Thursday, January 30, 2020

Video games and Kids Essay Example for Free

Video games and Kids Essay Video games have a positive and negative effect on kids. Video games affect the kids health, for example lead to cardiovascular implication. Also affect their education when affecting their cognition. Others video games effects on kids are when affecting their social and behaviors. Parents need to involve and regulate their children‘s gaming habit. Video games attribute in big portion in kids behavior. Video game affect kids negatively could be a good reason to make a kid violent and make him a killer. According to Anderson, Craig A at â€Å"Violent Video Games and Other Media Violence† he said that video game. Video games affect kids and make theme violent. When the kids consume a lot of violent materiel, he gets confuse between the reality and the fantasy. The kids think that hitting, kicking are allowed in real life. According to Anderson, Craig A, he sees in his essay â€Å"Violent Video Games and Other Media Violence (Part 1)† that the player needs to distinguish between fantasy and real violence. AS result, the player exposes his violence toward his surrounding and become violent. Anderson suggest at the same essay that video games are not only the cause for violence, but others effect as biological, neighborhood and family could attribute in this violence. Video games affect kids’ education and learning. Kids spend more time in playing rather than finishing their school tasks. As consequence, they have a poor grade and low knowledge. According to KIRA BAILEY in his study â€Å"A negative association between video game experience and proactive cognitive control† he said that after the three studies indicate that high levels of video consumption may be associated with a reduction in the efficiency of those processes supporting cognitive control that arise from interactions between anterior cingulated and lateral frontal cortex. Video games affect kids ‘health in too many ways. According to Dorman, Steve M. in his study â€Å"Video and computer games: Effect on children and implications for health education. † First: Cardiovascular Implications is consequence of less activity, because in USA children adopt sedentary lifestyle at early age and they prefer play video games rather than involving in different sport or other physical activities. Video games affect kid’s behavior and social life. According to Messerly, John G, â€Å"How Computer Games Affect CS (and other) Students’ School Performance;† He said: My methodology was simple: I asked students— all computer science majors in an undergraduate program—whether they knew someone whose scholastic or social life had been harmed by computer games. About 90% answered affirmatively, describing students whose fascination chained them to their apartments or dorm rooms for days, weeks, even semesters. Many admitted to having or having had this problem themselves. The effect Is exacerbated by so-called role-playing games like Age of Kings, Dark Age of Camelot, and Ever quest, with addictive power so great some call it Ever-crack. Players create characters and alter egos in cyberspace living out their personal fantasies, usually by adopting the traits they believe they lack in the real world. My informal surveys suggest there is something particularly addictive, if not sinister, about role-playing. (29) Video games have a positive effect on kids. Video games could be a good way to motivate kids. For example, be a good motivate for the kids to finish their duties. Kids could be reward with extra play time, or earn their video games after finishing their tasks. Also a good choice of video games, like challenging games could make kids smart when learning about different subject. Video games could be a good help in kids education. According to Annetta, Leonard A. â€Å"Video Games in Education: Why they should be used and how they are being used. † In her essay, she mentions that the games are not limited in played, but they could be a good explanation for real life. Kids get new information in the virtual world of video games without really knowing that they‘re learning. Anneta , Leonard mentions in her other essay â€Å" Video Games AND Simulation AS Teaching Tools†. She says that the enticement of video games can be used to enhance K-12 education. Also the use of video games could replace a traditional teaching. She gives North Carolina State University (NSCU) as example, because they encourage video games as a supplement to normal instruction. Also she says that virtual-learning environments being introduce to school through (Innovative Gaming Networks In Teacher Education), a synchronous, online graduate course1 and through HI FIVES (Highly Interactive Fun Internet Virtual Environment in Science2. Video games play a big role in health field, strange but true. According to Healthcare Financial Management â€Å"Video Games: Good for your Health†. The games helping in health are: * Games for rehabilitation and therapy which aid balance and mobility in Parkinson’s patients, others used as a â€Å"distraction device† to control pain and stress. * Exergaming which incorporate physical activity, such workout game, or games that make you move to get to the target, for example, kinnect. * Games for major healthcare provider: Insurance companies met to discuss ways to use videogame technology to solve critical healthcare challenges. Additionally, a team of graduate students at Carnegie Mel- Ions Entertainment Technology Center has developed a game called Project ER, designed to lower stress for 60,000 children who visit the EDs of Pittsburgh Medical Centers each year. During a test run, the team gathered considerable research on how to deploy such systems in healthcare settings. * The rise in games for first responders and medical professionals: One new game system allows health professionals to interact with 3-D simulations of emergency healthcare environments. Additionally, an online, multiplayer game trains physicians to communicate more effectively with their patients. Parents need to be aware of the video games danger. And also need to take advantage of the good side of the technology and guide their kids. According to website (media-awareness. ca/english/parent/video games/index. cfm) Amy Phillips says in her essay â€Å"Console video games† that the video games encourages teamwork, increase self-confidence and improve hand and eye coordination, but in negative side the kids could have trouble distinguishing fantasy from reality in the games. According to the website, the parents need to involve and have a concern about video games. Parents of young children should be aware of the following concern: Young children may become more aggressive and fearful if they are exposed to high levels of violence in video games. The violence portrayed in video games usually has no consequences, and is often there for the sake of humor. Parents need to watch what the kids are playing in the computer and video games. Parents need to follow up with video game rating. For example; at 2008 study by the U.S. Federal Trade Commission (FTC) found that 20% of children under 17 surveyed had bought at least one M-rated game. A study by the Kaiser Family Foundation found that three-quarters of boys in grades seven to twelve had played Grand Theft Auto, an M-rated game. The entertainment industry aggressively markets violent media to young children. In September 2000, the U. S. Federal Trade Commission (FTC) released a report that exposed how the media industries actively target young children with violent entertainment meant for adults. According to the FTC, almost every video-game company they investigated regularly marketed violent M-rated games to children. For instance, the E-rated game LittleBigPlanet includes content intended to promote another Sony game, Metal Gear Solid 4, which is rated M. Toys based on action characters from games meant for mature players are often marketed to young children. Halo, an ultra-violent video game rated for players 17 and older, has spawned action figures marketed to children under 8 years old. Other issue is Childrens ideas of what it means to be male and female can be negatively influenced by stereotypes found in media. Video games are designed by males for males, and so generally contain very few female characters. Those females that do appear are often portrayed as victims, while the male characters are the aggressors. The study Video Game Characters and the Socialization of Gender Roles shows that young people hold perceptions of gender roles that mirror how men and women are depicted in video games. Many games popular among youth are either played online or downloaded from sites such as Newgrounds and eBaums World. The ESRB rating system does not cover such games. User-created content is an increasing part of todays games. This means that even if the original game has a rating appropriate for your child, it may be possible to download additional content that is not. Games often have a multiplayer component which allows children to play with other people over the Internet. These multiplayer games usually permit conversation between players which is typically immoderate. Other people see that the video games have a positive side on general and for example using the video games in health and in school.

