Monday, January 27, 2020

Are Video Games Good For Children Children And Young People Essay

Are Video Games Good For Children Children And Young People Essay For that matter, are video games good for adults. Has anyone ever seen the effects of prolonged exposure to video games and the effects it has on someones family or the community? As a father, I have dealt with negative effects of video games first hand. There have been numerous studies and debates on the subject of video games and the effects, whether positive or negative, they have on children. Video games are not good for children because of the negative effects to a childs behavior and overall health. Violent tendencies Children that play violent orientated video games have displayed violent tendencies toward others. There have been numerous studies and research conducted, on violent video games played by children, which suggest that children may become more aggressive after playing (Harvard Mental Health Letter, 2010) those types of games and the conclusion behind this reasoning, are three traits of the personality, which are high neuroticism, disagreeableness, and low levels of conscientiousness (Harvard Mental Health Letter, 2010). Playing violent orientated video games cause children to act and think aggressively (Harvard Mental Health Letter, 2010). These conditions may cause children to commit violent acts or behavior. Violent Behavior In addition to increased aggression, children who play violent video games are associated with increased violent behavior (Souccar, 2012). Because of this behavior, there have been multiple despicable acts such as the Virginia Tech shootings where a gunman killed over thirty people in 2007(Lee, Finley, 2011). In 1999, another devastating act in Columbine, Colorado, two teenage gunmen entered a school with weapons, killed twelve students and a teacher, before taking their own lives (Belanger, Wagner, 2011). Eric Harris and Dylan Kiebold were frequent players and program contributors to a violent video game called Doom (Lee, Finley, 2011). Children or teens, that do not commit violent acts, may still display pathologic behavior. Pathologic Behavior Children that play video games exhibit pathologic behavior. There are many warning signs of pathologic behavior, such as lying about or hiding how much time is spent playing or disobeying parental limits; losing interest in sports and hobbies; choosing the game over time with friends; and continuing to play despite plummeting grades(Wagner, 2008). This is a very touchy subject in my household. My thirteen year old step-son has exhibited pathologic behavior because of video games. When the neighbors kids come to ask him to play outside, he refuses and has continued playing his games. His grades at school have suffered because he does not concentrate on doing his homework and worries more about playing video games. He has told a few lies, thrown tantrums, kicked walls and our washing machine, and is constantly disrespectful to his siblings, my wife and myself. My step-son has also exhibits signs of video game addiction. Video Game Addictions Children with video game addictions, if left untreated, could have disastrous effects as adults. There are millions of people all over the world who love to play video games, either on game systems or online social media, but that love for the video games turns into tragedy for those with video game addictions. According to Lee and Finley (2011), a couple in Korea went to a local establishment to feed their video game addiction, only to return home over five hours later to find their four month old baby girl dead because she was left alone. Also according to Lee and Finley (2011), parents in Reno, Nevada were arrested after their obsession with video games caused them to neglect to feed their two young children. Increase of Video Game Addictions The increase of video games addictions has prompted the opening of clinics in countries such as the Netherlands, United States, China, and other countries around the world, to help combat the effects of video game addiction (Belanger, Wagner, 2011). Also stated, by Belanger and Wagner (2011), the Council on Science and Public Health recently proposed adding video gaming addiction to a list of formal disorders, such as drug addiction. Video game addictions and its symptoms mirror other addictions so closely, that it was almost classified as an official psychiatric disorder (Lee, Finley, 2011) by the American Medical Association (AMA) in 2007. With all of the negative effects of video games, such as addictions, there are good video games children can play. Good Video Games There are many video games that are good for children. Over the past few years, there have been many advances in good video games and game systems, such as the Wii from Nintendo and the EyeToy Kinetic from Sony, which engage the players with the game (Barros, et al, 2012). I and my family have played games on both systems, The Wii system controller is held by the player which controls the actions of the avatar on the screen. The Kinetic system is similar, but the player controls the movement of the avatar with his/her body movements through the use of a camera. One game that is used to induce physical activity, with both gaming systems, is a game called Dance, Dance, Dance (Barros, et al, 2012). The players are actively involved in the games that they are playing and are increasing their heart rate and physical activity. These Exergames (Barros, et al, 2012) are promoting exercise and physical fitness. Even though there are good video games, there are still other negative effects, su ch as inactivity from playing non-active games, which may induce childhood obesity. Childhood Obesity For children that do not have access to those types of games, cant afford the games, or just dont care to play them, often play the games that they have, for long periods of time, which leads to the lack of physical activity, and the onset of childhood obesity (Childhood Obesity, n.d.). A report, issued by the U.S. Department of Health Human Services, mentions a few reasons children may play video games for long periods of time. It may be the lack of parental control, being left alone by their parents for hours at a time, or just having to stay inside because of safety concerns (Childhood Obesity, n.d.). There is a growing concern, from parents such as myself, that children are becoming lazy from the lack of exercise because of video games. This lack of exercise contributes to weight gain and obesity. I have a personal connection with this subject because a member of my family was constantly playing video games, not getting any physical exercise, became a social outcast, and over a short period of time became obese. Video Games Are Not Good Video games are not good for children because some children exhibit too many pathologic behaviors and display violent tendencies because of video games. Children become addicted to video games which may carry over into their adulthood; they may lose all sense of reality, and their addiction to video games may become so severe, that tragedies happen because of that addiction. For other children, they may become obese because of the lack of physical activity. There are an abundance of good video games for children to play, but as a parent, I have been a witness to most of these negative effects for over 10 years and I am not going to let my step-son or any of my children play video games excessively. I will control how much time is spent playing video games; make sure that they take extended periods away from video games to get their homework completed and to get daily exercise.

