Friday, January 31, 2020

Wake Up America! Essay Example for Free

Wake Up America! Essay Nowadays the issue of food is very important in American society as many people suffer from obesity, whereas others suffer from stomach pains and indigestion problems. Therefore, Americans should pay more attention to their everyday meals. As it is claimed, â€Å"the destiny of nations depends on the manner in which they are fed†. So, the popularity of slow food is increasing among nation because fast-food meals make people sick and, consequently, national character is changing as well. Eating shouldn’t be simply fueling up; moreover, it shouldn’t be done quickly and anonymously. People should refuse from French fries, fried beef and, certainly, Coke as all these products are health killers. Our food decisions influence us personally and even globally. Fast-food affects the country not only environmentally, but also politically and culturally. Eating health food shouldn’t be only elitist preoccupation; the government should pay more attention to make health food affordable for all people. (Walker 2006) It is interesting to note that even Presidents don’t pay attention to the food they are eating. The picture of Dixon when he pours ketchup on his cottage cheese is terrifying. In his turn, Bill Clinton instead of paying attention to doctor’s advises, neglects them and eats Big Macs. Our Presidents should be our example and they should be the first to promote health slow food. Maybe, we still lack awareness of the inevitable consequences of eating fast foods. (Trillin 2006) Meanwhile, there are people who suffer from hunger, while we are talking about fast food and slow food. They don’t have such choice as they can’t afford to but food, though they are provided with right to eat and to live. Brazil government feels responsibilities for these people and they have declared the health food course.America should do the same to improve the overall health situation in the country. (Lappe 2006) References Lappe, France Moore. (2006, August 24). A Right to Food? Retrieved October 29, 2007, from http://www. thenation. com/doc/20060911/fmlappe Trillin, Calvin. (2006, August 24). Presidential Eating Preferences. Retrieved October 29, 2007, from http://www. thenation. com/docprem. mhtml? i=20060911s=trillin Walker, Alice. (2006, August 24). Slow Food Nation. Retrieved October 29, 2007, from http://www. thenation. com/doc/20060911/waters

Thursday, January 23, 2020

Accounts Settled: A Review :: essays research papers

Accounts Settled: A Review In the book, Accounts Settled, there is only one major character named Gordon. Gordon is seventeen, six feet tall, and has the beginning of a beard. The main setting is in a forest-filled valley that is a mile from Gordon's home. The story does not give a specific date but the most logical time this story takes place is in the winter during the early 1900s. The inciting incident in the story is when Gordon's dad came down with flu-pneumonia and Gordon must take his place in taking care of the trapline that he had set up in the forest. The conflict of the story is internal and external because Gordon had to face himself and nature. The rising action started when Gordon had a sense of fear as he went into the valley. The, the porcupine stole his food and Gordon was going to kill it but remembered an old woodsman tale that it's bad luck to ill a porcupine. Gordon then goes to bed, hungry and it took him awhile to fall asleep. He later wakes up to find a cougar ready to pounce on him. The cougar dose not strike yet because it is waiting for Gordon to move. Gordon knows better and stayed in the same position for what seemed like hours. Suddenly, the porcupine returns to look for more food and this disrupts the cougar. The climax is when Gordon quickly reaches for his gun and shoots the cougar. The resolution is when Gordon "cries the final tears of his boyhood" and he is finally a man. This writer used suspense in his story many times. For instance, "his eyes held the boy unwinkingly as he waited in the fiendish way of cats for the moment when the man must stir, or make an attempt to escape, the moment when his ingrained fear of man would be swallowed up by the rising tide of his blood- lust" and "moments passed, horrible heart-thudding moments, during which neither

Wednesday, January 15, 2020

A Research Study On The Basic Positive And Negative Effects Of Gaming Essay

Abstract The purpose of this study emphasizes on both, the positive and the negative impacts of playing video games on the teenagers. Over the last 30 years video games have made an impact on the way teenagers spend their leisure time. This research hypothesizes that social interaction, psychological, in particular aggressive behavior, health and academic performance is greatly affected by the extensive use of video gaming. The research proposal is further supported by the literature review of various articles including an article by Brandon T, which states that video games influence the beliefs and self esteem of children. In another article by Steven J Krish, it was proven that a positive relationship prevails between video gaming and self aggression, among the age groups of 11-17. In order to prove our