Thursday, October 10, 2019

Video Games Cause Violence

Video Games Cause Violence Video game violence is an increasing problem in today’s youth with violence as one of the most popular themes. Games such as Grand Theft Auto and Call of Duty are among the most popular games and have been scientifically proven to have a major effect on teens. Many people try to argue that there is a difference in the effects between genders, however it has been proven wrong. Video games have the same effects as other forms of entertainment but do not get attacked like video games because the other forms are much larger than video games and have a much wider audience. Violence in video games is a rising problem in the United States, causing teens to have less self-control and more emotional disturbances, requiring more attention from parents and the Entertainment Software Rating Board (ESRB). Background Violent video games are gaining popularity around the world and are causing more and more problems among teen violence. Seventy-seven percent of people between ages 14 and 18 who took place in a survey reported that they play fighting or shooting games sixty-seven percent of the total time that they play games. Rashawn Blanchard, author of â€Å"Video Games Do Not Cause Violence†, stated â€Å"violence in video games simply helps players find release from the frustrations in their daily lives. † The survey also supported this with most people saying that it is just a game and that they play it to release their anger on something fake that cannot hurt anyone in the real world. They say it all depends on the person though; everyone is different and react to things differently. Younger players would be more influenced by the games, while older players would know what is fake and real. The Entertainment Software Rating Board (ESRB) rates all the games that are sold to the public. The ESRB rates the games among the content in the games, whether it is a learning games to teach younger kids or a game that you are a person working for the mob, killing people and earning cash to go pay a prostitute. Some people say that the ESRB needs to be stricter to stop younger players from playing more mature games, while others say the ESRB needs to be less strict because if the kid wants it the parents are most likely going to get it for them to make them happy. The ESRB gives parents the ability to make decisions about the video games they choose for their families through the age and content ratings depending on the action in the game and what it allows you to do. One incident was on April 20, 1999, in the small, suburban town of Littleton, Colorado, two high-school seniors, Dylan Klebold and Eric Harris, enacted an all-out assault on Columbine High School during the middle of the school day. The boys' plan was to kill hundreds of their peers. With guns, knives, and a multitude of bombs, the two boys walked the hallways and killed. When the day was done, twelve students, one teacher, and the two murderers were dead. Klebold and Harris seemed to spend their time doing normal teenager activities. They worked together in a local pizza parlor, liked to play Doom (a computer game) in the afternoons, and worried about finding a date to the prom. For all outward appearances, the boys looked like normal teenagers. Looking back, Dylan Klebold and Eric Harris obviously weren't your average teenagers (Rosenburg). It is hard to tell if someone is being affected by video games until they tell someone or act out their plan that that has been influenced by the violent games. Another incident happened in Germany when Tim Kretschmer dressed himself in black commando suit and opened fire at random at the Albertville-Realschule school in South Germany, killing nine students and three teachers, before fleeing the scene. He would later shoot another person near a psychiatric hospital, before hijacking a car and forcing the driver to take him to the nearby town of Wendlingen. Police eventually tracked him down and shot him dead, but not before a gunfight that claimed the lives of two more passers-by, and wounded two police officers. Germany's already strict gun laws are being examined in the wake of this shooting, while politicians cluck about violence in the media and look at videogames as a possible cause. The country already has a reputation for banning outright any games that offend their censors, and a lot of material fails to (legally) make it to German gamers without heavy edits. This latest murder spree is not going to help matters at all (Sterling). This type of actions could eventually spread to the United States and make it hard for game makers to make a violent game and cause them to lose prophet and go bankrupt having a small toll on the economy. The Effects of the Games Violent video games are significantly associated with: increased aggressive behavior, thoughts and also cause increased physiological arousal and decreased pro-social behavior (Anderson). At the Indiana University School of Medicine, researchers say that brain scans of kids who played a violent video game showed an increase in emotional arousal and a corresponding decrease of activity in brain areas involved in self-control, inhibition, and attention. However what was not clear was what the MRI images indicate a lingering–or worse- permanent effect on the child’s brain, and what the effects longer playing times might have (Kalning). All of which are negative effects. Evidence form brain scans in