Wednesday, November 6, 2019

Peep vs. Peek

Peep vs. Peek Peep vs. Peek Peep vs. Peek By Maeve Maddox A reader asks, What exactly is the difference between peep and peek? The words are similar in meaning. In fact, peep may derive from peek. And peek may come from an earlier word that still exists in in Scots dialect and dialects spoken in northern England: keek. keek: to look secretly, as through a narrow aperture, or around a corner. peek: to look through a narrow opening; to look into or out of an enclosed or concealed space; (also) to glance or look furtively at, to pry. peep: to look through a narrow aperture, as through half-shut eyelids or through a crevice, chink, or small opening into a larger space; (hence) to look quickly or furtively from a vantage point; to steal a glance. Peep and peek are often used in connection with children, who â€Å"peek at Christmas presents† and â€Å"peep out from under furniture.† Shakespeare has Cassius use the verb peep to convey the idea that Romans had become as powerless as children compared to Caesar: Why, man, he doth bestride the narrow world Like a Colossus, and we petty men Walk under his huge legs and peep about To find ourselves dishonorable graves. –Julius Caesar, I,2, 136-139. Peep also means, â€Å"to emerge or protrude a very short distance into view; to begin to appear. For example: Just then the  sun began to  peep  over the eastern hills.   Another word that may be related to peep is the verb peer: peer: to look narrowly or closely, esp. in order to make out something indistinct or obscured; to look with difficulty or concentration at someone or something. Here are some examples of the use of peek, peep, and peer from the Web: She was  afraid  Arthur Kincaid  would peek  at the  will, learn of the contest, and try to destroy the clues. [The suspect] was arrested Monday after residents at a Gretna housing complex said they  saw him peeping  into several windows.  Ã‚   [The use of iPads in trendy restaurants] solves the issue of diners having to peer at the menu in the dim lighting. As for the reader’s question regarding the difference between peep and peek, I have to say that in most contexts they are probably interchangeable. One difference is that peep is the usual choice when someone is attempting to see another person in an act meant to be private. For example: A man working towards a PhD at Delaware University is in custody on suspicion of using spy cameras to peep [at] women going to the bathroom. Because this kind of peeping is so common, states have what are called â€Å"peeping Tom laws† to punish it. Note: The expression â€Å"peeping Tom† derives from the legend of Lady Godiva, the wife of Leofric, Earl of Mercia (d. 1057). The lady begged her husband to lift certain heavy taxes he had imposed on his tenants. He said he’d do so if she would ride naked through the streets of Coventry. With only her long hair to cover her nakedness, she rode through Coventry. The population respectfully stayed indoors and didn’t look, with one exception. A tailor named Tom peeped through his window. According to legend, he was immediately struck blind. Want to improve your English in five minutes a day? Get a subscription and start receiving our writing tips and exercises daily! Keep learning! Browse the Misused Words category, check our popular posts, or choose a related post below:36 Adjectives Describing LightEnglish Grammar 101: Verb MoodBail Out vs. Bale Out

Monday, November 4, 2019

Week 4 paper 07012008 Essay Example | Topics and Well Written Essays - 500 words

Week 4 paper 07012008 - Essay Example he users of financial and managerial information like balance sheets, income and expenditure accounts, cash flows and other accounting information can therefore be divided into two groups, internal users of accounting information and external users of accounting information. Managerial accounting information is historical or forecasted information that is collected to help in managing and planning business strategies. (Warren, C., Reeve, J. & Fess, P., 2004) This information is used by a company’s managers and employees etc. Accounting information is used by every member within an organization for many reasons. These users can be from higher or the lower levels of management. Internal users of accounting information could use accounting information for a variety of reasons. Firstly, this information can be used to analyze previous year’s performance. This performance would help them in business decisions in future. A company could also use this information to calculate various ratios that will help it determine is profitability and liquidity. Employees could use this information before demanding for wage increase. Largely, all business decision making is based upon such information. Owners of the company can use this information to see whe ther their retained profits are enough to cover up for a planned investment in future. Financial accounting information is information that is collected for groups who are not a part of the organization. These groups include shareholders, investors, government agencies, creditors, customers, suppliers and of course, the general public. (Warren, C., Reeve, J. & Fess, P., 2004) Shareholders will use a firm’s accounting information to determine their current or future share values. Investors would use accounting information to help decide whether or not they want to invest in particular company. They would use accounting information to calculate different ratios that will help them in deciding where to invest. Government

Saturday, November 2, 2019

Causes and Effects of Climate Change Assignment Example | Topics and Well Written Essays - 750 words

Causes and Effects of Climate Change - Assignment Example According to the research findings, it can, therefore, be said that the stratosphere has been identified as an atmospheric layer which is essential for survival on Earth because it contains ozone gas (O3) which forms the ozone layer protecting the earth from ultraviolet radiations of the Sun. The depletion of this ozone layer can lead to the entry of these harmful radiations into the surface of the earth and these radiations have many harmful effects which range from DNA and RNA damage in humans to the disturbance of even the marine life. Thinning of this layer has been found to be associated with skin cancers, cataracts, and weakening of the immunity. It can damage the ecological balance because it will not only disturb marine life but there is evidence that it might even affect crops. The stratosphere is sensitive to atmospheric pollutants which include chlorofluorocarbons, chlorocarbons, and halon compounds. Because of increased environmental pollution and the emission of these ha rmful compounds into the atmosphere by the industries and other sources which include the emissions from cars, refrigerators, air conditioners and aerosols, the stratospheric ozone has been depleting gradually. The reason behind this is that these gases react with the ozone gas and initiate a cascade which destroys numerous ozone molecules. The greenhouses gases constitute less than one percent of the atmosphere. They include carbon dioxide, ozone, and water vapor. Thirty percent of the solar energy is reflected back before it even enters the last surface of the earth and a significant amount of energy that reaches the earth is also reflected back. This energy is the infrared radiation. This radiation is taken up by the greenhouse gases before it escapes the troposphere thus leading to a warming effect which is known as the greenhouse effect.

