Friday, February 14, 2020

Criminal Behavior and the Law Essay Example | Topics and Well Written Essays - 1500 words

Criminal Behavior and the Law - Essay Example Finally, the paper will discuss the differences between index-one and index-two crimes under the FBI’s Uniform Crime Reports, as well as which of the two is classified under violent crime and the one classified under property crime. To begin with, criminologist and criminalists are terms more than often used interchangeably, according to Williams and McShane (2004). However, the two terms have some distinct differences that are worth noting. Williams and McShane (2004) note that criminologists deal with the study of behaviors of an individual in relation to crime, individuals who commits the crimes being studied, as well as the correctional facilities for criminals such as jails and prisons. This falls under criminology, which covers various fields of criminal justice, with emphasis on social behavior. Criminalists, on the other hand, are professionals charged with the responsibility of analysis criminal evidence at the scenes of crime such as bullets and bloodstains (Williams and McShane, 2004). They are also charged with the responsibility of recreating crimes scenes, work at crime scenes, laboratories, and courtrooms. Criminologists engage mainly in teaching and research, where they apply the knowledge to the administration and policing, study of public policy, drug addictions, correction, juvenile delinquency, correctional administration and policy, and victimology. Other areas of study include criminal ethnography, theoretical criminology and models or criminal behaviors (Williams and McShane, 2004). Criminologists also assist in analyzing psychological, sociological, and biological evidence such as finger and footprints, body fluids, and blood plaster using their skills and knowledge to establish the link between the suspect and the crime. Criminalist, on the other hand, is a professional who employs scientific techniques to identify and separate vital evidence from the scene of a crime (Williams and McShane, 2004). The evidence gathered is analyze d and interpret, establish the truth as regards the crime. Forensic psychologists are professionals who by virtue of their training apply psychology in a criminal investigation and law (Fulero and Wrightsman, 2009). Forensic psychologists play a big role in assisting fact finders or courts in arriving at a just and precise conclusion of a criminal case. They are often involved in insurance claims, custody disputes, and lawsuits, according to Fulero and Wrightsman (2009). Legal justice system uses forensic psychologists in analyzing the mental status of the accused before, during, and after the trial proceedings. For instance, criminal cases whose verdicts may be death penalty always require that before the accused is handed the sentence, a forensic psychologist is called to analyze the defendants mental status before, during and after the crime to establish whether the defendant was insane at the time of the crime or not. The analysis of mental status of the defendant in a case is i mportant since it aids in just and accurate decision making by the jury. White-collar vs. Blue-collar crimes Crimes are committed by different classes of people. In this regard, O'Hear (2001) defines the white-collar crime as a financially motivated crime committed by respected people with high social status in society. This crime is committed by high-class individuals who have inherited or earn a lot of money at the upper level jobs such as corporate bigwigs (O'Hear,

Saturday, February 1, 2020

Financial Risk Management Essay Example | Topics and Well Written Essays - 1000 words

Financial Risk Management - Essay Example This study involves a comprehensive study of the risk management policies followed by Bear Stearns and how it led to its demise. Risk Management: An Overview Risk is a term associated with any type of business entity. Without risk it would have been an easy task for managers of a company to allocate its resources in the most effective way. And with the world experiencing the global financial crisis in the year 2008, effective and efficient risk management is the key to success for any financial enterprise. The idea of risk management may differ from person to person. In case of regulators risk management is a means of control, for traders it is a means of hedging their risks and for risk managers it is a means of obtaining the highest return possible by allocating capital in the best possible way. Risk management takes into consideration the magnitude as well as the nature of risks involved. It is all about optimizing the risk-return profile of a company. Sources of risk are many and it is due to the uncertainties of future events. In today’s world banks are engaged in wide range of activities like trading of derivatives to its customers which results in exposure, finally leading to risks. Thus risk management plays a vital role in case of banks. Study and analysis of risk begins with study of Markowitz model of portfolio analysis where he defined selection of portfolios based on mean of variances in return of portfolios. Sharpe and Lintner further added to this analysis by assuming the existence of risk free assets. The rate of return of a risky asset is governed by its systematic risk and ‘beta’ is the measure of this type of risks. Next Black-Scholes model for pricing of options gives a measure of the risk of an underlying security by measuring the volatility in the form of standard deviation. Again works of Modigliani and Miller showed that value of the firm is not dependent on the capital structure of the firm. Increase of debt, leading to greater leverage in the capital structure of a firm increases the financial risk for the shareholders of the firm. This means, reengineering of capital structure of the firm would not help the firm, and the management should consider implementing strategies to increase the value of the firm economically. However, it is very difficult and possesses a challenging task for a company to implement these risk management theories practically. For any financial institutions like global banks, before taking up risk management system they must ensure that, they are up to date with their databases regarding various financial transactions within the company and are also aware about financial rates available in the outside market. Also they must have relevant statistical tools to analyze those data. Risk management policies followed by Bear Stearns Bear Stearns was once considered as one of the most efficient managers of risk but at the end it was their faulty risk management policies that l ed to their downfall. Bear Stearns most profitable division was the securitization of mortgage, which brought in almost half of the company’s revenues. Regarding mortgage securitization, the company followed a model that was vertically integrated and made profit at every step starting from originating loan, securitizing them and then selling them. These

