Thursday, October 3, 2019

Setting up a business - new business case study questions Essay Example for Free

Setting up a business new business case study questions Essay AO1: Knowledge AO2: Application and analysis: developing your explanation and using examples relevant to Josefs business. Explain two ways in which a bank can help a new business such as Josefs (4 marks) The first way in which a bank can help Josef is by giving him a loan of à ¯Ã‚ ¿Ã‚ ½10,000 to help him to set up his business, there are many start up costs ie: equipment and computers that he will need to cover and it is important that he has enough money. Another way they can help is by offering advice; the bank can appoint a small business advisor as Josef is a young, inexperienced small business owner, they can help him with financial issues, keeping records and taxes. Would completing a business plan make sure that Josefs business was successful? Give reason for your answer. (9 marks) AO1: Kn. 1 mark AO2: App 2 marks (explain and developing your point, with examples relevant to Josefs business AO3 / AO4: Evaluation: Justify (give reasons) your ideas. Drawing up a business plan would certainly help Josefs business but it does not guarantee its success. It is important for Josef to put together a plan as it helps him realise everything that needs to be done, for example, all the different market research and promotions. He will also put together forecasts for cash flow and budgets and this will help him foresee any problems so therefore he can organise an overdraft for that time. The business plan will certainly help him obtain a loan which will allow him to invest the money into developing his service and keeping ahead of the competition this will help him be successful. On the other hand the business plan may not be accurate and could lead to bad decision making. The banks may not have faith in his business idea and may not lend him money, therefore not having cash in his business to cover all his start up costs. More importantly he may not run the business very well and this will lead to many problems further down the line. I think a business plan is very important to guide an entrepreneur but it must also be flexible and reviewed over time. Explain two reasons why someone might choose to buy a franchise from The Greenhouse (5 marks) AO1: Kn: state reasons AO2: Ap An give the benefits and provide a detailed explanation using examples from the case study As stated in the case study the Greenhouse restaurants are known for their quality food and quality service, the business is already a success and an entrepreneur maybe interested because they know the business will do well because of its excellent reputation, it is seen as less of a risk. Another benefit of owning the Greenhouse franchise is that an entrepreneur will receive training from the franchiser, much of the hard work is done in terms of marketing and design of the restaurants and menus etc this will save an entrepreneur a lot of cost and therefore allowing them to enjoy higher profit margins. Phil and Sandra are thinking of offering higher wages than those paid in other restaurants. Do you think that this is the best way to motivate staff? Give reasons for your answer. (9 marks) AO1: Kn. 1 mark AO2: App 2 marks (explain and developing your point, with examples relevant to the business) AO3 / AO4: Evaluation: 6 marks Justify (give reasons) your ideas. There are many ways in which Phil and Sandra can try to motivate their workforce to work harder. Offering higher wages is just one way and in many cases can be appropriate. Money is the main motivate for many people, especially those employed in the low wage catering industry and if wages increase your workers are less likely to leave and more likely to feel happier in the work place and work more productively. Some people view wages as an indication of their worth however many other people and theorists believe that other things are just as important, such as free health insurance, being recognised for hard work through rewards such as employee of the month and also given trust and extra responsibility. All of these are important in building confidence of your workforce and therefore an effective workforce. Although money is a motivator for some it could increase the costs of Phils and Sandras business and they maybe better off choosing other non-monetary methods to ensure they make as much profit as they can. Explain why batch production might be a better way for Connie to make cakes (5 marks) AO1: Kn: state reasons AO2: Ap An give the benefits and provide a detailed explanation using examples from the case study Connie makes different types of cakes, birthday, weddings and other occasions, if she bakes them in batches than it will be more efficient as it can save on costs ie: cooking fuel. It will also save a lot of time as baking one individual cake at a time would take much longer than if they were baked in batches. Being more efficient will save money and help connie make more profit.