another test seem to support a connection between playing video games and activation of regions of the brain associated with aggression (Kierkegaard). In the test that Kristin Kalning observed, 44 teens were split into two groups with one group playing â€Å"Need for Speed: Underground† (non-violent) and the other group playing â€Å"Medal of Honor: Frontlines† (violent). The scans showed a negative effect on the teens who played â€Å"Medal of Honor: Frontlines† for 30 minutes. The same effect was not present for the teens who played â€Å"Need for Speed: Underground†. In some cases the high levels of violent video game exposure have been linked to delinquency, fighting at school, and violent criminal behavior (Anderson), which would also support what happened at Columbine High School and in Germany. After visiting the Video Gamers Voters website I found many facts such as: Sixty-seven percent of American heads of households play computer and video games, which would allow these types of players to have more access to weapons. However people at the age old enough to be head of household would know what is right and what is wrong and would have less chances to do something bad. The average game player is 33 years old and has been playing games for 12 years. With the average age being that high, it might lead to problems with the ESRB restricting younger players from playing more violent games and not damage the industry. Eighty-six percent of game players under the age of 18 report that they get their parents' permission when renting or buying games, and 91 percent say their parents are present when they buy games. With the parents approving the games there would be less chances for a young player to play games over the age limit. Thirty-six percent of American parents say they play computer and video games. Further, 80 percent of gamer parents say they play video games with their kids. Sixty-six percent feel that playing games has brought their families closer together. With the parents participating in the games with the children there would be more guidance for the children to prevent the violent behaviors and the parents could also explain the different things that might happen in the game. Thirty-eight percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (31%) than boys age 17 or younger (20%). Which leads to PC Magazine saying that women have receive less effects than men, however they are not as likely to play a violent video game reducing the amount of violent video games sold. In 2007, 24 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999. With a wider audience playing video games more people will understand the effects of the games and will work to prevent it. Forty-nine percent of game players say they play games online one or more hours per week. With the online play it can not be controlled to what other people do or say to each other, maybe causing other players to get angry and want to release on something else. 97 percent of the people that participated in a survey at Pasco High School stated that they played online most of the time that they played video games exposing them to more uncontrollable violent behavior. After conducting a survey among 57 peers at Pasco High School, I found that 11 of those 57 did not play video games at all. 1 percent of the males that participated in the survey did not play video games. 75 percent of the males surveyed played violent video games with 71 percent playing them most, if not all, of the time. Among the ones that played the violent video games, 100 percent of their parents approved the games and bought the games for them. 31 percent of the females surveyed do not play video games. 53 percent o f the females that play video games play violent ones. The females that played the violent games played them most of the time, with all their parents approving. How to Solve the Problem One way of solving the problem is for the ESRB to become stricter. Most of the gamers do not want this to happen and think it should be less strict allowing them to play the games that they want to play. However with all the crimes committed by younger people being blamed on video games the ESRB might not have a choice and be forced to raise the age limits for the more violent games. Another is for parents to control the games the kids play and not allow them to play the more vulgar games. Parents should not only know what the games are they should know what is in the games to see if they approve the games. If the parents just don’t care about the games the kids have more chances of being effected by the games and become more violent, making it partially the parents fault for not supervising their kids and allowing them to play the games. Another very unlikely thing to do is for the players to not play nearly as long as they normally would. This would reduce the effects on the players and still allow them to play. With the kids not playing as long it would allow them to do other things such as homework or go outside and play giving them exercise, however it is not something that the players want because most are addicted to the games. Any of these would drastically reduce the violent behavior and most likely reduce other problems in society. Violence in video games is a mounting problem in our society and needs to be stopped. In order for things to change everyone needs do their part to solve the problem and stick to what they choose. Once this is done the society will be much better.

