Video Games Cause Violence And Behavior Problems Psychology Essay One of the major concerns is that they increase the nature of violence among the youth. The Harvard medical school or the Journal of adolescent health, as well as the British medical journal have concluded that there is a huge link between video game and violence. Studies have pointed towards a typical pattern between video game and negative behavioral/attitude problems associated with them. A research by the University of Indiana in the US, involving a brain scanning of some those who were involved in playing violent video games positively indicates a correlation between the violent behavior and the game they played. The research confirmed a substantial increase in the negative emotions of those who played some violent game as compared to those who either did not play any games or those who played a non-violent game. According to author Vince Mathews, parents should look more closely at the types of games their children are playing. Third paragraph Second argument Video games cause addiction and induce children to remain glued to the console for substantially longer period of time which often results in their giving up other activities. Perhaps excess of anything is bad and video games are no exception. In his article Video Games Addiction, Media literacy specialist, Dr. Charles Ungerleider states that if a youngster becomes addicted to video games it can be a problem. According to him practicing or making effort to achieve excellence in playing might not be an issue by itself, but it certainly becomes worrying if video games create hindrance in youngsters other tasks. He recommends parents or guardians intervention to create a balance in all their wards activities. According to Mary Schlimme in a 2002 article titled: Do We Need a Video Gamers Anonymous? Video game addicts are often described by clinicians in the field as displaying many symptoms characteristic of other addictions. According to her article, Addiction includes such behavior as failure to stop playing games, difficulties in work or school, telling lies to loved ones, decreased attention to personal hygiene, decreased attention to family and friends, and disturbances in the sleep cycle. Schlimme quotes Dr Orzack that many game addicts have struggled with finding their place in society and as a result play video games in order to become part of a crowd. She emphatically states excessive video game playing may not only cause behavioral and social changes in a person, but it may also result in neurological changes. Fourth paragraph third argument Even if video games and videos do not directly create killers and murderers out of the young people they may tend to contribute towards insensitivity and indifference towards violence. This is worrying because it may change the profile of the society in the longer run. In an article published in the Time Magazine on 10th May 1999 author and editors Joshua Quittner, Maryanne Buechner and Jay Ehrlich say The question isnt whether games make children kill, because it isnt that simple. The concerns are subtler yet no less worrisome. Do graphically violent games desensitize children to violence? Do such games teach kids to take pleasure in the suffering and death of others? Nicholas Carnagey, an Iowa State psychology instructor and Iowa State University Professor of Psychology Craig Anderson and Brad Bushman published an article The Effects of Video Game Violence on Physiological Desensitization to Real-Life Violence in the Journal of Experimental Social Psychology. In this paper, the authors explain the state of insensitivity towards violence a reduction in emotion-related physiological reactivity to real violence. Their latest study involves testing of college students. According to the study The results demonstrate that playing violent video games, even for just 20 minutes, can cause people to become less physiologically aroused by real violence. According to the article It appears that individuals who play violent video games habituate or get used to all the violence and eventually become physiologically numb to it. Fifth paragraph Transition Paragraph Supporter of the video games do not seem to take the issues seriously. Despite this overwhelming evidence that video game causes violence and problems in many children and among the youth, there are supporters who believe that there are advantages to video games in todays society. Key finding states in a research titled Internet Fantasy Violence: A Test of Aggression in an Online Games carried out in 2005 by Williams, D. Skoric, M there was no effect on levels of aggressiveness or in belief and behaviors of the gamers who were engaged in a violent massive multiplayer online role-playing game. Cheryl K. Olson, professor of Psychiatry at the Harvard Medical Schools Center for Mental Health and Media, in her 2004 article in the Journal Academic Psychiatry Media Violence Research and Youth Violence Data: Why Do TheyConflict? e carries out a comparison about between violence contained in various modern-day video games and in day to day real-life. She states there is no evidence that targeted violence has increased in Americas schools. While such attacks have occurred in the past, they were and are extremely rare events. She goes on to write that, Theres no indication that violence rose in lockstep with the spread of violent games. In 2002 Dr. Van Eeenwyk of the Washington State Department of Health presented information indicating that after controlling for psychosocial factors, association between aggression and playing video games was not statistically significant. Massachusetts Institute of Techonology professor Hennery Jenkins says, 90 percent of boys and 40 percent of girls play video games. The overwhelming majority of kids who play do NOT commit antisocial acts. And, … the strongest risk factor for school shootings centered on mental stability and quality of home life, not media exposure. Critics claim that video games are addictive has also