen Later Feb 6, 2025 92:12


Samuca e Leon convidam Vrido do Player 1 pra conhecer o mundo de rap, hip hop e rock'n'roll de Parappa The Rapper! PaRappa 1, PaRappa 2 e Um Jammer Lammy, os três jogos da franquia, são clássicos do PS1 e PS2 que inauguraram o gênero de jogos de ritmo e trouxeram mecânicas novas que foram usadas nas maiores franquias, de Dance Dance Revolution a Guitar Hero. Mas isso é apenas uma parte do que PaRappa oferece. Com uma trilha sonora super eclética, visuais atemporais e uma história absolutamente absurda e nonsense, o cachorrinho rapper de papel e sua amiga roqueira marcaram as memórias de qualquer um que cresceu no final dos anos 90. E prepare-se para não uma, não duas, não três, mas QUATRO músicas no episódio. Basta acreditar!Apoie o Galinha Viajante no Catarse!Ou através do pix: cast@galinhaviajante.com.brOUÇA O PLAYER 1Player 1 | Podcast no SpotifyLINKS DA GALINHACatarse | Youtube | Instagram | Tiktok | BlueskyContato: cast@galinhaviajante.com.brAcesse nosso SITE: galinhaviajante.com.brCONHEÇA O PERSONA DIÁRIOOuça no Spotify: Persona Diário no SpotifyTambém disponível nas outras plataformas de áudio.♪ TRILHA SONORAOSTs completas de PaRappa The Rapper 1 e 2 e Um Jammer LammyAll The Small Things (Blink 182)Hey Jude (The Beatles)Na Na Na (My Chemical Romance)Disscarga (Emicouto)Vivi's Theme (Final Fantasy IX OST)Battle On The Jazzy Bridge (Quasar)EDIÇÃO: Samuel R. Auras @samucarohling00:00:00 - Abertura do Episódio00:07:01 - Introdução e Desenvolvimento00:30:41 - PaRappa The Rapper 100:49:31 - Um Jammer Lammy01:07:33 - PaRappa The Rapper 201:28:16 - Encerramento do EpisódioO Galinha vai ao ar toda semana graças aos Escudeiros da Galinha Viajante! Apoie você também o nosso projeto no Catarse e junte-se à Escudaria!Contato: cast@galinhaviajante.com.brSupport the show

Lehigh Valley with Love Podcast
The Lehigh Valley's Dance Dance Revolution

Lehigh Valley with Love Podcast

Play Episode Listen Later Jan 20, 2025 6:40


Get More LVWITHLOVE Content Guests: Members of the Whitehall Dance Dance Revolution Community In this episode of Lehigh Valley with Love, we step into the rhythm of the Lehigh Valley's Dance Dance Revolution scene. Visiting Dave & Buster's in Whitehall, PA, we meet the passionate players who gather every Thursday night to combine music, movement, and community. From newcomers to seasoned players with decades of experience, this group proves DDR is more than a game—it's a lifestyle. Links Pennsylvania Rhythm Gaming (PARG): https://discord.gg/73MTHhZ Fashion District Philadelphia Friends (FDPF): https://fdpfriends.com/ Watch the Episode www.lvwithlove.com Thank you to our Partners! WDIY Wind Creek Event Center Michael Bernadyn of RE/MAX Real Estate Molly’s Irish Grille & Sports Pub Banko Beverage Company Episode Recap: Dance Dance Revolution might seem like a relic of the early 2000s, but for the Whitehall DDR community, it's anything but. Every Thursday night, this group gathers at Dave & Buster's to celebrate their love for the game, from Eurobeat music to challenging footwork. In this episode, hosts George Wacker and Jeff Warren explore what keeps this community moving. Finding Connection through DDR The episode opens with stories from players like Chris, who has been playing DDR for 20 years, and Emily, who joined the scene to make new friends. For many, DDR is more than a game—it's a way to connect, improve, and push themselves. “Everyone here is supportive,” Chris shares. “No one's judging you, no matter your skill level.” The Comeback That Never Left DDR may have dipped in popularity over the years, but the community insists it never really went away. Alex reflects on the joy of seeing new players discover the game: “Watching kids' faces light up the way mine did when I first played is what makes it all worth it.” Exercise, Music, and Fun For Angeline, DDR is the perfect mix of cardio, movement, and rhythm. “It's not just a video game—it's a workout. It's good cardio, and the music is amazing,” she explains. From Eurodance to classic tracks like Butterfly, the soundtrack is a big part of the draw. An Open Invitation The community at Dave & Buster's is open and welcoming to everyone. “If you're on the fence, just try it,” Tony encourages. “When I started, I was horrible, but the most important thing is to have fun and push yourself.” Looking Ahead With events like a major tournament planned at the Philadelphia Round1 in June, the DDR scene in Pennsylvania is growing stronger. Whether you're a beginner or a seasoned player, the Whitehall group invites you to join the fun every Thursday night. episode transcript

Single Season Record
Kid Nation - Episode 11 - "I Just Like The Recess Part"

Single Season Record

Play Episode Listen Later Jan 14, 2025 48:32


Bonanza City needs fun, badly. Life force running low.   Or maybe they needed the books after all.

Gameware Express
Episode 325 -- It's All I Want

Gameware Express

Play Episode Listen Later Jan 14, 2025 111:09


In this ALL-NEW episode of Gameware Express, Stephen & Renee are back in town and sharing all about their recent trip to JAPAN! We also celebrate the 20th anniversary of Resident Evil 4 while chatting about Suicide Squad: Kill the Justice League, Metaphor: ReFantazio, Stellar Blade, Dance Dance Revolution for Game Boy Color, MORE Switch 2 rumors, updates on upcoming video game films, and more! This week's cast: Adam Arinder John-Michael Carley Renee Martin Stephen Martin Music Credit: Outro -- "All I Want" -The Offspring Outro 2 -- Scott Bezdek RSS Feed: http://feeds.soundcloud.com/users/soundcloud:users:61611947/sounds.rss January 14, 2025

Unversed Podcast
Unversed 048 part 3 | A grown man size cat

Unversed Podcast

Play Episode Listen Later Nov 23, 2024 17:10


Oscar talks about Dead Island, the Kyoshi Avatar books, Ghost Cat Anzu and more. Email: Unversedpodcast@gmail.com