Wednesday, October 9, 2019

Arbitration of Investment Disputes - A Turkish Perspective Essay

Arbitration of Investment Disputes - A Turkish Perspective - Essay Example The arbitrator can  be a third reliable party between the two opponents. They make a decision outside the court of law and predominantly decisions made by the arbitrator are final and binding. So, arbitration is an â€Å"Alternative Dispute Resolution† technique used by two conflicting parties to resolve their dispute without getting into legal (court) formalities. In big investments where the government, big corporate and financial institutions deals within country or internationally, dispute arises because of company policies, changing e theonomy, conditions of countries, policies of both parties countries dealing with, political environment, etc. ‘Investment Arbitration’ is a policy for economic development and prosperity supported and backed by economic policies by setting up independent disciplines for the development and civilization of institution by enforcing good governance with effective, efficient and disciplined economic reforms which ultimately results in better investment conditions and environment and development of policies for investors protection. 1 So, arbitration of investment dispute is a perfect path of resolving an international dispute among two opponent parties with the help of an arbitrator for the quick decision, it may be between two individuals or individual with the government, financial institutions, corporate or any two parties. The primary source for information for investment arbitration is regional and bilateral investment treaties which are according to United Nation Conference on Trade and Development (UNCTAD). Till now there are 2,500 treaties and it is increasing by 50 to 100 in numbers every year. This is primarily because of the growing number of law firms. IISD is an authorized institution for reviewing and revising the main rules of arbitration.

Tuesday, October 8, 2019

HIST 1400 assignment Example | Topics and Well Written Essays - 250 words

HIST 1400 - Assignment Example Enlightenment philosophies diluted the pretenses of previous strict principles (Cole, 2013). Enlightenment philosophies did not embrace the idea of liberation of mind and morality. As a result, it became hard for such ways of thinking to differentiate liberation of the mind from the idea of inevitability. I think the French revolution was more revolutionary than the American one. This because the French were against a society of social classes and the idea that aristocracy is innate. This movement practically spread the idea that all people are born as equals and that there is no elite class in a community of human beings (Cole, 2013). On the other hand, American revolutionists simply wanted to establish their own rule away from the influence of the British, the colonizers. American revolutionists were against the idea of paying taxes to the British without any representation in the government. I agree with historian Simon Schama that violence was a â€Å"source of collective energy† for the French revolution. The violence of the French Revolution was avoidable. It is possible to imagine a course of events in which violence was not so prevalent during the French Revolution. If the king adhered to the revolutionists’ demands and made an effort to establish a constitutional government, violence would not have been necessary (Cole,

Monday, October 7, 2019

Journalism Essay Example | Topics and Well Written Essays - 500 words - 1

Journalism - Essay Example The reason behind the easy usage of twitter accounts to spread messages fast if the features that it has incorporated in enhancing the sharing of information. This aids in fast spreading of information across the globe within seconds. For instance, from the reading, Twitter has played a very fundamental role in enhancing the communication of critical messages. Such messages include information about terror attacks (Hermida 672-673). The reading gives some insight on the importance of people to embrace the use of twitter as a social media communication platform. Twitter has a major impact on the journalism practice in everyday life. The social media communication platform has had quite and influence how in the reporting and distribution of information globally in the news houses. The use of Twitter affect how other news organizations have to respond to breaking news in order to have a significant input to the public. In addition, the journalists’ scope is evolving daily to because of the new communication platform to that is making great impacts in the communication industry (680). The article is about the impact that citizen journalism has from case studies done in China. In china, the mainstream media is in strict control and there is the intensification of social conflicts. These happen amid the worsening sentiments among the nationals in the country. The reading is very realistic about the current society where citizen and mainstream journalism communication have taken root. For instance, it cuts across the citizen communication and its impact in the societies that are non-democratic both politically and socially. The reading gives insight on what is happening in most societies in the world in terms of communication practices. It is evident from the case stud citizen communication has a great influence in mainstream journalism in enhancing the online flowing of information. The establishment of

Sunday, October 6, 2019

What I did during my internship Essay Example | Topics and Well Written Essays - 3250 words

What I did during my internship - Essay Example I was later introduced to everyone who I would be working closely within athletics and later told me about his career path and how he got started. Mr. Brave resume displayed that he had lots of experience in the production field. He’s started learning the production end of television at an early age of 13. I was given a tour of all of the athletics facilities on campus and I was also taught about all the different machines and their functions. Every facility had something unique about them and most of the facilities had to share a lot of the same equipment as well. Later during that week I found out that I was going to be working about baseball and softball games. I would be assisting in enabling people to follow USF softball and baseball games from home which I found exciting because I have always been a sports fan. As my passion for the game continued to develop, it lead me into a field that I never thought I had an interest for, which is sports reporting. Things started to get busy on my second week of internship. I began getting hands on doing editing with the aid of Final Cut Pro. I have had prior experience using final cut pro while taking broadcast news, but it was during the internship that I was really able to develop my editing skills. My broadcast news professor was not very skilled in this application and so although I was familiar with the basics, getting hands on was the best way to really understand how it works. It was during my second week that I was asked to put together a highlight film for the men’s and women’s basketball team. I found it really interesting because I am a basketball fan, and I totally understand the game and this kind of sport in general. I also know most personalities behind the industry. I went about finding important clips and editing them to craft a story that is both interesting and compelling to the