Thursday, October 31, 2019

HNC Summer School Project Briefing (Mechanical Engineering) Essay

HNC Summer School Project Briefing (Mechanical Engineering) - Essay Example expected limit, the automatic system through its sensors will be able detect the change in temperature and automatically activates the coolants to propel in order to decrease the temperature. The project outline and describes the design and the working principles of an automatic cooling system. The design of a cooling system will encompass the use of sensors to control the temperature change as well as the use of a thermistor. Primarily, a thermistor is a kind of resistor whose resistance varies or fluctuates due to temperature change. The thermistor consists of a sensitive material which is able to detect even small changes of temperature variation. The change in temperature will be converted to electrical signal and carried to the amplifier. The amplifier then augments the electric signal and send it to the comparator. At this juncture, analysis is done by the comparator by comparing both the input signal and the reference signal. Principally, the relay device is activated when the input signal is larger than the reference signal which control temperature at different capacity levels. Likewise, the propeller is deactivated by the relay device when the temperature drops gradually below the limit. This process will be repeated continuously as long as there is a temperature change. Fundamentally, Manufacturing, industrial and mechanical machines or other appliances are ineffective in one way or another but majorly due to heating effect due to lack or inadequate coolants. These machines are subjected to heating effect while under operation. Sometimes the heating effect might be too high and unmanageable interfering with the operation of the machine thus can lead to inefficiencies. The heating effect lowers the effectiveness of the machines at the same time increasing the operational and maintenance costs (Allen and Lasecki, 2001). Most of the coolers which have been used since time in memorial requires more manpower to operate and are time consuming. Introduction