Strangely and Friends
001 - I Have Eight Spiders

Strangely and Friends

Play Episode Listen Later Nov 6, 2024


When I graduated high school I felt that I had already missed the boat on numerous things I had always wanted to do. Things like learning a foreign language, a new instrument, or juggling. I had read somewhere that the human brain reaches a point where it stops growing, and thus your ability to learn complicated tasks with any meaningful proficiency disappears. Forever. This seemed backed up by what I perceived as a truism about mathematics; that all great magicians produce their best work before they turn 25. (Shout out to my sophomore year high school math teacher, who killed my love of math.)I bring this all up because it was such an easy thing to fall into, this idea that your brain calcifies and you are stuck being what you are at 20 for the rest of your life. Now having lived almost twice that span I can assure you that such things are nonsense. And I have video games to thank for that.When I was in my early twenties I lived with a bunch of flatmates, and many of them played video games. I had dabbled in Xbox and PC gaming in high school, but had not planned on continuing the hobby into my adult life. Consoles were expensive, and a recent brush with the absolute time-sink of World of Warcraft had me a bit gunshy of anything involving repeated activity and a screen. Enter Guitar Hero. Many nights after work I would come home to a living room full of exuberant drunk friends taking turns shredding away at rock and roll hits with an oversize controller shaped like a guitar. Guitar hero is a beat-matching game, similar to Dance Dance Revolution, where you press combinations of buttons to match a pattern being shown on screen. If you match correctly the song continues to play, the on-screen crowd cheers, and the beguiling illusion that you are making the music is conjured. I was hooked at once. It felt like anyone could be a rockstar, even me!It all came to a crashing halt one evening when I had someone cute over. I fired up Guitar Hero and flawlessly shredded my way through “Sweet Child of Mine.” Instead of being impressed, my crush playfully said, “Imagine if you'd spent as many hours practicing the real guitar as you did playing that game.” A crushing disappointment to be sure, and yet, also a revelation of sorts. I'm sad to say I didn't exactly get the broader point at that moment, choosing instead to take the advice literally. That night as I lay in bed, I estimated the total hours I had practiced Guitar Hero, roughly 150, and decided I would spend that much time learning to play guitar. The next day I made a little chart, bought a cheap guitar, and started practicing.I finished my 150 hours in about two months and was surprised at how well I could play the guitar. Nothing special, but enough to entertain my friends and play simple comedy songs at local open mics. I had discovered the idea of grinding. Just like in a video game, where you can decide to apply a given amount of your time to “leveling up,” you can do it in real life. I have since applied this mentality to learning to juggle, performing close-up magic, and playing accordion, all with great success. But to date, my biggest achievement was finally learning a foreign language.When I launched myself into the project of moving to Norway for a year to study wooden boat building, I also committed to learning the language. To that end I spent roughly 500 hours studying Norwegian prior to moving. I accomplished this via a variety of means including, books, films, television, internet courses, podcasts, and, yes, Duolingo. Although I must confess this last one had little utility beyond expanding my vocabulary with some truly bizarre sentences, “Jeg har atte edderkopper,” [I have eight spiders.] being a particular favorite of mine. (Perhaps that's the genius of that method, I've never forgotten that sentence…)I am not the best judge of how good my Norwegian is; but I have heard from enough people that it is workable, a rough-hewn hammer made from a stick and a rock with a hole in it. Will it pound nails? Probably, not always, and not with great accuracy, but it's better than no hammer at all. I am probably being too hard on myself. Stone hammer or not, I was able to tell jokes in Norwegian that made people laugh. I ordered food in restaurants, negotiated the purchase of second hand goods, discussed philosophy with friends, and on one memorable occasion convinced the staff in a museum to let a friend and I go in without paying in order to see a taxidermy giraffe. At the age of 33 a decade and a half after giving up, I decided to learn a foreign language by investing increments of my time, with the same mentality as working at a video game.I am a huge fan of the Dark Souls series of video games. This is because nearly everyone has the same experience the first time they play one. They happily toodle along for a while, some longer than others, and eventually hit a wall. An area, enemy, or boss fight that just seems, well, impossible, unsurmountable. But the beauty of a video game is that you have unlimited tries, you can dust yourself off and run at the wall again, learning, incrementally, bit-by-bit, how to press forward. If you invest that time, the triumph is all the sweeter.Comparing the grind of a video game to learning a new skill is by no means a novel realization, but I am sharing it with you because of the particular way it changed my own perception of what was possible for me. I had given up, because I thought that since I had passed some arbitrary point of no return where learning was now impossible. I have since learned that there are numerous such points, age 27, age 30, age 35, whatever, where you lose facility to learn new things well, or at least as well as you used to. I think that's a bunch of bullshit. I think it just takes more practice, and maybe a bit more willpower as you get older.

Retro Rocket Entertainment
Hit Rewind: Video Games of 1998

Retro Rocket Entertainment

Play Episode Listen Later Oct 6, 2024 34:47 Transcription Available


Welcome to Hit Rewind, your go-to podcast for exploring the captivating world of 1998 video games. Join hosts Michael and John as they dive into the gaming landscape of the year, discussing both legacy and new titles that left their mark. In this episode, discover how 1998 was a pivotal year in gaming history with milestones such as the rebranding of the ESRB's K-A rating to E for Everyone and the launch of the Game Boy Color. Explore the discontinuation of the Sega Saturn and the impact of arcade hits like Marvel vs. Capcom. Listen as the hosts analyze iconic PC games including Baldur's Gate, StarCraft, and Half-Life, along with console classics like Legend of Zelda: Ocarina of Time and Pokémon Red and Blue. Witness the rise of interactive gaming with Dance Dance Revolution and the entrance of Bruce Willis in the gaming world with Apocalypse. Join the conversation on mergers and acquisitions that reshaped the industry, including Crystal Dynamics' integration into Eidos and the partnership between Square and EA. This episode is packed with insights, nostalgia, and a dash of humor as we take you on a journey back to 1998.

