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Video Game Perils
Brian Yi
California State University of Northridge
Professor Kathryn Christolear
English 306OL
April 29, 2015
Table of Contents
Table of contents-------------------------------------------------------
---------------------------------------2
Purpose of Proposal---------------------------------------------------
----------------------------------------3
Addiction Forms-------------------------------------------------------
----------------------------------------3
Physical Problems-----------------------------------------------------
----------------------------------------5
Social Problems--------------------------------------------------------
----------------------------------------7
Solution
---------------------------------------------------------------------------
------------------------------8
References--------------------------------------------------------------
--------------------------------------10
TO: Headmaster Paisley
FROM: Brian Yi
RE: Video Game Early Exposure
DATE: April 27, 2015
PURPOSE
To propose development solutions to the concerns of video
gaming exposed at an early age. The early stage of development
is a critical point in life that can have a significant impact on
the way an adolescent carries themselves throughout their life.
The knowledge that is absorbed will carry on and be applied to
obligations whether it is concerning career, education, or
general responsibilities. I am suggesting that in educational
institutions at the adolescent level in elementary schools needs
to coordinate and introduce a program that will teach young
scholars to be responsible with video game usage. This would
ensure that as they develop they will know what to prioritize
and value their obligations more. Burdens such as loneliness,
anxiety, poor hygiene, will be addressed that come with abuse
of something will decrease.
ADDICTION FORMS
Addiction comes in many shapes and forms that can broadly
appeal to various sorts of people. It occurs merely by the abuse
of substances or behavioral activities that can interfere with an
individual’s daily routine or life. Individuals seem to have the
misconception of the recreational use of these forms that turns
into an obligation. The criteria of individuals can be quite
complex in that there are many variations considering the age,
ethnicity, gender, environment, etc. Here are just some forms of
potentially addictive substances that the majority of people who
are substance abusers find to have in common in at least one
criteria; alcohol, cocaine, nicotine, heroine, and caffeine. These
substances may not share the same chemicals, but what they do
have in common is increasing the levels of dopamine. Dopamine
is a neurotransmitter within the human brain that sends out
reward signals to the nerve system. To achieve increased levels
of dopamine, substances would be needed to be physically
ingested directly in order to feel the full effects that they are
capable of providing. The downside of what may provide
pleasant effects also come with a baggage of side-effects. These
side-effects can be irritability, dependent, restlessness, etc. The
effects can interconnect with each other where one is the result
of the other. For instance, being deprived of sleep can cause
someone to be more sensitive to exposure that would easily
trigger irritable behavior.
These side-effects can be seen through active forms of
addictions as well. Some actively based forms of addiction are;
gambling, shopping, eating, and video gaming. These each
require time invested to receive the psychological benefits. The
intake of more time spent divulged in these particular activities,
then the more rewarding effects they would become. Tolerance
as a result would increase to receive the same satisfaction that
was experienced when the individual first became aware of the
gratifying effects. Almost everything requires balance to
receive the benefits and by doing so will minimize the negatives
that come along with it. Having the ability to balance and set
moderations require discipline in one-self’s sense of control.
There are some who are able to manage it efficiently, whereas
some who are more susceptible to struggle. Although, the
particular activity or substance is not the focus in itself of the
attraction of addiction, but it is the sense of relief that it
provides; essentially releasing built up stress by the
involvement of such forms of addiction. People have
dependencies and indulge in a distractor to temporarily forget
about their troubles and hardships. The short run of such
temporary solutions can be fine when not frequently applied. In
the long run, the positive effects that once were, could turn for
the worst.
The main focus of this report is to address the source of
addiction that has a great concern the world of video gaming
introduced at an early age. Technology is continuously
advancing with the benefits of time, from the invention of the
Conestoga wagon by James Logan during the 18th century or
even dating farther back to 3.4 million years ago of the
development of stone hand-tools by hominins. This clearly
shows as time progresses so does the efficiency of said
technological advancements. Currently, the western world is
overwhelmed by digital gadgets surrounding the livelihoods that
find can found so dazzling and incredibly accessible. The world
is run by digital products that cannot operate without it. Digital
products are found everywhere. From schools to businesses that
need it to maintain their daily operations. The world has become
so dependent on them that they are the primary source for the
way an institution functions. There is of course benefits that
digitalized equipment bring, but when they are introduced there
needs to be an emphasis on using the technology responsibly.