Sunday, January 19, 2020

Experiences in the Writing Center Essay -- Personal Narrative Writing

Experiences in the Writing Center When I started to work at the Writing Center, I had about eleven years of experience in tutoring English as a foreign language to non-native English speakers in Germany. The experience I had gained from that proved to be very helpful. Before you can address the problems in writing, like any other problem, it is very important to get to know the writer. If you can build a bridge between the two individuals, who should work together in a tutoring session, it is a lot easier to discuss problems and find solutions. As some of the problems might have personal reasons or it might be difficult for the writer to discuss the reason for some obstacles in writing well, a more personal basis supports any work in that way. Looking back at the sessions I tutored in this quarter, I would like to focus on the problems of one student. The student brought three papers to the center, and his papers showed problems in constructing complete and correct sentences, as well as defining paragraphs, and some of his sentences sounded awkward. These problems occurred in all his papers. After a brief introduction and some questioning about the content of each paper, it became obvious that the writer was able to tell me exactly what he wanted to talk about and in what order paper should appear. Yet, he had the problem of bringing his thoughts onto his paper. We started to discuss some sentences of his first paragraph, where he concentrated almost only on the content of what he wanted to say, but never on the way HOW he could express his thoughts clearly to a reader. To him the fragmented sentences, put together piece after piece, containing a lot of information, made completely sense, because he KNEW what he w... ...hod to make writers aware, that an essential part of their sentence is missing, is to use symbols that refer to the parts of the sentence. So far, I have had quite some good results in explaining it that way: The writer has to pay attention! The sentence ends with an exclamation mark -- put together with the symbols square, upward triangle, and ellipse (). The three symbols put together on top of each other resemble an exclamation mark (). If these three parts are separated again, they have the following meaning: = square = 's' like in SUBJECT = "V" with top = 'v' like in VERB = "O" = 'o' like in OBJECT. If the writer draws these symbols around the corresponding parts in the sentences, then it becomes visually clear which part is missing. A lot of people learn easier this way and find a way to memorize the essential parts of any sentence easier.