Friday, January 24, 2020

The Handmaids Tale Essay -- The Handmaids Tale Essays

In Margaret Atwood’s ‘The Handmaids Tale’, we hear a transcribed account of one womans posting ‘Offred’ in the Republic of Gilead. A society based around Biblical philosophies as a way to validate inhumane state practises. In a society of declining birth rates, fertile women are chosen to become Handmaids, walking incubators, whose role in life is to reproduce for barren wives of commanders. Older women, gay men, and barren Handmaids are sent to the colonies to clean toxic waste. Fear is power. Fear is ever-present in Gilead; it is implemented through violence and force. It is through fear that the regime controls the Gileadian society. There is no way Offred, or the other Handmaids can avoid it. The dead bodies hanging on the wall are a relentless reminder of what rebellion and conflict result in. The abuse of power is also present in chapter fifteen after Moira attempts to escape, she is taken to the old science lab and has her feet beaten with steel frayed wires and is then left on her bed, ‘’Moira lay on her bed as an example.’’ (pg. 102 ) She is an example of what rebellion results in. Therefore, creating fear in the other Handmaids to prevent them from rebelling. Handmaids are also branded like cattle, a numerical tattoo on their ankle consisting of an eye and four digits; similar to the tattoos on Nazi prisoners, prevents them from escaping. Offred refers to it as, ‘’ A passport in reverse.’’ (pg. 75 ) this reference implies that there is no escape or leaving her situation, as a passport would allow a person to leave a country. Atwood uses this tattoo to display the society’s exploitation of power, and has been related to that of the cruel regime of Nazi Germany. The Gilead regime uses language, particularly... ...t create a feeling of disorientation towards the reader. Atwood does this to enable us to understand just how disjointed life is in Gilead. Offred continuously involves the reader, she directly addresses us and anticipates our response and even feels she has to justify some of her actions, she is a self-conscious narrator. Atwood is also preparing us for the revelation in the Historical notes that Offred is recounting her story into a tape recorder. The story is open ended; we are not told what exactly happened to Offred, Atwood does this in order to have more of an impact on the reader. Works Cited Margaret Atwood, The Handmaids Tale, (first pub. 1986) Publish by Vintage London 1996. Sandra Langdon, The Handmaids Tale, Letts Explore for A level, (first pub.1998) http://www.novelguide.com/TheHandmaid'sTale/essayquestions.html (accessed 11/10/2014)