Especially at the age of an adolescent who is learning at a rapid
rate from the behaviors and actions of others. There needs to be
strict regulations on the use of digital technology that is being
introduced to them. They helped make things run faster and
more efficiently with calculation that may take hours done
manually when they could just be done automatically. This is
why teachers as well as parents have the responsibility to
carefully introduce it to a developing age. Once taught, it is
extremely difficult to shake their learned behavior. They will
carry on living the way they learned throughout their lives. It
will become a standard for how their behaviors can lead to time
management, prioritizing, socializing, etc. If not treated with
care it will just become another thing the individual needs to
overcome with all the other life obstacles that will be
introduced along the way or if not make it more difficult. This
is where it is most crucial to how great the impact might be as a
result of the exposure in the hands of an adolescent. The
development age will have a significant impact to how they
would act and progress throughout their lives. If it not managed
properly it can become detrimental and will become a burden to
be carried. This burden is something that will distract and delay
the development an individual could have experienced without
the knowledge of the thing.
Video games display a whole new world that can look very
fictional or a mirror image construct of reality. The graphics
and specifications that are continuously optimized are able to
meet realistic visuals that can be captivating. There are many
categories that are part of the gaming world and to each their
own that can relate to and have an interest in a particular genre
of video games. The fundamentals of video games consist of
objectives that requires time, effort, and commitment to
accomplish the appointed tasks. The objectives are set in a way
where it is possibly to achieve, but only through trial and error
and at the end is usually waiting with a reward. An abundant
amount of games are available on a software named Steam that
are heavily involved in rewards. There are features called
achievements that set forth tasks that a player can complete to
have it on record for others to view. These rewards can provide
in game content or just a sense of self-accomplishment. It is a
solution to cope with the burdens and painstaking events that
individuals have to deal with in the real world. It is an escape
from reality to give a fresh breath from the mistreatments that
can be overwhelming and consuming. Feeling bad is what
produces this habit of addiction; to get away from the hard
reality that people need to face. At least in the virtual world,
they are someone to be looked up to especially in a multiplayer
game where others can recognize the skills that an individual
has acquired from the efforts they have invested into the game.
This is admirable and feels gratifying to know that others have
some form of respect even though the respect would not produce
more long-term rewards. If people had a choice they would want
to be treated well at all times. But obviously this is not the case
and the escape of reality offers them that form of unreasonable
pleasantry.
PROBLEMS
Physical Problems
Physical problems an individual can face by the heavy
involvement of video games comes with a list. Obesity can be
one of them. Since video games require a sufficient time spent
to progress it is reasonable to foresee that the habits the
individual partakes in will attempt to accommodate and not
interfere with the capabilities of their progression. The time
spent on the majority of the popular video games released
requires little to no effort of body movement. This incentivizes
the individual to stay in one fixed position, which is
comfortable and just requires more mental interaction than
physical. The diet intake can be mismanaged as well by the
types of food that are readily available for someone who does
not want to allocate their time away from gaming, so it is most
convenient to find a source that is quick and easy to keep them
going. These sources could be soda, fast food, microwavable,
energy drinks, instant coffee, candy, take out, delivery. The
type of food that is indigested can determine the state of
mentality and physical form the individual would develop. Here
is a table list of the positives and negatives of physical
activities.
Positives of Physical Activities
· Increase your chances of living longer
· Feel better about yourself
· Decrease your chances of becoming depressed
· Sleep well at night
· Move around more easily
· Have stronger muscles and bones
· Stay at or get to a healthy weight
· Be with friends or meet new people
· Enjoy yourself and have fun
Negatives of Absence of Physical Activities
· Get heart disease
· Get type 2 diabetes
· Have high blood pressure
· Have high blood cholesterol
· Have a stroke
· Carpal Tunnel Syndrome
· Migraines
· Sleep Disturbances
· Backaches
· Eating Irregularities
· Poor Personal Hygiene
(USDA)
Sleep deprivation is a big concern when it comes to video
gaming. The time that is spent playing video games can be
erratic when unsupervised. The nightly sessions of hours of
gaming that provides endless rewards in sight but to no avail
providing any important benefits for the real world.
Consequences of Sleep Deprivation
· Decreased Performance and Alertness: Sleep deprivation
induces significant reductions in performance and alertness.
Reducing your nighttime sleep by as little as one and a half
hours for just one night could result in a reduction of daytime
alertness by as much as 32%.
· Memory and Cognitive Impairment: Decreased alertness and
excessive daytime sleepiness impair your memory and your
cognitive ability – your ability to think and process information.
