Wednesday, July 31, 2019

The Road to Happiness Bertrand Russell

George Bernard Shaw’s Saint Joan was first produced in New York City in 1923 and in London in 1924. Shaw published it with a long Preface in 1924. When word came out that Shaw, who was known as an irreverent jokester, was writing about a Christian saint and martyr, there were fears that he would not be able to produce something appropriate, but the early reception of the play was generally favorable, although some commentators criticized him for historical inaccuracy and for being too talky or comic. Over the years, the play, a rare tragic work in his generally comic oeuvre, has been seen as one of his greatest and most important. It has been hailed as being intellectually exciting and praised for dealing with important themes, such as nationalism, war, and the relation of the individual to society. The play solidified Shaw’s reputation as a major playwright and helped win him the Nobel Prize in 1925. Being at least in part a tragedy, though with comic moments, Saint Joan is part of a shift in Shaw’s work from his earlier optimistic comedies to a more melancholy attitude, perhaps in part the result of his reaction to World War I. Although he had been thinking about Joan of Arc as early as 1913, Shaw did not actually begin writing the play until 1923, three years after Joan’s canonization. He consulted many earlier works on Joan, including the transcripts of her trial. In fact, he modestly said that he had done little more than reproduce Joan’s own words as recorded in the transcripts; however, that statement is unfair to Shaw, who left a distinctive Shavian touch on the story of the martyred saint.

Tuesday, July 30, 2019

Take a stand Essay

Energy drinks have become very popular amongst today’s youth. America’s youth has easy access to these dangerous drinks and the Food and Drug Administration (FDA) at this time does not regulate the amount of caffeine that is allowed into these beverages (Cool, 2011). These drinks contain high levels of caffeine and other herbs that have ill effects on ones heart, along with high sodium and sugar levels that can adversely affect ones overall health.The FDA on should regulate the allowable caffeine content in these drinks and energy drinks should be prohibited for children under the age of 18 years. The dangerous ingredients, ill side effects, and the deadly amounts of caffeine found in these drinks will be discussed in this paper. It is important that Americans become educated about the deadly drinks that are being marketed as safe, and pushed on our youth (Clair, 2013). There are similar ingredients found in all of the energy drinks on the market today.Some of these are Caffeine, Guarana, Taurine, Sugar, Genseng, and Bitter orange (Rath, 2012). Caffeine has adverse effects on the body such as nausea, heart palpitations, headaches, sleeplessness, hypokalemia, rabdomylosis and atrial and ventricular tachycardia that can both be deadly (Rath, 2012). Guarana, while not as harmful, still has many adverse effects of its own, some of which are: nervousness, tachycardia, anxiety, chest pain and cardiac dysrhthmias (Moodie, 2009). No evidence at this point has shown Taurine to have any adverse effects on one’s health.The high sugar content promotes obesity, diabetes and cavities. Ginseng has effects such as hypertension, tachycardia, heart palpitations, insomnia, vaginal bleeding and breast tenderness (Rath, 2012). Bitter orange has been linked to heart attacks, strokes, seizures, disrythmias, and migraine headaches. Almost every ingredient found in these drinks can have deadly side effects. Of the above mentioned ingredients, five of the six have s imilar effects on the body. All of these combined into one drink makes a deadly combination especially when used in excess.There are other side effects that can be caused from energy drinks aside from the deadly cardiac effects that these drinks cause. Because caffeine is a stimulant and the other ingredients with the same effects on the body, these drinks cause high blood pressure, elevated heart rates, liver damage, and even death, just to name a few (Cool, 2011). There has also been a link to women experiencing late miscarriages as well as stillbirth and drinking energy drinks (Claire, 2013). Drinking energy drinks can also give a person a false sense of sobriety when mixed with alcohol.This could lead to a person driving more intoxicated than they feel that they are, thus; increasing risk for alcohol related crashes (Moodie, 2009). Caffeine is a stimulant that is found in many products that we consume daily. In small amounts it can be safe and works as an energy booster in some cases. â€Å"Caffeine found in energy drinks can range from 80 to 300mg in an 8 ounce serving† (Rath, 2012, p. 72). The main problem with this is that most energy drinks are sold in cans sizes that range from 16 to 24 ounces.This doubles or triples the amount of caffeine a person is consuming. The FDA limits the amounts of caffeine that soda companies are allowed to put into soda beverages to 71mg per 12 ounces (Cool, 2011). The same is not true for energy drinks, there is no limit placed on the amount of caffeine that companies such as Red Bull or Monster can place in their energy drinks. Teenagers and children are ingesting unsafe levels of caffeine mixed with other dangerous ingredients and the FDA has turned a blind eye to this growing problem, in turn; putting our youth at risk for death.Adults must wake up and realize that there is a poison in soda machines and grocery stores across America, and our children have easy access to it. Caffeine is an addictive drug that has been made readily available to our children in alarming amounts. The FDA must regulate the amount of caffeine and other dangerous ingredients allowed or ban the selling of these drinks to minors, in order to prevent ill health effects to our children. The public needs to be educated on the deadly side effects that these drinks cause and demand action by the FDA.

Monday, July 29, 2019

Leadership & Motivation Research Paper Example | Topics and Well Written Essays - 1250 words

Leadership & Motivation - Research Paper Example The organizations are focusing on effective leadership strategies and motivation process to retain employees. Lack of motivation and self confidence level of an employee can affect the organizational performance. Therefore, the organizations are trying to fulfill the personal needs of an employee to achieve significance work performance. Leadership Effective leadership strategy is an important tool that helps an individual to achieve organizational objectives and goals by influencing or motivating other employees (Williams, 2008). Successful leadership strategy depends upon specific situation and environment involved in those dynamics. Leaders within an organization have to follow several pathways to fulfill organizational goals. Following theory will help the readers to examine different kinds of behavior of a leader. Path Goal Theory of House Robert House stated that most important activity of a leader is to clarify the pathway of different goals of interests to the employees and s ubordinates. Effective leaders always try to develop a connection between the organizational goal and subordinate goal. Major objective of a leader within an organization is to improve the group performance through several motivation processes. ... In participative behavior, leaders generally consult with the employees and subordinates and then consider their views and options. Leaders with achievement oriented behavior support and encourage the subordinates or employees to apply superior efforts. The leaders try to strive for a superior level of goal achievement (Chance, 2009). Achievement oriented leaders believe that their subordinates can accomplish the goals. The characteristics of subordinates and several environmental aspects effectively influence the success. Moreover, these create potential opportunity for the successful leadership. Motivation The leaders and the managers of an organization try to motivate their employees through several motivational strategies in order to accomplish the organizational goal. Individuals can be motivated by several external environmental factors like supervision, pay, job perks and job benefits. This motivation process is known as extrinsic motivation. Moreover, people also can be motiv ated by the effective relationship between the job task and workers. This motivation process is known as intrinsic motivation. Following motivation theories will help the readers to understand about several aspects of human needs. Hierarchy of Needs Theory of Maslow Abraham Maslow established a theory based on five sets of human needs that are effectively arranged in a hierarchy. These are physiological, safety, social recognition, self esteem and self actualization needs. Physiological needs include needs for water, shelter, clothing, money and food. Safety needs include stability, structured environment and job security. Social recognition needs include affection, love, socialization, friendship and companionship. Self esteem needs include

Sunday, July 28, 2019

Internet Piracy - Preventing the Distribution and Downloading of Essay

Internet Piracy - Preventing the Distribution and Downloading of Copyrighted Material - Essay Example Internet piracy is considered unethical and is said to be no different from stealing. Information should not be free and sharing of copyrighted material is illegal as stipulated in rules and regulations regarding freedom of information. Basing on the ethical argument and the negative economic repercussions of internet piracy, companies and all other entities handling copyrighted information should put in place measures to prevent the distribution and downloading of copyrighted material. Copyright A copyright generally refers to a collection of rights granted by an authority to an innovator of an original piece of work for a specific period of time and in return their work will be disclosed to the general public inclusive of the right to duplicate or adapt their work of art. Usually copyright owners do not have to be registered. They have the absolute right to control copying and other manipulation of their piece of art for a limited duration after which the particular piece of work g oes into the public domain. Copyright owners are however getting themselves in trouble in the modern world because of the beast that has been manifested through internet piracy (Sheri 68). The essay discusses some of the methods that can be used by companies to protect data against internet piracy. Copy protect This is among the most commonly used methods by film, music, video game and software companies. Copy protect is an exceptional application that majorly prevents illegal distribution (New Softwares. net, Inc). It is distinct data copy protection software that inhibits the replication of information i.e. copyrighted CDs/DVDs. It can be described simply as a technology that prevents duplication and sharing of copyrighted material. It is important to protect pictures, documents, videos, software, story scripts, designs and audios as they can be easily shared. It has been noted that companies that use copy protection to make higher profits. Although implementation of the copy prot ection is expensive, it is countered by increased profits which are gained by preventing piracy of copyrighted files. This application has strong copy protection for documents, videos, audios, software, video games and information. Additionally, they are user-friendly with navigate user interface that does not require added programming skills. Companies can safely distribute their songs, software, films, video games and graphical designs using distribution media such as CDs, DVDs, Blu- ray disc and many others (New Softwares. net, Inc.). This application has been modified to fit the needs of different customers. It also eliminates the need to set up the application on the other end that opens the copy protected documents. Finally, the application prevents internet piracy, file sharing and illegal distribution. A joint venture that seeks to prevent the illegal download of copyrighted material: Two global companies: ContentX Technologies and Cybermesh International Corp. have worked h and in hand to help companies deal with the problem of illegal downloading of copyrighted materials (Bokdawalla). ContentX deals in internet security, monetization and security applications that will be valuable in venture. On the other hand, Cybermesh International Corp. develops technologies that are used in the online distribution in the media, entertainment and telecommunication

