Friday, January 24, 2020

Desirees Baby - A Short Story by Kate Chopin :: Kate Chopins Desirees Baby

"Desiree's Baby'', is about a young lady who was nameless and abandoned as a child. Desiree was a child who's future was uncertain until she was found by the Valmonde family. During this time of the Valmondes' life, they had not been blessed with any children, therefore they took in Desiree and raised her as their own child. From the very beginning of the story, I knew that this would be something that I would enjoy. The Valmonde's taking in this child as their own, is two blessing in one. Desiree gets the love and support that she needs from parents; and the Valmonde's get a child that they are now able to give love and support to. Growing up to become a a beautiful lady, she attracted the attention of Armand Aubigny Armand was a neighboring plantation owner and bearer of one of the finest names in Louisiana. If I were in Desiree's shoies, I would have thought I was something by dating one of the well-known plantation owners. By this time, Desiree's father was reminding Armand that they didn't know were heritage, but still he insisting on persuing her anyway. Which by the way, that sometimes happens when you find someone that you really like. Regardless of what anyone has to say or tell you about that person you are going to still want to be with them. As time went on, Desiree and Ahmand became united in holy matrimony. To their union a child was born. Now, the problem begins. It wasn't until there was a question about the baby's race, the hardship on the plantation began. Only because her identity resembled that of a slave. While now, she would have to leave the plantation, only because of the outer appreance of the child. When all along, I feel that Ahmand knew that he was the cause of the child African decendency.

Thursday, January 16, 2020

Violent Video Games Cause Behavior Problems Essay

Video game violence is an increasing problem in today’s society with violence as one of the most popular themes. Games such as â€Å"Grand Theft Auto† and â€Å"Call of Duty† are among the most popular games and have been scientifically proven to have a major effect on teens. Many people try to argue that there is a difference in the effects between behaviors after engaging with video games. Video games have the same effects as other forms of entertainment, but other forms of entertainment do not get attacked like video games because the other forms are much larger and have a much wider audience. Playing violent video games can alter men’s brain function, cause teens to drive recklessly, and can contribute to aggression. Many people disagree that violent video games cause behavior problems. It seems doubtful to some people that such violence and aggression can be caused from watching flickering pixels on a nineteen-inch television screen. In the scale of t ime, television has existed for less than a wink, and if it is indeed undoing what oral and print cultures have so laboriously built, then those traditions may be far briefer than advertised (Smith). Throughout mankind’s history, each new means of expression has been castigated as the cause of evil in the world such as, books, art, and music (Smith). Some people even believe that violence is linked with aggressiveness and stress rather than with video game violence (Smith). Some may even say, â€Å"If society could just put limits on X, society would have fewer problems with Y.† That is not how life works. People who disagree that violent video games cause behavior problems believe that violence exist because people exist, but their logic is simply not enough (Smith). On the contrary, research on the troubling effects of video games is plentiful and persuasive. There is overwhelming evidence that witnessing and engaging in video game violence is predictive of increases in aggressive behavior. In fact, the research on the effects of exposure to video game violence is in keeping with research conducted over the last half century about the effects on people’s be havior of watching television violence (Wendling). As video games come more engaging, society spends ever-increasing amounts of time playing them (Wendling). In the popular video game â€Å"Grand Theft Auto,† people have the power to solicit prostitutes and then kill them to get their money back, drive down the sidewalk of a virtual city mowing down pedestrians, run around attacking  people at random, and all sorts of other demented activities that would be tragic in real life (Wendling). These types of video games make these specific crimes seem okay. A recent study provides parents, physicians, and scientists with data proving that differences in brain function exist in teens that play violent video games, compared with those who do not (Wendling). Dr. Matthews and his colleagues at Indiana University, Indianapolis, randomly assigned the adolescents to play either â€Å"Medal of Honor,† a violent video game, or â€Å"Need for Speed,† an equally exciting but nonviolent video game, for thirty minutes immediatel y before imaging (Wendling). The group that played the nonviolent game showed more activation in the frontal lobes, and the group that played the violent video game demonstrated less activation in the prefrontal lobes (Wendling). There have been numerous studies since the 1970s demonstrating that adolescents exposed to violent media demonstrate aggressive behavior, but because the adolescents in this study were randomized into two similar groups, the findings go more directly to the question of causation than did previous research (Wendling). Playing violent video games can alter men’s brain function, cause teens to drive recklessly, and can contribute to aggression. There have been multiple studies to prove that playing violent video games can alter men’s brain function. In one study, Dr. Matthews and his colleagues demonstrated the short-term effects of violent video games on brain functioning adolescents (Birk). Functional Magnetic Resonance Imaging (MRI) revealed decreased activity in areas of the brain involved in inhibition and attention after thirty minutes of game time (Birk). Dr. Matthews saw that there is a decrease in normal blood flow after a week of playing violent video games (Birk). Violent video games could also lead teens to drive recklessly. Some researchers conducted phone interviews with more than five-thousand teenagers over the course of four years (Correa). Ninety percent of the teenagers they interviewed responded that they were engaged in risky driving habits, including speeding, tai lgating, weaving through traffic, and running red lights (Correa). It is clear that the video game exposure preceded the risky driving because the study began when the participants were playing video games but were too young to drive (Correa). Numerous racing video  games make it look cool to drive recklessly, which can cause a great impact on teens to drive in this manner. Lastly, video games can contribute to aggression. School shootings, such as the infamous event at Columbine High School, have stimulated interested in research on the violence of boys and men (Levart). One focus, the effects of violent video games on aggression, has begun to yield some empirical results (Levart). Today, videogames are highly engaging and interactive, putting players in a first-person perspective where they must make a decision to perform a violent act prior to performing the act (Levart). Effects of long-term exposure of violent video games include personality change and beliefs that aggression is an acceptable way to handle a problem (Levart). This may have so mething to do with the obvious that the objective in most video games is to kill. Video game violence is an increasing problem in today’s society with violence as one of the most popular themes. Playing violent video games alters men’s brain function, could cause teens to drive recklessly, and can contribute to aggression. Many people try to argue that there is a difference in the effects between behaviors after engaging with video games. To some, it seems doubtful that such violence and aggression can be caused from playing video games on a nineteen-inch television screen. There are others who totally disagree with that logic. People do not just watch video games, but they interact with them. Works Cited Wendling, Patrice. â€Å"Violent Video Games After Brain Functioning in Imaging Study.† Clinical Psychiatry News Jan. 2007: 39. Psychology Collection. Web. 24 Apr. 2014. Birk, Susan. â€Å"Playing Violent Video Games Alters Men’s Brain Function: From the Annual Meeting of the Radiological Society of North America.† Clinical Psychiatry News Jan. 2012: 16. Psychology Collection. Web. 24 Apr. 2014. Correa Frances. â€Å"Games Inspire Reckless Driving.† Clinical Psychiatry News Oct. 2012: 28. Psychology Collection. Web. 24 Apr. 2014. Levart, Ronald F. and Kimberly D. Thomas. â€Å"Does the Endorsement of Traditional Masculinity Ideology Moderate the Relationship between Exposure to Violent Video Games and Aggression?† Clinical Psychiatry News Oct. 2012: 20.1. Psychology Collection. Web. 24 Apr. 2014. Smith, Mark. â€Å"Video game backlash?† Technology & Learning Nov. 2005: 6. Psychology Collection. Web. 24 Apr. 2014.