· StressRelationships: Disruption of a bed partner’s sleep due to
a sleep disorder may cause significant problems for the
relationship (for example, separate bedrooms, conflicts,
moodiness, etc.).
· Poor Quality of Life: You might, for example, be unable to
participate in certain activities that require sustained attention,
like going to the movies, seeing your child in a school play, or
watching a favorite TV show.
· Occupational Injury: Excessive sleepiness also contributes to a
greater than twofold higher risk of sustaining an occupational
injury.
· Automobile Injury: The National Highway Traffic Safety
Administration (NHTSA) estimates conservatively that each
year drowsy driving is responsible for at least 100,000
automobile crashes, 71,000 injuries, and 1,550 fatalities.
(Breus, Michael J.)
Physical activity can deter video gamers to be more responsible
for their health and the way they lead their lives. Here are
various activities that the USDA has suggested for an individual
to be more physically active.
Moderate Physical Activities
· Walking briskly (about 3 ½ miles per hour)
· Bicycling (less than 10 miles per hour)
· General gardening (raking, trimming shrubs)
· Dancing
· Golf (walking and carrying clubs)
· Water aerobics
· Canoeing
· Tennis (doubles)
Vigorous Physical Activities
· Running/jogging (5 miles per hour)
· Walking very fast (4 ½ miles per hour)
· Bicycling (more than 10 miles per hour)
· Heavy yard work, such as chopping wood
· Swimming (freestyle laps)
· Aerobics
· Basketball (competitive)
· Tennis (singles)
(USDA)
Social Problems
The immersion of video games is so captivating that it can harm
how an individual socializes in the real world. Video games
create a world that consists of a concrete goal and makes it
possible for the player to obtain and notice the end results.
These rewards are made to be easily spotted and provide a
means of achieving. The results are almost given
instantaneously from the effort that has been given into it.
These results incentivize the player to keep playing more to get
more rewards after each play-through. According to an article
by 9news, psychologists have devised some points concerning
the reasons of playing video games.
Reasons to Invest Time in Video Games
· A series of tasks that are easy to learn but difficult to master.
· An elaborate and exciting storyline.
· Characters with whom players can empathize.
· The ability to create personalized avatars for game characters.
· The manipulation of time during game play (for example,
changing from day to night or dark to light).
· Carefully designed relationships between game characters.
· Random games of chance mixed into the overall game play
(such as the opportunity to win a new feature).
· A constant and regular series of rewards (for example, you
earn a new badge or feature after you play for a certain amount
of time).
· Opportunities to interact socially with others through the
game.
· Repetitive tasks that have no defined endpoint.
(Wachtel, Max)
This can arise a problem where in the real world is not so much
similar. The real world does not often grant immediate results
and would be quire ridiculous to do so. There is more
uncertainty to how everything plays out as opposed to virtual
reality. Internet video games is a great attribute to the way
people socialize today. Technology has made it possible to
communicate via internet through various sources of
communication. The socializing is presented through
multiplayer gaming that connects people all over the world to
play together. People can communicate through voice or text
communicative features. This seems like a step in the right
direction but it can overtake how an individual functions.
Having been exposed to virtual connections can disconnect the
person from reality. The instantaneous rewards that require
effort but with minimal time can seem so much more comforting
then what is expected in the real world. Everything takes longer
from graduating with a degree, getting a promotion, having a
long lasting relationship are just some examples that push
people away to something that requires little time and effort and
an abundance amount of rewards. The statistics are
automatically recorded and can be reviewed on a daily basis. In
the real world, it is not as concrete and calculating through the
behaviors and interactions happening. “Up to 90 percent of
American youngsters play video games and as many as 15
percent of them — more than 5 million kids — may be addicted,
according to data cited in the AMA council’s report”, (Tanner,
Lindser).
Addiction Warning Signs
· Playing for increasing amounts of time
· Thinking about gaming during other activities
· Gaming to escape from real-life problems, anxiety,
or depression
· Lying to friends and family to conceal gaming
· Feeling irritable when trying to cut down on gaming
Video games can negatively affect a student’s education when
they are drawn into what the games provide. The concentration
and focus is not being efficiently applied to their studies when
distractions come into play. Video gamers can attest to this of
their priorities being misconstrued. They know that their duty
towards their education is important to them and have a big
weight pulling them down to accomplish what they viscerally
find most significant.