Saturday, October 5, 2019

Key Words in Marketing Essay Example | Topics and Well Written Essays - 2000 words

Key Words in Marketing - Essay Example This gave rise to the era of transactional marketing, where the relationship enjoyed was purely based on delivering products and receiving payment. Nevertheless, in the modern times, numerous reasons have reignited the need for companies to form a closer relationship with its customers. Hence, this relationship has received the formal name of Customer Relationship Management and has undergone scientific analysis and modernisation. This paper understands the concept of CRM, its place in the field of marketing, reasons for its emergence, its constituent components and contemporary usage. Definition of CRM CRM can be defined in various ways. As per Das Gupta (2005), it is a framework of a company that helps it achieve a consumer-oriented business process and high customer loyalty. It is a tool that helps integrate various data collected about consumers, business transactions, performances of various marketing efforts, consumer reception of products or services and new developments in ta rget market. Feinberg and Kadam (2002) defined CRM as an approach of a company concerning its commerce and marketing efforts that amalgamates business method, technology and all other actions, keeping the consumer at the centre. Parvatiyar and Sheth (2001) noted that CRM is an inclusive scheme that involves obtaining, maintaining and collaborating with consumers to generate a high degree of value. While in practice they were different approaches, at least in theory, CRM holds the same meaning as relationship marketing and the two are often used as substitutes of one another (Parvatiyar and Sheth, 2002). These two expressions have been applied to various ideas and contexts, that either present a constricted practical viewpoint of marketing or an expanded viewpoint encompassing a company’s orientation (Nevin, 1995). The constricted viewpoint of CRM is the effort of marketing by use of databases of current and potential consumers, highlighting the promotion-related characteristi cs concurrent with data recording. Yet another viewpoint, given by Vavra (1992) is that CRM is the sum total result of a company’s quest for retaining consumers through various post-marketing strategies that enable the company to foster a favourable relationship with the consumers, even after sales transactions are made. Thus, to sum up all efforts by different scholars, CRM can be defined as a company’s framework to create long-term relationships with current and potential consumers through the effective coordination of its marketing, post-marketing, sales and after-sales service efforts. CRM’s place in Marketing CRM is a diverse concept and encompasses all aspects of marketing. It is a tool used to create a personal one-to-one relationship with each consumer, as opposed to a restrictive company-customer relation. This helps in getting higher business out of consumers by locating high-value consumers, understanding their needs better and offering them an unprec edented quality of personalised service. The process not only rewards with high degree of customer satisfaction and loyalty, but also greater profits. CRM is also used to manage financial risks and make sales transactions a pleasurable experience for both the company and its consumers. For example, people who enjoy great relationships with their salesmen are more likely to provide contacts that can easily be converted into active consumers. Besides providing leads, such people are also likely to continue giving business to the company over a longer

Friday, October 4, 2019

Analyze the assigned neurological disorder and prepare a report Essay

Analyze the assigned neurological disorder and prepare a report - Essay Example s in the arms and/or legs, in the face muscles, speaking difficulty, dizziness, problem in coordination, headache, vision problems, and loss of consciousness, with these symptoms occurring suddenly within few minutes. Immediate treatments from the doctor is necessary in case of a stroke that includes serving the patient with fluids, oxygen, controlling the blood pressure and if needed to apply medication like the available tissue plasminogen activator. In many cases, the use of a catheter is also made if necessary (Stroke, 2012). Transient ischemic attack (TIA) is similar to stroke and stroke is also at times referred by CVA or cerebrovascular accident. A primary difference between TIA and CVA is the duration where TIA generally lasts for 24 hours while CVA may last for more than 24 hours. Moreover, the effects of CVA are generally more severe than the TIA (Difference Between CVA and TIA,