Wednesday, November 27, 2019
Anthem By Ayn Rand Essays - Philosophical Novels, American Atheists
Anthem By Ayn Rand Imagine a world where the individual has been repressed to the point that the word "I" no longer exists. Now, as hellish as that sounds, imagine that you are the only one who has the capability to break free from the iron fists that are choking you and your brothers. This is the life of Equality 7-2521, the principal character and narrator of Ayn Rand's Anthem. Anthem takes place in the dark ages of the future, in a totally collectivized world. This culture has regressed to conditions reminiscent of Ancient Greece and the European Dark Ages. In the midst of fear and subordination, one man stands alone. Equality 7-2521 is not like his brothers. He is able think, create and defy. This makes him extremely dangerous. He holds the threat of change in his hands and his government will stop at nothing to take it from him. Equality's society represses him because they are afraid of those that threaten the established order. One major catalyst for change is intelligence. Equality displays evidence of genius at a young age. "We, Equality 7-2521, were not happy...in the Home of the Students. It was not that the learning was too hard for us. It was...too easy" (Rand 16). In Equality's society, it is evil to be different from ones brothers, let alone to be better than they are. He is taught at an early age to be ashamed of his intellectual superiority. "This is a sin, to be born with a head which is too quick" (Rand 16). This device of suppression by means of shame was used in an attempt to stifle geniuses and, hence, pacify his society's fear of change. As Equality grew, he confirmed their fears. During his lifetime he made many revelations and discoveries. His most profound breakthrough was his re-invention of electricity. "We, Equality 7-2521, have discovered a new power of nature." (Rand 54). He produced a primitive light bulb. He wanted to use his invention to better his world. To the misfortune of his society, they loathed this new power. If they had accepted his ideas Equality would have been "...the literal and figurative bringer of light" (Gladstein 43). Unfortunately for Equality, as well as his society, his discovery met violent opposition and his brothers were not able to benefit from his intelligence. Genius has historically been repressed. Geniuses of our past have been ostracized, punished, and martyred for presenting ideas that eventually bettered their societies. Equality is no different. "Equality 7-2521 is a creator and inventor in the tradition of Galileo, Edison, and Einstein" (Gladstein 27). These real-life geniuses dared to violate their society's norms and eventually their ideas were accepted. Like in Equality's fictional culture, real-life societies have tended to ignore the ideas of solitary geniuses (McDonald 2). His ideas were swept aside violently, and his society remained unchanged. Self-interest leads to the defiance of unjust restrictions. Equality's government prohibits individual action. No one is allowed to do anything on their own. "...There is no transgression blacker than to think or do alone"(Rand 11). Equality's defiance of his government's laws set him apart from his brothers. The condition of the Palace of Corrective Detention is demonstrative of the unquestioning obedience of his brothers. "It is easy to escape...there are no guards...There is no reason to have guards, for men have never defied the Councils so far as to escape from whatever place they were ordered to be" (Rand 73). Unlike his brothers, Equality had the individual strength to disobey the laws of his government. By questioning authority he took an interest in himself and was liberated. "The noblest human purpose is to pursue enlightened self-interest and only those the follow that course can emerge as...champions..." (McDonald 2). Equality's government had tried to contain him from day one. Authorities cannot control him because he has an independent mind. "...This totally collectivized society has no power [over]...the individual..."(Branden 112). His self-interest allows him to act as independently as his surroundings would permit. Although he is enlightened by his self-interest, he is never free from the shackles of guilt his society has placed upon him. No matter how freethinking Equality is, his nature is still shaped by his society (Kelly 1). However this guilt did not stop him from acting independently and constantly challenging the laws of his culture. Creativity is a main staple needed in order for change to take place. Equality has somehow been able to escape the suppression of creativity that is so deeply ingrained in his culture. Equality is not the only
Sunday, November 24, 2019
The Character of Zanni in Commedia dellArte Essay Example
The Character of Zanni in Commedia dellArte Essay Example The Character of Zanni in Commedia dellArte Paper The Character of Zanni in Commedia dellArte Paper that belongs to someone else. Zanni stands with an arched back, with his knees bent and apart and his feet spread out. The support knee is bent with the other leg extended, toe pointed. The character changes feet repeatedly while talking or listening within the same position and without its head bobbing up and down. The elbows are bent and the arms half-lifted. There are six types of Zanni walk: 1) little Zanni walk: this is a development of the basic stance, foot changing but taking a small step forward on each shift, 2) Big Zanni walk: a curved lumbar is first achieved by sticking chest forward and the backside up, 3) Zanni running: a swift movement with legs kicked alternately to the front with pointed toes, 4) Zanni jubilant: a skipping movement on the toes with the centre of gravity going from side-to-side, 5) Vain Zanni: steps are a smaller version of the big walk, with hands resting on belt, 6) Solider Zanni: hold a stick cupped in one hand and inclined over shoulder like a rifle. Zanniââ¬â¢s movements are dynamic and exaggerated. Their gestures/actions are always urgent. They appear nervous; talk a lot and their head moves constantly. The nose defines the rhythm of his body since it is the center of his actions. The hands are very expressive and constantly used to illustrate what he is saying. While delivering their dialogues, they speak open-mouthed and loud. Bibliography: * Commedia Stock Characters Zanni. à Shane Arts Home Page. N. p. , n. d. Web. 11 Aug. 2013. http://shane-arts. com/Commedia-Zanni. htm
