Thursday, November 28, 2019

The Link between Video Games and Behavioral Problems in Humans

For the concerns of this paper, there is a need to understand what is meant by human behavior and behavioral problems. The term human behavior is widely explained across various disciplines of study.Advertising We will write a custom research paper sample on The Link between Video Games and Behavioral Problems in Humans specifically for you for only $16.05 $11/page Learn More Some of the academic disciplines that have been associated with the concern of human behavior include, but are not limited to, sociology, psychiatry, anthropology, social work, and psychology. Generally, the term human behavior refers to the wide range of habits or behaviors that are exhibited by humans. In other words, this refers to potential and expressed capacity for social, mental, and physical nature of being, as realized in the course of various phases of life. Obviously, this domain is characterized by the way humans would act in accordance with the effect of different aspec ts that tend to influence various trends of life. As it would be observed, human behaviors are impacted by some particular traits as possessed by each individual, and are observed throughout the entire lifetime. Some of these aspects or trends include things such as attitude, faith, social norms or values, and genetics. A behavioral problem, on the other hand, refers to unexpected outcome on an individual’s behavior, especially one that is negative, which may result from bad influence of the involved factors. Environmental and social factors are thought to be great contributors of various behavioral problems in humans. For the purpose of this topic, this paper applies the science of human behavior in providing a deeper understanding on the link that exists between video games and behavioral problems in humans. As it would be observed, many studies have been conducted across the world to determine whether there is any link between video games and behavioral issues. However, th ere have been conflicting outcomes as well as perceptions from the work of various researchers who have played a role in this particular study. While some of these studies have pointed out a significant connection between the two elements, others have been skeptical about it, and have remained stubborn in their contrasting perception that there is no link between video games and human behavior. However, there is strong empirical and theoretical evidence from previous studies justifying the fact that there is a very strong link between video games and behavioral problems in humans. For the purpose of this paper, aggression and violence, both of which fit well within the identified context of social engagement will be applied among other behavioral issues. Video games, like any other form of interactive entertainment, are important for personal development among other benefits of leisure and entertainment. There are many avenues and platforms through which people could access and play video games, thanks to modern advancements in technology.Advertising Looking for research paper on social sciences? Let's see if we can help you! Get your first paper with 15% OFF Learn More This form of recreational activity has become popular nowadays, especially with the teenagers and young adults, who are said to spend way too much of their free time in gaming activities on computers, mobile devices, and a variety of other hand-held technological devices (Anderson 119). Irrespective of the recreational benefits normally associated with such sedentary activities, their consequences on human behavior cannot be overestimated. As it would be observed, video and computer games may stimulate human minds to some extent, thus helping them to relax from the stress of work and study. This is arguably one of the several benefits associated with video games as far as recreation is concerned. There have been a lot of concerns, however, that these games would tend to have a sig nificant impact on peoples’ behavior, thus contributing to increased behavioral problems among the participants. According to Strasburger, Jordan, and Donnerstein, there is a very strong link between televised violence and potential human behavior, since there must come a time when the experience would be sufficient to justify action in the near future (761). Similarly, people who have had regular exposure to video games, especially violent ones, are likely to exhibit the behavioral elements portrayed in the games. One understandable aspect of video gaming is that it is active, unlike things such as watching television or movies, which are passive. Even though this is a special feature which is likely to attract many participants into these types of games, it is also a very dangerous avenue that can attract behavioral problems since it revolves around first-hand experience of violence. Just to add weight onto this perception, humans have the inherent tendency of learning bett er when they are directly engaged into lessons in an active manner, rather than when they are passively involved. Based on this argument, there is a high likelihood that video games would tend to have a direct impact on our feelings, thoughts, and behavior. In this regard, violent video games play a key role