Wednesday, January 8, 2020

The Problems With The Overuse And Overdependence On...

The Problems With the Overuse and Overdependence on Technology Today The ever growing technology that humans use as a part of their modern day life is a disputable issue. Some individuals believe that the contribution of technology has made a positive impact on present-day life and improves the quality of life for people. Others see that the contribution of technology has negatively impacted modern life and that technology is a power that has gotten out of human control. In today’s world it seems that kids are born with technology in their blood. From the time kids are born they begin to use and depend on technology. Technology is beginning to dominate school classrooms. It is taking over people’s social relationships with their family, friends, and partners. All of the different elements of technology are really taking a toll on children s, as well as adult’s, mental health and the function of their brains. A small amount of technology use for legitimate reason s is healthy, but it is easy to overdo it. â€Å"The average American spends about 10 hours and 45 minutes plugged in per day† (Dodgen-Magee) An individual s overuse and/or overdependence on technology is damaging to individuals, families, and societies. Children are becoming hooked on technology from a very young age. Parents begin to use technology such as television as entertainment for their children as soon as they can focus on it. â€Å"On average, children from birth to 23 months old are watching 55 minutesShow MoreRelatedOver-dependence on Technology Essay855 Words   |  4 Pages(Tran). All around the world, technology has taken over the lives of many, especially children. Each year younger children are being introduced to new technology to help them learn and grow, but the effects of this may be different from what is expected. Rather than seeing growth, the overuse of technology is leading to many issues, including a decline in creativity, less active lifestyle s, and difficulty falling asleep. The growing overdependence on and overuse of technology is affecting young childrenRead MoreThe Negative Effects Of Technology1541 Words   |  7 PagesToday, about 9 in 10 Americans use the Internet and 77% of Americans own a smartphone. Compare these statistics to the early 2000s when 5 in 10 Americans were online and in 2011, when only 35% of Americans owned a smartphone. Just a few decades ago, the technology we have today were merely ideas in science fiction novels or gadgets seen in a futuristic movie. There is no doubt that technology use has increased dramatically within this decade and these numbers may continue to rise as technology becomesRead MoreEffect Of Smartphones On Teenagers1570 Words   |  7 PagesTeenagers Any given teenager has their own insecurities or social ills, however, are smartphones the paraphernalia leading to teenagers being easily able to not think for themselves along with feeding their issues, fears, and desires? As the use of technology has reached an all-time high, the dependence on smartphones has peaked as well. Scientists, especially psychologists, have taken an interest in the uprising of the interconnected world as some believe the constant access to smartphones is harmlessRead MoreDeveloping Management Skills404131 Words   |  1617 Pages978-0-13-612100-8 1. Management—-Study and teaching. 2. Management—Problems, exercises, etc. Kim S. II. Title. HD30.4.W46 2011 658.40071 173—dc22 I. Cameron, 2009040522 10 9 8 7 6 5 4 3 2 ISBN 10: 0-13-612100-4 ISBN 13: 978-0-13-612100-8 B R I E F TA B L E O F C O N T E N T S Preface xvii Introduction 1 PART I 1 2 3 PERSONAL SKILLS 44 Developing Self-Awareness 45 Managing Personal Stress 105 Solving Problems Analytically and Creatively 167 PART II 4 5 6 7 INTERPERSONAL