Violence in Video Games

Violence in Video Games The concern over how much of a child’s actions, if any, are influenced by the violence contained in the video games they choose to play, has been become a topic of debate in recent times. Certain heartbreaking events, such as the Columbine High School shooting in April of 1999 where two students open fired on their fellow classmates killing in total 13 victims followed by their own suicides, sparked a renewed interest in researching if video games could cause acts of violence in adolescents. (Baertlein, 2007) This apprehension is mostly due in part, because children are in theory, more inclined to behavioral influences when they actively participate, as opposed to when they are merely observing. The belief has been that, a child playing violent video games can have more of a tendency to commit violent acts. On the contrary, there has been no clear-cut substantiation to show these violent video games are to blame for youth violence. The fact remains; it is actually not an easy task to prove a real world connection between violence and video gaming. Youth violence reports show crimes rates have decreased while video game playing has become trendier. (Baertlein, 2007) In January of 2001, the Surgeon General David Satcher released his report findings concluding that, youth crime rate was not rising, and that the increase youth crime rate was merely a myth. â€Å"Since 1993, when the epidemic peaked, youth violence has declined significantly nationwide, as signaled by downward trends in arrest records, victimization data, and hospital emergency room records† (Satcher, 2001). Moreover, the study showed the amount of lethal violence has declined. This was primarily attributable to the decline in use of firearms among youth. (Snyder, 2006) This goes contrary to the claims of those who say that violent video games are teaching youth to use guns. The study performed by Surgeon General Satcher, along with other research performed on the topic, further substantiates the argument that violent content found within video games is not the cause for violent acts committed by the youth. According to the Surgeon General, the strongest risk factors for scho ol shootings centered on mental stability and the quality of home life, not media exposure. (Satcher, 2001) The reality is recent reporting has shown a decrease regarding violence in teens since games have become more graphic. The violent crime rate has decreased from a rate of 51 victimizations per 1,000 members of the population age 12 and over in 1994, down to 21 per 1,000 members in 2005. (Bureau of Statistics, 2006) In addition, the Juvenile Violent Crime Index has also shown a declining rate since 1994. Crimes of murder committed by juvenile offenders have actually fallen 65% from 1994 to 2002. (Snyder Sickmund, 2006) Although the crime rate has declined, concern regarding violent acts by juveniles is still an issue; the public continues to hold fast on its views that children participating in playing violent video games are being led to commit violent acts. Theorists such as Bruce Barthalow, Mark Sestir and Edward Davis have based their opinions according to a large quantity of research performed by many esteemed scholars. They state that a connection has been made known between real life violent crimes and violent content in video games. (Barthalow, Sestir Davis, 2005) The main positions in the argument for these theorists are derived from results of several types of studies, lab experiments, field studies as well as correlation studies. Correlations are a measure of how strongly associated two events are. However, co relational studies and other studies such as those cannot account for whether or not violent video games can cause aggression. Furthermore, some co relational studies find no sign ificant relationship with aggression. Even still, those studies cannot prove violence contained in video games is the cause of true-life violence. After all, what is lacking from the studies used video game research? Crucial factors are missing in research studies conducted on violent video games. The players in these particular studies are not in control. Their free will and freedom of choice are not included when researches test their theories. They are selected to play a video game not of their choosing, when the action of play is in essence, a self directed and voluntary activity. The element of forced exposure to a video game can alter the player’s reaction to the experience. Play is not an action that can be recreated in an experiment held in a laboratory. There are other questionable factors regarding the testing video games as well. For example, â€Å"the duration of play is too short, typically 5-15 minutes, for anything like the play experience to be duplicated† (Calvert Tan, 1994). In these laboratory studies, no individual really â€Å"plays†. A video game is played by individuals for entertain ment and therefore, being instructed to â€Å"play† a video game defeats the purpose of electing to play for amusement. The studies performed do not take in to consideration why individuals play video games at all. (Calvert Tan, 1994) Research on video games also fail to recognize that a player of video games participates freely and ceases to play when they so desire. (Calvert Tan, 1994) Players are free to enter the world they create for themselves in these games, and this freedom remains missing from the laboratory studies conducted on violent video games. Studies completed have concluded that there has been no definitive link between violent acts and violent content found in video games, and that some fashion; violent video games may actually provide a venue for children to vent their aggressions, rather than taking physically taking action. (OBrien, 2007) In studies performed by the U.S. Department of Justice’s, Office of Justice Programs, it is reported that the largest influential factor in adolescent delinquency is the family dynamics within the children’s homes. (Snyder, 2006) Parents have a certain obligation to their children. They play an important role in the child’s life and are responsible to provide them with guidance as to what is wrong or right. If children cannot clearly determine the differences between fantasy life in video games and reality, they cannot be blamed for committed violent acts such as those contained within video games. Without parental guidance, children are susceptible to misinterpret scenarios they come across in real life. (Anderson, et al., 2003) Violence from video games will not make submissive adolescents violent when they have been made aware of the limits within a fictional world. Many factors can cause a child’s incapacity to make a distinction regarding right from wrong, reality from fiction. An adolescent or teenager may be lacking the maturity level necessary to understand the impact of their actions, or perhaps can suffer from mental instability limiting their perception of reality. However, is it the violent content found within video games to blame? The studies suggest that when parents actively participate in a child’s life, discuss real life conflicts, the inappropriateness violent solutions, and help the child generate alternative solutions to violent actions, it can help reduce the actual impact of media violence on the youth. (Anderson, et al., 2003) Psychologists have also concluded that, children whose parents have regulated the length of time video games are played are less likely to show aggressive behavior. (Anderson, et al., 2003) It is the parent’s responsibility to monitor their children and to educate them. It is a par ent’s role to discipline their children and to teach them social norms and values. After all, it would be impossible maintain a child from the outside world. There will always be negative influences out there. It is the parent’s duty to their children, to ensure they are taught the consequences of their behavior, as well as right from wrong. Parents should be the ultimate decision makers of what they allow their child to watch, play or do. Parents have the responsibility to be aware of the content involved in the games their child plays. Video games are labeled to describe the content within them, as well as specify when they include strong language, violence, mature sexual themes, as well as other subject matter that may be unsuitable for a child. In 1994, the video game industry established the Entertainment Software Ratings Board (ESRB), a self-regulating labeling body. (Entertainment Software Association, 2006) The ESRB ratings method is astonishingly all-inclusive. According to the ESRB, it rates over 1,000 games per year. Practically every title produced by major game developers for retail sale today carries an ESRB rating and content descriptors. â€Å"The ESRB rating system helps parents and other consumers choose the games that are right for their families. ESRB ratings have two parts: rating symbols that suggest what age group the game is best for, and content descriptors that indicate elements in a game that may have triggered a particular rating and/or may be of interest or concern† (Entertainment Software Association, 2006). These ratings provide the parents with information they need to determine whether the video games is suitable for their child to play. Even