Saturday, January 11, 2020

Warfare In The Information Age Commerce Essay

The paper is focused on alterations occurred in military organisations in Information Age. During Industrial Age the military construction of forces evolved harmonizing with rules of decomposition, specialisation, hierarchy, optimisation, deconfliction, centralized planning, and decentralised executing. But now the solutions based upon Industrial Age premises and patterns will interrupt down and neglect in the Information Age. This will go on no affair how good intentioned, hardworking, or dedicated the leading and the force are. Two cardinal force capablenesss needed by Information Age armed forcess are interoperability and legerity. Both interoperability and legerity are provided by Network centric warfare theory of war. â€Å" Ages † are proclaimed when something happens to do a discontinuity in multiple dimensions that affect civilisation. Economicss and power are historically closely related. What distinguish the Information Age from the Industrial Age are the economic sciences of information and the nature of the power of information. With the coming of the Information Age, there is an chance to supply widespread entree to information-related services and capablenesss merely dreamed about in old epochs. This increased entree to information provides an chance to rethink the ways that we organize, manage, and control. For the really first clip in history the information power burst the efficiency at such degree which is really hard and expensive to be overcome by mass. The original principle, cognition is power, conveyed the impression that an person ‘s worth was related to their ownership of information. The more exclusivity associated with the ownership, the more valuable the information. Hence, information was a trade good like any other trade good, whose value was related to scarceness. Individual and organisational behaviours reflected this value paradigm. Hoarding information and working its scarceness have been the norm for some clip. These behaviours can no longer be tolerated because the economic sciences of information have changed. With the cost of information and its airing dropping dramatically, information has become a dominant factor in the value concatenation for about every merchandise or service. As the costs bead, so make the barriers to entry. Hence, rivals in many spheres are prehending on the chance provided by â€Å" inexpensive † information and communications to redefine concern procedures and merchandises. These tendencies apply to the kingdom of national security every bit good. Information Age constructs and engineerings are being adopted by many states. The military response to the Information Age is Network Centric Warfare.Industrial Age bequestThe term network-centric warfare loosely describes the combination of schemes, emerging tactics, techniques, and processs, and organisations that a to the full or even a partly networked force can use to make a decisive war contending advantage. The key to understand the term web centric warfare is command and control ( C2 ) attack. Command and Control ( C2 ) is the common military term for direction of forces and resources. The rules underlying traditional bid and command apply non merely to Industrial Age warfare, but besides to Industrial Age economic systems and concerns, are decomposition, specialisation, hierarchy, optimisation, deconfliction, centralized planning, and decentralised executing. The rule of decomposition is using a â€Å" divide and conquer † outlook to all jobs. The patterns of dividing combat into land, sea, and air ( and infinite ) , are an illustration of break uping warfare into manageable pieces. If a sound set of decompositions is made, so these organisational subsets of the organisation can develop professional fortes that help the overall organisation to execute its mission and accomplish its aims. In military personal businesss, specialisation ( creative activity of calling subdivisions and really specialised organisations ) enabled much more efficient calling development and preparation. During military operations, the specialised capablenesss frequently generated capacities that merely could non be created by groups of Renaissance mans. The organisational effect of Industrial Age specialisation is hierarchy. The attempts of persons and extremely specialised entities must be focused and controlled so that they act in concert to accomplish the ends of the larger organisations that they support. The size and the figure of degrees that separate the leader ( s ) of an endeavor and the specializers that are needed to carry through the undertakings at manus are a map of the overall size of the endeavor and the effectual span of control. The figure of beds is a map of the span of control. As the span of control lessenings, the figure of beds that are needed ( for an organisation of the same size ) increases. In such hierarchies, information demands to flux up and down the concatenation of bid. This is true of policy information, plans, orders, and information about the battlespace ( both studies about the enemy and studies about friendly forces ) . The more beds, the longer this takes and the higher the chance of an mistake or deformation. Even today, correspondence to a member of a military bid is officially addressed to the dominating officer of the unit and is so distributed by the central offices. In other words, all information intended for subsidiaries is recognized as belonging to and fluxing through the hierarchy. Indeed, control of information was a major tool for commanding Industrial Age organisations. Industrial Age armed forcess decomposed the battlespace, created superimposed organisations, divided into specialisations, and organized forces into hierarchies. Thinking that this attack transformed the complexness of war and big operations into a aggregation of simple, manageable undertakings and jobs, the Industrial Age military felt that they were able to concentrate on the optimisation of procedures. Virtually all Industrial Age armed forcess created â€Å" approved scenarios † against which their threat-based determinations were optimized. Of class, they experienced troubles when forced to contend against military organisations other than those they had planned against. Given that the elements of military forces were optimized for specific missions under good known and understood fortunes, Industrial Age bid and control processes relied to a great extent on control steps that would deconflict the elements of the force. The ultimate end was to supply each component of the force with the best possible operating environment. This was a natural effect of specialisation and optimisation. Deconfliction is far better than conflicted operations ( where friendly units impede one another ) , but it falls good short of the public presentation possible when military assets are employed synergistically. Planing became a important portion of Industrial Age bid and control because it enabled commanding officers to set up forces and events in clip and infinite so as to maximise the likeliness of success ( mission achievement ) . Industrial Age commanding officers were, nevertheless, aware of the breakability of programs in the face of the harsh and dynamic operating environment of combat. One of the most celebrated citations about planning is, â€Å" No program survives first contact with the enemy. † Understanding the bounds of military programs, commanding officers ( peculiarly in extremely professional forces ) encouraged inaugural ( invention and aggressive actions ) and decentralized executing within the overall commanding officer ‘s purpose. This was non merely a grant to the built-in trouble of anticipating all contingencies. It was besides a contemplation of the fact that the commanding officer on the scene frequently had better information than those removed from the battlespace. Taken together, they create a form correspondent to command theory. The Industrial Age rules and patterns of decomposition, specialisation, hierarchy, optimisation, and deconfliction, combined with Industrial Age bid and control based on centralised planning and decentralised executing, will non allow an organisation to convey all of its information ( and expertness ) or its