hypothesis, both the primary and secondary research was conducted. The primary research was followed by questionnaires that were distributed among the targeted group and also an interview was conducted with a gaming technical. Our secondary research consisted of various articles. The information narrowed down brought very sensitive issues into the limelight. It was observed that almost 72 % of the teenagers suffered from acute aggression, bad grades and health issues, thus proving our hypothesis correct. However only strategic games were given a positive response as they sharpen the minds of the players but on the whole the negative effects overshadow the positive side of playing video games. Video Games and Teenagers: A Research Study On The Basic Positive And Negative Effects Of Gaming A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. It has been one of the most preferred leisure activities by the teenagers . The history of video games goes as far back as 1940s, when in 1947 Thomas T. Goldsmith, Jr. and Estle Ray Mann filed a US patent request for an invention they described as cathode ray tube amusement device. This patent which the United States Patent office issued on December 14, 1948, details a machine in which a person uses knobs and buttons to manipulate a cathode ray tube beam to simulate firing at â€Å"air-borne† targets. Video gaming would not reach mainstream popularity until the 1970s and 80s, when arcade video games, gaming consoles and home computer games were introduced to general public. Since then video gaming has become a popular form of entertainment and a part of modern culture in the developed world. There are currently considered to be eight generations of video game consoles. The most common consoles used by the teenagers nowadays include Xbox, game boy, play station and Nintendo Game Cube. There are numerous genres of video games that have been available to the consumers for the past 30 years. One of the oldest genres of video game is the classic shooter. Shooters are games that require the player to blow away enemies or objects in order to survive and continue game play. Another of the first video game genres, especially from the computer platforms, was the adventure game. Another preferred genre is the strategy or the tactic games. These games attempt to capture a sense of realism for the game player to experience. However, these titles are often turn-based as opposed to real-time and they give the player a greater sense of specific control over a situation. Video games are a unique form of entertainment which encourages players to become a part of the game’s script. Our research will focus on the following issues: What appeals teenagers to play video games? What do teenagers experience while playing video games? How does playing video games effect teenagers positively? How does playing video games effect teenagers negatively? Should parents show concern regarding their children playing video games? Douglas A. Paul J. Lynch et al (2004) Gentile, in their article â€Å" The effects of violent video game habits on adolescent hostility, aggressive behavior and school performance† have discussed the effects of video games on teenagers. Their research stated that in 2000 the revenue generated by the gaming industry was $20 billion. Teenagers contributed the most in the consumption of the gaming consoles. Also 54 independent tests on relation between video game violence and aggression were conducted ; five consistent results of playing games with violent content were retrieved through this research i.e. playing violent games increases aggressive behaviors, aggressive cognitions, aggressive emotions , physiological arousal and decreases pro-social behavior. In the article â€Å" Perceived influence of negative and positive video game† , Shu .F .Lin (September 2010) stated the perceived effects between self and others in terms of both negative and positive video game. According to the researcher, the games were promoted through the mode of entertainment media in an array of content like sports, fighting, stimulation and role-playing etc. The positive impacts include increased socializing , controlling and cognitive skills, while negative effects were depression , anxiety and psychological disorders among teenagers. Steven J. Kirsh (1992) in his article â€Å"The effect of violent video games† found a positive association between video game play and self and teacher reported aggression in the age group of 11-17 years. In their study Anderson and Dill (2008) demonstrated a relationship between violent video games and lab aggression in college students .It has been found that children and adolescents play video games on average between 1.2 to 7.5 hours per week. It has also been suggested that psychological and biological factors are also correlates of aggression. Moreover the Anderson and Bushman’s (2002) General Aggression Model (GAM) has been successfully developed to further stress upon the effects . GAM can be used to explain the birth of aggression in the adolescents and the difference in vulnerability to the influence of violent games for every individual. In the article â€Å"The impact of video games on children† , Rick Missimer has put forth positive aspects