with the ratings and the violent content, some parents still purchase these games for their young children without screening the video games. According to the Entertainment Software Association, 89% of the time parents are present at the time games are purchased or rented, 61% of parents believe games are a positive part of their children’s lives, and 87% of the time children receive their parents’ permission before purchasing or renting a game. (Entertainment Software Association, 2006) Parents, teachers, guardians, mentors or anyone else a child may look to for guidance, should be able to provide them with proper direction, lessons about choice and consequences in life that could affect them and those they hold close as well. â€Å"When the fantasy world is brought into the picture, these lessons should let the child know that certain actions in a fantasy world are not appropriate in the real world, thus the separation† (Goldstein, 2001). Video game violence contains simulated acts of aggression. Video games cannot actually emphasize acts of aggression if there is none to begin with. (Delamere, 2005) The same features that hold back the audience from rushing the stage during a murder scene in a play are present in video games. When and adolescent plays a video game that is labeled as violent, it is actually containing simulated acts of violence. (Goldstein, 2001) There is not an actual physically performed action taken, since the child is in an imaginary wor ld. They cannot abuse, damage or violate because there is nothing to abuse, damage or violate. (Goldstein, 2001) The child has ultimate control what occurs which is a major deciding point in separating reality from video games. In the real world, consequences are certain. When a child commits and act, either good or bad, something will happen. In video games, the player can suspend the game play and even bypass consequences. These factors provide cues that the game play is not real, and that they child is merely doing something for amusement. (Goldstein, 2001) Video games can actually be beneficial to children.They provide cognitive benefits such as system thinking, pattern recognition, strategy, decision making, and even patience. A book written by author Steven Johnson makes another point in favor of viewing video games from a new perspective. Johnson argues that video games are growing progressively more refined, they present players a mental exercise that is far more invigorating, satisfying, and even more educational than much of the media content they were force fed in the past. (Johnson, 2005) Particularly, Johnson states, modern games, including those filled with violent material demand children to mange resources, evaluate multifaceted social networks, and recognize long-term patterns. (Johnson, 2005) A common video game presents a predicament to be solved and diverse means to accomplish the resolution. Children playing video games are driven to play video games because they can achieve the impossible. (Simpson, 2005) Distribution of resources, trial and error and completing tasks are all part of the learning experience. (Simpson, 2005) The software embedded in these video games clearly establishes roles, powers, and limitations. Video game players have the ability decide their course of actions and recognize that they must take accountability for their own actions. The children playing these games are aware that there are both harmful and helpful consequences during game play. Games can mimic real-life consequences, and playing them teaches children that patience and perseverance lead to successful results. (Simpson, 2005) Violence in video games is not cause of violence in adolescents; this is a rumor or myth made by people looking for an excuse or a solution to why things happen. With the level of violence in video games increasing, adults have been linking the acts of violence contained in video games with violent acts that have been committed by children. Rather than look in to all the determining factors that can be reasons for children to act aggressively, they would rather lay blame on something new. The public has not even taken a moment to reflect on the past and realize that video games are just another source of media added to the list excuses justifying a child’s actions. Films, radio, novels, television programming, have all had been faulted for leading young people off course and stirring up aggressive or unsociable behavior. Video games violence is a handy scapegoat for individuals who do not care to explore deeper into the quandary of where the desire to murder comes from. The myth that video games reveal a new, excessive collective fixation with violent entertainment is untrue. Harold Schechter, in the manuscript Savage Pastimes: A Cultural History of Violent Entertainment, painstakingly documents the incidence of violent media all the way through the history of art and entertainment. Schechter remarks that even the purportedly quiet days of the 1950s were complete with violent media, most of it aimed at children. (Schechter, 2005) â€Å"The fact is that, contrary to popular belief, there was a shockingly high level of sadistic violence and gore in some of the most popular commercial entertainments of the 1950s† (Schechter, 2005). Violence and aggressive media and behavior have always been a part of civilization, so why it is receiving so much attention these days? Perhaps the degree of youth violence has not changed at all, but the factors mentioned above have simply created a heightened awareness of violence amongst youth. Perhaps a heightene d awareness and a lower tolerance for such acts have simply caused an increase in reporting violence, creating an illusion of an increase in youth violent behavior. There are extreme cases of youth violence in recent years that stand out, and were covered extensively by the media. The Columbine incident is an example. This type of incident is rare, but the media attention it received contributed to the perception of an increase in youth violence. Youth violence did not increase during this time; it just became more of social issue. Many factors contributed to those crimes, leaving the public many ways of laying blame. Youth violence is not caused by content found within a video game; it is more of an issue with the individual committing the violent acts. The underlying problem deals with the individual having a firm grip on reality and knowing the difference between those actions and the ones found within a video game. The adolescents are less apt to see violent video games in an unconstructive way if the individual is there not already a predisposition to violent acts. (Zarozinski, 2001) â€Å"Media in all forms can move people to consider things they had not considered before. But media cannot take over a mind and make anyone do something hes not predisposed to do† (Zarozinski, 2001). Stating, in essence, violent video games do not create violent children, however they may add to the troubles of an already violent youth. (Zarozinski, 2001) The public is quick to fault violence in the planet on video games, movies, television and music for the reason that they are effortless plausible targ ets. Although these media sources can influence and individual to a certain degree, the public has to look further than this particular focal point and start searching for the real cause for the violent behavior in civilization. A game cannot and will not make a human being kill another. Numerous individuals view violent images on a regular basis, yet only a small percentage of those actually commit crimes of violence. As studies by respected academics show, people that are already predisposed to violence are those that tend to gravitate towards playing video games. (Delamere, 2005) â€Å"The violence present in these media sources may help instigate a violent act; it is never the only cause† (Delamere, 2005). However, the groups of alarmed individuals that plead for the government to take action to against video games will not openly admit that the source for their civilizations problems may be due to their own actions. The people want a scapegoat that will appease their conscience and at the same token, avert the fingers of blame from pointing in their direction. This day and age, humankind is a world where real violence is everywhere, from neighborhood shootings to the war in Iraq. People are mostly helpless to stop it, and just have to live through it, but when a juvenile turns on a violent video game and spends endless hours playing, the question remains, does it change their perception of the real world and cause them to become delinquent? Violence in video games has been at the forefront of a lot of controversy recently. Incidents, like the Columbine High School shooting has come and gone, reopening old wounds and revisiting unanswered questions. What could have caused two seemingly average kids to go on such a rampage? Some of the blame has fallen on violent video games. Are these games actually part of the problem, or just an easy target? Fueled by myths of increased youth violence, and tragedies such as school shootings, youth violence is an increasing concern in for the public. Nevertheless, there is a lack of hard evidence to suppor t the supposed increase in youth violence, much less, that violence in