assets to bear. In add-on, Industrial Age organisations are non optimized for interoperability or legerity. Therefore, solutions based upon Industrial Age premises and patterns will interrupt down and neglect in the Information Age. This will go on no affair how good intentioned, hardworking, or dedicated the leading and the force are. Two cardinal force capablenesss needed by Information Age armed forcess are interoperability and legerity. Organizations that are merchandises of Industrial Age believing are non good suited for important betterments in interoperability or legerity [ 1 ] .3. Network centric warfareNetwork centric warfare ( NCW ) is an emerging theory of war in the Information Age. The term network-centric warfare loosely describes the combination of schemes, emerging tactics, techniques, and processs, and organisations that a to the full or even a partly networked force can use to make a decisive war contending advantage. A networked force carry oning web centric operations ( NCO ) is an indispensable enabler for the behavior of effects based operations. Effectss based operations ( EBO ) are â€Å" sets of actions directed at determining the behaviour of friends, neutrals, and enemies in peace, crisis, and war. † NCW generates increased combat power by networking detectors, determination shapers, and taws to accomplish shared awareness, increased velocity of bid, high pacing of operations, greater deadliness, increased survivability, and a grade of self-synchronization. In kernel, it translates information advantage into combat power by efficaciously associating friendly forces within the battlespace, supplying a much improved shared consciousness of the state of affairs, enabling more rapid and effectual determination devising at all degrees of military operations, and thereby leting for increased velocity of executing. Information engineering progresss in the countries of bid and control ( C2 ) ; intelligence, surveillance, and reconnaissance ( ISR ) ; and preciseness arms bringing are dramatically reshaping the behavior of warfare in the twenty-first century. NCW will speed up the determination rhythm by associating detectors, communications webs, and arms systems via an interrelated grid, thereby heightening our ability to accomplish information and determination high quality over an adversary during the behavior of military operations. While NCW is the theory, web centric operations ( NCO ) is the theory put into action. In other words, the behavior of NCO represents the execution of NCW. The aim of determination high quality is to turn an information advantage into a competitory advantage. This competitory advantage is readily evident when comparing forces carry oning NCO and those runing under the old paradigm of platform centric operations. Platform centric forces lack the ability to leverage the synergisms created through a networked force. A force implementing NCW is more adaptative, ready to react to uncertainness in the really dynamic environment of the hereafter at all degrees of warfare and across the scope of military operations. Over 1000s of old ages of recorded history, the huge bulk of inventions that created important war contending advantages were concentrated in the physical sphere as opposed to the information sphere. These inventions translated chiefly into advantages at the tactical degree of warfare, but they besides had an impact on what are now by and large referred to as the operational and strategic degrees of warfare. They resulted in such battleground advantages as: increased scope of battle, increased deadliness, increased velocity of manoeuvre and increased protection and survivability. While all of these illustrations of invention are considered platform centric, the past century has besides seen many inventions focused on making advantage in the information sphere. The ability to develop and work an information advantage has ever been of import in warfare, therefore the eternity of security and surprise as of import rules of war. While the importance of invention in the information sphere in the yesteryear has been great, its importance has gained critical significance in warfare today [ 2 ] . Fig. 1 The Military as a Network-Centric Enterprise In a more proficient sense, a networked force improves operational pacing by speed uping the Observation-Orientation stages of Boyd ‘s Observation-Orientation-Decision-Action ( OODA ) cringle. Identified during the 1970s by US Air Force strategian John Boyd, the OODA is an abstraction which describes the sequence of events while must take topographic point in any military battle. The opposition must be observed to garner information so the aggressor must point himself to the state of affairs or context, so make up one's mind and move consequently. The OODA cringle is therefore cardinal to all military operations, from strategic down to single combat. It loop is an inevitable portion of world and has been so since the first tribal wars of 25,000 old ages ago, as it is cardinal to any predator-prey interaction in the biological universe. Sadly, its proper apprehension had to wait until the seventiess. At a philosophical and practical degree what confers a cardinal advantage in battles is the ability to remain in front of an opposition and order the pacing of the engagement – to keep the enterprise and maintain an opposition off balance. In consequence, the aggressor forces his opposition into a reactive position and denies the opposition any chance to drive the battle to an advantage. The participant with the faster OODA cringle, all else being equal, will get the better of the opposition with the slower OODA cringle by barricading or pre-empting any move the opposition with the slower OODA cringle efforts to do. The four constituents of the OODA cringle can be split into three which are associated with processing information, and one which is associated with motion and application of firepower. Observation-Orientation-Decision is information centric while Action is kinematic or centered in motion, place and firepower. If we aim to speed up our OODA loops to accomplish higher operational pacing than an enemy, we have to speed up all four constituents of the cringle. Much of 20th century war contending technique and engineering dealt with speed uping the kinetic part of the OODA cringle. Mobility, preciseness and firepower additions were the consequence of this development. There are practical bounds as to how far we can force the kinetic facet of the OODA loop – more destructive arms produce indirect harm, faster platforms and arms incur of all time increasing costs. Consequently we have seen development decelerate down in this sphere since the sixtiess. Many arms and platforms widely used today were designed in the 1950s may stay in usage for decennaries to come. Observation-Orientation-Decision are all about garnering information, administering information, analysing information, understanding information and make up one's minding how to move upon this information. The faster we can garner, administer, analyse, understand information, the faster we can make up one's mind, and arguably the better we can make up one's mind how and when to move in combat. Networking is a mechanism via which the Observation-Orientation stages of the cringle can be accelerated, and the Decision stage facilitated [ 3 ] .DecisionThe warfare in Information Age will be different than warfare in Industrial Age. In order to accomplish a military high quality the military forces should accommodate to the new conditions. The merely networked the existent construction of ground forces is non plenty. A new construction of ground forces must be making which should let exchange of information at a high velocity. At this point the velocity of action will hold a great impact to the bid and control. Command and control can non obey the direction map of planning, forming, staffing, directing and commanding. During the battle the bid and control should obey OODA cringle. In fact during the edifice of force the commanding officer should by a skilled director but during the battle the commanding officer should use command theory that trades with the behaviour of dynamical systems. The OODA cringle is a simple and efficient theoretical account to depict the world of battle.