Changeling the Podcast
episode 91 — ten video game inspirations

Changeling the Podcast

Play Episode Listen Later Sep 16, 2024 70:54


It's been a while since we've done a dive into media, so—here goes! Friend of the show Charles Siegel joins for Pooka for a discussion of how video games and tabletop games inform and resemble each other. We go through a shortlist of ten titles for inspiration to round out this series of episodes (for now) (the other big one is music, and no way are we getting the rights to do that one). In our opinion, each of these games features a variety of elements that tie into those of Changeling: the Dreaming. Obviously, there are a lot more out there, but a shortlist seems sufficient for our purposes. We're of the opinion that video and tabletop games inform each other If you'd like to acquaint yourself with the titles in question, behold some videos: American McGee's Alice (2000) — opening video: https://www.youtube.com/watch?v=oSMZsT4UhyQ Braid (2008) – trailer: https://www.youtube.com/watch?v=uqtSKkyJgFM Final Fantasy (so many years) — here's the piano collection for FFVI as one example of Uematsu's music: https://www.youtube.com/watch?v=6SJisxnVFZo Kingdom of Loathing (2003 – present): https://www.kingdomofloathing.com/ Persona 4 (2008) – opening video: https://www.youtube.com/watch?v=h73LvR8V2LA Pokémon Go (2016 – present) – one of many rare Pokémon hunts: https://www.youtube.com/watch?v=MLdWbwQJWI0 Psychonauts (2005) – trailer: https://www.youtube.com/watch?v=aDbDShqvc_o Tandem: A Tale of Shadows (2021) – trailer: https://www.youtube.com/watch?v=JKiv1skvUJQ Untitled Goose Game (2019) longplay: https://www.youtube.com/watch?v=gruIyw_AHYE Yume Nikki (2004) – longplay: https://www.youtube.com/watch?v=Yr4iJL1LZwY Meanwhile, Charles can be found around the following parts of the interwebsphere: Patreon: https://www.patreon.com/charlessiegel Storytellers' Vault: https://www.storytellersvault.com/browse.php?author=Charles%20Siegel Tellurium Games: https://www.tellurium.games/ As for ourselves, drop us a line at any of the following: Discord: https://discord.me/ctp Email: podcast@changelingthepodcast.com Facebook: https://www.facebook.com/profile.php?id=100082973960699 Mastodon: https://dice.camp/@ChangelingPod Patreon: https://www.patreon.com/changelingthepodcast YouTube: https://www.youtube.com/@ChangelingThePodcast your host Pooka G (any pronoun/they) used to tear it up at Dance Dance Revolution and is still proud of that A+ on "So Deep". You have no chance to survive make your time. HA HA HA HA. —Cats, Zero Wing

Life. Love. And Other Mysteries
Dance Dance Revolution with Special Guest Morgan

Life. Love. And Other Mysteries

Play Episode Listen Later Sep 9, 2024 50:31


Send us a textIn this podcast episode, Sharla and Tiffany discuss pop culture surrounding the death of Matthew Perry and the legal ramifications that transpired through a thorough investigation. The hosts along with special guest Morgan, dissect the drama and world of cheer and dance referencing the television show Dance Moms. Lastly, Sharla, Tiffany, and special guest Morgan discuss the different music they would select in choreographing dances for various celebrities. lifeloveandmysteries.comemail@lifeloveandmysteries.comhttps://www.facebook.com/lifelovemysterieshttps://www.instagram.com/lifelovemysteries

The Sispatch
Ep. 10 Streams & Things: Reliving Childhood Memories + Time On Twitch… featuring Juhnell

The Sispatch

Play Episode Listen Later Aug 2, 2024 102:17


What a way to wrap up the season! In this special season finale of The Sispatch, we're celebrating National Cheesecake Day in style and welcoming an incredible guest (and our baby cousin), Janelle, a beloved Twitch streamer known for her knack in first-person shooters like Call of Duty and her spontaneous IRL streams. Join us as Janelle dives into her streaming journey, sharing how community has shaped her experiences and the unforgettable camaraderie of gaming together. From heartwarming tales of viewer support during tough times to hilarious kidney-themed inside jokes, Janelle brings her streaming world to life. We'll also dive into tech tales and share how Janelle uses her streaming tech savvy in her teaching career now. Plus, don't miss our trip down memory lane with stories of daring dares, embarrassing moments, and the games that made our childhood unforgettable—like Dance Dance Revolution and Kingdom Hearts. And because we're all about family, you'll hear us getting real about the special bond we share with Janelle and our favorite cousin moments. Expect plenty of playful banter, heartfelt reflections on our cultural backgrounds, and our plans for what's next. It's a blend of nostalgia, laughter, and a touch of cheesecake sweetness as we close this chapter and dream about the next. Don't miss out on this joyous, jam-packed finale! Follow Janelle on Twitch: https://www.twitch.tv/juhnell Timestamp Guide: 00:00 - Celebrating National Cheesecake Day & Season Finale 03:30 - Introducing Janelle: Gamer, Streamer, and Friend 06:21 - Janelle's Favorite Games and Streaming Highlights 20:22 - The Importance of Community in Gaming 23:01 - Fun Inside Jokes and Memorable Streaming Moments 26:18 - TwitchCon Stories and Meeting Fans 29:08 - Balancing Streaming and Personal Life 34:29 - How Streaming Enhances Teaching Techniques 41:38 - Reminiscing Tech and School Adventures 45:10 - Cherishing Cousin Connections 48:15 - Childhood Memories: The Good, the Gross, and the Goofy 53:30 - Light-Hearted Sibling Banter and Teasing 01:02:21 - Daredevil Days and Adventures 01:05:15 - Creating YouTube Videos and Fun Times 01:08:35 - The Legendary Bee Incident 01:16:39 - Gaming in the Garage: Nostalgia Overload 01:19:38 - The 'Jangle' Nickname Story 01:21:26 - Navigating Cultural Expectations and Staying True 01:24:02 - Balancing Serious and Silly Conversations 01:27:05 - The Power of Deep, Meaningful Chats 01:38:37 - Expressing Love and Planning Future Episodes Follow us on IG: @TheSispatch

Think Neuro
57. Dual Tasking to Keep Your Brain (and Body) Fit as You Age | Ryan Glatt, MS, CPT, NBC-HWC

Think Neuro

Play Episode Listen Later Jul 17, 2024 42:25


Ryan Glatt is a certified personal trainer, a national board-certified health and wellness coach, and director of FItBrain at PNI. He's also a big believer in the idea that just getting on a treadmill isn't enough to keep our brains and bodies in top condition as we age. We must “dual task,” Glatt says. That means finding activities that challenge our minds and bodies at the same time, like dance or pickleball. Glatt, whose own energy and enthusiasm is infectious, is a big fan of video games that make you move. He got fit (and came out of his shell) years ago by playing Dance Dance Revolution, which requires both deft movement and undivided attention. Dual tasking is crucial as we age because it can slow dementia. Glatt has pored over the research and is convinced of that. It can also help us retain our balance, thereby preventing falls, one of the biggest causes of injury in older adults. This high-energy conversation with Ryan will show you how important dual tasking is, and we bet it will get you up and moving by the end.