video game plays a part in it. Violence in Video Games Violence in Video Games RQ: Should any restrictions be applied to violence in future video games to prevent any negative changes in childrens behavior? Abstract: Introduction: People, nowadays, are always arguing about the problem of violence in video games; and violence, in this case, includes use of drugs, blood, gore, offensive language, and many other things, that exist in modern video games. According to the statistics, over a billion people play video games, and the majority of these people are children or young teenagers. Of course, there are games, which are perfectly fit for children, games, which do not contain any type of violence, and they are usually designed specifically for kids to play. But many children prefer playing violent video games, because they think it is more enjoyable. Even though, it is usually up to their parents or guardians to decide whether these children are allowed to play violent video games or not, in most cases, parents do not want to restrict their kids from playing games, they like, so they just allow children to play almost any games, they want to play. The problem here is, that psychologically underage people might be more vulnerable to impact, coming from video games, than adults are; so violent video games might have a negative impact on shaping childrens behaviour (Publications, Harvard). Even though, millions of children play violent video games, only a few actually become violent (John Bingham). And this controversy leads me to a question: Should any restrictions be applied to violence in future video games to prevent any negative changes in childrens behaviour? I conducted the research, which provided me with the information about the ways, in which video games might affect childrens behaviour and the consequences of video game influence for children. That information will help me understand which restrictions should be applied to violence in video games, if any. Body: Even though, there is evidence of the link between violence in video games and the increase of childrens aggressive behaviour during the past two decades, there are still a lot of facts, which prove that there are many other factors, which could have caused negative effects on childrens behaviour. A lot of various psychological and media institutions, such as Oxford University, have conducted the research on the influence of violence in video games and other types of media. There are about 350 research papers conducted from 2005 to 2013, and non of them really explore every aspect of the effects of media violence on kids behaviour. For example, the combinations of effects of different risk factors, such as depression or stress with this kind of violence, or the differences between the effects on different genders. Such factors as the gender and living in poverty have greater impact on the outcomes (Bavelier, Green and Dye 692-701). In the majority of the studies kids younger than 10 years of age werent even included. The importance of these factors is certainly undeniable, especially considering the fact that there are not too many cases of chilren aggressive and violent behaviour, proved to happen due to violent video games. There was one of the high-profile incidents in the USA, which was caused by 17 year-old Dylan Klebold, and 18 year-old Harris Eric. It is called the Columbine High School Massacre. The shooting happened on the 20th of April, 1999, at Columbine High School, in Jefferson County. Two pupils killed twelve other pupils and a teacher (Library, CNN). The two shooters in the massacre were regularly playing weapon-based combat games. Specifically, the two shooters used to play Doom, which is a violent video game (The Columbine Shooters: Video Game Addicts?) Since the moment when violence was introduced to media, hundreds of studies have focused their research on viewing these acts of violence and aggression, such as Columbine High School shooting. When violent video games emerged, researchers started analyzing these acts much more closely. Many of the studies were focused on persons sex and studying male versus female aggression after viewing and playing violent video games. Some of them researched viewing violent video games against playing these games to find out if there was any link between the two ways of experiencing video game violence (Polman, de Castro and van Aken 256-264). Very little of these studies have researched the positive effects, which video games might have on chldren. For example, watching video games   improves hand eye coordination, and increases some of the persons abilities, for example some kids become better at solving puzzles (Ferguson 309-316). Ferguson found no connection between violent video games and negative behaviour. He concluded, that research made up of current studies, which have been analyzed, cannot link watching or playing violent video games to aggressive behavior afterwards (Ferguson 309-316). Each study, which has been reviewed, usually shows that there is some link between viewing violent video games and aggression. However, it doesnt completely prove the existence of this connection. Some evidence suggest that there is a link between exposure to violent video games and violent behavior (Porter and Starcevic 422-426). Can aggressive behavior with a good level of certainty be linked to watching video games? Or are there other circumstances that influence this kind of behaviour? Studies suggest a link between video watching and aggression, but researchers have not yet been able to find a direct relationship between the two. As in most behaviours, there are still loads of other factors that may contribute to the persons behaviour. Concluding, that experiencing violence in video games is linked to aggressive behaviour, is only possible if other factors, which influence a persons behaviour can be controlled. Those factors can include family history, sex, cases of aggressive behavior before watching video games, and many other potential factors that might influence childrens behavior (Persky and Blascovich 57-72). Not all studies have found a relationship (Ferguson et al. 109-122) between exposure to violent video games and aggression in children. However, the   most part of all the work actually shows a relationship. In a meta-analysis of 98 studies, which involved 36,965 participants, violent video games were convincingly shown to influence social behaviour (Greitemeyer and Mà ¼gge 578-589). The fact, that studies have taken many different forms, increases the certainty of the relationship. Jim Blascovich, at the University of California at Santa Barbara, in the study, he conducted, he concluded that the more realistic the graphics are the more of a possibility there is to display aggressive behavior right after viewing violent video games. Explicit viewing material usually looked more realistic, though letting aggressive behavior in the real world.   For example, Pacmans graphics were very simple in their content, and as graphics have become more realistic, the violence and death scenes have become a lot more realistic in modern video games (Persky Blascovich 57-72). Some of the work looks at the causal effect of game play. Some individuals have been asked to play violent games in the lab, while others were asked to play non-violent games. Then the behaviour of each group was measured in social tasks after the experiment. These studies have shown that playing violent games results in instantaneous changes to behaviour (Anderson, Carnagey and Flanagan 199-249). Young adults have shown physiological desensitisation to scenes of real life violence (Carnagey, Anderson and Bushman 489-49). Individuals who had played violent, in comparison with non-violent, games were less likely to report hearing a fight staged outside the laboratory, considered the fight more common and were slower to respond when some of them decided to help (Bushman and Anderson 273-27). Desensitisation to violence is considered to link violent game play with later aggressive behaviour (Engelhardt et al. 1033-1036). Other studies have included longitudinal effects, where individuals have been followed over a period of time; and video game play at one point in time has been related to aggression later, both in lab and in real life. The more violent play individuals took part in, the steeper the increase was in aggressive behaviour (Willoughby, Adachi and Good 1044-1057). The size of the effects found in most studies is either small or medium, but its quite consistent. This pretty much indicates that violent games do influence violent behaviour, rather than that violent children engage in video games. The most part of the negative effects, as a result of playing violent video games among children, can be blamed on the violent scenes included in these games. If a kid spends a big amount of time playing violent videogames, he or she becomes socially isolated. This basically means that this child doesnt have enough time to interact with his or her peers (Anderson and Bushman 353-359). The child who spends lots of hours per day playing videogames will have almost no time to make new friends. Such children may become more depressed and lonely in their homes. They are also very likely to stop spending time on other activities such as sports, reading, and studying.   