Thursday, January 16, 2020

Supportive Work Culture

Need for supportive work culture – Gaming Industry Ravi Shankar Jayaman Today we have so many video games releasing every week. Most of the video games today bring in as much revenue as a Hollywood movie (reference needed). What was once considered a niche industry, thanks to various technological advancements, is no longer a niche industry. We have video games releasing for different age groups. Like movies, we have different flavours of games. We have dance games, party games, racing games, shooting games etc. Today, there really is a video game for everyone An introduction to video gamesIn 1958, William Higginbotham, a nuclear physicist, created what is now known as the very first video game – ‘Tennis for Two’ (reference). It was a two player tennis game played with two controllers. ‘Tennis for Two’ was meant for a small audience and was never seen as something people could make money from. This particular game was the inspiration to the fir st successful video game ever created ‘Pong’. ‘Pong’ was an arcade game that released in 1972. Pong’s success made people see gaming as a means of business and thus the gaming industry started. Today we have so many video games releasing every week.There are many different game consoles – ones that can be played at home and ones that are portable. We can also play video games on PC, tablets etcfor example (don’t use â€Å"etc† in a paper). Even the mobile phones we use every day can be used to play video games. All these factors have made the gaming industry a multibillion dollar industry. Today the gaming industry is worth more than the music industry and even Hollywood (reference). A new video game that is released today has a good chance to earn as much as a Hollywood movie would. In fact in more than a few cases a successful video game would make more money than most of theRavi Shankar Jayaraman 211586823 Page 1 movies ever w ould. For example, the video game Call of Duty: Black Ops totaled in at $1 billion worldwide within the first 42 days of its release (reference). Video games have always been something that people associated with fun. People see video games as a means of entertainment especially when they are with family and friends. Video games are good stress busters and can help keep people’s minds at ease. Video games are very helpful even in educational institutions. In fact a few gamers were able to break the AIDS enzyme puzzle that has been troubling scientists for decades (reference).All these factors bode well with the booming gaming industry. Video games today can be both fun and educational. History of video game companies Nolan Bushnell and Ted Dabney are credited with establishing the very first video game company (reference). They created Atari Inc. in 1972. In 1972, Video games were relatively unknown. So, it was a very bold move by Bushnell and Dabney to venture into the unkno wn. Atari’s Pong was very successful and thus people started venturing into the video game industry. Today’s gaming companies are very different from the ones in the past.There are people working on video games almost throughout around the clock to meet the various strict deadlines. This is a lot of pressure on the video game developers to get their product out on to the market. We all know that video games are so much fun to play and are a great means of entertainment, but are they as much fun to make? Comment [JBC1]: Be careful of sweeping statements. Some people may not find video games fun. Gamers tend to be young and male. The Ugly side of gaming – Work culture in Video game companies The organizational structure in a video game industry is a network organization.Video game companies are virtual organizations in a network organizational structure. The video game console makers make the consoles and usually let the video game companies make games. There are companies that make Ravi Shankar Jayaraman 211586823 Page 2 exclusive games for only one of the platforms and there are companies that make games for all the platforms available. Irrespective of the kind of video game Company, such is the video game industry these days that every video game company has to be continuously releasing great games.All the companies compete among themselves to attract the ever growing number of people who are buying video games. Working in such a competitive industry can be challenging for anyone. The kind of work people do in the video game industry is not your regular 9 to 5 kind of work. This industry requires people to put in a lot of work hours. Sometimes at a level that is unsustainable and destructive. This could lead to employee burnout. Employee burnouts are quite common in the video game industry. The term crunch time is used pretty extensively in the video game industry.Crunch time can be defined as the point at which a team is failing to meet its deadlines and milestones which could affect the launch of a video game. The complex nature of video games these days makes it tough to predict when one can achieve a milestone or a deadline. During crunch time situations the video game company exerts pressure on its employees to put in more effort. The sad part is that in a few cases people are not paid for this overtime. There was even a lawsuit filed against Electronic Arts because of the company’s push to make employees work for longer hours (reference).Working for so long can not only make an employee tired, but also affect the employee psychologically. The mental stress involved could have a really bad effect on the employee’s health. Aggressive work schedules and strict deadlines are something that leads to mental stress on an employee. The companies can be too demanding at times and may cross the line by making an employee work more than what he/she was/is supposed to. The necessity of proper work culture an d regulations to keep these kinds of adverse working conditions in check is really necessary. Ravi Shankar Jayaraman 211586823Page 3 Team Bondage – The story behind the demise of Team Bondi Team Bondi was an Australian game developer that developed video games for all the video game consoles available in market today. The company was founded by Brendan McNamara, an ex-big gun from Sony, who had had vast experience in making video games (reference). McNamara was very successful with Sony and had made a number of hit games such as The Getaway. So, when McNamara founded Team Bondi in 2003, everyone believed that the company was destined for success. Team Bondi’s first game was announced in 2004 as L.A Noire. Sony had first dibs on this video game and worked out a deal for L. A Noire to be published by Sony. This meant that the game was exclusive for Sony’s Playstation 3. The game was expected to release in 2006-2007. In September 2006 news broke out that Sony has m oved away from the deal of publishing the game. Rockstar took over from Sony and