of playing video games. He proposed that most of the video games are creative and fun intended. It is a medium that serves to get rid of stress by diverting their attention towards fun and entertainment. It reinforces the confidence level of children when they start mastering the games. It provokes innovative thinking and strategic thinking skills. Some games also aid children in their educational curriculum and help them get more familiar to technology. Kimberly Young ( 2004), Peter Laurie (1981) [1967], Jennifer Seter Wagner (2008) researchers conducted a research and discussed about the concepts of digital games and its application in forms and shapes. Being keen towards their research they illustrated about the history, symptoms, addiction, side effects ( physical, social ) benefits, and prevention against digital game playing. They further discussed about the addictive theories and how it impacts young brains. The study showed that addiction could be of many kinds and gaming is a negatively charged one, the symptoms of addiction are that youngsters feel depressed, restlessness and lack of self control between themselves, which is further supported by the side effects that they become victims of Carpal Tunnel Syndrome, weight gain and migraines, social problems which occur are Withdrawal, Lose touch with reality and misuse of money in form of extra hours of playing. The benefits were that the teenagers enhanced superior ‘ visuospatial’ abilities, ‘Wiihabilitation’ and ‘Exergaming’. They concluded their research with prevention against video gaming that were unimaginable like few treatment centers specializing in against game addiction and training for enhancement of social skills. Another researcher (Roni Caryn Rabin, 2011 ), a reporter of New York Times has discussed in her article Video games and the Depressed teenagers , one of the major concerns regarding video game playing i.e. depression in teenagers. He has talked about the study which was conducted on a large group of teenagers. The results were published in the Journal of Pediatrics. The study found that children who spent most of the time playing video games were very impulsive and were hesitant while socializing. Their school grades were also affected and most importantly they had worse relationship with their parents. This study was supported with another research conducted on Chinese teenagers. The results of this research were published in the Archives of Pediatric & Adolescent Medicine. It indicated that teenagers who used internet excessively ended up being depressed. Most of them used internet for playing video games. But Dr. Gentile , an associate professor of psychology at Iowa State University negated this study . The reasoning he provided was that teenagers who were socially isolated and impulsive are more likely to indulge themselves in activities such as video games. Once they become gamers , their school grades are likely to be affected and their relationship with their parents deteriorated. Dr. Gentile said that when teenagers start playing excessively , they are more likely to become depressed and isolated. One other author (Donna St. George, 2008) a reporter at Washington Post discussed about the behaviors of kids after playing mature games. The writer gave the reference of three researches held in USA and Japan. The results were almost same in both the countries, and this showed that video gaming and violence in teenagers was not the problem of USA only. Though, people used to believe that aggression due to violent video games was only the problem of an American teenager but now it was thought of as a general phenomenon that occurred across cultures. In USA, the researches focused on large groups of teenagers 364 and it was concluded that there was an increasing likelihood that a child would indulge into a fight or get physically aggressive after sometime of playing a game with violent content, as compared to other children. As compared to USA, the researchers were more curious in Japan. So, they conducted their research on more than 12 hundred people, and they focused on children as well as on adolescents. The results were quite same as were in USA. The researcher also talked to the parents of teenage gamers. Some parents did not allow their children to play mature games but despite that their children played and were found to be aggressive. On the other hand some parents were not uncomfortable with their children playing mature rated games but they didn’t find their children aggressive or hostile. The researcher suggests that it is important for parents to pay attention to the nature of games their children play and keep a check on the behavior of their kids after playing such games. A reporter at a magazine (Rebecca Scarlett, 2010) discusses very important beliefs of people, that games only portray a picture of violence and physical disorders. However just like two sides of every story it’s true that a large number of games do depict violence and useless themes, but a large number of games are now focusing on more constructive niche like physics games or math games or puzzles that provoke strategic thinking. Interestingly enough these niches are becoming rapidly popular among teens. These games