Tuesday, October 29, 2019

Sns Recruiting - Legal and Compliance Issues Essay Example for Free

Sns Recruiting Legal and Compliance Issues Essay 1. Introduction The use of social media in the hiring process has important legal ramifications that employers need to be aware of. While the content and postings by job applicants on social network sites is in the public domain, considerable legal problems exist for employers over the use of the obtained information if it infringes upon legally protected areas of privacy. This section discusses compliance issues primarily in the United States and also in Japan. Recently, there has been a lot of publicity over some employers requesting Facebook password and login information from job applicants. While this practice caught the media’s attention, the reality is employers have been using social media to investigate job applicants for years. According to a survey conducted in 2011 by Reppler, a social media monitoring service in the US, 91% of the recruiters and hiring managers stated they have used social networking sites to screen prospective employees. And, 69% of these recruiters and hiring managers revealed that they have denied employment to job applicants due to something they found on an applicant’s social networking site. Employers therefore need to be very cautious when using information that is obtained from social media when making hiring decisions. In litigation happy US, this can be a veritable minefield. Though the technology has outpaced the law, employers should be sure that the information they receive does not lead them to liability under the Fair Credit Reporting Act (FCRA), or under various state and federal employment discrimination laws. 2. Pre-employment Background Check What is FCRA? FCRA governs pre-screening obtained from outside agencies. This law sets out various requirements and rules for pre-employment background reports, called Consumer Reports. Under the FCRA, employers must provide to job applicants (and employees) a disclosure that consumers report/background check will be performed and the employer should obtain the individual’s authorization to proceed with the check. Checks include medical, criminal and credit histories etc. FCRA states, among other things, that the most accurate up-to-date information must be used when screening and evaluating an applicant for employment. Companies who conduct their own in-house background checks does not fall under FCRA, but also face risks in crossing legal and ethical boundaries. Both will be discussed below. Importantly, the  FCRA requirements do not apply to employers who perform their own background checks. Thus, for example, if the employer’s own human resources personnel, or if the hiring manager, performs social media research on a job applicant, the FCRA does not apply to those actions. This searching is facilitated by the availability of smart phone applications for this type of research. The Federal Trade Commission (FTC), which enforces the FCRA, has already warned a few of the companies providing these smart phone applications, but the FTC has not yet determined that an employer’s use of these smart phone applications is subject to the FCRA. Consequently, employers should be sure to understand the requirements and procedures of the FCRA, and are recommended to consult with an employment attorney. Employers should also be sure to monitor the â€Å"apps† they are using to learn whether the FTC has decided about a certain smart phone application. As the law evolves so must an employer’s behavior. 3. Privacy and Anti-Discrimination Laws The topic of privacy is much more volatile. First let’s discuss from the job applicant perspective. Some argue that the applicant has surrendered the right to privacy by putting this information out there on a public forum and that they should be mindful of what they post. Some describe as akin to putting out your garbage out on the street. You have given up reasonable expectation of privacy and anyone is free to go through it. Most people would find that quite intrusive; especially if someone were to come across personal photos, and other effects, even worse, factor their findings into an employment decision. Others say that an applicant has a reasonable expectation of privacy and personal information should not be viewed or considered. Whatever your position on the matter, consider the purpose for making such a query. Is it in search of information that can’t be found during a high-quality interview and testing process? Is it job-related or just a quick open-ended sea rch to discover if the applicant meets one particular person’s standard of decency? Employers must therefore pay very close attention to privacy and anti-discrimination laws. For years, employers have been counseled not to invade employee privacy and not to base any employment decisions on ‘protected characteristics’. By reviewing social networking profiles and information, employers are learning about job applicants’ religious beliefs, marital status, family relationships, race,  ethnicity, medical conditions, and other information that cannot be used to make an employment-based decision — protected characteristic information that is considered â€Å"taboo.† As a result, employers must take care when performing such research. Ultimately, should a discrimination claim arise, the employer will have the burden of proof to demonstrate that the decision to reject a job applicant was based on a legitimate non-discriminatory reason. Once an employer reviews a candidate’s online profile, a court will assume you are aware of that person’s â€Å"protected characteristics† that are often part of their online postings. But what if a candidate’s profile suggests that he or she may not be appropriate for the position or even shows a lack of candor about their background or abilities? Here are a few such scenarios: * A female candidate has numerous postings on her Facebook account about her ‘dog’ of an ex-husband who constantly skips his time with their children, causing her to miss work at her current job. * An applicant has applied for a job that requires heavy lifting and a lot of walking but whose online profiles reveals that he uses a cane. * Or postings of pictures of a job applicant getting drunk and acting stupid, or comments that reveal ignorance or bigotry. Wise counsel advises treat it the same way you would if you had gained the knowledge via the interview or in a resume. Similarly, certain applicants may allege discrimination if the employer subjects them to additional scrutiny because they have an â€Å"Internet presence† or holds them to a higher standard while viewing and considering the information as opposed to those applicants who do not have social networking profiles. One practical method or work around being suggested is to only allow someone who is not involved in the hiring of the specific position to be the person who conducts the social media background check. Then, when the social media background check is completed, that person can summarize the job-related information that may be helpful in considering the applicant. They don’t have to make no mention of the â€Å"protected† information (race, religion, medical condition, etc.) that would otherwise get the employer into trouble. This way, the hiring manager, or ultimate decision-maker, receives only the job-related information, and can demonstrate that the information unknown to him or her had nothing to do with the decision to hire another candidate. Furthermore, before the job opening is even posted, employers should be clear about what they are really  looking for in a social media background check, and whether it is necessary for the particular position. For example, the importance and extent of a social media background may depend on the position the company needs to fill (for example, a CFO position versus a seasonal stockroom employee). Certainly, employers should doing enough pre-hiring due diligence to avoid potential claims of negligent hiring, but they must balance those concerns with finding out information that exposes them to liability for discrimination. 4. Evolving Legislation Landscape As reported earlier in this section, some employers are reported to be going further than just simple web surfing to research job candidates. Some have started to ask job applicants to provide the company with their Facebook username and password, and/or to require applicants to login to their Facebook accounts during an in-person interview. This situation has prompted legislative movements in the US this year. Senators Richard Blumenthal (D-CT) and Charles E. Schumer (D-NY) requested the US Department of Justice (DOJ) to determine if these employer requests violate the federal Stored Communications Act (SCA) or the Computer Fraud and Abuse Act (CFAA). They also asked the Equal Employment Opportunity Commission (EEOC) to determine whether employers who request login/password information are violating anti-discrimination statutes. State legislators, including those in California, Illinois, Maryland and New Jersey, have also jumped on the bandwagon and have introduced legislation that aims to prohibit this practice. For example, in California, on March 27, 2012 Senator Leland Yee, (D-SF), introduced the â€Å"Social Media Privacy Act† (SB 1349) to the legislature. Senator Yee’s proposal would add new sections to the California Labor Code and Education Code prohibiting private and public colleges, universities, and employers from â€Å"requiring, or formally requesting in writing, a student or an employee, or a prospective student or employee, to disclose the user name or account password for a personal social media account, or to otherwise provide the institution or employer with access to any content of that account.† While this piece of legislation is considered simple, and will need to be refined, the law is attempting to catch up. In general, employers should think twice, and  consult an employment attorney, before establishing a practice of requiring employees and applicants to turn over login information. And, though the law is evolving in this specific area, employers should understand that such a practice might have many â€Å"non-legal† ramifications, like, the company losing talented employees and/or potential employees who refuse to give access to social media login credentials. Furthermore, such policies may lead to lower employee morale and distrust. 5. Japan As in the US, there are similar risks for employers and recruiters crossing ethical and legal boundaries when using personal information as part of the hiring process. Stringent local privacy data laws have been enacted in Japan (Act on the Protection of Personal Information April 1 2005) but as in the US, a gap between technology between new and evolving realities of the internet and the existing law. So companies do face a risk here although it is recognized that resort to litigation is less here than in the US, and that recruitment using SNS is not being as embraced by companies here in Japan. Under the PPI Act companies or business operators having acquired personal information are required to promptly notify the person of the purpose of utilization. But as in the US the legal situation regarding social medial is also a legal grey area and will remain so specific legislation is enacted. The tricky balancing act between a right to personal privacy and a right to conduct an investigation or recruiting; helping the selection of a fitting candidate, and protect against negligent hiring claims. There are some guidelines and limits to what a recruiting company may do, but companies would be well advised to consult with local attorneys and to consider developing their own social media policy 6. Final Comment on Compliance There are several moving parts to the whole Internet, social media, recruiting, screening dynamic; many of which have yet to be defined. Social media related law is evolving. So the debate rages on†¦but without a doubt, the use of the Internet and social networking sites related to employment and hiring decisions will be finding its way into courts more and more in the not too distant future.