Thursday, November 21, 2019
Encouraging affective organisational commitment in Thai part-time Essay - 1
Encouraging affective organisational commitment in Thai part-time employees at Thai restaurants in UK - Essay Example y on the quality of food and beverages served, the level of hospitality coupled with cosiness of the customers and corresponding general environment of the restaurant. Therefore, the prevailing case study has been appropriately chosen for carrying out research on the customer loyalty at the Thai Square restaurants (Gratton & Jones, 2010, pp234-267). The research topic is purely analytical and the corresponding case study is most appropriate for analysis of the prevailing analytical issues within Thai Square Restaurants. Analytical method mainly entails description of the customer loyalty, which encompasses diverse theories regarding the subject matter and its corresponding applicability within the context of the real life scenario (Hartley, 2004, pp323-333). The analytical method applied within the case study is flexible and supports both the qualitative and quantitative analysis. The underlying case study method fosters studying the data that has been gathered via questionnaire survey (Gratton & Jones, 2010, pp234-267). Thus, analytical reasoning in regard to the underlying research is most appropriate for the existing case study approach. Case study method is mostly employed in the assessment of diverse matters associating to the social science, human and organizational behaviour coupled with the psychological studies (Hartley, 2004, pp323-333). The method utilized within the case study is analytical and mainly entail gathering data from diverse sources utilizing techniques encompassing questionnaire method, telephonic interviews, main and individual interviews. These methods are the fundamental sources of data gathering whilst secondary sources mainly entail information within diverse books, journals and corresponding website publications (Gratton & Jones, 2010, pp234-267). Diverse approaches was utilized in the study of the collected information are mainly categorized into qualitative and quantitative analysis techniques and encompasses statistical
Wednesday, November 20, 2019
International marketing Assignment Example | Topics and Well Written Essays - 2000 words
International marketing - Assignment Example 4. Assessing current and future trends that will affect the organization and some of those changes that would have an effect on the organization. Macro environmental analysis can also be termed as remote or general environment analysis. This is because of how it affects around all organizations, and how strategic managers have no influence or have little influence over the environment (Stead, Garner, and Starik, 2004, p.56). Macro environmental managersââ¬â¢ main focus should be the need to evaluate variables that will play a major role as the market drivers for the future of the organization (Lowe and Doole, 2005, p.54). This means that managers need to focus on the factors that will have the greatest influence on the market for many years to come. When these factors have been spotted, it is very vital to make sure one assess their impacts on the market process, after that the company needs to evaluate the different drivers, if they are favourable or unfavourable to their chosen market or product. The global macro environmental analysis has a great influence on the development of individual national condition, but this means that each country has its own unique set of macro environmental conditions that are related to the countryââ¬â¢s history and development (Stonehouse and Campbell, 2004, p.144). The main purpose of macro environment analysis in the global market is to identify similarities and differences between countries. The company chosen was Toyota Motors Corporation, a motor car corporation in Japan, and the country of choice is Japan. Toyota Motors Corporation is based in Japan (New York Times, 2012). Rivalry and conflict that arises from the departmental intra-firm environment is a problem, but can be controlled within the management...Therefore, Toyota decided to withdraw its support for the formula one racing competition, and in turn focus its attention on its vehicle manufacturing (UKessays.co.uk, 2003). With the global economic recovery, T oyota has continued to increase its output in the global market; with many countries experiencing growth in their economies, this provided Toyota with a chance to develop new products in new markets. For example, Toyota aims to occupy more than 10% of the Indian car market by the end of 2015. Social factors These are factors related to the society. Business canââ¬â¢t grow without the society, reasons being that the society is part of it. Social factors include demography, population growth, and company image (UKessays.co.uk, 2003). Any change in the social factors greatly affects the demand and supply in an organization. Socio-cultural factors have had an effect on Toyota in one way or the other. Toyota have led in product quality had they have achieved a good image in many societies, through social activities in different locations worldwide. For example, the Toyota project in Kirloskar Group for the drinking water for the Karnataka peoples (a state in South India). These social activities and projects have solved the social problems for the locals. Consequently, Toyota has earned respect and cooperation from the local people, and created a good image for them (powerfulwords, 2003).