SOLUTION
There are physical programs that are taught to show the
importance of being physically active and the benefits that it
can bring forth in the long-term. Drug awareness programs such
as D.A.R.E are also being implemented to help deter students
from abusing these sources. Another cause for concern should
be about the use of technology or more specifically video
games. As an adolescent, a child is not demanded to take on
much responsibilities and during this time is where the child
develops and grows. The experiences that have been learned
from older generations are passed on to the younger ones and
time changes. This time has changes to a digital environment
that needs to be taught to be treated with responsibility. The
programs need to start in elementary studies to ensure that the
students are going to respect the use of video games. The
program can be an hour lecture about the use of video games.
The point of this program is to address the problems that can
arise from video games at an early age so that it will not be
appear through their maturing state that will hamper their duties
and responsibilities as mature individuals.
References
Bellum, Sarah. "Video Game Addiction-Is It Real?" NIDA for
Teens. National Institute on Drug Abuse, 9 Apr. 2014. Web. 25
Apr. 2015. From
http://teens.drugabuse.gov/blog/post/video-game-addiction-is-
it-real
Breus, Michael J. "Chronic Sleep Deprivation and Health
Effects." WebMD. WebMD, n.d. Web. 06 May 2015. From
http://www.webmd.com/sleep-disorders/features/important-
sleep-habits
Kuss, Daria J. "Internet Gaming Addiction: Current
Perspectives." Psychology Research and Behavior Management.
Dove Medical Press, 14 Nov. 2013. Web. 25 Apr. 2015. From
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3832462/
Newton, Phil. "What Is Dopamine?" Psychology Today. Sussex,
26 Apr. 2009. Web. 29 Apr. 2015. From
https://www.psychologytoday.com/blog/mouse-
man/200904/what-is-dopamine
"Result Filters." National Center for Biotechnology
Information. U.S. National Library of Medicine, 1 Aug. 2002.
Web. 29 Apr. 2015. From
http://www.ncbi.nlm.nih.gov/pubmed/12151508
Sherry Rauh WebMD. "Video Game Addiction." WebMD.
WebMD, n.d. Web. 25 Apr. 2015. From
http://www.webmd.com/mental-health/addiction/features/video-
game-addiction-no-fun?page=2
Sutter, John D. "5 Warning Signs of Gaming Addiction -
CNN.com." CNN. Cable News Network, 6 Aug. 2012. Web. 25
Apr. 2015. From
http://www.cnn.com/2012/08/05/tech/gaming-gadgets/gaming-
addiction-warning-signs/
Tanner, Lindser. "Is Video-game Addiction a Mental
Disorder?" Msnbc.com. Associated Press, 22 June 2007. Web.
25 Apr. 2015. From
http://www.nbcnews.com/id/19354827/ns/technology_and_scien
ce-games/t/video-game-addiction-mental-
disorder/#.VUE_XvlVhBd
USDA. "Why Is Physical Activity Important?" Why Is Physical
Activity Important?USDA, n.d. Web. 29 Apr. 2015. From
http://choosemyplate.gov/physical-activity/why.html
Wachtel, Max. "Video Game Addiction a Real Problem for
Many." 9News. KUSA, 1 May 2014. Web. 06 May 2015. From
http://www.9news.com/story/tech/personal-
tech/stories/2014/05/01/video-game-addiction/8556321/
Yi 10
A researcher plans a study in which a crucial step is offering
participants a food reward. It is important that the three food
rewards be equal in appeal. Thus, a pre-study was designed in
which participants were asked which of the rewards they
preferred. Of the 60 participants, 16 preferred cupcakes, 26
preferred candy bars, and 18 favored dried apricots. Do these
scores suggest that the different foods are differentially
preferred by people in general? (Use the .05 significance level.)
a.Use the five steps of hypothesis testing.
b.Sketch the distribution involved.
c.Explain your findings.
2.A high school principal wanted to know if the racial makeup
of her teachers mirrored that of the student body. The student
body broke down into 47% White, 28% Latino, 15% African
American, and 10% other. Of the 65 teachers, 42 were White, 4
were Latino, 15 were African American, and 4 were Other. Do
these results suggest that the racial makeup of the faculty
members is different from that of the students? (Use the .05
significance level.)
Use the five steps of hypothesis testing and explain your
findings.
3.Please make up and discuss research examples corresponding
to the various techniques introduced throughout this course.