CYBER LAW Essay Example | Topics and Well Written Essays - 1750 words

CYBER LAW - Essay Example Internet has a huge impact on both professional and personal lives of users. There is common belief that anyone can write anything while online. On the Internet, exaggerated forms of behavior are not uncommon and people tend to harass or ridicule others who do not agree with their views. However, it is not right to assume that damaging someone’s reputation in a public forum cannot be contested in a court of law. Considering the growing tendency among people to defame others including employees have induced governments and courts to extend laws and regulations that encompass derogatory comments made on social networking sites and other traditions forms of media. Defamation of others by way of slanderous comments is not a new thing and has been in practice for many decades, but this has been enhanced by the development of the Internet as a social medium. While negative comments published in the newspapers or broadcasted on the TV have a limited shelf life, those made on blogs an d online social forums can remain in the websites for many years. The Internet is a medium that provides freedom of speech and expression to all individuals including the common people in the global level. The Internet thus is a democratic way of communication in a user-friendly, efficient and cost-friendly manner. Social networking sites like chat rooms and blogs are places to freely express one’s opinions. In spite of the Internet’s facility of freedom of speech, it is often being misused.1 Defamation is a term that has been used from Middle Ages that meant a person’s reputation so evil that it could put a man on trial. In this modern era, the term defamation is used when there is attack on a person’s good name or reputation. A complaint can be brought for defamation â€Å"based on a false statement, spoken (slander) or written (libel) that exposes a person to hatred, contempt, or ridicule, or which causes a person to be shunned or avoided, or which ha s a tendency to injure that person in his or her occupation.†2 Since communication done online is mostly done in written mode, online defamation claims fall under the category of libel law. In order to prove defamation various factors have to be considered. Firstly, it has to be proved that the statement concerned invades the reputation of the plaintiff which means the statement is defamatory. Secondly, the statement must make reference of the plaintiff. Thirdly, the statement must be communicated to a third person. Fourthly, the defendant has no valid defence.3 As social networking sites and blogs are increasingly becoming a common occurrence, it also increases the possibilities of people committing intentional or unintentional defamation or libel. The easy accessibility of online forum to ordinary citizens have made defamation a common phenomenon. Before the advent of online communication, people who were not engaged in media related activities did not have to worry about de famation or libel. The traditional modes of expressions like newspapers or televisions are responsible for their contents that are broadcasted. Similarly, one needs to be aware of the comments that he or she posts or distributes over the Internet to avoid defamation or libel.4 There are numerous online activities that are considered illegal. Making threats or comments that attack another individual or organization on a social networking

Saturday, July 27, 2019

Finance Essay Example | Topics and Well Written Essays - 3000 words

Finance - Essay Example The capital structures of the companies were affected strongly since the availability of debt capital financing as well as equity capital financing declined considerably. Under influence of the financial crunch firms reduced security issuance and financial institutions reduced issuance of loans by a large extent (Fosberg, 2012). Among many consequences, the major consequence faced by the firms was in their capital structure. The defaults of mortgage loans led to significant increase in debt amount of the firm’s capital structure. Results of recent research show that between the years 2006 and 2008 the market debt ratio (MDR) of the firms increased on average by 5.5 percent (Fosberg, 2012). The financial crisis was supplemented by severe recession in the US economy which boosted the soaring market debt ratios of the firms. If the effect of recession is removed then debt accumulation of the firms solely due to the financial crisis has been found to be approximately 5.1 percent ( Fosberg, 2012). This affirms the severity of the effect of the financial crisis on debt accumulation by the corporations and their capital structure. ... n capital structure made by the financial crisis, different factors were adjusted, such as, reduced profitability of the firm that resulted from recession. Although the effects cast by the financial crisis were major, the effects of recession were also huge and put significant effects on the debt capital financing by the firms. This paper evaluates the effects of the crisis critically from the points of view of three most recognized theories of capital structure and provides explanation with the help of real examples of companies that have suffered the impacts of the crisis. Literature Review Brigham and Ehrhardt (2002) explain in their book, Financial Management, that capital structure is one of the important instruments that allow firms to maintain control of its administration. Improper capital structure might be fatal for any organization. Capital structure relates to the various components of the financial policies made by the firms regarding investment activities (Jones, 2011). It is related to bankruptcy risk that high leverage firms might face during financially instable times. While the use of more leverage magnifies returns for equity holders, the downside threat of holding a large amount debt is very high. Therefore, firms should carefully consider their capital structure in their financial policies (Gunay, 2002). Debt financing The proportion of debt financing in the capital structure of a firm differ between firms and also depend on the existing capital structure. The type of debt incurred and the extent up to which the debt is extended are decided by the factors such as the cost of the debt and its availability to the firm. Without taking bonds into consideration, debt financing can be categorized in to two types, namely, financial credits and trade

Friday, July 26, 2019

The Experience of Coca-cola in China Essay Example | Topics and Well Written Essays - 750 words

The Experience of Coca-cola in China - Essay Example As with other multinational corporations, Coca-cola was only able to establish its presence the Chinese market through joint ventures. It should be noted that the government of the Republic of China favors the formation of joint ventures between a foreign firm and a local business entity. All over the country, Coca-cola has 24 bottling and two concentrate plants, the former being joint ventures with other organizations. Each of the bottling facilities is co-owned with one of the three state-owned agencies: State Light Industry Bureau, China International Trust and Investment Corp., and China National Cereals, Oils, and Foodstuffs Import and Export Corp. (Weisert, 2001). Coca-cola is also allied by two primary multinational key partners-Swire Pacific and Kerry Beverages Group. These Hong Kong based business institutions serve as the foreign majority partners of Coca-cola of 19 out of 24 bottling facilities. While Swire Pacific is involved in the bottling and distribution of Coca-cola' s product in the Southern and Interior China, Kerry Beverages Group focus on Northern and Interior China (Economic Impact of the Coca-cola System in China, 2000). The success of Coca-cola's operation in the Chinese market is recognized by other international business organizations. Currently, the beverage company accounts for 35% of the total carbonated beverage market. From 1990, Coca-cola reports huge gross profit from its estimated $1.2 billion annual sales. Looking at the economic impact of the multinational's operation in China, Coca-cola is seen to generate employment for 15,000 local workers, provides a $1.1 billion total investment, and augmenting the national income by purchasing $600 million worth of materials from domestic producers and suppliers (Coca-cola Will Plant 1 million Trees in Beijing, 2006). However, the success of Coca-cola is not without a price. For one, the Chinese beverage industry is relatively underdeveloped evidenced by the decrepit bottling facilities. This is even worsened by the tight control of the government on the beverage industry (Weisert, 2001). Initially, Coca-cola is only allowed to import its product and sell them only to foreigners at designated retail outlets. This is a strict policy implemented by the state as it wants only Chinese owned, wholly or partially, business to provide products and services to domestic customers. In 1980, Coca-cola decides to establish its own five bottling plants. However, the Chinese government holds the ownership of these facilities giving the sales and distribution rights to Coca-cola (Weisert, 2001). Technologically speaking, Coca-cola was faced with the dilemma of finding the right suppliers with the high level of technology to suit the company's supply needs. This led to a problem in the domestic network development. Coca-cola was burdened with the problem of finding suppliers for packaging materials, drink ingredients, bottling-line equipment, and construction services. Initially, the multinational opted to import basic materials such as glass and aluminum. Later, the company provided financial and technical assistance to local businesses in order for them to develop their technology. These supports help local suppliers to develop their equipment and enhance quality standards (Weisert, 2001).

Thursday, July 25, 2019

J curve Essay Example | Topics and Well Written Essays - 750 words

J curve - Essay Example When the short duration is considered, the J-curve theory comes into play (Schaefer, 1995). In the short-term, the export and import demand becomes rigid. Thus, the current account worsens before it improves. Nevertheless, after some time, the demand becomes less and less rigid. Hence, the price can be manipulated. The effect of this is an enhancement in the current account The current account is the variation in the net foreign position of a country. The current account can also be termed as the summation of the returns of all foreign financial assets of a country and trade balance (Pitchford, 2002). A country’s foreign assets comprises of the capital gains, the interest payments, and the dividends. By using its money, a country is able to buy from foreign countries whenever it deems appropriate. Addition of the liabilities and the foreign assets defines the financial position of a country. Is it in debt or is it in surplus. A current account keeps record of receipts received from and the payments that have been made to the foreign countries it buys from (Pitchford, 2002). A capital account is a major constituent of the balance of payments of a country. It avails the net capital income and expenditure of a country. The capital account records the financial transactions of a country by way of titles to assets. It lists the foreign transactions to those of the market (Pitchford, 2002). A capital account is made up of purchase and disposal of non-produced, assets that are non-financial, and capital transfers (OECD, 2001). The financial account is the ultimate account in the full order of accounts that lists the financial transactions between the units of the institutions within a country (IMF, 1996). The financial account list is composed of the transactions that include liabilities and financial assets occurring between foreigners and the country’s institutional units. Its primary constituents include