Sunday, November 17, 2019
Group Insurance Environment Essay Example | Topics and Well Written Essays - 250 words
Group Insurance Environment - Essay Example Some of the programs offered include preventive services, emergency services, alcohol and substance abuse, mental health services, pregnancy and maternity care, and emergency services. Dental care is provided through Delta Dental. This depends on the choice of network by the employee. In this case, the employee may visit any dentist of choice but the maximum benefits are available when the employee chooses Delta provider (AMB 6). Vision care benefits provide eye coverage. However, one is required to use Vision Service Plan (VSP) (AMB 7). 2) Identify the following benefits as either a form of ââ¬Å"Group Insuranceâ⬠or ââ¬Å"Self-Fundingâ⬠Benefits: Retirement Plans, Employee Assistance Program (EAP), Employee Stock Purchase Plans (ESPP), and Stock Grants. Apart from the security benefits of today, AMB assists employees to plan for their future by allowing employees to save toward their retirement. Employees contributions are automatically deducted their paycheck on a pretax basis (AMB 4). AMB also provides Employee-Assistance Program (EAP) to all eligible employees and their eligible dependants, free of charge. This includes confidential counseling and referral services for issues that may affect employeesââ¬â¢ personal life or even job performance (AMB 5). They help in areas like marital problems, emotional or stress related issues, drug abuse, child and elder care, financial assistance, and legal matters. AMB also provides voluntary benefits in terms of education and training programs in support of professional development of employees. They provide employees with tuition fees, seminar reimbursement programs and conferences. AMB arranges for flexible spending accounts (FSAs). This allows employees to pay their care expenses with pretax dollars. When employees enroll in FAS, the amount they select is deducted from their paycheck on a pretax basis. Federally mandated benefits in AMBââ¬â¢s plan includes paying less in taxes
Friday, November 15, 2019
The Elevator And Escalator Industry In Sri Lanka Economics Essay
The Elevator And Escalator Industry In Sri Lanka Economics Essay I am employed at ETA MELCO ENGINEERING (PTE) LTD for the past one year and Im currently working as the Human Resource Executive. My company is a fully owned subsidiary of ETE MELCO Elevator Co. L.L.C. and has its head office in Dubai, U.A.E. which belongs to the ETA STAR GROUP OF COMPANIES. We represent Mitsubishi Elevators and Escalators in Sri Lanka and our activities cover the marketing, supply, installation and maintenance of all types of Mitsubishi Elevators, Escalators, Moving Walks and Vertical transportation equipment. Mitsubishi Escalators and Elevators has earned a reputation as one of the most advanced Elevator and Escalator manufactures in the world, offering firsts in technology. Let analyze in detail the Elevator and Escalator Industry in Sri Lanka and the market my company belongs in relation to the economic context. About the Group Company ETA STAR Group was established in the early 1973 and is involved with expertise ranging from Civil Construction to Electro Mechanical, Facilities Management and Elevator Engineering. Today the ETA STAR group involves in activities that cover 16 broad industry verticals. Namely: Construction and Engineering, Trading, Shipping, Manufacturing and Assembly, Facilities Management, Auto Mobile, Real Estate, Retail, Services, Travel and Leisure, Health Care, Aviation, Learning and Education, Insurance, Hospitality, Oil and Natural Gas. The group has a network of 140 entities and offices in 22 countries. As a group we provide employment to over 72000 people. All group companies are guided through the group companys vision, Quality is our single-minded pursuit in the application of new technologies. In our wide ranging diversity, we innovate continuously as we strive to provide complete satisfaction to our customers and shareholders. We have emerged as one of the largest corporate houses duri ng the last 37 years of operations achieving excellence. A look at the Industry The Elevator and Escalator industry in Sri Lanka is highly depended on the construction industry. The construction industry in Sri Lanka comprises of building, highway, bridge, water supply and drainage, irrigation and land drainage, dredging and reclamation and other constructions. According to the annual survey carried out by construction industries, the total value of estimated work done by all types of construction activities in Sri Lanka was Rs. 56,496 million in 2007. The building construction sector was the highest contributor to the total value of work done contributing 64.1%. This contribution to the building construction sector was made by the private and public sector. The second largest contributor to the total value of work done in the construction industry was the highway construction amounting to 25.2% of the total value of work done. The highest value of work done was reported from Colombo district amounting to 37.2% of the total output. Hambanthota and Kaluthara Dist ricts contributed 11.3% and 6.2% accordingly. Jafna District reported the lowest value of work done amounting to 0.3% of the total output. A detail breakup constriction industry for the year 2007 is as follows: Source: Annual Survey of Construction Industries 2008 To evaluate on the industry of Elevator and Escalator lets analyze the detail break up of the building construction industry. Source: Annual Survey of Construction Industries 2008 Elevators and Escalators are mainly used in Sri Lanka for high and medium rise buildings that has being developed for residential apartments, hotels, shopping complexes and hospital buildings. The demand for elevator is based on the infra structure development in the above mentioned areas. Based on the interview I had with the Sales Manager he told me that the demand for elevators and escalators have being 238, 243, 219 and 171 for the years 2006, 2007, 2008 and 2009 respectively. This clearly helps us to understand the sudden drop in the demand for elevators