The Cabin
Game On! Wisconsin's Arcade Bar Scene

The Cabin

Play Episode Listen Later Jul 16, 2024 35:25


The Cabin is presented by the Wisconsin Counties Association and this week we're featuring Iowa County; https://bit.ly/3upz4fDThe Cabin is also presented by Jolly Good: https://bit.ly/DWxJollyGoodCampfire Conversation: In this episode of The Cabin Podcast, we explore a variety of unique and exciting arcade bars across Wisconsin. AnaElise Beckman kicks things off with the story of Aftershock Classic Arcade in Madison, founded by Brad Van after discovering a broken Pac-Man machine. Now revived by Chris Welch, it features classic games like Dance Dance Revolution and House Of The Dead, along with a selection of craft drinks and snacks. Eric Paulsen highlights Vagabond Arcade in River Falls, where visitors can enjoy retro games by paying an hourly rate, and Heroes Venture Arcade in Two Rivers, which boasts over 150 games without the need for quarters. Jake Rome takes us to The Garcade in Menomonee Falls, offering over 150 arcade games and 30+ pinball machines, as well as WOW - Wausau on the Water Family Fun, a family-focused arcade with great deals and event spaces. Lastly, we visit Cherry Lanes Arcade Bar in Sturgeon Bay, a renovated bowling alley turned hotspot for unique cocktails, craft beers, and vintage arcade games, featuring weekly free bowling and Xtreme bingo nights.Inside Sponsors:Ho-Chunk Nation: https://bit.ly/3l2CfruWisconsin Counties Association: https://bit.ly/3ehxDHHPraise in the Pines: https://bit.ly/3VeLBBB

Popzara Podcast
Article: Spin Rhythm XD

Popzara Podcast

Play Episode Listen Later Jul 11, 2024 3:06


Ever since music-based game classics such as Dance Dance Revolution, Bust A Groove, Frequency, and it's follow up Amplitude came along, I've been a huge fan of the genre. There's just something about that classic, hand and eye coordination gameplay that once you get in the groove (pun intended), it's hard to stop playing.

The Optimal Aging Podcast
Unlocking Cognitive Health: How Marbles Brain Body Fitness Is Spreading Good News about Aging

The Optimal Aging Podcast

Play Episode Listen Later Jun 25, 2024 34:17 Transcription Available


Unlock the secrets to a sharper mind and healthier body with our guest, Dr. Cody Sipe, CEO of Brain Body Fitness franchise. Ever wondered how pairing brain games with physical exercise could stave off dementia? In this engaging episode, we dive into the innovative world of Marbles Brain Body Fitness, the pioneering brain gym franchise focused on a brain-first model. Cody, a co-founder of the Functional Aging Institute, reveals how dual-task technologies and unique workout concepts can make fitness more accessible and effective in combating cognitive decline and dementia.Discover the fascinating world of exergaming, where exercise meets gaming to boost your brain health. Explore groundbreaking equipment like the Cyber Cycle, which blends pedaling with game-play decisions, and the Dividat Senso, reminiscent of Dance Dance Revolution, that enhances balance and mobility through visual stimuli. Learn about the SmartFit system, which challenges users with LED light boards and math-based tasks to emphasize quick decision-making. This episode underscores the critical connection between heart health and brain health, highlighting how factors like high blood pressure and obesity impact both.Marketing a brain-first fitness program to older adults presents unique challenges, and Cody offers strategies to make these dual-task exercises more appealing. We discuss how Marbles aims to break down barriers and transform traditional exercise into fun, engaging activities that attract adults aged 60 to 80. Whether you're concerned about cognitive decline or looking to maintain sharp skills, this episode offers invaluable insights into Marbles' franchise development and how you can get involved through their webinars and informational resources. Tune in and get inspired to join the brain-body fitness revolution.Online ResourcesMarbles Brain Body FitnessCody Sipe on LinkedInPrime Fit Content – Engage the over-50 market

Video Games | Ongamecast
Dance Dance Revolution | Best Gaming Podcast

Video Games | Ongamecast

Play Episode Listen Later Jun 19, 2024 4:47


Dance Dance Revolution is a truly remarkable game that has stood the test of time. Its unique gameplay, energetic music, and engaging social aspect make it a must-play for any fan of rhythm games. Whether you're a seasoned pro or a newcomer to the dance floor, DDR offers a fun and challenging experience that is sure to keep you coming back for more. So put on your dancing shoes and prepare to get your groove on – DDR is waiting for you. --- Support this podcast: https://podcasters.spotify.com/pod/show/ongamecast/support

Podcasty Retro Nation
Retro noty 103: Moderní arkádové automaty

Podcasty Retro Nation

Play Episode Listen Later Jun 17, 2024 21:17


Arkádové automaty jsou ikonické přístroje provázející nás už od herního pravěku. V kolika filmech už jsme viděli děti, teenagery i dospělé řádit v arkádových hernách? Prsty na nohou ani rukou by nám nejspíš nestačily. Často se říká, že s příchodem domácího hraní padla na arkády krize, ale opak je pravdou. Fungují dál a lákají nové a nové generace hráčů, aby vhodili pár mincí. I dnes si můžeme zahrát arkády včetně moderních titulů i posledních dílů klasických sérií. TIme Crisis, House of the Dead, Street Fighter... a nabídka je mnohem širší. Existují arkádové Halo, Mario Kart nebo třeba „západní“ taneční Dance Dance Revolution. O všech zmíněných kouscích, a nejen o nich, bude řeč v aktuálním díle podcastu Retro noty. Pojali jsme jej jako takového průvodce tím zajímavějším v současných arkádových hernách, na které můžete přes léto či během dovolené snadno narazit. Tak vzhůru do poslechu a určitě pak nějaký automat vyzkoušejte, zlatá éra arkád je sice pryč, ale pořád umí zabavit! Podívejte se na ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.retronation.cz⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ na skvělé výlety do herního retra!

Think Neuro
Think Neuro Mini: How Dual Tasking Keeps You On Your Feet with Ryan Glatt, MS, CPT, NBC-HWC

Think Neuro

Play Episode Listen Later May 22, 2024 2:00


Ryan Glatt is a Certified Personal Trainer and a National Board-Certified Health & Wellness Coach with over a decade of experience. He focuses his exercise and health coaching strategies on brain health, personalizing lifestyle interventions for individuals with brain and cognitive health goals. Ryan is a Brain Health Coach and the Director of the FitBrain Program at Pacific Neuroscience Institute.Ryan developed and currently directs the FitBrainSM program with an expertise in combining brain and body training (also called dual-tasking) through “serious exergaming” (purposeful, goal-oriented games that involve physical movement), which utilizes innovative technologies to train cognitive and physical skills simultaneously. After losing weight and rehabilitating from a concussion at a younger age through the popular game Dance Dance Revolution, Ryan's passion for “games for good” has continued into the realm of brain health, and he actively consults for several technology companies in clinical exergaming, gamified rehabilitation, and dual-task training. Ryan has a specialized interest in research in this area, and regularly collaborates with other researchers.

