Thursday, January 30, 2020

Video game console Essay Example for Free

Video game console Essay A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to cathode ray tube (CRT) display device, but it now implies any type of display device that can produce two or three dimensional images. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles . These platforms range from large mainframe computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use. The input device used to manipulate video games is called a game controller, and varies across platforms. For example, a controller might consist of only a button and a joystick, while another may feature a dozen buttons and one or more joysticks. Early personal computer games often needed a keyboard for game play, or more commonly, required the user to buy a separate joystick with at least one button. Many modern computer games allow or require the player to use a keyboard and a mouse simultaneously. A few of the most common game controllers are gamepads, mouse, keyboards, and joysticks. Video games typically use additional means of providing interactivity and information to the player. Audio is almost universal, using sound reproduction devices, such as speakers and headphones. Other feedback may come via haptic peripherals, such as vibration or force feedback, with vibration sometimes used to simulate force feedback. The present era is the age of modern communication technology is an integral part of youth lives in the twenty first century. The world of electronic media however is changing dramatically; the vast majority of youth have access to multiple media. Most have internet and video game access and a significant portion have cellphones and iPads. Video games have been an important part of our culture (Sherry 2001). The term Video game in the broadcast possible sense is a form of computer based entertainment. Youth play video games for fun with the goal of progressing to the next Level (stage in playing games) and eventually conquering the opponent whether that’s another player or the computer. What’s more the social aspect sharing tactics experiences and explanation helps cement what they have learned. Opportunity for gaming are everywhere and teens are playing video games frequently. Educational video games, handheld device and media production tools can allow young students to see how complex language and other symbols systems attached to the world. From the first rock arrow heads to globe spanning communication network, human have attempted to use technology in improving length and quality of life. Video games are digital entertainment media that utilize both audio and visual channels to capture the audience attention and immense the in the developers vision. In many cases, this involves putting the player in the role of the avatar that interacts with the in game cases. In essence the player is the star of an interactive movie he sees his avatars action portrayed on screen for his entertainment. It logically follows that the aesthetics for video game should attain similar standards to that of a movie, the quality of both visuals and sound should be high. According to Anderson, Buckley and Gentile 2007; Anderson and Bushman 2001: Anderson Carnagey, Flangnan, Benjamin Eubanks and Valentine 2004; Anderson Dill 2000, Experimental and longitudinal and meta-analytic data indicate that playing violent video games increase aggression hostility and aggressive thoughts. According to Hannon, 2007 Epstein, Beeches, Graf and Roemmich 2007. Games with positive content show positive effect. For Example, playing a dancing Video Game can help children lose weight Konami Dance Revolution 2007. Today, sophisticated video games require players to pay constant attention to the game rather than passively watching a movie. This has both positive and negative impact on the player. 1. 2STATEMENT OF THE PROBLEM It’s worth thinking about video game habits. The rapidly evolving nature of video game graphics, violence, and realism cautions against any definitive statement about the impact of video games on social behavior. According to an article by Sheri Rauh (2006), â€Å"Video Game Addiction No Fun† addiction was defined by Dr.Michael Brody as, â€Å"The person needs more and more of a substance or behavior to keep him going. If the person does not get more of the substance or behavior, he becomes irritable and miserable. † According to the Report of the Council on Science and Public Health on the topic of Emotional and Behavioral Effects, Including Addictive Potential, of Video Games, (2007) the committee stated that they had engaged in a thorough study of how video games were affecting lives but had insufficient evidence that playing video games for more than two hours per day could be considered an addiction. However, they did recommend that two hours of screen time, television, video games and computers was the maximum amount of time that anyone should have every day. In Samaru, due to the establishment of many game centers, many youth that nowadays find freedom too early to laze around. Sometimes some of them sneak through tightened blockages to video centers to satisfy their craving which at the long run help them in derailing them from the path of morality. It does not only constitute distraction but loss of other invaluable assets like time, money and domestic disobedience. Therefore study becomes necessary in other to know what these youth gratify from by spending so much time in game centers playing games. 