Wednesday, August 26, 2020

Dragon in China A Symbol of Empowerment Essay Example | Topics and Well Written Essays - 750 words

Mythical serpent in China A Symbol of Empowerment - Essay Example By experiencing the depiction of ‘Ladle with mythical serpent handle’ on the site of The Metropolitan Museum of Art, it has been seen that the sort of old thing gave by the gallery at their site, exhibits the imaginative and philosophical foundation of old Chinese culture. The scoop has been utilized in the third century for kitchen errands and whisky pouring. The chronicled object in the historical center scoop can be situated with a dragon’s head, which is especially at its handle. A guest to the historical center can see that the winged serpent has pointed ears and protruding eyes as the most noticeable highlights. Furthermore, its two long horns and weakened nose are likewise those components that serve in drawing the consideration of the crowd. According to the soothsayers, the scoops were uncovered from the place where there is Kingdom of Wu. This indicates spoons were vital for the Kingdom (The Metropolitan Museum of Art). Thinking about the verifiable presence of monster in Chinese culture, it is obvious that the spoon with mythical beast heads are minor image of solidarity and force for the realm. On the off chance that the historical backdrop of Yangzi waterway valley is evaluated, monsters are constantly discovered serving the realm with good karma and favors (Fiero 14). In Chinese culture, the scoop with mythical beast head have consistently been considered as the indication of quietness as it was utilized in the kitchen; hence, during the ongoing time of modernization, the significance of winged serpents can't be disregarded. It ought to likewise be noticed that the foundations of such image return to the convictions introduced in Confucianism’s content (Visser and Coleman 21-23). Then again, the pieces, for example, scoop with monster head in China were continuing the Chinese ascent to domain; in this manner, the help gained from the mythical beast and its symbolization had consistently u pheld the realm with quality and force. The most extravagant culture of the locale holds the mythical serpents at each pace of the progress; consequently, the nearness of winged serpents over scoops and other broadly utilized utensils can be watched. This gives an away from of the value of the pieces, Ladle, for Emperor Qianlongs rule of the Qing Dynasty at its best. To be more summary, the time was (220â€265), third century. As a large portion of the individuals are discovered accepting that Chinese Dragon really represents the malevolence there is as yet a specific level of misguided judgment. Chinese likewise accepted that mythical beasts give agreement to the patients. In less difficult words, the winged serpents can assist patients with mending during disorder. The confusion seemed well known, on the grounds that the mythical beast in west is considered as the image of Satan, in light of the malicious perspectives (Visser and Coleman 71-83). It ought to be noticed that spo on is of incredible worth and kept in the gallery since it features Chinese social legacy. It is perceptible that scoop 36.8 cm which is over more noteworthy expense. The value of the scoop is noted to be past millions for its make. The convictions of old Chinese populace and realm exhibit their brain science that an every day utilizing utensil with engraved or cut mythical beast head may enable their reality over the world to control with the mastery they need to obtain. The advanced Chinese society likewise trusts in the old ideas, that significance, goodness and favors are reveled with the image of monster that may favor them as their predecessors were honored. Such worth of scoop with winged serpent head in Chinese history is because of the way that the devotees regard mythical serpents as the controlling intensity of the

Saturday, August 22, 2020

Early Childhood Developmental Path

Question: Talk about theEarly Childhood for Developmental Path. Answer: Presentation A four-year old kid is unobtrusively fabricating a ring nook with wooden squares on the floor. He carries two rectangular squares into the fenced in area, which he shapes into a seat. Next, he brings a 4-legged life-size hassock and spots it into the walled in area. He gets his pet hamster from the hamster confine and puts it into the nook. The hamster strolls into the stool sanctuary and remains inside for some time. It returns and hops on to the seat. The kid goes to his toy box and takes out a cheddar container box, which has a little bit of wipe at the top. He stands and faves the hamster in the walled in area. He puts the cheddar container box close to one side eye and squeezed the wipe and made the sound chug-chug. According to the vignette given above, as per Hayes Johnston (2014) depicts that the youngster is in the phase of acquainted play in Partens five play where the kid is concentrating on reaching the hamster through sharing toys or giving him cheddar. It tends to be depicted that the youngster is speaking with the hamster inside and is attempting to reach through a comprehension of the outer world. As opined by Lev Vygotsky in youngsters at play at this age attempt to detect the world through internal discourse in which they are talking boisterous to themselves (Grzesik, Grzesik Vena, 2012). Be that as it may, this is lost in the grown-ups because of social turn of events. Different attributes is that they attempt to investigate things like the manner in which the kid realized that by giving hamster a cheddar will keep him outside or causing a sound will to identify with nourishment for the hamster. Then again, Vygotskys social advancement makes language of the kids as a useful asset of scholarly adjustment, which is coordinated to self (Siraj-Blatchford Brock, 2016). This can be additionally featured by the manner in which the kid sees its toys particularly constructing squares and doing riddles and art. Then again, as per Richter (2016), it depends on Sara Smilansky phases of improvement. This multi year kid is in its helpful play where the youngster is starting to control things through various item and examples like uniting two rectangular squares is the portrayal of the seat as the kid is endeavoring to take a shot at making a spot to remain for hamster. The qualities that the scholar can expound on the vignette is given as: Initially, the kid has been subbing depictions for the affirmations and activities as verbal pretend concerning activities and circumstances (Lindon Brodie, 2016) The equivalent can be delineated as utilizing rectangular squares in making seat for the hamster. As it were, the wipe goes about as a spot where the cheddar is saved for the hamster to eat. Different qualities that can be featured is the imitative job in which the individual or item is communicates through impersonation or verbalization. In the model it tends to be extensively delegated the hamster bounces on the seat to sit and gets back only the manner in which the people sit on the seat and gets up and moves and again comes and sit. The other conceivable trademark would be pretend as to objects in which not just kid substitutes the developments or verbal announcements yet in addition accept to fabricate copies through materials and toys by reproducing objects with the genuine articles (Pellegrini, 2016). In the vignette, the equivalent has been utilized for 4-legged life-size hassock where the hamster uses to be inside as a position of safe house simply like in people where home should be a position of security and sanctuary. Association is the other element that causes the two players to cooperate as well as aides in setting up a method of correspondence (Roseberry, Hirshà ¢Ã¢â€š ¬Ã‚ Pasek Golinkoff, 2014). As delineated here, the kid is named to be a novice in collaboration where the kid is playing likewise with no help and mindfulness from the individuals close by while building a position of sanctuary for hamster with hinders through a ring fenced in area portraying the region of wellbeing. In addition, it can likewise be seen that the structure a hamster home is the demonstration of sharing the experience where explicit individuals are should be put. Nonetheless, the kid is applying a similar demonstration with hamster. References Grzesik, T. A., Grzesik, S. M., Vena, K. J. (2012). The Developmental Path: From Boyhood to Older Adolescence.Counseling Boys and Young Men. Hayes, M., Johnston, J. (2014). Section Three: EI and children's.Emotions in Education Settings, 36. Lindon, J., Brodie, K. (2016).Understanding Child Development 0-8 Years fourth Edition: Linking Theory and Practice. Hachette UK. Pellegrini, A. D. (2016). Item use in youth: Development and potential capacities. InEvolutionary Perspectives on Child Development and Education(pp. 95-115). Springer International Publishing. Richter, K. M. (2016).Universal screening through play: recognizing preschool hazard factors(Doctoral exposition, California State University, Sacramento). Roseberry, S., Hirshà ¢Ã¢â€š ¬Ã‚ Pasek, K., Golinkoff, R. M. (2014). Skype me! Socially unforeseen connections assist little children with learning language.Child Development,85(3), 956-970. Siraj-Blatchford, J., Brock, L. (2016). Youth Digital Play and the Zone of Proximal.