Wednesday, January 22, 2020

Rush Limbaugh :: Controversy Political Limbaugh Essays

Rush Limbaugh Rush Limbaugh has shaped himself, intentionally or not, into quite a controversial political entertainer. The mere subject of what he speaks on creates an obvious divide in the politically interested population. The subjects of his radio show, his newsletter, and formerly his TV show, can be labeled as political interests. That is, absolutely anything the federal government, as a political entity, involves itself and/or the country in. For the most part though, Rush would likely say to this last statement that the government and the country (the people) are virtually on in the same; one body works for the other. But back to the question at hand—why do people like or dislike Rush Limbaugh and what has brought on this phenomenon? I will openly admit that I am a dittohead. A dittohead is a name created for those people who agree with Limbaugh on the majority of his general premises. So I can give personal reasons for liking Rush. But I am absolutely positive that I am not alone—thus creating the plural word, dittoheadS. One reason people enjoy listening to his analysis of political affairs I she has a great sense of humor when speaking about whatever the subject may be. It is easy to sit at a microphone and read off the news, and/or opinions you may have about it. But if he did only that, he would not have nearly the listening pool or lake or ocean, if you will, that he currently has because he would be just like every other reporting figure. He is an entertainer and realizes that fact. A few examples of his humor on political issues, or as in the immediately following, his humor of the general basis of what he believes the rules his opponents, liberals, live by: The 14 Commandments of the Religious Left. A few examples (just so you can get a taste of what I am talking about) are: 1. Thou shalt have not other God except thyself; after all, it’s thy self-esteem that counts. If thou doth not love thyself, who will? 6. Thou shalt not kill. With these exceptions: life forms under the second trimester, ad those opting for medically assisted suicides. 7. Thou shalt not commit adultery. Unless thou aspirest to high political office, useth

Tuesday, January 14, 2020

Disadvantages of Globalization Essay

One of the disadvantages of globalization is the over-standardization of products through global branding. Using Emirate Airline to illustrate this point, globalization will means that their services are standardized which aim to serve all customers. They would lose their uniqueness of the business culture after they go global. Also, the over-globalization will result in the lack of creativity and product diversity Hongladarom (2002), Zekos (2004). Moreover, globalization can also create diseconomies of scale as not all countries have the same growth and economic cycle. For example, Emirate may operate very well in the Middle East and Europe market but expanding into Asia or America market will reduce their profit. This could be due to difficulties of coordinating activities in those new markets or the culture differences. It is also important to note that globalization will cause de-industrialization and high unemployment in the domestic market. Empirical evidences included: Mello (1997), Rodrik (1996), Fagerberg (1994).

