Thursday, January 30, 2020

Video game controversy Essay Example for Free

Video game controversy Essay â€Å"In 2008, 298. 2 million video games were sold in the US, totaling $11. 7 billion in revenue. Six of the top ten best-selling video games included violence, with four of the games carrying a Mature rating recommended for persons aged 17 and older. † However, violent video games are becoming a serious issue due to increases in bullying, violence toward women and school shootings. Although, many individuals will claim that video games are just an easy accessibility to express oneself, there have been thousands of researches worldwide hoping to find the relations, threats, and even benefits transferred from violent video games to the gamers. In fact, some of the â€Å"most focused on† studies force to claim that playing violent video games does present a threat to a user’s psychological health which leads the gamer to aggressive(dangerous) behavior, increases social isolation, and should be prevented from purchase by minors. â€Å"Physical aggression† is defined as behavior intended to harm another person physically. Organizations such as the Journal of the American academy of Pediatrics, the American Psychiatric Association, and the American Psychological Association have actually been focusing on video games and the ties they have with physical aggression. The American Psychological Association concludes that adolescents who play video games may become increasingly aggressive over time(Yee 454). Several other studies have come to identify a cause/effect relationship between dangerous aggression and violent video games. Obviously, many gamers are not displaying much physical aggression personally while they are blowing the brains out of the â€Å"bad guys. † However, as many researchers proclaim, â€Å"Exposing children and adolescents to violent visual media increases the likelihood that they will engage in physical aggression against another person†(Anderson 445). With that stated, as the gamer may not be exploiting physical aggression at the time playing the violent video game, that individual has a high risk of absorbing similar aggressive characteristics especially after playing the game repeatedly. Along with an expected increase of physical aggression, many researchers believe that, â€Å"Media violence also produces an emotional desensitization to aggression and violence†(446). A gamer that is newly introduced to the genre of violent video games may become less sensitive or emotionally unresponsive toward violence as exposure to such genre increases and repeated game play occurs. According to James Gee, â€Å"Game players are active problem solvers who do not see mistakes as errors, but as opportunities for improvement. Players search for newer, better solutions to problems and challenges†(451). Besides all of the negative opinions on violent video games and straight from the text, â€Å"A recent Texas AM International study shows that violent games could actually reduce violent tendencies and could be used as a therapy tool for teens and young adults† (Greenberg 456-7). The majority of teens are students, occasionally have emotional stress, or just plainly need to relieve stress and to many the best way to do so is by pulling out the new Grand Theft Auto. Violence portrayed in video games—similar to reality or not—is thought of to â€Å"help children with difficult feelings such as powerlessness and fear of real violence†(Greenberg 456). Similarly, with no direct relationship, cigarette smoking is not a sufficient cause of lung cancer; although it is a cause that is closely related. Physical aggression may be increased with the direct use of violent video games, just as the risk of being diagnosed with lung cancer increases for the individual who smokes a cigarette. However, the list of risk factors in order to develop lung cancer stretches far beyond than just the cigarette; and even the one that does smoke may be in healthy shape for the majority of a lifetime. With that stated, video games are just one of many possible risk factors of physical aggression and may not exactly be supported with sufficient evidence to claim high levels of physical aggression resulted from violent video games. According to Anderson, â€Å"There are many causal risk factors involved in the development of a person who frequently behaves in an aggressive or violent manner. There are biological factors, family factors, neighborhood factors, and so on†(446). But regardless of how many other risk factors are present in a youth’s life, playing a lot of violent games is likely to increase the frequency and the aggression, both in the short term and over time as the youth grows up(Anderson 446). No matter if the physical aggression in a gamer of the violent genre is extreme or does not seem to pose a serious threat, the physical aggression does exist and can risk increasing as the violent games are being played more. Repeated consumption of violent video games â€Å"create more positive attitudes, beliefs, and expectations regarding aggressive solutions to interpersonal problems†(446). Youth are becoming to conclude that physical aggression is acceptable, and rather normal. Well over 100 experienced researchers, scientists, and scholars worldwide follow a statement which says: â€Å"Overall, the research data conclude that exposure to violent video games causes an increase in the likelihood of aggressive behavior. The effects are both immediate and long term. Violent video games have also been found to increase aggressive thinking, aggressive feelings, physiological desensitization to violence, and to decrease pro-social behavior. † Researchers and critics have expressed concerns about appropriate socialization and even addiction of young people who spend too much time alone, staring at a screen. Playing violent video games does present a threat to a user’s psychological health in which it increases social isolation. Before video games became such entertainment, more physical activity and social interactions with other individuals was a priority in search for easy entertainment. According to the website, Buzzle, referring to socialization and video games, â€Å"Social isolation can be an immediate consequence of continuous and ceaseless gaming. People, especially children, tend to spend lesser time with their friends and others because they want to get back home and continue playing. This makes them aloof from others and so in the long-run lack abilities of social communication and develop a kind of anthropophobiafear of human company†(Web). Children and teens may also come across confusion about reality and fiction. Being addicted anything, including violent video games, can place a burden on one’s social life. The ability for frequent playing gamers to witness certain realities of the world become limited and the amount of individuals the gamer interacts with eventually decreases; which leads to social isolation. Almost 60 percent of frequent gamers play with friends. Thirty-three perscent play with siblings and 25 percent play with spouses or parents. Even games designed for single players are often played socially(Jenkins 451). With percentages fairly medium, social isolation does not look as if it is as big a factor as expected. Although, gamers are not always socially interacting, social bonding makes up a major part of the controlled play. Many games, such as Call of Duty, allow access to a