Wednesday, July 24, 2019

Microfinance Essay Example | Topics and Well Written Essays - 1000 words

Microfinance - Essay Example Thus, it is essential to consider every region separately in order to come to the right conclusion. In the given paper we will analyze the effect of microfinance in India, Hyderabad. Microfinance is widely used in India and even had some positive results at the very beginning: â€Å"India’s microfinance sector was once touted as a saviour of the poor and a good bet for investors. The high point for the industry came when SKS—then India’s biggest microfinance company with a $1.2 billion loan book, a third of it in the southern state of Andhra Pradesh—went public in July 2010. The $350m offering was more than 13 times oversubscribed.† (â€Å"Road to redemption†) However, according to the same source, the situation started worsening at once. It is essential to analyze the reasons of worsening and make recommendations. According to the available statistics, the credit offered by Spandana and other Microfinance institutions working in the region of Hyderabad, was used by 37% of households. The percent is not very high if to take into account the purposes of taking loan (Chowdhury, 2007). Institutions do not state that credits were taken for business starting purposes. However, 30% of people who took loans said that they used this money mainly for this purpose, while 22% used these funds to buy facilities for the business they already have; 30% of borrowers spent loan to buy new facilities for their households (Greater Hyderabad Municipal Corporation). Here we can see some positive dynamics. The availability of Microfinance institutions loans changed annual percent of newly created businesses from 5.3 to 7. Competition did not bring any difficulties to the existing businesses (Greater Hyderabad Municipal Corporation) The expenses are different and depend on the purpose of credit. Data shows that those who took a credit

Tuesday, July 23, 2019

Case study- Coursework Example | Topics and Well Written Essays - 750 words

Case study- - Coursework Example This will result in many followers and will raise the popularity of cloud computing. a) For a new entrant it is hard to invest huge amount in infrastructure to build own data centre. Here cloud computing lessens their cost to substantial level (Pay-Per-Use facility might be recalled of as an example). Capacity Planning: - This is a course of action that an organization use to determine the production required to meet varying demands for its products. Here though Amazon is a retail organization, they shift their business from retail to cloud computing technology, since lots of small organization who are dealing with large data sets are opting to be their clients. In the long run to reduce the risk of server downtime they are simultaneously useing public and private cloud. Scalability: This is the capacity of a system to accomplish large number of works in a competent style with ultimate achievement of growth. Amazon is handling a large number of data of many organizations with flexible computing power, messaging and other services. Circumscribing this dimension, Amazon is equipped with huge resources directed towards helping an array of small firms entering new business and struggling to maintain huge database. On the other way, subscribers of Amazon for example, Zynga is using a business model where they use private and public cloud jointly. At the juncture when Zynga decides to launch any new application they use public cloud because they are uncertain about their future applicability. Once this application stabilizes in the market they shift to its own cloud computing dynamics for the reduction of risk related to the server downtime problems. TCO: Total cost of ownership is an estimation of cost method and is used to assist consumers and project managers to establish direct and indirect costs of a product or

Monday, July 22, 2019

Mass Communications Essay Example for Free

Mass Communications Essay Advertisers have only one mission to achieve and that is to attract attention of possible buyers so that this attention can translate into the actual buying of a product or service. With this objective in mind, advertisers depend very much on projecting their advertisements that adhere to motivations and stimulus of their target market. When advertisers know what things catches a woman’s attention, they are sure to be able to communicate their other messages afterwards. For example, for products and services that target the women market, advertisers approach advertising activities on things that will make women stop, look and listen. For young adults, it would be handsome men, beautiful clothes and anything that is consistent with prevailing fads. Motivations for older women would be handsome men, anything for their families’ well being, anything to preserve youth and beauty. Besides physical points that advertisers use to lure attention, there are other factors that help advertisers reach more audiences and that is to project interesting and convincing topics such as cause oriented, value driven campaigns. Some products such as Body Shop advertise their support for women entrepreneurs worldwide. Products stamped with ‘organically grown’, ‘baby-friendly’ or ‘smoke-free’ attract women who are health and family oriented. Some advertisements such as beauty products get prominent doctors to endorse their products and this adheres to the safety issues that their women market is privy of. Three ads that catch my appeal are Body Shop, Apple Macbook and Dove Soap. Least appealing to me are Guess Jeans, car ads with sexy girls sitting on the cars and the Marlboro ads. Looking into the list above, I realize that the advertisements I find appealing are the advertisements that insert social concern and value to women as part of the company’s corporate mission and vision. Body Shop products are similar to other beauty products but their advertisement of helping suppliers from third world countries strike a chord inside me. Dove Soap commercials promote women’s preservation of beauty that does not need surgery or alterations. For me, Dove Soap advertisements adhere to my own idea of ageless beauty. Stereotyping is often used in advertisements because it reaches more people who usually have the same notion of what men are, of what cars are and what women are. I believe that using women’s body or men’s body as a means to attract attention to a product or service is poor taste. It appeals to instincts and therefore borders the animalistic nature of the people that should not be turned on because it is almost like regressing to becoming an animal once again. A â€Å"bad ads† are advertisements that are tasteless. They do not respect any culture and would trample on the sensitivities of people’s lives and uniqueness just to get attention. These ads get attention no matter what. Advertisers of bad ads believe that bad or good publicity is still publicity. â€Å"Bad ads† do not have any effort to invest on social responsibility. It is unfortunate that ‘bad ads’ proliferate more than ‘good ads’ because they actually are the ones who catch more attention just by the mere fact that they are bad. Bad ads catch the attention of both informed and misinformed consumers therefore bad ads must be regulated and policed. The power of advertisers is tremendous in terms of communicating beliefs and ideas to the mass audience. As for my part, I have to remain vigilant against advertisements that might catch my attention but have hidden persuasions that will lead to losing the treasured values I have. Especially being a woman myself, my support to bad ads will only hurt my own disposition and respectability as a woman. If I would want to be treated right, I must support advertisements that respect the role of women rather than abuse it. References: Body Shop Commercial Atwan, Robert. 1979. Edsels, Luckies, and Frigidaires: advertising the American way. New York: Dell Publishing Co., Cohn, David L. 1940. The Good Old Days: a history of American morals and manners as seen through the Sears, Roebuck Catalogs 1905 to the present. New York: Simon and Schuster Evans, George Heberton, Jr. 1948. Business Incorporations in the United States, 1800-1943. New York: National Bureau of Economic Research, Inc.,

Five Important Factors to Success Essay Example for Free

Five Important Factors to Success Essay Employers today look for a variety of skill sets and personal strengths in an individual and hire those whom they feel will contribute most to their company. As an individual applying for employment or an internship with a company, one should be well aware of the necessary requirements and the recommended skill sets that each company looks for in a potential employee. While there are many different factors that can impact an individual’s success in gaining an internship or employment, there are five factors that especially highlight one’s qualifications. The first thing that employers search for in a future employee is the quality and extent of the individual’s academic background. â€Å"The importance of a college education has become quite evident in terms of earning potential within today’s economy† (College View). A knowledge base of all general education classes along with classes that focus on the individual’s major are an extremely desired asset for most high-income jobs. Specialization of one’s education builds and structures the skills and strengths that an individual will need to be successful in their desired industry. Within this one industry, employers have to start what is called a â€Å"weed out† process in order to narrow down their applicant list. One of the most highly used techniques among these businesses is creating an automatic drop list based on academic achievement for the recent college graduates. Each college graduate will have taken the same set of classes for a particular major, therefore, if one student’s grades do not compare to those of the high achievers, they will have less of a chance finding employment or an internship. However, these college graduates with lower grade point averages are still more likely to obtain important job positions than those who lack a degree altogether. According to College View, â€Å"attending college provides opportunities for graduates which are not as widespread to those who have not received a higher education.† Leadership is a key factor in building one’s path to success. Success Magazine says â€Å"leadership is everything, whether you are leading a life, a community, an organization or a business, or you are in school.† Businesses looking to hire employees want to ensure that each applicable individual demonstrates the initiative to take on projects and fully complete them in an organized and timely manner. According to Success Magazine, it is extremely important that new hires â€Å"develop the abilities of leaders in the areas of strategic and critical thinking, enhancing relationships, negotiating, managing risks, people, change, conflicts and financials, making the right decisions, managing work-life balance† in order to become successful in their new position. Businesses also look for leadership like characteristics in their potential new hires such as integrity, honesty, drive, and excellence. These qualities within an individual will help a company progress and become more successful. Hiring new employees is a risk for each company. Because of this liability, businesses want to make decisions in which they feel confident that will benefit their company due to the fact that it is so costly to hire a new employee undergoing extensive training. Having a leadership background can definitively increase an individual’s likelihood of gaining employment or an internship. Recruiters find it significant that their potential new hires show diligent involvement and a proactive attitude throughout their years attending a university. Being involved with organizations on and off a university campus will greatly benefit an individual because of the variety of different learning, volunteer, and career opportunities given by each of the organizations. Small Business Advice found that a proactive employee â€Å"is not going to sit back and wait for opportunities to land in their lap. Instead, they are going to go out and get what it is they want.† Employees want to make sure that the people they are going to hire will work proactively and in the best interest of the company and nobody else. Individuals that show experience with commitments of an organization in which they are involved demonstrate a more effective work ethic. Small Business Advice says â€Å"you will never see a leader sitting back and waiting for someone to tell them what to do and when to do it.† This is exactly what a company looks for in a new hire. Networking is an extremely important part of successfully gaining employment or internships. The most successful people in the world today would not have been able to achieve such great measures if they hadn’t encountered other influential people. People and connections are the greatest resources an individual has. If an individual has connections with respectable and influential people, they are more likely to succeed in their business. Applicants must put their name and qualifications out there in a positive for all to see in order to begin constructing their own effective social network. A way for individuals in college to network is to join organizations and meet with professors and other academic advisors. The more connections one has, the more likely they will receive a job or internship within a company. It is absolutely necessary that an applicant or new hire demonstrate professional behavior at all times. Recruiters are looking to hire individual’s that will represent their company in a good light 100 percent of the time. No matter where one is or what one does in their free time, if they are publicly misrepresenting themselves, and therefore, the company as a whole, the business will no longer allow that individual to continue portraying the company in such a bad manner and will fire them. A professional businessperson is always on the best of their behavior and always keeps the goals and priorities of the company before their own personal goals and priorities. There are numerous factors that influence a recruiter’s decision to hire a new employee. However, the five main factors are a strong academic background, leadership, proactive involvement, networking and professional behavior.