Friday, August 21, 2020

Word of the Week! Formication Richmond Writing

Word of the Week! Formication Richmond Writing Be sure to not let Autocorrect fix this word. Yes, it sounds like Formica too, and that trade name of a laminate countertop has a seeming relation to our Word of the Week. According to Writing Consultant Griffin Myers who nominated the word, it is  the medical term for the sensation like bugs crawling over the skin. This lead me to the Latin term formica meaning ants, which I kind of already knew because of the Formics in Enders Game.   Those aliens are really rather terrifying, but Im still stuck on how a company could think that anything associated with bugs crawling could sell a consumer product, except pesticide. The OED specifies ants as the creepy-crawlie in its definition. The word is of recent origin, dating to the 18th Century (yes, that is recent for etymology or, for that matter, entomology). But what about the building material? According to the official Formica account, the name came when the two inventors needed a substitute for mica, so they swapped in the plastic resins, which led to the company name â€" you guessed it â€" Formica. The company site is worth your time, to see those fantastic countertops from the 1950s that still appear in retro diners across the nation. With talent like Raymond Loewy working with the firm, one sees how the trade name became synonymous for any laminate counter. But ants on the counter? Reach for a damp paper towel and clean up. Update 1/28/18: Dr.  Kristine Nolin,  Associate Professor of Chemistry at UR, reminded me that Ants produce formic acid, which is delivered when the ant bites. You can learn more from this site. Thanks to Dr. Nolin and the surprisingly large number of readers who saw this post! Send us new words and metaphors! Please nominate a word or metaphor useful in academic writing by e-mailing me (jessid -at- richmond -dot- edu) or leaving a comment below. See all of our Metaphors of the Month  here  and Words of the Week  here. Creative-Commons image, Ants Crawling, courtesy of Ky at Flickr.

Sunday, May 24, 2020

Christianity s Domination Of The Roman Empire - 1253 Words

Some may credit Christianity’s domination of the Roman Empire to Constantine’s Edict of Milan. This edict was a continuation of the Edict of Galerius, which essentially stated that despite the disapproval of the Roman government, Christians were allowed to continue worshipping, as long as they prayed for the well being of the state and allowed the government some control of the magistrates (Knipfing 697). The Edict of Milan furthered this by granting â€Å"both to Christians and to all men freedom of choice in following such form of worship as they wish† (â€Å"The Edict of Milan† 1). However, due to evangelistic practices already in place, the Edict of Galerius and the Edict of Milan was superfluous to the rise and spread of Christianity. The Edicts of Galerius and Milan were decreed to stop persecution of the Christians that had lasted since the movement began. Persecution of Christians had begun as early as the Emperor Nero’s rule. â€Å"Persec ution went on automatically, if sporadically†¦until the third century† (G. E. M. de Ste. Croix, â€Å"Early Christians† 15). Christians were persecuted simply for being Christians. At the beginning of their movement, many pagan Romans believed all Christians were incest and cannibals because of the secrecy of their rituals. Once the apologetic works of Augustine and others were written to defend the Christian practices that were the source of these ideas, the only claim against someone being a Christian was their questionable loyalty to the state.Show MoreRelatedThe Rise And The Spread Of Christianity Essay1154 Words   |  5 PagesThe rise and the spread of Christianity   The Christianity thought to have been rise at the time when Jesus began to predicate his lessons to his followers in Judea and Galilee round the year 30 A.D. 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The Greeks wereRead MoreWhy Were The Crusades?1389 Words   |  6 Pagestime period of 1095 A.D. to 1291 A.D. and it is the intentions of this paper to provide the reader with reasons why the crusades took place, provide a brief synopsis of the different Crusades and did these Crusades accomplish anything to promote Christianity. Historical and Political Considerations The best place to start in order to understand why the crusades took place would be to define what a crusade is. The Cambridge dictionary defines the word â€Å"crusade† as: a long and determined attempt toRead MoreChristianity And Islam : The World s Largest Religions1501 Words   |  7 PagesChristianity and Islam are two of the world’s largest religions. According to Pew Research â€Å"there are 2.18 billion Christians of all ages around the world and there are about 1.6 billion Muslims.† The two religions share many similarities. For example both religions teach that â€Å"there is One true and only God, the righteous and transcendent Creator of all things in heaven and earth† (34). Both religions have foundational texts, Christianity has the bible and Islam has the Quaran. Although among theirRead MoreThe First Crusade During The Crusades1721 Words   |  7 Pagesinherited a weakened empire in 1081 Byzantium was under siege from all sides, primaril y by the Seljuk Turks. Alexius tried everything including making peaceful negotiations with the Turks that involved giving up pieces of land in exchange for peace. However, despite his attempts the Seljuk Turks just kept on coming. As a last resort in 1093 he sent a letter to the european noble Robert of Flanders intending to have it passed to Pope Urban II. 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In the Punic war the Roman army defeats Hannibal and the Carthaginian Empire is inhibited. (It is actually said they ground the stones of Carthage). By the 1st century Roman rule was complete. But this was not an entirely terrible thing, Rome brought, as they did to many colonies both peace and prosperity. But in Spain the most lasting legacy of the Romans would be the introduction of Christianity to Spain. In the 5th century the Germanic tribes sweepingRead MoreWhy Were The Crusades?2293 Words   |  10 Pagestime period of 1095 A.D. to 1291 A.D. and it is the intentions of this paper to provide the reader with reasons why the crusades took place, provide a brief synopsis of the different Crusades, and did these Crusades accomplish anything to promote Christianity? Historical and Political Considerations The best place to start in order to understand why the crusades took place would be to define what a crusade is. The Cambridge dictionary defines the word â€Å"crusade† as: a long and determined attempt to