headset which allows individuals to socially interact with one another while playing the game. Also, about 40% of all user time on Facebook is spent playing social games, where Facebook is designed to socially interact with friends and family on a social networking site. According to Jane McGonigal, â€Å"Games make it easy to build stronger social bonds with our friends and family. Studies show that we like and trust someone better after we play a game with them—even if they beat us†(465). Even though Facebook is considered a social networking site, playing social games on the site does not exactly relate to the correct form of social interaction that is necessary to be correct. Also, just because you can talk through headset and socially interact; you are not exactly familiar with the individual speaking to you. In result, certain fears may lead to transformation in social awkwardness due to decrease of face to face contact in replace with a headset and other gamers sitting in front of their screen. Games may make it easy to build stronger social bonds, however, adding an intense amount of violence can result in different mood changes in gamers due to personal opinions on acts performed by other gamers. With a change in social behavior; friendships, family members, peers and other individuals may diagnose a problem with the gamer and consider violent video games to be a direct result of social isolation. Is it considered constitutional if an American citizen gets limited rights under the First Amendment? Playing violent video games does present a threat to a user’s psychological health and should be prevented from purchase by minors. However, Supreme Court judicial and other government officials have to decide if prohibition of violent video games to minors is interfering with the individual’s right to the First Amendment—which basically allows American citizens to have freedom of specific categories. The harmful effects on minors from playing violent video games are documented and seriously contested(Yee 454). States such as California are already attempting to make laws in which sell of violent video games to minors is prohibited just to protect children from the harmful effects of excessively violent video games. Prohibiting the sale of violent video games to minors will assist in preventing unnecessary risk factors resulted from video games. As teens short of the required age cannot watch ‘R-rated’ movies, they should not be granted the ability to control a version of realism that is similar to â€Å"real-life† on a screen in front of your face. Within the First Amendment rights are rights of speech, press, and political freedom. â€Å"To strip First Amendment free speech protection from video games that ‘lack serious literary, artistic, political, or scientific value for minors,†(Greenberg 455) is just absurd and objecting against one’s constitutional rights. Besides preventing the sale of violent video games to minors just going against the First Amendment, some stores may stop carrying Mature-rated games. Game publishers might be afraid to finance them. Developers would not know how to avoid triggering censorship because even the creator of such laws do not seem to know(456). Government bureaucrats are not fully equipped to â€Å"divine the artistic value that a video game has for a 17-year old. † Excitingly, many researchers believe that parents should gain more authority in the types of games or media the child absorbs or chooses to interact with. Instead of the gaming industry being responsible for the outcomes of critic reviews, and research studies; the children’s parents should take much more responsibility on anything absorbed, taught, or knowledge received by child. The people allowed to limit minor’s free speech rights are his parents or guardian(s)(456). As stated by Yee, â€Å"I am hopeful that a majority of justices will agree that parents—not retailers or game makers—should determine which games are appropriate for kids†(454). As Greenberg proclaims at the end of his passage, â€Å"Even when video games contain violence, and even when the players are minors whose parents let them play games with violence, picking up that game controller is a form of expression, and it should be free†(457). â€Å"It makes no sense to bar children from buying a picture of a naked woman but to allow them to buy video games that portray gratuitous torture†(Yee 454). There are several laws or rules that prevent us from reaching desired expectations due to physical reactions, age, and maturity level, to say the least. If a minor is prohibited from the sale of pornography due to social morals and personal ineligibilities, then one should receive tougher access to the available consumption of violent video games. The prevention to contribute those games to minors is a hopeful act to will not only ensure that parents make such decisions, but will help protect our children in the years to come. Yee claims, â€Å"That since the government can ‘prohibit the sale of alcohol, tobacco, firearms, driver’s licenses and pornography to minors’ then ‘that same reasoning applies in the foundation and enactment’ of his law restricting video games. There is a certain age until finally eligible to legally purchase weapons, alcoholic beverages, tobacco, sexual accessories, tattoos, and the list goes on. The more progressed and difficult the violent video games are becoming are being critiqued extremely precise, and actually portraying very similar to realistic visuals. With prevention of sales to minors, unnecessary confusion between psychological health in minors and violent video games will be limited and nearly eliminated; leaving open window of individuals that gain access to violent video games with prohibition to sell to minors. Do violent video games present a threat to the gamers’ psychological health? Although several studies have left many conclusions unanswered; hundreds of researchers, scientists and scholars have worked together and individually to allow the correct information behind the true relationship of violent video games and the gamers’ psychological health. Playing violent video games does present a threat to user’s psychological health in which it leads to aggressive behavior, increases social isolation, and should be prevented from purchase by minors. Works Cited Anderson, Craig A. â€Å"Violent Video Games and Other Media Violence. † Writing Arguments: a rhetoric with readings. Ed. Lauren A. Finn. New Jersey: Saddle River, 2012. 445-6. Print. D’Silva, Roy. â€Å"Negative Effects of Video Games. † Buzzle. 10 Oct 2012. Web. 2 Mar 2013. Greenberg, Daniel. â€Å"Why the Supreme Court Should Rule that Violent Video Games are Free Speech. † Writing Arguments: a rhetoric with readings. Ed. Lauren A. Finn. New Jersey: Saddle River, 2012. 454-7. Print. Jenkins, Henry. â€Å"Reality Bytes: Eight Myths about video Games Debunked. † Writing Arguments: a rhetoric with readings. Ed. Lauren A. Finn. New Jersey: Saddle River, 2012. 449-452. Print. McGonigal, Jane. â€Å"Be a Gamer, Save the World. † Writing Arguments. : a rhetoric with readings. Ed. Lauren A. Finn. New Jersey: Saddle River, 2012. 464-6. Print. ProCon. org. Do violent video games contribute to youth violence? ProCon. org. 29 Mar 2011. Web. 2 Mar 2013. Yee, Leland Y. â€Å"Parents Should be able to Control What Kids Watch. † Writing Arguments: a rhetoric with readings. Ed. Lauren A. Finn. New Jersey: Saddle River, 2012. 453-4. Print.