Below Freezing
Grandma's Boy (2006)

Below Freezing

Play Episode Listen Later May 7, 2024 81:05


Racecar beds, dead cats, and Dance Dance Revolution – what do all of these things have in common? Well light up that joint and we'll tell you: all three of these feature in the 2006 Adam Sandler-adjacent stoner comedy “Grandma's Boy”. Join St. Johns and guest Andrew Corns of The Revisionist Almanac as they breakdown the highlights from this movie: from karaoke parties to robot voices to Nick Swardson – it all gets examined in this episode. You can find us at the following: Email: belowfreezingpodcast@gmail.com Twitter: https://twitter.com/BelowFreezing32 Facebook: @belowfreezingpodcast Instagram: https://www.instagram.com/belowfreezingbadfilms/

Hazel & Katniss & Harry & Starr
The Kissing Booth 2 (2020)

Hazel & Katniss & Harry & Starr

Play Episode Listen Later Apr 2, 2024 46:01


Brenna and Joe return to the world of Wattpad to check out Beth Reekles' 2020 sequel, The Kissing Booth 2: Going The Distance, as well as its Netflix adaptation.The book is better written, but where is the conflict? There's nothing here! The film is much better thanks to a committed performance by Joey King (and her wig), as well as the addition of Taylor Zakhar Perez. Plus: questioning the book's interest in Elle & Noah as a couple, egregious montages, fun closing credits, and Dance Dance Revolution?!Wanna connect with the show? Follow us on Twitter, Instagram and BlueSky @HKHSPod or use the hashtag #HKHSPod:> Brenna: @brennacgray (BlueSky/Instagram)> Joe: @bstolemyremote (Twitter/Instagram) or @joelipsett (BlueSky)Have a mail bag question? Email us at hkhspod@gmail.com Theme music: Ben Fox "Think About the Lights" Hosted on Acast. See acast.com/privacy for more information.

99Vidas - Nostalgia e Videogames
99Vidas 608 - Hall da Fama dos Gêneros: Jogos Musicais

99Vidas - Nostalgia e Videogames

Play Episode Listen Later Mar 9, 2024 84:29


Felipe Mesquita, Evandro de Freitas e Bruno Carvalho conversam sobre os jogos musicais. Esse gênero têm desempenhado um papel significativo na cultura dos videogames, oferecendo aos jogadores uma experiência única que combina habilidade musical com entretenimento interativo. Entre os mais icônicos estão "Dance Dance Revolution", "Pump It Up", "Rock Band", "Guitar Hero" e "Bust a Groove", cada um trazendo sua própria essência e desafios. Além de proporcionar diversão e entretenimento, esses jogos também ajudaram a introduzir novas gerações de jogadores ao mundo da música, inspirando muitos a explorarem seus próprios talentos musicais. Com sua combinação única de desafios de habilidade e imersão musical, os jogos de música e ritmo continuam a encantar e entreter jogadores de todas as idades ao redor do mundo. Esse é mais um episódio da série Hall da Fama dos Gêneros. || LINKS COMENTADOS NO PROGRAMA- [DICA] Compre o console R36S!- [VÍDEO] Trailer de Top Racer Collection- [LINK] Infográfico do Top Racer feito pelo Infográffi- [LINK] Dioramas do Luarts3D- [SITE] Conheça Caraíva- [LINK] Perfil da Gabriela Muginski || PATROCINADOR DO PODCAST- ALURA| Estude na Alura e tenha acesso a mais de 1.300 CURSOS! Acesse o nosso link e ganhe 15% de desconto! USE O NOSSO CUPOM: 99vidas15 http://alura.tv/99vidas || QUER ESCUTAR O 99VIDAS BÔNUS?- ASSINE O 99VIDAS | Toda semana tem um podcast EXTRA para os nossos assinantes! ASSINE!

The Two Vague Podcast
Episode 103 - Rhythm

The Two Vague Podcast

Play Episode Listen Later Mar 6, 2024 65:50


Dance teacher Star joins Ben this week to discuss rhythm!  After Ben wishes everyone happy VD, Star talks about the festival where she is performing in a few weeks.  This is not a show about laser tag, so after a brief LARP-er diversion, they drop some sick beats and start the definition portion of the program.  Star tells stories about her vast dancing, choreography, teaching, and art school experiences.  Ben references a Star Trek: TNG episode involving tap dancing, makes Star watch a ballet scene from the movie Top Secret, and shares information about one of his favorite musical artist's songs.  Rhythm video games discussed this week include: Rock Band, the Club Penguin disco mini-game, Dance Dance Revolution, Nintendo Power Pad games, Just Dance, Beatmania, Taiko no Tatsujin, Space Channel 5, Samba de Amigo, Frequency, Amplitude, and Trombone Champ.  00:00:21 - Homeschool energy is kinda' like horse girl energy… it's been on Star's mind 00:02:49 - The Jefferson High School Democrats, “ruining the big reveal,” and happy VD! 00:06:15 - Ben just completed Soul Hackers 2, laser tag stress, and it's actually Funtasticks 00:08:55 - LARPers have homeschool energy, RIP Galactic Battlecruiser, and into the rhythm  00:12:29 - The question at hand, syncopation, Star's art of choreography, and dance maps 00:15:36 - Square dancing, Ben is terrible at cursive, and cross it off the bucket list 00:18:49 - Pantomime, dance code, Ben's game idea, and make a collaboration buddy 00:21:00 - Online Warriors shout out, the business of streaming, and an old man and his cats 00:23:36 - Foot problems, ballet shoes are dumb, no tap dancing at a wedding, and sounds 00:26:08 - Playing your feet, dance solos, ballet trauma, and the “Top Secret” codpieces 00:29:19 - Dance stories, joke delay, Peter Gabriel's “The Rhythm of the Heat,” and WOMAD 00:32:35 - Jungian Psychology, the Ghanian War Dance, Miami Vice, and the Dead Milkmen 00:34:48 - Music inspired dance, the original question, and King Gizzard & the Lizard Wizard 00:37:28 - Funky again, alt-J, back to the pantomime, sick beats, and Jesse from Cuppocinnos 00:40:04 - Soundcloud rappers, Stanley Tucci, Club Penguin clubbing, dance fingers, and DDR 00:43:53 - The Power Pad, step aerobics, eleven games, Maze Epic Battle, and the Virtual Boy 00:46:34 - F the Manhattan Police clubbers, seal free, and “Come Come Fallen Corpses…” 00:48:39 - Remembering the steps of songs, Dance Dance Revolution masters, and Beatmania 00:50:40 - Just Dance, they tried, the Eye Toy, dancing torsos, Taiko no Tatsujin, and latency  00:53:36 - More competitive than deserved, real life Mario Kart in Tokyo, and bop all the things 00:56:50 - Less feet, really in to patterns, specialized controllers, and music tracks on tracks  00:59:15 - Ben thinks Holy Wow Studios' Trombone Champ is a ridiculously fun “joke game” 01:02:26 - Four trombones play a song badly, up since 5 AM, learning rhythm, and rambling  Follow Two Vague on… Our website: https://www.twovaguepodcast.com On Instagram: https://www.instagram.com/two_vague_podcast On YouTube: https://www.youtube.com/@twovaguepodcast On X-Twitter: https://twitter.com/TwoVaguePodcast For show appearance and other inquiries, contact us at: twovaguepodcast@gmail.com References and Hashtags: Soul Hackers 2 links https://soulhackers2.atlus.com/index.html?lang=en https://store.steampowered.com/app/1777620/Soul_Hackers_2/ https://store.playstation.com/en-us/product/UP0177-PPSA03743_00-SOULHACKERS00PS5 Check out friends of the pod… Online Warriors Podcast https://www.onlinewarriorspodcast.com/ Trombone Champ links https://www.vecchitto.design/ https://store.steampowered.com/app/1059990/Trombone_Champ/ https://www.nintendo.com/us/store/products/trombone-champ-switch/ #Podbean #DIYPodcast #ApplePodcast #VideoGames #Trivia #Comedy #Talkshow #2VP #TwoVaguePodcast #SoulHackers2 #TromboneChamp #HolyWowStudios #DanVecchitto  