Monday, January 6, 2020

Social Medias Impact On Todays Society - Free Essay Example

Sample details Pages: 6 Words: 1755 Downloads: 9 Date added: 2019/04/05 Category Society Essay Level High school Tags: Social Media Essay Did you like this example? ABSTRACT As of 2017, more than 80% of Americans are using social media. People use social media for many reasons. Many may say that social media does not affect everyone because not everyone uses these sites. Don’t waste time! Our writers will create an original "Social Medias: Impact On Todays Society" essay for you Create order However, because of the number of persons that use these sites, it is almost impossible not to be affected by it. Before social media, people got information through newspapers and telegrams, businesses would promote themselves through ads in these newspapers, and communication was much harder, especially if a someone wanted to communicate with other persons. Today, because of social media, it is now easier to communicate through texting and calling people no matter where they are in the world, and information is now at everyones finger tips. Because so many people use social media, it is almost impossible to not be affected by it in some way. Whether it is positive or negative, everyone is affected by social media. Social media affects each and everyone one of us whether its in the way we get news, do business and interact with others. Social Medias Impact: News The present society has been over and again hurled by changes in media innovation. In the nineteenth century, minimal effort paper and enhanced presses enabled factional papers to grow their compass significantly. A few have contended that the presence of the press as a mind control was extensively traded off subsequently. Inside the twentieth century, as radio and TV wound up prevailing, onlookers were disturbed that these new stages would lessen debates to sound nibbles and benefit alluring competitors. Inside the mid 2000s, the development of on-line news provoked a substitution set of contemplations, among them that abundance decent variety of perspectives would make it less demanding for comparative voters to make resound chambers or channel bubbles wherever they would be protected from opposite perspectives. In conclusion, the focal point of concern has moved to web-based life. Many dread that individuals will get news from the media without checking on the off chance that it i s valid. Consequently, prompting more misguided individuals. This circumstance can be found in the 2016 Presidential Race. Research has demonstrated that around 115 pro-Trump counterfeit stories that have been shared on Facebook had been shared more than 30 million times, while there were just 41 pro-Clinton counterfeit stories shared over 7.6 multiple times. The higher complete of aforesaid reportable insights for the quantitative connection of page to offers of stories via web-based networking media would prescribe that the thirty-eight million offers of phony news in our information deciphers into 760 million occasions of a client navigating and perusing an imagine news article or with respect to 3 stories check for every grown-up. A stock of artificial news sites, on that basically more than 1/2 articles appear to be false, gotten 159 million visits during the time of the decision, or 0.64 per U.S.A. adult. With the statistics of these studies, we can the make the conclusion that without these fake-news articles and or websites, Donald Tru mp may not have been made president. Another circumstance in which social media had provided news to public was in the case of Osama Bin Laden. Shoaib Athar, 33-year-old Pakistani, was sitting at his PC after 12 pm on May 2, 2011, when a noisy clacking aggravated his focus. For a while, Athar had delighted in the calm of a town that was home to numerous legal advisors, specialists, resigned military officers, and other well-to-do Pakistanis. Time magazines Aryn Dough puncher portrays Abbottabad as a place where colonial-era bungalows abut modern whitewashed villas on small streets largely devoid of traffic. Its the kind of place where families take a stroll as the day cools into night, where you might still go and ask a neighbor for a cup of sugar. In spite of Abbottabads remoteness, Athar, a coffeehouse proprietor and data innovation expert, was a successive and eager member in interpersonal interaction and online correspondence. As the aggravation proceeded with, he sent a Tweet to his 750 or so supporters: Helicopter hovering above Abbottabad at 1AM (is a rare event). Seven minutes later, he sent another: Go away helicopterbefore I take out my giant swatter:-/ Within four minutes, things really started hopping: A huge window shaking bang here in Abbottabad Cantt. I hope its not the start of something nasty:-S Something awful was for sure beginning in Abbottabad. Following quite a while of careful examination, President Barack Obama had inferred that Osama receptacle Loaded, the draftsman of the 9/11 assaults and more likely than not the most loathed man in the Unified States, was living there. The banging of the helicopters denoted the start of the attack that would result in his passing. Athars Tweets were the first outside proof of the assault, which had been arranged and propelled under the strictest mystery. He kept Tweeting as the night progressed, announcing gossipy tidbits and bits of data from his neighbors, however regardless he had no clue about what was happening. Much appreciated in any event to a limited extent to his Tweeting, an ever increasing number of individuals around the globe started to speculate reality. They were not reluctant about sharing the news, regardless of whether through Twitter, Facebook, email cautions from significant papers or other nontraditional types of