Sunday, July 21, 2019

Violent Video Games And Aggression Defined Media Essay

Violent Video Games And Aggression Defined Media Essay Video games are a form of entertainment enjoyed by many adults and children on a daily basis. There are sports, dance, and mystery games that often provide hours of entertainment. However, there are also controversial violent video games that have made headlines and have been the subject of many protests. Numerous studies on whether these violent video games are associated with aggressive and hostile attitudes in children have been conducted, and the results are often mixed. One of the first violent video games was released in 1976 and was known as Death Race (Ferguson, Rueda, Cruz, Ferguson, Fritz Smith, 2008). The object of Death Race was to run over tiny gremlins, which looked similar to humans, with a car. The release of this video game caused an outrage and many protests against the game occurred. It was soon discovered that the games original working title was Pedestrian, and this only served to anger those who were against the game even more (Ferguson et al, 2008). Since the release of Death Race numerous other violent video games have been released such as Mortal Kombat and Grand Theft Auto. With the release of each new violent video game, the court cases that aim to prevent children from getting their hands on these games follow. In one such case, for example, an argument for opposing the sale of such games to children was held under the belief that the games are associated with aggression (Brown. v. Entertainment Merchant Association, 2010). In this particular case, Brown (2010) cited the research of Dr. Craig Anderson whose research claims to show a connection between violent video games and aggression in children. However, since it is highly difficult to prove that video games are actually the cause of aggression in children, the court threw them out (Brown v. Entertainment Merchant Association, 2010). The case was eventually decided stating that banning the sale of violent video games to minors was a violation of the first amendment. Since it is often difficult to provide evidence that video games are actually the cause aggressive attitudes in children, numerous research experiments have been conducted to showcase the correlation between violent video games and aggression. For example, a study conducted by Cooper and Mackie (1986) found that the girls who played an aggressive video game engaged in more aggressive free play. This study had children play either a high-violent game or a low-violent game for around 8 minutes (Tang, 2008,). Upon playing either of the games, one group of children were then asked questions about hypothetical situations, the behavior of other children, as well as punishments and rewards for said behavior. Another group was lead to a room with toys to play with for a few minutes. The girls who had played the violent video game often chose to play with the aggressive toy, in this case it was a Shogun samurai that spits, fists, and darts (Tang, 2008, para. 13). Results also found that both genders who were exposed to either video game had a longer punishment and reward system when asked questions about the good or bad behavior of other children (Cooper and Mackie, 1986). Again, this is only an example of correlation between the two variables of video games and aggression; it in no way proves that the video game was the cause of the aggression. Often there are no significant links to be found in the correlation between violent video games and aggression. A study conducted by Scott (1995) found no significant increases in aggression after participants played nonaggressive, moderately, and severely aggressive games. However, results found that there was a big change among the men who had played the nonaggressive game. These men showed a considerable amount of aggressive behavior overall after playing the nonaggressive game. This suggests that perhaps the degree of aggression one feels after playing a violent video game depends on the personality of the player. The men who had played the nonaggressive game were less aggressive both before and after playing than the men in the other two groups (Scott, 1995). Although the men who played the nonaggressive games did experience heightened aggression afterwards, it was generally less significant than the moderate and severe groups. The amount of aggression the men who had played the nonaggressive game did not compare to the amount aggressiveness the men who had played the moderately and severely aggressive games. Not to say that the latter group consisted of very aggressive men, there just wasnt a significant change. The men who had played the nonaggressive game were not very aggressive to begin with, and experienced a higher degree of aggression upon playing the game. Not that the men were extremely aggressive, the change was more significant in this group as compared to the other two groups. Another study conducted by Wiegman and Schie (1998) was interested in not only finding the effect of violent video games on aggression, but on pro-social behavior as well. This study focused on the amount of time spent playing video games each day. The study was based on Banduras (1961) social cognitive theory. The results for Wiegman and Schies (1998) first hypothesis were positive, it was found that those who played video games frequently displayed higher levels of aggression as compared to those who did not play as much. However, since the difference between moderate players and nonplayers was insignificant, the first hypothesis was no supported (Wiegman and Schie, 1998). Therefore, the results concluded that those who do play video games for a longer time do in fact display heightened aggression but the same could not be said for those who play those nonviolent games and no video games at all. A more recent study in 2005 was interested moving past the hypothesis that video games are associated with aggression in general, but took a closer look into whether specific characters trigger aggressive attitudes. Lachlan, Smith, and Tamborini (2005) wanted to decipher whether players who were similar to either good or bad characters would imitate the aggressive or nonaggressive attitudes of such characters. This specific study cited the social cognitive theory in which people are attracted to characters who remind them of themselves, therefore they are more likely to imitate the behavior of these characters (Lachlan et al, 2005). Later studies conducted by Levermore and Salisbury (2009) and Ferguson (2011) also cited Banduras (1961) social learning theory in attempting to understand the association between violent video games and aggression. Brand new violent video games are released every year, and adolescents continue to play them. Numerous studies have been conducted and will be conducted searching for a link between violent games and aggression. With new, sophisticated technology video games are becoming much more realistic. As of yet, there is no strong evidence that aggressive attitudes in youths are directly caused by violent video games. However, there is a continued effort to identify this direct link if it exists at all. Furthermore, various studies have only been able to prove an association between violent video games and aggression (see Lachlan et al, 2005, Scott 1995). The debate on how much of an impact violent video games have on aggressive attitudes in adolescents will continue for years to come. Statement of the Problem Violent video games are popular among children today, yet relatively little is known about how much of an association these games have with youth aggression. On one hand fierce opponents of violent video games argue that video games are definitely associated with aggression, even going so far to argue that violent video games are the cause of aggression in most children (see Carnagey Anderson, 2004). On the other hand, violent video game proponents argue that there is no such relationship between violent video games and aggression at all. With two extreme sides in the violent video game debate and the rising sales of violent video games, its important to know how much of an association, if any, these games have with aggression. Violent video games have been the subject of numerous lawsuits. These lawsuits range from banning the sale of violent video games to minors to developing a requirement for video game companies to include specific labels stating 18+ on violent games. In the case of Schwarzenegger versus Entertainment Merchants Association (EMA), the EMA sought to overturn a law which banned the sale of violent video games to children. The reasoning behind the law was the belief that violent video games increase the chance of violent and aggressive behavior in children, thus directly causing harm to minors (DeWeese Rumpf, 2010). Conversely, the EMA argued that banning the sale of violent video games to children violated the First Amendment by restricting free speech. The court ended up ruling in favor the EMA, stating that although there a correlation between violent video games and aggression, there was not enough evidence to prove that violent video games ultimately caused aggression (DeWeese Rumpf , 2010). Thus, banning the sale of violent video games was found to be a violation to childrens first amendment rights. Much of the evidence brought forward on the anti-video game side was very weak and could simply not prove causation between violent video games and aggression. On the side of the State of California Schwarzenegger, the research of Craig Anderson was brought forth citing a direct causal link between violent video games and real life (See Iowa State University, n.d.) . However, the rebuttal to the above statement was that in order to show that violent video games were the direct cause of aggression; a study would need to be conducted in which a minor would be isolated from all other forms of violence (see brief for Schwarzenegger Vs. EMA, 2010). A minor would need to be exposed only to violent video games in order to prove the direct causation between violent video games and aggression. Since no such study has ever been conducted, it is difficult to prove that video games are the direct cause of aggression. The first amendment rights of children could not be taken away when it could n ot be proven that video games were the cause of aggression. Therefore, a problem lies in determining just how strong of an association exists between violent video games and aggression in youths. In some cases, research points to a strong correlation between games and aggression while others find a weak association. For example, take the research of Anderson and Bushman (2001) who argue that violent video games, without a doubt, pose a threat to children. Note that the above research of Anderson and Bushman (2001) was used as evidence in attempting to prove that video games cause aggression in children in Schwarzenegger vs. EMA. However, a meta-analysis conducted by Ferguson (2007), which was not used as evidence in Schwarzenegger vs. EMA, found that violent video games have no relationship to aggressive behavior at all. As such Ferguson (2007) even argued that violent video games have been associated with positive reactions and prosocial behavior. As noted with two differing studies, its very important to determine whether or not violent vid eo games are associated with aggressive behavior. The work of two different researchers has led to differing results and thus, it is important to get a clear understanding on this relationship in order to avoid further confusion. With all the opposing views, debates, and court cases, researchers ought to be focusing simply on the relationship between violent video games and aggression. Researchers on both sides of the debates are eagerly trying to prove or disprove that the association exists or does not exist, with much of the information ending up as very ambiguous. Perhaps researchers ought to apply concepts such as Banduras (1961) Social Learning Theory and modeling in order to understand the relationship between the two Definition of Terms Aggression Hostile or destructive tendency or behavior (Oxford English Dictionary, 2012). Behavior The way in which one acts either alone or around others. Debate A discussion between two sides on an issue where both sides disagree. Entertainment Something affording pleasure, diversion, or amusement, especially a performance of some kind (Dictionary.com, 2012) E.M.A. (Entertainment Merchants Association) Protects right the right to sell and promote entertainment products (entermerch.org, 2012). E.S.R.B. (Entertainment Software Ratings Board) Assigns age and content ratings to video games and mobile applications (esrb.org, 2012). First Amendment An amendment to the U.S. constitution, ratified in 1791 as part of the Bill of Rights, prohibiting congress from interfering with freedom of religion, speech, assembly, or petition (Dictionary.com, 2012). Free Speech Being able to openly say anything one wishes without the fear of punishment either by authority or the government. Hostile Acting or behaving a negative or intimidating way toward an individual, animal, or property. Lawsuit A prosecution of a claim in a court of law (Oxford English Dictionary, 2012). Media Outlets such as television, newspapers, or magazines that provide information about current events and trends. Observational Learning The ability to acquire a new response as a result of observing a behavior model (Bandura, 1968, as cited in Carey, 2011). Parent The genetic or non-genetic Mother or Father of a child, a protector or a guardian (Dictionary.com, 2012). Politics The art or science concerned with guiding or influencing governmental policy (Merrium-Webster.com, 2012). Prosocial Behavior which is positive, helpful, and intended to promote social acceptance and friendship (Oxford English Dictionary, 2012). Social Cognitive Theory How a person views and respondss the ones social environment, the idea that individuals are more likely to imitate those who they identify and are familiar with (Chegg.com, 2012). Video Game An electronic game usually played on a gaming console or home computer. Video Game Addiction Excessive or compulsive use of computer and video games that interferes with daily life, to the point of isolation, neglecting of relationships, and extreme anger when unable to play video or computer games. (inspirationyouth.com, n.d.). Violence Physically causing harm or abuse to another individual, animal, or property. Youth a person who is young. Limitations of the Study Video games are a relatively new form of entertainment and today they are more popular than ever. Violent content has been found in video games since the late 70s. Violence is a recurring theme in some of the most popular video games today. These violent video games are often associated with aggression and hostility, while opponents of violent video games going so far to declare that these video games cause aggression. It is often a very political issue, with both sides arguing that either violent video games do have a relationship to aggression or that no such relationship exists. In some cases, researchers have even argued that violent video games are associated with positive behavior (Gentile et al., 2009). Most of the research available contains differing research from one another, with often confusing results. A limitation of this study is that much of the information concerning violent video games and aggression is often ambiguous, even vague in some cases. One article may argue that violent video games cause aggression while another argues that video games have no association with aggression at all. A lot of the research appears eager to prove or disprove that violent video games and aggression have an association, without emphasizing