The Danny Brown Show
Boomer Jams w/ Sara Weinshenk | The Danny Brown Show

The Danny Brown Show

Play Episode Listen Later Feb 16, 2024 40:20


SPONSORS: -Shop now at https://TheFreezePipe.com and use code DANNYB for 10% off your entire order. -Get 25% off your subscription or try the app FREE at http://Fitbod.me/DANNYB -Visit https://factormeals.com/dannyb50 with promo code dannyb50 to get 50% off your order -Download the DraftKings Sportsbook app NOW and use code DANNYB On this episode of The Danny Brown Show, Sara Weinshenk stops by to talk about her playlist, boomer music, and why she can't listen to The Smiths anymore. Her and Danny answer questions about eating peanut shells and a mother-in-law milf who's been dropping hints. Also, Danny enlightens Sara about Charles Manson's crazy plans, Sinead O'Conner's wild tweets, and the strange troll move he used to pull on airplanes. He also reveals how he lost his missing tooth. There's also a discussion about Dance Dance Revolution and other video games. Enjoy! You got a question or freestyle you want to send Danny's way? Hit him up at danny@thedannybrownshow.com or leave him a voicemail at (512)522-9256 Danny@TheDannyBrownShow.com (512)522-9256 https://xdannyxbrownx.com https://store.ymhstudios.com/ The Danny Brown Show Ep. 91 Learn more about your ad choices. Visit megaphone.fm/adchoices

Angry Algorithms / @AngryAlgorithms
Angry Algorithms Episode – 187 - Prison Hooch

Angry Algorithms / @AngryAlgorithms

Play Episode Listen Later Feb 16, 2024 63:00


Kanye has a dingleberry on his lip Billy was high at Dicks…The sporting goods store Jim saw a guy at the mall playing Dance Dance Revolution. He brought his own fan to keep his feet dry, and his own wrenches to tighten the game pads Rachel Dolezal, the White woman infamous for claiming to be Black, fired over OnlyFans account Sara Jay is a legend, but it might be time to hang it up Jim went to Urgent Care and they asked him if he was born a male and if he was straight. He was there for his thumb Billy took some mushrooms this weekend. Billy explains how drugs get into jail

Game Deep
Health Benefits of Gaming

Game Deep

Play Episode Listen Later Feb 9, 2024 96:14


The friends dig deep into how video games affect mental and physical well-being, checking out studies on the matter, sharing their own experiences and looking at examples of games made specifically for health purposes as well as how regular old games can tangentially contribute to fitness! 0:00 - Recapping the holidays and new year. Socializing, sweets, stress! Avoiding vacation obligations. 14:45 - How can games impact health positively psychologically and physically. 19:05 - "The benefits of playing video games" APA journal. The academic framework compared to our personal experience. The social benefits of games for various people. 30:06 - Clinical studies that use Tetris to treat mental illness like addiction and PTSD. 36:39 - Audio clips: news coverage of video games starting in the 80s. A variety of narratives: parental concerns around games being addictive and negatively altering kids' minds, the capacity of games to make people violent, and the more recent trend of showing games in a positive light (emerging technology, psychological benefits, etc.). 53:35 - Using phsyical games (Wii, PlayStation Move) to rehabilitate burn injuries through range-of-motion exercises. 57:00 - Gamification. Jane McGonigal's work into leveraging playtime into changing the world and also smaller-scale self improvement. 1:01:30 - Mobile apps that gamify health: drinking water, counting steps, running/jogging training (Zombies, Run!), building good habits (Habitica), language learning (Duolingo). 1:14:30 - Games designed for exercise (Yourself!Fitness, Wii Fit, Ring Fit Adventure), but also "accidental" fitness games (Dance Dance Revolution, Pokemon GO) 1:19:57 - Mirror neurons and learning from watching. 1:23:15 - Which games do we play intentionally to socialize? Mario Kart, board games, Dead by Daylight. 1:26:47 - Animal Crossing: New Horizons as a pandemic game: the perfect combination of escapism, social connection, and cozy! 1:31:00 - New year's resolutions for gaming and health. Bryan - @analogdarling on Twitch, Twitter, and Instagram Xander - @xanwithaplan on Twitch and Twitter Zac - @zacaroniandcheez on Twitch, @GaijinWota on Twitter and Instagram Contact and Episode Suggestions - GameDeep.fun  Theme Song by Robotprins

How I Got Here with Dave Fiore
Chef Leon Brunson

How I Got Here with Dave Fiore

Play Episode Listen Later Jan 23, 2024 55:52


Host Dave Fiore speaks with Chef Leon Brunson, owner of Leon's at Lake Ella. His journey to owning a restaurant has included working the line at his hometown Waffle House in Panama City, refining his skills at fine dining restaurants, being a private chef, and time at Kool Beanz Café, where he says he really learned to cook.   He describes himself as a Southern chef with international flair and loves exploring new flavors and techniques to offer his diners a unique experience.   As much as Leon loves food, his first passion is the video game Dance Dance Revolution, which he says dominated his childhood. His DDR skills and competitive drive led to appearances in the World Champions League and being ranked as high as No. 4 in the U.S.   During COVID, Leon starting streaming cooking classes online, which would eventually lead to a spot on the Hulu reality cooking show, Secret Chef. Leon discusses the reality of being on a reality show and his thoughts on the outcome.  After trying to leave more than once, Leon has come to love Tallahassee and is committed to helping with regional food insecurity through his work with Second Harvest of the Big Bend.

Trinity Radio
Ep 11: DDR + Y2K

Trinity Radio

Play Episode Listen Later Dec 12, 2023 46:33


How the game series "Dance Dance Revolution" proliferated Y2K dance music

What's Happening Podcast
Bringing RockBand Back in 2023

What's Happening Podcast

Play Episode Listen Later Nov 29, 2023 48:27


This week we get into the nostalgia of our childhoods. Specifically Shelby's (@shelbylynnlives) nostalgia for Rockband and Dance Dance Revolution. Spencer (@thebasementgamr) recounts their Black Friday experience.