the game was expected to release in 2008. This was the first sign of things not being ‘OK’ with Team Bondi. There were then multiple delays and the game finally released in 2011, seven years after it was announced.The game got rave reviews from critics and gamers alike. It was a commercial hit and everyone thought that Team Bondi was destined for more success. Sadly, in October 2011 news broke out that Team Bondi has closed down. It was not clear why, even after a very successful debut game, would the company close down. All the happenings during the development of L. A Noire were then revealed and the reason behind Team Bondi’s closure became clearer. After the game’s release former staff of Team Bondi came out to reveal the disastrous work conditions while developing L. A Noire.It came to be known that Team Bondi was making its employees work overtime because of crunch. Thes e overtime hours were not accounted for in the pay and there was extensive mental stress on the employees at Team Bondi. The former staff also questioned McNamara’s leadership. The former staff revealed that McNamara was a very angry person and also cited occasions when he shouted at employees. This style of leadership put off many people and many people quit. A Comment [JBC2]: Be explicit to be clear about his position at Sony. Ravi Shankar Jayaraman 211586823 Page 4 ew people were apparently so put off by McNamara’s leadership style that they vowed never to return to game industry again. Even Rockstar, the publisher of L. A Noire, cut ties with Team Bondi citing poor leadership/management skills of McNamara. The disastrous work conditions and leadership style led to the demise of Team Bondi. The story behind EA lawsuits Electronic Arts (EA) are one of the biggest game developers in the world with revenues of over $3 billion (reference). EA are credited with a great r ecord of releasing highly successful video games for over twenty years.In 2004 a blog showed up on the internet by someone named ‘ea_Spouse’. This blog explained how EA treated their employees. The blog highlighted mainly about the work culture followed in EA at that time. The blog said that employees were asked to work extensively for 12-14 hours six days a week and at times even seven days a week. The employees were reportedly given the occasional Saturday evening off for ‘good behaviour’. Employees were reportedly made to work up to 100 hours a week on a few occasions. All these overtime work done by employees were not accounted for.EA did not pay the employees for overtime. This forced the employees to file a lawsuit against EA (reference). The employees of EA successfully won this lawsuit. This particular lawsuit was a revolution of sorts and ensured that people in the gaming industry were paid on an hourly basis. Since this lawsuit hit EA very hard, E A were quick to take some positive steps to ensuring that no such events happen again. EA has taken steps to positively address work-life balance concerns. EA focused on long term planning, employee compensation and communication to improve work-life balance concerns.EA did an overhaul of its Human resource policies to make EA a better place to work in. John Riccitiello was appointed CEO of EA in February 2007 and he ensured that EA were serious about keeping the work culture good within EA. Ravi Shankar Jayaraman 211586823 Page 5 Importance of good work culture In these turbulent economic times, a lot is expected from the employees. An employee maybe required to put in the extra hours to get things done. An employee will be willing to put those extra hours only when the management recognizes the effort put by the employee. An employee will be more ommitted and motivated to his work when the management ensures a good supportive work culture within the organization. A good work cultu re keeps an employee more engaged to his work. A good work culture keeps the employee satisfied. A satisfied employee will in turn bring in more productivity and thus the organization is benefitted. Adding to the reasons above, a few other reasons on how a good supportive work culture helps the organization are listed below: 1. It retains talent: When an employee is satisfied with the work culture in an organization, he or she is very likely to continue working in the organization.When the employee is kept satisfied there is no reason for the employee to move out. 2. It attracts talent: A prospective employee looks at the work culture closely when assessing an organization. An employee usually looks for a change when the work culture in not that great. So, the company with a good work culture will be pretty high on the list for people looking for a change. 3. It creates synergy: A strong supportive work culture brings people together. When people can communicate with each other easi ly, everyone gets to know each other well. This brings the people together.When people communicate with each other well it improves the productivity of the employees. 4. It creates energy: Ravi Shankar Jayaraman 211586823 Page 6 When the culture shows that people are valued by the organization, it creates a lot of good energy in the organization. In such an organization people can express themselves and this creates a lot of positive energy. 5. It changes the view of work The word ‘work’ in itself does not mean anything fun. It means that one has to do certain things. This understanding of the meaning of ‘work’ can be changed if an organization has a good culture.When an organization takes an effort to have a good culture, work would become more fun and an employee would have fun doing it. 6. It makes everyone successful: Everything discussed above helps not only the employee but also the organization. A good work culture keeps an employee more engaged and more motivated to do his or her work. An employee will thus get more productive. This in turn helps the organization. This is a win-win for both employees and organization. In a very demanding industry such as the video game industry we can see how a good work culture helps.In such an industry the company plays a very important role to help keep the employee morale high. When a company follows a good culture, all the points mentioned above become valid. The organization would benefit in the long run. In fact having a good work culture can become a competitive advantage. Comment [JBC4]: A good work culture is more likely or has the potential to engage employees but it’s not a sure thing. Same comment regarding productivity. Comment [JBC3]: Another sweeping statement. Some people find work fun. Importance of employee satisfaction An unhappy employee is very bad for an organization.The employee will not be able to perform his tasks at his or her full potential level. This may in turn affect the quality of the product. So, it is very Ravi Shankar Jayaraman 211586823 Page 7 important to keep an employee satisfied especially in a