other factors that may play a part in this argument. For instance, Vessey and Lee (2000) have argued that exposure to violent video games not only leads to aggressive feelings in the short-term, but also contributes to juvenile delinquency in the longer term. In order to be certain that the sources are accurate and unbiased, extra research in to the author of the article and journal needs to be done. Also, extra attention should also be paid into the funding sources of where this research is coming from. Researchers ought to focus on the association and whe ther it is exists at all. Instead of being solely focused on proving or disproving, attention should be paid to observations, effects, and other factors that increase or decrease aggression upon playing violent video games. There are no longitudinal studies that measure children playing violent video games and aggression over time. Its difficult to determine if aggression in teenagers and adults can be associated with having played a large amount of violent video games while growing up, or other factors. Often studies associated with this topic may last only a few years, for example while a child is in high school. No such study has examined the relationship between violent video games and aggression in children from childhood to the teenager years. Longitudinal studies would provide an excellent amount of information on how much of an impact violent video game play has on aggression over time. Another limitation of this study is the fact that this topic is often a political issue. Politicians have their own opinions on this topic and often push for legislation outright banning the sale of violent video games to children. This is where the information starts to become ambiguous since most of the research is used as evidence in pushing this legislation and in the lawsuits that result. Most of the research that is used is heavily focused on proving whether or not violent video games ultimately cause aggression. Its very difficult to determine causation in this case, and researchers ought to focus on simply the association. Rather than trying prove whether something absolutely does or does not exist, focus on the association between the two and observe the effects. Theoretical Foundation The relationship between violent video games and aggression is one that researchers are still trying to understand. For this project, the relationship will be looked at through the use of the social cognitive theory and behavior modeling. In social cognitive theory, it is argued that behavior is the outcome of outside influences and choices made by oneself (Bandura, 1991). As such violent video games have been considered an outside influence, with children imitating the actions of an aggressive character. Bandura (1986) suggested that in social cognitive theory individuals will identify with and imitate characters that are liked and similar to themselves (cited in Lachlan, Smith, Tamborini, 2005). Children can recognize characters that are likeable, remind them of themselves, and in turn imitate the behavior of that character. In some cases a child will imitate the positive behavior of a character, while other times a child may imitate the aggressive behavior of a character. Determi ning whether or not a child will imitate the behavior a specific character depends on the gender, ethnicity, and social acceptance of a character (Lachlan et al, 2005). For example, a Caucasian boy will more likely imitate the behavior of a Caucasian male character over that of a Caucasian female character. Behavior modeling, also known as observational learning, is also another theory applied to this relationship. Albert Bandura (1961) conducted a bobo doll experiment in which children viewed a video of an individual violently hitting and yelling at a bobo doll with the children later being led in to a room with an identical bobo doll (Isom, 1998). After viewing the video, the children were immediately led to a first room filled with toys, the children were told not to touch any of the toy(Isom, 1998). Later the children were sent to a second room that was filled with attractive toys, however what had caught the majority of the childrens attention was the identical bobo doll that had been featured in the film. Around 88% of the children had violently hit the doll just as they had seen the model do in the video. (Isom, 1998). The theory of behavior modeling can be applied to understanding the effect of violent video games on aggression in children. Although it is difficult to prove caus ation between violent video games and aggression, a concept such as behavior modeling can provide insight in to aggressive actions upon playing violent games. Behavior modeling is a useful tool in understanding why children sometimes imitate the behavior of individuals who they view in movies, television, and video games. Albert Banduras (1961) social cognitive theory and the use of behavior modeling can help to greatly understand violent video games relation to aggression. Although much of the information regarding the two theories is based of work regarding television and movies, the same concepts have been applied to video games (i.e. Lachlan et al, 2005). It will be interesting to determine if the outcome changes when the theory is applied to violent video games. Literature Review Violent Video Games and Aggression Defined In 2011 violent video games sales have soared over the sales of nonviolent video games (Vgchartz.com, 2011). In 2011, violent titles such as Call of Duty: Modern Warfare 3, Battlefield 3, and Gears of War 3 all made the top 10 best selling games (Vgchartz.com). Violent video games are very popular on video game consoles as well as on computers. With access to online multiplayer, individuals can face off against other people from all over the world. No doubt, access to multiplayer contributes to violent video games popularity. It may seem as though the ability to partake in a video game with individuals from all over the world is a good idea, however that is not always the case. A search on the internet for video game raging can lead one to find dozens of videos of both teenagers and adults alike angrily yelling at their televisions. One is lead to wonder about the implications of these games and what long term consequences they may have. In some instances, video game addiction can occur, leading players to neglect all other responsibilities in order to dedicate as much time as possible to the game (Van Rooij et al, 2010). However, violent video games have not been associated with video game addiction alone. Often, violent video games are associated with increased aggression and hostility in adolescents. Its very difficult to prove that violent video games cause aggression. One would need to prove that aggression is directly caused by video games alone; as such no research has done this hefty task. Anderson Bushman (1998) argue that there are at least four active types of human aggression including physical, verbal, direct, and indirect. This paper will consider physical and verbal aggression in the context of violent video game play. Many research attempts to measure aggression have been conducted. Attempts include the use of electric shock to study the effects aggression and learning (Anderson Bushman, 1998) as well as the use of observational learning, more specifically Banduras (1961) Bobo doll experiment and the social learning theory. To continue, the release of one of the first violent video games Death Race did not go unnoticed; it sparked on outrage among consumers (Ferguson et al, 2008). Some consumers were so outraged that the video game was protested, some went so far as to pull Death Race machines out of arcades and subsequently burn them (Ferguson et al, 2008). Before the release of Death Race video game titles were rather tame, including hits such as Pac-man and Pong. Death Race was the first of its kind, but it wouldnt be the last. A long line of violent titles would follow which would include Mortal Kombat, Counter-Strike, Grand Theft Auto, and the popular Call of Duty series. Violent video game titles will continue to be released year after year, with much of the research about these video game titles resulting in mostly ambiguous information. Its important to gain a clear understanding of the effects of these video games on aggressive and hostile behavior. This paper will take a look in to the appearances violent video games have made in the news, including the link to the Columbine Shootings as well as the Virginia Tech shootings. This paper will also take a look in to the various court cases violent video games have been a part of, including Schwarzenegger vs. EMA as well as Brown vs. EMA. Various legislation from banning the sales of violent video games to minors to requiring an 18+ title will also be considered, as will the Entertainment Software Ratings Board and their reasoning behind rating various titles M for Mature. Last but not least, this paper will also focus upon various research efforts that have been put forth in order to understand the a ssociation between violent video games and aggression. Violent video games in the news Local News Stories Violent video games have made headlines numerous times. Whether news surrounds the release of the violent video game title or the consumers who play them, controversy isnt too hard to find. For instance, take the story of Daniel Petric who had planned to murder both of his parents because they would not allow him to play the shooting game Halo 3 (Ohio teenager, 2009). Petric proceeded to shoot both his parents in the head, his Father survived. Judge James Burge (2009) who had presided over this case stated that Petric had become so obsessed with this particular video game, he had come to believe that like many of the characters in the game, death was not real (as cited in Martinez, 2009). In the end, Petric was sentenced to 23 years in prison but could have faced life without parole. According the Judge Burges statements, Petric had falsely believed that his Mother would not have died when he shot her. Having become so addicted to the game, Petric believed that his Mother would continue to be alive. As in many video games when the character an individual is play dies, the character will simply come back to life a few seconds later as if nothing had happened. Halo 3 is such a game, it is a shooting based game and when the players character dies, the character will come back to life a few seconds later. Petric had become obsessed with this game, to the point where he was addicted. When his parents forbid him from playing the game, he reacted violently. One cannot argue that Petrics violent reaction was caused solely by the video game; however there is definitely an association between the two. For instance Judge Burge (2009) continued I firmly believe that Daniel Petric had no idea at the time he hatched this plot that if he killed his parents, they would be dead f orever (as quoted in Ohio teenager, 2009). Petric may have been confusing fantasy with reality, thinking that his parents would not be dead forever but instead reappear as a live a few days later, just like in the video game. Similarly to Daniel Petric, take the case of Crystian Rivera who killed his baby sister after becoming frustrated with a video game. 13 year old Crystian Rivera was apparently playing a video game while his baby sister had fallen and began to cry, Rivera had gotten so frustrated with the video game that he picked up his 9-month old baby sister and shook her (Police: Frustrated, 2011). Rivera had reportedly said that he had become frustrated with the video game when the character whom he was play as was killed (Police: Frustrated, 2011). No doubt Rivera had experienced an extensive amount of frustration while playing this video game and acted aggressively towards his baby sister. It cant be said that the video game was the cause of the aggression, as other factors might have played a part. Consider the fact that Rivera was only 13 years old while watching a 9-month old. Some adults get frustrated watching a 9-month old and a distracted 13-year old may have experienced an unnecessary a mount of frustration when dealing with a crying child. Rivera would go on to be tried as a youthful offender because of his age (OKC Boy, 2012). Columbine Massacre These are just 2 of many local news stories that have a link to video games. However, video games have made appearances in national news stories as well. The Columbine Massacre took place on April 20th, 1999 in Littleon, Colorado. Students Dylan Klebold and Eric Harris entered proceeded to shoot at other students and staff. The two students had originally planned to murder hundreds of students with a variety of guns, knives, and bombs (Rosenberg, n.d.). Twelve students, one teacher, and the two shooters were dead by the time the massacre was finally over (Rosenberg, n.d.). There are many theories, ranging from depression and bullying, that have been used to decipher what may have prompted the two shooters to carry out this massacre (Mears, 2007). One popular theory is that the video games the two shooters played may have in some way contributed to the actual massacre. The two shooters were reportedly avid players of the first-person shooter video game Doom (Saldana, 2012). The two even made custom levels and characters to share with other Doom players over the internet (Mears, 2007). In the Doom video game players assume the part of a single soldier who roams corridors and shoots at different space creatures with a number of different weapons (Ward, 2001). Doom is very similar to many violent video games of today coinciding with a military theme. Jerald Block (2007) has argued that a sudden restriction from access to the computer and subsequently the video games may have triggered the Columbine shooting (as cited in Mears, 2007). For instance, parents of Harris and Klebold may have suddenly taken away access to the computer, which may have sparked extreme anger in both and eventually resulted in the school shooting. While researching this area Block (2007) had found evidence that computer use was restricted at home and at school for Harris and Klebold, while threats and violent grew more with each restriction (as cited in Mears, 2007). Both Harris and Klebold were obsessed with the Doom video game and reacted violently when it was restricted. It is important to note that Block (2007) feels that the content in the video games is not what prompted the shooting (as cited in Mears, 2007). Both the computer and video game Doom were outlets for Harris and Klebold, without these outlets they proceeded to unleash their aggression on the real world (Mears, 2007). The video game Doom was subject to much controversy as a result of the Columbine shooting. The video game was highly scrutinized and it was noted that the shooters in the school shootings of Paducah, KY and Springfield, OR were also avid players (Sternheimer, 2007). Since the Columbine shooting, a plethora of newspaper articles were released around the nation alleging that video games were the cause of the shootings (Sternheimer, 2007). Sternheimer (2007) argues that aggressive people have a high chance of buying violently content, but it is difficult to prove that violent content actually causes real life violence. It is difficult to prove causation in video games and real world violence, only that the two exist together (Sternheimer, 2007). Sternheimer (2007) states that many news articles concerning video games and violence ignore other factors that might have played a part in the shootings: News reports of the shootings that focus on video games ignore other research on the meanings that the audiences make from media culture. This may be because its qualitative findings are difficult to turn into simple quotatio