Wednesday, May 13, 2020

Interesting Facts About Metal Alloys

Chances are you often encounter metal alloys in your everyday life in the form of jewelry, cookware, tools, and most other items made of metal. Examples of alloys include white gold, sterling silver, brass, bronze, and steel. Here are some interesting facts about metal alloys. Facts About Common Alloys An alloy is a blend of two or more metals. The blend can form a solid solution or can be a simple mixture, depending on the size of the crystals that form and how homogeneous the alloy is. Here are some distinctive alloys: Although sterling silver is an alloy consisting mainly of silver, many alloys with the word silver in their names are only silver in color. German silver and Tibetan silver are examples of alloys that have the name but dont contain any elemental silver.Many people believe steel is an alloy of iron and nickel, but it consists primarily of iron, carbon, and any of several other metals.Stainless steel is an alloy of iron, low levels of carbon, and chromium. The chromium gives the steel resistance to stain, or iron rust. A thin layer of chromium oxide forms on the surface of stainless steel, protecting it from oxygen, which is what causes rust. However, stainless steel can be stained if you expose it to a corrosive environment, such as seawater. That environment attacks and removes the protective chromium oxide coating more quickly than it can repair itself, exposing the iron to attack.Solder is an alloy used to bond metals to each other. Most solder is an alloy of lead and tin. Special solders exist for other applications. For example, silver solder is used in the manufacture of sterling silver jewelry. Fine silver or pure silver is not an alloy and will melt and join to itself.Brass is an alloy consisting primarily of copper and zinc. Bronze, on the other hand, is an alloy of copper with another metal, usually tin. Originally, brass and bronze were considered to be distinct alloys, but in modern usage, brass means any copper alloy. You might hear brass cited as a type of bronze or vice versa.Pewter is a tin alloy consisting of 85 to 99 percent tin with copper, antimony, bismuth, lead, and/or silver. Although lead is used much less often in modern pewter, even lead-free pewter typically contains a small amount of lead. Lead-free is defined as containing no more than 0.05 percent (500 ppm) lead, which remains appreciable if the pewter is used for cookware, dishes, or childrens jewelry. Facts About Special Alloys These alloys have interesting properties: Electrum is a naturally occurring alloy of gold and silver with small amounts of copper and other metals. Considered by the ancient Greeks to be white gold, it was used as far back as 3000 B.C. for coins, drinking vessels, and ornaments.Gold can exist in nature as a pure metal, but most of the gold you encounter is an alloy. The amount of gold in the alloy is expressed in terms of karats, so 24-karat gold is pure gold, 14-karat gold is 14/24 parts gold, and 10-karat gold is 10/24 parts gold or less than half gold. Any of several metals can be used for the remaining portion of the alloy.An amalgam is an alloy made by combining mercury with another metal. Almost all metals form amalgams, with the exception of iron. Amalgam is used in dentistry and in gold and silver mining because these metals readily combine with mercury.