been refuted by some supporters of the video games. In a response to a proposal in 2007 to brand video game addiction as a mental health issue similar to the addiction to alcohol, doctors and supporters of video games opposed the proposal. The supporters say that there is no evidence to indicate a proper basis for any such theory. These same supporters of video games argue that video game, computer and television are not only an excellent medium of imparting knowledge to and education to children, but also they assist the pupils with their studies at home as well as in the educational institutions. According to psychologists video games are a good means of mental exercise for the children who play these games. In many video games, in order to win, the player needs to have a good strategic thinking. This is something that is generally not available at the school in the form of an academic subject. Some of the mental exercise and knowledge obtained through using video games include the art of coordination between a childs eye and his/her hand. Some supporters of video games say that video games teach children to plan and build their strategic thinking. Steven Johnson, author of Everything Bad is Good For You: How Todays Popular Culture is Actually Making Us Smarter, calls this telescoping. Gamers must deal with immediate problems while keeping their long-term goals on their horizon. Sixth paragraph Refutation of opponents counter- argument While there are researchers and supporters who claim that the video games do not have an effect on the increase in aggression and violence in the behavior of the gamers, yet those researches and studies are not based on modern scientific lines. Those studies are not as comprehensive and as scientific as those carried out by Craig Anderson, David Grossman or others. The supporters studies are generalized and are based more on hypothetical basis rather than actual scientific methodology. As proved by the various researches quoted above, their findings are flawed. Seventh paragraph Refutation of opponents counter- argument Supporters of the video games say that video games are healthy and educational. They claim video games provide children with quality mental exercise. In several games, in order to win, the player must possess good strategic thinking and be swift with his skills. However, the fact is that addiction to video games causes not only health and other problems, including social ones, but also results in poor school results and grades, lack of concentration to academics and class activities. The critics have always disputed this claim about video games contributing to health and education. Dr. Louis Kraus of the American Academy of Child and Adolescent Psychiatry and a psychiatrist at Rush University Medical Center, has stated The more time kids spend on video games, the less time they will have socializing, the less time they will have with their families, the less time they will have exercising. They can make up academic deficits, but they cant make up the social ones, he said. As a result of this, one in ten youths, may be suffering from family, social, school or psychological damage. In several studies it has been clearly proved that the youth under examination had problems concentrating on academics and their school routine, as a result of which not only they lost grades at the school but also were subject to some severe health issues including depression. Final paragraph Conclusion. Based on the above research it is clearly evident that violent video games contribute to the aggressive and violent behavior and addiction to video games. However, considering some of the advantages of the video games, their use must not be prohibited. Parents and guardians should do the following to reduce the effect of violence. Monitor video game play the same way one needs to monitor television and other media. Parents are responsible to be kind, loving but at the same time attentive and firm to properly discipline their wards. An aggressive child is more a product of dysfunctional parenting than anything else, including violent games and TV. To avoid possibilities of addiction, parents should attempt to provide a variety of entertainment to their children. It would be a good idea to make sure that children read quality books, involve themselves in sports and interact with other children and their friends.
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Pocahontas 3 - Essay Example Another topic is selflessness and courage. Her encounter of saving Smith’s life was an act of love for humans despite one’s origin. In addition, trickery is portrayed in the sense that she was lured to board an English boat and later ended up as a slave so as to entice her father to cooperate with the new settlers. The central argument is how she promoted peace and mutual understanding between the Englishmen and the native Indians of Virginia. The movie is very engaging by the drama and humor it brings on board. Pocahontas is referred to as a princess, but in reality she was not entitled to inherit things a princess would inherit. The arguments are well supported by the language and actions in the documentary. The video has no bias at all and all crystal clear. I enjoyed watching the moving because it’s really engaging and the most interesting part is when Pocahontas fell in love with a person from another race, religion, custom and later decided to stay with the Brits rather than going back to her
12/15/2019 0 Comments Maman/Louise BourgeoisLouise, a twelve year old girl drawing missing segments on a tapestry for her parents’ tapestry repair shop lives her life lacking the knowledge of what she is going to be when she grows up. She begins to study math which she loves to do, but she had no idea that her studies had a close association with her exceptional drawing skills. One day, coming home from school, she walks by a tapestry, and begins to reminisce about the times when she had to draw them, so it struck her. She wanted to focus her studies in art.