Sunday, October 27, 2019

Investigate the impact of video gaming on society to determine whether it leads to aggressive, violent, anti-social behaviour

Investigate the impact of video gaming on society to determine whether it leads to aggressive, violent, anti-social behaviour Abstract Video games have become one of the favorite activities of adolescents worldwide. A growing body of research is linking video game play to violent, aggressive and anti-social behavior. The purpose of this study was to Investigate the impact of video gaming on society to determine whether it leads to aggressive, violent, anti-social behavior. The first aim of this study was to document the different type of video games and how they work through electronic devices and also to examine associations among video game exposure and the impact it has on school grades and obesity levels. The second aim was to indentify factors which lead to violent, aggressive and anti-social behavior and the extreme lengths in which advertisers and players reach to enjoy the benefits of video games. In addition this study also presents brief outline of the current ratings and censorship on video games in Australia. The overall result of the study revealed that adolescents who expose themselves to greater amounts of video game violence were more were more likely to perform more poorly in school and increase obesity levels. The research also suggested that exposure to violent video games may increase angry and hostile feelings while interacting with peers, teachers and adults. Other results include that the encouragement of violence and the use of weapons like guns, knives, pipes and bombs in video games can ultimately lead to real life situations of violence. The study also goes to length by examining some video games which have been banned due the violent and inappropriate content. The study altogether reveals that modern technology for example video games have an association with many current issues in society like violence, obesity and the extreme addict adolescent have to video games. Section One: Introduction The impact of video games has become a controversial issue in modern times. The gaming industry has grown enormously through the evolution of modern consoles, games and accessories. The hype that surrounds new technology and technology gadgets is unprecedented even in the world of gamers. Video games now play a huge role in society affecting many people around the globe. According to many studies, Video games can increase aggressive behavior and emotional outbursts and decrease inhibitions in many people. (Kardaras 2008). Teenagers are mostly affected by video games because nowadays in many of the richer countries it is perceived as a necessity in their lives, rather than a privilege. This paper provides an investigation into the impact of video gaming on society to determine whether it leads to aggressive, violent, anti-social behaviour. For the purpose of this examination the information has been broken up into six sections. The first section examines what video games are and the different types of games found in the gaming industry. Next I look at how video games have an impact on society and then the possible factors which lead to aggression, violence and anti-social behaviour. Section five explores how video games have been used to form a second life. The final section will discuss how effectively game ratings restrict anti-social and adult content The information presented in the first three sections is instrumental for the factors which lead to aggression, violence and anti-social behavior. There is no question that video games have an impact on society and it has become a huge problem in recent years. One thing that is certain is that the gaming industry is growing rapidly which increases the impact of video games on the society. Section Two: What are video games and the different type of video games? A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device. The electronic systems used to play video games are known as platforms .There are many different platforms which video games can be played on. These are personal computers and video game consoles. These platforms range from large computers to small handheld devices (Video Game 2009) Video game platforms have become very common in households around the world. The Australian Bureau of Statistics completed an extensive investigation into the Australian Gaming industry and the results clearly show that gaming is widespread in society and that it continues to grow. Some of their findings include: The Australian games industry is worth an estimated $140 million per year Australians spend over A$2 million per day on interactive computer games Annual compound growth of the industry is 12.3% 12.5 million games were sold in 2006 6.1million video game consoles have been sold since 2000 3.6million Australian households have a video game console 4.8million Australian households have an internet enabled PC which is capable of playing games (Booker 2008) The platforms continue to evolve and become more and more sophisticated with time. Some platforms have been designed so that a gamer can access their video games at any time; for example with the PSP (play station portable) a gamer is able to carry his console around with him/her anywhere. The Wii console set a new precedent for the gaming world, trying to create a physical gaming experience. When it was released in December 2006 it was the fastest selling gaming console in Australian history, In the first four days of its launch in December 2006, 32,901 Wii units were sold nationwide (Moses 2006). It bought a new dimension to the industry; its main selling point was that it had games that allowed gamers to exercise reducing the need for outside activity and trying to curb obesity. Due to the revolution of new game consoles there are many different types of games which are being played these days. These games range from action to puzzle to driving games. According to Caruana, Caruana and Bruner 2009 the seven different types of game that can be identified are action, adventure and role playing, arcade, strategy, simulation, driving and puzzle games. Action games usually have a large amount of violence due to their fast-paced nature. Many of these games fall under the category of mature rated games which are inappropriate for children. Some games are milder but may contain suggestive themes. Action games may allow the user to play person against person or person against animal/alien. Some examples of such problematic games include Halo, Star Wars, Jedi Knight and Enter the Matrix (Caruana, Caruana Bruner 2009) Adventure and role playing games are usually less graphic than action games and typically have an element of surrealism and fantasy. Many times these games are combined with a role playing element and allow the character to initiate dialogue. These adventure and role playing games are designed to be less intense than action games; they often do include violence. These games tend to be among the most addictive due to the narrative fantasy themes. Examples of this genre are Starfox Adventures and Billy Hatcher. (Caruana, Caruana Bruner 2009) Arcade games can be almost anything from the violent Street Fighter to the classic Pacman. This category includes games that cover the entire spectrum of ratings. Many older arcade games have been updated and turned into 3-D. Some examples are Pacman and Soul Caliber 2. (Caruana, Caruana Bruner 2009) Strategy games most often involve tactical movement of