Friday, January 3, 2020

A Comparison of the Great Gatsby and the Virgin Suicides

16th and 17th century performance conditions „h The form of Elizabethan theatre derived from the innyards and animal baiting rings in which actors had been accustomed to perform in in the past. They were circular wooden buildings with a paved courtyard in the middle. Such a theatre would hold around 3,000 spectators. The yards were about 80 feet in diameter and the rectangular stage 40ft by 30ft in height „h Groundling only paid a penny to get in, but for wealthier spectators there were seats in the three covered tiers or galleries between the inner and outer walls of the buildings extending round most of the auditorium and stage. It depended on your status as to where you viewed it from „h The stage was partially covered by a†¦show more content†¦Ã‚„h Unlike many of his other plays it does not include any historical figures. The feast of John the Baptist was celebrated as an English festival on June 24 (Midsummer Day) It was believed that on Midsummer Night that the fairies and witches held their festival. To dream about Midsummer Night was to conjure up images of fairies and witches and other similar creatures and supernatural events. All characters and plot are purely fictitious but Shakespeare may have based parts of the play on The Knights Tale by Geoffrey Chaucer (1340 - 1400) „h Regardless of their opinions on the first performance of A Midsummer Nights Dream, most scholars agree that the play was probably kept in the repertory of the King ¡Ã‚ ¦s Men through Cromwell ¡Ã‚ ¦s closing of the theatres in 1642. It was among the ten of Shakespeare ¡Ã‚ ¦s plays reprinted in Jaggard ¡Ã‚ ¦s 1619 Quarto and was listed as one of the plays presented for King Charles at Hampton Court in 1630. „h A Midsummer Nights Dream appeared in the Cromwell years as a droll performed clandestinely in underground playhouses. Two versions of this droll were published in the seventeenth century, first as The Merry Conceits of Bottom the Weaver in 1661, and then in 1673 as Pyramus and Thisbe. Both drolls began with the meeting of the mechanicals and ended with the performance of their play.Show MoreRelatedThe Great Gatsby And The Virgin Suicides1563 Words   |  7 Pagesbe soft and affectionate, or aggressive and violent. Often, the targets of obsession are females. In The Great Gatsby, The Virgin Suicides, Lolita and Fear, there are men who obsess over a female character. These female characters are all shown to be powerless, whether it be at the hands of their obsessor or because of other factors in their lives. In The Great Gatsby and The Virgin Suicides, the theme of obsession is prevalent. It is shown through Gatsby’s obsession with Daisy and the boys obsession