As she began to study art, she soon found out that she also exceeded in painting. She started out small, but her hard work and determination got her to the well-known artist that we know today as Louise Bourgeois, the artist of Maman. Any art piece can have multiple interpretations depending on how you look at it, but knowing the artist’s background will give you a complete understanding of their work of art. In addition, breaking down the artistic terms and one’s interpretation on a work of art are vital and usually different compare to other spectators. Knowing the artists’ background can be quite intriguing because it shows the reason and the process of creating their art, but for Louise Bourgeois’ background, it was straight forward. She was born on Christmas day, December 25, 1911, in Paris, France and now today living in New York at age 98. Her parents anticipated that she will be a boy, and name her Louis Bourgeois after her father’s name. Despite being a girl, she still retained the name, Louise Bourgeois. She is the second oldest of her siblings, but she is actually the third oldest because the first baby died. Her older sister is six year older than her, and her younger brother is one year younger. They lived above a tapestry gallery which belongs to their parents. In 1932 when Louise passed her high school exam, her mother passed away naturally. Family members were a great deal to Louise. Each member of the family has a special part of the family’s role. While studying art and painting art pieces, she met an American art historian, Robert Watergold which she married in 1938. They adopted an orphan boy named Michel which made them move to New York. She felt guilty leaving France, but she wanted to be able to care for the orphan boy. When they moved, she gave birth to two sons in the U. S. Shortly after giving birth, she began her painting career and soon started sculpting abstract sculptures. Her art work was displayed in many museums all over the United States. She regularly exhibited her art work in museums and was an active member of the American abstract artist group. Next, she transformed her paintings into sculptures. An example of such pieces is the sculpture, The Nest in the 1990’s, which is a group of spiders with the mother watching over the little ones. Later she made a giant spider called, Maman and was first displayed outside the Tate Museum of London in 2000. When you walk by Maman, the art piece just captures your attention and draws you in. Once you are in front of this breath taking sculpture. You wonder what is underneath it; how big is it? Well, Maman means mother in French. It was first put on show outside the Tate Museum of London in 2000. The sculpture Maman is a 30 feet tall female spider constructed of stainless steel. The whole sculpture is colored black, and beneath the body, there is a sac attached to the body of the mother spider in which she carries 26 pure white marble representing eggs. In addition, there are eight long thin legs supporting the sculpture to stand up. While assembling the sculpture, Bourgeois paid careful attention to details, such as positioning the legs and detailing the legs in order to attain a well-balanced structure. The sculpture emits a strong aura with all the little details put into it. Besides the original stainless steel version owned by the Tate Museum, London, there are other several brown bronze casts, located at: Kansas City, Canada, Tokyo, Boston, Cuba, and many more. The three main artistic terms are subject matter, content, and artistic form which I will be breaking down in this sculpture. First the subject matter. The sculpture is an image of what appears to be a giant spider with a sac of eggs and eight long thin legs. Secondly, content. The giant spider looks threatening, but the eggs that she embraces in her sac give her a sense of weakness. Louise attached the sac of eggs underneath the spider’s body demonstrating that the spider is more of a mother figure like than a predator. This spider was a tribute to her mother. Ms. Bourgeois said in a statement. “She was my best friend. Like a spider, my mother was a weaver. Like spiders, my mother was very clever. Spiders are friendly presences that eat mosquitoes. We know that mosquitoes spread diseases and are therefore unwanted. So, spiders are helpful and protective, just like my mother. †(Marie-Laure Bernadac 10) The oversize spider is also frightening which also means pain and fear to some others. So when one walks by, they can reminisce about the old memories of pain or fear. Louise Bourgeois said. “My sculpture allows me to re-experience the fear, to give it physicality so I am able to hack away at it. Fear becomes a manageable reality. Sculpture allows me to re-experience the past, to see the part in its objective, realistic proportion. †(Marie-Laure Bernadac 8) Finally, artistic form, where she placed the sac of eggs beneath the spider’s body, and the in depth designs on Maman’s legs; especially the size too. From my point of view, I wondered why she made this one so tall compare to all the other spider sculpture she made. Another spider sculpture she made is called The Nest which I have seen in person. The Nest is similar to Maman because Maman has a sac of eggs beneath her, and The Nest has smaller spiders beneath the tallest one in which it is the mother. Since The Nest is about 6 to 8 feet tall, it is saying that we are the predators because it is almost the same height as us. Why does one compare the spider to us you say? It is because we squish them when see them at home. Now she made a bigger and taller sculpture which we all know is Maman; it is saying that we are endanger now if we got too close to her eggs. The size of Maman is saying that who is looking down on whom now? Spiders can make cob webs in the corner and aggravate you. In this case, Maman wants to live her life in peace with her kids, and if you get too close the spider will fight back. Maman is a tribute to her mother because she was not only a mother, but also a best friend. Moreover, her mother was a weaver and was very clever just like a spider. Maman is almost practically a self portrait of Louise’s mother; a protective mother and defend her kids with all her might. Guest lectures - Essay Example
The sharing relayed by Rita, a 76 year old woman was particularly interesting in terms of emphasizing how her love for physical activities (dancing, in particular), significantly assisted in her fast recovery from her hip replacement surgery. Her experience was therefore recommended by her surgeons to other people who had to undergo similar surgeries to help in facilitating the recovery process. What was your overall impression of the lecture? The lecture was simply inspiring, illuminating, and enlightening. The sharing of experiences enabled the audience to clearly understand and relate to their ability to move on despite their disabilities. Optional: Was there a memorable quote or impactful moment from the lecture that resonated with you? The memorable quote was relayed by Rita who emphasized the relevance of keeping active despite one’s age. As noted, “age is a matter of the mind; when one does not mind, then age does not matter†(Ryan, 2013). What did you learn from the speaker(s)? The speaker, a critical discourse analyst and communication scholar, focused on neurodiversity, specifically communicative perspectives – where communication was noted to shape reality and at the same token, reality shapes communication. She also explained social realities in terms of roles, relationships, functions, experiences, and even disabilities. The lesson that was particularly interesting was the speaker’s ability to emphasize how communication shapes social reality, as well as how reality actually shapes communication. The manner by which she stressed the concept enabled the audience to ingrain the lesson in one’s mind. Likewise, the definition of neurodiversity as “everyone has a different mind; everyone has a different way of making things work; and everyone has a different way of seeing and shaping social realities which are equally valid despite the diversities†(Ryan, Neurodiversity lecture 3-6-14, 2014). What was your |