Topic Lords
211. Window-Peering Jim Checking Out Your Cats

Topic Lords

Play Episode Listen Later Nov 6, 2023 64:19


Lords: * Cort * https://a.co/d/iRrEZcy * Elena Topics: * My due date is literally tomorrow * Dogme 95 for web development * Visits from the neighborhood cats * Potato, by Jane Kenyon * https://poets.org/poem/potato-0 * Cooperative board games are hard to design * Space themed coop trick-taking card game: https://boardgamegeek.com/boardgame/284083/crew-quest-planet-nine * Building a conlang generator from the phonology up * https://en.wikipedia.org/wiki/Sonorityhierarchy * Linear algebra cursed conlang: https://www.youtube.com/watch?v=ze5ie_ryTk Microtopics: * The Be Real App. * Posting your mortifying skin condition for all the internet to see. * Being born. * The Dance Dance Revolution song "20,November," by Earth Wind and Fire. * PiCoSteveMo. * Tossing around hastily drawn concept art with your team. * Being born, again. * Having a kid for someone else. * Eating cigarettes off of the sidewalk. * A grab bag of thousands of possible pregnancy symptoms. * Literacy as a symptom of pregnancy. * A visceral reminder that you are part of a long chain of humans. * Which came first, humans or birth? * The comfort of the humans who are still around having individual experiences even after you die. * Tips n Tricks for dealing with fear of death. * Inviting dead people onto the show. * Asking for more pro-death art so you can feel better about death. * Pro-life, in the literal sense. * Flowers and mushrooms growing up through the bones. * Returning to the universe to nurture it. * Dumb Ways to Die. * Sum: 40 Tales from the Afterlives. * Thought experiments about something weird that could happen. * The Egg by Andy Weir. * Covering birth and death in the same topic. * Looking at photos of yourself from five years ago and thinking "oh shit!" * I am choosing to no longer have conscious experience, mom. You wouldn't understand, mom. * Swedish with a mouthful of potatoes. * Dogme 95. * Enpoopification. * A protocol for exchanging information on a computer. * Rewinding to a kinder, simpler web. * Avoiding all this gestures at the world * New rule: no web servers more powerful than a Raspberry Pi. * The cool thing that was on the web in the mid-90s. * Making art and putting it on the internet and getting a fan base. * The teenage gamer comic series making a comic about prostate exams. * Sharding the internet. * El Goonish Shive. * Anime hammers that you do when someone is being a pervert. * Coming to personal revelations regarding your neurodivergence or gender situation. * How to be a successful artist. * Not knowing if your favorite webcomic had ads because you use an adblocker. * Working at your parents animation studio as an inbetweener. * Merging your cats into one cat. * Neighborhood coyotes. * Cats beyond the reach of fear. * Window-peering Jim: he's just checking out your remodel. * Putting a GoPro on your neighbor's cat and livestreaming the inside of their house. * Cats with amazing life stories that they'll never tell you. * The consort of coffee grounds. * Making shepherd's pie for an entire hamlet. * A possibly accidental double line break. * A line break corresponding to a conceptual boundary. * The Story of Mel: a Real Programmer. * Adding left angle brackets to the start of every line until word wrap makes it a poem. * Blackout poetry. * Pumping gas as an element of Cottagecore. * A hamlet is just a city in New Jersey. * The fireworks on your forehead game. * A game where everyone stops talking. * The Yelling Game. * A dedicated period of yelling. * Space-themed trick taking games. * The Spaceteam card game. * Coming up with a set of place names that sound like they're from the same culture. * Assigning syllable groups to a morpheme. * Asking Claude. * Interpolating the obvious things. * The Sonority Hierarchy. * A gradient from less vowel-like to more vowel-like. * Cursed Conlangs. * Generating syllables and mushing them together.

Binchtopia
I Got Too Silly

Binchtopia

Play Episode Listen Later Oct 4, 2023 70:17


The girlies are in for a nostalgic episode, exploring two of the most puzzling crazes of the 2000's — Dance Dance Revolution and SillyBandz. Digressions include an entire intro dedicated to telling landlords to GET A REAL JOB!!!!! Plus, the first ever mobile Binchtopia academy for youths. SOURCES:Are We Human, or Are We Dancer? The Legacy of ‘Dance Dance Revolution,' 20 Years Later‘Dance Dance Revolution' Movie In Works At Stampede; Company Ups Cara Fano To Director Of DevelopmentMachine Dance as Fitness and SportEvolving Relationship between Humans and MachinesAn Interview With Poet Cathy Park HongThe Last Two Dance Dance Revolution Machines in ManhattanSilly Bandz, the Bracelets That Spring Off ShelvesThe History & Phenomenon of SillybandzSilly Bandz BannedSilly Bandz DangerAmerican Fads: Silly BandzChildren's Peer CulturesSilly Bandz and the Currency of Information Hosted on Acast. See acast.com/privacy for more information.

Orange Lounge Radio
Orange Lounge Radio 976 - 10/1/2023

Orange Lounge Radio

Play Episode Listen Later Oct 2, 2023 151:45


A game near and dear to us turned 25 years old this past week, and we take time at the top of our show to reflect on our memories of what Dance Dance Revolution has meant to us over the years. Without it, we wouldn't have this show, and we're excited that the game has had a recent "2nd Mix" life to allow new generations to play it and bond over it. It's not just Memories (get it?) though, as we dive into the weeks news, including a major hack at Sony. Could this be something similar to what Sony experienced in the Playstation 3 era, or is the data that's been breached not that big of a deal all things considered? We discuss all this and much much more on another week of the longest running video game podcast, Orange Lounge Radio!   Also in the News:   * SAG AFTRA Video Game Strike Authorized * Meta Quest Xbox Cloud Gaming Details * RE4 Remake Price on Cell Phone * Layoffs at Epic   All this and more on the show where EVERY gamer has a voice-- Orange Lounge Radio! LIVE on the VOG Network, Sunday nights at 6 Pacific, 9 Eastern www.vognetwork.com Twitter: @olr Mailbag: participate (at) orangeloungeradio dot com

Tango Banter: confessions of a social dancer
From Arcade to the Milonga: conversation with Stephen Aldaco

Tango Banter: confessions of a social dancer

Play Episode Listen Later Aug 23, 2023 56:39


There are many paths to tango. Some people fell in love with the music first, others saw it in “Scent of a Woman (and it's not even tango!), and then there are some who start their dance journey by playing Dance Dance Revolution.For this episode my guest is Stephen Aldaco who has lived a riveting life of adventure and dance exploration. We only got to scratch the surface here, I think I am going to have to invite him for a follow up… Let me know what you thinkCheck out my upcoming teaching/Djing dates at https://imsotango.com/ Join my private FaceBook Group: https://www.facebook.com/groups/sotangoworldWatch this episode on YouTube: https://youtu.be/5lXwuJFVExsStephen Aldaco on YouTube: https://youtube.com/@StephenAldacoStephen Aldaco on Instagram: https://www.instagram.com/stephen_aldaco/Questions/comments? Reach out to me⁣⁣⁣⁣Web: imsotango.com⁣Email: connect@imsotango.com⁣⁣⁣⁣Facebook⁣ @‌IMSO Tango⁣⁣⁣Instagram @‌imso_tango