was due to the economic crisis that affected the constriction industry in our country in the mid 2008 and 2009. The estimated annual demand for elevators for the year 2010 is predicted to be 260 units. However the rapid development in the northern and southern province in the country after the 30 years of civil was is contributing favorably to the elevator and escalator market in Sri Lanka as many infra structure development programmes are presently taking place. Many of these projects are government owned. Population growth on the other hand too contributes immensely to the building construction industries. Due to scare resources such as land developers are compelled to put up high rise apartment buildings and complexes. Today even in the rural sector there are plans to up such building. Tourist industry too positively contributes to the elevator and escalator market as we need to develop many hotels and hotel apartments to keep up to the demand. Sri Lanka tourist board is presently focusing on areas such as Trincomalee and Puthalam in order to promote Dolphin, Wale watching and Surfing. Also areas such as Hambanthota, Jaffna, Baticalo are given preference. The Health care sector too in Sri Lanka gives high priority to the elevators and this is seeing as a sector that has been having a continual growth over the last decade. Overview of the Organization Taking into account the initial success achieved in the U.A.E. market in the early 1980s the ETA MELCO Elevator Co. L.L.C. set up branch office in Sri Lanka in the name ETA MELCO ENGINEERING (PTE) LTD and 20 other countries. The Sri Lankan construction industry proved to be during very well in the early 1980s and this influenced the management to set up operations in Sri Lanka to provide vertical transportation facilities as there was a huge demand for products such as elevators, escalators and moving walks and other related products for high rising buildings, hotels, hospitals, commercial buildings, residential apartments etc. These products are supplied by Mitsubishi Corporation. Popularly known as the Elevator People of Sri Lanka we have grown to be the biggest elevator specialist in the region enjoying a very high market share. We as a company are singularly focus on growth by keeping up with modern technological changes and advances. We have a fully fledge research and development team in Japan that keeps us updated with trends that suites the industry tomorrow. The phrase that brands our products, Quality in Motion is not just a catchy slogan but a statement of fact. We are driven by the continual evolution of technological improvement. The professionals of our company and through out the worlds practice Quality in Motion everyday. We not only pay emphasis to operational efficiency but also safety and comfort. We are embodied by our mantra Number one for Quality to ensure we exceed out customer requirements. The policies of Mitsubishi Electric has made all these possible while fostering the values necessary to harmonize our products and activities with the environment and local communities. These will vary based on customers requirement for capacity, speed, purpose, number of persons, number of stops (floors) etc. Refer appendix for more details on our product range. Market Share The industry leader in the Sri Lankan Elevator market is ETA MELCO ENGINEERING (PTE) LTD the agent for Mitsubishi Elevators in the country. We import Mitsubishi Elevators and Escalators under the HS code 84281010 Lifts and skip hoists. According to the import statistics details obtained from Data One Company our sales team analyzed the market share for the year 2009 based on the number of units ETA MELCO (Mitsubishi) secured as against its competitors. The data is as follows: With reference to the analysis carried out it could be said with much certainly that this industry belongs to the Oligopoly (Imperfect) Market Structure as it has a relatively small number of large firms. They sell differentiated products and comprise of significant entry barriers. Thus we have a few key industry players like Otis, Sanyo, Sigma, Dipra, Schindler, Johnson, Kone and Local Fabrications who deal with Elevators and Escalators in Sri Lanka. Hence we export only three types of products Elevators, Escalators and Moving Walks. We are the only local company that exports these products from Mitsubishi we have better access to architects, clients, contractors, government authorities and other developers due to the good name we maintain in safety, comfort, efficiency and superior quality. Nevertheless this industry is highly competitive as all the few players on average have to meet a demand of 175 200 elevators for a year. This leads to sever competition. We have to keep a breast of the ever changing technological advances and we need to convince our customer base on the modern products and modifications needed to existing products from time to time to avoid our products being modernized or serviced by out competitor companies. Taking in to account the over all market in to consideration ETA MELCO has grown from strength to strength enjoying the highest market share in this segment when compared to its competitors. The company has to now focus on promoting vertical transportation products such as Elevators, Escalators and Moving walkers by moving in to the northern and southern geographical areas of the country to remain as the market leader as many developments are taking place. The product alone is a luxury item and today the demand for Home elevators our becoming popular. The company also has it focus in coming up with more customized products to cater to the market. In Sri Lanka alone we have Home Elevators. Market Structures My findings indicate that this organization belongs to the Oligopoly (Imperfect) market structure since it highlights the following characteristics; Major industry players amounts to 9 competitors while there are few other mushroom companies that deals with maintenance of elevators and escalators. The firm is relatively large compared to the overall market and has a substantial degree of market control. In short there are small numbers of large firms. Firms in oligopolistic