Tuesday, February 25, 2020
Violent Video Games Essay Example | Topics and Well Written Essays - 2250 words
Violent Video Games - Essay Example Playing video games has adverse effects especially to the players. This is because they spend most of their time sitting down playing video games. It may result to cases of obscenity because the children are not involving themselves in physical activities (Jamieson, Patrick & Daniel 425). Research has shown that, young men are affected more health wise than girls because they spend most of their time playing video games than girls do. Video games are easily accessed on the internet so young people play online with unknown adults and peers. According to the National Institute on Media and the Family, their research on violent video games effect on children shows that, video games make the kids impressionable. This is because these children involve themselves in playing video games at an age in which teenage brains are in the midst of growing. In this stage, the teenagers are wiring the circuits of relationship, self control and responsibility. This means that, what they acquire from t he violent video games they carry it to adulthood. This becomes their way of life and they do not see anything wrong in practicing what they see in the violent video games.Ã Research has shown that, video games activate the anger of the young kids this is as a result of playing the violent video games (Anderson et al 39).Video games dampen the brain conscience and children only think violence is the only way to survive. Thus do not even care about hurting people because their brain is dampened by the violent video games.... According to the National Institute on Media and the Family, their research on violent video games effect on children shows that, video games make the kids impressionable. This is because these children involve themselves in playing video games at an age in which teenage brains are in the midst of growing. In this stage, the teenagers are wiring the circuits of relationship, self control and responsibility. This means that, what they acquire from the violent video games they carry it to adulthood. This becomes their way of life and they do not see anything wrong in practicing what they see in the violent video games. Research has shown that, video games activate the anger of the young kids this is as a result of playing the violent video games (Anderson et al 39).Video games dampen the brain conscience and children only think violence is the only way to survive. Thus do not even care about hurting people because their brain is dampened by the violent video games. Another research gro up the American Psychological Association after their research, they observed that, playing video games makes the children less caring and helpful especially towards their age mates. Children play violent video games at a stage in which they are supposed to learn how to relate to the members of the society positively or in the correct manner. At this stage they are also supposed to learn how to solve conflicts once they arise, but when they dedicate most of their time playing the violent video games they do not even learn how they should learn to leave peacefully with the members of the society. As a result of this, even in their adult life they do not even know how to solve conflicts once they arise leading to
Sunday, February 9, 2020
Essay Example | Topics and Well Written Essays - 250 words - 34
Essay Example This caused the bank to lose focus and only strive for greater profit margins rather than expanding its customer base. After some time, the Union Bank of Norway realized its mistakes and attempted to correct them with the introduction of a single system that tracked the data of each individual customer. Information about their customer base would allow the Union Bank of Norway to correctly predict what its customer would prefer or not prefer in the future. The data warehouse that the bank came up with attempted to address all of these problems. By getting to know its customers, the Union Bank of Norway has been able to base its marketing decision around the characteristics of its customers. Not surprisingly, customer response has been good to this new endeavor. Customers generally like to help organizations wherever they can, so it makes sense to take advantage of this by providing an avenue for them to use. The retention of customer information has helped the Union Bank of Norway ge t back to its rootsââ¬âworking one-on-one with the
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