Tales from the Fandom
Episode 332: Shoopa talks Rhythm games, Sonic the Hedgehog, The Owl House, and Cosplay

Tales from the Fandom

Play Episode Listen Later Aug 21, 2023 76:55


Earlier this year, I had Glimmer on the podcast. They had suggest their partner, Shoopa, would be great to talk to. And now, here we are several months later! Shoopa joins me to talk about a number of new to the podcast fandoms, which always gets me excited. The first thing we talk about is Rhythm games. These include games like Dance Dance Revolution and Taiko no Tatsujin. Shoopa also talks about how he was/is a competitive DDR player (since the recording he's won a tournament), and the DDR scene in several places. Then we turn to Sega's mascot, Sonic. Shoopa talks about his love for the Sonic the Hedgehog franchise. From the characters, to his favorite games, the music, and so much more.  Shoopa then talks about how he got into The Owl House. We talk about the show, the connection it has with him and Glimmer, the characters, and what the show meant to him. Then we wrap up with a conversation about Cosplay. Shoopa talks about how he got into cosplay, the characters he does, creating cosplay and the various props, and what his plans are for the future. You can find Shoopa at: https://www.instagram.com/sho0pa/ https://www.instagram.com/shimmermakes https://www.etsy.com/shop/ShimmerMakes https://open.spotify.com/artist/58BHUSD89JOuKsoDiMdhWo?si=457ae0f020b14ac7&nd=1 https://twitter.com/mrshoopa https://linktr.ee/shoopa Get 10% off your order of Woodmarks, Tolkien style maps, and more from In The Reads by using code TALES10 at checkout. Visit them at: https://inthereads.com/

You Should Check It Out
#209 - 8Bit with Jackson Loman | Secondary Ticket Brokers Weigh In | Three For Thursday

You Should Check It Out

Play Episode Listen Later Aug 10, 2023 62:59


Greg is kicking things off this week with a very special return guest. Jackson Loman is back and we're talking video games, so we're doing an 8Bit! This time around Jackson brings us music from Friday Night Funkin', a challenging game, similar to Dance Dance Revolution, that Jackson has mastered! He tells us all about it and we listen to some select tracks from the game. It was a delightful visit and we can't wait to have him back!Songs:Trent Reznor/Atticus Ross - “New Form of Life Itself (Teenage Mutant Ninja Turtles: Mutant Mayhem Soundtrack)”Friday Night Funkin' - “Bobeepo”Friday Night Funkin' - “Gettin' Freaky”Friday Night Funkin' - “Sussus Moogus”Next up, Nick brings us a Pitchfork interview with Gary Adler, head of the National Association of Ticket Brokers, on the value of secondary ticket brokers to the concert going public. While it feels like a self-serving and dubious claim, Mr. Adler brings up several interesting points worth discussing. So we dig in and discuss it!Song: Arthur Hnatek Trio - “Pulser”Finally, Jay brings us a Three For Thursday, where we hear something old, something new and something else worth listening to. Inspired by the office playlist that a manager pulled together from Jay and his coworkers, here's the list!Songs:G. Love & Special Sauce - “Cold Beverage”Rhiannon Giddens - “Yet to Be (feat. Jason Isbell)”Jordan Mackampa - “Over & Out”

Digital Social Hour
Embracing Non-Traditional Relationships with Dj Vijayjay and Chathan | Digital Social Hour #60

Digital Social Hour

Play Episode Listen Later Jul 29, 2023 35:25


Hey there, podcast enthusiasts! Are you ready for an episode that will challenge your preconceptions and leave you laughing? Look no further because we've got the perfect episode for you. In this mind-blowing installment, we dive deep into the world of solar charging - and no, we're not talking about your cell phone! Join me, your host Sean Kelly, together with my co-host Wayne Lewis and our incredible guest Chathan Good, as we explore the concept of solar charging your hole. Yes, you heard that right! We'll unveil the revolution of professional bottoms and the art of downward dog naked. But that's not all, folks! The conversation takes an unexpected turn as we delve into the world of fisting and Dance Dance Revolution-inspired games. DJ Vijayjay, our guest, shares her wild experiences of being a DJ at Burning Man and her unique set-up involving a Bluetooth speaker dildo. And don't worry, we cover everything from juggling to giving head massages with a vagina. But it's not all about the shock factor. We also dive into important topics such as consent, body empowerment, and ethical non-monogamy. DJ Vijayjay opens up about her polyamorous lifestyle and together, we explore the boundaries of marriage and society's expectations. Plus, we tackle serious subjects like sexual assault and the need for individual empowerment and cultural change. This episode will make you think, challenge your beliefs, and leave you in stitches. DJ Vijayjay's unique perspective and her ability to bring humor to difficult topics will have you reconsidering everything you thought you knew about sex and identity. So, what are you waiting for? Grab your headphones, tune into this extraordinary episode, and prepare to have your mind blown. Join us on this incredible journey of laughter, growth, and transformation. Trust us, you won't want to miss it! --- Support this podcast: https://podcasters.spotify.com/pod/show/digitalsocialhour/support Learn more about your ad choices. Visit megaphone.fm/adchoices

Beat of the Month
103: Can You Feel the "Beat"?

Beat of the Month

Play Episode Listen Later Jul 11, 2023 97:05


Kick, Punch, it's all in the mind Want a rhythm game podcast? I'm sure you'll find The beat of the month crew, are coming through for you So get ready to listen about a game or two! Yes maybe a cheesy description, but we couldn't hold back our excitement for this episode about Rhythm Games! Well, maybe some of us are more excited than others... We're all in the middle of Zelda and Final Fantasy, but still came through to talk about a bunch of rhythm games including Dance Dance Revolution, Elite Beat Agents, Final Fantasy Theatrhtyhm, and more! We also talk about some lesser known games including fan suggestion Rhythm Sprout and a couple Japanese only releases. Plus there's an extra dose of trivia with some trips down memory lane - did you know Nintendo hosted a Donkey Konga tournament at select movie theaters around the country? Listen in to find out more details from one of the attendees...

Place to Be Nation POP
It Was a Thing on TV: Live Show 38 - The Kissing Booth 2

Place to Be Nation POP

Play Episode Listen Later Jun 18, 2023 139:36


A few months ago, Greg & Chico covered the beginning of an era with "The Kissing Booth". The era continues as Elle & co. juggle senior year, long-distance relationships, college applications, and something that is similar to but legally distinct from Dance Dance Revolution. Pucker up as we talk about "The Kissing Booth 2."