correspondence. A standout amongst the most complete Tweets came at 10:24 p.m. eastern light time from Keith Urbahn, head of staff for previous safeguard secretary Donald Rumsfeld: So Im told by a reputable person they have killed Osama Bin Laden. Hot damn. So when that President Obama started talking on national TV soon after 11:30 that night, his declaration of Container Loadeds demise essentially affirmed what numerous individuals felt they definitely knew. Americans in untold numbers emptied out into the lanes in festivities, a considerable lot of which were caught by camera telephones and posted on YouTube and Facebook. Social Medias Impact: Businesses It is additionally a lot less demanding to deal with data inside informal organizations than it is to flip through a paper or even glance through the indexed lists on Google. Twitter is a standout amongst the most prominent person to person communication destinations; it comprises of miniaturized scale blogging, or short 140-character or less posts, shared by the client. Twitter is one of the most straightforward long-range informal communication destinations to sort through in light of the fact that people can include a hashtag pursued by the name of the point they are tending to at the finish of their post. They do this so that on the off chance that somebody taps on the hashtag it will raise the majority of the sections anybody has posted that contain that equivalent hashtag. Facebook additionally permits individuals to label their companions in notes and photos so that the photographs their companions take of them can be gotten to from their own page, and additionally takes note of that may specify or bear some significance with them. Organizations need to use the one of a kind, ace sharing condition that informal organizations offer. Standard promoting strategies, including ads and ostentatious web standards, are never again powerful in the domain of social media. These old strategies are likewise genuinely costly to make, while long range informal communication destinations are, for the most part, totally allowed to join. Organizations require to start cooperating with shoppers on their dimension by making brand long range interpersonal communication profiles on the networks that their objective buyer group of onlookers utilizes most. Buyers are swinging to one another for counsel on item buys, administrations, medical issues, and increasingly through online life outlets. On account of baffling encounters with conventional promoting, numerous people never again trust what brands have to state about themselves and want to ask their companions about their encounters with an explicit sort of item or on the other hand benefit. Indeed, 76 percent of purchasers depend on what others say with respect to their buying choices, while just 15 percent say they depend on customary publicizing. Just two kinds of organizations will be incorporated into online discussions: those that are extremely great at what they guarantee to do and those that are exceptionally awful at what they guarantee to do. In the present straightforward customer condition, it is basic that organizations guarantee that their item or administration finishes its cases; else they will lose significant clients through the fierceness of interpersonal organiza tions. Organizations that discover accomplishment inside internet-based life tend to work more like stimulation organizations than customary publicists; they understand that to lock in individuals they need to make their item fascinating also, consolidate it into something that catches the eye of purchasers, such as incorporating their item into online applications. Especially viable applications highlight an associations item while permitting purchasers to boast about their achievements or contend with others. Social Media: Interaction Between Individuals The term person to person communication has been around for a considerable length of time, since some time before the Web even existed. When all is said in done, it alludes to people taking an interest in explicit gatherings dependent on regular interests, for example, sports groups, clubs, or network benefit gatherings. Online person to person communication is much the equivalent, with individuals picking locales dependent on their interests and the highlights that are advertised. Albeit interpersonal interaction is conceivable face to face, particularly in the working environment, colleges, and secondary schools, it is most prevalent on the web. This is on the grounds that not at all like most secondary schools, universities, or working environments, the web is loaded up with a large number of people who are hoping to meet other individuals, to assemble and share direct data and encounters about any number of themes from hitting the fairway, planting, creating fellowships and expert unions. As person to person communication locales keep on developing progressively well known, and clients invest expanding measures of energy on the web, a few specialists caution this is prompting individuals getting to be disengaged from one another. This is the point of view of Aric Sigman, an English analyst and creator of the February 2009 report Very much Associated? The Natural Ramifications of Social Systems administration. Sigman refers to investigations of English nationals that demonstrate a connection between more prominent utilization of the Web and a decrease in correspondence among relatives and companions. This has prompted wretchedness and forlornness for the individuals who have detached themselves from genuine communication, as Sigman writes; They went on to report both social disengagement and worsening of mood and limited face-to-face social interaction poor quality of life and diminished physical and psychological health.