Children stop being socially active, since they dont get involved in real-life events anymore. A child, who ends up spending most of his or her time playing videogames, does not get a chance to think creatively and independently, due to the fact that videogames reduce a childs imaginative thinking. This kind of thinking is crucial in developing a childs creativity. By encouraging isolation, videogames may also put a childs health at a serious risk. Since such kids do not lead a healthy lifestyle, due to the lack of sports and social activities, children, who are used to spending the majority of their time playing videogames, are very likely to suffer from obesity, and muscular and postural disorders. Quite a large number of videogames are addictive. Rather than studying or completing homework, a child spends time playing videogames, because the addiction wins over this child. When a child spends an large amount of time playing such videogames, he or she becomes socially isolated. Some of the negative effects as a result of playing these kind of videogames among children can be blamed on the addictiveness of these games. Due to the lack of time, which a child has while not playing games, he or she does not have an opportunity for rich social life (Anderson and Bushman 353-359). The child who spends almost the whole day playing videogames will have little time to meet and make new friends. They may very easily become more depressed and lonely in their homes. Children will also spend little time on other activities such as sports, reading, and doing homework. These children become socially inactive since they do not get involved in almost any social activities. Such video games redu ce a childs imagination as well. This basically means that children who spend most of their time playing videogames do not get a chance to think creatively or independently. Imaginative thinking is essential in developing a childs creativity. By promoting isolation, videogames may have some effects on a childs health. Quite some videogames may teach children wrong values (Gunter). Videogames encourage children to associate positive emotions such as happiness and pleasure with the ability to cause pain to others. They develop the feeling that they have to hurt other people in order to be happy themselves. Children who play videogames usually tend to develop selfish behavior (Anderson and Bushman 353-359). Videogames make the players depend on them. As a child is very often left alone, while playing a videogame, he or she can develop this dependent behavior. A study, which was done at a Minneapolis-based national institute for media, found out that kids can get addicted to videogames and exhibit social phobias. Video games are quite different from other visual types of media, because of their interactivity. The games allow players to be active participants in the storyline. In games the players, who benefit from acts of violence, are able to proceed to the next level. Violence in children behaviour has increased, as a negative result of playing videogames. There are a lot of incidents of violent and aggressive behaviour among children, who play violent videogames worldwide (Gunter).   Right after these incidents, the most of newspaper articles claimed that the key cause of that incident was violent videogames. The effects of violent games arent equal for everyone. Short-term effects in the lab are discovered to be bigger for undergraduate men than women (Bartholow and Anderson 283-290), and younger children are at a bigger risk of being affected by violent games if theyve got a high level on a personality trait, called neuroticism, and a low level on the traits agreeableness and conscientiousness (Markey and Markey 82-91). In terms of the game, playing with a customised avatar was found to cause more aggressive and violent behaviour, than when playing with a generic character (Fischer, Kastenmà ¼ller and Greitemeyer 192-195). Conclusion: Although the link between real-life violence and video game violence is still debated, and certainly other factors have a more significant influence on aggression. The impact of video games violence on the behavioural development of children is quite obvious both in the short-term and the long-term. The effectiveness of video games is a very important issue for society, and at the same time a benefit, because their effects can be both negative and positive; indeed it would be extremely hard to argue for one of these positions without the other. What is crucial is that we understand what aspects of game play behaviour have an influence, and on whom they have it. So whats the final answer to my question: Should any restrictions be applied to violence in future video games to prevent any negative changes in childrens behavior? Its quite simple. No new restrictions should be applied to violent video games in the future. Partly, its because the effects of this kind of violence are differe nt from one person to another, so they can also be positive; and partly because other factors usually affect childrens behaviour more, than video game violence. Althogh, parents can take some action to prevent possible negative impact of video games. For example, limit the number of ours, their children spend playing, or simply not allow kids to play games, which they consider too violent. Bibliography: Greitemeyer, Tobias and Dirk O. Mà ¼gge. Video Games Do Affect Social Outcomes. Personality and Social Psychology Bulletin 40.5 (2014): 578-589. Web. 22 Dec. 2016 Library, CNN. Columbine High School Shootings Fast Facts CNN.Com. CNN. N.p., 2017. Web. 16 Dec. 2016 The Columbine Shooters: Video Game Addicts?. NY Daily News. N.p., 2017. Web. 16 Dec. 2016 Bavelier, Daphne, C. Shawn Green, and Matthew W.G. Dye. Children, Wired: For Better And For Worse. Neuron 67.5 (2010): 692-701. Web. 4 Dec. 2016 Polman, Hanneke, Bram Orobio de Castro, and Marcel A.G. van Aken. Experimental Study Of The Differential Effects Of Playing Versus Watching Violent Video Games On Childrens Aggressive Behavior. Aggressive Behavior 34.3 (2008): 256-264. Web. 12 Dec. 2016 Ferguson, Christopher John. The Good, The Bad And The Ugly: A Meta-Analytic Review Of Positive And Negative Effects Of Violent Video Games. Psychiatric Quarterly 78.4 (2007): 309-316. Web. 17 Dec. 2016 Porter, Guy and Vladan Starcevic. Are Violent Video Games Harmful?. Australasian Psychiatry 15.5 (2007): 422-426. Web. 20 Dec. 2016 Persky, Susan and Jim Blascovich. Immersive Virtual Video Game Play And Presence: Influences On Aggressive Feelings And Behavior. Presence: Teleoperators and Virtual Environments 17.1 (2008): 57-72. Web. 25 Nov. 2016 Ferguson, Christopher J. et al. Not Worth The Fuss After All? Cross-Sectional And Prospective Data On Violent Video Game Influences On Aggression, Visuospatial Cognition And Mathematics Ability In A Sample Of Youth. Journal of Youth and Adolescence 42.1 (2012): 109-122. Web. 4 Dec. 2016 Carnagey, Nicholas L., Craig A. Anderson, and Brad J. Bushman. The Effect Of Video Game Violence On Physiological Desensitization To Real-Life Violence. Journal of Experimental Social Psychology 43.3 (2007): 489-496. Web. 13 Dec. 2016 Anderson, Craig A, Nicholas L Carnagey, and Mindy Flanagan. Violent Video Games: Specific Effects Of Violent Content On Aggressive Thoughts And Behavior. 1st ed. 2004. Print Bushman, Brad J. and Craig A. Anderson. Comfortably Numb: Desensitizing Effects Of Violent Media On Helping Others. Psychological Science 20.3 (2009): 273-277. Web. 14 Dec. 2016 Engelhardt, Christopher R. et al. This Is Your Brain On Violent Video Games: Neural Desensitization To Violence Predicts Increased Aggression Following Violent Video Game Exposure. Journal of Experimental Social Psychology 47.5 (2011): 1033-1036. Web. 21 Dec. 2016 Willoughby, Teena, Paul J. C. Adachi, and Marie Good. A Longitudinal Study Of The Association Between Violent Video Game Play And Aggression Among Adolescents.. Developmental Psychology 48.4 (2012): 1044-1057. Web. 19 Dec. 2016 Anderson, C. A. and B. J. Bushman. Effects Of Violent Video Games On Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, And Prosocial Behavior: A Meta-Analytic Review Of The Scientific Literature. Psychological Science 12.5 (2001): 353-359. Web. 13 Dec. 2016 Gunter, Barrie. The Effects Of Video Games On Children. 1st ed. Sheffield, England: Sheffield Academic Press, 1998. Print Fischer, Peter, Andreas Kastenmà ¼ller, and Tobias Greitemeyer. Media Violence And The Self: The Impact Of Personalized Gaming Characters In Aggressive Video Games On Aggressive Behavior. Journal of Experimental Social Psychology 46.1 (2010): 192-195. Web. 16 Dec. 2016 Markey, Patrick M. and Charlotte N. Markey. Vulnerability To Violent Video Games: A Review And Integration Of Personality Research.. Review of General Psychology 14.2 (2010): 82-91. Web. 18 Dec. 2016 Bartholow, Bruce D. and Craig A. Anderson. Effects Of Violent Video Games On Aggressive Behavior: Potential Sex Differences. Journal of Experimental Social Psychology 38.3 (2002): 283-290. Web. 15 Dec. 2016 Publications, Harvard. Violent Video Games And Young People Harvard Health. Harvard Health. N.p., 2017. Web. 18 Dec. 2016 John Bingham. Study Finds No Evidence Violent Video Games Make Children Aggressive. The Telegraph. N.p., 2017. Web. 15 Dec. 2016