troops and/or players. These games may be warfare based or may be as simple as chess. The content of many of these games can be appropriate for children but they tend to be difficult to play. Combat is often slower paced and allows time for strategic thinking. Some examples are Advanced Wars I II and Chessmaster 2000 (Caruana, Caruana Bruner 2009) Simulation games are often aircraft simulations. You get to fly a jet or a helicopter. Most have nothing more to them than the destruction of enemies; rarely do they use excessive language. Some games in this category include Secret Weapons Over Normandy and SimCity. (Caruana, Caruana Bruner 2009) Driving games are most often racing, but some are also crash derby or mission-based. Players usually get a choice of car and get better and better cars over time. Some of these games are Project Gotham Racing, ATV Offroad Fury, and the highly offensive Grand Theft Auto. (Caruana, Caruana Bruner 2009) Puzzle games are rated for everyone. They all involve thinking and logic skills. A common puzzle game is Tetris. Many others are Tetris-like or involve color matching skills. Many games incorporate puzzle aspects but are not true puzzles. Some of the puzzle-incorporating games fall under Action or Role-Playing games. (Caruana, Caruana Bruner 2009) Section Three: How do video games have an impact on society? Adolescents and children are the groups most exposed to video games. They are at such crucial stages in their development and highly influenced by their environment which is why they are deliberately targeted time and time again by the gaming industry and advertisers. It is a common belief in society that they are becoming increasingly exposed to games that cause some to become violent, aggressive and antisocial. According to Gentile, Lynch, Linder and Walsh (2004) the average child in the USA aged 2-17 years old plays video games for seven hours a week. This average masks wide differences between boys and girls and children of different ages. There is a gender difference in the number of hours spent playing games. In modern studies it has been shown that adolescent girls played video games for an average of five hours a week whereas boys averaged thirteen hours a week. The two aspects of video game use that are of interest are the amount of time involved and the content. With respect to content, researchers have been most interested in violent games compared with non-violent games. Although not all studies have differentiated between violent and non-violent content this is an important distinction as it is likely that the effects of amount of play and the content of games may be independent of each other. For example most evidence suggests that amount of play affects school performance whereas violent content affects aggressive outcomes (Gentile, Lynch, Linder Walsh 2004). Although Greg Thom reports that The games which have the most positive impact on users are educational games which help users with the enhancement of visual and communication skills (Thom 2009). A good indicator of the negative effects of video games is its impact on school and grades. School performance is very essential for many adolescents and their families all around the world. Performance at school will offer more opportunities for the students in the future. While students are provided with these opportunities for the future many adolescents around the world choose to spend hours on video games rather than focusing on studies. Video games can have some positive aspects but studies have shown a negative association between the amount of video game playing and school performance for children, adolescents and college students. Games can be played in moderation but for many who are avid gamers it becomes more important than other things that they should be focusing on. Studies show a fairly consistent negative connection between leisure video game play and grades. For example, high-school students who report spending more time playing video games or who report spending more money on video games had poorer grades in English classes. This indicates the huge impact it has on students because students are addicted to the enjoyment of different games. The content of the games being played certainly could affect the relationship between amounts of play and school performance (Gentile, Lynch, Linder Walsh 2004) However, regardless of content the amount of play could affect grades negatively by displacing time spent in other educational and social activities. This suggests that electronic media can influence learning and social behavior by taking the place of activities such as reading, family interaction and social play with peers. If the average child plays video games for seven hours week, those are seven hours that the child is not engaged in reading, homework or participating in creative activities. The content of the games being played certainly could affect the relationship between amounts of play and school performance The overall impact that video games has on students affects them both mentally (addiction of the game) and physically (lack of movement and exercise). Video games become a necessity in their lives leading them to forget other responsibilities like school and social interaction. As shown before with the impact of video games on school performance affecting adolescents, it can be said that adolescents are also affected by video games through the increasing obesity levels. Numerous studies have shown that sedentary behaviours like watching television and playing computer games are associated with increased prevalence of obesity(Dehghan, Akhtar-Danesh Merchan 2005) The cause of teenage obesity is generally because of lack of physical activity combined with unhealthy eating habits. Society has become very inactive especially adolescents because they have become addicted to video games which becomes part of their daily routine rather than their regular exercise. Adolescents spend hours sitting in front of computers, video games or televisions. One survey showed 43% of adolescents play video games for more than two hours games per day (Teen Obesity Statistics 2009). Obese teenagers may also suffer from depression which can lead to a viscous circle of staying at home watching TV, snacking and gaining more weight feeling worse about themselves (Teen Obesity Statistics 2009). This cycle attracts people to play video games because it can be played at home and they are able to snack during their games. It harms a video gamer both mentally and physically which further increase obesity levels. Obesity is one of the biggest unsolved issues around the world with USA having the highest obesity levels in their population. According to research, 14% of adolescents in the United States are overweight. This figure has nearly tripled in the last 20 years (Teen Obesity Statistics 2009). This clearly indicates that obesity is an enormous problem for adolescents in the USA and countries with advanced technologies such as video games consoles like the PS3, PSP and Xbox 360. Section Four: Factors which lead to aggression, violence and anti-social behavior. Violent video games have been a high discussion issue for many years now. Many violent video games have been linked back to aggressive, violent and anti social behavior, for many the line between reality and fantasy is lost through their addiction. For many gamers they are able to live out their fantasies for example in the game Second Life in this game players are able to live their fantasies to the point where they