help the kids and teenagers learn the complex and rather boring equations and formulas in a fun way which also develops logic skills as well as visual-spatial manipulation skills. Recently many parents have wished that they could get their children off the games to spend more time reading. Successfully the gaming industry has provided children with such Role-playing games. These games involve long quests with plots that are as Intricate as any novel, and these plots are revealed mostly through dialogue. Such that it becomes impossible to play the game successfully without a good deal of reading The author further explains that studies have shown even better results that kids who play more video games have better hand-eye coordination and they react on time. The speed of most video games demands quick decision-making in response to what appears on the screen, and many kids become so lightning fast while playing them. Even though video games have been demonized, there are many games out there that, when played in moderation, can actually have beneficial effects. (Mark.D.Griffiths,1998), another researcher discussed that video game playing is a leisure activity for most of the adolescents. He said that the literature provided by Loftus and Loftus (1983) and Griffiths (1991,1993) clearly indicated that teenagers took videogames as a source of entertainment. Furthermore, he also stated that boys play more videogames on average as compared to girls. He has also put forth the common argument regarding videogames i.e. it is potentially addictive. He has discussed the study regarding the computer games addiction by Shotton (1989), where he stated that most of the adolescents were addicted by computer games for than five years. He also pointed out a positive aspect that these people were intelligent and motivated, but they were often misunderstood. Our research methodology was designed to get the most accurate answers. Research Design Our primary research included survey method. Questionnaires were given to the respondents. Participants We have targeted teenagers (13-19 years) and their parents. Our sample size was 25. Our secondary research included articles from the web. Measures Questionnaires were designed such that they were divided into two sections; the first section has demographic questions and the second section is based upon the statements regarding our variables. Procedure Participants were of two kind, both teenagers and their parents. They were asked to answer the questions in the two different types of questionnaires. One was designed to collect the responses of the teenagers and the second one was designed to collect responses from the parents. Later on these responses were further analyzed to conduct our research. Like other related forms of media, video games have been a subject of controversy and our study focuses on the impact (positive and negative) of video games on teenagers. Discussion One of the major goals of our research was to know the factors that motivates teenagers to play games. According to our research, the greatest chunk i.e. 72% of respondents said that either they played videogames to avoid boredom or took it as a mode of entertainment. Few individuals also said that videogames help them to stay active. Whereas, a small percentage of the sample either played games to release frustration or as a hobby. The data is quantified visually through the following pie chart: Another important question is that despite having numerous substitutes available to videogames like physical sports etc, why do teenagers choose videogames as a source of leisure activity. Most of the teenagers said that it took their mind off their problems and the feeling of mastering the game is addictive. Furthermore, in this era of competition teenagers are in a constant pressure from their peers, so they have two options; either they face it or they don’t . They choose not to face it and just to take their mind off such problems; they take video games as a source of distraction. When the teenagers were asked about the hours they spend on gaming and for how long have they been playing, most of them play for approximately 3 hours on a stretch and have been playing for more than 2 years. Most of the parents too gave the same answer that their children play for so many hours (3 hours) without taking any break. Even our interviewee Mr. Waseem Yousaf said that children become too addicted after they start coming to gaming zone. The numbers of hours they play keep on increasing gradually and they start visiting on frequent basis. When asked about the genres of games that were preferred, most of the respondents replied in favour of action, strategy and sports. Even our interviewee said that the most popular games in gaming zone are action, sports and strategy. Another important aspect of video gaming is the effect of the violence depicted in video games. 72% played violent video games and 64% of our respondents (teenagers) feel that such games greatly influence their mood. More importantly 72% teenagers find themselves quite aggressive. Now let’s have a look at the health issues associated with video game play. Most of the parents said that their children have become negligent of their heath due to video games; they become so engrossed in it that they do not take care of their health and their children face health problems. Most of the teenagers also said that they have health issues because of playing video games. 