Describe a plausible study for each of the following statistical
procedures, indicating how it would apply and what results you
would predict. Also include information about the number of
participants you would assess and how you would go about
estimating effect size and statistical power (when relevant).
a.correlation
b.multiple regression
c.t test for independent means
d.t test for dependent means
e.ANOVA
f.chi square for goodness of fit
g.chi-square test for independence
1
Training Food Services Employees
Running Head: Training Food Services Employees in Assembly
Lines
Alex Bernal
Training Food Services Employees in Assembly Lines
California State University of Northridge
Professor Kathryn Christolear
May 6, 2015
Table of Contents
Table of
contents………………………………………………………………
…..2
Background…………………………………………………………
………….…..3
The
Problem………………………………………………………………
…….….3
The
Video Game PerilsBrian Yi California State University of North.docx

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Video Game PerilsBrian Yi California State University of North.docx

  • 1. Video Game Perils Brian Yi California State University of Northridge Professor Kathryn Christolear English 306OL April 29, 2015 Table of Contents Table of contents------------------------------------------------------- ---------------------------------------2 Purpose of Proposal--------------------------------------------------- ----------------------------------------3 Addiction Forms-------------------------------------------------------
  • 3. TO: Headmaster Paisley FROM: Brian Yi RE: Video Game Early Exposure DATE: April 27, 2015 PURPOSE To propose development solutions to the concerns of video gaming exposed at an early age. The early stage of development is a critical point in life that can have a significant impact on the way an adolescent carries themselves throughout their life. The knowledge that is absorbed will carry on and be applied to obligations whether it is concerning career, education, or general responsibilities. I am suggesting that in educational institutions at the adolescent level in elementary schools needs to coordinate and introduce a program that will teach young scholars to be responsible with video game usage. This would ensure that as they develop they will know what to prioritize and value their obligations more. Burdens such as loneliness,
  • 4. anxiety, poor hygiene, will be addressed that come with abuse of something will decrease. ADDICTION FORMS Addiction comes in many shapes and forms that can broadly appeal to various sorts of people. It occurs merely by the abuse of substances or behavioral activities that can interfere with an individual’s daily routine or life. Individuals seem to have the misconception of the recreational use of these forms that turns into an obligation. The criteria of individuals can be quite complex in that there are many variations considering the age, ethnicity, gender, environment, etc. Here are just some forms of potentially addictive substances that the majority of people who are substance abusers find to have in common in at least one criteria; alcohol, cocaine, nicotine, heroine, and caffeine. These substances may not share the same chemicals, but what they do have in common is increasing the levels of dopamine. Dopamine is a neurotransmitter within the human brain that sends out reward signals to the nerve system. To achieve increased levels of dopamine, substances would be needed to be physically ingested directly in order to feel the full effects that they are capable of providing. The downside of what may provide pleasant effects also come with a baggage of side-effects. These side-effects can be irritability, dependent, restlessness, etc. The effects can interconnect with each other where one is the result of the other. For instance, being deprived of sleep can cause
  • 5. someone to be more sensitive to exposure that would easily trigger irritable behavior. These side-effects can be seen through active forms of addictions as well. Some actively based forms of addiction are; gambling, shopping, eating, and video gaming. These each require time invested to receive the psychological benefits. The intake of more time spent divulged in these particular activities, then the more rewarding effects they would become. Tolerance as a result would increase to receive the same satisfaction that was experienced when the individual first became aware of the gratifying effects. Almost everything requires balance to receive the benefits and by doing so will minimize the negatives that come along with it. Having the ability to balance and set moderations require discipline in one-self’s sense of control. There are some who are able to manage it efficiently, whereas some who are more susceptible to struggle. Although, the particular activity or substance is not the focus in itself of the attraction of addiction, but it is the sense of relief that it provides; essentially releasing built up stress by the involvement of such forms of addiction. People have dependencies and indulge in a distractor to temporarily forget about their troubles and hardships. The short run of such temporary solutions can be fine when not frequently applied. In the long run, the positive effects that once were, could turn for the worst.