Wednesday, May 6, 2020

Prohibition and Marijuana History Does Repeat Free Essays

string(82) " a mandatory life sentence without parole must be given for third-time offenders\." Decriminalization or to not decriminalize. That is the big question. Will the decriminalization of marijuana be the next revolution of America? Marijuana prohibition has been in effect since 1937, with trends that closely resemble those of alcohol prohibition-meaning an increase in crime, distrust, and dissension. We will write a custom essay sample on Prohibition and Marijuana: History Does Repeat or any similar topic only for you Order Now If the goal of marijuana prohibition is to stop Americans from using it, then it has failed, just like the other prohibition failed to make America a â€Å"dry† country. It is important to go back and look at the factors leading to marijuana prohibition-especially the stages of exaggeration, silence, and the imposition of severe penalties-before looking at the effects of prohibition during the last half-century. Let me first point out that I am an advocate of marijuana, and will not argue that marijuana is not harmless. Research shows that marijuana damages short term memory, distorts perceptions, impairs judgment and complex motor skills, alters heart rates, and has the potential to trigger severe anxiety, paranoia, and lethargy (www. ndsn. com). Yet I also feel its effects are in many ways less harmful than those of alcohol and tobacco-for instance, alcohol’s potential to cause cirrhosis and tobacco’s links to lung cancer and heart disease. Both are considered carcinogenic. In addition, alcohol is cited as a factor in half of this country’s highway fatalities, half of all arrests made for any criminal charge-including homicides-and one-fourth of all suicides. In 1972 the National Commission on Marihuana and Drug Abuse estimated the social costs of America’s alcohol habit to be $15 billion a year (www. ndsn. com); it has steadily increased since then. When comparing tobacco, alcohol, and marijuana, there is strong evidence that marijuana has the least addictive power (www. peretto. com). However, this does not hide the fact that all three can have a strong impact on an individual. As with all drugs, they are capable of disrupting home life, affecting job performance, and causing withdrawal from society. In my opinion, all drugs share this power on equal terms because of the emotional problems of the people who use them; no single drug has more potential for harm than any other in terms of social impacts. While hemp has been grown in America since 1611 (Grinspoon, 1971, p. 1), the practice of smoking marijuana did not become widespread until the 1920’s-a period of strong drug intolerance during the â€Å"great social experiment† of alcohol prohibition. Marijuana use was highest among people who also used opiates, primarily recent immigrants. In the 1930’s, the common belief that immigrants were inhumane and violent included a strong belief that marijuana was part of the cause. Since it was associated with opiates, marijuana was quickly defined as a narcotic (Thies, C. F. , 1993 p. 71), and by 1931 all but two states had passed anti-marijuana legislation. The final two did so by 1937, the same year the federal government created the Marijuana Tax Act . For which no tax stamps were ever issued. Not once during this period of prohibitive legislation was any research conducted on marijuana and it’s effects, nevertheless it was almost universally assumed that marijuana was a narcotic, caused psychological dependence, provoked violent crime, and led to insanity. The first of three strategies used to fight marijuana was silence. It was believed that if youth didn’t hear about marijuana, they wouldn’t become curious and experiment with it. Therefore, in the 1930’s discussion about marijuana was forbidden in all public schools, and from 1934 to 1956 the Motion Picture Association of America banned all films showing the use of narcotics (www. legalize. com). The strategy did not work as well as hoped, so anti-marijuana groups adopted the next strategy: exaggeration. The goal was to scare potential marijuana users. Even such respected periodicals as the American Journal of Medicine went along with this strategy, publishing such warnings as: â€Å"Marijuana users will suddenly turn with murderous violence upon whoever is nearest to them. They will run amuck with a knife, axe, gun, or anything else that is close at hand, and will kill or maim without reason†. F. T. Merrill of the Opium Research Committee wrote: â€Å"While numerous crimes [have been] traced to its abuse, its peculiar virulent effect, leading sometimes to insanity, makes its use dangerous to the individuals and to society in general . . . [it] leads to uncontrollable irritability and violent rages, which in most forms cause assault and murder† (Grinspoon, 1971, p. 17). During my research I found a medical handbook written in 1970 that continued to report these myths as fact, going so far as to imply that the words â€Å"hashish† and â€Å"assassin†Ã¢â‚¬â€œwhich do have a common root in terms of word history–have a cause and effect relationship. In the same manual the word â€Å"amuck† was associated to a characteristic of the drug; according to its author, the word, which means â€Å"to kill,† â€Å"was the word the natives of Malay would shriek as they dashed down the street, maddened by hashish, in a murderous frenzy† (Williams, 1970, p. 140). From the official California police officers’ guide of the same period came this warning: â€Å"Marijuana is the immediate and direct cause of the crime committed . . . the user is very often dangerous to handle or control, has no fear, feels no pain, and may commit crimes of violence. Penalties for marijuana use fluctuated with popular belief regarding its level of danger. If people believed the effects were particularly bad, the penalties were stiff, but during some decades public attitudes were more lenient, therefore penalties were reduced. Drug use declined, fear increased, and so did penalties throughout the 1950s. One of the first federal mandatory prison sentences was established at that time: 10 years minimum for marijuana possession, and a mandatory death sentence for selling marijuana to a minor (Theis, C. F. ,1993 p. 46). During the 1960s and 70s, penalties declined as use increased, with eleven states decriminalizing possession for personal use (Thies and Register, 1993, p. 389). Then, in the 1980s, drug use declined and penalties rose. The â€Å"three strike† program was established, under which a mandatory life sentence without parole must be given for third-time offenders. You read "Prohibition and Marijuana: History Does Repeat" in category "Essay examples" Judges no longer have the power to use their own discretion in sentencing, but are required to base their punishment on the â€Å"most serious readily provable charge†, including a mandatory death sentence for anyone found guilty of managing a major marijuana plantation of 60,000 plants. It appears that the current attitude toward marijuana prohibition is based on the belief that relaxed policies lead to greater use. Statistics argue otherwise: nationwide, marijuana use in 1984 was measured at 26. 3%, and in the eleven states that decriminalized marijuana, it was 27. 3%. In 1988 the percentages were 15. and 16. 