Saturday, July 20, 2019

An Analysis of Neil Young’s Pono Music Player Essay -- Pono Music Play

Introduction The researcher’s objective in this paper is to address the issue of the compromise that has been occurring throughout the years, wherein music producers are forced to present material to their audience in simplified, compressed forms. In particular, the researcher would like to dissect Neil Young’s most current innovation – the Pono music player, and analyze whether or not its attempts at aiding this audiophiliac dilemma poses potential success. The researcher also aims to look at whether or not the general public presents a need for this type of product, seeing as there are numerous portable music players already accessible on the market. Over the course of several decades, the engineer’s mind has proven adamant in its attempts at producing and delivering high-fidelity music to the general public. Canadian musician, Neil Young identifies with this statement as he reveals his latest addition to the gallery of high-resolution music players – the Pono music player. With numerous products containing a similar concept available in the market, Young and the investors of this project are faced with the question of whether or not there is a need for another device of this nature, and whether or not the general public recognizes the same musical dilemma of having to listen compromised-quality audio. â€Å"Pono† takes its name from the Hawaiian term for â€Å"righteous† or â€Å"goodness.† In a speech Canadian singer/song-writer, Neil Young gave during the 2014 South By Southwest Festival in Texas, he explains that Pono is potentially a great way to serve music to an artist’s audience in the best quality possible: the quality in which producer wishes for it to be heard. The body of literature on management of technology and inno... ... Mar. 2014. Web. 19 Apr. 2014. . Baldwin, Y. C. The Architecture of Platforms: A Unified View. In Platforms, Markets and Innovation. Cheltenham, UK: Edward Elgar Limited, 2009. Print. Den Uijl, Simon, Henk J. de Vries, and Deniz Bayramoglu. "The rise of MP3 as the market standard: how compressed audio files became the dominant music format." International Journal of IT Standards and Standardization Research 11.1 (2013): 1+. J Josephson, I. "NPD Music Year in Review. J." (2005): In Proceedings of the NARM. n. pag. 04 Apr. 2005. Web. Langlois, R.N., and P.L. Robertson. "Networks and Innovation in a Modular System: Lessons from the Microcomputer and Stereo Component Industries." Research Policy, 21, 297-313. Doi:10.1016/00487333(92)90030-8., 1992. Web.

Friday, July 19, 2019

Illusion vs. Reality in Tennessee Williams The Glass Menagerie Essay

Illusion vs. Reality in Tennessee Williams' The Glass Menagerie      Ã‚  Ã‚   The Glass Menagerie, by Tennessee Williams, contains multiple themes.   While there are many themes, the theme that holds the piece together is illusion versus reality.        Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   This theme is established very quickly, In fact, the first paragraph of the play describes the illusions to take place, "But I am the opposite of a stage musician.   He gives you illusion that has the appearance of truth.   I give you truth in the pleasant disguise of illusion" (1866).   During Tom's monologue, he discusses the premise of the play; when it takes place, who the characters are, and how the play is to be perceived (as a memory).   His reference to illusion is not used as to describe any of the plays specific events, but rather to subtly give weight to the plays ideas.   Although the play itself is an illusion of reality, Tom says that there is truth behind the illusion.   We use this as a sort of flashlight as we enter the play.   We shine it around, looking for the truth Tom speaks of.   We also seek the plays realities and illusions.   Williams, by stating this idea in the beginning, focuses the readers mi nd into such a state that he will unconsciously look for what Williams knows is already there-- the conflict of reality versus illusion.      Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   We will look at the characters one by one, determining each of their realities and illusions.   This will help to establish why Williams chose this as a central theme, and what the resolution of these ideas are.   Because Amanda plays such a large part in the play, we will start with her.   Amanda's life is much illusion.   She establishes this right away when she begins to reminisce of the south and her nume... ...rld of Tennessee Williams. Madison: University of Wisconsin Press, 1965. Jolemore, Nancy.   "Lecture Notes and Study Guide Questions for Tennessee William's The Glass Menagerie."   Old Dominion University.   18 January 2000. 29 June 2000. <http://courses.lib.odu.edu/engl/njolemor>. Kolin, Philip C. Tennessee Williams: A Guide to Research and Performance. Westport: Greenwood Press, 1998. Presley, Delma E.   An American Memory.   Boston: Twayne Publishers, 1990. Reser, Rob.   "A Touch of Glass."   29 June 2000. <http://www.filmspot.com/glassmenagerie.html>. Roudane, Matthew C. The Cambridge Companion to Tennessee Williams. Cambridge: Cambridge University Press, 1997. Williams, Tennessee.   "The Glass Menagerie." The Bedford Introduction to Literature.    Ed. Michael Meyer.   5th ed.   Boston:   Bedford/St. Martin's. 1999. pp.1865-1908.   