  • 6. The main focus of this report is to address the source of addiction that has a great concern the world of video gaming introduced at an early age. Technology is continuously advancing with the benefits of time, from the invention of the Conestoga wagon by James Logan during the 18th century or even dating farther back to 3.4 million years ago of the development of stone hand-tools by hominins. This clearly shows as time progresses so does the efficiency of said technological advancements. Currently, the western world is overwhelmed by digital gadgets surrounding the livelihoods that find can found so dazzling and incredibly accessible. The world is run by digital products that cannot operate without it. Digital products are found everywhere. From schools to businesses that need it to maintain their daily operations. The world has become so dependent on them that they are the primary source for the way an institution functions. There is of course benefits that digitalized equipment bring, but when they are introduced there needs to be an emphasis on using the technology responsibly. Especially at the age of an adolescent who is learning at a rapid rate from the behaviors and actions of others. There needs to be strict regulations on the use of digital technology that is being introduced to them. They helped make things run faster and more efficiently with calculation that may take hours done manually when they could just be done automatically. This is why teachers as well as parents have the responsibility to
  • 7. carefully introduce it to a developing age. Once taught, it is extremely difficult to shake their learned behavior. They will carry on living the way they learned throughout their lives. It will become a standard for how their behaviors can lead to time management, prioritizing, socializing, etc. If not treated with care it will just become another thing the individual needs to overcome with all the other life obstacles that will be introduced along the way or if not make it more difficult. This is where it is most crucial to how great the impact might be as a result of the exposure in the hands of an adolescent. The development age will have a significant impact to how they would act and progress throughout their lives. If it not managed properly it can become detrimental and will become a burden to be carried. This burden is something that will distract and delay the development an individual could have experienced without the knowledge of the thing. Video games display a whole new world that can look very fictional or a mirror image construct of reality. The graphics and specifications that are continuously optimized are able to meet realistic visuals that can be captivating. There are many categories that are part of the gaming world and to each their own that can relate to and have an interest in a particular genre of video games. The fundamentals of video games consist of objectives that requires time, effort, and commitment to accomplish the appointed tasks. The objectives are set in a way
  • 8. where it is possibly to achieve, but only through trial and error and at the end is usually waiting with a reward. An abundant amount of games are available on a software named Steam that are heavily involved in rewards. There are features called achievements that set forth tasks that a player can complete to have it on record for others to view. These rewards can provide in game content or just a sense of self-accomplishment. It is a solution to cope with the burdens and painstaking events that individuals have to deal with in the real world. It is an escape from reality to give a fresh breath from the mistreatments that can be overwhelming and consuming. Feeling bad is what produces this habit of addiction; to get away from the hard reality that people need to face. At least in the virtual world, they are someone to be looked up to especially in a multiplayer game where others can recognize the skills that an individual has acquired from the efforts they have invested into the game. This is admirable and feels gratifying to know that others have some form of respect even though the respect would not produce more long-term rewards. If people had a choice they would want to be treated well at all times. But obviously this is not the case and the escape of reality offers them that form of unreasonable pleasantry. PROBLEMS Physical Problems Physical problems an individual can face by the heavy
  • 9. involvement of video games comes with a list. Obesity can be one of them. Since video games require a sufficient time spent to progress it is reasonable to foresee that the habits the individual partakes in will attempt to accommodate and not interfere with the capabilities of their progression. The time spent on the majority of the popular video games released requires little to no effort of body movement. This incentivizes the individual to stay in one fixed position, which is comfortable and just requires more mental interaction than physical. The diet intake can be mismanaged as well by the types of food that are readily available for someone who does not want to allocate their time away from gaming, so it is most convenient to find a source that is quick and easy to keep them going. These sources could be soda, fast food, microwavable, energy drinks, instant coffee, candy, take out, delivery. The type of food that is indigested can determine the state of mentality and physical form the individual would develop. Here is a table list of the positives and negatives of physical activities. Positives of Physical Activities · Increase your chances of living longer · Feel better about yourself · Decrease your chances of becoming depressed · Sleep well at night · Move around more easily
  • 10. · Have stronger muscles and bones · Stay at or get to a healthy weight · Be with friends or meet new people · Enjoy yourself and have fun Negatives of Absence of Physical Activities · Get heart disease · Get type 2 diabetes · Have high blood pressure · Have high blood cholesterol · Have a stroke · Carpal Tunnel Syndrome · Migraines · Sleep Disturbances · Backaches · Eating Irregularities · Poor Personal Hygiene (USDA) Sleep deprivation is a big concern when it comes to video gaming. The time that is spent playing video games can be erratic when unsupervised. The nightly sessions of hours of gaming that provides endless rewards in sight but to no avail