1, respectively. In those eleven states, decriminalization meant that individuals were no longer arrested for simple possession. In ten of those states there is a $0-100 fine for possession-the result of a threat by the federal government to withhold highway money for states that did not have minimum punishment standards (Thies and Register, 1993, p. 387). Going outside the country for another example of how legalization does not lead to greater use, Holland has witnessed a 40% decrease in marijuana use since the Dutch government legalized it in 1976 (Grinspoon, L. 1971, p. 4). During the same time period, marijuana use has decreased in the United States, so it cannot be definitively argued that either stronger penalties or decriminalization is better at affecting the number of people who use marijuana. It seems clear that social policy, and not legal policy, had the greater effect in Holland. Accusations of marijuana’s addictive powers are also under attack from well-designed research studies. During the Nixon administration (1972), the federal government reviewed existing studies and concluded that marijuana did not possess physically addictive traits. The great majority of articles published in medical journals since that time have agreed. For example, Dr. Jack Henningfield of the Addiction Research Center (part of the National Institute on Drug Abuse) and Dr. Neal Benowits of the University of California ranked heroin, cocaine, nicotine, alcohol, caffeine, and marijuana in terms of their power to induce psychological dependence. Nicotine was first, marijuana last. Marijuana also ranked last in terms of producing a physical tolerance to the drug, and was deemed least likely to produce signs of withdrawal upon quitting (Theis, C. F, 1993, p. 92). It seems as though the primary result of the three-pronged attack using strict penalties, silence, and exaggeration has been increased ignorance. Regardless of research findings refuting long-held claims about marijuana addiction since 1972, the old arguments of the 1930s continue to be used when establishing new soft drug laws. People’s tendency to hold onto their initial beliefs means that most of their knowledge on the topic of marijuana is based on what their parents taught them. While it is the responsibility of all parents to teach their children values, this is not an acceptable basis for creating law. If the purpose of prohibition is to eliminate the use of a substance, then marijuana is certainly another example of how prohibition fails. In 1979, 68. 2% of all 18-25 year olds had tried marijuana at least once, and 35% said that they were regular users (U. S. Substance Abuse and Mental Health Services Administration, 1991). While those respective numbers have decreased to 50% and 13%, its clear that marijuana is still readily available and used by a large number of Americans. Two other detrimental effects of marijuana prohibition are the large amounts of money spent on enforcement and prosecution, and prison overcrowding. The percentage of the American population living in prison has increased from . 061 in 1880 to . 1 in 1920 to . 35 in 1995, with an associated tripling of real tax dollars required to house inmates. Today, 62% of all inmates are in prison for drug offenses-the result of a 1,100% increase in drug arrests between 1980 and 1992, even though marijuana use dropped from 35% to 13% during the same period. The increase in violent offenders incarcerated during that time was only 50%. Of felons convicted of crimes related to marijuana possession, production and trafficking during this period, 58% had no prior arrest history, 91% were not identified as organizers, leaders, managers or supervisors of drug-oriented organizations, and 92% did not own or possess a gun. In other words, the large majority of these felons should not be viewed as individuals endangering our society. I believe the main point of these statistics is that an enormous amount of money is spent each year on incarcerating non-violent and otherwise law-abiding citizens. Not including the money spent on prison management and construction, the federal Drug Enforcement Agency (DEA) now spends $1. 3 billion a year â€Å"fighting† marijuana. Overall, federal anti-marijuana efforts have cost taxpayers $30 billion. The result: $2 billion worth of cannabis being seized and destroyed, 4 million people being arrested, and 250-thousand individuals being jailed for more than one year–but no basic change in usage patterns from the 1970†³s (www. bergen. com). Is it worth it? Mark Young is a victim of a US District Attorney’s overzealous efforts to enforce federal marijuana laws. Young, a resident of Illinois, went on a fishing trip in Florida with some old friends, bringing along some marijuana for everyone to enjoy privately. His Florida friends asked Young to introduce them to the grower, which he did, then was cut out of the deal from that point onward. He was later arrested and charged with conspiracy to manufacture marijuana. He had two strikes against him-minor possession charges that were twenty years old-so he faced a life sentence with no possibility of parole, even though he did not benefit at all from the transaction. The District Attorney offered Young a reduced charge if he testified against his friends and others whom he had no prior knowledge of. He refused, and the DA won his case without having to inform the jury about Young’s two-strike status. The judge had no choice but to pass down a sentence of life without parole. In a prison interview, Young was quoted as saying, â€Å"They’ve only proved I’m capable of smoking a joint, or of introducing a guy to another guy who needs some pounds. That’s the most they’ve proved me capable of. What they [the prosecutors] are doing, they’re destroying these families and passing out life sentences, taking people’s lives, putting children on the street-I mean horrendous acts. I don’t know of anyone that would do anything that malicious for a salary† (Williams J. B. , 1970, p. 46). It is my opinion that the state has no right to interfere with anyone’s private conduct, especially under the guise of protecting anyone from our own folly. The government is free to educate people as much as it wishes on the effects of using marijuana, education being the best way to alter behavior. However, it must not dictate what behavior an individual can or cannot practice in private. This opinion is the same one given in the 1972 report published by the National Commission on Marihuana and Drug Abuse; in their summary, the authors of that report argued that private production and consumption of marijuana should be made legal (National Commission on Marihuana and Drug Abuse, 1972, p. 152). They also recommended continued efforts to arrest anyone involved in trafficking or in the commercial production of marijuana. The report was accepted by the President, Speaker of the House, and President of the Senate, and the argument was later given support by President Jimmy Carter (Theis, C. F. , 1993, p. 45). However, political pressure prevented him from making concerted effort to reform marijuana laws. The original motivation for marijuana prohibition was based on a lack of knowledge. Nevertheless, the hate and fear resulting from initial attitudes still echo in current arguments against marijuana. Despite research to the contrary, a significant number of people refuse to have their beliefs challenged. And so billions of tax dollars continue to be spent on enforcement and prosecution, while use patterns remain the same-a return on an investment that no private business would ever tolerate. And it is important to remember that statistics describe many casual marijuana users such as M. Y. , and families that are affected by overly strict laws. Prohibition was established due to a misunderstanding, has not achieved its goal, and goes against an American philosophical approach. I believe it is time to reconsider its consequences. How to cite Prohibition and Marijuana: History Does Repeat, Essay examples