in increasing the chances of adopting and harboring aggressive or violent behaviors on individuals. Various studies on this subject have shown heavy players of violent computer and video games to possess aggressive attitude towards their siblings, peers, and teachers. More importantly, teenage pupils who have regularly taken part in violent video games have reportedly been involved in constant troubles with other people around them (Birch and Davison 893). Past studies have indicated a number of highly publicized actions from allover the world, where incidents of violence have been linked to peoples’ involvement in video game activities. There is also suggestive evidence that those people who are known to possess traits of aggression or anger have responded differently after being exposed to violent video games. Apart from exhibiting increased aggression or anger, such players have proved to be less angry after getting exposed to violent video games. Even though there is limited evidence to support this claim, there is a possibility of a close association of speculated behavior and the applied form of sedentary leisure activity.Advertising We will write a custom research paper sample on The Link between Video Games and Behavioral Problems in Humans specifically for you for only $16.05 $11/page Learn More As some proponents of video and computer games would argue, people don’t always bring into reality whatever kind of behavior they observe from various gaming activities. For example, those people who are used to playing video shooting games on computers would not allow this to transcend their normal behaviors or attitudes, and end up becoming murderers in real life. This, according to Anderson and Bushman, is a fallacious reasoning which is meant to mislead people on the countless studies that have shown the existence of a direct connection between video games and human behavioral problems (459). Violent video game activities may be cathartic to anger, as some people tend to believe. This, however, is not a perfect reason to convince humans, especially the younger generations who have been caught in the midst of this crisis, against the many dangers that are associated with video games. In just another perspective, the effect of video games on peoples’ behavior depends on the levels of exposure to the games. This has the meaning that, those people who are directly involved in the activities will have higher chances of adopting the behavioral elements portrayed in them, compared with those who have been indirectly involved. This notion was proved by Funk and Buchman, in a study that w as aimed to test the effectiveness of violent video games on human behavior based on levels of exposure. In this particular study, teenage participants were randomly chosen and made to take part in a violent video game. In the meantime, a different lot was exposed to nonviolent video games, for comparison purposes. The lot which had participated fully in the violent activities would later on appear to be more aggressive, compared to those who had merely watched the activity or the ones who were exposed to non-violent video games (Funk and Buchman 94). As it is observed from this research report, there is arguably a strong link between video games and the many behavioral problems observed in humans. Within the realm of modern psychological study and understanding, exposure to video game activities is likely to generate both positive and negative impacts on behavior depending on the context of the games. In this regard, people should try to disregard the less supported claim that expo sure to video games does not affect our behavior and attitude towards other people around us. As a matter of fact, there is no doubt in the conclusions reached upon in this report that video games, especially ones that have violent themes, do correlate with prolonged increase in aggressive behavior and a significant decline in prosocial behavior. This is a clear indicator of the strong connection or link that exists between video games and behavioral problems in humans.Advertising Looking for research paper on social sciences? Let's see if we can help you! Get your first paper with 15% OFF Learn More Works Cited Anderson, Craig. â€Å"An update on the effects of playing violent video games.† Journal of  Adolescence 27. 1 (2004): 113-122. Print. Anderson, Craig and Bushman Brad. â€Å"Media violence and the American Public revisited.† American Psychologist 57. 5 (2002): 448-450. Print. Birch, Leann Lipps and Davison Kirsten. â€Å"Family environmental factors influencing the developing behavioral controls of food intake and childhood overweight.†Ã‚  Pediatric Clinics of North America 48. 4 (2001): 893. Print. Funk, Jeanne and Buchman Debra. â€Å"Video Game Controversies.† Pediatric Annals 24. 2 (1995): 91-94. Print. Strasburger, Victor, Jordan Amy and Donnerstein Ed. â€Å"Health effects of media on children and adolescents.† Pediatrics 125. 4 (2010): 756-767. Print. This research paper on The Link between Video Games and Behavioral Problems in Humans was written and submitted by user Add1syn to help you with your own studies. You are free to use it for research and reference purposes in order to write your own paper; however, you must cite it accordingly. You can donate your paper here.