  • 11. providing any important benefits for the real world. Consequences of Sleep Deprivation · Decreased Performance and Alertness: Sleep deprivation induces significant reductions in performance and alertness. Reducing your nighttime sleep by as little as one and a half hours for just one night could result in a reduction of daytime alertness by as much as 32%. · Memory and Cognitive Impairment: Decreased alertness and excessive daytime sleepiness impair your memory and your cognitive ability – your ability to think and process information. · StressRelationships: Disruption of a bed partner’s sleep due to a sleep disorder may cause significant problems for the relationship (for example, separate bedrooms, conflicts, moodiness, etc.). · Poor Quality of Life: You might, for example, be unable to participate in certain activities that require sustained attention, like going to the movies, seeing your child in a school play, or watching a favorite TV show. · Occupational Injury: Excessive sleepiness also contributes to a greater than twofold higher risk of sustaining an occupational injury. · Automobile Injury: The National Highway Traffic Safety Administration (NHTSA) estimates conservatively that each year drowsy driving is responsible for at least 100,000
  • 12. automobile crashes, 71,000 injuries, and 1,550 fatalities. (Breus, Michael J.) Physical activity can deter video gamers to be more responsible for their health and the way they lead their lives. Here are various activities that the USDA has suggested for an individual to be more physically active. Moderate Physical Activities · Walking briskly (about 3 ½ miles per hour) · Bicycling (less than 10 miles per hour) · General gardening (raking, trimming shrubs) · Dancing · Golf (walking and carrying clubs) · Water aerobics · Canoeing · Tennis (doubles) Vigorous Physical Activities · Running/jogging (5 miles per hour) · Walking very fast (4 ½ miles per hour) · Bicycling (more than 10 miles per hour) · Heavy yard work, such as chopping wood · Swimming (freestyle laps)
  • 13. · Aerobics · Basketball (competitive) · Tennis (singles) (USDA) Social Problems The immersion of video games is so captivating that it can harm how an individual socializes in the real world. Video games create a world that consists of a concrete goal and makes it possible for the player to obtain and notice the end results. These rewards are made to be easily spotted and provide a means of achieving. The results are almost given instantaneously from the effort that has been given into it. These results incentivize the player to keep playing more to get more rewards after each play-through. According to an article by 9news, psychologists have devised some points concerning the reasons of playing video games. Reasons to Invest Time in Video Games · A series of tasks that are easy to learn but difficult to master. · An elaborate and exciting storyline. · Characters with whom players can empathize. · The ability to create personalized avatars for game characters. · The manipulation of time during game play (for example, changing from day to night or dark to light).
  • 14. · Carefully designed relationships between game characters. · Random games of chance mixed into the overall game play (such as the opportunity to win a new feature). · A constant and regular series of rewards (for example, you earn a new badge or feature after you play for a certain amount of time). · Opportunities to interact socially with others through the game. · Repetitive tasks that have no defined endpoint. (Wachtel, Max) This can arise a problem where in the real world is not so much similar. The real world does not often grant immediate results and would be quire ridiculous to do so. There is more uncertainty to how everything plays out as opposed to virtual reality. Internet video games is a great attribute to the way people socialize today. Technology has made it possible to communicate via internet through various sources of communication. The socializing is presented through multiplayer gaming that connects people all over the world to play together. People can communicate through voice or text communicative features. This seems like a step in the right direction but it can overtake how an individual functions. Having been exposed to virtual connections can disconnect the
  • 15. person from reality. The instantaneous rewards that require effort but with minimal time can seem so much more comforting then what is expected in the real world. Everything takes longer from graduating with a degree, getting a promotion, having a long lasting relationship are just some examples that push people away to something that requires little time and effort and an abundance amount of rewards. The statistics are automatically recorded and can be reviewed on a daily basis. In the real world, it is not as concrete and calculating through the behaviors and interactions happening. “Up to 90 percent of American youngsters play video games and as many as 15 percent of them — more than 5 million kids — may be addicted, according to data cited in the AMA council’s report”, (Tanner, Lindser). Addiction Warning Signs · Playing for increasing amounts of time · Thinking about gaming during other activities · Gaming to escape from real-life problems, anxiety, or depression · Lying to friends and family to conceal gaming · Feeling irritable when trying to cut down on gaming Video games can negatively affect a student’s education when
  • 16. they are drawn into what the games provide. The concentration and focus is not being efficiently applied to their studies when distractions come into play. Video gamers can attest to this of their priorities being misconstrued. They know that their duty towards their education is important to them and have a big weight pulling them down to accomplish what they viscerally find most significant. SOLUTION There are physical programs that are taught to show the importance of being physically active and the benefits that it can bring forth in the long-term. Drug awareness programs such as D.A.R.E are also being implemented to help deter students from abusing these sources. Another cause for concern should be about the use of technology or more specifically video games. As an adolescent, a child is not demanded to take on much responsibilities and during this time is where the child develops and grows. The experiences that have been learned from older generations are passed on to the younger ones and time changes. This time has changes to a digital environment that needs to be taught to be treated with responsibility. The programs need to start in elementary studies to ensure that the students are going to respect the use of video games. The program can be an hour lecture about the use of video games. The point of this program is to address the problems that can arise from video games at an early age so that it will not be
  • 17. appear through their maturing state that will hamper their duties and responsibilities as mature individuals.