Tuesday, May 5, 2020

Understanding of the Accounting Profession.

Questions: 1. When you think of the accounting profession what comes to your mind? 2. What contextual factors do you think could influence the accounting profession? 3. Describe the people you expect to interact with as an accountant? 4. What role do you think you should play in contributing to your community as an accountant? 5. What might the clients and fellow employees expect of you as an accountant? 6. What skills do you think you should possess to be a successful accountant? Answers: 1. When I am critically involved in thinking about the profession of accounting, certain things come to my mind. However, these things have changed with the passage of time, as I have gained new knowledge regarding the profession. Before attending the beginning seminar of my course, my view was that accounting is mainly deals with passing journal entries, creating ledger accounts, forming trial balance and final accounts. Moreover, I thought that accounting work is associated with handling large number of files in office and such task is complex and time-consuming to perform. Furthermore, accounting profession is associated with certain other functions like taxation, management and auditing services. However, my perception regarding accounting has now changed, as it is associated with spending one on one time and working with the clients. The accounting professionals devote their time sitting in computers and networking. Thus, developing strong association with the clients is a major part of the profession of accounting. 2. In the current competitive environment, there is presence of various contextual factors; w3hich could affect the profession of accounting. Before gaining a thorough knowledge of the accounting profession, I have a mindset that the contextual factors like the Financial Accounting Standards Board (FASB) and Australian Accounting Standards Board (AASB) have direct impact on the accounting profession. However, after reading the articles of ACCA and CIMA, I have identified other contextual factors like technological innovation, globalisation and ethics and these play a major role in affecting the profession of accounting. 3. In an accounting profession, an individual could expect interacting with different types of people. As an accountant, I expect interacting with the staffs and managers involved with planning, controlling and leading the former for conducting the work in an effective fashion. IN addition, it is also the responsibility of the accountant to interact with the other organisational stakeholders, which comprise of suppliers, investors and customers. The other individuals with which I could expect to interact with include debt collectors and clients for carrying out professional stuffs. 4. It is a proven fact that an accountant plays a pivotal role in community contributions. One such role is providing accurate financial information to the different users for undertaking key decisions for my organisation. The information delivered needs to be trustworthy, correct, timely and comprehensible. In addition, developing strong relationships with the customers and managers and protecting the reliability of financial reporting are other major roles in community contribution. However, there are different issues confronting financial reporting, which include malpractices on the part of the accountants. Hence, as an accountant, it is needed to eliminate these malpractices to enhance the reliability of financial reporting for assuring the different users of the accounting information. This would help in increasing the accuracy of the financial reports for assuring effective decision-making. The main reason that the accounting professionals conduct accounting malpractices is to evade taxes from the government. However, I would be involved in providing assistance to the corporate strategies for providing advice and helping the organisation in minimising costs. Thus, accounting has an important role in imparting capabilities, knowledge and ethical foundations of profession to the upcoming generation. 5. The clients and staffs expect the accountant to behave diligently and ethically with entire dedication to the organisation. In addition, the staffs of the organisation expect me to increase the work life quality and satisfaction level. Secondly, another expectation of the staffs includes forming effective working associations by developing a trustful environment for supporting teamwork. Thirdly, the employees expect me to espouse the workplace values and norms displayed on the part of both formal and informal groups. In addition, the clients could expect me to reveal capabilities like communication skills, leadership and decision-making power to resolve workplace issues rapidly. 6. In order to become a successful accountant, it is necessary that I possess effective leadership skills like long-term goal planning and strategic thinking for my organisation. I need to develop my communication skills for managing the customers. The other necessary skills include adaptability due to the dynamic nature of the accounting industry. Time management skill is crucial for an accountant to complete a task within the scheduled time. Finally, it is necessary for an accountant to possess relevant computer skills, as most of the organisations use specialised computer programs to manage the accountancy work. Thus, according to me, the accountants need to adopt both soft skills and technical skills for accomplishing their career objectives.