industries produce either identical or differentiated products. Identical product oligopolies also knows as perfect oligopolies produce tend to process raw materials or intermediate goods that are used as inputs in other industries. Notable examples are petroleum, steel and aluminum. On the other hand elevator and escalator falls into differentiated product oligopolies also knows as imperfect oligopolies focuses on consumer goods (mostly luxury) to satisfy the wide variety of consumer needs and wants. Barriers to entry prevail as the firm attain and retain market control. Patents, brand names, recognition, resource ownership, start-up cost, decreasing average cost are the most common barriers and the make it extremely difficult or impossible for potential firms to enter the industry. Oligopolistic firms are diverse and they posses several behavioral tendencies. The following behavioral characteristics were highlighted in my findings: Interdependency among firms as it takes in to account relative size and market control. This means that the actions of one firm will depend and make an influence on the actions of another firm. The firm keeps a close eye on the activities of the other firms in the industry. As a result the decisions made by one firm invariably affect others and are invariably affected by others. Thus a firms success will not only depend on its own action but also those of the competitor. A Rigid price strategy is followed by the firm that helps to keep the price relatively constant as the firm prefers to compete in other ways that does not involve changing the price. This is mainly because if price decreases the competitor will try to match the same and will not take in to consideration the increases in prices as the firms do not gain much from price changes. As the firm does not gain much from price competition they tend to follow non-price methods of competition which includes entry barriers, product differentiation and advertising, continuous improvement in quality, after sale services, effective distribution, guarantees as the firms objective is to get more buyers and simultaneously increase the market share while holding the line on price. Taking all firms in the industry I wish to emphasize that the firms operate in cooperation through collusion in an oligopoly market. The factories of the companies that manufacture elevator and escalators secretly agree on prices, production and other aspects in the market and behave like they are operating as one firm a monopoly. A formal method of collusion is cartel which is found among international produces. Operating in an Oligopoly (imperfect) market brings in two important advantages to the firm. It could be elaborated as follows: The firm tends to be a prime source for innovations that promotes advances in technology and economic growth. This leads to higher living standards. These firms have the motive and opportunity for innovation. Interdependent competition results in motive and access to abundant resuorses bring about opportunity. The firm is in a position to enjoy economies of scale as it leads to a reduction in the cost of production and prices. The firm can mass produce at a low average cost. Elevators and escalators will be more significantly expensive if they were produced by a large number of small firms that small number of large firms. Graphical Illustration of the Market Equilibrium A kinked demand curve is used to illustrate the short run production activity of an oligopolistic firm. To explain the price rigidity in an oligopolistic firm the kinked demand curve is used. The kink of the demand curve exists at the current quantity (Qpm) and current price (Ppm). This is because competitor firms will not match the increases in price as it will loose its customer base and market share. It is evident that a small increase in price will lead to a relatively large decrease in quantity demanded. Similarly any price decreases will be matched by competitor firms and the firms is unlikely to gain customers or market share. If a firm is to gain a small increase in quantity demanded a large decrease in price needs to take place. (This is not feasible to many firms) Conclusion With reference to my study on my organization ETA MELCO ENGINEERING (PTE) LTD I could state that we fall into Imperfect Oligopoly Market Structure. Hence I will use the following findings to justify my answer; There are small numbers of large firms (09 major industry players) in the elevator and escalator industry. The company sells a range of differentiated products to suit customer, client, architect, developers requirements and specifications taking in to account type of building, type of elevator/escalator, number of stops (floors), travel speed, capacity, and usage thus falling in to imperfect oligopoly without any doubt. Significant barriers to entry prevail due to brand name, recognition, start up cost, decreasing average cost, patent and resource ownership. Interdependency among firms exists. A rigid price structure is followed to keep price relatively constant. As any decrease in price will lead towards the same action from competitor thus affecting the companies customer base and market share. Also any price increases will lead to a reduction in quantity demanded thus affecting the customer base and market share. Due to the above reason the company follows non-price methods of competitions by promoting its brand image and reputation, quality products, customized products, guarantees, cost effective after sales services and product differentiation. The firm balances competition among others through cooperation. We can identify collusion as a method used in the elevator/escalator industry. Price cartels are experienced in the factories that produce elevator/ escalators. The company is heavily involved in innovations that promote advances in technology and economic growth. The main factory of the company enjoys economies of scale through mass production thus leading to low average cost. Finally giving all reasons, arguments and justification above like to conclude that ETA MELCO ENGINEERIN (PTE) LTD is operating in an Imperfect Oligopolistic Market Structure.