Wednesday, October 2, 2019

Egans Law :: essays papers

Egans Law The purpose of Megans Law is to let the public know when a convicted sex offender is released into their community. Mr. Michael Chertoff, a former U.S. attorney has a curious question for our states corrections department. â€Å"How can members of the public be informed when dangerous predators have been released into their community, if the prosecutors, who are supposed to notify the public, have not been told either?† Mr. Chertoff did investigate this and found out that this isn’t just a small problem anymore. Take the Alves case for example. Raymond Alves, a convicted rapist was in jail for twenty-three years and was let out unannounced. Prosecutors were told days after the fact and were not ale to find him because he gave out false information about where he was living. Megans Law requires prosecutors to be notified thirty days or more ahead of time so they have sufficient time to file a challenge, or to see if he’s a threat to society. At a senate hearing, Jack Terhune, a corrections commissioner said he has not found any other case besides the Alves case where the prosecutors were not properly notified ahead of time. Meanwhile, they were getting a whole different story from Mr. Chertoff, who asked twenty one county prosecutors if they have been getting their proper Megans Law notifications on time. The prosecutors answer was between January 1, 1999 and March 1, 2000, they have received one hundred and fifty Megans Law notifications less than thirty days prior to an inmate being let out. More than ninety of those came less than seven days before the release or after. Chris Carden, a spokesperson for the corrections department made a comment that the numbers did not match up and said â€Å" that’s a far cry from saying there have been no other cases of improper notification. In the stir of the Alves mess, Mr. Terhune did take action and fired eight of his employees for errors, including two psychologists. Terhune is also making new rules like better training for all employees that come in so that this problem will not happen again. They also have a new web page up for the prosecutors to find out when any sex offenders are released in the area so that there is no question in anyone’s mind. In my opinion I believe in Megans Law 100%.

La paideia homosexuelle: Foucault, Platon et Aristote :: French Essays

La paideia homosexuelle: Foucault, Platon et Aristote ABSTRACT: As Michel Foucault describes it, the homosexual paideia in classical Greece was an erotic bonding between a boy who had to learn how to become a man, and a mature man who paid court to him. In many of his dialogues, Plato plays with this scheme: he retains the erotic atmosphere, but he inverts and purifies the whole process in the name of virtue and wisdom. In the Republic, however, Socrates' pupil forsakes this model in favor of a bisexual education for the shepherds and shepherdesses of the State. Aristotle resolutely opposes this move. He thus reverts to a kind of homosexual paideia for the future citizens of his ideal state, but this choice fosters many unspoken problems. À la fin du premier livre de la Politique (1260b8-19), Aristote souligne l'importance d'une à ©ducation approprià ©e des femmes, qui forment  « une moitià © de la population libre  », et des enfants, qui deviendront  « des citoyens participant au gouvernement de la cità ©  ». Cette formation doit à ªtre dà ©finie  « en tenant le regard fixà © sur la constitution de la cità ©  »: elle variera donc de concert avec les diverses formes de gouvernement. Pourtant, lorsqu'il analyse celles-ci, le Stagirite ne se prà ©occupe pas de leurs arrangements à ©ducatifs, pas plus que sa cità © idà ©ale n'aborde la question de l'à ©ducation fà ©minine: pour mieux comprendre cet à ©tonnant silence, il faut comparer la politique aristotà ©licienne de l'à ©ducation à   celle de Platon, mais sur la toile de fond de la paideia homosexuelle telle que la dà ©crit Foucault. 1- La  « paideia  » homosexuelle Selon K. J. Dover (1982: 13), la culture grecque diffà ¨re de la nà ´tre par quatre traits: tout d'abord,  « elle admet facilement l'apparition successive de prà ©fà ©rences homosexuelles et hà ©tà ©rosexuelles chez un mà ªme individu  »; en second lieu,  « elle nie implicitement que cette succession ou cette coexistence puisse crà ©er des problà ¨mes particuliers pour l'individu ou la socià ©tà ©  »; troisià ¨mement,  « elle rà ©agit favorablement aux manifestations d'un dà ©sir homosexuel en paroles ou en gestes  »; enfin,  « elle a du goà »t pour un libre traitement des sujets homosexuels dans la littà ©rature ou dans les arts plastiques  ». C'est dans ce contexte que s'est à ©laborà ©e la pà ©dagogie homosexuelle, c'est-à  -dire, dans les termes d'Élisabeth Badinter (1992: 121),  « [l']apprentissage de la virilità © par le moyen de l'homosexualità ©  ». Cette forme particulià ¨re d'à ©ducation est longuement dà ©crite par Michel Fo ucault dans L'usage des plaisirs.