1. 3RESEARCH QUESTIONS The study shall seek answers to the following questions: 1. Does regular playing of the game teachesteach you how to play the game in reality? 2. What are the pleasures derived from playing the game? 3. Why do youth prefer playing soccer play station to other games available to them? 4. Does regular playing of the game divert them away from other pressing responsibilities? 1. 4RESEARCH OBJECTIVES. The aim of the study is mainly to provide for an empirical base for understanding what gratification do youth derive from constant playing of video games. As such, the specific objectives of the study are as follows: 1. To know the pleasure youth derive from playing video games. 2. To know if playing soccer play station teaches youth how to play football in real life 3. To know the reason why they prefer play station soccer to other available game. 4. To know if the game deviate them from their responsibilities. 1. 5SIGNIFICANCE OF THE STUDY. This research work will be of significance because it will know what the youth in Samaru gratify from playing video games specifically soccer play station and what impact does playing it have on them. The research will be able to show what intension they have when packaging the content and to let us know the regulatory body controlling video game content. Finally the research work will be adding to the academic knowledge. 1. 6SCOPE Video game has been and will continue to be a highly popular form of entertainment for the last 30years. They encourage player to become part of the games, sport games like soccer, wrestling motor and bike racing etc. These games consoles have different models e. g Play Station 1, Play Station 2, Play Station 3 and the newly xBox. Therefore this study will focus on the use and gratification of video games specifically soccer play station as regards to the joy they derive craving immorality and how the usage has increase socialization among youths in Samaru. 1. 7LIMITATION The research will have much limitation which will be made know at the end of the research work. 1. 8JUSTIFICATION OF THE STUDY The study is necessary or problematic because it is important for the community and the youth at large to know the effect of video games on their ward and to know how far they can follow the laid down rules given by the gaming regulatory bodies on the type of game that their ward can be exposed to. 1. 9DEFINITION OF TERMS Video Game: The term video game generally refers to interactive entertainment programs that are projected onto television-type screens, either by coin-operated arcade games or dedicated game-playing computers called video-game consoles. Electronic Games: Electronic Games, interactive hardware or software played for entertainment, challenge, or educational purposes. Emotions: Signifies a reaction involving certain physiological changes, such as an accelerated or retarded pulse rate, the diminished or increased activities of certain glands, or a change in body temperature, which stimulate the individual, or some component part of his or her body, to further activity. Gratification: The highest stage of Satisfaction, fulfillment, indulgence, enjoyment, pleasure, delight REFERENCE Asika (2002) Research Methodology in Behavioral Science. Ikeja Logoji Longman Nig Plc. American Medical Association. (2007). Report of the Council on Science and Public Health. (CSAPH Report 12-A-07). Retrieved from www. ama-assn. org/ama1/pub/upload/mm/467/csaph12a07. doc Rauh, S. (2006). Video Game Addiction No Fun. Retrieved from http://www. webmd. com/mental-health/features/video-game-addiction-no-fun Bushman, B. Anderson, C. (2002) Violent Video Games and Hostile Expectations: Test of the General Aggression Model. Personality and Social Psychology Bulletin, 28, 1979-1986. Braun C. and Giroux, J. (1989), Arcade video Games: Proxemic, Cognitive and content Analysis, Journal of Leisure Research, 21 92. Dill, K. E. , Dill, J. C. Video game violence: a review of the empirical literature Aggressive and Violent Behaviour, 3. 407 428 Microsoft  ® Encarta  ® 2009.  © 1993-2008 Microsoft Corporation. All rights reserved. Gentile, D. A. Anderson, C. A. (2003), Violent Video Games: The newest media violence hazard. In D. A. Gentile (Ed), Media Violence and Children. Westport, CT: Praeger Publishing.