Tuesday, November 12, 2019
Term Paper on Computer Games
Intelligence and Dexterity are beneficial gift that God has endowed us. Hence, Man has the ability to tinker with nature. It is factual and concluded. We have the greatest opportunity to manipulate things like: The Development of Medicine; Swift Transportation; Rapid Communications and the Aggrandizement of Technology. One of this is COMPUTER GAMES. Computer Games is one of the vital issues in our society to be focused on. Why? Because they say that Computer Games are one of the vices that the teenagers are been addicted, attached with.They could spend all day just to play various online or downloaded games. Seemingly, it is there cravings for them to be satisfied. Just like there days wouldnââ¬â¢t complete if not played just even one game. According to Surveys, Computer Games has indeed a great effect on everybody. Because, we can visualize myriad teenagers seated in front of computer set playing, enjoying, and cussing with each other. YES, CUSSING. When been fond of it, teenager s are gradually adapting the nature of a maniac player. Now, they know how to use vulgar words to express their feelings, a volcano that would about to erupt.Another thing is that, we can no longer more to see youth who plays basketball, volleyball and the rest of the Sports Games that can really helped a lot in our health and physical attributes. Thatââ¬â¢s why they also added that Computer Games is gradually defeating sports. This is why the Government should take its action to give remedy to this epidemic issue concerns our youth of today. Today, parents still worry about the effects of violent computer games and of course it also remains a popular topic for the media.However, with a growing number of children and teens spending excessive time playing computer games, perhaps parents should be more worried about teenagers addicted to computer games than the effects of violent Computer Games. An examination of the literature reveals that those who study video game addiction some times disagree on the proportion of children and teenagers addicted to computer games. However, the majority of studies suggest that approximately 5 to 10% of youth who play computer games become addicted.Compared to other psychological difficulties (such as depression and anxiety), teenage computer game addiction is obviously a relatively new problem faced by families. As such, parents may lack accurate and/or helpful information on the signs of computer game addiction, the risk factors for video game addiction, and strategies for helping teenagers addicted to computer games after the problem develops. BACKGROUND The debate on whether Computer Games have social effects and cause violence among the players, especially children, can be traced back to 1976 when a video game entitled Death Race was released on the market.The main aim of the game was to run over screaming gremlins using a car which would then turn into tombstones. The pace of the game was pedestrian and the gremlins res embled human figures. There was a public outcry over this video game and eventually its production ceased. There were other violent Computer Games that were produced later in 1993, such as Night Trap and Mortal Combat, that were followed by public outcry. In the same year, a board was established in the United States to look into Computer Games and rate them according to their content (Siwek, 2007).The board is known as the entertainment software rating board (ESRB). The other video game that attracted media attention was Rapelay, produced in 2006 (Siwek, 2007). The video game required players to rape and stalk a woman and her two girls. Such Computer Games are said to cause behavioral change among children. There are several incidents that are linked to Computer Games, such as the massacre at Columbine High School that claimed 13 lives. Laws have been enacted to ban or control the sale of Computer Games.For example, on the 27th of June 2007, the Supreme Court of the United States o verturned the law in California that banned the sale of Computer Games to minors (Siwek, 2007). The court ruled that the law violated the freedom of speech even though the state has an obligation to protect kids from harm. Another aspect that should be noted regarding Computer Games is that boys spend more time playing than girls. Not many girls are interested in playing Computer Games, hence they are not affected as much as boys of a similar age (Anderson & Bushman, 2001).The Drawbacks of Children Playing Computer Games Most of the negative effects as a result of playing Computer Games among children can be blamed on the violent scenes contained in these games. When a child spends an extended amount of time playing such Computer Games, they becomes socially isolated. This means that a child does not have enough time to interact with other members of society (Anderson & Bushman, 2001). The child who spends many hours a day playing Computer Games will have no time to meet and make ne w friends. They may in turn become more depressed and lonelier in their homes.Children will also spend little time on other activities such as sports, reading, and doing homework. The child becomes socially inactive since they do not get involved in social activities. Some Computer Games teach children wrong values (Gunter, 1998). Most of the children who spend much of their time playing Computer Games are likely to perform poorly in school. A solid number of Computer Games are addictive. Rather than studying or completing homework, a child spends time playing Computer Games. As a result, poor performance will be seen at schools. Computer Games reduce a childââ¬â¢s imaginative thinking as well.This means that a child who ends up spending most of their time playing Computer Games does not get a chance to think creatively or independently. Imaginative thinking is crucial in developing a childââ¬â¢s creativity. By fostering isolation, Computer Games may also affect a childââ¬â ¢s health. Since they do not get enough bodily exercise, children who spend the majority of their time playing Computer Games are likely to suffer from video-induced seizures, obesity and skeletal, muscular and postural disorders like tendinitis, carpal tunnel syndrome, among others.Computer Games promote children to associate happiness and pleasure with the capability