24% of the respondents experienced backache, headache and eye strain, 36% had headache or backache out of which 24% had headache once in a month. 16% did not have any heath issues. The ones who did not have any health issues had an active life style and played physical sports regularly. The following pie chart depicts the above mentioned statistics graphically. When asked about the influence of videogames on schooling and grades, it was found that the parents and teenagers negated each other’s answers. Most of the children said that their grades were not affected by video game play but the parents said the opposite. It was also found through our study that many children became very defensive when they were asked about their gaming habits. It was deducted that 72% of teenagers lie about their gaming habits/hours to their parents. This shows that the teenagers are very supportive of video games unlike parents; they want to play as much as they want but parents have a genuine concern regarding it. They do not want their children to become addicts of games and neglect important things like studies. Our research shows that teenagers have equal preferences for outdoor sports as well as videogames; but still according to our research teenagers are more inclined towards video games as compared to the outdoor sports. However, with the introduction of Consoles like Nintendo Wii and Xbox Kinect ® the level of physical activity has increased. This is because these add-ons ensure that there is handsome amount of physical movement while playing games. Our interviewee said that places like gaming zones have a very healthy environment and teenagers prefer coming here and use gaming consoles that require physical exercise as well. Another thing worth discussing is the money teenagers spend on video gaming. Our interviewee said that on average a teenager spends an amount of Rs.500 for 3-4 hours which includes gaming rent as well as money spent on snacks. This has been a matter of concern for parents because teenagers have started demanding an increase in their pocket money more often now. Most of the parents have been unsuccessful in reducing the amount of time that their children spend on video games and many parents said that their children start to play significantly more than what they have been playing if they are asked to reduce the number of hours they play. This shows that children retaliate if they are asked to change their gaming habits. Hence, we can say that parents should not impose restrictions on the amount of time they spend in front of video games, instead they should try to logically convince them. Lastly, we would shed some light on the positive effects of video gaming. As discussed earlier most of the teenagers prefer playing strategic video games. About 52% respondents (teenagers ) said that due to such games they feel they can make decisions efficiently. Similarly, 64% believe that these games have sharpened their minds. Even our interviewee says that players who usually prefer playing strategic games are seen to be sharper and they grasp and master games quickly as compared to other players. Teamwork, working in collaboration, and cooperation is also another important positive outcome of videogames. Most teenagers play games which involve one or multiple players. When we asked our interviewee about the attitude of gamers, he said that players show team spirit and they play in collaboration. He also discussed that gaming zone and such venues provide a very healthy environment for teenagers; mostly teenagers from good family backgrounds come here. and it also provides an easy way of socializing with others. Conclusion & Recommendations The information narrowed down brought very sensitive issues into the limelight . It was observed that almost 72 % of the teenagers suffered from acute aggression , bad grades n health issues, thus proving our hypothesis correct. However only strategic games were given a positive response as they sharpen the minds of the players but on the whole the negative effects overshadow the positive side of playing video games. Parents should monitor video game play the same way you need to monitor television and other media. Be a loving, attentive parent who disciplines their child well. An aggressive child is more a product of dysfunctional parenting than anything else, including violent games and TV. According to Los Angeles-based psychotherapist Robert Butterworth, PhD, dysfunctional parenting, children with little guilt, and accessibility to firearms with little parental supervision can create violent children. â€Å"Most children who commit violent crime show an early combination of personality and family factors that include having trouble getting along with playmates in preschool,† Butterworth says. â€Å"By second or third grade they’re doing poorly in school, and have few friends. By the age of 10 they’re picking fights and getting labeled by their peers as social outcasts.