  • 18. References Bellum, Sarah. "Video Game Addiction-Is It Real?" NIDA for Teens. National Institute on Drug Abuse, 9 Apr. 2014. Web. 25 Apr. 2015. From http://teens.drugabuse.gov/blog/post/video-game-addiction-is- it-real Breus, Michael J. "Chronic Sleep Deprivation and Health Effects." WebMD. WebMD, n.d. Web. 06 May 2015. From http://www.webmd.com/sleep-disorders/features/important- sleep-habits Kuss, Daria J. "Internet Gaming Addiction: Current Perspectives." Psychology Research and Behavior Management. Dove Medical Press, 14 Nov. 2013. Web. 25 Apr. 2015. From http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3832462/
  • 19. Newton, Phil. "What Is Dopamine?" Psychology Today. Sussex, 26 Apr. 2009. Web. 29 Apr. 2015. From https://www.psychologytoday.com/blog/mouse- man/200904/what-is-dopamine "Result Filters." National Center for Biotechnology Information. U.S. National Library of Medicine, 1 Aug. 2002. Web. 29 Apr. 2015. From http://www.ncbi.nlm.nih.gov/pubmed/12151508 Sherry Rauh WebMD. "Video Game Addiction." WebMD. WebMD, n.d. Web. 25 Apr. 2015. From http://www.webmd.com/mental-health/addiction/features/video- game-addiction-no-fun?page=2 Sutter, John D. "5 Warning Signs of Gaming Addiction - CNN.com." CNN. Cable News Network, 6 Aug. 2012. Web. 25 Apr. 2015. From http://www.cnn.com/2012/08/05/tech/gaming-gadgets/gaming- addiction-warning-signs/ Tanner, Lindser. "Is Video-game Addiction a Mental Disorder?" Msnbc.com. Associated Press, 22 June 2007. Web. 25 Apr. 2015. From
  • 20. http://www.nbcnews.com/id/19354827/ns/technology_and_scien ce-games/t/video-game-addiction-mental- disorder/#.VUE_XvlVhBd USDA. "Why Is Physical Activity Important?" Why Is Physical Activity Important?USDA, n.d. Web. 29 Apr. 2015. From http://choosemyplate.gov/physical-activity/why.html Wachtel, Max. "Video Game Addiction a Real Problem for Many." 9News. KUSA, 1 May 2014. Web. 06 May 2015. From http://www.9news.com/story/tech/personal- tech/stories/2014/05/01/video-game-addiction/8556321/ Yi 10 A researcher plans a study in which a crucial step is offering participants a food reward. It is important that the three food rewards be equal in appeal. Thus, a pre-study was designed in which participants were asked which of the rewards they preferred. Of the 60 participants, 16 preferred cupcakes, 26 preferred candy bars, and 18 favored dried apricots. Do these scores suggest that the different foods are differentially
  • 21. preferred by people in general? (Use the .05 significance level.) a.Use the five steps of hypothesis testing. b.Sketch the distribution involved. c.Explain your findings. 2.A high school principal wanted to know if the racial makeup of her teachers mirrored that of the student body. The student body broke down into 47% White, 28% Latino, 15% African American, and 10% other. Of the 65 teachers, 42 were White, 4 were Latino, 15 were African American, and 4 were Other. Do these results suggest that the racial makeup of the faculty members is different from that of the students? (Use the .05 significance level.) Use the five steps of hypothesis testing and explain your findings. 3.Please make up and discuss research examples corresponding to the various techniques introduced throughout this course. Describe a plausible study for each of the following statistical procedures, indicating how it would apply and what results you would predict. Also include information about the number of participants you would assess and how you would go about estimating effect size and statistical power (when relevant). a.correlation
  • 22. b.multiple regression c.t test for independent means d.t test for dependent means e.ANOVA f.chi square for goodness of fit g.chi-square test for independence 1 Training Food Services Employees Running Head: Training Food Services Employees in Assembly Lines
  • 23. Alex Bernal Training Food Services Employees in Assembly Lines California State University of Northridge Professor Kathryn Christolear May 6, 2015
  • 24. Table of Contents Table of contents……………………………………………………………… …..2 Background………………………………………………………… ………….…..3 The Problem……………………………………………………………… …….….3 The