Effects Of Creatine Essay -- essays research papers

The Effects of Creatine   Ã‚  Ã‚  Ã‚  Ã‚  Creatine has been used in sports throughout time. Athletes have always had a fascination with being excellent at what they do. With the banning of steroids from competitive sports and the implementation of random drug testing in most sports, most athletes are still somehow hoping to gain an edge on their competition. This edge that they are using is creatine.   Ã‚  Ã‚  Ã‚  Ã‚  In order to understand how creatine works, we must discover what creatine is. Creatine is an energy producing nutrient found in our bodies. It is synthesized from three amino acids arginine, glycine and methionine. These amino acids are primarily found in the liver, pancreas, and kidneys. It is also consumed in our everyday diets from fish, meat and other animal products. Creatine is not considered an essential nutrient in our diets. In general, we consume approximately one gram of creatine per day in our diets (www.healthlink.mcw.edu).   Ã‚  Ã‚  Ã‚  Ã‚  Creatine helps provide the energy our muscles need to move, especially movements that are quick and explosive. Approximately ninety five percent of the body’s creatine supply is found in the skeletal muscles (www.pacific-nutrition.com). The other five percent is spread throughout the body, but mainly found in the heart, brain and testes. Creatine is easily absorbed from the intestinal tract into the blood stream.   Ã‚  Ã‚  Ã‚  Ã‚  Creatine was first discovered in 1832 by a French scientist, Cevreul. In 1847, it was noticed that the meat from foxes killed in the wild had ten times more creatine than meat from inactive foxes. The conclusion from this was that creatine accumulates in muscles due to physical activity. It was discovered in the early twentieth century that not all creatine consumed was excreted in the urine, but in fact, stored in the body. In 1912, researchers found that ingesting creatine can dramatically boost the creatine content of muscle. Fiske and Subbarow discovered creatine phosphate in 1927, and determined that creatine is a key player in the metabolism of skeletal muscle. Most studies focusing on creatine and sports performance have only been done since the early 1990’s (www.pacific-nutrition.com).   Ã‚  Ã‚  Ã‚  Ã‚  When we use our muscles everyday we use oxygen to make energy. This energy is created by breaking... ...rity. It claims to increase muscle strength and to delay fatigue, allowing athletes to train harder and longer. Companies promoting creatine supplements also claim that creatine can help burn fat and increase muscle mass. Annual sales of creatine in the United States alone are well over $100 million (Performance Enhancing Substances). Although creatine use in athletes is expected to increase because it is not on the list of banned substances as of yet, it is possibly going to be banned from professional sports, as well as NCAA sports, as early as next year.   Ã‚  Ã‚  Ã‚  Ã‚  I feel like creatine is great and should not be banned. How are athletes going to gain a competitive edge without a supplement that will allow their muscles to train harder? I have used creatine and I am still currently using creatine. I have seen the gains in muscle mass already only after two weeks of taking creatine. Drinking plenty of water is the key. As long as you take creatine as suggested, there should be no problems. There are no known serious side effects, therefore, I don’t think that creatine should be banned. Creatine is a great supplement for athletes to gain that competitive edge!

Thursday, July 18, 2019

Cognitive Appraisal and/or Personality Traits

Suggested APA style reference: Li, M. (2009, March). Cognitive appraisal and/or personality traits: Enhancing active coping in two types of stressful situations. Paper based on a program presented at the American Counseling Association Annual Conference and Exposition, Charlotte, NC. Cognitive Appraisal and/or Personality Traits: Enhancing Active Coping in Two Types of Stressful Situations Paper based on a program presented at the 2009 American Counseling Association Annual Conference and Exposition, March 22, Charlotte, North Carolina Ming-hui Li Ming-hui Li, EdD, LPC, LMHC, is an assistant professor in the Department of Human Services and Counseling at St. John’s University, Queens, NY. His areas of specialty include stress-coping and resilience development. College students frequently experience stressful situations (Dungan, 2002; Li, 2006). Some college students actively cope with stressful situations while others become victims of the situations. The researcher has been interested in exploring factors that lead college students to actively cope with stressful situations. Enhancing these factors may facilitate college students to employ active coping. The term active coping in the study refers to people’s coping responses that are characterized by solving problems, seeking social support, and non-avoidance. The purpose of this study was to explore effective predictors of active coping in two major types of stressful situations among college students: relation and work. Results of this study may provide information for counselors to help students adapt better to college life by enhancing specific factors in different stressful situations. Theoretical Framework Researchers have not reached an agreement on the nature of coping. For example, process-oriented researchers (e. g. , Albinson & Petrie, 2003; Lazarus & Folkman, 1984; Olff, Langeland & Gersons, 2005) proposed that cognitive appraisal determines the responses individuals adopt to cope with stressful situations. In contrast, diathesis-oriented researchers (e. g. , Abela & Skitch, 2007; Li & Yuan, 2003; Wagner, Chaney, Hommel, Andrews, & Jarvis, 2007) suggested that a match between personality traits and stress types decides coping responses. The present study explored the extent to which a combination of these two theoretical approaches can determine college students’ employment of active coping. Process-oriented researchers (e. g. , Albinson & Petrie, 2003; Lazarus & Folkman, 1984; Olff, Langeland & Gersons, 2005) proposed that coping is a process (instead of a mere trait) in which personal factors, such as beliefs, and environmental factors, such as novelty, work together to affect coping responses through cognitive appraisal. These researchers argued that personality traits and environment are insufficient to determine coping responses. Cognitive appraisal, they believe, is what determines individuals’ coping responses. From their perspective, coping responses can be decided only after individuals have cognitively considered (a) how their lives are influenced by the situation and (a) what they can do to deal with the situation. In contrast, diathesis-oriented researchers (e. g. , Abela & Skitch, 2007; Li & Yuan, 2003; Wagner, Chaney, Hommel, Andrews, & Jarvis, 2007) advocate that individuals’ personality traits influence coping responses in specific contexts. They argued that personality traits influence coping responses most in stressful situations that are closely related to those traits. For example, individuals’ self-efficacy (a task-related trait) has great influence on their coping responses to task-related stressful situations, such as looking for a part-time job. In contrast, individuals’ secure attachment (a relation-related trait) is powerful in influencing coping responses to relation-related stressful situations, such as getting along with new roommates. Both approaches have been supported by previous studies. However, little attention has been drawn to the possibility of combining the two approaches. The present study addressed this possibility. The study was aimed to explore the extent to which a combination of these two theoretical approaches influences people to actively cope with stressful situations. Cognitive appraisal and three traits (self-efficacy, secure attachment, and resilience) were included in the combined model. According to the process-oriented approach, cognitive appraisal was expected to predict active coping across the two stressful situations. Based on the diathesis-oriented approach, self-efficacy was expected to predict active coping in work-related stressful situations such as looking for a part-time job; and secure attachment was expected to predict active coping in relation-related situations such as getting along with new roommates. In addition, the researcher hypothesized that resilience can predict active coping in both relation-related and work-related stressful situations because this trait reflects individuals’ general ability to moderate the negative effects of stress (Benetti & Kambouropoulos, 2006). Cognitive appraisal, self-efficacy, secure attachment, and resilience were applied to predict active coping in two types of stressful situations (relation, work), in order to detect the effectiveness of the combined model. The two hypotheses tested in the study were: Hypothesis 1: In relation-related situations, secure attachment, cognitive appraisal, and resilience can effectively predict active coping. Hypothesis 2: In work-related situations, self-efficacy, cognitive appraisal, and resilience can effectively predict active coping. Methods Participants were 126 students recruited from a college in Taiwan. Their age ranged from 18 to 23 years old. The mean age of this sample was 19. 6. Participants were categorized into two groups—a relation group and a work group, based on their self-reported stressful situations. The numbers of participants in groups of relation and work were 76 and 50, respectively. The researcher administered a questionnaire to participants when they were waiting for a class. Participants signed informed consent forms before they responded to the questionnaire. Data was collected using a questionnaire containing the Resilience Scale (Wagnild & Young, 1993), the Revised Adult Attachment Scale (Collins, 1996), the Coping Strategy Indicator (Amirkhan, 1990), the Chinese Adaptation of General Self-Efficacy Scale (Zhang & Schwarzer, 1995), and category I (cognitive appraisal) of the Student-Life Stress Inventory (Gadzella, 1991). All of the instruments have been used to study college students and have demonstrated adequate validity (construct or concurrent validity) and reliability (Cronbach’s coefficient alpha range from . 6 to . 93). All of the instruments except the Chinese adaptation of General Self-Efficacy Scale were translated by the researcher from English into Chinese. Two bilingual Psychology professors and four bilingual doctoral students examined the translated instruments. A bilingual undergraduate student, who was blind to the original English instruments, back-translated the Chinese versions into English. The original instr uments and the back-translated instruments were very close in meaning, indicating correct language transference. Internal consistency estimates of reliability (Cronbach’s coefficient alpha) were computed for each of the instruments used in this study. The values for coefficient alpha were . 89, . 90, . 75, . 87, and . 81 for the Student-Life Stress Inventory (SSI), the Resilience Scale (RS), the Revised Adult Attachment Scale (AAS-Revised), the General Self-Efficacy Scale (GSS), and the Coping Strategy Indicator (CSI), respectively. The alpha values for the three sub-scales of the Coping Strategy Indicator (CSI) were . 86 (problem-solving), . 88 (seeking social-support), and . 68 (avoidance). In addition, the alpha value for the category I (cognitive appraisal) of the Student-Life Stress Inventory (Gadzella, 1991) was . 84. The research design of this study was a correlational design with four independent (predictor) variables and one dependent variable. The four independent variables were cognitive appraisal, resilience, secure attachment, and self-efficacy. The dependent variable was active coping. This research design consisted of two separate multiple regression procedures that were used to test the proposed model in two types of stressful situations. Data Analysis and Results The data were analyzed by using SPSS 14. 0. Two procedures of multiple regression were applied to test the two hypotheses. The step-wise method was used because the available literature does not provide direction as to how the variables in this study should be entered into a multiple regression equation. By using the step-wise method, the researcher allowed the computer to select the model with the best statistical â€Å"fit. † Correlations among predictor variables and between predictor variables and the dependent variable were examined in order to meet the requirements of multiple regression. The outlier was removed so it did not impact the accuracy of data analysis. The criterion used to screen outliers were (a) a Cook’s distance greater than 1, and (b) a standardized residual greater than 3. Hypothesis 1 was supported while Hypothesis 2 was not supported. Results showed that (a) cognitive appraisal and resilience can predict active coping in stressful situations associated with relation, and (b) secure attachment can predict active coping in work-related stressful situations. Tables I and II showed the results. Table I. Summary of Regression Analyses of Resilience, Secure Attachment, and Self-Efficacy Predicting Active Coping in Relation-Related Stressful Situations ____________________________________________________________ _____ Variable B ? R[pic]Change p ____________________________________________________________ ______ Resilience . 13 . 29 . 09 . 00 Cognition – 2. 56 – 4. . 18 . 001 ____________________________________________________________ ______ Table II. Summary of Regression Analyses of Resilience, Secure Attachment, and Self-Efficacy Predicting Active Coping in Work-Related Stressful Situations ____________________________________________________________ _____ Variable B ? R[pic]Change p ____________________________________________________________ ______ Secure Attachment . 50 . 1 . 17 . 003 ____________________________________________________________ ______ Discussion The study was aimed to test the effectiveness of the model combining two approaches to coping. Results i ndicated that this model is effective in stressful situations associated with relation. In stressful situations associated with relation, individuals who less engage in cognitive appraisal (i. e. , lower levels of cognitive appraisal) and are able to moderate the negative effects of stress (i. . , higher levels of trait resilience) tend to actively cope with the situations. This finding is consistent with Kulenovic and Busko’s (2006) finding that cognitive appraisal and personality trait simultaneously influence individuals’ coping responses to stressful situations. It seems that when people are in the initial stage of coping with a relation-related stressful situation, the less they evaluate the situation and the stronger their trait resilience becomes, the more likely they can cope with the situation actively. A possible explanation of the finding that cognitive appraisal and trait resilience simultaneously influence individual’s coping response to relational stressful situations is that cognitive appraisal leads people to respond to situational factors such as how the romantic relationship ended and who wanted to end the relationship (Bouchard, Guillemette, & Landry-Leger, 2004) while trait resilience directs people to respond to any situation that causes stress such as breaking-up with a boy/girl friend and losing a job (Li, 2008). In work-related situations, those who hold positive attitude toward social interactions (i. e. , high levels of secure attachment) tend to actively cope with work-related situations. It seems that when individuals are in the initial stage of coping with a work-related stressful situation, the more they believe they can get along well with people in the workplace, the more they become willing to take action to deal with the situation. Conclusion While re searchers have proposed different theoretical approaches to explain coping, no adequate efforts have been made to test the possibility of combining different approaches. This study addresses this issue by combining two existing approaches into one model and tests the effectiveness of the model. Results of the study not only expand our knowledge about coping but also provide useful information for counselors to help clients deal with stressful situations. When clients are in the initial stages of coping with relation-related stressful situations, counselors can help the clients by engaging them in reflection of their previous positive coping experiences rather than urging them to cognitively appraise the situations. When clients are in the initial stage of coping with work-related stressful situations, counselors can help the clients by enhancing their person skills. References Abela, J. R. Z. ; Skitch, S. A. (2007). Dysfunctional attitudes, self-esteem, and hassles: Cognitive vulnerability to depression in children of affectively ill parents. Behaviour Research and Therapy, 45, 1127-1140. Albinson, C. B. , & Petrie, T. A. (2003). Cognitive appraisals, stress, and coping: preinjury and postinjury factors influencing psychological adjustment to sport injury. Journal of Sport Rehabilitation, 12, 306-322. Amirkhan, J. H. (1990). A factor analytically derived measure of coping: The coping Strategy indicator. Journal of Personality and Social Psychology, 59, 1066-1074. Benetti, C. , &; Kambouropoulos, N. (2006). Affect-regulated indirect effects of trait anxiety and trait resilience on self-esteem. Personality and Individual Differences, 41, 341-352. Bouchard, G. , Guillemette, A. , & Landry-Leger, N. (2004). Situational and dispositional coping: An examination of theire relation to personality, cognitive appraisals, and psychological distress. European Journal of Personality, 18, 221-238. Collins, N. L. (1996). Working models of attachment: Implications for explanation, emotion, and behavior. Journal of Personality and Social Psychology, 71, 810-832. Dungan, D. E. (2002). Five days of stress and coping in the lives of college students. (Doctoral dissertation, Texas Tech University, 2002). Dissertation Abstract International, 62 (10-B), 4827. Gadzella, B. M. (1991). Student-life Stress Inventory. Library of Congress, Copyright. Kulenovic, A. & Busko, V. (2006); Structural equation analyses of personality, appraisals, and coping relationships. Review of Psychology, 13, 103-112. Lazarus, R. S. , & Folkman, S. (1984). Stress, appraisal, and coping. New York: Springer. Li, M. H. (2006). Stress, traits of resilience, secure attachment, and self-efficacy as predictors of active coping among Taiwanese students (China). (Doctoral dissertation, Texas Tech University, 2006). Dissertation Abstracts International, 67(4-A),1233. Li, M. H. (2008). Relationships among stress coping, secure attachment, and the trait of resilience among Taiwanese college students. College Student Journal, 42, 312- 325. Li, X. , & Yuan (2003). The relationship between junior middle school students’ diathesis, and life stress with mental health. Chinese Journal of Clinical Psychology, 11, 287-288. Olff, M. , Langeland, W. , & Gersons, B. P. R. (2005). Effects of appraisal and coping on the neuroendocrine response to extreme stress. Neuroscience & Biobehavioral Reviews, 29, 457-467. Wagner, J. Chaney, J. , Hommel, K. , Andrews, N. , & Jarvis, J. (2007). A cognitive diathesis-stress model of depressive symptoms in children and adolescents with juvenile rheumatic disease. Children's Health Care, 36, 45-62. Wagnild, G. M. , & Young, H. M. (1993). Development and psychometric evaluation of The resilience scale. Journal of Nursing Measurement, 1, 165-178. Zhang, J. X. , & Schwarzer, R. (1995). Measuring optimistic self-beliefs: A Chinese adaptatio n of the General Self-Efficacy Scale. Psychologia, 38 (3), 174-181.