Thursday, April 2, 2020

What Are Symptoms Of Autism In Children an Example of the Topic Health Essays by

What Are Symptoms Of Autism In Children by Expert Tracy (PHD) | 26 Jul 2016 There is an unprecedented increase in the number of children diagnosed with autism. This has led those in the medical and scientific community to conduct studies not only to find out the cause and the cure for the disorder but also to detect this disorder at its earliest stage. The efforts of medical professionals in the past have led to the development of standardized screening techniques to detect early signs of autism. Need essay sample on "What Are Symptoms Of Autism In Children" topic? We will write a custom essay sample specifically for you Proceed However despite the substantial development in the screening techniques, current screening practices reveal that we are far from achieving its maximum potential. A substantial number of children with signs of autism reach the age of three or four years old without being detected and screened. Research on the current literature reveals that the two primary reasons for the failure to conduct developmental screening are: lack of awareness of pediatricians and pediatric nurses of the early signs of autism; and lack of knowledge of the screening tools for autism. The solution to this problem is to adequately arm the pediatricians and pediatric nurses with sufficient knowledge so that they will become aware of the early signs of autism and recommend early intervention techniques to the parents. Autism is a brain disorder that affects a childs ability to develop normal communication skills and social responsiveness to other people.It is currently the most common condition in a group of developmental disorders known as the autism spectrum disorders (ASD). Current research shows that there has been an alarming increase in cases of autism among children. According to the Centers for Disease Control and Prevention, the disease now affects one in every 150 children born today in the U.S. (One in every 150 U.S. children autistic) In New Jersey, it is estimated that the rate of autism is 1 in 94. About ten years ago, it was 1 in every 500 cases. In view of this information, autism is now considered as the fastest growing developmental disability worse than childhood cancer, juvenile diabetes or pediatric AIDS combined. A child with autism is characterized by three distinctive behaviors otherwise known as the triad of impairments. First impairment is that autistic children experience difficulties in interacting socially with fellow children. Autistic children are aloof and indifferent to people. They are unresponsive and unsociable and have problems fitting in a group. They are also unwilling to look people in the eye. Second impairment is that children with autism have difficulty with verbal and non-verbal communication. Usually, they will not respond even if called by their name. They are also incapable of interpreting what others are thinking and feeling. Third impairment is they have the tendency towards repetitive behavior and have narrowly limited interest. They would often engage in repetitive movements such as rocking and twirling or biting or head-banging. Diagnosis of Autism Before a child can find treatment for autism disorder, it is essential for him to be diagnosed with autism. Detecting autism, however, is very difficult especially when parents who do not pay particular attention to their childs development and may disregard early symptoms of autism. In some cases, parents will notice signs of autism before the child reaches the age of three while in some cases parents will fail to notice it until the child reaches the age of four. This can be attributed to the fact that a child with autism, at first, may not exhibit unusual behavior. He may develop normally at first and then shows autistic traits. However, in some cases, even if parents notice something unusual about their childs behavior and relay their observation to their pediatricians and nurses, the latter may merely dismiss such fears and allay the parents fears to say that the child is just a late bloomer without conducting a more thorough screening or evaluation. (Mary Amoroso) Because of th is neglected child with autism do not get the necessary medical intervention from experts until it is too late to do so. In addition, autism is a complex disorder which requires a comprehensive evaluation and not just a specific test. To confirm whether a child has autism, a multidisciplinary team is needed which includes a psychologist, neurologist, psychiatrist, speech therapist and other professionals. A thorough neurological evaluation and cognitive and language testing must be conducted for the team to rule out other problems such as hearing impairment or delayed speech development. In view of this inherent difficulty, the American Academy of Pediatrics has now taken a proactive role in helping parents detect early signs of autism among children. It now mandates as part of routine pediatric care the monitoring of children for developmental disability including ASD. Routine screening and monitoring of children for developmental disability is being done so that the condition of a child who has autism or other disorder may be detected in advance. Developmental Screening for Autism Developmental screening is defined as the brief, formal evaluation of developmentalskills applied to a total population of children, which is intended to identify those children withsuspect problems who should be referred for a complete diagnostic assessment and the prospective identification of unrecognized disorders by the application of specific tests or examinations. Developmental screening as a required practice in pediatric primary care was formulated in 1999 by a panel comprised of 13 organizations which include the Child Neurology Society, American Academy of Neurology and the National Institutes of Health. The panel formulated the parameter for the screening of and diagnosis of children with autism under a two-level approach. The first level comprises of the routine screening for abnormal development which will be followed by the ASD-specific screening for children who are found positive on the general developmental screening test. The second level screening follows if a chi ld scores positive on the ASD-specific screen or if a child is found to have other abnormalities. The second level screening includes a more thorough screening of the child by determining the childs developmental and health history and neurological assessment and a formal evaluation by a multidisciplinary team of clinicians. Concerns with Current Screening Practices Current Research, however, shows that while screening techniques have improved in the past years, the parameters established by the panel are not being observed by the pediatricians and pediatric nurses. According to a survey, only 50% of pediatricians and nurses conducted routine developmental screening during well-child visits. (Jennifer A. Pinto-Martin 165) In another survey in Australia, only 41% used standardized developmental screening measure and a lot of them used the screening incorrectly. In another study in Virginia, it was reported that 97% of the respondents conducted developmental screening but only 58% used standardized screening. One of the primary reasons for the failure to observe the parameters as established by the panel is that pediatricians and pediatric nurses fail to recognize the early symptoms of ASD. (Study: Pediatricians Overlook Early Signs of Autism Spectrum Disorder) This was the result of the study conducted by Special Abilities, Inc which found that out of a total of 500 respondents, 42 of the pediatricians did not notice any developmental delay in those children who were eventually diagnosed with ASD. Pediatricians failure to recognize the early symptoms of autism can be attributed to the fact that they received minimal information about autism back in medical school. Another reason why developmental screening is not being actively implemented is the lack of knowledge among some pediatricians and pediatric nurses of the use of screening tools. This is confirmed in a study conducted by Johns Hopkins Childrens Center and the Johns Hopkins Bloomberg School of Public Health. The results of the study show that of the 255 pediatricians 82% said they regularly conduct screening for general development delays but only 8% conducted screening for ASD. Almost 62% of the respondents admitted that they failed to do so because of lack of familiarity with the screening tools. (Pediatricians Fail to Screen for Autism, Johns Hopkins Study Finds; Most Know Too Little About the Screening Tools) Recommendation/Conclusion Considering the importance of pediatricians and pediatric nurses in the early detection of children with autism, it is suggested that the following actions be undertaken: conduct full training among the pediatric nurses to improve their knowledge of the early signs of autism; train the pediatric nurses in the use of developmental screening tools; practice pediatric nurses in the use of the developmental screening tools for them to gain sufficient familiarity with the use of these tools. Reference: Amoroso, Mary. Pediatricians Getting a Needed Nudge on Autism. "The Record" (Bergen County, NJ). 2001. 3 Feb. 2009. Complete Human Diseases and Conditions. Gale Group. 2008. 4 Feb. 2009 One in every 150 U.S. children autistic News-Medical.net. Retrieved 3 February 2009 - http://www.news-medical.net/news/2007/02/12/21836.aspx Pediatricians Fail to Screen for Autism, Johns Hopkins Study Finds; Most Know Too Little About the Screening Tools AScribe Health News Service. AScribe. 2006. 3 Feb. 2009 Pinto-Martin, Jennifer A. The Role of Nursing in Screening for Autistic Spectrum Disorder in Pediatric Primary Care. 2005. 3 February 2009. Study: Pediatricians Overlook Early Signs of Autism Spectrum Disorder PR Newswire. PR Newswire Association LLC. 2005. 3 Feb. 2009

