Hi Mahmood, I find your topic interesting because there is a lot to discuss about. I have heard about the negative aspects that you mentioned such as video gaming being an addiction. Also, I heard another argument that video games leads people into becoming violent because they might copy violent moves from video games and do them in real life. Personally, I don’t think that it is video games that make people violent because people have a choice to do something or not. It is interesting that you will also discuss how video games affect parents because most discussions regarding video games is only about how it affects children and teens. The mix and matching portion was also useful during the beginning of my research topic. I agree with you
Reading this essay has caused me to do more research on this specific topic and the things I have found are disturbing. Video games change your mind set, your way of thinking and can affect you for the rest of your life, so when it comes to the violent video games we are turning into a more violent society. It has been studied that playing video games can affect your dreams, and your dreams affect how you feel and treat people, it’s a never ending circle. Through playing video games we are spending less and less time with one another and I think it’s a crying shame. We as a society are naturally social people and the fact that with our recent technology we have become more and more independent.
The purpose of this essay is to analyze a research peer-reviewed article in criminal justice. In this case, I chose to analyze the research conducted by Hurst, McDermott, and Thomas (2005) titled, “The attitudes of girls toward the police: differences by race.” Some of the things I will look to analyze are: to identifying the purpose of the article, the problem, the design of the study, the operational design of the study, look to identify if any inductive and or deductive logic were used in the article, look to identify if the research is quantitative or qualitative in nature, the methodology, the population targeted, the sampling methods
This article is a very useful source. Is useful because it answers the question, “Do violent video games cause an increase in aggression.” The question is answered thoroughly by the author because they cited recent studies, examples, and peer reviewed or scholarly sources that all concluded that violent video games cause an increase in aggression. The author is objective because they countered their argument by stating that
For this week’s discussion board I used the article; Pardon the Interruption: Enhancing Communication Skills for Students with Intellectual Disability By: Bayes, Daniel A., Heath, Amy K., Williams, Carol, Ganz, Jennifer B., TEACHING Exceptional Children, 00400599, 20130101, Vol. 45, Issue 3.
The authors of this journal Alina Coman, a professor in social sciences and communication and Corina Sas, who has a PhD human computer interaction, believe that stigma of mental illness negatively impacts the people with mental illness leading them to avoid mental health services. This idea ties right in to what I will be discussing in my article. The avoidance of getting help from professionals is one of my reasons as to why stigma of mental health is worsening them. This stigma is making it harder for the mentally ill to seek treatment. Throughout the journal, they support their claim by presenting a novel strategy which is really useful because the they present scenarios and poems that express the emotional world mentally ill people face.
I believe that everyone could benefit from reading the two articles if they don’t already know what is going on or what has been going on in the US regarding law enforcement and the prison system. “The Right Choices” article digs fairly deep into the fact that there’s a disproportionate amount of black people in prison compared to other races. I feel as though some people are so quick to come to a conclusion that ‘black people must commit more crime’ when in actuality the systems basically target black people and people of color as a whole.
In the article written by Marty Nemko Ph. D., he had vividly explained what is behind the failure of many could-have-been-successful individuals, showing a distinct connection with their attitudes and behaviour. Living a life as a therapist, Nemko had heard various complaints from his patients, whether they were playing the blame game with their pasts or simply making up excuses not to work hard enough. Putting the dots together, he established a relationship between their attitudes and unsuccessfulness, naming it the Peter pan Syndrome, where they simply refuse to grow up, maintaining a childish mentality. However, similarly to how he ended the article, anybody can overcome this syndrome. After all, nobody is too old or too young to grow
In this article, the multiple authors go into depth on how the APOE E4 gene mutation may be attained and if nationality may contribute to this risk factor gene. The prevalence of this mutation is thought to occurred from contemporary environmental conditions. This claim is backed up with examples of these harmful contemporary environmental conditions. As the article grows, the nationally factor is explained using a series of charts and data. Within these charts are people listed with their country, age, and percentage of APOE e4 gene. Thus, allowing the data to be tested in order to back up
Video Games, some are a great a part of life like mario and sonic and various others then, there are games have a a lot of blood, gore, sexul content, and heavy language and these games are the ones that teach your kids that being bad and harmful things onto another is right which will also go without punishment. So that is why writing this paper will help you understand why violent video games are bad for children and why we should all monitor what they play.
The author in the articles relates the advancement of technologies with the alienation of human being with the real world. The author acknowledge the reason of our alienation from real world as not being because of the dimensional scales but because we have been substituting dimensions for the things that count. The author believes that technology does not alienate us from the world it mediates. The author uses an example of a telescope, a scientific instrument used to observe galaxies, stars, moon, and the universe as deviating humans from experiencing nature by taking risks. Human beings these days tend to be focus more on taking pictures and capturing it as a memory than living in the moment. In this process, they tend to experience, feel nature less than other people would do. The author mentions how children these days do not
In 1997, Oregon passed the right-to-die bill. This allowed doctors to provide medication to their patient, that if taken would kill the patient. In the article from the Time Magazine, California’s governor has to decide if he will allow this bill to pass. Since this article has been written California’s governor made the decision to pass to the bill. Caplan, a NYU bioethicist, says, “If California passes it, that’ll be huge
As technology advances, the more parents are worrying about their children. The internet has become essential to everyday life, but does it have an effect? Video games have become a source of entertainment for young people all around the world. Videos have been blamed for any violence in young people. Recent games are now becoming bloodier and more realistic. I believe that video games do not negatively influenced young people to be more violent in real life. Instead they develop mentally, socially and emotionally.
Did you know that seventy-one percent of American teens play video games? Violent video games have a negative effect because they teach children and teens that violence is the way to solve real life problems. The following paragraphs will go into details on how they are bad, how they are good, their bad effects and their good effects.
Video Games have come a long way since their first introduction into the main stream. With video games becoming more sophisticated and using advanced technology, it seems as if video games are closing in on the gap between games and reality. However, as video games become ever so life-like it brings up the question of if the violence associated with video games is having a negative consequence. There have been many accusations over the years over the harm video games are causing children and teenagers. Experiments have been conducted trying to associate a link between video games and aggressive behavior. Even the media has been known to point fingers at video games for the cause of children
Excessive video game playing has been a problem with today’s youth they have had more influences over the youth than ever before. That brings to my attention a question, how do video games affect the youth of our society? Excessive video game playing, especially violent video games, can lead to youth violence, a decrease in academic success and many other negative things. I realize that some parents believe that they can be good for children, I agree but I also disagree in some cases. Some parents allow their children to play video games to keep a social life and to learn how to use strategies. This is true in some cases but not in all cases. For instance, other children that play video games alone and are in their rooms constantly can