very chaotic industry such as gaming. A happy and a satisfied employee will always give you a better result. The various factors affecting employee satisfaction are: Comment [JBC5]: Not necessarily. A happy and satisfied employee does not always relate to productivity, for example, they could be happy, satisfied and lazy or poor at their job. . Job Security: This is probably the most important factor affecting employee satisfaction. There is always consistent pressure on employees of a video game company to do well.The video game industry is a hit and miss industry. When a game does well commercially the companies reap benefits but when a game does not do that well the company gets a beating. So, job security is always on top of almost every employee’s mind. When a company can give proper assurances to their employees, the emp loyees are bound to be happy and perform well. 2. Compensation and Benefits: This factor is a no rainer. Everyone wants more money and benefits and the company that gives their employees these benefits and pay are more likely to keep their employees satisfied. 3. Relationship with supervisor: The relationship between an employee and his or her immediate supervisor is very key to understand whether an employee is satisfied or not. The supervisor plays a very important role in keeping an employee satisfied. 4. The work itself: The work itself needs to be fun and engaging for an employee. A company that has a good work culture can ensure that the work is a lot of fun.As long as an employee is happy doing his or her work the employee is satisfied. Ravi Shankar Jayaraman 211586823 Page 8 There is a connection between work culture and employee satisfaction. A very good work culture can keep an employee satisfied. A satisfied employee is a boon to an organization. The productivity of the e mployee improves. This means that the quality of output will be pretty good. Isn’t that what every company wants? The way forward for video game companies There is no denying that the video game industry is a very challenging and demanding industry.There will be times when people will have to put in a lot of hours to get a game ready. These extra hours can be very intimidating for employees. Video game companies can make sure that these extra hours put by employees are not seen as a negative. The onus is on the video game companies to make sure that the work environment is more fun. Good Human resources management and supportive work culture can ensure the workplace to be more fun. The companies will then leave very little for employees to worry about. There are video game companies who have successfully done this. These companies have released great products too.These companies are proof to the fact that there is no tradeoff between good product and work culture/employee sat isfaction. Two such companies are listed below: Insomniac Games: Insomniac games are an independent video game developer located in Burbank, California. They have been making video games ever since 1994 (reference). This company has consistently been ranked as a great place to work in. As recently as October 2011, entrepreneur rates Insomniac as the 16th best place to work in. Entrepreneur has highlighted the workplaces practices at Insomniac games. 2K Studios Australia Ravi Shankar Jayaraman 211586823Page 9 It was initially called irrational games. This is a very small video game company that has been doing well financially and also in maintaining a good work culture at work place. Small studios are very vulnerable in a competitive industry and this studio has survived the competition. They released Bioshock in 2007 and this was the biggest game to release in 2007. The company is widely recognized as one of the most innovative development studios in the world. After looking at all the stories in the video game industry, we can come to a conclusion that video game industry is a pretty unique industry.It is a great mix of technology and entertainment, but at the same time it is a very challenging industry. Playing video games can be so much fun, but the making of video games is almost never as much fun. Aggressive work schedules, strict deadlines and mental stress can make jobs in this industry very demanding. In such an industry good work culture is a necessity. A great supportive work culture can keep an employee satisfied and improve employee productivity. With a good work culture in place the employee can excel and be on top of his or her ‘game’ (no pun intended). Ravi Shankar Jayaraman 211586823Page 10 References David Hinkle. (2011, July 5). Report: Game Industry worth $74 billion in 2011. Retrieved from: http://www. joystiq. com/2011/07/05/report-game-industry-worth-74-billion-in-2011/ Don Reisinger. (2010, December 21). Call of Duty Black O ps hits $1 billion milestone. Retrieved from: http://news. cnet. com/8301-13506_3-20026321-17. html CBC News. (2006, October 19). Video games can reshape education: U. S Scientists. Retrieved from: http://www. cbc. ca/news/technology/story/2006/10/19/videogames-education. html Medical News. (2011, September 20). Gamers crack AIDS puzzle.Retrieved from: http://www. medicalnewstoday. com/articles/234664. php Ea_spouse. (2004, November 10). EA: The Human Story. Retrieved from:http://easpouse. livejournal. com/274. html Simon Carless. (2004, November 11). ‘EA Spouse’ weblog Raises Issues On Game Development Quality Of Life. Retrieved from: http://www. gamasutra. com/php-bin/news_index. php? story=4543 Kristan Reed. (2004, February 20). Team Bondi – The First interview. Retrieved from: http://www. eurogamer. net/articles/i_teambondi Brendan Sinclair. (2006, September 25). Rockstar gets L. A Noire. Retrieved from: http://uk. gamespot. om/ps3/adventure/l-a-noire/news/61 58595/rockstar-gets-la-noire Nathan Brown. (2011, October 5). Team bondi to close. Retrieved from: Ravi Shankar Jayaraman 211586823 Page 11 Comment [JBC6]: All these references needed to be embedded in the paper. http://www. next-gen. biz/news/team-bondi-close Ben Maxwell. (2011, june 27). Former Team Bondi staff reveal troubled LA Noire development. Retrieved from: http://www. next-gen. biz/news/former-team-bondi-staff-reveal-troubled-la-noiredevelopment Nathan Brown. (2011, July 5). Report: Rockstar washes hands of Team Bondi. Retrieved from: http://www. next-gen. iz/news/report-rockstar-washes-hands-team-bondi Curt Feldman. (2004, November 11). Employees readying class-action lawsuit against EA. Retrieved from: http://www. gamespot. com/news/employees-readying-class-action-lawsuit-against-ea6112998 David Jenkins. (2006, April 26). Programmers win EA overtime settlement, EA_Spouse revealed. Retrieved from: http://www. gamasutra. com/php-bin/news_index. php? story=9051 Michael McWh ertor. (2008, April 7). EA employees Now Pleased As Punch To Be Working At EA. Retrieved from: http://kotaku. com/377116/ea-employees-now-pleased-as-punch-to-be-working-at-e