Sunday, March 8, 2020

Common Grammatical Errors Everyday vs. Every Day

Common Grammatical Errors Everyday vs. Every Day Almost every day, I see someone use â€Å"everyday† in a sentence when they mean â€Å"every day.† Mixing up â€Å"everyday† and â€Å"every day† is one of the most common grammatical errors. Newsflash:  Ã¢â‚¬Å"Every day† does NOT mean the same thing as â€Å"everyday†!  If you find yourself writing either one of them, stop, breathe, and read the next section of this article. Every Day vs. Everyday What do these words mean? â€Å"Every day† (2 words) means â€Å"happening or occurring each day.† The compound word â€Å"everyday† is an adjective meaning â€Å"of or pertaining to every day†; commonplace† or â€Å"regular.† Given these definitions, let’s look at some examples of proper use: I walk to work every day. I wear my everyday shoes to walk to work; I change to my Manolo Blahniks upon arrival. It has snowed every day for the past week. Snow is an everyday event during Wisconsin winters. I wish I could eat chocolate all day every day! Some chocolate sure would spice up this everyday chili. A Trick to Remember Whether to Use Everyday or Every Day How will you remember the difference between â€Å"every day† and â€Å"everyday†?   My simple trick is to add the word â€Å"single† between â€Å"every† and â€Å"day;† if it makes sense to insert this word, then the words must be separated by a space in place of the word â€Å"single.†Ã‚  If inserting â€Å"single† does not work, you’re in the land of the adjective â€Å"everyday.†Ã‚  Let’s try it with the examples here: I walk to work every single day.  (Makes sense so it’s 2 words) I wear my every single day shoes to walk to work.  (Doesn’t make sense so it’s 1 word) It has snowed every single day for the past week.  (Makes sense so it’s 2 words) Snow is an every single day event during Wisconsin winters. (Doesn’t make sense so it’s 1 word) I’ll leave you to test the chocolate chili examples.  I promise they work. Everyday Examples I See Every Day Now let’s take a look at some common ways people misuse the word â€Å"everyday.† I’ll use 3 examples from LinkedIn. In an email I received from a LinkedIn marketing expert, the following phrase appeared:  Ã¢â‚¬Å"Great discussions and tips are taking place everyday with over 10,000 members.†There are actually two problems with this sentence.  One is that tips do not take place, only discussions do; you would not say â€Å"Great tips are taking place.†Ã‚  The other is that everyday is the adjective meaning commonplace.  The author meant that discussions are taking place every single day. Therefore the correct usage would be â€Å"every day† (2 words). A LinkedIn discussion title came across one of my groups: â€Å"Fast way to make money everyday.† Again, this writer means â€Å"every single day† so the correct way to express his idea would be â€Å"Fast way to make money every day.† Here’s an example from a comment on one of my postings: â€Å"You learn something new everyday.† Do you see the error? I hope you are now highly trained in the distinction between â€Å"every day† and â€Å"everyday†! Please pass this wisdom on to someone who will benefit from it today and every day. Do you have other writing or grammar questions? Contact The Essay Expert for help with choosing exactly the right words. 🙂 Now what about someday? lol Log in to Reply Edward Dunay says: October 22, 2013 at 1:15 pm I have a question on spelling back door vs backdoor when used in the following sentence: He entered the house thru the front door and exited thru the backdoor / or exited thru the back door. Which one is the correct spelling? Log in to Reply The Essay Expert says: October 22, 2013 at 1:24 pm Backdoor is an adjective or a computer term. In the sentence you proposed, the correct spelling is back door. Log in to Reply Fred says: December 27, 2016 at 8:53 am How about using Get up and Stand up in everyday grammar? Log in to Reply Brenda Bernstein says: January 3, 2017 at 3:01 pm Well you used everyday correctly! Not sure what your question is about using Get up and Stand up? Both of these sound like commands (and good song lyrics). Log in to Reply Ang says: May 30, 2017 at 9:40 am I love learning from you. Im just finishing up my book, and learning more about writing every day. I do not have a good education but that should not stop anyone from writing. Log in to Reply Brenda Bernstein says: May 30, 2017 at 9:42 am Thanks so much Ang! You are reminding me of why I do what I do! Log in to Reply David says: July 10, 2017 at 4:22 pm Its just over 60 years since Buddy Holly wrote and recorded the song Everyday it has since then been covered by countless other singers. Ive never seen any comment on the title being incorrect (Its EVERYDAY on record/s including cover versions) In my opinion in the context its used, throughout the song, it should be Every Day. Do you agree? Log in to Reply Brenda Bernstein says: July 10, 2017 at 4:29 pm Thanks for your comment, David. Yes I absolutely agree!! Ditto for all the covers (James Taylor, Fiona Apple, etc.) that also misspell it! Log in to Reply Karl Beungso Cho says: July 27, 2017 at 3:45 am Dear Essay Expert, Ive write down a sentence on our magazine draft like this, Im learning something new every day! is this wrong? My supervisor said Im learning something new everyday is correct. Please let me know which is the correct answer and why. T_T Log in to Reply Karl Beungso Cho says: July 27, 2017 at 3:59 am Dear Essay Expert, Ive write down a sentence like this, Im learning something new every day!. But, My supervisor said, Im learning something new everyday! is correct. Please let me know which is correct answer and why Log in to Reply Brenda Bernstein says: July 27, 2017 at 5:48 am Hi Karl, I would recommend showing my article to your supervisor. You are correct! Log in to Reply Karl Beungso Cho says: July 27, 2017 at 8:32 pm Thank you! Brenda. 🙂 Log in to Reply

Thursday, February 20, 2020

Should juvenile offenders be tried and punished as adults Annotated Bibliography

Should juvenile offenders be tried and punished as adults - Annotated Bibliography Example The practice of trying and punishing juvenile offenders as adults is not consistent throughout all criminal justice systems as some systems still believe that juveniles should be tried in the juvenile courts no matter how grievous the crime might be. The perception in some justice systems is that trying children in adult courts would have an adverse effect on the children as they could likely have some sort of psychological problems. This paper would try to establish whether or not juvenile offenders should be tried and punished as adults. People that would likely benefit from this paper are lawyers, prospective lawyers (law students) and the public at large. It should also be pertinent to note that people that are interested in the case of juvenile delinquency would also gain a lot from the details of this paper and the research work. This study would try to accomplish the fact that a child is considered an adult for the purposes of administering justice when the crime committed is not a case of juvenile delinquency, but a very serious criminal act and this underlines the importance of the study as it would be helpful for cases of juvenile delinquencies. Books, internet sources and other relevant sources would be used for this work. Some of the questions that would form the basis of this paper are: Why are some children considered adults for the purpose of administering justice and are transferred to adult courts? What kind of crime would a child commit for the offence to be qualified as an adult crime?

Tuesday, February 4, 2020

Theories of Conflict Resolution Assignment Example | Topics and Well Written Essays - 1250 words

Theories of Conflict Resolution - Assignment Example When it comes to conflict resolution, the NGOs and IGOs have access to territories and theories that enable them to participate in eliminating and mitigating conflict. The conflict theories and intervention strategies used by NGOs and IGOs have significantly influenced world politics; thus resulting in negative implications in conflict resolution. There are several theories that attempt to explain the causes of conflict in the society. These theories include the fundamentalist theory, the conflict theory and symbolic interaction theory. Each of these theories has their assumptions and ideologies regarding the cause of conflict in the society. For example, the conflict theory argues that conflict is as a result of a need in the society. Resultantly, individuals or groups in the society spur conflict so that the other party can meet their needs. This theory is different from the functionalist theory in that it acknowledges the societal change. Therefore, conflict is not undesirable but a necessary factor for change (Shepard 2012). Arguably, the functionalist theory assumes societies are complex and at the same time organized. According to the Functionalist theory, conflict arises when certain elements do not make a positive contribution to the society. (Shepard 2012). For example, if there are bureaucratic rules in the society that inhibit justice. Supporters of this theory argue that once the dysfunction is dealt with, the society often resumes to its original structure (Shepard 2012). The three theories are integral in examining how intergroup dysfunction can contribute to the emergence of conflict. Through the efforts of psychology, we are also able to comprehend how individual cognitive processes can contribute to the onset of a conflict, thus facilitating the adoption of effective conflict resolution strategies. The International Community uses

Monday, January 27, 2020

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. 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