Tuesday, October 1, 2019

Physical and Chemical Change Lab Essay

Test the effect of a magnet on each substance by passing the magnet under the paper. Test the solubility of each substance by mixing small amounts in a separate test tube with 3mL of distilled water in it, then â€Å"flick† each tube to mix the contents. Return strip of magnesium in test tube to its paper. Follow teacher’s instructions for paper disposal of other materials. -Part B: Record all observations of Part B in Data Table 2 6. Mix iron filings and sulfur on clean paper. Examine mixture with magnifying class. Test effect of magnet. Give this mixture to teacher for further use in Part C. 7. Mix sodium chloride and sand on clean paper. Examine mixture with magnifying glass and test effect of magnet. 8. Transfer salt-sand mixture into 100mL beaker, then add 30mL of water and stir. Record observations, and then prepare for filtration setup. Filter the mixture and record observations. Pour 10mL of filtrate into evaporating dish, then prepare burner to heat evaporating dish. Heat dish till filtrate is completely evaporated. Examine both dry residue in dish and wet residue on filter paper. Caution: Do not look directly at burning magnesium. Using tongs pick up the magnesium and hold it over the burner till it ignites. After ignition quickly put burning magnesium over watch glass to catch falling combustion product. Compare original and burnt magnesium products appearance. 10. Put the normal magnesium and combustion product into separate test tubes. Add 10 drops of 6M hydrochloric acid to each test tube. Feel the bottom of each test tube and record your answer. 11. Put half of the sucrose sample into a test tube. Caution: Be sure tube is cool before handling it. After test tube is cool, use a spatula to scrape residue and clean test tube. Examine residue and test its solubility in water. Transfer sodium hydrogen carbonate sample to test tube. Add 5 drops of 6M hydrochloric acid. Touch tube at bottom with hand and record observation. Follow teacher’s instruction for proper disposal of materials. -Part C: Record all observations for Part C in Data Table Samples of the iron-sulfur mixture from Part B will be put into a clean test tube. The mass of the test tube and its contents will be determined and recorded.