to cause pain to others. They develop the feeling that in order to be happy, one has to make other people suffer. Children who play Computer Games tend to develop selfish behavior (Anderson & Bushman, 2001). Computer Games teach the player to be dependent and since the child is left alone while playing the game, they can develop selfish behavior. A certain study that was done at the Minneapolis-based national institute for media indicated that kids can get addicted to Computer Games and exhibit social phobias.The interactive quality of Computer Games is quite different from passively viewing movies or television. The games allow players to be active participants in the script. The players who are able to benefit from acts of violence are then able to proceed to the next level (Sherry, 2001). As a negative result of playing Computer Games, violence in children has shown an increase. ââ¬Å"Anderson and Dill found that males who were high in aggression and irritability, showed the strongest association between video game play and aggressive behavior (Lillian Bensely & Juliet Van Eenwyk, 2001)â⬠.There are many incidents of violent behavior among children who play violent Computer Games worldwide (Gunter, 1998). One of the high-profile incidents is the Columbine High School massacre that was caused by 17 year-old Dylan Klebold, and 18 year-old Harris Eric. The massacre happened on the 20th of April, 1999, at Columbine High School, located in Jefferson County. 12 pupils and a teacher were killed by two pupils. It was later revealed that the two shooters in the massacre were frequent players of w eapon-based combat games.It was also noted that the two shooters used to play Wolfeinstein 3D and Doom, games which are violent. After the incident, many newspaper articles claimed that the key cause of that incident was violent Computer Games. Another incident occurred in April, 2000 when Jose Rabadan, a sixteen year-old Spaniard, killed his parents and his sister using a katana sword, claiming that he was Squall Leonhart, the main character in the video game titled ââ¬ËFinal Fantasy V111,ââ¬â¢ on a mission to avenge. This was a consequence of playing the game too much and fantasizing about what he saw in the video game (Williams, & Marko, 2005).In 1997, there was the case of a thirteen year-old Wilson Noah, who was killed by his friend using a kitchen knife. The mother of the deceased claimed that Noah was stabbed because of the obsession his friend had with the video game known as Mortal Combat. She alleged that the child who killed Noah was obsessed with the game, and thou ght he was one of the characters in the game named ââ¬ËCyraxââ¬â¢. In the game, Cyrax is using a finishing move whereby he grabs the opponent and stabs him in the chest. It was alleged that this was the move that motivated the killing of that child.There are many other incidents that were caused by the effects of playing Computer Games. A report that was compiled by the FBI in the year 2006 showed that the playing of Computer Games among children was one of the behavioral traits linked to school shootings. The report outlined several factors behind school shootings of which playing violent Computer Games was the most obvious (Anderson & Bushman, 2001). According to Gentile and Anderson, playing Computer Games increases the aggressive behavior of the player, since the acts of violence are continually repeated during the game (Gentile, & Anderson, 2003).ââ¬Å"Although heightened physiological arousal (e. g. , heart rate, blood pressure, skin conductance) can be beneficial in ce rtain situations, physiological arousal produced by violent media (or by other sources), can be linked to an increase in aggressive behavior, especially when that arousal can be erroneously attributed to another provoking event, rather than to the violent media. Repetition of an act has been considered an effective teaching method, reinforcing learners patterns (Barlett, Harris, & Bruey, 2007). â⬠The games encourage the players to role play or identify with their favorite character (Gentile & Anderson, 2003). The increase in physical bullying in many schools can also be linked to the popularity of Computer Games that contain violent content. A study done in 2008, indicated that about 60% or more of middle school boys ended up striking or beating somebody after playing at least one mature-rated video game. The research also showed that about 39% of boys who never played violent Computer Games were not involved in any form of violence.When playing Computer Games, players are rewa rded for simulating violence. This enhances the learning of violent behavior among the children who find pleasure in violent Computer Games. When violence is rewarded while playing Computer Games, players tend to develop aggressive behavior. As noted earlier, Computer Games desensitize players to real-life violence. The exposure to Computer Games causes a reduction in P300 amplitudes that are contained in the brain. The child will later experience aggressive behavior and desensitization to violence (Bartholow, Bushman & Sestir, 2006).After children experience violence while playing Computer Games, they are likely to develop a fear of becoming victims of violent acts. According to the report compiled by six leading national medical associations in 2000, children do not trust their fellow children and hence will develop violent, self-protective measures. The exposure to cruel Computer Games also leads to reduced empathy among the players. From a survey conducted by Jeanne Funk in 2004 , Computer Games are the only media linked or associated with low empathy.Empathy is described as the capacity or ability to understand other peopleââ¬â¢s feelings. The level of empathy plays a noteworthy role in evaluating a personââ¬â¢s morals. Empathy also controls aggressive behavior among individuals, especially children (Bartholow, Bushman & Sestir, 2006). After lacking empathy as a consequence of violent Computer Games, these children are likely to be violent. Repetition of actions when one is playing a video game affects the subconscious mind, hence a behavioral script is developed. A sound example of a behavioral script is that developed by drivers.It urges the driver to first get into a car, fasten their safety belt and then start the car. Similarly, Computer Games induce a child to