Wednesday, January 8, 2020

Fear, Loneliness, And Loneliness - 1409 Words

He dreams, a swirling darkness with lucid moments. Sometimes he can see a white incandescence and other times, simply emptiness. Thoughts do cross his mind, but he’s paralyzed by some unseen force. He feels pain, fear, and loneliness, but most of all, a feeling of betrayal permeates his consciousness. Sometimes, memories take hold, and he can almost feel a sense of joy, but these are fleeting and momentary. The darkness overwhelms him, and he sleeps once more. He hears voices from time to time, muttering, angry. They cry out in shame, perhaps hopelessness; they are filled with dread. For some reason, he can’t quite figure out why, but it remains. Occasionally, there is also a sense of time passing, words of love and remorse, a tapping.†¦show more content†¦His father always said that most people couldn’t understand, and called anything they couldn’t understand, â€Å"Magic.† It seemed like magic to Davin, and the things his father could do always shocked him. Davin, on the other hand, wasn’t quite so talented. He could barely move an object with his Na’an, but he was excited to start his apprenticeship. Most Na’an users studied at the university in the Capital but Davin’s father told him that every member of his family had been taught by their parents and their parents before them, and that wasn’t going to change. As a matter of fact, he had said that it was of the utmost importance that it be that way. He had told Davin that there was a very important secret that was passed down from parent to child and it had to remain this way because it was dangerous. Davin didn’t know what that secret was and he suspected it was probably nothing at all. His father loved to play jokes on him and often acted in mysterious ways. He doubted there was anything to this secret. His father didn’t get along well with others, so he probably just didn’t want to go to the University, and made up some nonsense about a family secret. This is what Davin told himself. From time to time, though, his father had a far off look in his eyes whenever he talked about the topic and there were times when he would have to go off on some business, as he put it. Sometimes, the villagers would even tease DavinShow MoreRelatedLoneliness In John Steinbecks Of Mice And Men1490 Words   |  6 Pages The Effect of Loneliness in Of Mice and Men â€Å"Loneliness centres on the act of being seen. When a person is lonely, [he/she] long to be witnessed, accepted, desired, at the same time as becoming intensely wary of exposure† (Laing). As this quote suggests, when people begin to feel lonely, they wish to be accepted. But along with the desire for attention, the lonesome person’s suspicion grows. They become wary of the people around them, fearing rejection or judgement. 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Although this article presented data on his claim of the increasing number of people becoming isolated, this article shows irrelevant research the data doesn’t necessarily prove his statement that social media is the cause of people’s loneliness, which consequently weakens his claim. that weakens his argument because the data doesn’t proveon people becoming isolated without the use of social media. which weakens his argument. Marche argues that social media such as Facebook is the mainRead MoreThe Effects Of Internet On Mental Health1362 Words   |  6 Pagessignificant increases in loneliness and depression received U.S. national media coverage (Kraut, Patterson, et al., 1998). However, others argue that the internet may just provide a place of refuge for those suffering from loneliness, anxiety, and depression. (McKenna and Bargh, 59) With this increase in technology, particularly the internet and social media, researchers have begun to question its effects on mental health, particularly anxiety, depression, and loneliness. The internet has becomeRead MoreDesert Places841 Words   |  4 Pagesground almost covered smooth in snow, But a few weeds and stubble showing last. The woods around it have it - it is theirs. All animals are smothered in their lairs. I am too absent-spirited to count; The loneliness includes me unawares. And lonely as it is, that loneliness Will be more lonely ere it will be less - A blanker whiteness of benighted snow With no expression, nothing to express. They cannot scare me with their empty spaces Between stars where no human race isRead MoreEssay On Loneliness835 Words   |  4 Pagesone. Loneliness can have many negative effects on a person’s well-being. Some results could be craziness, depression, or even sickness. These effects could lead to even worse mental health issues. In order for humans to be happy, friendships and connections are vital; as well as never keeping isolated from the world. The characters George, Lennie and Crooks were all affected by loneliness. All these characters were affected in different ways. In John Steinbeck’s Of Mice and Men, loneliness has aRead MoreA Rose For Emily Literary Analysis957 Words   |  4 PagesWilliam Faulkner’s short story, â€Å"A Rose for Emily†, the author uses the townspeople as a representation of societal expectations and judgments, Emily and her house as symbols for the past, and Homer’s corpse as a physical representation of the fear of loneliness. Faulkner includes the townspeople in â€Å"A Rose for Emily† as a symbol for the judgmental nature of society and its expectations. Throughout the short story, the townspeople are providing commentary on the actions of Emily, speculating and gossipingRead MoreCandy Character Analysis1113 Words   |  5 PagesOf Mice and Men, a novella by John Steinbeck, depicts the theme of loneliness through every page in because it is shown in both central, and in particularly, secondary characters. Being one of the oldest and unpopular workers, Candy is always haunted by his solitude. Crooks, also a minor character, experiences with isolation on physical and mental levels. Loneliness is continuously shown in the role of Curleys wife. The two main characters of this book are, George and Lennie; direct opposites, but