Sunday, November 24, 2019

Elizabeth Lavenza in Frankenstein Essays

Elizabeth Lavenza in Frankenstein Essays Elizabeth Lavenza in Frankenstein Paper Elizabeth Lavenza in Frankenstein Paper In her Introduction to the 1831 edition of Frankenstein, Mary Shelly characterized her revisions as principally those of style and added that she had not introduced any new ideas and circumstances or altered the storys core and substance. After reading the original (1818) and the revised (1831) version of Frankenstein, I believe the changes that Shelly has made to the 1831 edition are far more than Just a variation in style or cosmetic. She does make a few changes to the characters profiles and their relationship in the 1831 edition. In this essay, I am going to use the most ignificant woman character in this novel, Elizabeth Lavenza, Victor Frankensteins fianc? ©e, to present my finding. In the original and the revised versions, the story begins with the letters of Captain Robert Walton to his sister and the narration of Victor Frankenstein to Walton. Victor starts with his family background and early childhood, telling Walton about his father, Alphonse, and his mother, Caroline, and how they get married. He then goes on describing how his childhood companion, Elizabeth Lavenza, entered his family. It is at this point in the narrative that the 1818 and revised versions of Frankenstein diverge. I must record an incident which took place when I was four years of age. My father had a sister, whom he tenderly loved, About the time I mentioned she died; and a few months afterwards he received a letter from her husband, acquainting him with his intention of marrying an Italian lady, and requesting my father to take charge of the infant Elizabeth, the only child of his deceased sister My father did not hesitate, and immediately went to Italy, that he might accompany the little Elizabeth to her future home From this time Elizabeth Lavenza became my playfellow, and, as we grew older, my friend. (1818 original version) In the original version, Elizabeth is Victors cousin, the daughter of Alphonses sister. When Victor is four years old, Elizabeths mother dies and she is adopted into the Frankenstein family. Caroline plays no role at all in making the decision to bring Elizabeth into Victors life. When I was about five years old my father had gone by himself to Milan, my mother, accompanied by me, visited this abode. She found a peasant and his wife, hard working, bent down by care and labour, distributing a scanty meal to five hungry babes. Among these there was one which attracted my mother far above all the rest The peasant woman, perceiving that my mother fixed eyes of wonder and admiration on this lovely girl, eagerly communicated her history the result was that Elizabeth Lavenza became the inmate of my parents housemy more than sister the beautiful and adored companion of all my occupations and my pleasures. 1831 edition) In the 1831 edition, it is Victors mother, Caroline, who finds Elizabeth and sets about Elizabeths arrival, Victors mother says, l have a pretty present for my Victor- tomorrow he shall have it. (1831 edition) Caroline decides at the moment of the doption that Elizabeth and Victor should marry someday. I think the change of Elizabeths past brings to the 1831 edition presents a better marriage equality picture between Victors father and mother. When Victors father returns from his trip to Milan, Elizabeth is playing with Victor at home. Caroline explains what has happened and her own desire to make Elizabeth a member of the family is shared by her husband. Her interest in helping the less fortunate has made her fulfilled her role as a mother of a daughter as well as a son. This change adds a view that is missing from the 1818 version in which Elizabeth comes to the Frankenstein home as the result of a decision made by two men, Victors uncle and his father. In addition, the love relationship between Victor and Elizabeth in the 1818 original version is clearly incestuous because they share the same bloodline. In the 1831 edition, Elizabeth is an adopted child that eventually receives the name of cousin. As a result, the later version has removed any suggestion of an incestuous relationship because Elizabeth is converted into an unrelated person of Victor. With the above evidence in mind, I cannot agree with Shelly that her changes in he 1831 edition are merely related to lexical concerns. However, I must say the main plot is not much of a difference between the 1818 and the 1831 editions. Be it a three volumes in the 1818 original version or a single full volume in the 1831 edition, the story is still about a crazy scientist who is fascinated with the secret of life, discovers it, and brings a hideous monster to life. While I agree that the influence of Elizabeth is an important element of the novel to notice, I dont think this character is given significant importance in a direct role and therefore, altering my experience of the novel as a whole.

Thursday, November 21, 2019

Sub-Problems in Decision Making of Business Management Literature review

Sub-Problems in Decision Making of Business Management - Literature review Example Researchers emphasize on the fact that decision making is simply a rational process or ideology that takes place within any organization. Many studies however, fail to emphasize on the fact that taking a decision involves various stages where formulating a particular decision can take time and effort, and can have multiple variables involved as well. Theorists have developed mathematical models based on averages and probabilities through which alternatives can be evaluated before taking a final decision. These models have been utilized in several industries and in various areas in order to evaluate various alternatives at hand in order to make a decision. In this context, it must be noted that even though these models allow for rational decision making in a scenario where all other variables are constant, environment plays a critical role in how businesses take their decisions. For instance, organizations where dynamism is lacking and munificence is low, it may be noted that decision s may not be as rational as dictated by the mathematical models. ... In this context, this research will particularly emphasize on some problems that are related to decision making within organizations, and evaluate why organizations face these particular problems at hand. In addition to that, the research will aim to identify various ways through which organizations can improve their decision making ability based on the answers ascertained through this research for the hypotheses formulated below. Sub-Problems in Decision Making of Business Management 1. The time and place to use programmed or non-programmed decision making is always a problem in business management. 2. Lack of dynamism affects the decision making and becomes a major problem in business management. 3. Lack of munificence negatively affects the ability of the managers to take risk. Thus affects the decision making in business management. Hypothesis Based on the fact that each organization requires a certain level of decision making at each layer within the hierarchy, following problem s have been identified in general, pertaining to decision making: 1. Mathematical models for decision making are only useful when undertaking rational decision making. 2. Decision making will not be rational if dynamism within an organization is not present. 3. Risk taking within organizations is reduced when munificence is not present within organizations. This leads to lack of rational decision making at each step within the organization. These hypotheses will be tested within the research, after conducting a detailed primary and secondary research, including review of literature and conducting quantitative research as well. Literature Review Decision