Wednesday, January 22, 2020

Free Tempest Essays: Treacheries and Rebellions :: Tempest essays

  Treacheries and Rebellions is The Tempest  Ã‚   The Tempest consists of â€Å"a series of rebellion, treacheries, mutinies and conspiracies against authority† but the overall view of the dramatic action is much more complex. Many other aspects and themes such as illusion and the supernatural (magic) also play a very important part in shaping the plot. Power struggle is evident from the beginning, way back when Prospero’s brother, Antonio, seized his status as Duke of Milan and banished him to a barren place and left for dead. â€Å"In scene 2.1, pg 141, Sebastian remarks, â€Å"I remember/You did supplant your brother Prospero.† And Antonio replies, â€Å"True;/ And look how well my garment sit upon me,†. Antonio betrayed Prospero, and yet he feels no remorse for his treacherous act: ‘I feel not/ This deity in my bosom†, his conscience is not bothered by what he did to Prospero. Another sibling conspiracy in the play came in Act II when Sebastian is encouraged by Antonio to kill his brother , Alonso, which would put him next in line for the throne but first, they attempted to kill Gonzalo, the Alonso’s faithful advisor. Scene 2.1, pg â€Å"Draw together,/and when I rear my hand do you the like/TO fall it (the sword) on Gonzalo.† Their evil plot is interrupted and plans ruined as Ariel wakes the sleeping party (Alonso and Gonzalo). But perhaps the most prominent resistance against authority comes from Caliban, the slave of Prospero who feels that the island is rightfully his, â€Å"The island’s mine by Sycorax my mother,†. He goes on to state that Prospero â€Å"tak’st from me.† In order to regain or gain his rulership, Caliban plots with Trinculo and Stephano to kill Prospero and take over the island. Act 3, scene I, pg 160 â€Å"Why, as I told thee, ‘tis a custom with him I’ th’ afternoon to sleep. There thou mayst brain him Having fisrt seized his books; or with a log Batter his skull, or paunch him with a stake Or cut his weasand with thy knife.†    An important factor in authority struggle is the illusion of authority, who is ultimately in charge? Illusion of authority becomes evident from the start when the boatswain speaks to the king in the storm; â€Å"What cares these roarers for the name of king?†¦if you can command there elements to silence, and work the peace of the present, we will not hand a rope more—use your authority.