Tuesday, December 31, 2019

The Workplace Of The Healthcare Profession - 1449 Words

People go into the healthcare profession with the idea that they are going to help people during their hardest times, but those same people often never imagine the dangers they could face as they simply do their job. The number of healthcare workers assaulted by patients has been increasing at an alarming rate. According to Lanctà ´t and Guay, healthcare professionals have more than 16 times the risk of being assaulted (physically, verbally, or sexually) than any other service worker. The International Labour Organization defines workplace violence as â€Å"Any action, incident or behavior that departures from reasonable conduct in which a person is assaulted, threatened, harmed, injured in the course of, or as a direct result of, his or her†¦show more content†¦According to a systematic review of workplace violence in healthcare studies, it has been found that nearly 36% of workplace physical assault survivors find that their physical wellbeing and health decline after t he attack. Surveys have shown that many survivors are hyper-vigilant or overcautious after an attack, leaving them to be less focused on their job and more focused on watching their back. Many survivors also reported that their fear of patients is often generalized to all patients, not just the violent ones, causing an overall reduction of patient care quality to be noted with these healthcare workers (Lanctà ´t and Guay, 2014). Approximately 5-32% of survivors of workplace violence present with the diagnosable symptoms of posttraumatic stress disorder (PTSD) as a result of the attack they faced (Lanctà ´t and Guay, 2014). According to a previous lecture by Catherine S. Wilson, â€Å"as much as 90% of the general population is exposed to a traumatic event during their lifetime.† After these traumatic events, about 8% of males and 20% of females go on to develop PTSD, with symptoms such as decreased interest, hypervigilance, decreased concentration, and flashbacks (Wilson, 2015). All of these symptoms mentioned by Catherine were also found to be prevalent in healthcare professionals that had been the survivor of a violent attack. Though all of the professionals had not been diagnosed with PTSD, they still show signs of facing long-term effects or could