Wednesday, January 22, 2020

The Significance of Religion in Hamlet Essay -- Hamlet Essays

Summary -The tragedy of Hamlet is one of the most important of Shakespeare’s plays and one that is published and performed as part of the rainbow of world literature. This paper investigates the role of religion for the characters and their actions, and presents a new interpretation using religion to understand the characters’ motives. The paper concludes that although Christianity is the main influence on Hamlet, Shakespeare also used Grecian religious symbols. Hamlet suffered from a psychological shock, then re-evaluated the events around him in light of his religious views. Hamlet reveals how Shakespeare used his ability in rhetoric to create a religious message about the church and re-created the values of right and wrong according to his own view. ******************************************************************************** Undoubtedly, it is difficult to find free space in the land of the battle which thousands of horses’ hooves have crushed; similarly, when researching Hamlet, one finds a plethora of papers in diverse fields including philosophy, religion, feminism, literature, psychology, culture, and history covering a wide range of aspects of the play. This study examines the function of religion for the people and events of Hamlet, offering a different perspective on the characters’ motives. The essay begins with a summary of the play, and then discusses the characters, especially the protagonist, to elicit the influence of religion. The central questions which this paper will address are: Are the characters ‘believers’? Was the main protagonist, Hamlet, a believer? Is faith given a positive or negative value in the play? To what extent does religion help us to illustrate and understand the play’s events? Was ... ...: Routledge & Kegan Paul Ltd. Available from: http://books.google.com.sa/books?id=irM9AAAAIAAJ&pg=PA117&lpg=PA117&dq=%22+that+the+night-wandering+demons,+who+rejoice+in+dunnest+shades,+at+the+crowing+of+the+cock+tremble+and+scatter+in+sore+affright.%22%22&source=bl&ots=6S_hg403jd&sig=lBs136cVBCxXXStXAmQQTt9AxRk&hl=ar&ei=QnfQS7T4I4v3-Aap6YA0&sa=X&oi=book_result&ct=result&resnum=3&ved=0CBMQ6AEwAg#v=onepage&q=%22%20that%20the%20night-wandering%20demons%2C%20who%20rejoice%20in%20dunnest%20shades%2C%20at%20the%20crowing%20of%20the%20cock%20tremble%20and%20scatter%20in%20sore%20affright.%22%22&f=false [accessed 20 April - 2015] Voss, P. 2002 'Assurances of Faith: How Catholic was Shakespeare? How Catholic are his Plays?' Crisis 20, No. 7 (July/August), pp. 34-39. It is available from: http://www.catholiceducation.org/articles/arts/al0147.html [Accessed 24 April 2015]