Monday, September 30, 2019

Perspectives on the French Revolution

Perspectives on the French revolution. This essay will examine the ideologies of the French revolution of 1789. Two perspectives on the French revolution were held by the conservatives’ elite and the educated philosophers. The educated philosophers believed that a revolution was the only way that the middle and lower class were to have a say in matters of state, and obtain their rights. Their goal in the revolution was to turn the absolute monarchy into a constitutional monarchy.The conservatives believed that the absolute monarchy should stay intact to preserve their heritage, and that the revolutionary changes brought more problems than they solved. The French revolution started in 1789 and officially lasted 10 years, finishing in 1799. Although according to public opinion, many events after the official end of the revolution are considered to be included in revolution for example the rein of Napoleon Bonaparte. The revolutions started as a result of rising food prices and t he states bankruptcy. The rising food prices were primarily caused by an immense and volatile hailstorm.The food shortage may have ended there, however the hailstorm was followed by a long drought, likely caused by the El Nino effect. After the drought there was an uncharacteristically cold winter rivers and roads froze over, stopping flour from being ground by watermills, and the little food that was produced couldn’t get to the market because the roads were blocked. When spring came around and the snow finally thawed it caused floods destroying an abundance of farmland. There is also speculation that volcanic activity of Laki and Grimsvoth had a hand in the food crisis.In addition to rising food prices, the states bankruptcy, caused in part by Frances involvement in the American revolutionary war, put the monarchy in a difficult financial position. To pay its debts the state would either have to borrow money or raise the already high taxes on the third estate (Adcock, pg. 4 0). Both decisions were unfavourable as they would cause upheaval in civilian life. The taxes were already high, having been raised to pay for the many wars King Louis XIV had waged, leaving the state in debt (Neely, pg. 29).In august 1786 king Louis XVI’s minister of finance informed him of the seriousness of the financial situation. France had been in debt for about 100 years. They waged 4 separate wars between 1733 and 1783, and borrowed more than ? 1250 million since 1776. These were the major contributions to Frances debt (Adcock pg. 41, Brooman pg. 19). The king had two options, either borrow more money or raise the taxes higher than they’ve ever been. He soon discovered he couldn’t borrow more money because he was in too much debt, so he tried to introduce a new tax.This tax was called the land tax, all land owners had to pay this tax to keep the land they owned. This included the first, second and third estates land but excluded the king. All new taxes a nd laws had to be registered and approved at the law courts, or parliament in Paris. King Louis tried to pass the new tax without the estates generals’ approval. When the law courts wouldn’t allow him to introduce the new tax without their approval he exiled the entire parliament from Paris. People everywhere in France protested against this, sometimes violently, for six months until King Louis gave in and reappointed them.As a result of these main problems the people felt that the monarchy was not doing its job and that the French people needed a constitutional government to rule over them fairly. Although the philosophes did not always agree on political issues they did agree that the scientific discoveries made in the 17th century were important to all aspects of life (Neely pg. 16). Most philosophes were not traditional Christians, but rather deists. Deists believed that â€Å"knowledge of god came through study of the nature that he created† and did not bel ieve in things such as miracles (Neely pg. 7). Before the revolution the philosophes achieved the publication of the encyclopedie, a collection of knowledge with contributions from many philosophes. The first volume was published in 1751(Neely pg. 18). These encyclopedie have been blamed by some historians for the revolution. They do at least play a small role in the revolution. â€Å"what helped to bring on the revolution were not radical ideas, but rather that more and more people were now discussing public policy and taking a lively interest in political and governmental matters†(Neely pg. 1) these books were the reason people were able to be informed enough to create their own opinions. The governing of the country was no longer in the hands of just a few noble men, but majority of the population. One of the most famous philosophes was Francois-Marie Arouet, better known as Voltaire. He wrote a variety of philosophical works on many topics and in many forms. In 1725 he wa s exiled to Britain for three years after offending a nobleman. In Britain he learnt about the constitutional monarchy, which appeared far better than his own country’s monarchy.During this exile he wrote letter philosophiqes sur les anglais (philosophical letters on the English). He published these when he returned to France. These letters recommended the constitutional monarchy over the absolute monarchy, and sparked outrage in most people throughout the country. It is likely that these works had a hand in the revolution, once people had time to process the information. The edict of Nantes was signed in Nantes, France by Henri IV on April 15th 1598. Henri was a protestant who converted to Catholicism 4 years after succeeding the throne.The edict gave Protestants the freedom to worship as they please, made their marriages valid, allowed their priests to be paid by the state and gave full immunity for all crimes committed by both sides during the religious wars. The edict pro ved only to be a temporary solution to the religious wars and rivalry between the Protestants and Catholics. In 1685 Louis XIV revoked the edict of Nantes, declaring all protestant marriages invalid, and causing mass migration to England (Cavandish, history today).Voltaire, who had a protestant wife, wrote about the Protestants and what they were going through during this time of turmoil (Neely pg. 18). Voltaire especially had an interest in the callas case. He believed that the case showed what was wrong with the French society including religious intolerance. Jean Callas was convicted of killing his son for trying to convert to Catholicism. He was tortured and killed in public. In 3 years Voltaire cleared his name. Although the edict was revoked almost 100 years before the revolution, some historians believe it may have had a part in causing it. Enlightenment led people astray by weakening their faith in tradition and religion by placing entirely too much confidence in the abiliti es of human beings to reason and improve the world† (Neely pg. 16). The conservatives believed that the revolution would cause more problems than it would solve. Although they admit that the monarchy had its flaws, they believed it was immoral to attack the government and the church (Neely, pg. 16). It was common belief that the king was appointed by god, which meant he had the divine right to rule.Therefore, â€Å"to criticise the king was to criticise god†. Public belief in the kings’ competence to rule was largely reinforced by large oil paintings of the king at work (Adcock pg. 7). The second estate or nobility did not have to pay certain taxes (and dodged paying many others), got special treatment in law courts, had the right to carry a sword, and did not have to do military service (Brooman pg. 7). Because most of the conservatives were nobility of the second estate (upperclassmen) it is believed that there may have been a more selfish reason for their beli efs.The conservatives did not want to give up their estates, slaves, titles, and privileges (Neely pg. 16). On the 26th of august 1789 the declaration of rights of man and citizen was introduced provisionally by the parliament (Neely pg. 86). It outlined that all men were equal and free and that power did not solely belong to the king but to the people as well (Brooman pg. 33). Its main purpose was to acknowledge that these rights already exist, no to create new ones. It was merely an affirmation of the philosophes writings about the people’s rights.The document did not mention that the state had a responsibility to help the poor and unemployed. Although it was a victory for the philosophes and the third estate, they only got half of what they wanted (Adcock pg. 89). King Louis XVI or â€Å"Louis Capet† as the people insisted on calling him, was found guilty of conspiracy against the state on 7th of January 1793 (Adcock pg. 136). On the 15th of January they voted as to what punishment the king would receive. The votes were very close with 361 people who voted for death without conditions and 360 people who voted against it.Out of those 286 people voted for imprisonment or banishment and 46 people voted for death when peace time came (Neely pg. 170). On the 21st of January he was taken to place de revolution to be executed with a guillotine. Later the place de revolution was renamed to place de la Concorde to try and abate the memory and blame surrounding the place. King Louis XVI was thought of as a rallying point for the conservatives as he was part of the royalty they wished to protect. Once he was executed the conservatives had lost majority of their reason to fight.The revolution officially ended in 1799, when Napoleon Bonaparte came into power. When this happened, both the conservatives and the philosophes lost. Their separate ideals were torn apart as napoleon declared himself emperor, abolishing both the monarchy and the people voice (Adco ck pg. 193). During the revolution the French people had 4 separate national assemblies and 3 different constitutions. Many historians believe that without the help of the philosophes the French revolution may never have happened while others argue that dissatisfaction in the system causes criticism and animosity and the revolution still would ave happened eventualy. Bibliography Adcock, M 2004, Analysing the French revolution, Cambridge University Press. Brooman, J 1992, Revolution in France, Longman Group. Cavendish, R 1998, The edict of Nantes, viewed 12th September 2012 <http://www. historytoday. com/richard-cavendish/edict-nantes>3 Hampson, N 1963, A social history of the French revolution, T. J press. Neely, S 2008, A concise history of the French revolution, Rowman and Littlefield publishers.

Sunday, September 29, 2019

Critical Thinking and Potent Drugs Essay

Statement 1: It is pretty obvious that smoking marijuana causes people to crave more potent drugs, such as cocaine or heroin. Statistics show that almost all people who become addicted to drugs smoked marijuana before they began using more potent drugs. Answer below– This statement does comply to the guidelines of critical thinking. To start, I feel this statement shows a lot of uncertainty. The words used in the first sentence, â€Å"pretty obvious,† show a lot of uncertainty. If the person was certain, he or she would have used the word â€Å"obvious.† Another way this statement complies to the guidelines is the reliability of the evidence provided. The use of â€Å"almost all people† in the statistic instead of a concrete number shows that the statistic in the statement isn’t all that reliable. This also shows some uncertainty in the statistic. This statement is a mixture of an opinion and an unreliable statistic. There is no proof that marijuana makes you desire or â€Å"crave† more potent drugs. What about others factors such as genetics, familial, or environmental factors influencing drug use? I feel that the reason more people try marijuana before other hard drugs is by chance, because it is more readily available at a young age. Critical thinking is important in everyday life, especially when having discussions with peers over controversial issues, such as racism, gender difference, and homosexuality. It is important in this instance to think critically to come up with alternate explanations for events or problems, without using emotional reasoning or previous bias and beliefs.