Tuesday, January 14, 2020

African American and American Society Essay

African Americans No matter where or when a person lives, skin color, beliefs, class, or history he/she will see a difference in the way every ethnic group is treated. This world has never been fair for anyone. Life can treat a person with the greatest of care or it will treat a person as if he/she is lower than dirt. African Americans are no different. They have faced great hardships and triumphs throughout the years. Since they had been forced from their homeland they have been treated as if they had no rights or thoughts of their own. They were placed in the status of slaves even though they were human beings too. No matter if they were placed in the minority group by the dominate majority group of white Americans they remind structurally pluralism by keeping to their beliefs and traditions. Before and after slavery African Americans did not receive equal treatment. â€Å"Even when slavery ended, Jim Crow laws went into effect meaning that the very best of everything was reserved for white’s only-school, jobs, neighborhoods, hospitals, etc. † (Moore, 2008). In other words, the African Americans took the subordinate status to the dominant white Americans. Their race was used to dictate what rights they would be allowed to have in America. At one point, they did not have the right to be free and over the years they were given that right back. Even though they regained their right to be free, they still were not very free. They were only allowed to eat in certain places, drink from certain fountains, and ride in the back of the bus. This is not what would be called very free. They were not even given the opportunities to receive a quality education or to vote. â€Å"With the 1896 Supreme Court decision in the case of Plessy v. Ferguson, the separate by equal doctrine was upheld, and the system of segregation in the South was securely in place† (Merger, 2012, pg. 169). When it came to getting a quality education, they were placed at the bottom of the totem pole. The whites receive the best opportunities for receiving a quality education while the African Americans were not. It was not until the Brown v. Board of Education of Topeka case that African Americans were allowed a better education. â€Å"Separate schools were inherently unequal and imposed an inferior status on black children, causing irreparable psychological change† (Merger, 2012, pg. 173). The rights as citizens were also being denied by not allowing them to vote and make a proper living to take care of theirfamilies. Years ago, African Americans were not allowed to vote, so they had no say in the laws that were made that would deny them their rights as American citizens or human beings. This kept them from changing the laws that kept them from achieving economically and politically. The Civil Right Movement began a new era for African American. It was their gain of the right to vote and be elected to office that gave the some power over their rights as human beings and citizen in the economic and political environment. Even after everything that the African Americans have gone through, they still face prejudice and discrimination in all areas of their lives. It is no wonder that for some it feels as if it is never over. No matter what a person looks like, how he/she talks, their beliefs, where he/she lives, how much money he/she has, or what race he/she may come from we all bleed red and where cut from the same cloth. We all deserve to have the opportunities and resources that are out there to help better ourselves. African Americans are human beings too and they have the same rights as everyone else.

Sunday, January 5, 2020

Nationalism Causes Of Nationalism - 1697 Words

1. Nationalism fuels William’s actions to seek self-determination for Scotland; as a result of nationalism, William actively seeks freedom. Out of his sense of duty and sacrifice for the nation, although it began as a personal matter of the English killing his wife, he leads an initially successful peasant revolt against the English men, in order to be free from their clutches. For instance, before the Battle of Stalingrad, William inspires the peasants through a persuasive speech of how the English can take their lives, but not their freedom. Alongside this, the remainder of his speech clearly indicates that nationalism, William’s sense of belonging to Scotland, has fuelled him to pursue freedom in the form of a violent rebellion. 2.†¦show more content†¦However, he is betrayed by the nobles who are easily bribed with land and titles, causing them to lose their battle at Falkirk against the English, and once again when he is tricked and captured for the English. Clearly, nationalism causes William to make ignorant decisions, rather than sound and smart ones, which leads to the detriment of his fight for freedom. 3. Some understandings of nation illustrated in â€Å"Braveheart† include self-determination, patriotism, nation as a collective and ethnic, linguistic, and cultural understandings of nation. Self-determination is a concept prevalently seen throughout the film, as the rebellious Scottish wish for freedom as a nation-state, liberated from the influence and rule of the domineering English. As well, patriotism is depicted constantly, as seen through the growth of the Scottish rebellion. Largely due to their love for Scotland and national pride, the peasants stand against the English beside William Wallace. The rebellion stems from the patriotism felt by Scottish towards their nation. Furthermore, we see the idea of nation as a collective, since the Scottish rebellions unite as a collective in their common goal to gain self-determination for Scotland. As well, ethnic nationalism is depicted through how the Scottish form an ethnic nation due their common culture and religion, whic h acts as a cause for their desire to be independent. The common language and culture shown act asShow MoreRelatedCauses Of Nationalism1071 Words   |  5 Pagesforged the future of these counties. At a moment when the war had just started. Nationalism was a mindset, a smaller version of brainwash. It motivated people to excel in their respective tasks. Economic and politic have changed how each country identified themselves which lead them to choose between socialism and capitalism. It determined the effectiveness of their army, mindset culture and so on. 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