† What’s more â€Å"they typically come from families where parents are poor at disciplining because they are indifferent, neglectful, too coercive or they use harsh physical punishment with little love.† Although playing video games can be a learning experience, give your kid a variety of entertaining things to learn from, so your kid will not be addicted to just one thing. Be sure to make him read books, play sports, interact with other kids, and watch good TV. Everything should be taken in moderation. The American Academy of Pediatrics recommends that children not spend more than one to two hours per day in front of all electronic screens, including TV, DVDs, videos, video games (handheld, console, or computer), and computers (for non-academic use). This means seven to fourteen hours per week total. Limit the amount of time they could play and also used the video game ratings to limit the content of the games have children who do better in school and also get into fewer fights. Monitor the effect of video games on your child. Observe their behavior. If it appears that they’re becoming more aggressive with his siblings or friends during the period that they’re playing violent games, stop them from playing the games. If they become interested in history after playing historical games, then the game is beneficial to them. References Perceived influence of negative and positive video game by Shu Fang Lin Journal of Media and Communication Studies Vol. 2(10), pp. 208-214, December 2010 ISSN 2141 – 2545  ©2010 Academic Journals The effects of violent video game habits on adolescent hostility, aggressive behavior and school performance by Douglas A. Paul J. Lynch et al (2004) Gentile Journal of Adolescence 27 (2004) 5–22 The effect of violent video games on adolescents by Steven J. Krish Aggression and Violent Behavior 8 (2003) 377 – 389 The impact of video games on children by Rick Missimer from the website www.healthguidance.org Video Games: Effect on childhood Development by Brandon T. McDaniel 146 E. 800 N. Provo, Utah 84606 http://well.blogs.nytimes.com/2011/01/18/video-games-and-the-depressed-teenager/# http://www.washingtonpost.com/wp-dyn/content/article/2008/11/02/AR20081102023 92_2.htm Can Video Games Actually Have Positive Effects? By Rebecca Scarlett, Effects of violent games on aggressive behavior, aggressive cognition. Anderson, C. A., & Bushman, B. J. (2001). Impact of entertainment violence on children. American Academy of Child & Adolescent Psychiatry, & American Medical Association (2000). URL http://www.aap.org/advocacy/releases/jstmtevc.htm Hostility, Type A behavior , and stress hormones at rest and after playing violent video games in teenagers. Lynch, P. J. (1999). Psychosomatic Medicine, 61, 113. The physiological and psychological effects of video games. Paschke, M. B., Green, E., & Gentile, D. A. (2001). Poster Presented at the 36th Annual Minnesota Undergraduate Psychology Conference, St. Paul, MN, April 2001. What Do Teens See in Video Games?† By Barbara Geller, MD Published in Journal Watch Psychiatry March 25, 2004 Haninger K and Thompson KM. Content and ratings of teen-rated video games. JAMA 2004 Feb 18; 291:856-65. â€Å"Video Games and Depressed Teenager† By Roni Caryn Rabin The New York Times, January 18, 2011. Appendix Interview Questions 1. What types of games do you have in your game zone ? 2. Which age group mostly and regularly come to play games ? 3. What is your view about kid’s attitude towards games ? 4. Do teenagers become addicted to games , if they start coming regularly ? 5. Do teenagers spend a lot of money on games ? 6. What is the attitude of parents towards gaming? 7. Which class (elite, middle, or poor) mostly come to play games in gaming zone ? 8. What is the affect of gaming zone’s environment on kids (especially on teenagers) ? 9. Do you consider that places such as gaming zone is a good source for socializing? 10. What is your opinion regarding teenagers indulgence in video games these days? Interview What types of games do you have in your game zone ? We have many types of games in our gaming zone but the most preferred are strategy, action and sports. Which age group mostly and regularly come to play games ? We have a lot of customers who visit us on frequent basis. People as young as 8 years and as old as 40 years come and play games here. But it is the teenagers who mostly visit the gaming zone regularly. What is your view about kid’s attitude towards games ? Different kids have different attitudes towards games. (Pause) Mostly children who play action games become more aggressive while playing and become impatient and hostile on losing. But children who prefer playing strategic games are quite quick in grasping the techniques of playing other games. Do teenagers become addicted to games , if they start coming regularly ? Yes, teenagers become quite addicted if they start coming on regular basis. The number of hours they stay in gaming zone keeps on increasing gradually. And most of the teenagers come straight from their schools and stay with their friends for too long playing games. Do teenagers spend a lot of money on games ? Yes, they do. On average, a teenager spend Rs.400 for 3-4 hours in gaming zone. We usually charge Rs.90 per hour for a game but kids prefer snacks along with