can no longer make the distinction between whats real and whats not. Even though the games on their own dont make a person aggressive violent or anti-social they are still a contributing factor. In modern times games are designed to be entertaining, challenging and sometimes educational. Many companies and advertisers want to push the boundaries, so games are released where it is better to kill people, attack police and drive dangerously, all illegal acts in real life. Recent content analyses of video games show that as many as 89% of games contain some violent content and that about half of the games include serious violent content towards other game characters. Therefore among the games being purchased and played by youth, a majority contain violence. The popularity of video game violence has driven much research on the possible harmful effects on children and adolescents. (Gentile, Lynch, Linder Walsh 2004). Although violent video game exposure is related to negative social outcomes, some experimental work suggests that video game exposure independent of content is related to improvements in certain types of cognition and learning. (Barlett, Anderson and Swing, 2008) With some research for positive outcomes of video games, the negative outcomes are clearly more evidence of negative outcomes through surveys and analysis. For example a meta-analysis by Anderson and Bushman (2001) found that across 54 independent tests of the relation between video game violence and aggression, involving 4262 participants, there appear to be five consistent results of playing games with violent content. Playing violent games increases aggressive behaviors, increases aggressive awareness, increases aggressive emotions, increases physiological arousal and decreases pro-social behaviors. These effects are strong and have been found in children and adults, in males and females and in experimental and non-experimental studies. These modern games due to consumer demands are made to have violent and disturbing scenes in them. Research by Anderson has suggested that exposure to violent video games may increase angry and hostile feelings while interacting with peers, teachers and adults which leads users to violent behavior. (Anderson et. al. 2004) Perhaps the best example of violent video games influence over adolescents is the case of Dylan Klebold and Eric Harris. They opened fire in their Colorado high school in 1999, killing 13 people. Experts made a link back to the continuous playing of video games by these two young men. Reports revealed that Harris and Klebold played a lot of violent video games including Wolfenstein 3D, Doom and Mortal Kombat. Eric Harris and Dylan Klebold enjoyed playing violent video games and these games played a role in their violent acts at Columbine High School. Eric Harris had actually modified a version of the game Doom and placed it on his Website. In his version there were two shooters, extra weapons, and the other people in the game couldnt shoot back. Eric and Klebold essentially acted-out their version of Doom on innocent classmates (Holmes 2005). The dramatic rise in violent shootings by teenagers many of whom have been like to be play violent video games is fueling the argument that video game violence translates into real-world situations (Layton 2007). In many violent video games players are encouraged to actively participate as a character by choosing how they will interact with other characters including which weapons will be used while fighting or attacking other characters. Weapons often include guns, knives, pipes and bombs. (Anderson et. al. 2004) In cases of extreme violence like the case of Dylan Klebold and Eric Harris as described above encouragement of violence in video games can ultimately lead to real life situations of violence. The addictive nature of video games can cause anti- social behavior. Often gamers can connect with people around the world without even meeting them or knowing who they really are. From the comfort of your own home, one can communicate via countless chatrooms, twitter, msn, facebook, email and my space; the list goes on and on. The easy access of the internet and the speed which one can do it eliminate the need to go out and socialise in order to meet people. Time spent on video games results in time lost socializing and interacting. Although reports by Greg Thom suggests fun games which encourages teamwork and friendship, can lay the groundwork for positive interaction between children, leading to better behavior and academic results show some positive connection with video games (Thom 2009). The negative linkage with video games is shown more with players spending hours alone on a video game which isolates them from the rest of the world physically, which weakens their social skills. Basic social functions are forgotten. The video game player does not know how to handle social behavior. One cause of the anti-social disorder is even more time spent in front of video games. Another cause is isolation, aggressiveness, and disregard for rules and regulations. An initial addiction of video games can easily turn into a psychological anti-social personality disorder (The Dark Side of the Internet). Section Five: Second Life: Escape from reality. The gaming world has developed enormously in the last ten years. Today there are virtual reality games invented for users to interact with other users online in a whole new world. Second Life is a program that has taken the world by storm. The second life offers similar worldly commitments like business, leisure and friendship. When there is a place to turn and virtually become anything you want to be, why would any user want to leave that fantasy life. This virtual world promotes itself as an escape from reality. Second Life is a 3D virtual world created by its residents thats bursting with entertainment, experiences and opportunity. The Second Life Grid provides the platform where the Second Life world resides and offers the tools for business, educators, nonprofits, and entrepreneurs to develop a virtual presence (Holmes 2005). The main in-world activity is the building of interactive objects using a scripting language that is theoretically designed to be simple enough for those with no previous programming experience. This fits in with Second Lifes stated goal of encouraging widespread group participation and creativity. Objects can be either donated to the world or can be brought for Linden Dollars the Second Life currency. Once you have been through the Second Life orientation a user will be able to explore the world of Second Life. There are so many things to do in Second Life. Just about anything you can do in real life you can do in Second Life. Some of these things which you can do in Second Life are shopping, partying, attending events and having sexual relationships. These types of activities make Second Life such a popular game because it allows users to live a life of fantasy and glamour. Although with all the fantasy of Second Life there has been cases were inappropriate actions have taken place. While Second Life has taken technology to new heights the platform also has been severely criticized for interesting many visitors and turning them into Internet addicts (Linden Lab 2009). The attraction of second life is that users can enter a world that would allow them to be whatever they want and have a life different to their real one. When one can turn into a millionaire with mansions and cars at their disposal, why would they want to go out into the real