Wednesday, July 17, 2019

Life during the Great Depression Essay

The 1930s were a quantify of depression, the Great Depression. The Great Depression lasted from the new-fangled 1920s all through the 30s. During this period, umpteen heap were unemployed, and many families didnt have much food. When our company told me that they had to permit me go I begged them not to. At whatsoever point I scour thought about jumping from a skyscraper or a bridge standardised most others did, but I knew it would further give my family more problems to deal with. In this eon, many other even offts occurred in our world, manage the Dust Bowl, which lasted until 1936.The mud dried up and turned into break up, and that was the start of The Dust Bowl. Although the dust was bad there still was some good news, some of my farmer fri wind ups told me they hear that in California there was gold, so most of the farmers tried to go there. pas chirrup(a) life in the thirties was substantial and stressful for everybody. Some of my friends I utilize to work with came home and their wife shout at them because they had no job, which made some families fall apart. Most people in the thirties were miserable. The lines for bread were massive and they lasted long too, because of the shortage of bread.The jobs were very hard to position especially in 1933, even for me even though I had lots of pose and had a masters storey in business from Harvard. In 1931, the goggle box was starting to come along and at this time we didnt realize that in 50 forms televisions would be the briny diversion object of the century. Another swelled hit in the 1930s was for the firm family to gather around the radio. It was our main guidance to hear the news, except for going into town, which was a p lacing people didnt go every day.On May initiatory 1931, the worlds tallest building, the Empire give tongue to Building, was opened by President vacuum-clean in New York. It was and still is 380 meters full(prenominal) and 102 stories with a solid steel frame . It was an eye-popping structure for us at this time and to this day it still stands, used and improved. In 1937 the German Hindenburg air ship burn down to the ground in less than deuce minutes by a set out the size of an ant, leaving 33 people killed, 12 people injured, and only 64 people got away not sternly hurt. The development of new types of fibers in the wee 30s was finally attitude fruit.In 1937 the Du Pont Company in the the States was able to make nylon stockings for the branch base time, which became a big hit with the ladies, but they were not yet available in stores to the ecumenical public. In the 1930s there was the first clinical use of Penicillin and insulin was used to wangle diabetes. In 1932 President Roosevelt was elected, and again re-elected in 1936. Roosevelt built our countrys prudence and is known to be one of many peoples favorite presidents. The noted American women pilot, Amelia Earhart, disappeared on a escape cock around the world in Jul y of 1938.She was ii thirds of the way around when her plane was believed to sever in the middle of the Pacific Ocean. She was an inhalant for many of us, especially for the women. The path we had in the 1930s was very different than the fashion today. Women wore long halter topped dresses, lace frocks, negligees, and corsets, while we men wore suits with a interconnected top hat and over coats. For entertainment we had Shirley Temple, known for her blonde ringlets and her ability to sing and tap dance.She became a favorite famous person in 1934 and by the end of the year she received an Academy Award, and was declared a favorite for the whole family By the end of the decade, one of the first color query pictures was released. Lets not block about sports like baseball, where the legendary baby Ruth entertained our nation. At first the spectacular depression was very tough-minded on the whole nation, but with the great leadership of President Roosevelt and the peoples will p ower we were able to retrace our economy.