the games so they end up spending a considerable amount of money on this activity. What is the attitude of parents towards gaming? Usually parents accompany young kids who are aged between 8 to 13. They seem to enjoy games along with their kids but they do not visit us on frequent basis. Parents of adults and teenagers do not visit gaming zone. They are maybe negligent of the gaming habits of their children because these teenagers spend a lot of money as well as time in our gaming zone and are never accompanied by their parents. Which class (elite, middle, or poor) mostly come to play games in gaming zone ? Mostly it is the elite and middle class who visit gaming zone. What is the affect of gaming zone’s environment on kids (especially on teenagers) ? The environment of gaming zone is very good. Teenagers from good family backgrounds come here and enjoy playing games. I think it creates a good impact on teenagers. Do you consider that places such as gaming zone is a good source for socializing? Yes, of course it is. It provides a healthy environment where people from different age groups come and spend quality time together playing video games. Most games involve multiple players and in such games the teenagers are seen to play as one team. They show team spirit as well as play in collaboration. What is your opinion regarding teenagers indulgence in video games these days? I believe that video games is a good source of entertainment. I know most of the teenagers prefer it over other leisure activities but at the same time I would say anything done excessively is not good. Teenagers need to have a balance in their lives regarding fun and studies. As far as they are able to maintain that balance I would support video game play. QUESTIONNAIRE 1 This is a research study on video games by BBA/BSc.I students of Lahore School Of Economics. Do not feel obligated to answer all questions if you are uncomfortable to do so. Thank you for your participation. Demographic information 1. Name ( optional ) _____________________ 2. Gender: 3. Age: 4. Occupation: Please choose the desired option Q5. How many child/children do you have? a) 1 b) 2 c) 3 d) More than 3 Q6. Your child is aged between: a) 8 – 10 b) 11 – 15 c) 16 – 20 Q7. Are you a single parent? a) Yes b) No Q8. What is your occupational status? a) paid employment fulltime b) paid employment part-time c) supported employment d) self employed Q9. Does your child show signs of video game addiction? a) Yes b) No Q10. On an average weekend, your child plays video games for: a) 0 – 1 hour. b) 2 hours. c) 3 hours. d) 4 hours. e) 5 or more hours. Q11. How many times have you unsuccessfully tried to reduce the amount of time that your child spends on video games? a) Never b) One time c) Two times d) Three times e) Four or more times Q12. If you fail to set a limit to video game time, your child would play: a) About the same amount as he / she does now b) Somewhat more than he / she does now c) Significantly more than he / she does now d) Far more than he / she does now Q11. Does your child have access to video game in his / her room? a) Yes b)No Q12. Does your child have interests outside the world of video games? a) Never or rarely b) Occasionally c) Often d) Always Q13. Does your child seems to have few friends outside the gaming world? a) Not at all b) Maybe c) Most certainly Q14. Does your child lies about the time he/she spends on video games? a) Yes b) No Q15. Does your child prefer playing video games over going out with friends? a) Never b) Occasionally c) Frequently d) Always Q16. Have your child’s grades been suffering from excessive video gaming? a) Not at all b) Somewhat true c) Definitely true Q17. Is your child permitted to play video games before the completion of homework? a) Never b) Occasionally c) Frequently d) Always Q18. Is your child an active member in the formal school activities or clubs? a) No, none at all b) Yes, one activity or club c) Yes, two activities or clubs d) Yes, three or more activities or clubs Q19. Does your child neglects his/ her health because of excessive video gaming? a) Never b) Occasionally c) Often d) Always Q20. Is your child employed as a part time worker? a) No, he / she is too young to work , or I prefer that he / she does not work b) No, he she is too involved in other activities (not including video games) c) No, I would like him / her to work but he / she refuses to do so d) Yes, but he / she has difficulty holding onto jobs e) Yes, and he / she successfully holds onto jobs Q21. Does your child becomes irritable or anxious if he/ she cannot access his/her favorite video game? a) Never b) Rarely c) Often d) Always Q22.Does your child becomes angry or defensive if asked about his/her gaming habits? a) Never b) Occasionally c) Often d) Always Q23. As a parent, do you decide what kind of video games does your child plays? a) Never b) Occasionally c) Often d) Always Q24. Will your child have difficulty giving up all of his/her video games for a week? a) No, not at all. This would be very easy for my child b) My child wouldn’t like it, but he / she could do it without too many complaints c) My child would have great difficulty giving up video games for one week d) It would be entirely impossible