Tuesday, January 14, 2020

Motivation as an Important Aspect of Human Resource Management

Motivation is a vital aspect in functioning of every organization. It refers to the forces that arouse enthusiasm and persistence to pursue a certain course of action for accomplishing organizational goals. Nowadays, there are numerous motivation theories that human resource managers use in order to encourage high work performance. Generally, there are two types of rewards in motivation.The first is intrinsic rewards, which is the satisfaction a person receives in the process of performing a particular action. For example, a person selling educational materials may get an intrinsic award of helping children read well. The other type of rewards is extrinsic, which are the rewards that are generally given by another person, typically a manager and include promotion and pay increases. For instance, some person that does not get pleasure from doing his/her job may be motivated by an extrinsic reward of high payment.Good human resource managers usually strive to help people achieve both e xtrinsic and intrinsic rewards, far as it has been proven that most talented and innovative employees are usually motivated not only by rewards such as benefits and money but also with the satisfaction from the work they do. To create an environment that is rich in opportunity, challenge and reward managers need to implement one of the manager’s theories. The three types of motivation theories include: content theories, process and reinforcement theories.Content theories usually stress the understanding of human needs and how they can be satisfied in the workplace. Thus, if a human resource manager realizes worker’s needs, the organization’s rewards system can be designed to meet them and reinforce employees for directing energies and priorities toward attainment of organizational goals. One of the content theories is the hierarchy of needs theory developed by Abraham Maslow. This theory suggests that people are motivated by five categories of needs- physiologic al, safety, belongingness, esteem, and self-actualization-that exist in a hierarchical order.Self-actualization which is on the top of the hierarchy may include: opportunities for training, advancement, growth and creativity. Esteem needs generate: recognition, high status and increased responsibilities. While, belongingness needs may comprise: work groups, clients, coworkers and supervisors. Safety needs include safe work, fringe benefits and job security. Finally, at the bottom of the hierarchy there are physiological needs which are heat, air and base salary. According to the theory low-order needs must be satisfied before higher-order needs are activated.The other content theory is ERG theory that resembles a modified Maslow’s theory. It identifies three categories of needs: 1. Existence needs- needs for physical well-being. 2. Relatedness needs- need for satisfactory relationships with others. 3. Growth needs- developing human potential and the desire for personal growth and increased competence. One psychologist suggested that nowadays the need to have fun at work needs to be added to this theory, far as it can relieve stress and enable people to feel that their personal lives are not totally separated from their work lives.There his also a two-factor content theory, created by Frederick Herzberg. After interviewing hundreds of workers he came to conclusion that two separate dimensions contribute to an employee’s behavior at work. The first are hygiene factors, which are factors that involve the presence or absence of job dissatisfiers such as working conditions, pay, company policies, and interpersonal relationships. The second set of factors is motivators, which include achievement, recognition, responsibility and opportunity for growth.Thus, on one hand providing hygiene factors will eliminate employee dissatisfaction, and on the other motivators will promote high satisfaction and performance. Process theories, unlike content theories fo cus more on determining how workers act to meet their needs and if those choices are successful. There are two basic process theories: equity theory and expectancy theory. Equity theory focuses on individual’s perceptions of how fairly they are treated relative to others. If people perceive their compensation as equal to what others receive for similar contributions they will believe that their treatment is fair and equitable.Equity is measured by ratio of outputs and inputs. Inputs include: education, experience, effort and ability, while the outputs generate pay, recognition, benefits and promotion. Thus, for example if some employee discovers that he/she is getting more money than people who contribute the same inputs to the company, he/she may feel the need to correct the inequity by working harder, getting more education or considering lower pay. Expectancy theory is a process theory that suggests that motivation depends on individual’s expectations about their ab ility to erform tasks and receive desired rewards. For instance, if the company creates an incentive program which would be used in areas such as distribution, where employees are recognized for accomplishment in safety, productivity and attendance it can appear rather effective. The other type of theories is reinforcement theory. It is a motivation theory based on the relationship between a given behavior and its consequences. For instance a company implementing a reinforcement theory may reward salespeople for the kinds of behaviors that keep sales and profits rising.If people in this company don’t perform, they don’t get paid. However, they can reap huge economic rewards for high performance. A good example of a country, where different companies use different motivation theories in their human resource management is Ukraine. Analyzing the variety of company’s in Ukraine it can be seen that most large company’s functioning on the territory of our count ry are either subsidiaries of foreign company’s or some multinational/transnational corporations.Surely, those companies placed in our country use mostly some content theories that provide workers with bonuses, opportunities for training, growth and team buildings, which can be some trips paid-for by the company, in order to create a sense of team in the company’s staff. An example of such companies would be Celenia, Kraft Foods, BMS Consulting, etc. Those companies, like many others of their kind use content theories that incorporate many useable tools for managers.As for local Ukrainian company’s that are based soly in Ukraine, they usually might offer some fringe benefits which is a good motivation tool. However, hrm managers in those companies rarely use the system of bonuses, increased payments, or some incentive programs. Mostly, the motivation is associated with fear of loosing the job or getting reduced payment if the organizational goals are not complet ed. It resembles a reinforcement theory of management, where employees are suggested a certain type of behavior and if they do or do not pursue it, certain consequences follow.There are companies that give their workers so-called â€Å"black balls† on every project they did not complete or that was not done on time and if the worker gets more than 5 balls he/she is out of the job. From my point of view, this type of motivation has a lot of shortcomings and it should be substituted by some content theory of management. Far as this type of human resource management, doesn't correspond to ethical norms of a democratic society. Thus, motivation is an important aspect in human resource management. Nowadays, human resource managers have an option of selecting out of numerous management theories.They include content, process and reinforcement theories. Content theories like hierarchy of needs theory or ERG theory focus on understanding and satisfying human needs at work. Process the ories on the other hand, focus on employee’s choices of action to accomplish company’s goals and determining if those choices are correct. While, reinforcement theory focuses on what consequences follow if the workers do or do not follow the given behavior. Choice of an appropriate motivation theory is a significant step to company’s success.

Sunday, January 5, 2020

Fat Definition - Chemistry Glossary

Fat Definition: Compounds that are generally soluble in organic solvents and largely insoluble in water. Fats are triesters of glycerol and fatty acids. Fats may be either solid or liquid, though sometimes the term is reserved for solid compounds. Examples: butter, cream, lard, vegetable oil Return to the Chemistry Glossary Index