develop a behavioral script that urges them to respond violently to a certain situation (Gunter, 1998). Playing Computer Games teaches children that violence is an acceptable way of solvi ng their conflicts. Those who play Computer Games, especially games with violent content, do not develop the belief that using non-violence means can solve a problem. They tend to be less forgiving when compared to those children who play non-violent Computer Games (Sherry, 2001).Children tend to confuse real-world violence with video game violence. After fantasizing about the violence in Computer Games, children are likely to fight in schools and in the streets. New Computer Games allow a lot of physical interaction with the players. Some Computer Games train players on how to be a killer. For example, in 1996, the Marine Corps in the United States authorized the release of Doom 11, which was a violent video game. The game was previously used to train marine soldiers. Such games can train children to be high-profile killers.Most Computer Games have portrayed a negative attitude towards women. Violence against women is likely to increase in a child who plays brutal Computer Games (G unter, 1998). Counter Arguments In any life situation and with any sort of problem, there are those who disagree with the majority. Likewise, there are researchers who present various counter arguments to support the idea that Computer Games can be beneficial for children. The first counter argument against the side effects of Computer Games is the fact that children are not isolated as they have online gaming communities.Children who are unable to associate with others do not feel isolated since they are left to play Computer Games. For example, a child who is not physically fit to play with others can turn to Computer Games during their free time to reduce boredom. It has been noted that violent juvenile crimes have been decreasing in the recent years, yet the popularity of Computer Games has been increasing. For the period 1995 to 2008, the rate of arrest of juvenile murderers decreased by 71. 9%, while the overall arrest cases concerning juvenile violence decreased by 49%.In the same period, the sale of cruel Computer Games increased by almost 4 times compared to the years before. From these statistics, one can conclude that there is no direct correlation between violent juvenile crimes and Computer Games. There has been no scientifically proven link between violent behavior among children and Computer Games. Most of the surveys carried out on Computer Games are affected by design flows. The surveys are done within a short duration of time and do not follow kids for any considerable period of time. After a short observation, conclusions are then drawn.The other counter argument against Computer Games is that children learn real life-skills when playing Computer Games. Players of brutal Computer Games are able to learn how to regulate their emotions when playing (Anderson, Gentile, & Buckley, 2007). The level of control developed while playing Computer Games in terms of directing actions and pace are prudent ways of regulating the emotional state of childre n. The perception of being in control of actions minimizes emotional and stressful responses to events. Aggressive and angry feelings can be relieved by playing Computer Games.When a child plays Computer Games, it is one of the best ways of relieving aggression and depression. Many children play Computer Games to relieve anger while others play Computer Games to relax their bodies. Children are given healthy and safe opportunities to virtually explore the rules and consequences of violent behavior when they play Computer Games (Bartholow, Bushman & Sestir, 2006). After playing Computer Games, especially ones that contain violence, children are able to develop ways of escaping violence. The form of violence can be affected by Computer Games, but does not necessarily lead to the occurrence of violence.Through the challenges faced while playing some Computer Games, children are able to learn how to avoid violence, or how to escape from violence. Those who hold the view that Computer Ga mes do not have negative effects on children indicate that Computer Games do not lead a child to violence, but instead, violent children are the ones who are interested in Computer Games (Anderson, Gentile & Buckley, 2007). Conclusion The argument about whether Computer Games have negative or positive effects on children is broad, and depends on oneââ¬â¢s philosophical views.ââ¬Å"Most of the research projects that have been conducted on the authentic effects of media brutality on behavior of children have included small, often unrepresentative samples and unique examples of media violence (Dietz, 1998)â⬠. This paper has compiled some of the negative effects of Computer Games among children. Some of the negative effects include children feeling isolated from society, becoming more violent and aggressive, as well as lacking communicative skills. When playing Computer Games, children spend extended periods of time by themselves and do not have much interaction with other chil dren, except for the virtual ones.As a result, children who play Computer Games do not develop effective communication skills with others, since hours, if not all their spare time is spent on Computer Games. There has also been a rise in violence among children who play Computer Games, the Columbine High School massacre being one such example. Injuries and fighting at home and outdoors have risen because of children playing brutal Computer Games (Anderson, Gentile, & Buckley, 2007). Some researchers however argue that Computer Games can and do have positive effects on children.They point out that children are not isolated, as they develop online gaming communities. Children are also able to learn real-life skills while playing Computer Games, as well as, learn how to escape violence. However, what both sides agree upon is that parents should guide their children on the outcomes of playing Computer Games. Personally, I think that Computer Games can be allowed when selected with cauti on and are not played frequently. As long as virtual reality does not replace a childââ¬â¢s real-life communication, Computer Games can become a great option for a childââ¬â¢s leisure.
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