for my child to give up video games for one week Q25. Does your child plays video games at the first available opportunity? a) Never b) Rarely c) Sometimes d) Always Q26. Does your child gets headaches, red eyes, sore fingers or wrist pains from playing video games? a) Never or very rarely b) Sometimes c) Often Thank you for your co-operation! QUESTIONNAIRE 2 This is a research study on video games by BBA/BSc.I students of Lahore School Of Economics. Do not feel obligated to answer all questions if you are uncomfortable to do so. Thank you for your participation. Demographic information 5. Name ( optional ) _____________________ 6. Gender: 7. Age: 8. Education Level: 9. Institution: Please choose the desired option 10. How often do you play video games? Daily Once a week Twice or thrice a week Once a month 11. What gaming technology do you have in your house? PS-2/3 X- box Gameboy Laptop/Pc Others 12. How long have you been playing video games? 6 months year 2 years more than 2 years 13. How did you started playing video games; who or what motivated you? Self interest Friends Advertisements ( magazines, TV) Others 14. What is the longest you have ever played without taking any break? 3 hours 4 hours 5 hours More than 5 hours 15. What genres of game do you play? Action Sports Puzzle Strategy Others 16. How many players participate with you? One Two Multiple players e.g. online gaming Myself only 17. Do you play violent video games ( usually rated 18 + )? Yes No 18. Do you think that the result of the game has a direct effect on your mood after playing? Yes No 19. Would you consider yourself an aggressive person? If yes then rate yourself on a scale of 1-5? 1 20. What would be your major reason to play video game? Keep yourself active at home To avoid boredom Hobby Entertain or spend time with your friends Frustration Other 21. What is it you like best about video game? The feeling that I am in the control of the situation It takes my mind off my problems The feeling of mastering the game Other 22. Do video games improve your ability to make decisions quickly? Yes No 23. Do you feel video games have sharpened your mind? Yes No 24. Do you have any health problems after playing video games? Yes; backache, headache, eye strain etc Sometimes I get a headache or backache I get headache once in a month No, I don’t have any health issues 25. Have you had problems at school that are related to gaming? Yes; I am tired all the time and never get my homework done I had turned in late assignments because I was playing games instead of doing homework No; I have never let games interfere with my schoolwork 26. Do you play any sports? Only video sports I split my time between sports and video games I play only one sport I play more than one sport 27. Are your parents comfortable with your gaming? Yes No 28. Have you ever tried to quit playing video games? Yes; but I always start playing again No; I play as much as I want and it isn’t a problem for me No; I don’t play enough for it to be a problem Thank you for your cooperation! Graphical Data

Tuesday, January 7, 2020

The Enola Gay - 1506 Words

One of the biggest controversies of the 20th century was caused by one little plane, the Enola Gay. The Enola Gay was a B-29 Superfortress bomber that dropped the atomic bomb on Hiroshima. August 6, 1945 was a historic day. Lives were lost and it was the start of the very end of World War ll. The use of this very destructive weapon could be seen as inhumane, but it was a decision that had to be made. Americans and people from other countries today have their own opinion of our war ending tactic. What is important to think about is that sometimes tough decisions have to be made for the greater good of everyone. The use of the Enola Gay was justified in that it was used for the greater good of saving thousands of lives, but also helping to†¦show more content†¦Ã¢â‚¬Å"The committee concluded that the bomb should be used to end the war as soon as possible; that it should be dropped on a military-urban target so as to demonstrate its full force; and that a demonstration or warnin g should not be made beforehand, lest the bomb lose its shock value.† (McDougall np) The United States had two options really and they were either invade Japanese mainland or use the atomic bomb. â€Å"The Japanese navy had ceased to exist and Japan s military losses were staggering, but instead of surrendering the Japanese army decided to fight on. U.S. military leaders then calculated what losses could be expected if U.S. troops invaded the Japanese mainland. Based on earlier battles, they expected the casualties to be horrendous.† (Hiroshima 77) In war, lives being lost is unavoidable, however President Truman knew that if the bomb was not dropped the amount of casualties would be too many from the invasion. The crew members of the Enola Gay have a story that only they can tell. They were the people the dropped the first atomic bomb. Since the dropping of the bomb is such a controversial topic, many people probably wonder how the people that went through with this wa r-ending tactic feel about it. The crew felt that the use of the bomb was definitely justified, but a few were disappointed that it had to come to that point even though