world. Section Six: Overview of ratings and censorship in Australia. The intention of a rating system is to restrict people from playing certain games. It is designed to provide users with adequate information to make informed decisions. However the current system is open to manipulation quite easily whether that be by corrupt retailers or careless parents. Games that are rated MA15+ or AO are at risk of falling into childrens hands. With pirated media rampant in society a game that is banned in your country could be located and downloaded from a destination where is has been released. Two of the main reasons that games are banned are because they promote anti-social behaviours and expose users to high violence and adult content. For example Marc Ecko Getting Up: Contents Under Pressure was banned, for amongst other things, its glorification of graffiti (List of banned games 2009). While one could argue that it is harmless, the fact remains that graffiti costs approximately 300 million each year in Australia, which families end up paying for with higher cost for services, rates and insurance premiums. Of the thirty three games that have been banned in Australia fourteen of them contained images that were deemed inappropriate for users and considering that the average age of a video gamer in Australia is 30 years old that is indicative of just how explicit the content is (List of banned games 2009). There are already issues in todays society with children being exposed to images/cultures which are not appropriate. The game, Phantasmagoria goes so far as to have a rape scene in it. Without censorship games like these that are highly inappropriate could easily make their way in to children hands. Ratings are vital because they are a tool by which companies must abide to produce a game that can be made available to the masses. However while it is possible to control the content of what hits the shelf, it is what happens once they have been bought that remains the issue. Section Seven: Conclusion The impact of video games is enormous and is increasingly affecting people around the world daily. From street fighter to FIFA 09 these games are impacting society through mental and physical conditions. People are becoming addicted to games and they are impacting some people in a way that they act like the characters they play in the games. In one case, a murder, as explained in the essay, was linked back to the playing of violent video games. Young people in society are mostly attracted to video games. Games with contain violent content and lead aggressive and anti-social behavior are reaching our childrens hands. One question which we should ask Are we to blame the video game companies for producing very harmful games, the parents for buying inappropriate games for their young children or the young people who play the games?. The impact of video games on society is evident with the gaming industry estimated to be worth millions and the development in technology over the years. The research revealed that an estimated 6.1million video game consoles have been sold since 2000.Video games impact society in many ways like school performance, obesity levels and violent behavior. Many games have been banned for there violent and inappropriate contain for example in Australia the game Phantasmagoria was because of its caused huge controversy with rape scenes in it. The issue of video games and there negative effects is evident as shown in the essay. The gaming world had has become so dominant that people are playing games more and more every day because of the releasing of different games daily. The adventure and role playing games were found to be among the most addictive due to the narrative fantasy themes. With new technology like PS3 players allowing the users to use the internet for daily purposes like online banking and shopping. The gaming world has come part of many peoples life and it has either affected them positively or negatively. In many cases gamers have been affected negatively with outcomes like violent, aggressive and antisocial behavior from the exposure to video games and there inappropriate contain in some cases. There is no definitive solution to the issue of gaming and the effect that it has one the user. There needs to be more regulation and parents should become more aware of what they are allowing their children to play. Ultimately, people need to be more conscious of separating the gaming world from the real world and try and maintain a reasonable balance between reality and fantasy. For many the line between reality and fantasy is lost through their addiction of gaming. Reference list: Anderson, C.A. Bushman, B.J 2001. Effects of violent games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12 , pp. 353-359. Anderson, C. A., Carnagey, N. ., Flanagan, M., Benjamin, A.J., Eubanks, J., Valentine, J. C. (2004). Violent Video Games: Specific Effects of Violent Content on Aggressive Thoughts and Behavior. Advances in Experimental Social Psychology, 36, p. 199-249. Barlett, C. P, Anderson C.A, Swing, E.L (2008) Video Game Effects- Confirmed, Suspected, and Speculative: A Review of the evidence, Simulation Gaming, vol. 40, pp. 337. Booker, L 2008, Australian Bureau of Statistics Releases Data On Local Games Industry, viewed 4 September 2009, http://www.kotaku.com.au/2008/04/australian_bureau_of_statistics_releases_data_on_local_games_industry/#. Caruana, V, Caruana, C Bruner O (2009), Types of Video Games, Focus on the Family, viewed 28 June 2009, http://www.focusonthefamily.com/entertainment/mediawise/parents_guide_to_video_games/types_of_video_games.aspx. Dehghan, M, Akhtar-Danesh, N Merchant, A. T (2005) Childhood obesity, prevalence and prevention, Nutrition Journal, vol. 4, pp.24 Familari, P 2009, Virtual games, real pain, Herald Sun, 3 October, p. 15. Gentile, D.A, Lynch, P.J, Linder, R.H Walsh, D.A 2004, The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance, Journal of Adolescence, vol. 27, pp. 5-22. Holmes, L 2005, Violent Video Games Produce ViolentBehavior, viewed 6 September 2009, http://mentalhealth.about.com/cs/familyresources/a/vidgameviolence.htm. Kardaras, E 2008, The Effect of Video Games on the Brain, Serendip, viewed 2 September 2009, http://serendip.brynmawr.edu/exchange/node/1742 Layton, J 2007, Do violent video games lead to real violence? , viewed 25 June 2009, http://electronics.howstuffworks.com/video-game-violence.htm. List of banned video games 2009, Wikipedia, viewed 28 July 2009, http://en.wikipedia.org/wiki/List_of_banned_video_games#Australia Linden Lab 2009, Linden Lab Research, viewed 2 September 2009, http://lindenlab.com/. MacDonald, A 2009, Violent video rating under scrutiny again, Hearld Sun, 28 September, p.20. Moses, A 2006, Wii breaks Xbox sales record, The Sydney Morning Herald, December 14. Teen Obesity Statistics 2009, Troubled Teen 101, viewed 4 September 2009, http://www.troubledteen101.com/articles42.html. The Dark Side of the Internet, A social, psychological and economic study of the positive and negative impact the internet has on children and families, viewed 27 June 2009, http://people.hamilton.edu/bhouse/DoWeEncourage/DoWeEncourage5.html. Thom, G 2009, Videos part of game plan for happy kids, Hearld Sun, December 10. Video Games 2009, Wikipedia, viewed 1 July 2009, http://en.wikipedia.org/wiki/Video_games#cite_note-0. Weinstein,B 2009, Second Lifes founder responds to criticism, MetaVerse Journal, viewed 4 September 2009, http://www.troymedia.com/NewsBeats/Technology_News_Beat/2009/06/TMC062609.htm.