Sunday, December 22, 2019

What Makes A Video Game Addictive - 1537 Words

Video Game Addiction Caymon Mosquera Leslie Henderson Intro to Mass Communication 1307.87 4/17/2016 What makes a video game addictive? As with any addiction video games are a multi-faceted issue. For starters, video games are made to be addictive. Not â€Å"addictive† in the clinical way, but designers are always looking for ways to make their games more interesting and increase the amount of time people will spend playing them. Consequently, games are designed to be difficult enough to be truly challenging, while allowing players to achieve small accomplishments to compel them to keep playing. In that respect, the design of video games is similar to the design of gambling casinos, which will allow players to have small â€Å"wins† that keep them playing. The high score, beating the game, role playing, discovery and relationships; this are several â€Å"hooks† that are built inside the games with the intent of making them addictive. Kids who are easily bored, have poor relationships with family members, feel like outcasts at school, or tend toward sensation seeking are more easily drawn into video game addiction because it fills a void and satisfies needs that are not met elsewhere. Although it has not been given an official diagnosis, addiction like behaviors with computer, video, and internet gaming have noticeably increased among both teenagers and adults. Like any addictive behavior, there are signs to look for if you suspect your teen might have a gaming addiction. TheseShow MoreRelatedShould Video Games Be Addictive?1003 Words   |  5 Pagesdiverse and engaging world. The question of whether video games can be addictive is left unanswered because many articles and studies provide evidence that supports both sides of the debate. The article, â€Å"Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games† by Kuss et al, primarily covers Massively Multiplayer Online Role-Playing Games (MMORPGs) and discusses what motives can lead to addictive behavior. The characteristics of MMORPGs includeRead MoreVideo Games Effects On Children972 Words   |  4 PagesDictionary, as defined the word video game is an electronic game in which players control images on a television or computer screen. Playing video games is fun that we make as entertainment to divert all the stress and pressure that we have been experiencing. But, video games can have detrimental effects on children, teenagers, and adults when they spend too much time sitting in front of the computer, as they cannot get enough sleep and often times forget to eat. Video games can destroy people’s livesRead MoreViolent Video Games Effects On Children934 Words   |  4 Pagestodays’ society is Violent video games effect negatively on youngsters. This issue is growing because many of these games are featured aggressive elements that lead youngsters towards violence. For most players, video games are fun but also violent games take over the lives of some player. Since the world of video games was started in the 1980s, the video games still getting new level of popularity in this world. Most people are getting really addictive of these violent video games. The first importantRead MoreThe Effects Of Playing Video Games On Adolescents1554 Words   |  7 PagesAdolescents Playing Video Games An Issue Analysis Essay Introduction: Are there people who have never played video games at least once in their adolescence? You might recall some happy memories of playing video games with your best friends or that your parents punished you because you spent a lot of time playing video games. Most school teachers and parents are apt to think that playing video games in adolescence might only have negative impacts on adolescents. Playing video games is considered oneRead MoreVideo Games And The Era Of Technology1009 Words   |  5 PagesVideo games have been a favorite pass time for Americans and people all over the world for many centuries. I have always loved video games ever since I was introduced to the Nintendo 64 when I was a little girl. I found Super Mario Bros. and Donkey Kong very addicting when I began playing it. However, a new level of game addiction has been introduced into the era of technology. Games on our phones have been a new popularity in recent years. Usually when I hear the words â€Å"video gam e,† I think of aRead MoreThe Effects Of Playing Video Games On Children859 Words   |  4 PagesAlternating feet and slamming them down on each stair, I make my way up to my apartment. The throbbing in my head seems to be in cadence with my every step. It has been one of those days, the kind of day that I want to start over but cannot. So instead I continue up the stairs to the comfort of my own home. Fiddling with the keys in the door just prolongs the process of me relaxing on the couch. But finally I am inside. The softness of the couch hugs my body. I surrender myself to it. It helps myRead MoreVideo Games And Its Effects On Society1588 Words   |  7 PagesSince the creation of Spacewar in spring of 1962, video games have dramatically improved along with technology. It has become the most popular way of entertainment in modern civilization, but it also has become a subject of public concern regarding to its negative effects on peoples psychological and physical problems , especially in children and teens. Video games are now recognized by a study as an addiction according to the journal Psychological Science: â€Å"Researchers used data on 1,200 childrenRead MoreAre There So Much Violence on Video Games?1114 Words   |  5 Pagesin video games to much? The violence use to be so little and mild now it’s just outragous to where the games look like real life from the characters, to the items in the games, and voices for the characters. The games are no longer little fuzzy pictures now they look like pictures that you have taken of an actual person. Should video games with violence in them even be able to hit the shelf to sale? Let’s be honest there the new thing that is trending now in our time. With the popular games likeRead MoreEffect of Video Game Violence on Children and Teens Essay1685 Words   |  7 PagesViolent video games can lead to aggressive and violent behavior in children and adolescents. â€Å"Violent media increase aggression by teaching observers how to aggress, by priming aggressive cognition (including previously learned aggressive scripts and aggressive perceptual schemata), by increasing arousal, or by creating an aggressive state† (Anderson and Bushman 355). As more children are becoming exposed violence in video games in the recent years, violence in schools and other locations where childrenRead MoreVideo Game : Video Games888 Words   |  4 Pagesyou ever played or owned any type of video game? Video games are very addictive, especially your favorite one. Call of Duty is a popular video game that is full of violence and shootings. The quality of this video game looks just like real humans, shootings, guns, cities, towns, roads, etc. Call of Duty started off as a simple video game and is now expanding into a whole series that people keep purchasing. Children of all ages are involved in playing this game, and most people are against it. Call