Friday, October 25, 2019

Poets Use Of Mockery As Diction In Poem :: essays research papers

Poet's Use of Mockery As Diction in Poem The poet's use of mockery as diction conveys his disillusioned attitude toward the men that plan the battles without actually fighting in them. Using the words â€Å"If I were fierce, and bald, and short of breath,† to describe the majors allows the reader to picture the majors as old, fat, out of shape men that spend their days â€Å"guzzling and gulping in the best hotel† safe from any danger. Fierce, bald and short of breath give the reader a negative feel for the majors as they are not described in any positive manner. These terms cause the reader to feel disgust for the majors. The poets use of the words guzzling and gulping with their alliterative effect cause the reader to consider the majors as gluttons gathered at the table. When the reader completes his mental picture of the majors in the best hotel, the imagery of glory hogs is complete. The poet's diction choice, "Reading the Roll of Honor. `Poor young chap, ' I'd say - ` I used to know his father well; Yes, we've lost heavily in this last scrap.' " of casual language attempts to make the war seem carefree and nonchalant. The word "chap" conveys an casual attitude towards the heroes as people. It seems to elevate the status of the majors to a false superior position. "Scrap" makes it seems as if the soldier's death occurred on a playground, not a battlefield. It seems to trivialize war in general. "And when the war is done and the youth stone dead, I'd toddle safely home and die - in bed." The poet's last lines give the reader an insight into the true wishes of the soldier. The youth stone dead allow the reader to acknowledge the finality of death and the wasted lives of the young soldiers while the old, fat men are Poets Use Of Mockery As Diction In Poem :: essays research papers Poet's Use of Mockery As Diction in Poem The poet's use of mockery as diction conveys his disillusioned attitude toward the men that plan the battles without actually fighting in them. Using the words â€Å"If I were fierce, and bald, and short of breath,† to describe the majors allows the reader to picture the majors as old, fat, out of shape men that spend their days â€Å"guzzling and gulping in the best hotel† safe from any danger. Fierce, bald and short of breath give the reader a negative feel for the majors as they are not described in any positive manner. These terms cause the reader to feel disgust for the majors. The poets use of the words guzzling and gulping with their alliterative effect cause the reader to consider the majors as gluttons gathered at the table. When the reader completes his mental picture of the majors in the best hotel, the imagery of glory hogs is complete. The poet's diction choice, "Reading the Roll of Honor. `Poor young chap, ' I'd say - ` I used to know his father well; Yes, we've lost heavily in this last scrap.' " of casual language attempts to make the war seem carefree and nonchalant. The word "chap" conveys an casual attitude towards the heroes as people. It seems to elevate the status of the majors to a false superior position. "Scrap" makes it seems as if the soldier's death occurred on a playground, not a battlefield. It seems to trivialize war in general. "And when the war is done and the youth stone dead, I'd toddle safely home and die - in bed." The poet's last lines give the reader an insight into the true wishes of the soldier. The youth stone dead allow the reader to acknowledge the finality of death and the wasted lives of the young soldiers while the old, fat men are